TEXT: The  
  Worldwound
  The  
  Worldwound
  
  THE WORLDWOUND
  The 
  Wounded Lands
  Numeria
  Mendev
  Ustalav
  Hold of 
  Belkzen
  Realm 
  of the 
  mammoth 
  loRds
  RifTshadow
  Sarkorian STeppe
  FrosTmire
  Jormurdun
  Sabertooth Vale
  houSe of 
  reflectionS
  Shadow Spring
  Wolfcrags
  frostmire 
  fen
  shroud of 
  unicorns
  goddess’s 
  tear
  Petrified 
  library
  the lake lost  
  to the sun
  Winged 
  Wood
  lake 
  iPona
  mileS
  0
  100
  needleglens
  bridesPool 
  fen
  forest 
  of embers
  shudderWood
  circle of 
  hierophantS
  greengraVe 
  Keep
  dyinglight
  hanging 
  tower
  undarin
  ValahuV
  domora
  drezen
  yathScar
  threShold
  zelmiSdria’S 
  boudoir
  iz
  pulura’S 
  fall
  blacKearth 
  cairn
  raliScrad
  ghalcor’S 
  tower
  StoraSta
  gundrun
  moonScream 
  glade
  fort 
  clearwater
  STonewilds
  S
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  ®
  ™
  ®
  ™
  ®
  ™
  ®
  ™
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  On the Cover
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
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  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
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  Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
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  Printed in China.
  Table of Contents
  Chapter One: Worldwound Gazetteer 
  2
  Frostmire 
  6
  Riftshadow 
  10
  Sarkorian Steppe 
  14
  Stonewilds 
  18
  The Wounded Lands 
  22
  Chapter Two: Adventures in the Worldwound 
  26
  Chapter Three: Worldwound Bestiary 
  40
  Kyra joins the crusade and faces off 
  against a marilith demon in Kieran 
  Yanner’s cover painting.
  Reference
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules 
  of these books available online for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Bestiary 
  B1
  Bestiary 2 
  B2 
  Bestiary 3 
  B3
  Lords of Chaos:  
   Book of the Damned, Vol. 2 
  BOTD2
  Horsemen of the Apocalypse:  
   Book of the Damned, Vol. 3 
  BOTD3
  Demons Revisited 
  DR
  GameMastery Guide 
  GMG
  Inner Sea Bestiary 
  ISB
  The Inner Sea World Guide 
  ISWG
  Lost Cities of Golarion 
  LCOG
  Lost Kingdoms 
  LK
  Magnimar: City of Monuments 
  MCOM
  Mythic Adventures 
  MA
  Pathfinder Adventure Path #48 
  AP48
  Paths of Prestige 
  POP
  Ultimate Combat 
  UC
  Ultimate Magic 
  UM
  Authors • James Jacobs, Jonathan H. Keith, Jason Nelson,  
  Todd Stewart, and Tanith Tyrr
  Cover Artist • Kieran Yanner
  Interior Artists • Diego de Almeida, Mattias Fahlberg,  
  Jorge Fares, Fabio Gorla, Damien Mammoliti, and 
  Mariana Vieira
  Cartographer • Rob Lazzaretti
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • James Jacobs
  Development Team • Logan Bonner, John Compton,  
  Adam Daigle, Rob McCreary, Mark Moreland,  
  and Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey,  
  Ryan Macklin, and Christina Stiles
  Editorial Interns • Jay Loomis and Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
   and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet,  
  and Chris Lambertz
  
  2
  Pathfinder Campaign Setting: The Worldwound
  Worldwound Gazetteer
  “Heed these rules, you lot. Don’t eat anything you didn’t bring in with 
  you. Don’t drink any water you haven’t boiled. Don’t touch anything 
  that’s growing. Hell, don’t touch anything that’s dead, either! You 
  know what I touch here in the Worldwound? Only things that came 
  in with me and haven’t left my sight, that’s what. That’s why I’m still 
  alive after five years on the line, and that’s why half of you will be 
  dead by the end of one. If you don’t want to be included in the dead 
  half, follow orders, watch your fellows, and keep your eyes sharp. 
  And don’t. Touch. Anything.”
  —Cedric Mercadian, Crusader of the Order of the Rising Sun
  
  1
  3
  Worldwound Gazetteer
  1
  T
  he world changed in 4606 ar. Storms wracked the 
  skies, oceans churned, empires collapsed, and a 
  god died. But to the proud people in the ancient 
  land of Sarkoris, the world did more than change at the 
  dawning of the Age of Lost Omens—it ended.
  The opening of the Worldwound destroyed the 
  capital city of Sarkoris, emptied rivers, rent the earth, 
  and unleashed a hoard of demons into the world. The 
  plague of storms striking Golarion that same week was 
  a blessing in disguise, for the fury of those supernatural 
  tempests slowed the demons’ advance beyond the edge 
  of north-central Sarkoris, giving the rest of the nation 
  time to rally and prepare defenses along the Riftshadow; 
  the storms also allowed neighboring Mendev to bolster 
  its only lightly defended border with Sarkoris—marked 
  by the Sellen River—and send for help. 
  The arrival of the crusaders of Iomedae and other 
  faiths from the south contained the demonic army for 
  a time, but soon thereafter, a second wave of fiends, 
  stronger and prepared for battle, boiled out of the 
  Worldwound. This time, even the prepared armies of 
  holy crusaders could not stem the demon tide. This 
  time, Sarkoris was well and truly lost.
  The Crusades
  To date, four crusades have been launched against the 
  demons of the Worldwound, and while all four have had 
  varying degrees of success and failure, none have yet 
  driven the armies of Deskari, Lord of the Locust Host, 
  from Golarion. A brief history of the war follows.
  First Crusade (4622 ar–4630 ar): Although a fair 
  number of holy warriors came to Sarkoris’s aid in the first 
  several years after the Worldwound opened, the church of 
  Iomedae did not declare the First Crusade until 4622 ar, as 
  the repercussions of Aroden’s death significantly delayed 
  the church’s ability to respond to the growing crisis. By 
  the time the First Crusade reached Mendev, the demons 
  had long since seized control of central Sarkoris, and had 
  claimed significant portions of Mendev as well. 
  The First Crusade bolstered the defenders of Sarkoris 
  and Mendev, boosting both their numbers and morale, 
  and the sudden increase in the enemy’s strength caught 
  the demonic horde unprepared, causing them to retreat 
  back to the Northmounds. With Mendev and southern 
  Sarkoris thus liberated, the crusaders remained in the 
  region to help rebuild—an offer Mendev welcomed 
  gratefully, but one that the disparate and proud clans of 
  Sarkoris accepted more reluctantly. In any event, for the 
  next few years the demons seemed content to focus their 
  wrath upon Sarkoris’s Northmounds, battling primarily 
  with the surviving Sarkorian clans desperately attempting 
  to reclaim their family lands, while Mendev remained 
  relatively unmolested.
  Second Crusade (4638 ar–4645 ar): When a second 
  wave of demons erupted from the Worldwound in 4636 
  ar, the crusaders had settled into their new homes in 
  Mendev. They again took up arms against the demons, 
  expecting a short series of fights and boasting that 
  this time they would drive the host back to the very 
  edges of the Worldwound itself. But their expectations 
  did not come to fruition. This time, the demons 
  pouring from the Worldwound were not only more 
  numerous—they were better prepared. Rather than the 
  haphazard, chaotic, self-indulgent mob the crusaders 
  previously encountered, the marauding demons were 
  now legions driven by powerful commanders. Under 
  their commanders’ direction, the demons orchestrated 
  strike forces, teleported behind enemy lines, drove 
  their enemies toward their advancing ranks, and then 
  crushed their opponents between them. The armies of 
  the marilith Aponavicius captured the crusader city 
  of Drezen using such tactics, forcing the church of 
  Iomedae to finally call for the Second Crusade.
  Even with the inf lux of troops from the Second 
  Crusade, however, it quickly became apparent the 
  demons were going to win. Fortunately for Mendev, 
  the demons aimed the bulk of their devastating attack 
  westward and southward. The impending loss prompted 
  the leaders of the Mendevian Crusaders to make a fateful 
  decision—they pulled their support from Sarkoris, 
  allowing the demon army to descend on what remained 
  of that land, and instead concentrated their efforts on 
  erecting wardstones along the West Sellen and Moutray 
  rivers. The price of their actions proved steep, but, as 
  the wardstones f lared to life, the menhirs contained the 
  demons within lost Sarkoris and saved tens of thousands 
  from grisly deaths. Yet despite this success, the near-
  total loss of Sarkoris is generally regarded as the final 
  capstone on a disastrous crusade.
  Third Crusade (4665 ar–4668 ar): Now contained 
  within Sarkoris by a combination of the wardstones, 
  increased pressure from the Mammoth Lords, and the 
  distraction of an entire nation to plunder, the demons 
  What Is the Worldwound?
  The term “Worldwound” has two meanings: It can refer 
  to the series of canyons, rifts, and ravines that have 
  spread (and are still spreading) through what was once 
  central Sarkoris, or it can refer to the entire region that fell 
  under the sway of the demonic influence of Deskari, the 
  demon lord who opened the rift between Golarion and the 
  Abyss. In most circumstances, the two terms can be used 
  interchangeably, since the demons and the land corrupted 
  by Abyssal influence remain so tightly connected.
  
  4
  Pathfinder Campaign Setting: The Worldwound
  continued to press against the borders but seemed largely 
  content to revel in their captured realm. Meanwhile, 
  as the years passed, the Mendevian crusaders grew 
  more and more corrupt—in part due to the subtle 
  machinations of the cult of Baphomet, which had 
  successfully infiltrated numerous companies and faiths 
  throughout Mendev, but also because the resource-
  strained church of Iomedae had increasingly accepted 
  less trustworthy members into its war effort. The church 
  launched the Third Crusade primarily as an attempt 
  to galvanize the crusaders, but as its focus increasingly 
  turned toward self-destructive witch hunts and internal 
  squabbling, the crusade collapsed under its own corrupt 
  weight. Ultimately, the Third Crusade accomplished very 
  little within the Worldwound—apart from delighting and 
  entertaining Sarkoris’s demonic masters.
  Fourth Crusade (4692 ar–4707 ar): After decades of 
  Abyssal rule, a dangerous new addition to the demon 
  armies arrived in the form of Khorramzadeh the Storm 
  King. Scholars of the war are divided as to whether or 
  not the Storm King had been ruling from Iz all along, or 
  if he was but the latest arrival in the region. Regardless, 
  the Storm King’s first assault on the border resulted in 
  no less catastrophic an event than the cracking of the 
  Kenabres wardstone. The ferocity of this attack caught the 
  crusaders off guard, but in the end the wardstone held. 
  In response, the church of Iomedae called for the Fourth 
  Crusade. This crusade proved to be the longest and most 
  grueling of the crusades yet, lasting 15 years and ending 
  more as a result of wartime exhaustion than anything 
  else. The demons lost very little, and in the years since 
  this crusade’s whimpering conclusion, morale along the 
  Worldwound’s borders has reached an all-time low.
  On the Nature of
  Demonic Subtlety
  Demons are a powerful force. They resist mortal magic 
  and wounds from most mundane weapons and attacks, 
  can summon more of their kind to aid them in battle, 
  and can teleport across great distances with ease. So 
  why didn’t they immediately overrun Golarion when the 
  Worldwound opened?
  Put simply, the leaders of demonkind are as a whole 
  much smarter and more subtle than most of their 
  enemies believe.
  The initial surge of demons from the Worldwound in 
  4606 ar was, despite its size and power, little more than 
  Deskari tentatively “testing the waters” before committing 
  the full fury of his armies in the second wave in 4636 ar. 
  During this attack, Deskari allowed the demons of the 
  first wave to ravage and savage in a disorganized wave 
  of terror. In the chaos, some demons used their abilities 
  to teleport to distant parts of Golarion, and many of 
  these remain in the dark places of the world to this day. 
  The bulk of the initial wave, however, was too eager to 
  ravage what lay directly before them to stop and consider 
  tactics. This too was part of Deskari’s plans; the initial 
  disorganized attack only reinforced the perception that 
  these demons were a leaderless mass of frenzied fiends 
  obviously unable to work together.
  Initially, Deskari intended to have his demonic armies 
  use teleportation and other abilities to great effect 
  during the second attack wave, but the enemy’s swift 
  and unexpected creation of the wardstones limited his 
  army’s use of this tactic. The wardstones created a ring 
  of holy energy around the demon-occupied lands, with 
  the more potent arc of stones along the rivers to the east 
  and south creating a sort of ref lection along the borders 
  to the north and west. While demons could certainly 
  teleport within the Worldwound freely, and could, in 
  theory, march physically out of the affected area to the 
  north or west, other factors (the barbarian inhabitants’ 
  aggression and the simple lack of united opponents) 
  kept the demons focused on the south and east, where 
  the wardstones and the crusaders themselves created 
  difficult-to-ignore targets.
  Yet Deskari had another plan, as well. He wanted to 
  give the crusaders the time and opportunity to defeat 
  themselves, to succumb to corruption and to unwittingly 
  do the demons’ jobs for them. The ruins of Sarkoris had 
  given Deskari’s armies enough to destroy and torment for a 
  century or more on their own, but with the aid of Baphomet 
  and his cult of Ivory Templars, the demons picked away 
  at the mental fortitude of the crusaders, using disguised 
  demons or hidden cultists to vex and stir contempt, and then 
  let human nature do the rest. The results are inarguable—
  the crusaders today are shot through with corruption, 
  treachery, and sin. Just as a wine must be allowed to age for 
  its proper flavor to bloom, so must the souls of humanity be 
  given time to wallow in despair before the demons reap the 
  harvest and usher in the apocalypse.
  Reading Region 
  Stat Blocks
  This chapter presents expanded details on the five regions 
  of the Worldwound. Each region begins with a summary of 
  key features of the region, starting with a short description 
  of that region’s nature. New monsters or other rules items 
  that appear in this book are marked with an asterisk (*).
  Alignment: This 
  indicates 
  the most common 
  alignment in the region.
  Demonic Inf luences: Various demon lords have 
  vested interests in parts of the Worldwound—this entry 
  indicates which demon lords are the most commonly 
  worshiped in the region, or who have the most inf luence 
  over the region’s denizens.
  
  1
  5
  Worldwound Gazetteer
  1
  Notable Inhabitants: Specific NPCs of note are 
  listed here, along with their roles in the region—these 
  characters are generally quite well known throughout the 
  Worldwound, whether as notorious monsters or demons, 
  or (in rare cases) heroes who have long fought against the 
  Worldwound from within.
  Monsters and Hazards: This entry lists the most 
  common demons, monsters, and hazards one can expect 
  to encounter in the region. See the random encounter 
  tables on page 41 for further details on specific monsters 
  found in each region of the Worldwound.
  Notable Settlements: Most of the cities of old Sarkoris 
  lie in ruins, but many of them still serve as settlements—
  the majority of those living in these ruined cities are 
  demons and cultists, although exceptions do exist 
  and are indicated as such in the text. For each city, a 
  population figure is listed. This figure indicates the 
  number of humanoids (and in some cases, tieflings, 
  as well) dwelling in the city. These humanoids could 
  be prisoners and victims being held in ghettos for 
  eventual sacrifice or food, or they could be villainous 
  and treasonous mercenaries who have thrown in their lot 
  with the demons. In some cases, the humanoids might 
  even consist of rebels eking out a life behind enemy lines. 
  Consult the settlement’s entry in the region’s gazetteer 
  section for more information. Note that these numbers 
  do not account for any demons or other monsters that 
  might live in the town—the number of demons in a 
  settlement in the Worldwound can vary significantly, 
  depending on troop movements or the ebb and flow of 
  war. A listing of “abandoned” for a settlement indicates 
  a negligible number of humanoids dwell there, and that 
  the settlement lies in ruins and is inhabited by demons 
  and monsters.
  Typical Weather: Perverse seasons and strange weather 
  afflict the Worldwound. This entry lists the typical 
  weather for the region—roll on the table on page 27 of this 
  book to determine what the weather is like on any one day 
  spent in the Worldwound. Rules for weather appear on 
  pages 437–440 of the Pathfinder RPG Core Rulebook.
  Typical Precipitation: Rainfall and snowfall are not 
  uncommon in the Worldwound, yet even these sources of 
  water are dangerous to drink. While such precipitation 
  doesn’t cause damage, it is singularly unpleasant to 
  experience. Rain in the Worldwound tends to be oddly 
  colored (sometimes looking like blood, mucus, or fouler 
  bodily fluids), but even when the rain appears normal 
  it smells wrong. The stink of rotting flesh, rusting 
  metal, and decaying plant matter often suffuses the 
  Worldwound’s rain, and the water itself, if gathered, 
  can cause sickness as surely as drinking from a tainted 
  river or polluted pool. Snow is likewise fouled, with 
  the f lakes being gray or pale red or filthy yellow, but 
  even when they’re white, it feels oily to the touch , and 
  when it melts, it only starts to look and feel worse. Even 
  magically manipulated weather, such as control weather, 
  results in foul precipitation.
  Survival: There is very little in the Worldwound for 
  outlanders to drink or eat, and parasites and disease 
  often infest what can be scavenged from the land. When 
  a character attempts to use the Survival skill to get along 
  in the wild, to keep from getting lost, or to predict the 
  weather for up to 24 hours in advance, use the DC listed 
  here instead of those provided in the Core Rulebook. If 
  a character manages to find food or water, the chance 
  that some sort of aff liction infects the meal is listed, 
  as well—if the food or water is unsafe, roll on the table 
  on page 28 to determine the exact nature of its taint. A 
  character who simply eats food he finds on the ground 
  or drinks from any water source he finds without 
  successfully rolling a Survival check automatically 
  exposes himself to an aff liction.
  The Fifth Crusade
  The thirteenth Pathfinder Adventure Path, Wrath of the 
  Righteous, tells the story of what could be the final days 
  of the Worldwound or the final days of Avistan. In this 
  Adventure Path, the PCs are placed front and center 
  among events no less epic than the fall of the wardstones 
  and the dawn of the Fifth Crusade. For good or for ill, 
  this will be the last of the Mendevian crusades—and it 
  will be up to the PCs to prevail. The novel King of Chaos 
  and launch of the fifth season of Pathfinder Society also 
  focus on the Fifth Crusade, and as such, the contents 
  of this book contain some spoilers for these adventures 
  and products. Every effort has been made to keep the 
  plots of these upcoming stories secret, yet they will draw 
  from NPCs, locations, and story seeds mentioned in the 
  following pages.
  For GMs seeking to build their own Worldwound-
  themed campaigns, none of the locations given greater 
  detail in Chapter Two of this book have a major role to play 
  in the Wrath of the Righteous Adventure Path. For GMs 
  who intend to run Wrath of the Righteous as a non-mythic 
  Adventure Path, some of the locations detailed in Chapter 
  Two are perfect sites to host additional adventures for your 
  PCs when they need to take a break from the Adventure 
  Path’s main storyline to gain a few more levels. Conversely, 
  much-expanded details on the city and citadel of Drezen, 
  numerous smaller locations in the northeastern Wounded 
  Lands (including the fortress of the Ivory Templars of 
  Bahaumut ruled by Xanthir Vang), the ruined city of Iz, 
  and the prison known as the Threshold will all be featured 
  as major locations in Wrath of the Righteous.
  
  6
  Pathfinder Campaign Setting: The Worldwound
  DESOLATE FROZEN SWAMPLAND
  Alignment: CE
  Demonic Influences: Cyth-V’sug, Gogunta, Kostchtchie, Shax, 
  Shivaska
  Notable Inhabitants: Alulasavi (controls Roaring Sabertooth 
  barbarians, CE female shadow demon sorcerer 12), Enivuni 
  (Queen of Frostmire, CE female fungus queenISB cleric of Cyth-
  V’sug 11), Glungur (ruler of Dyinglight, CE male marsh giantB2 
  cleric of Kostchtchie 9), Yealek-Vor (ruler of Jormurdun, CE 
  male kalavakusB2 cleric of Shivaska 10), 
  Monsters and Hazards: Bowel worms*, demons (deraknis*, 
  hezrous), demonic vermin, fiendish marsh giantsB2, fungus 
  queensISB, midnight morels*, quicksand, Shax’s beard*, 
  supernatural cold, urannag*
  Notable Settlements: Dyinglight 
  (abandoned)
  Typical Weather: Cold, windy
  Typical Precipitation: Snow
  Survival: DC 24 (35% affliction 
  chance)
  Frostmire occupies the northwest 
  corner of the Worldwound. Wedged 
  between miles of empty tundra to 
  the north and the Realm of the 
  Mammoth Lords to the west, 
  this desolate land has in large 
  part managed not to attract 
  the direct attention of Deskari’s 
  demon armies. The barbarian tribes 
  to the west likewise have never had 
  much interest in the ragged hills known 
  as the Wolfcrags or the stinking 
  swamps of Frostmire Fen. This land 
  has thus escaped many of the raids 
  these barbarians have been staging 
  against the Worldwound over the past century. 
  Frostmire has largely been forgotten by those waging 
  war in lost Sarkoris, affording those who live there the 
  opportunity to continue their fight for survival without 
  additional distractions.
  History
  Frostmire has always been a backwater, even during 
  Sarkoris’s heyday. The great plateau of the Northmounds 
  and the Forest of Stones to the east served to funnel the 
  worst of the freezing winds from the desolate northern 
  tundra directly through Frostmire, making it the 
  coldest of Sarkoris’s regions. Even today, jagged, barren 
  hills and the vast, gelid waters of Frostmire Fen itself 
  Frostmire
  make up much of Frostmire, leaving little reason for 
  people to live here. 
  When Sarkoris fell, the northern lights that 
  shone so often over the realm’s night skies took on a 
  strange shape—the image of a weeping woman’s face. 
  Throughout Frostmire, priests of the empyreal lord 
  Pulura received additional visions of a wave of demonic 
  horror washing over their land. Because of Pulura’s 
  warnings (and the demons’ concentration on more 
  heavily populated areas) the people of Frostmire had the 
  comparative luxury of several weeks to evacuate their 
  homes. By the time the demons turned their attentions 
  to the now-desolate region, they found little there to 
  amuse them, only empty villages and abandoned homes. 
  Most preferred to focus on the more populated southern 
  and eastern regions and, as the crusades gained 
  momentum, the amassing of so many enemies on the 
  Worldwound’s borders also kept them distracted. 
  Today, Frostmire is perhaps the least demon-
  haunted of the five regions of old Sarkoris, yet 
  it is hardly a safe haven. Death can trap 
  the unwary visitor here as surely as 
  anywhere else in this lost land.
  Inhabitants
  The lack of an obvious foe 
  to fight and the paucity of 
  civilizations to destroy and 
  corrupt have left Frostmire 
  largely 
  forgotten 
  by 
  the 
  demonic forces allied with 
  the cult of Deskari. The resulting 
  power vacuum has left Frostmire as 
  the best location in the Worldwound 
  for demons and cults that are less 
  involved with the Worldwound but 
  still have an interest in seeing the Abyss spread 
  into the Material Plane to dig in their talons. 
  Hezrous loyal to Gogunta lurk in the swampy waters, 
  ever on the prowl for Sarkorian treasures with which to 
  elevate their status in their demon queen’s eyes. A large 
  number of shadow demons in the service of Shax have 
  claimed a powerful barbarian tribe in Sabertooth Vale as 
  machines of murder. Fungus queens lurk near many of 
  the fouler sulfur springs in Frostmire, steadily working 
  to build their cults while themselves supporting and 
  even worshiping the greatest of their kind in the region, 
  the Cyth-V’sugian priestess Enivuni. 
  Beyond the trackless expanse of the fen itself, two 
  additional powerful individuals rule their own empires. 
  Yealek-Vor
  
  1
  7
  Frostmire
  1
  The Kostchtchie-worshiping marsh giants who have 
  claimed Dyinglight as their own are led by a hulking 
  brute named Glungur, while to the northwest, the slaver 
  demon Yealek-Vor rules over a long-lost sky citadel.
  Fiendish Marsh Giants: Marsh giants are typically a 
  coastal race, preferring regions like Varisia’s Mushfens 
  or the f looded ruins of the Sodden Lands. Yet small 
  tribes of these giants have dwelt in Frostmire Fen for 
  ages, stubbornly resisting all attempts to eradicate them. 
  When the citizens of Dyinglight evacuated their home, 
  the marsh giants didn’t immediately act, suspicious that 
  this was just the latest human trap. However, a small 
  band of frost giants marched into the fen to occupy 
  Dyinglight under the leadership of a visionary jarl 
  named Bjorvesh, who was responding to the demonic 
  lure of the Worldwound, and the marsh giants realized 
  that humanity’s time in the fen had passed. The marsh 
  giants were smaller than the frost giants but greater 
  in number, and they descended upon the intruders in 
  a furious attack, slaying them all. Moments after Jarl 
  Bjorvesh fell, his body animated and rose from the 
  dead to speak to the marsh giants. He congratulated 
  them on their victory, but informed them they now 
  bore the responsibility of building an empire of giants 
  in the name of Kostchtchie, the Deathless Frost. The 
  superstitious marsh giants immediately prostrated 
  themselves in worship of Kostchtchie, and enshrined the 
  dead jarl’s f lesh in a place of honor in their new home. 
  The giants soon learned they had pledged more than 
  their worship to Kostchtchie, though, for they would be 
  the last generation untainted by demonic inf luence—
  young later born to the tribes were deformed, fiendish 
  monstrosities, and today, the fiendish marsh giants who 
  rule Dyinglight know of the time before only as legends 
  passed down through the generations.
  Fungus Queens: For many years, the marsh giants and 
  the fungus queens fought and bickered over territories 
  in Frostmire Fen, yet now that the marsh giants have 
  largely relocated out of the freezing bogs to the ruins 
  of Dyinglight, the fungus queens have wasted no time 
  in spreading their tendrils. Each fungus queen acts as 
  her own epicenter of corruption, using her spores and 
  wiles to corrupt and transform all living creatures 
  that stumble into her territory, demon or otherwise. 
  Yet while each of these creatures act independently to 
  colonize large portions of the swampland, they all serve 
  Dyinglight
  Pulura’s 
  Plaza
  Sa
  rk
  or
  a 
  riv
  er
  
  8
  Pathfinder Campaign Setting: The Worldwound
  a single mistress—the cleric of Cyth-V’sug, Enivuni. 
  This dangerous priestess of the demon lord of fungus 
  was originally one of the first of her kind. While she 
  was the least of the succubi who sought to assassinate 
  the witch Soris Delyn, she is herself a powerful foe. 
  Enivuni’s ultimate goal is nothing less than the fungal 
  transformation of the entire Worldwound, at which 
  point she intends to use her army of fungoid minions 
  and subservient queens to finish the job she and her 
  sisters attempted so long ago.
  Yealek-Vor: Yealek-Vor, a kalavakus cleric of Shivaska 
  assigned the unenviable task of increasing the Chained 
  Maiden’s cult on Golarion, is a relatively recent arrival 
  to the Worldwound. The kalavakus spent some time on 
  the front line as a mercenary for Deskari’s armies, but 
  finally abandoned his post there after stumbling upon a 
  fragment of crumbled masonry in the ruins of a mostly 
  destroyed temple of Torag. The fragment spoke of the 
  location of a dwarven sky citadel called Jormurdun. 
  Yealek-Vor destroyed the stone and set off immediately 
  to seek out the lost citadel, knowing that bringing 
  it under the control of his mistress would elevate her 
  notoriety and his own power. The horned demon 
  successfully located the sky citadel, and now rules a 
  large number of duergar who have dwelt in the ruins for 
  thousands of years. Still, he is not yet ready to emerge 
  or make public his new home, as he hopes to recover 
  several still-hidden artifacts of power rumored to lie 
  deep within Jormurdun before revealing his stronghold.
  Gazetteer
  Frostmire is a frigid land that funnels the cold winds 
  from the trackless frozen tundra to the north down into 
  the Sarkorian Plains. Frostmire’s primary features are 
  the Wolfcrags and the region’s namesake, Frostmire Fen.
  Dyinglight: Frostmire was never a populous region, 
  even at the height of Sarkorian civilization. In its 
  current diminished form, Dyinglight remains the 
  largest settlement in Frostmire. Before the advent of 
  the Worldwound, the town housed several thousand 
  people—mostly trappers, hunters, and others supporting 
  those industries—and its size reflects that number. 
  Although the city’s former citizens were loyal worshipers 
  of numerous faiths, they prominently revered the 
  empyreal lord Pulura, and their religion featured a great 
  ring of idols honoring her as the mistress of the stars and 
  the mysterious light of the aurora. When the end came 
  in 4606 ar, the religious leaders of Dyinglight received 
  news of the opening of the Worldwound from the leaders 
  of their sect in Pulura’s Fall atop the Northmounds. 
  Armed with this knowledge, the people of Dyinglight 
  gathered their most precious belongings and evacuated 
  their home city for safer lands.
  Dyinglight remains abandoned by humanity to this 
  day, although the ruined city itself is not technically 
  uninhabited. Few demons come this far into Frostmire, 
  and while fiends can be encountered here periodically, 
  the true masters of Dyinglight today are the fiendish 
  marsh giants led by High Priest Glungur the Mighty, a 
  sadistic cleric of Kostchtchie who revels in scouring the 
  surrounding lands for the increasingly hard-to-find 
  humans upon whom he loves to sup. But even the marsh 
  giants who serve Glungur are relatively few in number, 
  leaving much of Dyinglight deserted, except by strange 
  and horrific monsters. Yet the promise of some long-
  forgotten treasure or ancient bit of Sarkorian magic 
  continues to lure new adventurers to Dyinglight—and in 
  most cases, to their doom—every year.
  Frostmire Fen: Frostmire Fen is a vast expanse of frigid 
  marshlands punctuated by sulfurous hot springs. The 
  fens are treacherous in all the ways familiar to swampers 
  from further south, but the near-freezing temperatures 
  of the area bring ice and snow, as well as hypothermia, 
  to the fen’s list of hazards. The profusion of dangerous 
  plants and fungi infesting the region further complicate 
  travel. Before Sarkoris’s fall, much of the life in the fens 
  relied on the numerous hot springs that dot the area 
  and keep the majority of the water from freezing. These 
  springs remain a major source of life-sustaining heat, 
  and they are usually surrounded by heavy ground cover 
  and plant life from which the local animal population 
  derives sustenance, but today, this plant and animal life 
  tends toward the demonic in nature.
  Jormurdun: Of the 10 sky citadels the dwarves built 
  so long ago, the locations of four were thought lost—but 
  Jormurdun is one of those four. As are all sky citadels, 
  Jormurdun is vast indeed, with only a small portion of the 
  structure remaining visible above ground. That portion, 
  consisting of a single three-story watchtower built into 
  an otherwise barren mountainside and perched above a 
  sheer drop of several hundred feet to the Wolfcrags below, 
  looks like little more than an old abandoned building. 
  But on certain days of the year, when the influence of the 
  Worldwound’s erratic weather wanes and the sun peeks 
  through at precisely the right angle, the light strikes the 
  ridges and niches of that cliff side just right, allowing 
  anyone in the valley below the briefest glimpse of the 
  once-majestic carvings of vast dwarven visages that have 
  nearly eroded away. Countless narrow windows pock 
  the wide cliff side as well, cunningly hidden or closed 
  tightly from within with robust stone shutters. During 
  Jormurdun’s golden days, these windows could be 
  opened, allowing much of the sky citadel’s interior to 
  bathe in the rising sun’s soothing light. These windows 
  have remained closed, however, since Jormurdun 
  was abandoned and forgotten thousands of years ago. 
  
  1
  9
  Frostmire
  1
  Today, roughly two-thirds of Jormurdun is populated 
  only by ancient dwarven traps and guardians, or various 
  horrors that have crept up from the Darklands below to 
  infest its halls and vaults, including an unusual number 
  of chokers. The remaining third has fallen under the 
  control of duergar who, until recently, had toiled in 
  secrecy at rebuilding the sky citadel to be a true palace 
  devoted to Droskar, scrubbing every remnant of previous 
  dwarven worship and faith from its carved walls. But 
  even Droskar’s time has come to an end with the arrival 
  of the mighty horned demon Yealek-Vor and his devotion 
  to the demon lord Shivaska. The existence and location of 
  the lost sky citadel remain secret for the time being, but 
  now that he’s managed to seize control over the duergar 
  and force their conversion to his demonic patron, Yealek-
  Vor looks forward to the day when he can reveal his new 
  lair to the world as the mightiest temple to the Chained 
  Maiden that Golarion has ever seen.
  Sabertooth Vale: Until recently, this was but one of many 
  similarly shaped valleys nestled among the Wolfcrags. 
  That changed when the shadow demon Alulasavi decided 
  to claim it as the den of her latest project—the Roaring 
  Sabertooth tribe. Additional details on Sabertooth Vale 
  appear on page 36.
  Shadow Spring: The northernmost and largest of the 
  sulfur hot springs that dot Frostmire Fen is known 
  as Shadow Spring, a large sinkhole at the border 
  between the fen and the Wolfcrags into which a small 
  community of stubborn evacuees from Dyinglight 
  relocated, hoping to be safe from the Worldwound. 
  This group was led by one of Dyinglight’s more 
  affluent families—the Tarnshiavs. Today, the 
  descendants of the Tarnshiavs technically still rule, 
  but several generations of inbreeding and exposure 
  to the growing Abyssal influence over the region 
  have taken their toll. The denizens of Shadow Spring 
  are uniformly insane, and practice cannibalism 
  among themselves when one of their members dies 
  of natural causes, or upon captured prisoners, such 
  as wayward barbarians or lost crusaders. The bulk 
  of their meals come from the diseased flesh of beasts 
  from the Wolfcrags—the people of Shadow Spring are 
  strangely immune to the demonplague, although they 
  surely carry its contagion in their flesh.
  Shroud of Unicorns: Burnt trunks and ashes 
  are most of what remains of this once-
  proud forest, home of the largest herd of 
  unicorns in Golarion until the rending of 
  Sarkoris. The remnants of that great herd 
  still fight the demonic invaders from 
  the depth of the wood, where 
  a few stubborn trees still 
  grow, but the succubi and 
  incubi hunters who compete for unicorn horn trophies 
  have devastated the population. Two unicorns lead the 
  remnants of their people within the ruined forest, the 
  noble twins Alunelsheas and Caedaynenlo. Yet neither of 
  these mythic unicorns have been sighted for several years, 
  and there are worries that they too have been slain—or 
  worse, corrupted into demonic creatures themselves.
  Wolfcrags: These ragged foothills of the northeastern 
  Tusk Mountains were named for the large number of 
  dire wolves that dwelt amid the maze-like valleys. Today, 
  the dire wolves have all died and risen as undead beasts 
  that howl rasping, gurgling cries to a moon they can no 
  longer see. While the Wolfcrags are named for 
  these beasts, the creatures are hardly the only 
  danger present in the foothills. Giants from the 
  Tusk Mountains have long plagued the area, and 
  while the threat of demons keeps most giants 
  from settling down here, small pockets of trolls, 
  hill giants, ettins, and even a few taiga and frost 
  giants can be found clustered amid the caves 
  that riddle these hills.
  Fiendish Marsh Giant
  
  10
  Pathfinder Campaign Setting: The Worldwound
  RUIN-CHOKED WATERWAY
  Alignment: CE
  Demonic Influences: Baphomet, Deskari, Xoveron
  Notable Inhabitants: Areelu Vorlesh (architect of the 
  Worldwound and ruler of Undarin, CE half-succubusDR 
  human witch 10/demoniacBOTD2 10/archmageMA 8), Carrock 
  (ruler of Storasta, NE advanced fiendish treant druid [blight 
  druidAPG] 15), Minagho (ruler of Raliscrad, CE female lilitu* 
  rogue 6), Ommors (manipulator of Valahuv, NE female 
  sangudaemonBOTD3 cleric of Szuriel 5)
  Monsters and Hazards: Bowel worms*, corrupted creatures, 
  corrupted plant monsters, demons (abrikandilus*, babaus, 
  deraknis*, dretches, hezrous, incubiB3, kalavakusB2, nabasus, 
  omoxesB2, oolioddroos*, quasits, schirsB3, shadow demons, 
  succubi, vrocks), demonic vermin, gargoyles, leechweed*, 
  Shax’s Beard*, undead (ghosts, ghouls, 
  plagued beasts*, shadows, spectres, wights, 
  wraiths), fiendish water ormsB2
  Notable Ruins: Raliscrad (5,240), Storasta 
  (abandoned), Undarin (6,900), Valahuv (300)
  Typical Weather: Moderate, calm
  Typical Precipitation: Rain
  Survival: DC 18 (10% affliction chance)
  An immense plateau, known before the 
  Age of Lost Omens as the Northmounds 
  but today called the Wounded Lands, 
  separates the eastern portion of the 
  Worldwound from the west. The Sarkora 
  River, one of the most heavily traveled 
  Sarkorian 
  trade 
  routes 
  in 
  the 
  previous age, runs along the 
  plateau’s southern and western 
  cliffs, forming what was once 
  the most heavily populated region 
  of the nation. The formerly well-
  traveled waterway passed by such 
  thriving cities as Storasta, Raliscrad, 
  and Undarin, along with dozens of smaller towns and 
  villages. But today, the region is a nightmare of ruins 
  and Abyssal horrors, demonic creatures slipping down 
  from the plateau to the northeast or creeping along the 
  river bottom.
  Overgrown, abandoned Storasta anchors the southern 
  end of this region, while Undarin, the realm of Areelu 
  Vorlesh, the half-fiend witch who orchestrated the 
  Worldwound’s creation, anchors the northern end. 
  Travel through Riftshadow is made difficult by the 
  countless demons walking Riftshadow’s crumbling 
  riverside roads, plying the tainted waters of the Sarkora 
  Riftshadow
  on demonic barges, and f lying the stark skies above, 
  but at least there are many places amid the region’s 
  numerous ruins and cliffside caves where travelers can 
  hide from these predators.
  History
  Riftshadow is but one of several names for the Sarkora 
  River’s watershed, but given the changes to the land since 
  Aroden’s death, the moniker has grown in popularity as 
  it gained a dreadful new meaning. Much of the initial 
  fighting during the First Crusade took place along the 
  Riftshadow, as opening of the Worldwound devastated 
  the Northmounds to such an extent that no organized 
  defense of the land was feasible there.
  Although weakened by the demonic armies, the 
  Sarkorian clans were able to field large armies, bolstered 
  by Mendevian Crusaders, to defend their homes along 
  the Sarkora River, making this 
  region the First Crusade’s 
  most hard-fought area. While 
  the crusade’s end brought about 
  the 
  demons’ 
  temporary 
  defeat, 
  this was only a minor setback. The 
  second wave of Abyssal horrors that 
  emerged from the Worldwound in 4636 ar 
  was much larger, much better organized, 
  and much more dangerous, and this time, 
  Riftshadow fell to the demon armies in a 
  matter of days. Today, the demons fully 
  control this length of land, and the 
  bulk of the region’s cultists dwell 
  here, residing under their Abyssal 
  masters’ protection. 
  Inhabitants
  Riftshadow is second only to the 
  Wounded Lands in terms of the 
  concentration and power of the 
  demons who call it home, but many of those who hold 
  positions here are at best only partially demonic in 
  nature themselves. The land is home to more humanoid 
  cultists and their non-demonic allies than any other 
  area in the Worldwound, with the majority of these 
  treacherous men and women dwelling in the cities of 
  Undarin and Raliscrad. A large number of slaves kept 
  for labor, sacrifices, or food are held in large prisons or 
  fortified camps within Riftshadow as well, in locations 
  often overseen by kalavakus demons. Other humanoids 
  enjoy relative freedom in the cities, serving as cultists 
  or front-line infantry—the latter doing so under the 
  Areelu Vorlesh
  
  1
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  Riftshadow
  1
  misguided assumption that service to the demon host 
  will be rewarded when Deskari claims this world.
  Although many deadly creatures hold positions of power 
  in Riftshadow, few are more dangerous than the rulers of 
  the region’s four primary settlements. A corrupted treant 
  named Carrock rules the ruins of Storasta on the southern 
  border, while a full-fledged demon—the lilitu Minagho—
  commands the ruined city of Raliscrad (see page 12). 
  This is the only town in Riftshadow so ruled. While the 
  remote town of Valahuv is unusual in that its humanoid 
  inhabitants strive to resist the demonic invaders, even 
  they are under the thrall of an evil outsider—the sinister 
  sangudaemon Ommors (see the entry on Valahuv on page 
  13). The most powerful of these rulers, however, is Areelu 
  Vorlesh, the Demon Witch of Undarin.
  Areelu Vorlesh: The Sarkorians did not trust arcane 
  magic, and those caught practicing it were often taken 
  away. The most powerful of these were placed in a tower 
  called the Threshold—a combination laboratory and 
  prison, where powerful arcane spellcasters continued their 
  research under the watchful eye of the nation’s druidic 
  and religious leaders. During an escape attempt with two 
  fellow captive spellcasters, Areelu Vorlesh, betrayed her 
  allies and aided Deskari in opening the Worldwound. 
  Today, the witch is one of the Worldwound’s most powerful 
  denizens, and she continues to serve Deskari directly as 
  his voice in the Worldwound, an honor denied even the 
  Storm King Khorramzadeh. This boon certainly causes its 
  fair share of jealousy and distrust between Areelu and the 
  Worldwound’s other leaders, but it also affords Areelu an 
  incredible amount of protection and the freedom to spend 
  her time as she wills. She leaves the war effort to the full 
  demons while she pursues her own goals and those of her 
  lord. Rumors hold she’s currently plotting to utilize a rare 
  and powerful resource from somewhere on the Abyss to 
  corrupt the wardstones themselves!
  Gazetteer
  Riftshadow holds more ruins than the rest of the 
  Worldwound combined. Undarin, a largely ruined city, 
  has been reborn as a demon stronghold, but other fallen 
  settlements have not benefited from such attention. 
  These ruins are diverse in terms of the amount and type 
  of their devastation. Some bear the marks of terrible fires 
  or acidic decay, while others display the scars of massive 
  claws or the furrows of ravenous fangs. The ruins are 
  Undarin
  Gorum’s Chain
  steppeside
  Cliffside
  WidoWknife 
  Clanhold
  Sa
  rk
  or
  a 
  riv
  er
  
  12
  Pathfinder Campaign Setting: The Worldwound
  similarly diverse in their denizens. Powerful demons 
  and their thralls occupy many, while others molder 
  away, settled only by monsters or the vengeful spirits of 
  the fallen. Resistance fighters—the sons and daughters 
  of Sarkoris who have either stolen into the Worldwound 
  or survived here for generations—claim several ruins, 
  using them as hidden camps for their slow, zealous work 
  of opposing the invaders.
  While the demons have cursorily looted all of the ruins, 
  much of Sarkoris’s wealth still lies hidden in forgotten 
  vaults and strongrooms within or under ruined banks 
  and clanholds. For adventurers bold or foolish enough to 
  brave the demons and the dangers, Riftshadow brims with 
  treasure-hunting opportunities.
  Ghalcor’s Tower: Crusader legends speak of Ghalcor’s 
  Tower as the location of a powerful, never-deployed 
  weapon prepared during the First Crusade’s last days and 
  subsequently lost when the second wave of demons fell 
  upon the crusaders from Storasta. According to surviving 
  fragmentary documentation, an Iomedaean cleric named 
  Ghalcor led the crusader engineers who conceived of the 
  weapon. He and his men died in the assault, unable to 
  bring their weapon to bear in time to affect the marauding 
  demons; the complex fail-safe procedures they built into 
  the weapon to prevent it from falling into demonic hands 
  ultimately led to their failure to use it in battle.
  Today, these fail-safes have essentially backfired, for 
  while the weapon’s location is known, the methods of 
  entering the tower, finding the weapon, and activating it 
  have been lost amid a haze of riddles, false information, 
  and illusions. In fact, no one even knows what the weapon 
  is, let alone how to acquire it.
  Needleglens: An ancient forest when Sarkoris was 
  young, the Needleglens are one of the few woodlands 
  to have escaped burning and wholesale devastation—
  perhaps because the demon host found the tangled, 
  thorny undergrowth and twisted trees of the forest to their 
  aesthetic liking. Although most of the region suffers blight 
  and extinction, the Needleglens grow more vigorously 
  than ever, spreading further up and down the river valley 
  with their unique and deadly life-forms—the plant and 
  animal life have increasingly accepted Abyssal influences 
  into their forms.
  Raliscrad: This ruined city, ruled by the lilitu Minagho, is 
  a rallying point for fresh recruits corrupted and lured from 
  the crusades. (See page 35 for more details on Raliscrad.)
  Sarkora River: The Sarkora River once served Sarkoris 
  as a significant travel route, and it continues to do so 
  today. While the demons themselves have no need to 
  eat or drink (unless it pleases them to do so), and do not 
  require mundane methods of travel (they simply teleport 
  to wherever they need to go within the Worldwound), the 
  cultists, fallen crusaders, desperate mercenaries, slaves, 
  and soon-to-be sacrifices living in the various ruins 
  along the river do make use of these things. For them, the 
  Sarkora continues to provide transport and a method of 
  shipping safe food and water. While mortals in Riftshadow 
  find it easier to survive in the wild than elsewhere in the 
  Worldwound, the waters of the Sarkora are never safe to 
  drink, and those who imbibe it are automatically exposed 
  to a waterborne affliction (see page 26).
  The demons use Dread Barges, giant platforms plying 
  the river between Undarin and Storasta, to convey 
  humanoids and supplies up and down the river. These 
  barges are elaborate affairs of half-organic shapes and 
  textures, but they also serve as mobile platforms for siege 
  engines and other weaponry. They are typically operated 
  by babau tillers and numerous humanoid slaves who pole 
  or row the barge along, but plagued aurochs or other 
  unholy beasts sometimes tow the structures up river. 
  Rumors that many of these barges have been transformed 
  into colossal animated objects discourage rebels from 
  attacking them.
  Storasta: Once one of Sarkoris’s mightiest cities, 
  Storasta guards the point where the Sarkora River flows 
  into the West Sellen. Currently, the corrupt treant 
  Carrock’s fiendishly tainted plants and corrupt creatures 
  overrun the city; no other beings inhabit it. (See Lost Cities 
  of Golarion for more information on Storasta.)
  Undarin: Before the demons poured from the 
  Worldwound, Undarin was the mercantile heart of Storasta. 
  Here, herdsmen from the west brought their flocks for 
  trade and slaughter, while the miners and stonecrafters 
  from Iz and other settlements atop the Northmounds 
  used the Rolling River lift to come and go from the plateau 
  above. That all changed when the Worldwound opened. 
  The great lift was the first structure to fall, the rubble of 
  its stone and timbers creating a treacherous-to-navigate 
  chokepoint and a swampy morass just south of the city, 
  where it blocked the river’s original route. Meanwhile, the 
  city suffered greatly during the First Crusade. It held, but 
  only barely, and was swiftly crushed during the second 
  wave of demons.
  The Demon Witch Areelu Vorlesh led both assaults on 
  Undarin—her last direct involvement with any significant 
  warfare command. She claimed Undarin as her domain, 
  and it serves as her headquarters to this day. It is mostly at 
  Areelu’s whim that Undarin resembles a still-thriving city 
  rather than a sterile ruin.  This appearance is only a thin 
  veneer, however, for Undarin’s “citizens” are, in large part, 
  terrified slaves and prisoners who know that their lives, 
  regardless of how well they play their roles, could end at a 
  moment’s notice, as the Demon Witch’s desires vacillate.
  Cliffside: Cliffside was the jeweled crown of Undarin, 
  a district of upscale markets, temples, forums, and the 
  mansions of Sarkoris’s wealthy. Areelu chose this entire 
  
  1
  13
  Riftshadow
  1
  district to serve as her seat of government, personal 
  playground, and laboratory. Every creature living in this 
  district works for Areelu or is owned by her. Markets 
  have been turned into slave pens, and grand temples into 
  desecrated barracks for her favored demonic minions. One 
  part of Cliffside stands out from the rest, however—along a 
  small creek stands an area where the trees and flowers still 
  bloom and the mansions show little sign of destruction or 
  decay. Areelu’s servants keep these stately homes demon-
  free and in good repair, for their mistress houses her 
  visitors from beyond the Worldwound’s borders here.
  Gorum’s Chain: The five small islands resting within the 
  Sarkora are known still as Gorum’s Chain. These isles were 
  given over largely to temples and sacred druid groves. The 
  bridges linking the islands to each other and to the banks 
  have mostly been destroyed over time, though a single, 
  long, circuitous route remains for those who need to 
  cross the river on foot. The sacred groves are dead 
  and the temples largely destroyed, haunted by 
  gargoyles and nabasus and their ghoulish slaves.
  Steppeside: Steppeside was once a district of 
  stockyards, markets, and housing for those who 
  worked in these industries. Much of the produce 
  from the Sarkorian Steppe, as well as the river 
  goods sent south from Frostmire, passed through 
  this district. Now, Steppeside houses the majority 
  of Undarin’s citizens, frightened prisoners who 
  come out at day to play at “running the city” 
  for the amusement of Areelu and her minions, 
  but who scurry back home at night to hide from 
  bored demons. Steppeside’s slaughterhouses 
  have been converted into storage pens for 
  sacrifices, who are eventually shipped 
  throughout the Worldwound as rituals 
  demand; each of these ominous buildings 
  is well-staffed by babaus, kalavakuses, and 
  other demons. Areelu has little need for much 
  continuity in her sham of a city, and as new 
  prisoners are brought to Undarin, her minions 
  relocate older citizens from their residences to 
  the slaughterhouses, ensuring that building 
  an organized resistance within the city is 
  difficult at best. The more desperate of 
  Areelu’s prisoner-citizens have taken to 
  worshiping the demon lord Xoveron, more 
  out of fear than respect, paying homage 
  to the lord of ruins in the hope that he 
  might save their ruined nation.
  Widowknife Clanhold: On the banks of 
  the Rolling River, sitting atop the cliffs 
  and overlooking the city of Undarin, 
  sits the clanhold of one of old Sarkoris’s 
  greatest clans, Clan Widowknife. Areelu, 
  having led the sacking of Undarin, took this structure as 
  her home, and as a result, the clanhold is much changed. 
  Areelu finalized her ritual of transformation into a half-
  succubus within the clanhold, and within the Widowknife 
  Clanhold’s deepest dungeons and laboratories, new 
  chambers thrum with Areelu’s vile new research projects 
  and experiments.
  Valahuv: This small town endures today as one of 
  the largest holdouts against the demonic forces. Its 
  relatively remote location and its powerful evil outsider 
  patron prevent significant demonic interest in the area. 
  (See page 37 for more information about Valahuv.)
  Dread Barge
  
  14
  Pathfinder Campaign Setting: The Worldwound
  BARBARIAN- AND DEMON-CONTESTED PLAINS
  Alignment: CE
  Demonic Influences: Deskari, Flauros, Jezelda
  Notable Inhabitants: Ahari Blackbriar (CE female werewolf 
  gnome cleric of Jezelda 14), Gashgelag (Scourge of 
  the Steppe, CE male vavakiaBOTD2), Imaloka Ghalmont-
  Neverhome (ruler of the House of Reflections; CE female 
  banshee bard 9), Khraigorr Half-Face (leader of the 
  Hornbreakers, CN male Kellid barbarian 6/mammoth 
  riderPOP 10), Ylyda Svyn (ruler of Fort Clearwater; CN female 
  human alchemist 7)
  Monsters and Hazards: Barbarians, corrupted creatures, demons 
  (brimoraksBOTD2, deraknis*, gibrileths*, hezrous, kithangians*, 
  shadow demons, shemhaziansB2), demonic vermin, 
  fiendish werewolves, grimslakes*, kakuen-takasISB, undead 
  (bansheesB2, ghosts, plagued beasts*, shadows, wraiths)
  Notable Settlements: Domora (abandoned),  
  Gundrun (665), Moonscream Glade (254 [all 
  fiendish werewolves])
  Typical Weather: Moderate, windy
  Typical Precipitation: Rain
  Survival: DC 24 (30% affliction chance)
  The Sarkorian Steppe stretches across 
  the western Worldwound from the 
  Moutray River to the south to the 
  Wolfcrags to the north. With the 
  exception of the Shudderwood and 
  a few small ruins, little breaks the 
  monotony of these relatively barren 
  steppes save for the bleached bones 
  of 
  long-dead 
  megafauna 
  who 
  were fortunate enough to avoid 
  transformation 
  into 
  undeath 
  from the demonplague.
  History
  The Sarkorian Steppe has always been 
  sparsely populated by humanoids; 
  its vast reaches are instead home to immense herds of 
  mammoths, woolly rhinos, elk, and other great beasts. 
  The barbarians of the Realm of the Mammoth Lords 
  to the west have always viewed the Sarkorian Steppe as 
  an extension of their hunting grounds, while Sarkorian 
  trappers, hunters, and herders made similar use of the 
  region. Conflicts often ensued between the groups over 
  the exact position of the border between their nations—
  which fluctuated greatly according to the outcome of 
  their battles. The transition from Sarkorian-ruled lands 
  and those ruled by the Mammoth Lords was gradual; 
  Sarkorian Steppe
  the realm in between them combined wilderness and 
  elements of a no-man’s-land.
  The same holds true today, save that plagues and 
  demons have replaced the relatively harmless Sarkorian 
  inhabitants. As a result, the barbarians contesting these 
  lands have become toughened and powerful as well. Many 
  of the greatest barbarian heroes of the Mammoth Lords 
  can be found in here, leading raiding parties into the 
  Worldwound on assaults built on equal parts bravery and 
  foolhardiness. Unfortunately for those heroes, mortality 
  in these conflicts is great. The powerful barbarians waging 
  war on the Worldwound usually rise to meet demonic 
  challenges, but in most cases the barbarians are quickly 
  overwhelmed and slain before tales of their victories can 
  take root.
  Inhabitants
  The demon armies of the Worldwound have 
  never been overly concerned with the Sarkorian 
  Steppe. The demons found in the Steppe tend 
  to be lone warmongers or powerful leaders 
  of small groups of demons unaffiliated with 
  the direct war effort; they simply hunt in 
  the region and revel in the destruction 
  of their barbaric humanoid foes. For the 
  most part, however, little exists to lure a 
  demon into these largely empty lands; 
  after all, demons primarily seek mortals 
  to corrupt and destroy, and with such a 
  rich bounty amassed against the eastern 
  and southern borders, they often 
  ignore the bleak Sarkorian Steppe.
  Of course, the Mammoth Lord 
  barbarians 
  firmly 
  believe 
  the 
  demons want their land, so they 
  send daily raiding parties into the 
  Worldwound. The raiders rarely travel 
  for more than 24 hours before they find 
  (or are found by) a group of demons to 
  attack. Even when they experience a rare “dry spell” of 
  demonic foes, the barbarians can easily find plagued beasts, 
  corrupted megafauna, or murderous shadow-demon-
  possessed fellow barbarians to destroy.
  Barbarian Raiders: Bands of barbarian raiders are 
  common sights in the Sarkorian Steppe during the day. 
  Most raiding parties retreat westward as night draws near, 
  but the numerous ruined farmhouses, watchtowers, and 
  tiny deserted villages that dot the Steppe often serve as 
  shelters for bands unable to flee by nightfall, or who are on 
  riskier, longer raids deeper into the Steppe. The closer one 
  Khraigorr Half-Face
  
  1
  15
  Sarkorian Steppe
  1
  draws to Riftshadow, the more demons roam the roads and 
  the sky, and the fewer barbarian raiders one meets.
  Two general types of barbarian raiding parties exist. 
  The more common are those who enter the lands on foot. 
  These barbarian bands sneak into demonic territory and 
  constantly work to advance their position and slay demons; 
  then they retreat almost as far as their previous night’s 
  camp and attempt to slowly move the border between their 
  land and the Worldwound to the east. Their doomed efforts 
  generally result in their own slaughter and the border being 
  pushed back once more. The second type of raiding party, 
  and the more elite of the two, includes raiders mounted on 
  woolly mammoths. These barbarians number fewer per 
  raid, but they all are higher level, and each possesses at 
  least 1 level in the mammoth rider prestige class (Pathfinder 
  Campaign Setting: Paths of Prestige 36). These barbarians 
  venture forth on long-lasting raids, and are certainly viewed 
  as the true elites among their people.
  One raiding party in particular deserves special 
  mention: the Hornbreakers. The Hornbreakers are led 
  by the grizzled barbarian Khraigorr Half-Face (CN male 
  Kellid barbarian 6/mammoth riderPOP 10), and have 
  endured several years of successful raids into the Sarkorian 
  Steppe—though the group’s composition has changed 
  over the years as deaths occurred and Khraigorr accepted 
  new recruits. The Hornbreakers do not push eastward 
  on their raids; instead they ride north and south along 
  the length of the border, seeking demonic incursions 
  to destroy and helping to rescue other raiding parties 
  fleeing overwhelming odds. This tactic has not only 
  helped to spread the Hornbreakers’ reputation, but has 
  helped stabilize the western boundary, even as it slowly 
  inches eastward. Certainly, the sight of the Hornbreakers 
  riding into a camp, their armor and mammoth mounts 
  decorated in horn trophies broken from the skulls and 
  bodies of slaughtered demons, is enough to raise a 
  thunderous roar from any barbarian camp. Eventually, 
  the Hornbreakers’ growing success will attract more 
  powerful attention, and their mettle will truly be tested. 
  Already, they have caught the notice of one particularly 
  deadly demon named Gashgelag, who nearly killed Half-
  Face once before (the grievous wounds Khraigorr suffered 
  during this battle gave him his current appellation).
  Borderlanders: Barbarian raiders do not patrol the 
  southern border with Ustalav; instead, the wardstones 
  stretch along the bank of the Moutray River and 
  Gundrun
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  16
  Pathfinder Campaign Setting: The Worldwound
  countless small fortifications stand watch over the line. 
  These fortifications are all supported by farms, trading 
  posts, forges, and barracks in which crusaders recuperate 
  before heading back into the battle. These fortified villages 
  also draw a fair number of thrill seekers, adventurers, 
  and ne’er-do-wells, who use them as bases of operations 
  for their own expeditions into the Worldwound. While 
  the crusaders frown on this, they do little to prevent 
  it, and the business resulting from constant runs on 
  adventuring supplies, food, water, weapons, and armor 
  certainly appeals to the borderlanders.
  Gashgelag: Gashgelag the Dread is an enormous vavakia, 
  a powerful demon that would ordinarily be ruling a large 
  Abyssal realm in his own right. Gashgelag was forced to flee 
  the Abyss after he failed in an attempt to usurp control of a 
  large island among the Flensing Rocks of Ishiar, a region 
  ruled by Ovonovo (the nascent demon lord of sharks and 
  shipwrecks)—he came to the Worldwound through a portal 
  while fleeing pursuit. The lack of any oceans or, indeed, 
  significant bodies of water appeals to Gashgelag, and while 
  he doesn’t directly serve Deskari (or any demon lord, for that 
  matter), the other demons have allowed him to menace and 
  maraud in the Sarkorian Steppe, especially as Gashgelag 
  specializes in leading small groups of demons in successful 
  attacks against the barbarians. The demon spends the bulk 
  of his time patrolling the wilds, seeking barbarians to 
  capture or kill. He particularly yearns for a rematch against 
  the barbarian Khraigorr Half-Face—in their previous battle 
  over a year ago, Gashgelag nearly slew the barbarian, but 
  his own terrible wounds forced him to teleport away rather 
  than spend a few more seconds finishing the barbarian off, 
  lest the barbarian’s enraged mammoth mount deliver him 
  a death blow.
  The Hunger That Moves: The towering kakuen-takas, 
  known to Sarkorian refugees and crusaders alike as the 
  Hunger That Moves, are among the most dangerous of 
  the beasts that walk the Sarkorian Steppe. While they can 
  be found throughout the region, they are more numerous 
  along the southeastern areas, and are a constant source 
  of nightmares for the people of Gundrun. Statistics for 
  kakuen-takas appear on page 20 of Pathfinder Campaign 
  Setting: Inner Sea Bestiary.
  Gazetteer
  The Sarkorian Steppes are dotted by ruined cities and 
  villages, some of which serve barbarian raiders as defensible 
  camps, and some of which are claimed by monstrous 
  creatures, dot the Sarkorian Steppe. Countless dry lakes and 
  riverbeds crisscross the Steppe, and much of the land has 
  become almost desert-like in places as a result.
  Bridespool Fen: The lake of Bridespool is yet another of 
  the casualties of the Worldwound, yet unlike the other lakes 
  of the Steppe, some moisture remains here—enough to 
  turn the lake into a rancid bog. Dangerous fungi, filth-
  encrusted gibrileths, and hezrous infest the swamp, 
  and the high concentrations of the demonplague in 
  the region lend credence to theories that the infamous 
  malady began here and that a cure for the plague may 
  also lie hidden somewhere within. The demons dwelling 
  here are known as the Plaguemasters of the Bride. They 
  reside in numerous filth-hovels and rancid fortresses, 
  and constantly compete in the search for new contagions 
  to unleash upon Golarion.
  Domora: Founded by Domora Hume, the first of 
  Sarkoris’s god callers, Domora eventually became the 
  largest city in the Sarkorian Steppe. Two years later, 
  a large force of Mammoth Lord raiders attacked the 
  rapidly growing settlement, and Hume conjured a 
  potent creature from the lake south of town to defend 
  his people. This entity, a lumbering lobster-like creature 
  capable of firing poisonous spines, was an unusually 
  powerful eidolon named Dyzad drawn from the Plane of 
  Water. With Dyzad’s aid, Hume repulsed the barbarians. 
  Thereafter, the amazed and grateful people of Domora 
  began worshiping their savior eidolon as a god. Thus 
  began the career of the first of Sarkoris’s god callers. 
  Over the decades that followed, even after Hume’s 
  death, the people of Domora continued to worship 
  Dyzad, and Hume’s descendants summoned aspects of 
  the eidolon in times of need. The city grew into a center 
  of animal husbandry and horse breeding, and served as 
  a major hub for the trapping and hunting performed 
  on the Sarkorian Steppe. Today, Domora is abandoned, 
  and Hume’s Pool, where Hume summoned forth Dyzad, 
  is just another sun-baked lakebed. Barbarian raiders 
  and demons often use Domora’s crumbling buildings 
  as cover for their clashes, but few from either side dare 
  venture into the catacombs below, for it is said that 
  somewhere deep beneath Domora’s ruins, in the still-
  f looded sewers and cisterns, Dyzad and her spawn yet 
  dwell, continuing to protect the greatest of the Hume 
  family’s treasures.
  Forest of Embers: Demons razed the Forest of Soldiers 
  soon after the end of the First Crusade. As thousands of 
  refugees fled fallen Riftshadow through the forest, a cabal 
  of cultists of Flauros, the demon lord of fire, and their 
  army of brimoraks razed it and set it aflame, offering up 
  the immolated refugees as burnt offerings to consecrate 
  a terrible shrine to their master. The forest, now called 
  the Forest of Embers, is currently a region of burnt and 
  blackened trunks and fine ash that blows in the wind off 
  the plateau, and at its heart stands a place of power for 
  those who worship fire or seek mastery over it. Brimoraks, 
  corrupted fire elementals, salamanders, and the largest 
  concentration of Flauros’s cultists in the Worldwound 
  infest the forest. Those who visit the heart of the Forest 
  
  1
  17
  Sarkorian Steppe
  1
  of Embers are said to come away with an unearthly 
  connection to fire, or they become one with the fire and 
  never return.
  Fort Clearwater: Known only to a very few, this small 
  wooden fort is the home of the alchemist Ylyda Svyn and 
  a beleaguered band of crusaders from the Order of the 
  Solar Lantern. While Ylyda earned great acclaim and the 
  crusaders’ allegiance by using her powers against the 
  demons, her fascination with demonic physiology has 
  driven her to extremes, and she now dwells within the 
  Worldwound itself to be closer to the subjects she studies. 
  What’s more, some merchants who’ve made the terrifying 
  supply run out to the fort whisper that her dedication 
  to ending the demonic menace has led her to begin 
  conducting obscene experiments on her own people. (For 
  more information, see the Pathfinder’s Journal in the 
  Wrath of the Righteous Adventure Path.) 
  Gundrun: Until 4667 ar, Gundrun was just another 
  abandoned ruin. As the Third Crusade began, members of 
  the native clans returned to their homeland and attempted 
  to reclaim Gundrun. While their efforts resulted in a 
  disastrous failure, it paved the way for further attempts. 
  Today, Gundrun is an improbability, a free town of 
  Sarkorians who have returned home, and have, to date, 
  managed to exist in the shadow of the Worldwound. The 
  town of Gundrun is detailed in full on pages 51–53 of 
  Pathfinder Campaign Setting: Lost Kingdoms.
  House of Reflections: The larger of the two lakes known 
  collectively as First Rains once hosted a semi-permanent 
  floating pleasure palace known as the House of Reflections, 
  patronized by the greatest Sarkorian aristocrats and 
  their illustrious guests. Inside the House of Reflections, 
  mirrors that enhanced the beauty of those reflected within 
  lined the walls of the largest ballroom. When Sarkoris fell, 
  the owner of the House of Reflections, a beautiful forlorn 
  elf named Imaloka Ghalmont-Neverhome turned the 
  pleasure palace into a fortress, and her guests soon began 
  to feel like prisoners. No demonic attack was responsible 
  for the palace’s destruction—the floating palace sunk 
  when the “guests” attempted a foolish escape that 
  destroyed one of the palace’s wings and sank 
  it beneath the lake’s surface. Today, the First 
  Rains are dry lakebeds, and the once-sunken 
  House of Reflections is exposed to the air 
  once again. The palace is haunted by the vengeful spirits 
  of those who perished in the disaster, their ghosts bound 
  to their reflections in the thousand shattered mirrors. 
  Within the mirrors, the ghosts appear beautiful, yet when 
  they emerge, their disfigured and rotting visages are 
  deadly to gaze upon. The ghosts themselves are ruled by 
  Imaloka, who was transformed by Abyssal energies and 
  her own bitter rage into a banshee. She still retains her 
  training as a performer—only now, her songs can kill.
  Moonscream Glade: Located in Shudderwood, this 
  small village is inhabited by fiendish werewolves who 
  worship the demon lord Jezelda and work to infest the 
  surrounding forest with more of their kind. More details 
  on Moonscream Glade appear on page 33.
  Shudderwood: The Shudderwood was the largest forest 
  in Sarkoris before the Worldwound erupted, and remains 
  so to this day, as it was one of the few woodlands to escape 
  the scouring fires of the demonic advance. But even this far 
  from the Worldwound, the northern portion of this forest 
  is twisted and haunted. The undead shades of Sarkorian 
  refugees murdered by the Ustalavs have largely replaced 
  Shudderwood’s beasts and monsters, and the battle cries of 
  rival ghostly hordes competing for spectral territory often 
  rend the silence of the night. The forest is also occupied by 
  vicious, tainted fey who hate intruders as much as they hate 
  the demons who poisoned their home. 
  Large packs of werewolves, many 
  devoted to the demon lord 
  Jezelda but others with 
  allegiances to clans from 
  the south,  war within 
  the forest as well.
  Gashgelag
  
  18
  Pathfinder Campaign Setting: The Worldwound
  LOST DRUIDIC HOMELAND
  Alignment: CE
  Demonic Influences: Cyth-V’sug 
  Notable Inhabitants: Auzmezar (Master of the Circle 
  of Hierophants, NE male human siabrae* druid 20/
  hierophantMA 5), Shaorhaz (Lord of Greengrave, CE male 
  vrolikaiB2 inquisitor of Cyth-V’sug 9)
  Monsters and Hazards: Cultists, demons (hezrous, gibrileths*, 
  kithangians*, nabasus, omoxes, shemhaziansB2, and vrocks), 
  demonic vermin, fiendish plant monsters, undead (ghosts, 
  plagued beasts*, siabraes*, and white wraiths*)
  Notable Settlements: None
  Typical Weather: Cold, calm
  Typical Precipitation: Snow
  Survival: DC 28 (40% affliction chance)
  The Stonewilds were once an immense 
  woodland known as the Forest of Stones, 
  the evergreen trees of which shielded 
  much of Sarkoris from the Crown of 
  the World’s frigid winds. Formerly a 
  druidic stronghold, the vast majority 
  of this forest has been burned and 
  the charred husks of its trees have 
  petrified to stone. Little remains 
  of the numerous stone menhirs the 
  druids used to mark their sacred 
  sites, and even less manages 
  to live within this soured 
  landscape unless it hails from 
  the Abyss... or survives as an 
  undead abomination.
  History
  The Forest of Stones, so named 
  in honor of the megalithic 
  monuments used to power the 
  former druidic residents’ rituals, 
  was the first region of Sarkoris 
  inhabited by humans, yet it has 
  never been civilized. The first Kellids who dwelled here 
  adhered to ancient druidic ways—although history 
  is unclear about whether these druidic beliefs began 
  here or in Iobaria to the east (thought to be the home 
  of the ancestors of the Kellid people). One thing is 
  certain, however: By the time the Kellids settled in the 
  Riftshadow and among the Northmounds, the druidic 
  traditions practiced within the Forest of Stones were 
  already ancient. The Green Faith, by all accounts, was 
  born in this forest, and while this ideology has long since 
  Stonewilds
  spread throughout the Inner Sea region and beyond, its 
  greatest philosophers resided here.
  The presence of so many powerful druids made 
  taking the Forest of Stones a great challenge. Against 
  the crusaders, the demons had an advantage in the 
  very nature of their foes—their enemies believed in 
  multiple ideologies. Although Iomedaeans led the bulk 
  of the crusades, not all of the crusaders worshiped 
  the Inheritor. During the First Crusade, in fact, a fair 
  number were dispirited and desperate worshipers of 
  Aroden, and in each subsequent crusade, the soldiers’ 
  beliefs (or lack thereof) grew more and more varied. 
  With these variations came differences of opinion, 
  with differences grew disagreements, and the demons 
  gained the perfect weapon against the crusaders even 
  when their enemies weren’t within the Worldwound. 
  Dissent and corruption among the crusaders 
  remain primary reasons all four crusades 
  have failed.
  But in the Forest of Stones, the demons 
  did not face a collection of foreigners 
  with 
  differing 
  beliefs. 
  Here, 
  the 
  demons confronted an organized 
  group of like-minded, powerful 
  spellcasters who were defending 
  not only their home, but the 
  fundamental birthplace of their 
  entire ethos and philosophy. 
  The druids had not idly 
  chosen the Forest of Stones—
  this 
  woodland 
  harbored 
  numerous sites of potent 
  natural magic and energies 
  that not only gave the druids 
  their power, but inspired the 
  Green Faith in the first place.
  Countless demons died attempting 
  to penetrate and destroy the Forest 
  of Stones, and in the end, Deskari 
  decided to focus his armies further 
  south. Yet he did not intend to let the Forest of Stones be. 
  Instead of using his own resources to attack the druids, 
  Deskari recruited a powerful demonic minion serving 
  a different demon lord entirely, an entity whose entire 
  existence had been spent devoted to a lord singularly 
  suited toward the corruption and destruction of nature. 
  Deskari called upon a vrolikai inquisitor of Cyth-V’sug 
  named Shaorhaz to solve the druid problem.
  Shaorhaz accepted the challenge immediately, and 
  brought his own demon army through the Worldwound 
  Shaorhaz
  
  1
  19
  Stonewilds
  1
  portal, setting to the task with a remorseless and 
  terrifying zeal. He began by surrounding the forest with 
  his armies and then destroying the sacred stones closest 
  to the edges. Countless demons fell, but the tactic 
  worked: Unable to defend the forest from a constant 
  assault from all directions, the druids’ power lessened 
  with each stone megalith shattered and each tree burnt 
  to ashes. In time, the druids, ever the pragmatists, 
  realized they could not win. Yet a final option remained 
  to prevent the complete burning of their homeland. A 
  few druids f led the forest entirely, each carrying secrets 
  of the Green Faith to be hidden away in other places of 
  the world, but most remained behind with their leader, 
  the hierophant Auzmezar. The druids worked a final 
  great magic, one requiring the ultimate sacrifice—
  turning their backs on the cycle of life and death, they 
  absorbed the enemy’s corruption into their own souls. 
  Using this power against the demons, the druids created 
  an immense backlash of sacred fire that blasted the 
  majority of Shaorhaz’s army to ashes. This corrupt wave 
  of power transformed the forest’s surviving and still-
  burning f lora into stone, but the wave’s effect on the 
  druids themselves proved even more dire. To a person, 
  they perished, yet they did not remain dead—their f lesh 
  was blasted, their bones turned to stone like the trees of 
  their home, and the druids rose as undead siabraes (see 
  page 58).
  Though his army was devastated by this final attack, 
  Shaorhaz exulted nonetheless, for when the ashes 
  settled, he saw that the Forest of Stones had been almost 
  entirely destroyed, reduced to gnarled, petrified ruins. 
  His army remained in possession of but a shadow of 
  its original might, and the powerful vrolikai knew he 
  could not return to the Abyss in such a weakened state, 
  so he elected to remain in the newly formed Stonewilds. 
  He built a palace he called Greengrave atop the druids’ 
  second most sacred site and started rebuilding his 
  resources. In time, though, the demon realized he’d 
  gone too far in his eagerness to destroy the druids, for 
  many of the sacred stones he’d been responsible for 
  razing had held great power. Deciphering the secrets 
  of druidic magic hidden in the menhirs’ fragmentary 
  stones soon became his obsession, though the undead 
  siabraes protecting the stones—foes more powerful 
  than their living counterparts—have made the task 
  increasingly difficult.
  Circle of 
  Hierophants
  •
  •
  •
  •
  •
  •
  1 SQUARE = 20 FEET
  • = HIDDEN CAVE ENTRANCE
  
  20
  Pathfinder Campaign Setting: The Worldwound
  Inhabitants
  Little of the natural world remains in the Stonewilds. 
  The demons of the Worldwound largely leave this land 
  to those serving its new master, Shaorhaz, but even the 
  powerful vrolikai doesn’t control the entire region. 
  Powerful undead, many still wielding vestiges of their 
  former druidic might, rule the land’s deeper reaches. 
  These siabraes and their undead minions engage in 
  constant low-level warfare against Shaorhaz and his 
  servants, but they are equally remorseless in bringing 
  the fight to any who intrude upon their domain.
  Shaorhaz: Before his assault upon the Forest of 
  Stones, the vrolikai inquisitor Shaorhaz commanded 
  an army of thousands of demons. He expended nearly 
  all of these in his war against the druids, and while 
  he currently commands a sizable number of demons, 
  they number but a fraction of the former army’s 
  whole. Instead of strengthening his forces, however, 
  the vrolikai has been spending his time studying 
  the ancient secrets of druidic magic, and has come 
  to believe one of the central theories of the Green 
  Faith’s teachings—Golarion itself has a life force 
  that is tied to all things of the natural world. To the 
  ever-hungry demon, the opportunity to feast upon 
  the soul of a world is too tempting an opportunity to 
  ignore, but a method of achieving this goal remains 
  elusive. He has grown increasingly obsessed with the 
  idea that the final secret needed to expose the world 
  spirit to his hunger lies hidden in a lost menhir, 
  and with each recovered fragment that does not bear 
  the revelation he desires, he grows more and more 
  desperate in his escalating hunger. Full statistics 
  for this dangerous demon appear in the chapter 
  on nabasu demons in Pathfinder Campaign Setting:  
  Demons Revisited.
  Siabraes: The undead druids hate all life now, 
  regardless of its faith or purpose. To these deadly 
  spellcasters, any intruder is an affront to their domain 
  and all interlopers, mortals and demons alike,  receive 
  the siabraes’ wrath in equal measure. That the siabraes 
  retain any of their sacred druidic powers has vexed many 
  philosophers and religious scholars, for the druidic faith 
  is among the stricter religions. One would think that a 
  druid transformed into an undead abomination would 
  deny the spellcaster from his divine powers as surely as 
  would teaching the secret language to a nonbeliever or 
  as would the donning of armor forged by a smith, yet 
  the siabraes nonetheless command powerful druidic 
  magic. Of course, their abilities are much changed from 
  what they were in life—they no longer have the same 
  association with the natural world, after all, but instead 
  share a new and much more horrific bond with a foul 
  new environment.
  White Wraiths: Not all of the undead haunting the 
  Stonewilds serve the siabraes. When the city of Drezen fell, 
  many of its crusaders, were cut off from their allies and forced 
  to flee west and north, where they succumbed to the cold and 
  their own despair. After death, they arose as white wraiths, 
  undead who appear to be made of whirling snow and ghostly 
  flesh. Many white wraiths haunt the northeastern edges of 
  the Stonewilds, but they rarely enter the Forest of Stones itself. 
  A white wraith is CR 6, deals 2d6 points of cold damage and 
  1d8 points of Dexterity damage with its incorporeal touch 
  attack, and isn’t powerless in sunlight. It exudes a 20-foot-
  radius aura of bright light that causes creatures to become 
  dazzled as long as they remain within it. Creatures slain by 
  a white wraith rise as normal wraith spawn in 1d4 rounds.
  Gazetteer
  Most of the Stonewilds consists of the burnt, petrified 
  forest that inspired the land’s name, but empty tundra 
  and broken hills stretch for miles along this woodland’s 
  fringes. No settlements existed in this region before the 
  Worldwound opened, and thus, with the exception of 
  the fight against the druids, the demons have largely 
  left this region to rot.
  Circle of Hierophants: The druids of the Green Faith 
  have long carved secrets and lore in their secret language 
  upon the faces of menhirs. The symbols etched on 
  these great blocks provide specific information that is 
  meaningless outside of its greater context, a context that 
  includes the area’s natural features and other monoliths. 
  The lore contained in one carving is essentially greater 
  than itself, and builds upon other menhirs’ carvings 
  in a way that makes it very difficult to start deciphering 
  from the middle—which readers must do, as the lore kept 
  within the monoliths has no beginning or end.
  The greatest of the stone circles are those that make 
  up the Circle of Hierophants, once the focus of the 
  Green Faith’s philosophy. Here, hundreds of stones, 
  both large and small, bear incredibly complicated 
  rituals, legends, and secrets upon their faces. Several 
  of the circles surrounding and augmenting that central 
  focus rest on small hills of natural origin, giving the 
  entire Circle of Hierophants a three-dimensional 
  component, and the angles between the various stones 
  are often preternaturally precise. Six of the small circles 
  sit atop cave mouths that purportedly give access to deep 
  caverns where more stones stand ranked in elaborate 
  formations, conveying even more information to the 
  initiated. These caves were each tended by one of the 
  Green Faith’s leaders, who answered to the faith’s acting 
  hierophant. Today, the siabraes make these caves their 
  domains, and the secrets they now develop, discover, 
  and keep are of a much more sinister nature than those 
  they guarded in life.
  
  1
  21
  Stonewilds
  1
  Goddess’s Tear: This lake at the western edge of the 
  Stonewilds was once a paradise of pleasant wooded 
  islands that served as home to druids who had not yet 
  walked the paths below Spiral Hill (a sacred site now 
  located under Greengrave Keep), thereby earning the 
  right to join those within the woods. Their debris- and 
  relic-filled homes remain there still, hidden among 
  the stone trees. The demons have only ransacked a few 
  of these plain, unassuming homes, so it’s certainly 
  possible that potent druidic magic lies hidden within 
  these buildings, still guarded by its undead owners.
  Greengrave Keep: Built from uprooted standing 
  stones atop the sacred mount of Spiral Hill, this 
  ominous structure serves as Shaorhaz’s lair. (See page 31 
  for more details on this deadly location.)
  Guardian Circles: Beyond the Circle of Hierophants, 
  only a small fraction of the stone menhirs known 
  as Guardian Circles remain standing—Shaorhaz’s 
  minions systematically destroyed the rest in their 
  assault on the Forest of Stones. Now, the vrolikai has 
  the demons rebuilding these circles in an attempt 
  to decipher their secrets. Abyssal magic wholly 
  corrupts these demon-built circles, and their once-
  potent powers now bolster demonic life. Some of 
  these circles heal demons standing within them, 
  while others augment them with other effects 
  like haste, greater heroism, or unholy aura. Portals to 
  the Abyss have been known to periodically open 
  within these corrupted circles, and rumors that 
  the stones of some circles are in fact animated 
  as golems are gaining momentum among the few 
  crusaders who have explored the Stonewilds.
  The Lake Lost to the Sun: The Lake Lost to 
  the Sun was a grim place even before the demons 
  came—a large narrow body of water with unusually 
  still, dark waters of an unknown depth, said to be 
  the lair of particularly aggressive and unusually 
  intelligent water orms. The lake’s dark waters look 
  nearly black even under the noonday sun and have a 
  curious habit of reflecting the image of an overcast 
  sky even on sunny days. The druids of the Green 
  Faith avoided the lake, believing that intruding 
  upon the ancient, primordial nature spirits found 
  there would cause them to rise up and defend those 
  dark waters. The lake’s dark reputation persists 
  to this day, and even demons do not frequent this 
  area. What strange and ageless source lies at the 
  lake’s bottom still remains a mystery.
  Petrified Library: A sub-order of Green Faith 
  druids called the Preservers of Notions once 
  defended this forest, which was known as the Living 
  Library because the forest’s trees served as a living 
  repository of knowledge from ages past. Using rituals 
  and spells now believed to be lost, the Preservers of Notions 
  could merge with these trees and observe events elsewhere 
  in Golarion, both present and past, by looking out upon 
  the world through plants in those times and locations. 
  Shaorhaz’s attacks against the Forest of Stones cut the 
  Preservers of Notions off from the rest of the druids, 
  creating an island of defenders here that put up a strong 
  resistance and organized defense. Only when Shaorhaz 
  grew tired of their resistance and focused his full wrath 
  on the Living Library in a single concentrated attack did 
  the Preservers of Notions sacrifice themselves in a potent 
  ritual to petrify every tree in the forest—the same ritual 
  the Green Faith druids later used to protect the Forest 
  of Stones. Today, the woods are known as the Petrified 
  Library, and while the undead druids protecting it are not 
  the most powerful of the siabraes in the Stonewilds, they 
  are technically the oldest.
  Guardian Circle
  
  22
  Pathfinder Campaign Setting: The Worldwound
  SOURCE OF THE WORLDWOUND
  Alignment: CE
  Demonic Influences: Baphomet, Deskari, Pazuzu, Shax, 
  Sifkesh, Xoveron
  Notable Inhabitants: Aponavicius (ruler of Drezen, CE female 
  marilith fighter 7), Belseferek (Butcher of the Starlight Host, 
  CE male gallu* ranger 3), Eliandra (High Priestess of Pulura’s 
  Fall, CG female aasimar cleric of Pulura 20), Firadreal (Lord 
  of the Hanging Heights, CE male vrock barbarian 6), Isilda 
  (Lady of the Yath, CE female Ulfen ghost cleric of Deskari 17), 
  Jaalika (Mistress of Blackearth Cairn, CE female seraptisBOTD2 
  cleric of Sifkesh 12), Khorramzadeh the Storm King (ruler of Iz, 
  CE male balor lord), Xanthir Vang (Blackfire Master, CE male 
  tiefling worm that walksB2 wizard 8/blackfire adeptPOP 4/ 
  archmageMA 3), Yracandra (Mistress of the Hanging Tower, 
  CE female glabrezu sorcerer 7), Zelmisdria (Mistress of the 
  Winged Wood, CE female succubus ranger 11)
  Monsters and Hazards: Abyssal geysers, abyssal rifts, 
  bebiliths, cultists, demons (all), demonic 
  vermin, dwiergeths*, grimslakes*, 
  leechweed*, neo-larvae swarms*, 
  retrievers, riftcreepers*, Shax’s 
  beard*, urannag*, vescavor 
  swarmsLK, warmonger wasps*, 
  warped ones*, woundwyrmsISB
  Notable Settlements: Drezen 
  (7,489), Iz (abandoned)
  Typical Weather: Moderate, 
  windy
  Typical Precipitation: Rain
  Survival: DC 30 (75% affliction 
  chance)
  When 
  one 
  thinks 
  of 
  the 
  Worldwound, invariably imagery 
  of the Wounded Lands comes to mind. 
  As tragic, dangerous, and deadly 
  as the other four regions of 
  this devastated land are, the 
  Wounded Lands are the worst. It was here that Areelu 
  Vorlesh aided Deskari in opening the Worldwound in 
  4606 ar, and the resulting network of portal-riddled 
  canyons and chasms have done more than anything else 
  to devastate what was once Sarkoris. The Worldwound 
  rarely yawns more than a mile wide, but in places its depth 
  reaches thousands of feet in seemingly bottomless rents 
  that have destroyed vast reaches of the upper Darklands 
  realm of Nar-Voth. In fact, in some places and on certain 
  fell nights, the Worldwound is truly bottomless, as rifts 
  The Wounded Lands
  into the Abyss open in its depths to augment the demonic 
  host already infesting the land.
  The Wounded Lands are the center of the Abyssal taint, 
  and here, nothing is as it should be. Whereas elsewhere 
  in the Worldwound day and night seem off-kilter and 
  damaged, in the Wounded Lands the sun and stars and 
  moon are all but aliens, for when they do appear amid 
  gaps in the black clouds above, they seem not of this 
  world but of some other reality. Some days, the sun rises 
  in the west and sets in the east, but the nights are worse, 
  for on the rare evenings when the stars and moon are 
  visible...they are too few, too many, or simply too wrong 
  for even an untrained stargazer to mistake for the Inner 
  Sea’s night skies. Common wisdom says the skies above 
  the Wounded Lands are not Golarion’s at all, but that 
  the rifts within the Worldwound below are mirrored in 
  the firmament above, and that if one were to fly high 
  enough, one would fly into the nightmare heights of 
  the Rasping Rifts themselves.
  History
  In the time of Sarkoris, the uplands 
  known as the Northmounds 
  composed the most significant 
  geographical feature of the realm. 
  Here, at an average elevation of 
  several hundred feet above the 
  surrounding lands, things were 
  colder and more barren than 
  below. Rugged hills, frigid 
  plains, 
  and 
  dense 
  forests 
  decorated 
  the 
  plateau, 
  and 
  numerous rivers drained from 
  the heights toward the edges, 
  cascading from the plateau’s cliffs 
  in majestic waterfalls. While most of 
  Sarkoris’s population lived in 
  the lowlands surrounding the 
  Northmounds, 
  the 
  nation’s 
  greatest city and de facto capital, Iz, sat atop the central 
  plateau like a crown upon the realm. Though Iz was never 
  a densely populated city, many representatives of the 
  nation’s disparate clans dwelt there, along with armies 
  of servants, entertainers, artisans, and merchants—
  who made up the bulk of the city’s populace—to tend 
  their every need. Other small towns and villages, 
  mostly mercantile waystations or farming and hunting 
  communities, dotted the Northmounds, but Iz was far 
  and above the largest.
  Khorramzadeh the Storm King
  
  1
  23
  The Wounded Lands
  1
  Even in those times, though, Deskari’s cult was not 
  unknown. Sarkoris’s decentralized religious beliefs 
  allowed a huge number of cults and faiths to start and 
  even prosper over the centuries, and when one more cult 
  began to grow in the central Northmounds, no one took 
  notice. The region was remote, and while local priests 
  and adventurers may have noted the rise of strange 
  insectoid demons and horrific monsters, Iz’s people had 
  other matters on their minds. And so the cult of Deskari 
  grew, and completed a vile ritual that brought an avatar of 
  Deskari into the world in preparation for an even greater 
  work of evil—the opening of a rift between this world and 
  the Abyss. Fortunately for Sarkoris, Aroden’s arrival in 
  the region solved this problem, for the Last Azlant took it 
  upon himself to destroy the cult. But each time he wiped 
  out one branch, though, a new cult arose in its shadow. 
  In the end, it took Aroden and his followers nearly 3 years 
  to drive the cult eastward from Sarkoris and through 
  Mendev, finally climaxing when Aroden drove Deskari’s 
  avatar and several other powerful and unique demons 
  into the depths of the Lake of Mists and Veils, where they 
  are believed to remain imprisoned to this day.
  Yet the cult’s work did not die—it merely went 
  dormant, awaiting a newer and stronger leader to pick 
  up the fragments and begin anew the ritual to rend  
  the world.
  The opening of the Worldwound was devastating 
  to those who dwelled here. Whereas the armies of the 
  Riftshadow and Mendev were able to rise up in time 
  to create an organized defense of their lands that 
  ultimately resulted in the somewhat successful First 
  Crusade, the demonic infestation and earthquakes 
  left no such opportunity for defense here. Fully two-
  thirds of the city of Iz collapsed into the Worldwound 
  on the first day, lost forever to the Abyss. By the time 
  the First Crusade had organized a defense here, the 
  Northmounds were already lost.
  Most of the demon armies now dwell in this vast 
  swath of land—the few humanoids found here are 
  cultists and prisoners. The majority of the latter are 
  sacrifices “processed and prepared” in the converted 
  slaughterhouses of Undarin, but a significant number are 
  simply captured victims—gathered-up crusader patrols 
  or foolhardy adventurers who got in over their heads.
  Iz
  Khorramzadeh’s 
  Palace
  Gray 
  Gate
  cairn 
  Gate
  Pulura’s 
  Gate
  Th
  e 
  Wo
  rl
  dW
  ou
  n
  d
  A
  ur
  o
  r
  A
   
  r
  i
  v
  e
  r
  b
  e
  d
  
  24
  Pathfinder Campaign Setting: The Worldwound
  Inhabitants
  The Wounded Lands have their share of cultists and slaves, 
  but the demons flowing in from the Abyss far outnumber 
  them. Some of these fiends are brought in by commanders 
  in the demon armies, but most simply wander in through 
  the Abyssal rifts that open with ever-increasing frequency 
  in the Worldwound itself. Demonic commanders recruit 
  a few of these wanderers, but most adeptly avoid the 
  armies and seek out their own vile fortunes. The novelty of 
  exploring the Material Plane keeps most of these demons 
  in the Wounded Lands, for even such a corrupted realm 
  is nectar to a demon seeking a non-Abyssal land to wreak 
  ruin upon.
  As one might expect of such a realm, a great many 
  exceptionally powerful demonic commanders exist in 
  the Wounded Lands. Some of these demons serve as 
  generals in the various armies devoted to Deskari and 
  other demon lords like Baphomet, who have allied with 
  the Lord of the Locust Host—legendary fiends like the 
  maralith Aponavicius or master tactician and slayer of 
  azatas Belseferek. Others aren’t directly associated with 
  the armies and function as their own mercenary lords 
  (like the glabrezu sorcerer Yracandra), or simply seek to 
  carve out their own domains to rule as they please (such 
  as the succubus Zelmisdria). Deskari’s armies suffer these 
  opportunistic demons in large part because their presence 
  plays into the horde’s overall goals. Then there are those 
  who were not demons before, but who cast their humanity 
  aside after throwing in their lot with Deskari and his 
  minions. Powerful clerics of Deskari, like the ghost Isilda 
  or members of the Blackfire Adepts like Xanthir Vang, 
  have or will soon become valuable and deadly additions to 
  Deskari’s forces. Of Deskari’s two most powerful agents in 
  the Worldwound, Areelu Vorlesh spends the majority of her 
  time in the lowlands, while the balor lord Khorramzadeh 
  essentially rules the Wounded Land.
  Khorramzadeh the Storm King: A staggeringly powerful 
  balor lord equal in might to the greatest of the nascent 
  demon lords, Khorramzadeh serves as the leader of 
  Deskari’s armies in the Worldwound. Known as the 
  Storm King for his ability to wreath himself in coils of 
  lightning capable of blasting and burning even creatures 
  normally immune to electricity (such as other demons), 
  Khorramzadeh spends the bulk of his time in Iz’s 
  remaining ruins, directing the actions of his numerous 
  generals from afar. Nonetheless, the Storm King is always 
  willing to teleport to particular sites and events that 
  require his attentions. His plans for the destruction of 
  the wardstones bolstering the Mendevian, Numerian, and 
  Ustalavic borders are nearing fruition, and he has set aside a 
  special place on the wall above his throne in Iz to mount 
  the head of his greatest enemy among the crusaders—the 
  ancient silver dragon of Kenabres, Terendelev.
  Gazetteer
  The Rasping Rifts, Deskari’s Abyssal realm, strongly 
  inf luence the Wounded Lands. Very little of the natural 
  world remains in this tortured region.
  Blackearth Cairn: Once the tomb of one of Sarkoris’s 
  greatest ruling clans, Blackearth Cairn is now under the 
  control of the seraptis demon Jaalika, as are the spirits 
  of the clan members interred within. See page 30 for 
  more details of this tragic location.
  Drezen: Using a style reminiscent of their ancient 
  Sky Citadels, a small army of dwarven crusaders 
  constructed the war-hardened city of Drezen and its 
  massive citadel, establishing a lasting foothold during 
  the First Crusade. As a result, numerous barracks, 
  battlements, and storehouses stand chiseled into the 
  hills—enough to garrison an entire legion of crusaders. 
  Unfortunately, even Drezen’s potent defenses could not 
  withstand the second wave of demons that emerged 
  from the Worldwound between the First and Second 
  Crusades, and the citadel and city alike fell to Deskari’s 
  forces in 4638 ar. Now, cultists devoted to Deskari and 
  Baphomet control the outer ruins, as well as the city’s 
  formidable stronghold—their fires lighting the city’s 
  battlements, spawning grounds, and the mountain 
  pass where valuable prisoners are taken deeper into 
  the Worldwound. The nearby caves serve as homes 
  for gargoyles, harpies, and hala demons, all of whom 
  delight in harassing the many slaves and prisoners who 
  make up at least half the city’s population. Soldiers and 
  mercenaries make up the rest of Drezen’s inhabitants; 
  they 
  frequently 
  patrol 
  the 
  streets 
  and 
  eastern 
  approaches before reporting back to the cult leaders 
  and their demonic masters. The city itself is ruled by 
  Aponavicius, a merciless marilith commander of several 
  legions of demonic armies. Aponavicius is quite proud 
  of her prize, for its capture nearly 75 years ago marked 
  the point at which the crusaders realized they had 
  finally lost Sarkoris.
  Hanging Tower: Two powerful demons contest 
  ownership of this alien tower, which f loats in the air 
  in the northwestern corner of the Wounded Lands. (See 
  page 32 for more details on this site.)
  Iz: Iz was the only Sarkorian city that truly rose 
  to the level of a metropolis in size, yet it has always 
  been underpopulated, with many of its massive 
  lodges and towering buildings serving as homes for 
  wealthy individuals and future clanlieges. Today, the 
  Worldwound has swallowed much of the city, with new 
  buildings and even neighborhoods crumbling away each 
  year. Only a third of the original city remains; it is still 
  populated by the ruling class, only the nobles residing 
  here now are powerful demons and commanders of 
  Deskari’s armies. Even the humanoid cultists who dwell 
  
  1
  25
  The Wounded Lands
  1
  in other parts of the Worldwound avoid Iz—they may 
  visit, but the longer even a devout worshiper of Deskari 
  remains in Iz, the better his chances of joining the 
  endless line of sacrifices shipped in daily from Undarin 
  and elsewhere.
  The Aurora River, which once flowed through the 
  city, is now a dry bed infested with demonic vermin. 
  Only three of the city’s original Five Great Gates remain, 
  along with a section of the city once known as the Throne 
  District. Here, Khorramzadeh the Storm King rules 
  from the Circle at the Center of the World, where the 
  Crystal Citadel of Sarkoris has been refashioned in his 
  own Abyssal image, the glass melted and reshaped into 
  grotesque spires and pillars. Other influential figures 
  maintain homes here as well, great manors that all types 
  of monstrous dangers, demonic or otherwise, inhabit 
  when the homes’ owners are not present.
  While the majority of Iz’s buildings have either been 
  destroyed or looted by demons, some well-hidden and 
  well-protected vaults and strongholds exist still in the 
  city, and the canny adventurer can look to these for both 
  shelter and supplies—if the remaining wards don’t kill 
  them first!
  Lake Ipona: Only through chance has Lake Ipona 
  remained a lake; the arms of the Worldwound stretch 
  out around it but never quite struck the region to drain 
  away the waters. Of course, the lake has not technically 
  “survived” the land’s corruption, for its waters are now 
  hopelessly tainted—foul and poisonous f luids serving 
  as home to hezrous, omoxes, and worse. The lake’s edges 
  surge and slop with a strange, almost sentient eagerness, 
  as if the entire thing were somehow alive and trying 
  to learn to crawl and hunt. The creatures that dwell 
  within  the “waters” of Lake Ipona are best described as 
  parasites, slipping through the foul liquid and drawing 
  sustenance from it when there’s not living f lesh and 
  warm blood to consume instead.
  Pulura’s Fall: One of the only parts of the Wounded 
  Land not entirely under demonic control, the temple 
  known as Pulura’s Fall has been besieged by Deskari’s 
  army for over a hundred years but has yet to fall. More 
  details on this bastion of hope can be found on page 34.
  Threshold: This tower-prison previously stood at the 
  highest point of the High Cairns. Here, the Sarkorians 
  kept their greatest arcane spellcasters under lock and 
  key, watched closely by the nation’s religious leaders, 
  who ensured  the spellcasters’ magic did not “corrupt” 
  the divine magic that was the law of the land. Ironically, 
  the magic that eventually allowed the Worldwound to 
  open and corrupt Sarkoris in ways its leaders could 
  never have imagined began in Threshold, as the result 
  of an escape attempt by three prisoners. Now the tower-
  prison stands at ground zero of the Worldwound’s heart, 
  with one metaphorical foot in the Material Plane and 
  one in the Abyss.
  Winged Wood: The Winged Wood remains mostly 
  intact today, yet this does not mean the forest is a place 
  of sane and serene nature. The succubus Zelmisdria 
  conquered the Winged Wood and the powerful green 
  dragon, Azrivauxus, who resided in it. See the entry on 
  Zelmisdria’s Boudoir on page 39 for more details.
  Yathscar: The site of an organic, living demon tower 
  called Yath, which an adventuring group recently 
  destroyed, this stretch of diseased land looks more like 
  the body of a vast undead beast than a landscape. See 
  page 38 for more details on this nauseating location and 
  its dangerous ghostly mistress.
  Abyssal Rift
  
  26
  Pathfinder Campaign Setting: The Worldwound
  Adventures in the Worldwound
  Day 5: The sky roils with violet clouds today. I welcome them, if only 
  because they hide the sky’s sickly color. I pray the clouds persist 
  into the night—at least they provide a sane reason for the lack of 
  stars and moon above. This morning saw a rain of rotting insects, 
  and as I write, the ground a hundred paces to what I assume is 
  the east heaves like a living thing in the contractions of labor. The 
  guards watch tensely, wondering what it will birth. Only two more 
  days before this week-long patrol is over and I return to the sanity 
  of home. It cannot come soon enough.
  —Journal of an unknown crusader  
  recovered from the ruins of Raliscrad
  
  1
  27
  Adventures in the Worldwound
  2
  The thinnest of threads anchor the Worldwound to reality. 
  Near the Worldwound’s deepest rents, those threads 
  have long ago been severed or burned away, allowing the 
  Abyss to seep in and take root. This Abyssal connection 
  transformed what was once Sarkoris into a nightmare 
  realm, and altered its very sky, turning it otherworldly 
  shades: leaden gray, sickly green, bruised purple, insanely 
  warped yellow, or most often an ominous red with void-
  black clouds. The lands now tremble with frequent, sudden 
  earthquakes and rockslides, many of which sunder the 
  earth, tear open Abyssal rifts, and unleash unspeakable 
  horrors from beyond. But in the Worldwound, more 
  than demons and monsters bring death to the wary or 
  oblivious—the environment is just as lethal. 
  Poisonous geysers erupt from massive, pustulant mounds, 
  spewing out sickly, yellow-white gouts of infectious ichor 
  or piles of wriggling larvae. Noxious gases and slimy, 
  acidic rain ooze from the sky, ranging in toxicity from 
  uncomfortable to incapacitating to fatal to the unprotected 
  traveler. Abyssal storms churn in fierce vortexes of demonic 
  wind, scouring flesh from bones. 
  Adventuring within the Worldwound is exceptionally 
  dangerous. Most GMs will probably want to avoid running 
  low-level adventures in the Worldwound, because allowing 
  low-level PCs to prosper and succeed in this region (without 
  remarkable circumstances or aid) undermines its danger 
  and menace. It might be better to start a Worldwound-
  based campaign with the PCs still in one of the bordering 
  nations, perhaps dealing with demon incursions or the 
  effects of demonic plots on neighboring realms. Once 
  the PCs transition into mid-level (about 5th level), they’re 
  probably ready for adventure plots that send them deeper 
  and deeper into the Worldwound. The most dangerous 
  regions within the Worldwound make even the mightiest 
  of heroes quail. These realms work particularly well for 
  high-level mythic heroes, for the foes they’ll face here could 
  include some of the Abyss’s most dangerous demons.
  Surviving in the
  Worldwound
  The Worldwound’s environment is a constant source of 
  danger. Most sources of food and water are poisoned, 
  diseased, infested with parasites, or so tainted with Abyssal 
  corruption they’re completely unpalatable. Therefore, even 
  acquiring sustenance presents a problem. Navigation also 
  proves difficult, as the skies are totally unstable. Though 
  certain landscape features can serve as landmarks (when 
  they’re visible), exploring deep chasms or traveling through 
  one of the region’s thick fogs can be quite treacherous. Night 
  falls an hour earlier than it should here, and dawn breaks an 
  hour late.
  Smart crusaders and explorers bring their own food and 
  water when travelling in the Worldwound—and wise ones 
  overestimate their needs. The base DC to get along in the 
  wild in the Worldwound varies according to region (see the 
  regional stat blocks in the previous chapter). Locating food 
  and water is only part of the issue. Anyone who drinks water 
  or eats food harvested from somewhere in the Worldwound 
  risks exposure to parasites or disease—individuals who 
  consume food or water from the land must roll a percentage 
  check for exposure once per day. The chance of exposure 
  varies by region (see the appropriate regional stat block). 
  Purify food and drink has no effect on food or water harvested 
  from the wild of the Worldwound, but it does decontaminate 
  imported provisions that later became contaminated. If 
  someone becomes afflicted, roll on the following table to see 
  what sort of parasite or disease infects her.
  Weather in the Worldwound
  Weather patterns in the Worldwound are affected by the 
  chaos of the Abyss as well. Survival checks made to predict 
  weather in the Worldwound take a –20 penalty, and attempts 
  to influence the weather via control weather require a 
  successful DC 30 caster level check to succeed. If you wish to 
  roll random weather for a particular day, use the following 
  table in place of the one on page 439 of the Core Rulebook.
  d%	
  Result
  01–30 
  Normal weather for the region (see regional 
  stat blocks in Chapter One)
  31–50 
  Normal precipitation for the region (see 
  regional stat blocks) 
  51–60 
  Windstorm (01–60) or thunderstorm (61–100; 
  roll randomly to determine the energy type 
  unleashed by lightning strikes [acid, cold, 
  electricity, fire, or sonic])
  61–70 
  Heat wave (or cold snap in Frostmire)
  71–80 
  Ashstorm1 (or blizzard in Frostmire)
  81–90 
  Supernatural precipitation (equivalent to 
  hail, but the precipitation is composed of 
  teeth, moaning insects, bits of jagged crystal, 
  arrowheads, frozen eyeballs, or something 
  equally frightening)
  91–95 
  Windstorm and thunderstorm plus tornadoes 
  (1% of tornadoes cause 1d3 Abyssal rifts as 
  they pass)
  96–98 
  Hurricane with isolated occurrences of storm 
  of vengeance
  99–100 
  Abyssal storm2
  1 Treat as a duststorm, plus all exposed to the ashstorm 
  take 1 point of fire damage per round in addition to the 
  other effects common to duststorms.
  2 Abyssal storm: Treat as an ashstorm combined with a 
  thunderstorm. Instead of lightning strikes, the storm 
  creates Abyssal rifts.
  
  28
  Pathfinder Campaign Setting: The Worldwound
  d%	
  Food	Affliction	
  Water	Affliction
  01–40 
  Demonplague 
  Demonplague
  41–60 
  PsychosisGMG 
  Bowel worms
  61–90 
  Random minor spellblightUM 
  Blinding sickness
  91–95 
  Random major spellblightUM 
  Demon fever
  96–100 
  Roll a water affliction 
  Roll a food affliction 
  Worldwound Hazards
  In addition to the increased difficulty of finding safe food 
  and water, other supernatural events, such as those listed 
  below, are frighteningly common in the Worldwound.
  Abyssal Geysers (CR 2+): The raw Abyssal energy 
  thrumming throughout the Worldwound seeps up through 
  the ground, forming misshapen, puckered mounds of earth 
  measuring from 6 inches to several feet across. At random 
  intervals these mounds explode, venting geysers of energy 
  into the air. These mounds also explode if they’re disturbed 
  (stepped upon, prodded, damaged with a spell, and so forth). 
  A successful DC 15 Acrobatics check is required to move 
  through a square infested with dormant Abyssal geysers 
  without setting one off.
  Once a geyser erupts, it explodes in a 30-foot-radius 
  burst, dealing 4d6 points of energy damage to all 
  creatures in that area (Reflex DC 15 for half). Determine 
  the damage’s energy type (acid, cold, electricity, fire, or 
  sonic) randomly. A successful DC 20 Perception check 
  enables a character to notice an Abyssal geyser’s dangers 
  before triggering it accidentally. Once a geyser 
  is triggered, it generally won’t trigger again, 
  but some can quickly rebuild their potential 
  and erupt multiple times. Some geysers are 
  more powerful. Each 2d6 points of damage 
  added to a geyser’s damage increases its burst radius 
  by 5 feet, its Reflex save DC by 1, and its CR by 1, to 
  a maximum of 20d6 points of energy damage 
  (Reflex DC 23 for half) in a 60-foot radius (a 
  CR 10 Abyssal geyser).
  Abyssal Rift (CR 10): Permanent 
  Abyssal portals can be found scattered 
  throughout the Worldwound, and 
  temporary ones—called Abyssal rifts—
  have been known to open as well. Abyssal rifts function 
  as the gate spell (CL 20th) used for planar travel, and are 
  generally about 5 feet in diameter but can be smaller or 
  larger. For 1d6 minutes before a rift opens, the air and 
  ground thrum and vibrate with magical energies—a 
  successful DC 29 Knowledge (arcana or planes) check, 
  allows a character to correctly deduce that a rift is about 
  to open. Once a rift opens, it remains open for 3d6 rounds 
  before closing. Sometimes a rift’s orientation can cause 
  landsides, create whirlpools, or even create a pit-like 
  obstacle. It could also allow dangerous Abyssal denizens 
  to stumble through and become trapped within the 
  Material Plane. A rift could even open inside an Abyssal 
  sea (creating a sudden flood), within the heart of an 
  Abyssal volcano (creating an unexpected surge of lava), or 
  worse. Casting dimensional anchor, dimensional lock, dispel 
  chaos, or dispel evil on a rift’s location can prematurely 
  close it.
  Hazardous Flora and Fauna
  The primary predators in the Worldwound today are 
  demons; extraplanar creatures like bebiliths, dwiergeths, 
  riftcreepers, and urannags; and monsters powerful 
  enough to hold their own against such dangerous 
  intruders, such as manticores, bulettes, and wyverns. 
  Animals and other wild creatures below CR 5, such as 
  wolves and bears, once inhabited the region in great 
  numbers, but today only the most powerful species 
  (including many variants of megafauna) can 
  survive for long. Those that fall often become 
  plagued beasts (see page 56 for this undead 
  template) or are otherwise corrupted by the 
  Abyssal energies. The numerous demonic vermin 
  (see page 52 for this template) that infest the 
  Worldwound are a prime example of this form 
  of corrupted life.
  The Worldwound’s remaining flora and 
  fauna have been transformed. Now corrupt 
  and dangerous, things like bowel worms 
  and leechweed are among the numerous 
  threats and hazards to those exploring 
  this land.
  Bowel Worms (CR 6 hazard): 
  These horrific parasites live and breed 
  in tainted water, and can infest any creature 
  that drinks from the Worldwound’s lakes, rivers, 
  and pools. When these microscopic parasites 
  enter a humanoid creature’s intestinal tract, 
  they take on an unholy life. Within 2d4 hours 
  after ingesting bowel worms, the victim 
  must attempt a DC 15 Fortitude save. Success 
  indicates the victim harmlessly digested the 
  bowel worms, but failure causes the victim 
  to suddenly cramp up, suffering horrific intestinal pain 
  that causes him to become staggered. The victim also 
  takes 1d4 points of Constitution damage each round until 
  he’s taken a total of 4 points of Constitution damage. A 
  full-grown bowel worm then burrows from his belly 
  and crawls out onto the ground—a pallid, arm-length, 
  maggot-like, eyeless worm with a nasty collection of 
  toothy mouths on one end. Once a bowel worm escapes, 
  it is helpless and can’t move. Dealing it any amount of 
  damage, such as by stomping upon it, kills it. As it dies, 
  it emits a high-pitched shriek like that of an infant in 
  mortal pain. 
  Leechweed
  
  1
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  Adventures in the Worldwound
  2
  After the victim passes the bowel worm, he takes 1 point 
  of bleed damage, but is no longer staggered, and takes no 
  further Constitution damage... at least for another 2d4 
  hours, whereupon the victim must attempt another DC 
  15 Fortitude save to prevent another bowel worm from 
  maturing and burrowing free. These saves continue until 
  the victim succeeds at a saving throw (at which point the 
  infestation is over), or until the victim dies.
  The fact that these horrific parasites mature only 
  within humanoid hosts, and that they seem to serve no 
  real purpose once born except to die, has long vexed sages. 
  In truth, these wretched worms are a true manifestation 
  of the Abyss—life that exists only to cause misery and 
  pain. Bowel worms are an infestation—remove disease 
  or any other effect that cures diseases removes them, 
  but immunity to disease offers no protection, as the 
  affliction itself is caused by these horrible parasites.
  Corrupted Creatures: Very few natural creatures exist 
  in the Worldwound—most of those encountered in the 
  region have blundered into the realm accidentally and 
  will soon be dead of disease, parasitism, or predation. On 
  the other hand, some do persist and survive, but after a 
  certain amount of time even these lucky survivors fall, 
  becoming fiendish creatures that now exist solely to seek 
  out invaders and slaughter them. Monstrous vermin in 
  particular undergo a stranger transformation, becoming 
  demonic vermin (see page 52).
  Leechweed (CR 3 hazard): These plants cluster thickly 
  in the muddy marshes of the western Worldwound, 
  typically growing in a 5-foot-square patch. A single plant 
  is slightly smaller than a human hand, and consists of 
  a mass of dark green leaves from which a single feeding 
  stalk extends. The tip of this stalk contains a small, 
  lancet-like protrusion that can pierce flesh with ease. 
  Spotting a patch of leechweed before blundering into it 
  requires a DC 17 Knowledge (nature) or DC 22 Perception 
  check. A living creature that comes into contact with a 
  patch of leechweed swiftly learns the source of the plant’s 
  name, as dozens of feeding stalks suddenly stab and 
  slash at any bits of exposed flesh. As soon as a creature 
  is in contact with leechweed, the plant attempts an attack 
  against it with a +9 bonus. The attacks continue at the end 
  of each of the creature’s turns if it doesn’t move away from 
  the plant. On a hit, the plant deals 1d4 points of damage 
  and 1d6 points of bleed damage. Fire kills leechweed, as 
  does holy damage or any magical effect that specifically 
  harms plants (such as blight).
  Midnight Morel (CR 7 hazard): These mushrooms 
  typically 
  grow 
  in 
  5-foot-diameter 
  patches, 
  each 
  burgeoning with dozens of pale stalks capped by conical, 
  honeycombed caps in blue or black that can reach heights 
  of 8 inches. These carnivorous fungi feed on small 
  insects and other creatures by shooting tiny filaments 
  that snatch food and pull it into their hollow caps, which 
  also serve as digestion chambers. Though this attack 
  poses little threat to creatures larger than wasps or flies, 
  a midnight morel’s method of reproduction is another 
  matter. Whenever a living creature of Small or larger 
  size comes within 5 feet of a midnight morel, the fungus 
  exudes a cloud of invisible spores, forcing the creature 
  to attempt a DC 18 Fortitude save to resist becoming 
  infested. A successful DC 20 Knowledge (dungeoneering) 
  check or DC 25 Perception check allows a character to 
  notice the dangers presented by a midnight morel before 
  coming within its spore range. Direct sunlight renders 
  a midnight morel dormant, but doesn’t otherwise harm 
  it (although both sunbeam and sunburst automatically 
  Demonplague
  Of the afflictions wreaked upon Sarkoris by the Worldwound 
  and Deskari’s host, the demonplague is perhaps the 
  most insidious. This vile sickness spreads through water, 
  affecting plant and animal life alike. In higher creatures, the 
  demonplague causes madness and then death, but in animals 
  and other unintelligent beasts, it continues beyond death, 
  animating them as undead horrors called plagued beasts 
  (see page 56). The plague also twists and corrupts plant life—
  most of the hazardous plants detailed below are the results 
  of normal plants becoming corrupted by the demonplague.
  An explorer in the Worldwound can be exposed to the 
  demonplague in a number of ways. Plagued beasts carry 
  the sickness, and contact with a living sufferer can result in 
  infection. In addition, each day a person attempts a Survival 
  check to live off the land in the Worldwound, there’s a chance 
  he is exposed to the plague, as described on page 28 and 
  varying in likelihood by region. A creature suffering from 
  demonplague begins to grow paranoid, and is prone to 
  increasingly realistic hallucinations. Its body slowly decays 
  away, starting with the loss of fingernails, teeth, and hair, 
  but advancing to complete limb loss or gaping wounds in the 
  hours before death.
  Beyond the Worldwound’s borders, the plague is much 
  less virulent. Creatures gain a +4 bonus on saving throws 
  against demonplague outside of the Worldwound, and those 
  suffering from it aren’t contagious (although creatures like 
  plagued beasts can still infect victims with it).
  	DEMONPLAGUE
  Type disease, injury or ingested; Save Fortitude DC 18
  Onset 1 day; Frequency 1/day
  Effect 1d3 Con damage and 1d6 Wis damage, and victim 
  is fatigued if it takes any ability damage from the disease; 
  certain creatures slain by demonplague rise as plagued 
  beasts (see page 56); Cure 3 consecutive saves
  
  30
  Pathfinder Campaign Setting: The Worldwound
  destroy any midnight morels in their areas). Damage 
  from holy sources (such as holy water or a holy weapon) 
  destroys midnight morels, as does fire.
  Once a creature is infested with a midnight morel’s 
  spores, the spores remain dormant for 1d6 hours. 
  Sudden pangs of pain then spread through the target, 
  causing it to become sickened and immediately take 1d6 
  points of Constitution damage. Every minute thereafter 
  for 1d4 minutes, the victim must attempt a new DC 18 
  Fortitude save or take another 1d6 points of Constitution 
  damage as its skin grows increasingly black, moist, and 
  honeycombed, not unlike the cap of a midnight morel. 
  Now and then, filaments flick out from the honeycombs 
  growing on the creature, trying to snatch tiny insects and 
  other snacks.
  A creature slain by this Constitution damage collapses 
  and immediately transforms into a new patch of 
  midnight morels, creating one 5-foot-diameter patch for 
  each square of the creature’s previous space. If the victim 
  doesn’t die, it remains sickened from the pain and its 
  flesh remains discolored and honeycombed for as long 
  as it continues to suffer the Constitution damage. This 
  spore infestation is a poison effect, and thus can’t infest 
  creatures that are immune to poison, like demons.
  Neo-Larva Swarm (CR 7): A chaotic evil soul that 
  ends up on the Abyss becomes a particularly foul type 
  of petitioner known as a larva. Though the Worldwound 
  isn’t technically a part of the Abyss, it’s suffused with 
  enough Abyssal energies that a similar process sometimes 
  occurs in the dirt and earth there. Neo-larvae are not true 
  petitioners, but false proxies—mindless but dangerous 
  to those who stumble upon them. A single neo-larva 
  appears as a 3- to 6-inch-long maggot with a human head 
  and a mouth filled with tiny, sharp teeth. 
  Neo-larva swarms are birthed from heaving mounds of 
  infection in the earth itself. They might gestate for a week 
  or more in these pits, feeding voraciously on the weakest of 
  their brood before boiling out of the ground to seek larger 
  prey. Burrowing through the ground or slithering over 
  it, they move steadily until they find some unsuspecting 
  creature to crawl upon—and into. Their statistics are as 
  a rot grub swarm (Pathfinder RPG Bestiary 3 215) but with a 
  burrow speed of 10 feet and immunity to fire.
  Shax’s Beard (CR 8 hazard): Closely resembling an 
  edible form of rock moss through most of its life cycle, this 
  corrupted fungus grows amply in the most barren regions 
  of the Worldwound. Named for Shax, the Blood Marquis 
  and demon lord of murder, the spores of Shax’s beard can 
  cause psychosis in the minds of intelligent creatures. A 
  successful DC 20 Knowledge (nature) or a DC 25 Perception 
  check is required for a character to notice the danger Shax’s 
  beard presents before coming within its spore range. When 
  any intelligent living creature comes within 5 feet of a patch 
  of Shax’s beard, it must attempt a DC 20 Will save to resist 
  becoming infested with the invisible, scentless spores. Once 
  a creature is infested, it develops a psychosis remarkably 
  quickly as the spores rework the victim’s personality, 
  transforming it into a murderous killer with a keen ability 
  to hide its sadistic secret. Full rules on psychosis appear on 
  page 251 of the Pathfinder RPG GameMastery Guide.
  Adventure Sites
  When the Worldwound swallowed up Sarkoris, the 
  doomed nation’s proud clanholds fell into ruin, its holy 
  places and monoliths were defiled, and the tombs of 
  its ancestors were gutted by fiends. The horrors loosed 
  upon the land have been held in check by the unceasing 
  vigilance of those who stand watch on the Worldwound’s 
  borders, aided by the presence of the wardstones. 
  Meanwhile, the wealth of a nation remains behind in 
  demon-infested ruins, despoiled crypts, and the personal 
  lairs of innumerable fiends.
  The remainder of this chapter details several different 
  adventure sites where adventurers can recover some of 
  this lost wealth and ancient magic. Each entry begins 
  with a short summary of the site’s location, its master (the 
  creature or organization that rules the site), its notable 
  inhabitants (the most common foes one might encounter 
  in the adventure site), and any features of note (important 
  structures, magic, rumors, traps, treasure, and so on). 
  Any monster that appears in this book is marked with an 
  asterisk (*).
  Blackearth Cairn
  Haunted Sarkorian Royal Crypt
  Location: The Wounded Lands
  Master: Jaalika (CE female seraptisBOTD2 cleric of Sifkesh 12)
  Inhabitants: Cultists, demons (babaus, incubiB3, shadow 
  demons, vermleksBOTD2), ghosts, wights, wraiths
  Features: Complex hauntings, magic-infused chapels devoted 
  to the demon lord of suicide, monstrously complex resetting 
  traps, rumors of fabulous treasure
  Situated in the heart of the Field of Thrones amid countless 
  other shattered and defiled crypts of past Sarkorian royalty, 
  Blackearth Cairn stands intact, and its promise of hidden 
  wealth still lures demonic and mortal treasure seekers 
  alike. Yet Blackearth Cairn contains something more than 
  just graves to plunder—it’s protected by a potent defense 
  that even demonic tomb robbers don’t expect.
  The leaders of the Blackearth clan ruled with all the 
  wisdom of their ancestors, and the mark of their rule 
  was the Crown of Feasting Ravens, an ornate golden crown 
  decorated with etchings of a battlefield around its rim 
  and circling onyx ravens on the crown’s points above. 
  The voices of past rulers can whisper through this crown, 
  
  1
  31
  Adventures in the Worldwound
  2
  providing counsel to the crown’s wearer, imparting advice, 
  giving praise, or admonishing misdeeds as the situation 
  merits. With the wisdom and learning of generations, the 
  Blackearth clan prospered. Yet there was a secret price. 
  Upon a ruler’s death, his or her soul vanished into the 
  crown and a new raven joined the flock upon its golden 
  battlefield. By giving up their rewards in the afterlife, 
  the clan’s leaders hoped to keep their living heirs and 
  descendants powerful. But when the childless clanliege 
  Arkilan Blackearth II died at his own hand after the loss 
  of his wife in 4303 ar, the Crown of Feasting Ravens fell into 
  quiescence atop Arkilan’s brow deep in the silent cairn. 
  Rule of the clan passed to one of Arkilan’s distant cousins, 
  but the crown was forgotten.
  When the Worldwound split Sarkoris open, the souls 
  bound to the Crown of Feasting Ravens took notice. The 
  spirits of the crown, feeling the Abyssal intrusions, 
  infused the very structure of the cairn and raised the dead 
  within as guardians to protect it. And for decades, the 
  powerful wraith and wight defenders and the numerous 
  crown-created haunts kept the crypt safe from looters. 
  These spirits eventually became so eager to lash out at 
  the demonic forces that they opened the cairn’s doors 
  in invitation. Until the cairn’s reputation as a deathtrap 
  spread among the demons, many accepted that invitation 
  and were slaughtered by the undead awaiting them within 
  the cairn’s numerous underground chambers.
  But 7 years ago, the cult of Sifkesh turned its attention 
  to the crypt when the powerful seraptis demon Jaalika led 
  a group of priests of the demon lord of suicide into the 
  crypt. Whether the crown was drawn to Jaalika’s power, 
  or whether Arkilan’s suicidal end weakened the crypt’s 
  defenses against the lord of suicide’s minions, these 
  cultists took control of Blackearth Cairn. Now the Crown 
  of Feasting Ravens sits atop the four-armed demon’s brow, 
  and the crown’s spirits toil and dance at her whim. The 
  cult has little interest in aiding Deskari and the other 
  demonic agents in the Worldwound. Instead, they seem 
  content to linger here in the cairn, wiling the years away 
  in an ever-expanding project to convert the site into an 
  unholy cathedral devoted to Sifkesh. What Jaalika and 
  her cultists are waiting for is unclear, but their presence 
  has made Blackearth Cairn more dangerous than ever.
  Greengrave Keep
  Demon Fortress Atop Druidic Secrets
  Location: The Stonewilds
  Master: Shaorhaz (CE male vrolikaiB2 inquisitorAPG of Cyth-V’sug 9)
  Inhabitants: Cultists, demons (particularly hezrous, gibrileths*, 
  kithangians*, nabasus, shemhaziansB2, and vrocks), demonic 
  vermin, fiendish plant monsters, plagued beasts, wraiths
  Features: Corrupted druidic magic, despoiled standing stones, 
  twisted mazes of brambles and carnivorous plants
  Before the Worldwound opened, the great northern 
  woodland of Sarkoris, known then as the Forest of Stones, 
  was the birthplace and sacred homeland of the druids of 
  the Green Faith. The druids fought long and hard against 
  the encroaching demons, but in the end the forest fell, 
  conquered by a vrolikai inquisitor of Cyth-V’sug named 
  Shaorhaz. Shaorhaz was no real ally to Deskari, but when 
  the balor lord Khorramzadeh offered Shaorhaz control 
  over the entire region in return for merely wiping out 
  the Green Faith, the vrolikai knew a good offer when he 
  saw one. He immediately went into action. His armies of 
  hezrous, kithangians, nabasus, and vrocks made short 
  work of the forest. They scoured it from the outside in, 
  destroyed circles of standing stones, and corrupted 
  druids, animals, and plants alike to their cause. When he 
  was done, the Forest of Stones was destroyed, petrified by 
  the final desperate defense of its druid guardians. Those 
  druids who hadn’t fled were forced to turn their backs on 
  Greengrave Keep
  
  32
  Pathfinder Campaign Setting: The Worldwound
  nature and become undead siabraes just to protect their 
  few remaining fortresses.
  Shaorhaz left the siabraes to their crumbling holdfasts, 
  and set his armies to work building him a palace—a 
  home away from his Abyssal home. Built primarily 
  from standing stones uprooted from hundreds of sacred 
  druidic circles throughout the north, the place came to 
  be known as Greengrave Keep, for it was made of the 
  tombstones of the Green Faith.
  Greengrave Keep sits high above the surrounding 
  landscape, perched atop a craggy hill decorated here and 
  there with the burnt, petrified husks of trees. Although 
  Shaorhaz’s demonic architects completed the primary 
  construction of Greengrave Keep not long after the forest 
  burned, they continually add new wings and extensions 
  as previous additions crumble away from battle damage 
  or neglect. Craggy towers rise up in various states of 
  completion and integrity, merging at odd angles like 
  something out of a mad architect’s nightmares. Vrocks 
  roost in filthy aeries at the keep’s highest points, while 
  nabasus and kithangians prowl the tunnels below. 
  Cultists of Cyth-V’sug, the demon lord of disease and 
  fungus, serve Shaorhaz eagerly, and new additions to the 
  cult arrive frequently to reinforce their numbers, as those 
  serving the ravenous vrolikai tend to have drastically 
  shortened lifespans.
  Crude approximations of the druids’ original stone 
  circles surround the keep. The demons constructed 
  these circles to enact rituals of their own, wanting 
  to warp and control the land as the Green Faith’s 
  hierophants did before them. For the most part they have 
  failed, but mazes of fiendish brambles and other plants 
  warped by demonic intention testify that Shaorhaz 
  has not been entirely unsuccessful. Shaorhaz believes 
  that hidden within the standing stones’ carvings lies 
  the key to unlocking all druidic magic and infecting 
  the traditions with a contagious corruption that will 
  disrupt all adherents to the Green Faith on Golarion. 
  The fact that he ordered the destruction of many of 
  these stones remains a constant source of frustration 
  to the demon. He now spends much of his time 
  painstakingly rebuilding and reconstructing shattered 
  menhirs recovered in the Stonewilds and hauled back 
  to Greengrave Keep by teams of plagued animals driven 
  by demons.
  Because Shaorhaz never managed to wholly claim 
  the Circle of Hierophants, the most sacred site in the 
  Stonewilds, as his own, he used what he considered the 
  next most sacred site as Greengrave Keep’s foundation. 
  The fortress sits atop an immense artificial hill shaped 
  like a flat-topped pinwheel spiral. Druids built this 
  mound, known as Spiral Hill, millennia ago as a grand 
  site of ritual magic. On the summer and winter solstices, 
  a procession of druidic hierophants once wound their way 
  through stone circles marking the connection of ley lines 
  discernible only to them. The journey always ended atop 
  Spiral Hill, where they performed day-long ceremonial 
  rites and sacrifices to initiate new druids into the higher 
  ranks of the faith. At the climax of this initiation, the newly 
  ascended druidic hierophants magically sunk through the 
  earth into a labyrinth within the hill itself, where they 
  continued their trials of combat and mental fortitude 
  through a ceremonial underworld created specifically for 
  that purpose. This passage tested the druids’ knowledge 
  and skill, and upon completion, they emerged as senior 
  members of the circle, empowered by their experiences 
  below the hill. What precisely they found and who or what 
  granted them additional power remains lost for now, but 
  that could soon change.
  Shaorhaz believes the dungeons below Greengrave could 
  contain hints about, or even a solution to, his current quest 
  to corrupt druidic magic. Though he possesses the skill 
  and knowledge to perform the rituals to open the way to 
  these dungeons, he lacks faith—the key to opening the 
  portal to the strange underworld demiplane locked below 
  his new home. Experiments with captured and corrupted 
  druids have, to date, all failed, but with each failure the 
  vrolikai gets one step closer to opening Spiral Hill and 
  plundering its secrets. Few members of the Green Faith 
  alive today realize how Shaorhaz’s plans threaten them, 
  but regardless they have kept their knowledge of the ritual 
  secret—for if an eager druid were to find the way into 
  Spiral Hill and succeed, she would have to defend it from 
  Shaorhaz, who would certainly follow as soon as the portal 
  opened. With few members of the Green Faith capable of 
  directly opposing the powerful vrolikai and his minions, 
  they have played a silent and worrisome waiting game for 
  decades, hoping that Shaorhaz will be driven off before he 
  finds what he seeks.
  Hanging Tower
  Mysterious Floating Enigma
  Location: The Wounded Lands
  Masters: Yracandra (CE female glabrezu sorcerer 7), Firadreal 
  (CE male vrock barbarian 6)
  Inhabitants: Cultists, demons (babaus, brimoraksBOTD2, 
  deraknis*, kalavakusesB2, succubi, vrocks)
  Features: Alien tower of unknown origin, multiple extraplanar 
  pockets, powerful time-based and force-based magic traps, 
  roost of Pazuzu-worshiping vrocks
  To say that the so-called Hanging Tower stands at the 
  edge of the Northmound Plateau overlooking Frostmire 
  and the Stonewilds is something of an error, for the 
  tower doesn’t stand at all. Shaped like an inverted 
  obelisk of dark red marble, the tower isn’t connected to 
  
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  the ground—its lowest point hovers with an impossible 
  stability several inches above the earth. Not only does 
  the structure’s physical impossibility point to an 
  unearthly origin, its exterior and internal architecture 
  resemble nothing in the Sarkorian tradition. Though 
  some suggest it’s yet another unimaginable abomination 
  disgorged from the Abyss, its recent appearance (in 4698 
  ar) indicates its origin might not be tied to the opening 
  of the Worldwound.
  The Hanging Tower measures a staggering 458 feet 
  in height from its lowest point to its 150-foot-wide apex. 
  The tower appears to be made of stone, but a thin shell 
  of magic akin to that created by temporal stasis shrouds 
  its surface, preventing anyone from interacting with the 
  tower’s actual material, so its composition remains a 
  mystery. Only one entrance allows access into the tower, a 
  trapezoidal archway on its eastern face, 20 feet above the 
  ground. Through the arch lies a trio of entirely empty 
  rooms arranged around a spiral stairwell that ascends 
  to the higher levels. Demons long ago forced their way 
  through the exterior door and stripped the rooms of 
  their contents—if indeed any contents ever existed.
  Since it mysteriously appeared, the tower has been 
  occupied by the well-spoken yet horrifically mercurial 
  glabrezu Yracandra, a small army of demons, and her 
  coven of mortal spellcasters, all seeking to plumb the 
  structure’s secrets for their master Deskari. To date, 
  they’ve accomplished little, reaching merely halfway 
  into the structure’s interior and unable to bypass the 
  significant wards protecting the deeper chambers from 
  intruders and decay. Tellingly, these wards specifically 
  exclude chaotic outsiders from accessing many sections, 
  again suggesting the structure might not be Abyssal 
  in origin. Further complicating Yracandra’s efforts to 
  plunder the tower, much of interior operates under the 
  restrictions of a dimensional lock, and impenetrable walls 
  of temporal stasis seem to flick on and off according to 
  frustratingly complex schedules. To make matters even 
  worse for the fiends, a roost of vrocks loyal to Pazuzu 
  has colonized the tower’s roof. Their leader, Firadreal, 
  declared himself master of the so-called Hanging 
  Heights atop the tower roof. Now, control of the structure 
  fluctuates as he and Yracandra constantly struggle 
  against each other.
  In 4709 ar, a group of Shining Crusaders on a mission 
  deep into the Worldwound fell victim to the glabrezu 
  and found themselves recruited as explorers for parts 
  of the upper tower inaccessible to the demons. The 
  adventurers made far more progress than the demon 
  realized, but while exploring the interior, their leader, 
  Aucinda Fermender (NG female half-orc rogue 12), threw 
  off Yracandra’s mind-control magic and led her party 
  in a desperate attempt to defeat the glabrezu. Yracandra 
  and her minions slaughtered the entire group, except for 
  Aucinda, who fled into the tower’s upper reaches. Shortly 
  after the slaughter, Aucinda managed to get a message to 
  her commander back in Kenabres, updating him on her 
  situation, but no one has heard from Aucinda in the past 
  several years.
  Moonscream Glade
  Demonic Werewolf Village
  Location: Sarkorian Steppe
  Master: Ahari Blackbriar (CE female werewolf gnome cleric of 
  Jezelda 14) 
  Inhabitants: Fiendish werewolves, fiendish wolves, fiendish 
  dire wolves
  Features: Numerous trapped buildings, ruined castle dungeon
  Although the Shudderwood’s dense undergrowth and 
  looming treeline mark the obvious boundary of the 
  Sarkorian Steppe, Sarkoris once claimed much of this 
  forest. Likewise, today nearly half the woodland lies 
  under the Worldwound’s influence. The demon armies 
  don’t focus much of their attention here, though within 
  the woods lie plenty of Abyss-influenced dangers—such 
  as the village of Moonscream Glade.
  Before the fall, this village was called Moonglade, but 
  its current citizens are more violent and bloodthirsty 
  than the village’s previous inhabitants. No one knows 
  whether those dwelling in the village changed its 
  name to Moonscream Glade or those whose misfortune 
  brought them there did so. Regardless, the name fits, for 
  this village shelters families of demonic werewolves.
  Moonscream Glade is clustered at the base of a low 
  hill in a 1-mile-wide clearing. A mostly collapsed castle 
  built in an ancient Ustalavic style guards the hill. Life in 
  Moonscream Glade seems to go on as one might expect in 
  a typical Ustalavic forest settlement.
  When the village was known as Moonglade, it was the 
  largest of a collection of several thorps and hamlets, and 
  served as a trade hub for them all. Today, exploration of 
  these other settlements reveals mass graves and signs of 
  terrible violence, with no signs of recent habitation. 
  The rustic villagers claim ignorance of whatever 
  fate befell their neighbors and events within the 
  Worldwound itself. Their feigned ignorance doesn’t hold 
  up to even casual scrutiny, but those who confront the 
  citizens merely hasten their own capture. The fiendish 
  werewolves prefer to ambush visitors after dark while 
  the new arrivals sleep in one of the villages’ three inns, 
  but they aren’t afraid to shift form and overwhelm too-
  curious visitors during the day.
  Many villagers know the tale of Moonglade’s death and 
  Moonscream Glade’s birth, and they’re proud and even 
  eager to share this story with their captives. As the story 
  
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  Pathfinder Campaign Setting: The Worldwound
  goes, a small group of Sarkorian adventurers led by a 
  gnome named Ahari Blackbriar staggered into the village 
  one day with tales of the devastation occurring in the 
  nation’s heart. The villagers welcomed these refugees, 
  and in the following days, Blackbriar’s band proved their 
  worth by helping to bolster the village’s defenses even 
  as the smaller villages and hamlets in the Moonglade’s 
  hinterlands suffered an increasing number of attacks 
  from demonic wolves. Moonglade accepted refugees 
  from these hamlets with open arms, but as the attacks 
  increased, its resources became depleted. Increasingly, 
  the villagers turned to Ahari and her fellow adventurers 
  for aid, advice, and protection.
  One month after the band’s arrival, demonic wolves 
  attacked some hunters within a few hundred yards of 
  Moonglade, and the citizens begged Ahari for help. In 
  response to their request, Ahari gathered everyone to the 
  village’s square, promising them lifelong protection from 
  the demonic wolves—if they consented to her offer.
  It was then that she and her fellows revealed the truth—
  they were the attacking wolves. Ahari told the villagers 
  that any who would step forward and accept the gift of 
  Jezelda, Mistress of the Hungry Moon and the demon lord 
  of werewolves, would be spared and allowed to continue 
  their lives within Moonglade. Those who declined would 
  be fed to the villagers who accepted the offer.
  Today, those dwelling in Moonscream Glade speak of 
  that day with awe and reverence. Ahari Blackbriar still 
  rules the village, living amid the ruins of the castle atop 
  the hill, but all of Moonscream’s citizens are fiendish 
  werewolves themselves, and often form packs to travel 
  into the woods toward Ustalav’s border for new prey. 
  Several times, members of Moonscream Glade have 
  emigrated, establishing new packs of demon wolves 
  deeper in these woods. The strongest of these packs are 
  led by an antipaladin named Adimarus Ionacu, a sadist 
  who sought out Ahari in order to receive Jezelda’s gift. 
  Adimarus and Ahari, now lovers, plot on soon expanding 
  their influence farther south, striking across the border 
  in an attack that might well take the Ustalavic county of 
  Lozeri by surprise (see Pathfinder Campaign Setting: Rule 
  of Fear).
  Pulura’s Fall
  Besieged Temple of an Empyreal Lord
  Location: The Wounded Lands
  Masters: Eliandra (CG female aasimar cleric of Pulura 20), 
  Belsefelek (CE male gallu* ranger 3)
  Inhabitants: Clerics of Pulura, azatas (bralanis, ghaeles, 
  lillends, yamahsMCOM), constructs
  Features: Drained lakebed haunted by ghosts and other undead, 
  temple of Pulura containing potent anti-demon wards, 
  perpetual light snowfall, clear night sky overhead
  Not every Sarkorian bastion of good and law crumbled 
  when the Worldwound opened. Amazingly, deep in the 
  Wounded Lands one such bastion yet remains, having 
  withstood over a century under siege with no wardstones 
  shielding its borders and no crusaders battling to protect 
  it. Prior to Sarkoris’s destruction, the location known as 
  Pulura’s Fall was a great cascading waterfall. Now, the 
  great lakes above and below the cliffs are drained and 
  barren, and the vanished falls stand as mute, tortured 
  cliffs. But the waterfall’s namesake remains, a sprawling 
  temple complex devoted to the empyreal lord Pulura, the 
  Shimmering Maiden (see Pathfinder Campaign Setting: 
  Chronicle of the Righteous). The largest portion of the 
  temple stands above the falls, near the former lakeshore. 
  Passages and stairwells cut into the cliff connect this 
  structure to a second one at the base of the falls below.
  Before the fall of Sarkoris, the nobles of Iz used this 
  river and its lakes for burials, sending the honored dead 
  downriver from the Sarkorian capital on funeral barges. 
  As these barges reached Pulura’s Fall, priests blessed 
  the bodies, lit the barges on fire, and then guided them 
  over the falls. Today, bones, offerings, and remnants of 
  these burned ships litter the dry lakebed below. During 
  the initial demonic assault against the temple before 
  the First Crusade, demonic necromancers awakened the 
  corpses of the honored dead in the lake below, hoping 
  to turn them against Pulura’s clergy. Their demonic 
  magic failed spectacularly. As the dead clambered to 
  life, glowing with a pale starlight radiance, they took 
  up the arms they’d been buried with and turned upon 
  the necromancers with silent fury. Unfortunately for 
  those trapped in the temple, these wraiths, ghosts, and 
  other undead turned their wrath upon them as well—
  the awakened dead didn’t recognize anyone, demons or 
  mortals, as allies. Since then, both the demons and the 
  undead have tried time and again to penetrate the walls 
  of Pulura’s Fall, but as long as Pulura’s faithful remain 
  within, the ancient, potent wards that protect the temple 
  still hold. Pulura’s Fall continues to withstand this dual 
  siege from demons above and undead below, a constant 
  thorn in the side of the Worldwound’s leaders.
  The gallu Belsefelek, commander of the besieging 
  army, is an unusually tactics-minded and patient 
  warmonger. He knows that he can outlive any mere 
  mortal, so he has adopted a different approach. Though 
  his army has yet to breach the temple’s defenses, he also 
  knows the remaining priests can’t escape the temple’s 
  walls. Demons and undead don’t age, but mortals do, and 
  subsisting on divinely created food and water can’t hold 
  off the advance of years for Pulura’s faithful. Therefore, 
  Belsefelek and the other besiegers stand patient, waiting 
  for the last few defenders to die of old age—for time will 
  ultimately prove the nuisance priests’ greatest enemy. In 
  
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  the meantime, Belsefelek keeps himself and his immense 
  army of brimoraks (see Pathfinder Campaign Setting: Lords 
  of Chaos, Book of the Damned, Vol. 2) and abrikandilu 
  barbarians busy patrolling the lands surrounding 
  Pulura’s Fall, mercilessly picking off those attempting to 
  deliver aid to the temple.
  Snow falls lightly for several miles around the temple, 
  giving it a cool, serene beauty. Over time icicles have 
  formed on the rocks of the fall, creating a silent, frozen 
  palisade of cascading ice to replace the vanished waterfall. 
  Above the temple hovers another miracle: a single patch 
  of clear night sky. Rather than the roiling storm clouds, 
  scarlet haze, and foreign stars seen elsewhere within 
  the Worldwound, the sky at night above Pulura’s fall is 
  normal and serene, watched over by the prominent stars 
  that form the 12 constellations so familiar to travelers 
  and sacred to Pulura’s followers.
  This effect, as well as the bulk of the wards that protect 
  the temple still, are maintained by Eliandra, perhaps the 
  most powerful surviving cleric of Pulura on Golarion 
  after the opening of the Worldwound resulted in the 
  deaths of her superiors. Eliandra has only grown more 
  powerful over the past century, her lifespan enhanced 
  and lengthened by the same magic that keeps the temple 
  safe, but she knows that if the temple falls or she sets foot 
  outside its protective walls, the weight of the past century 
  will collapse upon her in a single moment. The priests 
  trapped within know in their hearts that Pulura has a 
  purpose for them, and they believe that someday soon 
  the Shimmering Maiden will reveal her plan. Until then, 
  they continue to hope—and pray.
  Raliscrad
  Ruined City of Demon-Enthralled Slaves
  Location: Riftshadow
  Master: Minagho (CE lilitu rogue 6)
  Inhabitants: Cultists, demons (abrikandilus*, coloxusesB3, 
  glabrezus, incubiB3, oolioddroos*, shadow demons, succubi, 
  vermleksBOTD2), enthralled crusaders, ghouls, psychopompsISB
  Features: Partially flooded catacombs, Pharasmin/Green Faith 
  temple, sealed vaults of Sarkorian treasure, enthralled 
  champions of the crusade now serving a demonic mistress
  The ruined town of Raliscrad sits at the confluence of 
  the Sarkora and Isk rivers, and was once a prosperous 
  settlement on one of the most heavily traveled trade routes 
  through the heart of Sarkoris. Abandoned in the early 
  days of the Worldwound, much of the city’s accumulated 
  wealth remained behind to be plundered and savaged, as 
  did Ivyfane, one of the strangest temples to Pharasma in 
  northern Avistan. A local syncretism of the Green Faith 
  and Pharasma worship, the temple’s stone walls were 
  covered with extensive engravings of plants through the 
  seasons, showing natural growth and renewal, paralleling 
  Pharasma’s aspects of birth and death. In the central plaza 
  a bejeweled, four-sided pillar showed the Lady of Graves’s 
  various aspects in profile, wrapped in a coif of natural ivy 
  and flowering vines.
  Raliscrad has suffered greatly during the decades, 
  but its stone buildings have endured the abuse well, 
  and many of the larger ones still stand in part. Over 
  the years, command of the ruins has shifted numerous 
  times between various demons, but for the past 20 years, 
  a powerful lilitu named Minagho has ruled the ruins, 
  claiming the Ivyfane as her domain. The lilitu has 
  done extensive restorations on the temple, though she’s 
  made countless small adjustments to the building’s 
  iconography to incorporate her own vile ideals. The 
  city itself contains a surprisingly high population of 
  humanoids, all of whom are the lilitu’s slaves, thralls, 
  or underlings. A number of her cultists are middling 
  necromancers, including their mortal chief, Corminoth 
  Wolmor (CE male human cleric of Baphomet 11), who 
  was once a priest of Iomedae but is now a devotee of 
  Minagho and her demonic lord Baphomet.
  Though nearly half of the city lies in crumbled ruins 
  or has sunk into the increasingly marshy ground over 
  the past century, an extensive complex of catacombs 
  remains largely intact under the city’s upper reaches. 
  These tunnels connect the Ivyfane to several other 
  buildings, and many include elaborate, centuries-
  old tombs. The sprawling labyrinth also includes 
  storerooms, a significant library housing priceless 
  religious and secular works from Sarkoris’s heyday, and 
  numerous vaults to which the wealth of multiple clans 
  was entrusted prior to their destruction in the chaotic 
  days after the opening of the Worldwound. Minagho has 
  preserved, restored, and corrupted many of these, but 
  some of the deeper vaults resist even her intrusion—
  here, powerful psychopomps still stand guard over the 
  chambers and dead within.
  The commander of these guardians is the enigmatic 
  psychopomp Atzemsira (N female morrignaPF48 inquisitor 6), 
  a strange being Minagho has contacted several times 
  via proxy in attempts to secure an alliance or deal to 
  learn the final secrets of the Ivyfane. Each time, though, 
  Atzemsira has seen through Minagho’s expertly hidden 
  treachery and false promises, and of late Minagho 
  has turned her attentions elsewhere—she’s become 
  increasingly involved in helping to orchestrate the cult 
  of Baphomet’s infiltration of the Mendevian crusaders, 
  and has been spending an increasing amount of time in 
  disguise on the front lines, working to subvert and lure 
  ever more powerful leaders to her service.
  If outsiders intrude upon Raliscrad and avoid the lilitu’s 
  followers, they might find a potent ally in Atzemsira and 
  
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  the few remaining psychopomps in her service, who walk 
  the streets in clever disguises to avoid demonic detection. 
  Those willing to act against the fiend’s desecrations 
  might avoid virtually all of the ruins’ other dangers, and 
  possibly gain permission to excavate the treasures left 
  behind from a century earlier. The guardians consider 
  it far better that the wealth of the vanished nation travel 
  to those who would appreciate it rather than fall into a 
  lilitu’s clutches.
  Sabertooth Vale
  Possessed Barbarian Camp
  Location: Frostmire
  Master: Ulmar Beursson (CE male Kellid barbarian 14) possessed 
  by Alulasavi (CE female shadow demon sorcerer 12)
  Inhabitants: Dire tigers, demon-possessed barbarians, 
  grimslakes*, megafaunaB2, shadow demons
  Features: Field littered with traps built from the bones of 
  megafauna, numerous public torture sites for captured 
  prisoners, ritual slaughter site in nearby cave
  Although they don’t present an organized defense 
  like those on the Worldwound’s eastern and southern 
  borders, the barbarians of the Realm of the Mammoth 
  Lords have fought against the demons’ westward 
  expansion. Their ferocious protection of their ancestral 
  hunting grounds, combined with the relative paucity 
  of civilized targets to tempt demons in the area, has 
  resulted in a stalemate of sorts along this border. Yet 
  not all the barbarians defeated in this fight simply die; 
  some become undead servitors or dominated thralls of 
  their captors. To the barbarians, though, the worst fate 
  isn’t having one’s body or mind enslaved—the worst 
  is being possessed by a demon. For in such a state, the 
  barbarians’ minds can do nothing but watch as the 
  demons use their bodies, perfected by war, as weapons 
  against the barbarians’ own kin.
  Such was the fate of the Roaring Sabertooth tribe. 
  In 4710 ar, the 15 greatest berserkers of the Roaring 
  Sabertooths traveled into the Sarkorian Steppe on what 
  would be their twentieth raid into the demon-haunted 
  land. It would also be their last. After attacking and 
  defeating a band of schirs (Bestiary 3 74) and babaus led 
  by kalavakus (Pathfinder RPG Bestiary 2 78) traveling 
  across the steppe with two dozen Mammoth Lord 
  barbarian captives in tow, the Roaring Sabertooths 
  took the captives under their wing and promised to 
  escort them back home. The barbarians camped that 
  night, but as they slept, the freed captives rose up 
  against them—they were, in fact, possessed by powerful 
  shadow demons. The demons quickly abandoned their 
  emaciated and weakened hosts, and seized control of the 
  Roaring Sabertooth warriors. 
  Instead of inexperienced barbarians, the demons 
  now controlled a group of seasoned berserkers. Led by 
  one of Shax’s more murderous devotees, the shadow 
  demon Alulasavi, the demons forced the Sabertooths 
  to slaughter the captives they had just rescued and 
  consume the bodies. They then marched the possessed 
  Sabertooths back to their home camp, and forced them 
  to slaughter their families and then feed upon these 
  fallen as well. It was this act that drove the Sabertooths 
  insane, but trapped in their own bodies they couldn’t 
  even cry out in their madness.
  Since then, the shadow demons have used their 
  hosts to further expand their numbers, capturing 
  new members and bringing new shadow demons in to 
  the Worldwound to control their prisoners. As part of 
  their fun, the demons sometimes release control of the 
  possessed barbarians during a fight, for the insane, 
  raging warriors no longer care who or what they kill. 
  The Sabertooths range throughout the Sarkorian 
  Steppe, and are growing increasingly notorious as the 
  violence of their raids into the Realm of the Mammoth 
  Lords has recently eclipsed the raids they made before 
  they were possessed. The barbarians keep their own lair 
  far to the north, in a narrow valley they call Sabretooth 
  Vale. They retreat here after their raids to torment 
  and torture captives, saving them to eventually either 
  cannibalize or “recruit” into the tribe.
  Much of this torture occurs in a large cavern at the 
  far end of the valley, in a chamber containing a number 
  of concealed pits. The fiends stash most of the wealth 
  stripped from the dead deeper in these caves, and have 
  tricked a large number of grimslakes into serving as 
  the caves’ guardians. The most debased of the shadow 
  demons enjoy possessing a new victim whose body and 
  talents are insufficient to merit induction into the 
  tribe, and instead walk the body into the caves to enjoy 
  the sensation of being eaten alive by the horrific worms.
  Alulasavi’s latest plan is particularly gruesome. She 
  recently discovered that one of the tribe’s last groups 
  of victims included Fulmar, son of Bromag, a powerful 
  chieftain of the Drake-Tongue Tribe. The Drake-
  Tongues are one of the most established and powerful 
  of the tribes that have fought against the demons. Even 
  now, Bromag’s kin rally several allied tribes under a 
  single f lag and prepare to launch a revenge attack on 
  Sabretooth Vale—all as Alulasavi has planned. The 
  Sabretooths have filled the approach to their vale with 
  horrific magical traps and the remains of slaughtered 
  megafauna to funnel the horde in and capture them. A 
  small army of new shadow demons lurks in the caverns 
  below the vale, ready to seize control of the barbarian 
  army when it blunders, full of raging revenge, into 
  Alulasavi’s trap.
  
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  Valahuv
  Holdout Against the Worldwound
  Location: Riftshadow
  Master: Ommors, the Bringer of Twilight (NE female 
  sangudaemonBOTD3 cleric of Szuriel 5)
  Inhabitants: Entrapped demons, misled barbarians of the 
  Balemoon clan, wandering undead
  Features: Forgotten shrines and abandoned offerings, fortified 
  village and keep, labyrinthine dungeon
  Overlooking the walled town of Valahuv—a bastion of 
  civilization and home to some 300 emaciated Sarkorian 
  refugees—the Balemoon Clanhold is a rarity in the 
  Worldwound, a fortified keep improbably holding out 
  against the demons. Within its courtyards lies the Delvegate, 
  an ornate portcullis leading into dismal vaults deep within 
  the Thunderstair cliffs. The Balemoon clan and those 
  they protect tell outsiders that their god Tammerri—the 
  eidolon of their chieftain God Caller Feinroh Balemoon 
  (LN male human summoner 4)—protects them, but in 
  reality something far more powerful and far darker has 
  been providing that service.
  Centuries ago, the sangudaemon Ommors hunted the 
  Sarkorian Steppe, cutting a bloody swath across multiple 
  villages and leaving only exsanguinated, soulless corpses 
  in her wake. As she slaughtered, however, Ommors became 
  increasingly intrigued by Sarkorian religious beliefs—in 
  particular, their perception of divinity in anything and 
  everything beyond mortality. Exploiting these beliefs, 
  Ommors presented herself to the people of Valahuv as 
  a divine presence, offering protection in exchange for 
  sacrifices. To her delight, the humans quickly came to 
  accept her as a prominent member of their local pantheon. 
  At first she required only a small amount of blood every 
  7 days, but as time passed and their faith in their blood 
  goddess grew, so too did her demands. Soon, she required 
  the bodies of criminals, then the honored dead, then living 
  criminals, until finally she ordered the citizens to condemn 
  living sacrifices to enter the Delvegate on a weekly basis. In 
  time, word of these atrocities could no longer be ignored, 
  and champions from the Balemoon clan came to Valahuv to 
  challenge and thwart the evil. The clan defeated Ommors’s 
  worshipers, but chose not to slay the sangudaemon—
  instead, they used a forbiddance spell and other magic to lock 
  her away in the deepest level below Delvegate.
  And there, for many years, Ommors dwelled. The 
  Balemoon clan seized control of the dungeons beyond the 
  Delvegate and took the stewardship of Valahuv under its 
  protective wing, excluding Ommors from their regional 
  pantheon. And life was good—until the opening of the 
  Worldwound. Relatively isolated from the initial attacks, the 
  people of Valahuv stubbornly decided not to evacuate. But 
  when the first demons reached their home, the Balemoons 
  barely defeated the invaders. Knowing that more demons 
  would come soon to finish the job, the desperate god callers 
  descended to Ommors’s vault and begged for her protection. 
  Ommors consented, but only in return for her freedom and 
  reinstatement as not just a deity but the goddess of Valahuv. 
  The Balemoon clan consented, and when next the demons 
  came, the powerful daemon slaughtered them before they 
  even reached the community. Time and again the daemon 
  defended her new flock, always under the cover of night. 
  The citizens of Valahuv never learned the truth of how 
  their benefactors had turned, but in the years that followed, 
  the suffering of those dwelling in the town has been sweet 
  nectar to Ommors deep below.
  Since the opening of the Worldwound and the First 
  Mendevian Crusade, Ommors has reveled in the carnage. 
  She no longer spends all her time in her vaults, but rather 
  explores the Worldwound for months at a time, feeding off 
  of the remnants of the endless border conflicts. Yet she 
  always returns to Valahuv, for she has grown accustomed 
  to feeding on not just the occasional sacrifice of her 
  worshipers, but more subtly on their despair and fear. She 
  also preys freely upon humans who approach the town 
  and demons foolish enough to endanger her stockyard of 
  human cattle.
  The meandering passages beyond the Delvegate burrow 
  deep into the Thunderstair cliffs, holding centuries’ worth 
  of tombs and shrines to long-abandoned gods as well as 
  the remains of Ommors’ many victims. When supplied 
  fresh sacrifices, the fiend paints the stones with a sticky, 
  reeking coat of their blood. She takes more time to enjoy 
  the suffering of abducted demons, keeping dozens of them 
  bound in bloody cocoons scattered throughout the depths. 
  Many of her victims rise as undead shells to wander the 
  halls. These hungry, mindless creatures function as 
  the daemon’s guard dogs, viciously swarming anything 
  foolish enough to intrude upon her unholy domain.
  Newcomers to Valahuv are rare, and while the town’s 
  latest chieftain, God Caller Feinroh Balemoon, genuinely 
  cares for his people, he’s suspicious of outsiders, and 
  only takes in those who promise to never climb the 
  Thunderstair. If ever confronted about Valahuv’s dark 
  protector, the chieftain is quick to explain the necessity of 
  the “god’s” continued existence—after all, what are a few 
  sacrifices in exchange for keeping the rest of the town’s 
  residents safe? While he deeply regrets the necessity of 
  the murders, he does his best to sate the daemon with 
  the blood of criminals and raiders—and occasionally 
  nosy outsiders. Though many people in Valahuv might 
  be happy enough to see the sacrifices end, Balemoon is 
  quick to remind adventurers that defeating Ommors 
  only solves one of Valahuv’s problems—for when word of 
  the sangudaemon’s death inevitably spreads, the demons 
  will soon return.
  
  38
  Pathfinder Campaign Setting: The Worldwound
  Yathscar
  Grave of the Tower of Yath
  Location: The Wounded Lands
  Master: Isilda (CE female Ulfen ghost cleric of Deskari 17)
  Inhabitants: Cultists, demonic vermin, demons (babaus, 
  deraknis*, gibrileths*, hezrous, kithangians*, schirsB3), 
  dwiergeths*, grimslakes*, urannag*, warped ones*
  Features: Forests of crumbled insectoid limbs, rivers and lakes 
  of blood, rotting hills of tumorous flesh
  Only a few years have passed since the destruction of the 
  Tower of Yath. A semi-sentient fragment of the Abyss 
  transposed into the eastern reaches of the Worldwound, 
  it acted as a living conduit for a tide of Abyssal energies 
  capable of breaching the protective boundary of 
  Mendev’s wardstones. Had the tower 
  been allowed to grow to fruition, it would have become a 
  crown jewel of Deskari’s cult and a significant threat to 
  Mendev, but in 4711 ar an unlikely band of adventurers 
  managed the even unlikelier triumph of bringing down 
  the tower and slaying its mistress, the treacherous 
  priestess Isilda. Today, the site where the Tower of Yath 
  once stood is a wasteland of putrescent f lesh sloughed 
  from the tower’s mass as it fell. The tormented ground 
  around the site shuddered and heaved like diseased 
  f lesh when the tower stood, and today it continues to 
  do so, but as an undead landscape of hill-sized tumors 
  marred by acres of scars, rivers of blood and pus, and the 
  buzzing of millions of insects gorging and dying on the 
  necrotic tissue.
  The tower’s remains now form a low mound at the 
  center of a lake of rotting blood, and the grimslakes and 
  dwiergeths crawling about on its surface are the least of 
  its dangers. Although the tower has collapsed, the mound 
  remains riddled with passageways in the shape of rotting, 
  empty arteries and sagging gullets.
  The tower’s former ruler exists here still as an 
  enraged, despondent ghost who lusts for revenge upon 
  those she deems responsible for her death and Yath’s 
  dismissal from this world. As in life, she seeks to own 
  strong, talented, and attractive men, offering favor and 
  wealth in exchange for their servitude as if Yath still 
  existed and she still competed with other so-called 
  intermediaries. The location of her mortal remains—
  hidden within a ragged dome of half-rotten, calcified, 
  cartilaginous f lesh culled from Yath’s heart—remains 
  forbidden to demons and mortals alike. Here, Isilda 
  displays the taxidermic remains of her former lover-
  slaves. When not giving orders to devoted cultists and 
  imploring demons to follow her once again, the undead 
  cleric broods, speaking to her dead lovers as if they 
  still lived.
  On the southern shore of the lake of blood, a 
  gate-tower once controlled access to the bridge 
  that crossed to Yath itself. A new temple rises 
  there now, built by cultists still loyal to Isilda’s 
  memory, though many of her former f lock have 
  simply abandoned their high priestess. Faced with the 
  slow hemorrhage of her original followers, Isilda calls 
  more via dreams, imploring them to recreate Yath, 
  forging it anew or raising it from the grave in the same 
  way she returned from death.
  A number of demons still cling to her, though 
  dramatically fewer than the armies that once f locked 
  to her command unbidden. Her followers linger at the 
  Yathscar for various reasons. Some stay out of belief 
  that she could yet resurrect Yath, finding something 
  to replace the stolen anchor that made its presence on 
  Golarion possible—and that ultimately led to its fall. 
  Isilda
  
  1
  39
  Adventures in the Worldwound
  2
  Others stay to watch and enjoy the ghostly cleric’s fits of 
  depression and fury.
  Isilda’s ghost has been destroyed three times since 
  Yath’s fall, twice by demons seeking to gain control of the 
  Yathscar and enact their own designs, and once by mortal 
  paladins of Mendev seeking to put down the last legacy of 
  Yath once and for all. But she has always appeared again to 
  take swift revenge on her would-be destroyers, and in the 
  few short years since she became a ghost she has grown 
  much more powerful than when she lived. To any delving 
  into Yath’s ruins and its tangle of underground, organ-
  like caverns, her resurgence remains the greatest threat. 
  Finding and destroying her focus is the key to finally 
  destroying her, though that focus could be anything: the 
  remains of her lovers, her own bones, or quite possibly 
  Yath’s former anchor now taken far beyond the reach of 
  the Worldwound itself.
  Zelmisdria’s Boudoir
  Succubus Den and Dragon Lair
  Location: The Wounded Lands
  Master: Zelmisdria (CE female succubus ranger 11)
  Inhabitants: burning dryads and other corrupted fey, cultists, 
  demonic vermin, demons (abrikandilus*, brimoraksBOTD2, 
  succubi, schirsB3, oolioddroos*, vrocks), fiendish drakes
  Features: Ashen wasteland of burned forest, regions of 
  perpetually smoldering trees and screaming dryads, 
  ruined villages and battlefields from the time of the First 
  Mendevian Crusade
  The Winged Wood once stretched from the old 
  Sarkorian Marchlands to the West Sellen River, though 
  now it comprises little more than a wasteland of ash 
  and perhaps 20 square miles of tortured, perpetually 
  smoldering trees. At the forest’s center, the old 
  fiendish green dragon Azrivauxus sits atop an ever-
  growing hoard of treasure plundered from the ruins of 
  surrounding villages and scavenged from the rotting 
  corpses of demons and crusaders alike. Yet Azrivauxus 
  is not the ruler of this wood, for she serves a much more 
  dangerous mistress—the succubus Zelmisdria.
  Zelmisdria first came through the Worldwound 
  nearly 95 years ago as an agent of Nocticula. The 
  demon lord of lust was eager to learn if she could 
  capitalize upon the Worldwound, but as the years wore 
  on, Nocticula’s interests in the Worldwound waned in 
  light of other concerns, even as Zelmisdria grew more 
  and more intrigued by the possibilities she found here. 
  She had already more or less abandoned her duties 
  to Nocticula by the time she encountered the green 
  dragon Azrivauxus, and after managing to seduce the 
  old dragon she decided to make the ruins of the Winged 
  Wood her domain.
  Over the last several decades of close contact with the 
  dragon, Zelmisdria has gradually warped the creature’s 
  very essence, transforming her into a fiendish dragon. 
  Today, depending on the succubus’s mood, the dragon 
  treats her variously as a mother, a lover, or a daughter, 
  adding a further level of complex perversion to their 
  relationship. The succubus constructed a strangely 
  incongruous home at the heart of the blasted forest—a 
  stately manor that would better fit in the noble district 
  of an affluent city. Azrivauxus herself roosts in a massive 
  deadfall that looms like a hill over this manor.
  The surrounding woods continue to burn even today, 
  more than a century after a legion of brimoraks first set 
  them aflame. Zelmisdria entrapped and corrupted the 
  dead forest’s dryads, dooming them to a tortured existence 
  as their host trees perpetually smolder. Eternal wounds 
  cover these dryads. The miserable creatures stare out 
  with hollow eyes, and fall into random fits of hysterical 
  screaming. The succubus finds them adorable, referring 
  to them collectively as her “lovely burning daughters” and 
  occasionally compelling them to see to her whims.
  Sightings of a succubus riding a demonic dragon 
  diminish the morale of crusader troops unlucky enough 
  to encounter the pair when the villains make one of 
  their frequent raids along the West Sellen River. These 
  raids have made Zelmisdria notorious not only among 
  the crusaders, but among the cultists of Deskari, for the 
  succubus thinks of herself as her own master, owing 
  service to no one. Storm Lord Khorramzadeh has lusted 
  for Zelmisdria since long before the Worldwound opened, 
  and her periodic visits to Iz to attend to these lusts have 
  gone a long way toward ensuring her continued ability 
  to operate independently in the area. Other demon 
  generals offer her large bribes in the form of magic, gold, 
  or disposable lovers to gain her aid—offerings they have 
  easy access to because of the proximity of the succubus’s 
  boudoir to the border.
  Though the succubus and her dragon are the most 
  dangerous denizens of the Winged Wood, and though 
  her burning dryads are perhaps the most populous of 
  the region’s inhabitants, numerous other dangers dwell 
  within this area. Demonic vermin are particularly 
  common in the woods, especially demonic mantises and 
  demonic spiders of all shapes and sizes. A large number 
  of forest drakes, rift drakes, and (along the areas near 
  waterways) river drakes dwell here, but these monsters 
  have all succumbed to the Worldwound’s corruption. The 
  majority of these drakes are merely fiendish creatures, 
  but an increasing proportion seem to be half-fiends. 
  Cultists too flock to the woods in greater numbers, and 
  many have come to worship Zelmisdria as a goddess. 
  The fact that some of the clerics among these cultists are 
  being granted spells is worrisome indeed.
  
  40
  Pathfinder Campaign Setting: The Worldwound
  Worldwound Bestiary
  Two more of my soldiers, one of them my squire, went missing this 
  evening after a fight. No one saw them leave. Tempers are short. I 
  expect the locust demons to hit us again before the dawn, just as I 
  expect my missing soldiers to be with them, recruited by evil spirits, 
  fighting at their side. But the sound of those hideous scavenger 
  worms in the carnage just beyond the barricade, crunching open 
  bones and slurping corpses dry. That may drive us mad before the 
  locusts even come...
  —Final entry from Commander Halven’s watch log, recovered 
  from the ruins of the Eagle Rock massacre.
  
  1
  41
  Worldwound Bestiary 3
  Random Encounter Tables
  The encounter tables presented on this page are not 
  meant to be exhaustive lists of creatures that dwell within 
  the Worldwound—the inclusion of a “GM’s Choice” 
  allows for the introduction of other demons or creatures 
  as you see fit. Note that the Worldwound is intended to 
  challenge higher-level parties—low-level creatures can 
  certainly be encountered here, but be wary of including 
  too many encounters of CR 8 or lower, as these make the 
  Worldwound seem a less-challenging locale.
  Crusader Patrol (CR 11): Usually, this patrol consists 
  of seven Mendevian crusaders (LG human cavalier 5) led 
  by a commander (LG human paladin 9). These hardened 
  warriors assume the PCs are unfriendly, and attempt to 
  capture them alive for questioning—successful Bluff or 
  Diplomacy checks can convince the crusaders the PCs 
  aren’t possessed or demons in disguise.
  Cultists (CR 10): This group consists of four cultists 
  (CE human cleric 5) led by a high priest (CE tiefling cleric 
  9). At your option, the cultists may be leading a band of 
  prisoners to a nearby fortification or ruin for sacrifice, or 
  they could be escorting a single powerful (CR 9 or higher) 
  demon. The cultists worship one of the demon lords who 
  have significant influence in the region in which the 
  encounter occurs.
  Low Templars (CR 10): Low templars are crusaders 
  who lack spiritual conviction. This band of four such 
  miscreants (CN human fighter 5/low templarISWG 2) may 
  have recently abandoned a patrol and are making their way 
  back to a southern border to escape the war, or they could 
  be using crusader resources to loot a battlefield or an old 
  Sarkorian ruin. They’re not evil, but give them time.
  Raiding Party (CR 11): This mounted band of 1d4+2 
  Mammoth Lord barbarians (CN human barbarian 6/
  mammoth riderPOP 1) scours the western Worldwound 
  looking for demons to slay, they assume any individuals 
  they encounter are demons or, at the very least, are 
  possessed by demons, and generally attack on sight.
  Frostmire
  d%	
  Result	
  Avg.	CR	 Source
  01–05	 Raiding	party	
  11	
  See	above
  06–20	 1d4	demonic	deadfall	scorpions	
  11	
  See	page	52
  21–30	 2d4	will-’o-wisps	
  11	
  B1	277
  31–35	 1d6	frost	giants	
  12	
  B1	149
  36–40	 1d6	succubi	and	1d6	incubi	
  12	
  B1	68,	B3	73
  41–50	 1d6	deraknis	
  13	
  Page	43
  51–60	 1d4	hezrous	
  13	
  B1	62
  61–80	 1d8	fiendish	marsh	giants	
  13	
  B2	129,	292
  81–90	 1	fungus	queen	and	1d4	
  13	
  ISB	12,	B2	129	
  	
  fungoid	fiendish	marsh	giants	
  91–100	 1d6+2	urannag	
  13	
  See	page	60
  Riftshadow
  d%	
  Result	
  Avg.	CR	 Source
  01–20	 Cultists	
  10	
  See	above
  21–40	 Low	templars	
  10	
  See	above
  41–45	 Crusader	patrol	
  11	
  See	above
  46–60	 2d6	babaus	
  11	
  B1	57
  61–65	 1d8	spectres	
  11	
  B1	256
  66–75	 1d6	vrocks	
  12	
  B1	69
  76–85	 2d4	shadow	demons	
  12	
  B1	67
  86–90	 1d4	kalavakuses	
  12	
  B2	78
  91–95	 1	oolioddroo	
  13	
  See	page	50
  96–100	 1d6	deraknis	
  13	
  See	page	43
  Sarkorian Steppe
  d%	
  Result	
  Avg.	CR	 Source
  01–15	 Low	templars	
  10	
  See	above
  16–30	 Crusader	patrol	
  11	
  See	above
  31–50	 Raiding	Party	
  11	
  See	above
  51–55	 1	gibrileth	
  11	
  See	page	46
  56–70	 2d8	brimoraks	
  11	
  BOTD2	56
  71–80	 2d6	wraiths	
  11	
  B1	281
  81–85	 1d6	kithangians	
  12	
  See	page	47
  86–90	 2d6	grimslakes	
  12	
  See	page	55
  91–93	 1	kakuen-taka	
  14	
  ISB	20
  94–100	 Plagued	beasts	
  Var.	
  See	page	56
  Stonewilds
  d%	
  Result	
  Avg.	CR	 Source
  01–15	 Cultists	
  10	
  See	above
  16–30	 1d8	warmonger	wasps	
  11	
  See	page	61
  31–40	 2d6	white	wraiths	
  12	
  See	page	20
  41–50	 1d8	kithangians	
  13	
  See	page	47
  51–65	 2d6	nabasus	
  14	
  B1	64
  66–70	 1d4	omoxes	
  14	
  B2	79
  71–80	 2d6	vrocks	
  15	
  B1	69
  81–85	 1	siabrae	
  15	
  See	page	58
  86–90	 1	shemhazian	
  16	
  B2	80
  91–100	 Demonic	vermin	
  Var.	
  See	page	52
  Wounded Lands
  d%	
  Result	
  Avg.	CR	 Source
  01–10	 Cultists	
  10	
  See	above
  11–15	
  Crusader	patrol	
  11	
  See	above
  16–25	 2d6	vescavor	swarms	
  11	
  LK	50
  26–35	 1d8	bebiliths	
  14	
  B1	32
  36–40	 1d6	retrievers	
  14	
  B1	234
  41–60	 2d6	warped	ones	
  14	
  See	page	62
  61–70	
  2d6	deraknis	
  15	
  See	page	43
  71–75	 1d4	dwiergeths	
  15	
  See	page	54
  76–80	 1	riftcreeper	
  15	
  See	page	57
  81–85	 1	woundwyrm	
  15	
  ISB	61
  86–90	 1	shemhazian	
  16	
  B2	80
  91–100	 Demonic	vermin	
  Var.	
  See	page	52
  
  42
  Pathfinder Campaign Setting: The Worldwound
  Demon, Abrikandilu
  This deformed, horned, hunchbacked humanoid has a forked, 
  ratlike tail and two thumbs on each taloned hand.
  ABRIKANDILU	
  CR	3
  XP	800
  CE	Medium	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+0;	Senses	darkvision	60	ft.;	Perception	+12
  DEFENSE
  AC	15,	touch	10,	flat-footed	15	(+5	natural)
  hp	32	(5d10+5)
  Fort	+5,	Ref	+4,	Will	+3
  Immune	electricity,	poison;	Resist	acid	10,	cold	10,	fire	10
  Weaknesses	hatred	of	mirrors
  OFFENSE
  Speed	30	ft.
  Melee	bite	+7	(1d6+2	plus	mutilation),	2	claws	+7	(1d4+2)
  Ranged	improvised	weapon	+5	(1d6+2)
  Special	Attacks	destructive	attacks,	mutilation
  Spell-Like	Abilities	(CL	5th;	concentration	+6)
  3/day—cause fear	(DC	12),	shatter	(DC	13)
  1/day—summon	(level	1,	1	abrikandilu	50%)
  STATISTICS
  Str	15,	Dex	11,	Con	12,	Int	6,	Wis	10,	Cha	13
  Base	Atk	+5;	CMB	+7	(+9	sunder);	CMD	19	(21	vs.	sunder)
  Feats	Improved	Sunder,	Iron	Will,	Power	Attack,	Throw	AnythingB
  Skills	Appraise	+6,	Climb	+10,	Disable	Device	+8,	Perception	+12;	
  Racial	Modifiers	+4	Perception
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	gang	(3–12)
  Treasure	standard	(all	art	objects	are	broken)
  SPECIAL	ABILITIES
  Destructive	Attacks	(Ex)	An	abrikandilu’s	natural	attacks	can	
  threaten	and	confirm	critical	hits	against	objects.	In	addition,	
  they	gain	a	+5	racial	bonus	on	Strength	checks	made	to	
  break	or	destroy	objects.
  Hatred	of	Mirrors	(Ex)	An	abrikandilu	loathes	the	sight	of	
  its	own	reflection.	Using	a	mirror	grants	a	+5	bonus	on	
  Intimidate	checks	against	an	abrikandilu.	An	abrikandilu	
  adjacent	to	a	mirror	or	attacked	by	a	mirror-carrying	creature		
  (at	the	GM’s	discretion,	some	shields	could	be	considered	
  mirrors)	must	attempt	a	DC	15	Will	save	at	the	start	of	its	
  turn.	If	it	fails,	it	must	focus	all	of	its	actions	that	round	on	
  attempts	to	destroy	the	mirror.
  Mutilation	(Su)	An	abrikandilu’s	bite	causes	hideous,	ugly	
  wounds	that	not	only	mar	beauty	but	supernaturally	
  diminish	a	creature’s	sense	of	self-worth.	A	creature	bitten	
  by	an	abrikandilu	must	succeed	at	a	DC	13	Fortitude	save	or	
  gain	a	–1	penalty	on	all	Charisma-based	checks.	This	penalty	
  can	stack	as	high	as	a	–5	penalty	with	multiple	bites	and	
  failed	saves,	and	lasts	even	after	the	wounds	are	healed.	
  The	penalty	reduces	by	1	point	every	24	hours.	This	is	a	curse	
  effect.	The	save	DC	is	Constitution-based.
  Known as wrecker demons, abrikandilus delight in 
  destroying beauty, be it the rending a fine painting to shreds, 
  reducing a magnificent statue to rubble, or scarring a lovely 
  face. Abrikandilus form from the souls of those who in life 
  vandalized art or destroyed objects of beauty, particularly 
  from those whose acts of destruction were born from 
  jealousy. All abrikandilus loathe only one thing more than 
  beauty—their own reflection. Curiously, the countenances of 
  other abrikandilus do not vex a wrecker demon, but the sight 
  of its own deformed shape drives it into a furious anger.
  Abrikandilus are used often as ground troops in demonic 
  wars, for they are excellent brutes on the battlefield and 
  do not require weapons or armor to excel at combat. Their 
  penchant for destroying works of art brings a demoralizing 
  element to battle, for little remains after abrikandilus attack 
  works of beauty. Even when they are defeated, the damage 
  they’ve dealt endures, a constant reminder of the infinite 
  value of what they destroyed.
  An abrikandilu stands 4 feet tall and weighs 200 pounds.
  
  1
  43
  Worldwound Bestiary 3
  Demon, Derakni
  The size of a horse, this demonic locust has a scorpion’s stinger 
  and an almost-human face. Its front legs end in clawed hands.
  DERAKNI	
  CR	10
  XP	9,600
  CE	Large	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+10;	Senses	darkvision	60	ft.,	scent;	Perception	+25
  DEFENSE
  AC	25,	touch	15,	flat-footed	19	(+6	Dex,	+10	natural,	–1	size)
  hp	126	(11d10+66)
  Fort	+13,	Ref	+13,	Will	+8
  DR	10/good;	Immune	electricity,	poison;	Resist	acid	10,	cold	10,	
  fire	10;	SR	21
  OFFENSE
  Speed	30	ft.,	fly	60	ft.	(good)
  Melee	bite	+18	(1d4+8	plus	poison),	2	claws	+18	(1d4+8),	
  sting	+18	(1d8+8/19–20	plus	poison)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	drone
  Spell-Like	Abilities	(CL	12th;	concentration	+15)
  At	will—contagion	(DC	17),	greater teleport	(self	plus	50	lbs.	
  of	objects	only),	gust of wind
  3/day—enervation,	quickened		
  summon swarm
  1/day—insect plague,	summon	(level	4,		
  1	derakni	or	1d4	vescavor	swarms	40%)
  STATISTICS
  Str	26,	Dex	23,	Con	22,	Int	9,	Wis	17,	Cha	16
  Base	Atk	+11;	CMB	+20;	CMD	36	(44	vs.	trip)
  Feats	Flyby	Attack,	Improved	Critical	(sting),	
  Improved	Initiative,	Iron	Will,	Power	Attack,	
  Quicken	Spell-Like	Ability	(summon swarm)
  Skills	Acrobatics	+20,	Fly	+22,	Perception	+25,	
  Stealth	+16,	Survival	+17;	Racial	Modifiers		
  +8	Perception
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	swarm	(3–10)
  Treasure	standard
  SPECIAL	ABILITIES
  Drone	(Su)	The	sound	of	a	derakni	in	flight	is	a	mesmerizing,	
  unsettling	drone	that	causes	confusion	in	all	non-demons	who	
  hear	the	sound.	A	derakni	must	fly	at	least	10	feet	to	activate	
  this	ability	(which	it	can	do	as	a	free	action	as	part	of	its	move	
  action).	Any	non-demon	creature	that	begins	its	turn	within	30	
  feet	of	a	derakni	that	moved	in	this	manner	on	its	previous	turn	
  must	succeed	at	a	DC	18	Will	save	or	become	confused	for	1d4	
  rounds.	A	creature	that	makes	this	save	is	immune	to	the	drone	
  of	that	derakni	for	24	hours.	Demons	are	immune	to	this	sonic,	
  mind-affecting	effect.	The	save	DC	is	Charisma-based.
  Poison	(Ex)	Bite	or	sting—injury;	save	Fort	DC	21;	frequency	1/
  round	for	6	rounds;	effect	1d4	Con;	cure	2	consecutive	saves.	
  The	save	DC	is	Constitution-based.
  Deraknis, also known as locust demons, are among Deskari’s 
  favorite minions, both in the Abyss and in the Worldwound. 
  Great flights of these creatures plague the skies above the 
  Wounded Lands in particular, but they can be encountered 
  anywhere in the Worldwound. These creatures’ leering 
  humanoid visages are armored with chitinous plates, and 
  their front feet end in small claws that look strangely like 
  human hands. A derakni can use these hands to manipulate 
  objects or wield items, but generally eschews using weapons 
  or shields entirely.
  Often, deraknis are encountered in the vicinity of hives 
  of vescavors (Pathfinder Campaign Setting: Lost Kingdoms 50). 
  Indeed, vescavor swarms eagerly serve deraknis as minions, 
  and, save for truly unusual circumstances, a derakni never 
  needs to worry about taking damage from or being distracted 
  by a vescavor swarm that shares its space. Deraknis typically 
  aid in the devastation of large regions, often in preparation for 
  the advance of larger demonic armies, and the Worldwound 
  is one of their crowning glories.
  A derakni is 14 feet long and weighs 1,200 pounds. These 
  wretched demons arise from the souls of those who, in life, 
  purposefully engineered disasters or aided in their 
  development—particularly souls whose disasters 
  resulted in mass famines or droughts.
  
  44
  Pathfinder Campaign Setting: The Worldwound
  Demon, Gallu
  This horned, winged, wolf-headed demon has bone-white flesh 
  onto which have been riveted plates of spiky armor.
  GALLU	
  CR	19
  XP	204,800
  CE	Medium	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+8;	Senses	darkvision	60	ft.,	true seeing;	Perception	+36
  Aura	cloak of chaos	(20	ft.,	DC	25),	havoc	(30	ft.)
  DEFENSE
  AC	34,	touch	18,	flat-footed	30	(+8	armor,	+4	deflection,	+4	Dex,	
  +8	natural)
  hp	332	(19d10+228);	fast	healing	10
  Fort	+27,	Ref	+16,	Will	+21
  Defensive	Abilities	armor	plating;	DR	15/cold	iron	and	good;	
  Immune	bleed,	electricity,	poison;	Resist	acid	10,	cold	10,	
  fire	10;	SR	30
  OFFENSE
  Speed	50	ft.,	fly	50	ft.	(good)
  Melee	+1 wounding falchion	+31/+26/+21/+16	(2d4+17/15–20),	
  bite	+25	(1d8+5),	gore	+25	(1d6+5)
  Special	Attacks	rain	of	blood,	wounding	blood
  Spell-Like	Abilities	(CL	19th;	concentration	+26)
  Constant—cloak of chaos	(DC	25),	true seeing
  At	will—confusion	(DC	21),	fear	(DC	21),	geas/quest,	
  greater teleport	(self	plus	50	lbs.	of	objects	only),	
  telekinesis	(DC	22)
  3/day—dimensional lock,	quickened	hold monster	(DC	22),	
  song of discord	(DC	22)
  1/day—mass hold monster	(DC	26),	summon	(level	7,		
  1	gallu	20%,	1	marilith	35%,	or	1d4	nalfeshnees	60%),	
  symbol of insanity	(DC	25),	word of chaos	(DC	24)
  STATISTICS
  Str	33,	Dex	18,	Con	34,	Int	18,	Wis	23,	Cha	25
  Base	Atk	+19;	CMB	+30	(+32	bull	rush);	CMD	48	(50	vs.	bull	rush)
  Feats	Critical	Focus,	Improved	Bull	Rush,	Improved	Critical	
  (falchion),	Improved	Initiative,	Improved	Vital	Strike,	
  Lightning	Reflexes,	Power	Attack,	Quicken	Spell-Like	Ability	
  (hold monster),	Staggering	Critical,	Vital	Strike
  Skills	Bluff	+29,	Disguise	+29,	Fly	+30,	Intimidate	+37,	
  Knowledge	(engineering)	+26,	Knowledge	(history)	+26,	
  Knowledge	(planes)	+26,	Perception	+36,	Ride	+26,	Sense	
  Motive	+28;	Racial	Modifiers	+8	Intimidate,	+8	Perception
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  SQ	change	shape	(alter self,	Small	or	Medium	humanoid)
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary	or	platoon	(1	gallu,	1–3	mariliths,	and	
  3–12	vrocks)
  Treasure	standard	(+1 falchion,	other	treasure)
  SPECIAL	ABILITIES
  Armor	Plating	(Su)	The	armor	plates	covering	much	of	a	
  gallu’s	body	grant	it	a	+8	armor	bonus.	They	also	function	
  as	armor	spikes	during	grapples,	but	cannot	be	used	as	off-
  hand	weapons.	In	addition,	these	armor	plates	can	possess	
  one	additional	armor	special	ability	chosen	from	the	
  following	options:	acid resistance 20,	cold resistance 20,		
  fire resistance 20,	ghost touch,	moderate fortification,	or	
  sonic resistance 20.	A	gallu	demon	can	switch	the	active	
  armor	special	quality	once	per	hour	as	a	swift	action—as	
  a	general	rule,	the	gallu	demon	keeps	the	armor	plating	
  set	to	moderate	fortification.	These	armor	plates	do	not	
  encumber	the	gallu	or	impose	armor	check	penalties,	
  maximum	Dex	bonuses,	or	arcane	spell	failure	chances.	
  They	cannot	be	removed,	sundered,	or	destroyed	while	the	
  gallu	lives,	and	they	rust	away	into	nonmagical	fragments	
  of	iron	upon	the	gallu’s	death.
  Aura	of	Havoc	(Su)	A	gallu’s	presence	wreaks	havoc,	infusing	
  battlefields	with	elements	of	chaos	and	entropy	that	disrupt	
  careful	coordination	and	tactical	plotting	by	manipulating	
  fate	and	chance.	This	aura	extends	to	a	30-foot	radius	
  around	the	gallu.	The	aid	another	action	can	never	grant	
  bonuses	in	this	area,	nor	does	flanking	grant	bonuses	to	
  hit	in	the	affected	area	(although	flanked	foes	remain	
  susceptible	to	sneak	attack	damage).	A	creature	summoned	
  into	this	area	by	any	creature	other	than	a	demon	must	
  succeed	at	a	DC	26	Will	save	to	avoid	being	confused	for	
  1d4	rounds.	Paladins	and	creatures	with	the	lawful	subtype	
  must	make	a	DC	26	Will	save	each	round	they	begin	their	
  turn	in	this	aura	to	avoid	being	nauseated	for	1	round.	
  Demons	ignore	the	effects	of	a	gallu’s	aura	of	havoc.	The	
  save	DCs	are	Charisma-based.
  Rain	of	Blood	(Su)	As	a	standard	action	once	per	minute,	a	
  gallu	can	command	the	wounds	of	all	creatures	within	30	
  feet	to	erupt	into	a	gory	deluge	of	blood;	any	wounded	
  creature	in	the	area	of	effect	immediately	takes	3d6	points	
  of	damage	from	the	rain	of	blood	and	must	succeed	at	a	
  DC	31	Fortitude	saving	throw.	Failure	indicates	that	the	
  damage	becomes	bleed	damage	and	the	affected	creature	
  becomes	staggered	from	the	pain	as	long	as	the	bleed	
  damage	continues.	Creatures	that	are	immune	to	bleed	
  damage	are	immune	to	this	ability’s	effects.	The	save	DCs	
  are	Constitution-based.
  Wounding	Blood	(Su)	The	spikes	that	hold	a	gallu’s	armor	
  plates	in	place	extend	as	far	into	the	demon’s	body	as	they	
  do	outside	of	it,	causing	rivulets	of	blood	to	constantly	
  run	from	the	creature’s	flesh.	This	continual	bleeding	does	
  not	inconvenience	or	harm	the	gallu;	instead,	it	grants	
  the	wounding	special	ability	to	all	manufactured	weapons	
  wielded	by	the	gallu.	The	dripping	blood	does	not	affect	the	
  gallu’s	natural	attacks.
  On the endless battlefields of the Abyss, the demon 
  lords’ vast armies clash and tear at each other in horrific 
  displays of warfare and bloodshed. These conflicts often 
  
  1
  45
  Worldwound Bestiary 3
  arise from border disputes between demonic realms, or 
  when one demon lord finds an excuse to attack another. 
  But many of these immense wars have no good reason 
  at all, for gallus eagerly foment war for war’s sake; they 
  are master engineers of martial strife. These hateful, 
  destructive demons arise from the souls of warmongers 
  and war profiteers—nefarious leaders, corrupt priests, or 
  subversive merchants who used their power to  perpetuate 
  existing wars or even to trigger new ones, all for the 
  express purpose of personal gain or sadistic pleasure.
  Known to some as warmonger demons, the gallus are 
  not as enormous as many of the other powerful demons; 
  despite their near-human size, however, they are among 
  the deadliest of demonkind. Standing 8 feet tall and 
  weighing 450 pounds, these creatures have wolflike (but 
  hairless) horned heads, batlike wings, and pale flesh. 
  Their feet end in hooves, and their tails resemble those 
  of lions. Gallus can assume humanoid shape as well, and 
  typically do so when interacting with mortals, allowing 
  them to more easily sow seeds of war among those they 
  interact with.
  These demons are relatively difficult to summon—
  gate spells can conjure them from the Abyss, but 
  few other mortal spells can call them forth. As 
  a result, most gallus encountered outside the 
  Abyss have traveled there via portals or similar 
  methods. Gallus are innately crafty creatures; 
  when coming to a new world, they resist 
  their natural urges to destroy in favor of 
  infiltration. Extraordinarily patient, they can 
  spend decades or more in disguise as they 
  subtly build their influence and acquire 
  positions of power; they then use those 
  positions to incite government officials 
  and other powerful individuals to wage 
  war on their neighbors. Only when the 
  hostilities have completely devastated 
  their host, leaving it in smoking ruins, 
  do gallus shed their human flesh and 
  appear in their true form to gloat and 
  torment the conflict’s few survivors 
  before moving on to seek fresh victims.
  In the Worldwound, gallus serve an 
  additional role as commanders in the 
  numerous demonic armies. Many control 
  multiple divisions, each led by a marilith 
  general, and report in turn to one of the 
  Worldwound’s leaders, like Khorramzadeh, 
  Areelu, or Aponavicius. But not all of the 
  Worldwound’s gallus command armies. Those 
  who serve Baphomet primarily utilize their deceptive 
  natures to infiltrate various Mendevian mercenary 
  orders, Mammoth Lord barbarian tribes, settlements on 
  the fringes of more civilized lands, and other factions 
  arrayed against the Worldwound. From within those 
  groups, they serve as advisors, urging those they’ve 
  infiltrated into launching ill-timed or poorly planned 
  attacks on their demonic foes. These gallus occasionally 
  feed their humanoid “allies” legitimate intelligence about 
  demonic fortifications or troop movements, knowing 
  that a little truth can go a long way in encouraging 
  mortals to act upon their more violent urges.
  
  46
  Pathfinder Campaign Setting: The Worldwound
  Demon, Gibrileth
  This flying, bulbous, tumor-riddled mass has numerous arms, 
  no legs, and a leering, three-eyed face.
  GIBRILETH	
  CR	11
  XP	12,800
  CE	Large	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+8;	Senses	darkvision	60	ft.,	scent;	Perception	+25
  DEFENSE
  AC	25,	touch	13,	flat-footed	21	(+4	Dex,	+12	natural,	–1	size)
  hp	137	(11d10+77)
  Fort	+14,	Ref	+9,	Will	+10
  Defensive	Abilities	amorphous;	DR	10/good;	Immune	acid,	
  disease,	electricity,	poison;	Resist	cold	10,	fire	10;	SR	22
  OFFENSE
  Speed	10	ft.,	fly	40	ft.	(good)
  Melee	+1 scorpion whip	+18/+13/+8	(1d6+8/18–20	plus	
  disease),	bite	+12	(1d8+3	plus	disease)
  Ranged	tumor	+14	(2d6	acid	plus	disease)
  Space	10	ft.;	Reach	10	ft.	(20	ft.	with	whip)
  Special	Attacks	disease	(see	page	29),	whip	specialist
  Spell-Like	Abilities	(CL	13th;	concentration	+16)
  At	will—contagion	(DC	17),	grease	(DC	14),	greater teleport	
  (self	plus	50	lbs.	of	objects	only),	unholy blight (DC	17)
  3/day—stinking cloud	(DC	16)
  1/day—summon	(level	4,		
  1	gibrileth	35%),	
  waves of fatigue
  STATISTICS
  Str	24,		
  Dex	19,	
  Con	24,	
  Int	13,	Wis	16,	Cha	17
  Base	Atk	+11;	CMB	+19	
  (+23	trip);	CMD	35		
  (37	vs.	trip)
  Feats	Combat	Expertise,	
  Combat	Reflexes,	Greater	
  Trip,	Improved	Initiative,	
  Improved	Trip,	Lightning	
  Reflexes
  Skills	Fly	+20,	Knowledge	
  (dungeoneering)	+15,	
  Knowledge	(planes)	+15,	
  Perception	+25,	Sense	
  Motive	+17,	Stealth	+14,	Survival	+17;	
  Racial	Modifiers	+8	Perception
  Languages	Abyssal,	Celestial,	Draconic;	
  telepathy	100	ft.
  SQ	tumors
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	infection	(3–8)
  Treasure	standard	(+1 scorpion whip,	other	treasure)
  SPECIAL	ABILITIES
  Disease	Any	weapon	a	gibrileth	wields	becomes	a	vector	for	
  spreading	the	demonplague.	A	creature	bitten	by	a	gibrileth	
  or	damaged	by	a	weapon	it	wields	is	exposed	to	this	virulent	
  disease.	A	successful	DC	22	Fortitude	save	is	needed	to	resist	
  this	creature’s	particular	strain	of	demonplague—full	details	
  on	this	widespread	sickness	appear	on	page	29.	The	save	DC	
  is	Constitution-based.
  Tumors	(Su)	As	a	swift	action,	a	gibrileth	can	rip	a	grapefruit-
  sized	tumor	from	its	body	with	one	of	its	many	arms	and	
  throw	it	as	a	splash	weapon	with	a	range	increment	of	
  20	feet.	A	direct	hit	deals	2d6	points	of	acid	damage,	and	
  deals	1d4	points	of	acid	splash	damage	to	all	creatures	
  within	5	feet	of	the	target.	A	creature	can	avoid	the	splash	
  damage	with	a	successful	DC	22	Reflex	save.	The	save	DC	is	
  Constitution-based.
  Whip	Specialist	(Ex)	A	gibrileth	does	not	provoke	attacks	of	
  opportunity	when	using	a	whip.
  Gibrileths are known as filth demons because their 
  appearance is so vile that even other demons find them 
  appalling—including some hezrous. A gibrileth’s body is 
  composed almost entirely of quivering, 
  globular, acidic tumors, save for its batlike 
  wings and the nest of spindly, atrophied 
  arms growing from the top of its body. It 
  can walk with a clumsy gait, using its long 
  arms, but it prefers to be on the wing. 
  These creatures enjoy spreading 
  nausea 
  and 
  sickness, 
  either 
  via their spell-like abilities or 
  through violence—in fact, they 
  are one of the primary sources 
  of 
  demonplague 
  throughout 
  the 
  Worldwound. 
  Gibrileths 
  particularly relish the taste 
  of 
  partially 
  liquefied, 
  diseased flesh, and many 
  keep 
  infected 
  victims 
  in pens like cattle for 
  periodic snacking, allowing 
  their sickness to season them 
  properly before feeding. Gibrileths 
  rise from the souls of mortals who 
  deliberately encourage the spread of 
  disease or sickness, many of whom died 
  of disease themselves.
  A gibrileth is approximately 10 feet in 
  diameter, with a wingspan of 16 feet. These 
  foul, bloated demons typically weigh about 
  2,400 pounds.
  
  1
  47
  Worldwound Bestiary 3
  Demon, Kithangian
  This creature combines the features of a scorpion and a horse—
  slavering humanoid faces peer from between its two pincers.
  KITHANGIAN	
  CR	9
  XP	6,400
  CE	Large	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+4;	Senses	darkvision	60	ft.,	all-around	vision;	Perception	+18
  DEFENSE
  AC	25,	touch	9,	flat-footed	25	(+16	natural,	–1	size)
  hp	115	(11d10+55)
  Fort	+12,	Ref	+9,	Will	+7
  DR	10/good;	Immune	electricity,	fear,	poison;	Resist	acid	10,	
  cold	10,	fire	10;	SR	20
  OFFENSE
  Speed	50	ft.
  Melee	2	claws	+16	(1d6+6/19–20	plus	grab),	2	stings	+16	
  (1d6+6/19–20	plus	poison)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	hatred,	rasping	tongues
  Spell-Like	Abilities	(CL	12th;	concentration	+15)
  Constant—speak with animals
  At	will—hold animal	(DC	15),	greater teleport	(self	plus		
  50	lbs.	of	objects	only),	unnatural lustUM	(DC	14)
  3/day—air walk,	quickened	unnatural lustUM	(DC	14)
  1/day—baleful polymorph	(DC	18),	summon	(level	3,		
  1	kithangian	35%)
  STATISTICS
  Str	22,	Dex	11,	Con	20,	Int	7,	Wis	19,	Cha	16
  Base	Atk	+11;	CMB	+18	(+22	grapple);	CMD	28
  Feats	Improved	Critical	(claw),	Improved	Critical	(sting),	
  Improved	Initiative,	Lightning	Reflexes,	Power	Attack,	
  Quicken	Spell-Like	Ability	(unnatural lust)
  Skills	Handle	Animal	+17,	Intimidate	+17,	Perception	+18,	
  Stealth	+10
  Languages	Abyssal,	Celestial,	Draconic;	speak with animals,	
  telepathy	100	ft.
  SQ	change	shape	(beast shape II,	Medium	or	Large	animal),	
  swift	transformation
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	pack	(3–8)
  Treasure	standard
  SPECIAL	ABILITIES
  Hatred	(Ex)	A	kithangian	gains	a	+2	bonus	on	all	attack	rolls	and	
  damage	rolls	made	against	all	creatures	of	the	animal	type.	
  In	addition,	animals	take	a	–2	penalty	on	all	saving	throws	
  against	a	kithangian’s	supernatural	or	spell-like	abilities.
  Poison	(Ex)	Sting—injury;	save	Fort	DC	20;	frequency	1/round	for	
  6	rounds;	effect	1d4	Str	plus	nauseated;	cure	2	consecutive	saves.
  Rasping	Tongues	(Su)	The	faces	between	a	kithangian’s	
  claws	have	long	rasping	tongues	covered	with	tiny	teeth.	
  Whenever	a	kithangian	successfully	grapples	a	foe	with	its	
  claws,	a	rasping	tongue	slithers	out	from	the	face	within	
  and	burrows	into	the	creature’s	body.	Each	round	that	the	
  creature	is	grappled,	it	takes	1d6	points	of	damage	and	1d4	
  points	of	Charisma	damage	as	its	sense	of	self-identity	is	
  warped	and	twisted.	A	successful	DC	18	Will	save	negates	
  the	Charisma	damage.	The	save	DC	is	Charisma-based.	
  Swift	Transformation	(Su)	A	kithangian	can	use	its	change	
  shape	ability	as	a	swift	action.
  Kithangians, also known as beast demons, are reprehensible 
  monstrosities born from the souls of those who abused 
  and tormented animals in life. Universally male, the 
  sudden spread of fiendish elements through within an 
  area’s fauna is a sure indication of a kithangian’s presence in 
  a region. The fact that most creatures that birth litters of 
  young with the half-fiendish template die in the process 
  is of little concern to the kithangian, for it merely moves 
  on to new hunting grounds when uncorrupted animal 
  victims grow too rare.
  
  48
  Pathfinder Campaign Setting: The Worldwound
  Demon, Lilitu
  While this seductive woman has goat horns, goat hooves, and 
  a serpentine tail, her eyeless face is her most disturbing feature.
  LILITU	
  CR	17
  XP	102,400
  CE	Medium	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+9;	Senses	darkvision	60	ft.,	true seeing;	Perception	+34
  DEFENSE
  AC	34,	touch	24,	flat-footed	28	(+4	deflection,	+5	Dex,	+1	dodge,	
  +10	natural,	+4	profane)
  hp	263	(17d10+170)
  Fort	+19,	Ref	+23,	Will	+20
  Defensive	Abilities	evasion,	profane	grace;	DR	10/cold	iron	
  and	good;	Immune	electricity,	poison;	Resist	acid	10,	cold	10,	
  fire	10;	SR	28
  OFFENSE
  Speed	60	ft.,	fly	60	ft.	(good)
  Melee	4	claws	+25	(2d8+8/19–20),	tail	slap	+20	touch	(1d6+4	
  plus	branding)
  Special	Attacks	create	husk,	husk	link,	profane	pact,	swift	claws
  Spell-Like	Abilities	(CL	17th;	concentration	+28)
  Constant—fly,	tongues,	true seeing,	unholy aura	(DC	26)
  At	will—charm monster	(DC	22),	detect thoughts	(DC	
  20),	greater teleport	(self	plus	50	lbs.	of	objects	only),	
  suggestion	(DC	21),	telekinesis
  3/day—quickened	charm monster	(DC	22),	persistent image	
  (DC	23),	seeming	(DC	23)
  1/day—demand	(DC	26),	dominate monster	(DC	27),	project 
  image	(DC	25)
  1/week—binding	(DC	26),	wish	(granted	to	a	mortal	
  humanoid	only)
  STATISTICS
  Str	27,	Dex	20,	Con	30,	Int	21,	Wis	23,	Cha	26
  Base	Atk	+17;	CMB	+25;	CMD	49
  Feats	Critical	Focus,	Deceitful,	Dodge,	Improved	Critical	(claws),	
  Mobility,	Power	Attack,	Quicken	Spell-Like	Ability	(charm 
  monster),	Spring	Attack,	Staggering	Critical
  Skills	Acrobatics	+25,	Bluff	+40,	Diplomacy	+28,	Disguise	+29,	
  Fly	+37,	Intimidate	+25,	Knowledge	(local)	+25,	Knowledge	
  (nobility)	+25,	Knowledge	(religion)	+22,	Perception	+34,	
  Sense	Motive	+26;	Racial	Modifiers	+8	Bluff,	+8	Perception
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  SQ	change	shape	(alter self,	Small	or	Medium	humanoid),	
  profane	wishcraft
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary	or	cult	(1	lilitu	and	6–12	succubi)
  Treasure	double
  SPECIAL	ABILITIES
  Branding	(Su)	Each	time	a	lilitu	damages	a	living	creature	
  with	her	tail	slap,	the	wound	leaves	an	angry	and	
  permanent	red	brand.	In	addition,	the	creature	struck	
  becomes	staggered	for	1	round	from	the	pain.	A	successful	
  DC	26	Will	save	negates	the	staggered	condition	and	
  reduces	the	duration	of	the	brand	from	permanent	to	1	
  hour.	The	save	DC	is	Charisma-based.	Removing	brands	is	
  difficult—each	casting	of	restoration,	dispel chaos,	or	dispel 
  evil	removes	1	brand.	Heal	removes	1d4+4	brands.	Greater 
  restoration	removes	a	number	of	brands	equal	to	the	spell’s	
  caster	level.	Miracle	and	wish	can	remove	all	brands	at	
  once.	The	number	of	brands	a	creature	gains	in	this	manner	
  has	a	cumulative	series	of	effects,	as	summarized	below.
  1–3 Brands:	The	lilitu	can	affect	the	branded	creature	
  with	its	create	husk,	husk	link,	and	profane	pact	abilities.
  4–6 Bands:	The	branded	creature	takes	a	–2	penalty	
  on	all	Will	saves	made	against	a	lilitu’s	spells,	spell-like	
  abilities,	and	supernatural	abilities.	The	branded	creature’s	
  aura	now	radiates	chaos	and	evil.
  7–9 Brands:	The	branded	creature’s	Wisdom	score	is	
  reduced	by	4.	A	chaotic	evil	creature	is	immune	to	this	effect.
  10 or more Brands:	The	penalties	to	the	creature’s	Will	
  saves	and	Wisdom	score	listed	above	double.	In	addition,	
  the	branded	creature	automatically	fails	all	Will	saves	made	
  against	a	lilitu’s	spells,	spell-like	abilities,	and	supernatural	
  abilities.	A	chaotic	evil	creature	is	immune	to	this	effect.
  Create	Husk	(Su)	Once	per	day	as	a	swift	action,	when	
  a	lilitu	deals	enough	damage	with	a	weapon,	spell,	or	
  spell-like	ability	to	kill	a	humanoid	within	30	feet,	she	
  can	instead	opt	to	transform	that	slain	humanoid	into	
  a	husk.	A	successful	DC	26	Fortitude	save	negates	this	
  effect,	allowing	the	victim	to	die	normally.	A	humanoid	
  transformed	into	a	husk	withers	away	into	an	immobile	and	
  desiccated	corpse,	but	does	not	actually	die—in	this	state,	
  the	creature	remains	aware	of	its	surroundings	but	can	take	
  no	actions	at	all.	A	husk	is	essentially	treated	as	an	object	
  with	hardness	15	and	60	hit	points.	If	a	husk	is	destroyed,	
  the	effect	ends	and	the	body	dies.	This	is	a	curse	effect—
  removing	this	curse	restores	the	victim	to	life	at	a	number	
  of	negative	hit	points	equal	to	the	creature’s	Constitution	
  –1;	a	husk	restored	to	life	in	this	way	has	1	round	to	
  stabilize	or	be	saved	before	it	dies.	A	lilitu	can	maintain	
  a	number	of	husks	simultaneously	equal	to	her	Charisma	
  modifier	(8	husks	for	the	typical	lilitu);	if	she	creates	one	
  too	many	husks,	a	previously	created	husk	is	released	and	
  immediately	dies.	Lilitus	hide	their	husk	collections	in	very	
  safe	places.	The	save	DC	is	Charisma-based.
  Husk	Link	(Su)	By	spending	a	minute	in	blasphemous	
  contact	with	a	husk	she	created,	a	lilitu	can	establish	a	
  supernatural	link	to	that	husk.	As	long	as	she	and	that	
  husk	remain	on	the	same	plane,	divination	spells	reveal	
  the	linked	husk’s	alignment	to	be	the	same	as	the	lilitu’s	
  alignment	(chaotic	evil).	The	husk	link	allows	a	lilitu	to	
  use	her	change	self	ability	to	assume	a	husk’s	original	
  form—when	she	does,	she	gains	a	+20	bonus	on	Disguise	
  
  1
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  Worldwound Bestiary 3
  checks	made	to	impersonate	that	person.	If	a	lilitu	with	
  an	active	husk	link	ever	takes	enough	damage	to	be	slain,	
  the	husk	takes	the	killing-blow’s	damage	instead	and	is	
  destroyed,	instantly	severing	the	active	husk	link;	if	the	
  lilitu	is	disguised	in	the	husk’s	original	form,	she	instantly	
  reverts	to	her	true	form.
  Profane	Grace	(Su)	A	lilitu	gains	a	+4	profane	bonus	to	AC	
  and	on	Initiative	checks	and	Reflex	saves.
  Profane	Pact	(Su)	Once	per	day	as	a	full-round	action,	a	lilitu	
  may	forge	a	profane	pact	with	a	willing	humanoid	creature	
  bearing	at	least	one	lilitu	brand	by	touching	the	creature	
  for	1	full	round.	A	single	creature	may	have	no	more	than	
  one	profane	pact	from	a	lilitu	at	one	time.	This	functions	
  identically	to	a	succubus’s	profane	gift	ability	(Pathfinder 
  RPG Bestiary	68),	save	that	it	grants	a	+4	profane	bonus	to	
  an	ability	score	of	the	humanoid’s	choice,	and	it	does	not	
  grant	a	telepathic	link	to	the	target.
  Profane	Wishcraft	(Su)	A	creature	that	accepts	a	wish	from	
  a	lilitu	immediately	becomes	chaotic	evil	unless	it	makes	a	
  successful	DC	26	Will	save.	A	creature	that	becomes	chaotic	
  evil	in	this	way	gains	the	benefits	of	a	good hope	spell	for	
  24	hours,	followed	by	the	effects	of	crushing despair	for	
  1d6	days	(these	spell	effects	function	at	CL	17th).	The	save	
  DC	is	Charisma-based.
  Swift	Claws	(Ex)	When	a	lilitu	makes	a	full-round	attack	
  action,	she	can	attack	twice	with	each	of	her	claws,	for	a	
  total	of	four	attacks	a	round.
  Lilitu demons are subversive and hidden horrors, 
  demons who work much more subtlety in their constant 
  quest to destroy and devastate. Whereas most demons 
  prefer to rend and destroy, the lilitu is more akin 
  to the succubus—she labors in humanoid guise to 
  infect society from within with sin. Known to some 
  as temptation demons, lilitus enjoy little more than 
  leading mortals into all matter of sinful acts, in the 
  hopes that when the mortal perishes, that soul will 
  fuel the Abyss. Despite some superficial similarities 
  to succubi, lilitus are not solely concerned with the 
  sin of lust. The exact nature of sin that a lilitu tempts 
  a mortal into committing varies, for these demons are 
  adept at reading mortal desires and secrets, quickly 
  discerning which sinful acts a specific target can be 
  convinced to perform.
  Lilitus have numerous tools at their disposal for the 
  encouragement of promoting sin, but they much prefer 
  their humanoid victims to commit sins of their own 
  free will. As such, lilitus generally use their abilities to 
  deceive and beguile mortals rather than forcing them to 
  execute these heinous acts. A son convinced to kill for his 
  mother (the disguised lilitu) to rectify a grave injustice 
  done to her produces more delight than simply mind-
  controlling a humanoid into doing such a deed.
  In her true form, a lilitu appears as an eyeless, horned, 
  snake-tailed—but otherwise beautiful—human woman. 
  Despite her lack of eyes, a lilitu can see with supernatural 
  ease. A lilitu forms from the soul of a mortal who lured 
  others of its kind to commit sins.
  Lilitus serve many demon lords, although the demon 
  lords associated with the classic seven deadly sins—
  Areshkagal (greed), Jubilex (sloth), Nocticula (lust), Orcus 
  (wrath), Shax (envy), Socothbenoth (pride), and Xoveron 
  (gluttony)—are their favorites. Lilitus who serve these 
  seven demon lords are unique in appearance, reflecting 
  their sins more physically than others of their kind. A 
  lilitu of Jubilex might appear to be made of slime, while a 
  lilitu of  Xoveron might be morbidly obese.
  Lilitus typically stand 6 feet tall and weigh 130 pounds.
  
  50
  Pathfinder Campaign Setting: The Worldwound
  Demon, Oolioddroo
  This skeletally thin woman has a mothlike face. It flies upon 
  four dragonfly wings and wears a mantle of shadows.
  OOLIODDROO	
  CR	13
  XP	25,600
  CE	Medium	outsider	(chaotic,	demon,	evil,	extraplanar)
  Init	+7;	Senses	darkvision	60	ft.,	see	thoughts;	Perception	+32
  DEFENSE
  AC	28,	touch	22,	flat-footed	20	(+4	deflection,	+7	Dex,	+1	dodge,	
  +6	natural)
  hp	175	(14d10+98)
  Fort	+11,	Ref	+16,	Will	+16
  Defensive	Abilities	shadow	mantle;	DR	10/good;	Immune	
  electricity,	mind-affecting	effects,	poison;	Resist	acid	10,	
  cold	10,	fire	10;	SR	24
  OFFENSE
  Speed	30	ft.,	fly	40	ft.	(perfect)
  Melee	2	claws	+21	(1d4+2),	tongue	+21	(1d6+2	plus	thought	
  siphon)
  Special	Attacks	oviposition,	sneak	attack	+3d6
  Spell-Like	Abilities	(CL	14th;	concentration	+20)
  At	Will—calm emotions	(DC	18),	charm person	(DC	17),	
  detect thoughts	(DC	22),	greater teleport	(self	plus		
  50	lbs.	of	objects	only),	invisibility,	modify memory		
  (DC	19),	sending
  3/day—hold person	(DC	19),	quickened	invisibility,	
  suggestion	(DC	19)
  1/day—dream,	feeblemind	(DC	21),	nightmare	(DC	21),	
  summon	(level	4,	1	oolioddroo	or	1d4	shadow	demons	35%)
  STATISTICS
  Str	14,	Dex	25,	Con	24,	Int	21,	Wis	24,	Cha	23
  Base	Atk	+14;	CMB	+16;	CMD	38
  Feats	Dodge,	Lightning	Stance,	Mobility,	Quicken	Spell-Like	
  Ability	(invisibility),	Spring	Attack,	Weapon	Finesse,		
  Wind	Stance
  Skills	Acrobatics	+21,	Bluff	+23,	Diplomacy	+23,	Fly	+32,	
  Knowledge	(arcana)	+22,	Knowledge	(planes)	+22,	
  Perception	+32,	Sense	Motive	+32,	Spellcraft	+22,	Stealth	+28,	
  Use	Magic	Device	+23;	Racial	Modifiers	+8	Perception,	+8	
  Sense	Motive,	+4	Stealth
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	300	ft.
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	cult	(3–6)
  Treasure	standard
  SPECIAL	ABILITIES
  Oviposition	(Su)	As	a	full-round	action	once	per	day,	an	
  oolioddroo	can	use	its	tongue	to	implant	its	eggs	into	
  the	brain	of	a	helpless,	sleeping,	unconscious,	or	willing	
  creature,	dealing	1	point	of	Intelligence	damage.	Typically,	
  the	oolioddroo	uses	modify memory	immediately	after	an	
  oviposition,	making	its	victim	forget	the	violation.	The	egg	
  gestates	in	the	victim’s	brain	for	24	hours,	after	which	a	
  small	caterpillar-like	larva	emerges	and	nestles	painlessly	
  into	the	victim’s	brain.	At	this	point,	the	oolioddroo	can	
  track	the	victim’s	location	as	if	the	victim	were	under	the	
  effect	of	a	status	spell,	can	communicate	telepathically	
  with	the	victim	across	any	distance,	and	can	use	its	detect 
  thoughts,	modify memory,	and	suggestion	spell-like	
  abilities	through	the	link	to	target	the	victim.	The	larva	
  (and	link	to	its	oolioddroo)	becomes	inert	whenever	the	
  victim	and	the	oolioddroo	are	on	separate	planes.	Victims	
  carrying	this	larva	detect	as	chaotic	and	evil.	Anyone	who	
  reads	the	victim’s	thoughts,	such	as	via	detect thoughts	
  
  1
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  Worldwound Bestiary 3
  or	telepathy,	can	attempt	a	Sense	Motive	check	opposed	
  by	the	oolioddroo’s	Bluff	check	to	notice	the	presence	of	a	
  second,	alien	set	of	thoughts	in	the	target’s	mind.	Dispel 
  chaos	and	dispel evil	immediately	ends	the	oviposition—
  the	implanted	larva	melts	into	harmless	fluid	and	is	
  absorbed	by	the	victim’s	body.	This	is	not	a	disease	effect,	
  though,	so	heal	or	remove disease	offer	no	aid	in	ending	
  the	effect.	As	an	immediate	action,	an	oolioddroo	can	use	
  its	feeblemind	spell-like	ability	on	the	carrier—it	uses	this	
  “scorched	earth”	tactic	if	it	fears	that	the	host	is	about	to	be	
  rescued	or	cut	off	from	its	influence,	such	as	occurs	when	
  the	effects	are	ended	via	dispel chaos	or	dispel evil.	Using	
  feeblemind	in	this	way	automatically	destroys	the	larva,	
  regardless	of	whether	or	not	the	victim	saves	against	the	
  feeblemind	effect,	so	an	oolioddroo	typically	waits	until	
  the	last	moment	to	use	this	ability.
  See	Thoughts	(Su)	An	oolioddroo	can	see	a	creature’s	
  thoughts,	interpreting	them	as	a	shifting	mass	of	images,	
  colors,	and	shapes	that	infuse	a	creature’s	aura.	An	
  oolioddroo	gains	the	effects	of	see invisibility	against	
  creatures	with	an	Intelligence	score	as	a	result	of	this	
  unusual	sense.	This	ability	also	grants	the	oolioddroo	a	
  +8	racial	bonus	on	Sense	Motive	checks.	When	it	uses	
  detect thoughts,	it	does	not	have	to	study	an	area	or	
  subject	to	gain	all	3	rounds	of	information—it	gains	all	of	
  this	information	on	the	1st	round	of	using	the	ability.	In	
  addition,	it	gains	a	+4	racial	bonus	on	the	save	DC	of	its	
  detect thoughts	spell-like	ability.	A	blind	oolioddroo	loses	
  the	ability	to	see	thoughts.	
  Shadow	Mantle	(Su)	The	supernatural	shadows	that	wreathe	
  an	oolioddroo	grant	the	creature	a	+4	racial	bonus	on	Stealth	
  checks	and	a	+4	deflection	bonus	to	its	Armor	Class.
  Thought	Siphon	(Su)	Whenever	an	oolioddroo	damages	a	
  creature	with	its	tongue	attack,	it	can	drink	away	one	of	the	
  creature’s	thoughts	or	memories.	A	creature	can	resist	this	
  attack	with	a	successful	DC	23	Will	save.	On	a	failed	save,	
  the	oolioddroo	chooses	to	target	the	victim	with	one	of	the	
  following	effects.	The	save	DC	is	Charisma-based.
  Memory Drain:	The	victim	is	immediately	affected	
  by	the	oolioddroo’s	modify memory	spell-like	ability.	
  The	oolioddroo	can	adjust	up	to	5	minutes	of	memories	
  immediately—it	does	not	need	to	increase	the	spell’s	casting	
  time	to	match	the	duration	of	the	modified memory.
  Skill Drain:	The	victim	loses	all	skill	ranks	in	a	skill	of	
  the	oolioddroo’s	choosing	for	24	hours.	Lost	skill	ranks	can	
  be	recovered	immediately	with	a	restoration	or	greater 
  restoration	spell.
  Spell Drain:	The	victim	immediately	loses	one	prepared	spell	
  or	one	unused	spell	slot	of	the	oolioddroo’s	choice;	this	lost	
  spell	or	spell	slot	can	be	replenished	normally.
  Wisdom Drain:	The	victim	takes	2	points	of	Wisdom	drain.
  Tongue	(Ex)	An	oolioddroo’s	tongue	attack	is	a	primary	attack	
  that	does	piercing	and	slashing	damage.	Whenever	an	
  oolioddroo	damages	a	foe	with	its	tongue,	it	can	use	its	
  thought	siphon	attack.
  Oolioddroos, known also as moth demons, are a 
  particularly insidious breed of fiend that can infest the 
  brain of a living creature with their eggs, allowing them 
  to manipulate creatures’ thoughts and minds from afar. 
  Sometimes an oolioddroo’s victim can go for months or 
  even years before the demon capitalizes on the link and 
  forces the victim to undertake a particularly nefarious 
  or vile deed. In the worst cases, the victim can commit 
  crimes or heinous acts  at the oolioddroo’s bidding and 
  then immediately forget about these acts, creating the 
  perfect sleeper agent who not only unknowingly does the 
  oolioddroo’s bidding, but might even be significantly 
  involved in efforts to oppose the acts of sabotage and 
  terrorism the oolioddroo commands. To the oolioddroo, 
  the torment, shame, and despair a victim feels upon 
  realizing he’s been at least somewhat responsible for the 
  actions is as delicious and delightful as the pain and 
  suffering caused by the acts themselves.
  An oolioddroo appears as a skeletally thin woman with 
  gray flesh. Its shadow mantle typically appears in the form 
  of a flowing, diaphanous, black gown, but the demon can 
  control the shape of this supernatural defense to make it 
  appear as regular black clothing or simply its own shadow. 
  The oolioddroo’s face is that of a horned moth, and her 
  tongue, while flexible, can penetrate flesh and bone with 
  ease. An oolioddroo stands 6 feet tall, but only weighs 100 
  pounds. These sinister demons form from the souls of 
  those who used brainwashing, mind-control, and similar 
  techniques, either magical or mundane, to trick or force the 
  innocent into committing terrible acts of brutality.
  An encounter with an oolioddroo can be rather 
  complex, especially if a PC is its intended victim. If an 
  oolioddroo attempts to seize control of a lone PC, one 
  tricky tactic is to simply ask the character’s player to 
  attempt all the necessary rolls and checks beforehand. 
  Typically, one of these demons attempts to implant eggs 
  in a sleeping or lonely character, so you can just have that 
  character make a Perception check (at a –10 penalty if 
  the character is sleeping) and a saving throw against the 
  modify memory spell—if both fail, you can continue with 
  the assumption that the implanted egg hatches without 
  the player noticing. Thereafter, the source of the strange 
  voices and compulsions in the character’s thoughts, as 
  well as the source of the periodic suggestions and other 
  magical attacks, can be as frighteningly mysterious to 
  the player as well as the character. Of course, you should 
  take care not to go too far with this—if the PC or an ally 
  uses detect evil, for example, don’t forget to give them the 
  clue that something strange is going on when a normally 
  non-evil PC radiates an unexpected aura!
  
  52
  Pathfinder Campaign Setting: The Worldwound
  Demonic Vermin
  This oversized vermin bears demonic features and the 
  unmistakable glint of intelligence in its eyes.
  DEMONIC	DEADFALL	SCORPION	
  CR	9
  XP	6,400
  CE	Huge	magical	beast	(augmented	vermin)
  Init	+2;	Senses	darkvision	60	ft.,	tremorsense	60	ft.;	Perception	+19
  DEFENSE
  AC	24,	touch	11,	flat-footed	21	(+2	Dex,	+1	dodge,	+13	natural,	
  –2	size)
  hp	115	(10d8+70)
  Fort	+13,	Ref	+7,	Will	+7
  DR	5/cold	iron;	Immune	electricity,	poison;	Resist	acid	10,	
  cold	10,	fire	10
  OFFENSE
  Speed	50	ft.
  Melee	2	claws	+15	(1d8+10	plus	grab),	sting	+15	(1d8+10	
  plus	poison)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	death	throes	(DC	21,	9d6	cold	damage),	
  constrict	(1d8+10),	sudden	strike
  Spell-Like	Abilities	(CL	9th;	concentration	+11)
  1/day—darkness,	insect plague,	vomit swarm
  STATISTICS
  Str	31,	Dex	15,	Con	22,	Int	10,	Wis	14,	Cha	15
  Base	Atk	+7;	CMB	+19	(+23	grapple);	CMD	32	(44	vs.	trip)
  Feats	Dodge,	Iron	Will,	Lightning	Reflexes,	Power	Attack,	
  Skill	Focus	(Stealth)B,	ToughnessB,	Vital	Strike
  Skills	Acrobatics	+15,	Climb	+23,	Perception	+19,	Stealth	+21	
  (+29	in	forests);	Racial	Modifiers	+4	Perception,	+8	Stealth	
  (+16	in	forests)
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	colony	(3–10)
  Treasure	standard
  SPECIAL	ABILITIES
  Poison	(Ex)	Sting—injury;	save	Fort	DC	21;	frequency	1/
  round	for	6	rounds;	effect	1d4	Str	damage;	cure		
  2	consecutive	saves.
  Sudden	Strike	(Ex)	During	a	surprise	round,	a	demonic	
  deadfall	scorpion	may	act	as	if	it	had	a	full	round	to	act,	
  rather	than	just	one	standard	action.
  DEMONIC	GIANT	SPIDER	
  CR	2
  XP	600
  CE	Medium	magical	beast	
  Init	+3;	Senses	darkvision	60	ft.,	tremorsense	60	ft.;	Perception	+10
  DEFENSE
  AC	16,	touch	13,	flat-footed	13	(+3	Dex,	+3	natural)
  hp	22	(3d8+9)
  Fort	+5,	Ref	+4,	Will	+1
  DR	5/cold	iron;	Immune	acid,	electricity,	poison;	Resist	cold	10,	
  fire	10
  OFFENSE
  Speed	30	ft.,	climb	30	ft.
  Melee	bite	+4	(1d6+3	plus	poison)
  Special	Attacks	abyssal	energy	(acid),	breath	weapon	(60-ft.	
  line,	2d6	acid,	DC	13	half),	web	(+5	ranged,	DC	13,	3	hp)
  Spell-Like	Abilities	(CL	2nd;	concentration	+4)
  1/day—darkness
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	colony	(3–16)
  Treasure	standard
  STATISTICS
  Str	15,	Dex	17,	Con	14,	Int	10,	Wis	10,	Cha	15
  Base	Atk	+2;	CMB	+4;	CMD	17	(29	vs.	trip)
  Feats	Combat	Reflexes,	Power	Attack,	ToughnessB
  Skills	Acrobatics	+9,	Climb	+32,	Perception	+10,	Stealth	+13	
  (+17	in	webs);	Racial	Modifiers	+16	Climb,	+4	Perception,	
  +4	Stealth	(+8	in	webs)
  Languages	Abyssal,	Celestial,	Draconic;	telepathy	100	ft.
  SPECIAL	ABILITIES
  Poison	(Ex)	Bite—injury;	save	Fort	DC	15;	frequency	1/round	
  for	4	rounds;	effect	1d2	Strength;	cure	1	save.
  Deskari’s inf luence upon the Worldwound’s verminous 
  life cannot be ignored for long by visitors to this 
  tainted land. While some giant vermin have resisted 
  Deskari’s inf luence, most have succumbed to it. Such 
  creatures are almost always encountered along the 
  Worldwound’s periphery. As one travels deeper into the 
  blighted land, the immense insects, spiders, and other 
  vermin encountered in the canyons and rivers take on 
  an increasingly unsettling intelligence and demonic 
  features. In many ways, these demonic vermin are no 
  longer true denizens of the Material Plane—they are, 
  after a fact, what happens when the chaos and evil of the 
  Abyss infuse a mindless creature. They are the unholy 
  spawn of vermin—and mortal sins.
  Countless variations of demonic vermin exist in the 
  forbidding wasteland that is the Worldwound. When 
  a nest of similar monsters is encountered, they all 
  typically share the same demonic powers and traits, but 
  another nest of the same species could exhibit entirely 
  different abilities, depending on the nature of the 
  Abyssal energies that have corrupted and transformed 
  them. Uncorrupted giant vermin that wander into or 
  are otherwise brought into the Worldwound do not 
  immediately fall victim to this vile transformation, 
  but several months of exposure can, at the GM’s whim, 
  cause such creatures to spontaneously transform into 
  one of these hideous monstrosities.
  
  1
  53
  Worldwound Bestiary 3
  Creating a Demonic Vermin
  “Demonic vermin” is an inherited or acquired template that 
  can be added to any vermin (hereafter referred to as the base 
  creature). A demonic vermin retains all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature +1.
  Alignment: Chaotic evil.
  Type: The creature’s type changes to magical beast. 
  Do not recalculate HD, BAB, or saves. While a demonic 
  vermin is not an outsider, it is treated as if it had the 
  demon subtype for the purposes of resolving all effects 
  relating to that subtype.
  Armor Class: Natural armor improves by +2.
  Special Qualities and Defenses: A demonic vermin gains 
  immunity to electricity and poison and resistance to acid 
  10, cold 10, and fire 10. It also gains DR 5/cold iron (if 11 HD 
  or less) or DR 10/cold iron (if 12 HD or more). As demonic 
  vermin are intelligent, they lose the mindless trait.
  Melee: A demonic vermin’s natural weapons are 
  unchanged, but they are treated as chaotic and evil for 
  the purpose of resolving damage reduction.
  Special Attacks: A demonic vermin retains all the 
  special attacks of the base creature. In addition, it gains 
  one of the following special abilities of your choosing—
  you can, of course, invent different abilities of your own 
  as well. The save DC for any of these attacks is equal to 10 
  + 1/2 the demonic vermin’s HD + the demonic vermin’s 
  Constitution modifier. 
  Abyssal Energy (Su): Choose one of the following energy 
  types—acid, fire, or cold. The demonic vermin gains 
  immunity to that energy type, and also gains a breath 
  weapon that inflicts that type of energy damage. This 
  breath weapon is a 60-foot-line, and deals 1d6 points 
  of damage per CR point possessed by the demonic 
  vermin (Reflex save halves). It can be used once every 
  1d4 rounds.
  Additional Senses (Ex): The vermin has a large number of 
  extra eyes and other sensory organs. It gains all-around 
  vision, scent, and a +8 racial bonus on Perception checks.
  Death Throes (Su): When the vermin is slain, it can make 
  a single melee attack (using any one of its natural 
  attacks) as an immediate action. It then explodes 
  into acid, fire, electricity, or cold (your choice), 
  dealing 1d6 points of damage per CR point 
  possessed by the demonic vermin (Reflex 
  save halves).
  Diseased (Su): The demonic vermin 
  is immune to disease, and its natural 
  attacks inflict demonplague (see page 29) 
  on a hit (Fortitude save negates).
  Drone (Su): By rubbing its wings or limbs 
  together as a standard action, the demonic 
  vermin produces a loud, discordant drone 
  that causes those within 30 feet of it to become sickened 
  (if the vermin is CR 8 or less) or confused (if the vermin is 
  CR 9 or higher) for 1d6 rounds (Will save negates). This is 
  a sonic mind-affecting effect.
  Skitter (Ex): The creature has uncanny speed and erratic 
  movements. The vermin’s speeds all increase by 10 feet, 
  it gains Mobility and Spring Attack as bonus feats, and it 
  gains a +4 racial bonus on Initiative checks.
  Spell-Like Abilities: In addition to gaining one of the 
  special attacks listed here, all demonic vermin gain access 
  to a limited number of spell-like abilities, depending on 
  its Hit Dice. Each ability is usable once per day. Caster 
  level equals the creature’s CR.
  CR	
  Abilities
  1–4	
  darkness
  5–8	
  vomit swarmAPG
  9–12	
  insect plague
  13–16	
  greater teleport	(self	plus	50	lbs.	of	objects	only)
  17–20	
  earthquake
  Abilities: Str +4, Con +2. A demonic vermin’s 
  Intelligence becomes 10 and its Charisma becomes 15 
  (unless the base creature has higher values, in which case 
  they remain unchanged).
  Feats: A demonic vermin gains feats as appropriate for 
  its Hit Dice, and gains Toughness as a bonus feat.
  Skills: A demonic vermin has skill points per racial Hit 
  Die equal to 4 + its Intelligence modifier. The following 
  are class skills for demonic vermin: Acrobatics, Bluff, 
  Climb, Fly, Knowledge (planes), Perception, Sense Motive, 
  and Stealth.
  Languages: A demonic vermin speaks Abyssal, 
  Celestial, and Draconic. It also gains telepathy 
  to a distance of 100 feet.
  
  54
  Pathfinder Campaign Setting: The Worldwound
  Dwiergeth
  This beast’s bulbous body perches atop four sucker-ended, multi-
  jointed legs, with a snake-like maw gnashing at either end.
  DWIERGETH	
  CR	13
  XP	25,600
  CE	Large	aberration	(extraplanar)
  Init	+11;	Senses	all-around	vision,	darkvision	60	ft.;	Perception	+16
  DEFENSE
  AC	28,	touch	17,	flat-footed	20	(+7	Dex,	+1	dodge,	+11	natural,	
  –1	size)
  hp	175	(13d8+117)
  Fort	+13,	Ref	+11,	Will	+15
  DR	10/lawful;	Immune	blindness,	dazzling,	poison,	visual	
  effects;	Resist	cold	20,	fire	20;	SR	24
  OFFENSE
  Speed	60	ft.,	climb	60	ft.
  Melee	2	bites	+19	(4d6+11/19–20	plus	grab)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	fast	swallow,	forever	gullet,	swallow	whole	
  (8d6	slashing	damage,	AC	15,	17	hp)
  Spell-Like	Abilities	(CL	13th;	concentration	+13)
  Constant—feather fall
  At will—gust of wind (DC 15)
  1/day—control winds (DC 18), wind wall
  STATISTICS
  Str	32,	Dex	25,	Con	28,	Int	5,	Wis	24,	Cha	17
  Base	Atk	+9;	CMB	+21	(+25	grapple);	CMD	39	(43	vs.	trip)
  Feats	Combat	Reflexes,	Dodge,	Improved	Critical	(bites),	
  Improved	Initiative,	 Mobility,	Spring	Attack,	Wind	Stance
  Skills	Climb	+37,	Perception	+16
  Languages	Abyssal
  ECOLOGY
  Environment	cold	mountains
  Organization	solitary,	pair,	or	pack	(3–6)
  Treasure	incidental
  SPECIAL	ABILITIES
  Forever	Gullet	(Su)	When	a	dwiergeth	swallows	a	creature	
  whole	(being	able	to	swallow	Small	creatures	or	smaller),	the	
  act	of	swallowing	shunts	the	victim	through	extradimensional	
  orifices	within	the	creature’s	body	and	into	a	seemingly	
  endless	maze	of	tooth-lined	entrails	that	exist	outside	of	
  reality,	similar	to	the	labyrinth	created	by	a	maze	spell	
  but	horribly	organic	and	hungry.	If	a	swallowed	creature	
  successfully	cuts	its	way	out	of	a	dwiergeth,	it	must	attempt	a	
  DC	21	Fortitude	save	as	it	crawls	out	of	the	hole.	If	the	victim	
  is	successful,	it	escapes		the	creature,	but	on	a	failure,	the	
  victim	merely	crawls	from	one	extradimensional	intestine	to	
  another	and	must	endure	another	round	of	being	swallowed	
  whole.	A	dwiergeth	can	continue	to	use	swallow	whole	
  even	after	a	creature	cuts	its	way	out.	A	creature	casting	
  any	teleport-based	spell	or	spell-like	ability	while	within	5	
  feet	of	a	dwiergeth	must	make	a	successful	DC	21	Will	save	
  or	the	teleportation	effect	instead	sends	the	target	into	the	
  dwiergeth’s	forever	gullet.	When	a	dwiergeth	is	under	the	
  effects	of	dimensional anchor	or	in	an	area	that	prohibits	
  extradimensional	travel,	it	loses	the	abilities	of	its	forever	
  gullet,	but	its	swallow	whole	ability	functions	normally.	The	
  save	DC	is	Charisma-based,	and	it	has	a	+2	racial	bonus.
  Dwiergeths hunt the Worldwound’s deadly rift valleys, 
  feasting on demon flesh as readily as any other meat, 
  digesting prey in a gnawing process of transdimensional 
  rumination. Sure-footed dwiergeths leap and sprint 
  along vertical surfaces with disturbing ease, and often 
  cling to a cliffside for hours or even days, waiting for 
  prey to approach from either above or below. They have 
  a supernatural mastery over the wind as well, and make 
  use of their spell-like abilities to cause climbers 
  to fall from cliffs or flying creatures to be dashed 
  against rocky walls—it’s easier to eat bleeding, 
  broken meat, after all.
  A dwiergeth’s anatomy is quite unusual. Trembling 
  bristles protruding from the creature’s flesh act as 
  eyes, allowing it to see in all directions at once, but the 
  monster’s strangest feature lies within. 
  Although dissection of a slain dwiergeth 
  reveals a single coiling digestive tract filled 
  with sharp teeth winding from one of its 
  mouths through its bulbous body to the 
  other mouth, the entrails of a living dwiergeth actually 
  extend into other strange dimensions generated by the 
  monster’s Abyssal heritage.
  
  1
  55
  Worldwound Bestiary 3
  Grimslake
  This nauseating maggot-like creature has a long tail covered 
  with frightening hooked suckers.
  GRIMSLAKE	
  CR	6
  XP	2,400
  CE	Large	aberration	(extraplanar)
  Init	+5;	Senses	darkvision	60	ft.,	tremorsense	30	ft.;	Perception	+13
  DEFENSE
  AC	19,	touch	10,	flat-footed	18	(+1	Dex,	+9	natural,	–1	size)
  hp	68	(8d8+32);	fast	healing	5
  Fort	+6,	Ref	+5,	Will	+10
  Defensive	Abilities	slashing	scales;	Immune	disease;	Resist	
  acid	10,	fire	10
  OFFENSE
  Speed	20	ft.,	burrow	20	ft.,	climb	20	ft.
  Melee	bite	+11	(2d6+6	plus	grab),	sting	+11	(1d6+6	plus	grab)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	constrict	(1d6+6),	marrow	drain,	penetrating	jaws
  Spell-Like	Abilities	(CL	6th;	concentration	+6)
  3/day—death knell	(DC	12),	ray of exhaustion	(DC	13)
  1/day—slow	(DC	13)
  STATISTICS
  Str	22,	Dex	13,	Con	19,	Int	6,	Wis	14,	Cha	11
  Base	Atk	+6;	CMB	+13	(+17	grapple);	CMD	24	(can’t	be	tripped)
  Feats	Improved	Initiative,	Iron	Will,	Lightning	Reflexes,	Step	Up
  Skills	Climb	+25,	Perception	+13
  Languages	Abyssal
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	tangle	(3–10)
  Treasure	incidental
  SPECIAL	ABILITIES
  Marrow	Drain	(Ex)	A	grimslake’s	tail	is	covered	with	
  suckers	that	extend	long,	thin,	razor-sharp	tendrils	to	
  drill	into	its	victim’s	bones,	draining	them	of	marrow.	
  The	grimslake	can	drain	marrow	from	any	creature	it	is	
  grappling	or	from	any	helpless	creature	as	a	swift	action.	
  The	victim	can	resist	this	painful	attack	with	a	successful	
  DC	18	Fortitude	save;	otherwise,	he	becomes	
  staggered	from	the	horrific	agony	for	1	round	
  and	takes	1	point	of	Constitution	drain.	The	
  save	DC	is	Constitution-based.
  Penetrating	Jaws	(Su)	A	grimslake’s	bite	attack	
  penetrates	cold	iron	and	silver	damage	reduction.
  Slashing	Scales	(Ex)	The	scales	running	in	a	line	
  down	a	grimslake’s	back	have	razor-sharp	ridges	
  and	spines,	and	the	creature	is	adept	at	
  lashing	at	attackers	with	these	scales.	
  Any	creature	that	attacks	a	grimslake	
  with	a	natural	weapon,	unarmed	strike,	or	light	
  weapon	must	succeed	at	a	DC	15	Reflex	save	to	
  avoid	taking	1d4	points	of	slashing	damage.	The	save	DC	is	
  Dexterity-based.
  The grimslake is a nauseating creature commonly found 
  amid Abyssal battlefields, where it crawls among the 
  bodies, sucking away marrow and other vital tissues 
  found within the dead. Of course, when fresh carcasses 
  aren’t available, grimslakes eagerly to turn to living 
  victims—they take particular delight in the sound of 
  screams as they feed. While on the Abyss, they often hunt 
  lesser demons, but these semi-intelligent scavengers find 
  mortal humanoids a particular delicacy.
  The hermaphroditic grimslakes use the remnants 
  of their meals as incubators for their eggs. After eating, 
  they fill the drained bodies with their eggs and fertilize 
  them. Then they abandon the eggs to search for new 
  feeding grounds, leaving behind a hideous legacy. Other 
  scavengers instinctively avoid the egg-filled bodies, and 10 
  to 12 days later, the corpses burst open, releasing a mass 
  of grimslakes the length of a human arm. These creatures 
  fall upon each other in a ravenous orgy of cannibalism, 
  growing quickly as they consume their kin until, a few 
  days later, the few surviving, fully grown grimslakes go off 
  in search of new food and incubators.
  On the Abyss, some demon lords use grimslakes to 
  dispose of bodies. Others use them as implements of 
  torture. The worst keep them as food sources—not to eat 
  the grown specimens, of course, but to 
  dine on corpses pregnant with the 
  grimslakes’ seething young.
  
  56
  Pathfinder Campaign Setting: The Worldwound
  Plagued Beast
  This fanged horse is in an advanced state of decay, yet despite its 
  dripping maggots, it moves as if it were very much alive.
  PLAGUED	STEED	
  CR	2
  XP	600
  Plagued	beast	horse	(Pathfinder RPG Bestiary	177)
  NE	Large	undead	(augmented	animal)	
  Init	+3;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+6
  DEFENSE
  AC	14,	touch	12,	flat-footed	11	(+3	Dex,	+2	natural,	–1	size)
  hp	16	(2d8+7)
  Fort	+5,	Ref	+6,	Will	+1
  Defensive	Abilities	channel	resistance	+2;	DR	5/slashing;	
  Immune	cold,	undead	traits
  OFFENSE
  Speed	50	ft.
  Melee	bite	+5	(1d8+5	plus	disease),	2	hooves	+0	(1d4+2)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	disease	(DC	13)	(see	page	29)	
  STATISTICS
  Str	20,	Dex	16,	Con	—,	Int	2,	Wis	13,	Cha	15
  Base	Atk	+1;	CMB	+7;	CMD	20	(24	vs.	trip)
  Feats	Endurance,	RunB,	ToughnessB
  Skills	Perception	+6
  SQ	docile	
  The demonplague has a particularly hideous effect on 
  animals and other unintelligent beasts that succumb 
  to its ravages—fallen creatures arise from death and 
  continue to spread the vile plague with their bite. Certain 
  demons and humanoid cultists are fond of using plagued 
  beast horses as mounts.
  Creating a Plagued Beast
  “Plagued Beast” is an acquired template that can be added 
  to a living, corporeal creature with an Int score of 1 or 2. 
  A plagued beast uses all of the creature’s statistics and 
  special abilities except as noted here.
  CR: As base creature +1.
  Alignment: Neutral evil. 
  Type: The creature’s type changes to undead. It retains 
  any subtype except for alignment subtypes and subtypes 
  indicating kind. Do not recalculate saves, BAB, or skill ranks.
  Armor Class: Increase from the base creature by +2.
  Hit Dice: Change all of the creature’s racial HD to d8s. 
  As undead, plagued beasts use their Charisma modifiers 
  to determine bonus hit points (instead of Constitution).
  Defensive Abilities: Plagued beasts gain darkvision 
  60 feet and channel resistance +2. A plagued beast also 
  gains damage reduction 5/slashing. They are immune to 
  cold, and gain all of the standard undead traits.
  Melee: A plagued beast gains a bite attack that deals 
  damage based on the plagued beast’s size. If the beast 
  already has a bite attack, the bite’s damage increases by 
  one step, as if it had increased one size category.
  Special Attacks: A plagued beast inflicts demonplague 
  (see page 29) with each successful bite attack. The save DC 
  to resist the disease is equal to 10 + the plagued beast’s 
  HD + 1/2 the plagued beast’s Charisma modifier.
  Abilities: +4 Str, +2 Dex. A plagued beast has a minimum 
  Charisma score of 15—if the base creature’s Charisma is 
  lower, increase it to 15. If it’s 15 or higher, do not adjust the 
  plagued beast’s final Charisma. A plagued beast has no 
  Constitution score; as an undead, it uses its Charisma in 
  place of Constitution when calculating hit points, Fortitude 
  saves, or any special ability that relies on Constitution.
  Feats: A plagued beast gains Toughness as a bonus feat. 
  
  1
  57
  Worldwound Bestiary 3
  Riftcreeper
  This slithering mass of bubbling red ooze extrudes a nest of 
  long, thin tendrils, as if tasting the air in search of prey.
  RIFTCREEPER	
  CR	15
  XP	51,200
  CE	Gargantuan	ooze	(extraplanar)
  Init	+12;	Senses	blindsight	60	ft.,	tremorsense	120	ft.;	Perception	+3
  DEFENSE
  AC	30,	touch	14,	flat-footed	22	(+8	Dex,	+16	natural,	–4	size)
  hp	217	(15d8+150);	fast	healing	10
  Fort	+15,	Ref	+13,	Will	+8
  Defensive	Abilities	adaptive	defenses;	Immune	acid,	ability	
  damage,	ability	drain,	exhaustion,	fatigue,	ooze	traits
  OFFENSE
  Speed	30	ft.,	climb	30	ft.,	swim	20	ft.;	gelatinous	surge
  Melee	2	slams	+22	(4d6+14	plus	2d4	acid	and	grab)
  Ranged	6	strands	+15	touch	(2d4	acid	and	attach)
  Space	20	ft.;	Reach	20	ft.
  Special	Attacks	constrict	(slam,	4d6+14	plus	2d6	acid),	pull	
  (strand,	20	feet)
  Spell-Like	Abilities	(CL	15th;	concentration	+15)
  Constant—feather fall
  STATISTICS
  Str	39,	Dex	27,	Con	30,	Int	7,	Wis	16,	Cha	10
  Base	Atk	+11;	CMB	+29	(+31	bull	rush,	+33	grapple);	CMD	47	
  (49	vs.	bull	rush,	can’t	be	tripped)
  Feats	Awesome	Blow,	Combat	Reflexes,	Improved	Bull	Rush,	
  Improved	Initiative,	Improved	Vital	Strike,	Power	Attack,	Vital	
  Strike,	Weapon	Focus	(slam)
  Skills	Climb	+37,	Swim	+22
  Languages	Abyssal	(cannot	speak)
  ECOLOGY
  Environment	any	mountain
  Organization	solitary
  Treasure	standard
  SPECIAL	ABILITIES
  Adaptive	Defenses	(Su)	After	being	damaged	by	any	magical	
  effect	that	deals	cold,	electricity,	fire,	or	sonic	damage,	a	
  riftcreeper’s	body	instantly	adapts	to	become	immune	to	
  that	form	of	energy.	A	riftcreeper	can	only	adapt	to	one	of	
  those	four	types	of	energy	at	a	time—if	it	adapts	to	a	new	
  energy	type,	it	loses	its	immunity	to	the	previous	type.	
  Otherwise,	the	immunity	lasts	for	1	hour.
  Gelatinous	Surge	(Ex)	Once	per	minute	as	a	standard	action,	
  a	riftcreeper	can	extrude	a	protoplasmic	tendril	of	ooze	to	
  attach	to	any	vertical	surface	within	120	feet.	It	can	then	
  transfer	its	entire	bulk	along	that	tendril	as	part	of	that	
  move	action	to	change	its	location	to	the	surface	to	which	
  it’s	now	attached.	This	movement	does	not	provoke	attacks	
  of	opportunity.	Any	creatures	along	its	line	of	travel	are	
  subjected	to	a	bull	rush	attempt.
  Strands	(Ex)	A	riftcreeper	can	extend	up	to	six	thin,	sticky	
  strands	from	its	body	at	a	time	as	a	standard	action,	
  launching	them	to	a	maximum	range	of	120	feet.	These	
  attacks	resolve	as	ranged	touch	attacks.	On	a	hit,	a	strand	
  deals	2d4	points	of	acid	damage	to	its	target	and	attaches	to	
  the	creature.	These	strands	are	quite	strong,	but	any	amount	
  of	slashing	damage	severs	them	(a	strand	has	AC	25).	As	
  long	as	a	strand	remains	attached	to	a	target,	that	creature	
  takes	an	additional	2d4	points	of	acid	damage	at	the	start	of	
  its	turn.	A	riftcreeper	can	automatically	absorb	the	strands	
  into	its	body	if	it	uses	its	gelatinous	surge	ability	(and,	in	
  doing	so,	it	releases	any	attached	creatures).
  Heaving masses of unnatural protoplasm known as 
  riftcreepers prowl the Worldwound’s shattered canyons. 
  Despite their name, these intelligent, malevolent oozes 
  are quite agile and swift, slithering up and down canyon 
  walls or swimming through even the foulest water. Natives 
  of the Abyss, riftcreepers have adapted disturbingly well 
  and quickly to the Worldwound. Although smart enough 
  to understand Abyssal, riftcreepers have little interest in 
  conversing with their food.
  
  58
  Pathfinder Campaign Setting: The Worldwound
  Siabrae
  This petrified skeleton is clad in rotting furs. Stone antlers grow 
  from the crown of its skull, and its eyes are polished white orbs.
  SIABRAE	
  CR	15
  XP	51,200
  Female	old	human	siabrae	druid	14
  NE	Medium	undead	(augmented	humanoid)
  Init	+3;	Senses	darkvision	60	ft.,	tremorsense	60	ft.;	Perception	+32
  DEFENSE
  AC	27,	touch	11,	flat-footed	27	(+6	armor,	+2	deflection,	–1	Dex,	
  +10	natural)
  hp	178	(14d8+112)
  Fort	+15,	Ref	+5,	Will	+16;	+4	vs.	fey	and	plant–targeted	effects
  Defensive	Abilities	blighted	rebirth,	channel	resistance	+4;	
  DR	10/adamantine	and	bludgeoning;	Immune	fire,	poison,	
  undead	traits;	Resist	acid	20
  OFFENSE
  Speed	20	ft.,	burrow	30	ft.;	earth	glide
  Melee	+2 defending quarterstaff	+13/+8	(1d6+3),	gore	+11	
  (1d8+1	plus	petrification	[DC	23])
  Special	Attacks	blightbond,	blight	mastery,	wild	shape	6/day
  Domain	Spell-Like	Abilities	(CL	14th;	concentration	+21)
  10/day—acid	dart	(1d6+7	acid)
  Druid	Spells	Prepared	(CL	14th;	concentration	+21)
  7th—quickened	contagion	(DC	20),	creeping doom	(DC	24),	
  elemental body IVD	(earth	only),	fire storm	(DC	24)
  6th—antilife shell,	quickened	barkskin,	greater dispel magic,	
  stoneskinD, stone tell,	
  5th—animal growth	(DC	22),	baleful polymorph	(DC	22),	
  quickened	entangle	(DC	18),	transmute rock to mud,	wall 
  of stoneD
  4th—blight	(DC	21),	dispel magic,	freedom of movement,	
  extended	greater magic fang,	rusting grasp,	spike stonesD	
  (DC	21)
  3rd—extended	bull’s strength,	call lightning	(DC	20),	
  contagion	(DC	20),	meld into stone,	poison	(DC	20),	
  extended	spider climb,	stone shapeD
  2nd—extended	longstrider,	flaming sphere	(2,	DC	19),	fog cloud,	
  heat metal	(DC	19),	soften earth and stoneD, tree shape
  1st—entangle	(2,	DC	18),	faerie fire,	magic stoneD,	obscuring 
  mist,	produce flame	(2)
  0	(at	will)—detect magic,	flare	(DC	17),	guidance,	light
  D	domain	spell;	Domain	earth
  STATISTICS
  Str	12,	Dex	9,	Con	—,	Int	12,	Wis	24,	Cha	22
  Base	Atk	+10;	CMB	+11;	CMD	26
  Feats	Craft	Magic	Arms	and	Armor,	Craft	Wondrous	Item,	
  Defensive	Combat	Training,	Extend	Spell,	Improved	Initiative,	
  Improved	Lightning	Reflexes,	Lightning	Reflexes,	Quicken	
  Spell,	Toughness
  Skills	Intimidate	+16,	Knowledge	(nature)	+20,	Knowledge	
  (planes)	+11,	Knowledge	(religion)	+18,	Perception	+32,	
  Sense	Motive	+32,	Stealth	+22,	Survival	+9;	Racial	Modifiers	
  +8	Perception,	+8	Sense	Motive,	+8	Stealth
  Languages	Common,	Druidic,	Sylvan
  SQ	a	thousand	faces,	nature	bond	(Earth	domain),	nature	sense,	
  trackless	step,	wild	empathy	+20,	woodland	stride,	
  ECOLOGY
  Environment	any	blighted	land
  Organization	solitary	or	circle	(2–8	siabraes	plus	3–12	
  undead	minions)
  Treasure	NPC	gear	(+2 wild hide armor,	+2 defending quarterstaff,	
  headband of mental prowess +2	[Wis,	Cha],	ring of protection +2)
  When the Worldwound opened, the druids of the Green 
  Faith fought longer and harder than any other Sarkorian 
  citizen against the rising demon tide. Those druids who 
  stubbornly (or faithfully) refused to flee their sacred lands 
  managed something that few others in Sarkoris did—
  they prevented the wholesale invasion and corruption of 
  their land from demonic influence, but only at a terrible 
  cost. They took the corruption into themselves, and today, 
  these druids exist as blighted, undead parodies of their 
  former selves. Known as siabraes, these powerful druids 
  have embraced undeath, bolstered with the strength of 
  the wounded-but-still-living world beneath their feet, and 
  fight not only against demonic trespass into their realm, 
  but against all living creatures, for they are filled with 
  bitterness and hatred for their brethren, whom they regard 
  as cowards. The Green Faith was meant to die, the siabraes 
  believe, for the truth and glory of the Stonewilds to emerge.
  Siabraes do not form spontaneously; they arise only when 
  a druid of sufficient power (at least 11th level) willingly gives 
  her spirit over to undeath in a horrific ritual that must 
  occur at the heart of necromantically empowered standing 
  stones. Some druids are initially unwilling participants 
  in these rituals—captives brought to the stones by elder 
  siabraes to increase their numbers. To date, no druid has 
  ultimately been able to resist this eldritch transformation 
  with any other recourse than pure death. Siabraes may exist 
  elsewhere, but only in the northern Worldwound are they 
  encountered in significant number.
  Creating a Siabrae
  “Siabrae” is an acquired template that can be added to 
  any creature with at least 11 levels of druid (hereafter 
  referred to as the base creature). A siabrae never has the 
  blight druid archetype (Pathfinder RPG Advanced Player’s 
  Guide 98); its transition from a member of the Green Faith 
  takes it into this dismal new unlife via a different path. A 
  siabrae retains all the base creature’s statistics and special 
  abilities except as noted here.
  CR: Same as the base creature +2.
  Alignment: Neutral evil.
  
  1
  59
  Worldwound Bestiary 3
  Type: The creature’s type changes to undead with the 
  earth subtype. Do not recalculate HD, BAB, or saves.
  Armor Class: A siabrae has a +10 natural armor bonus or 
  the creature’s normal bonus, whichever is better. 
  Hit Dice: Change the creature’s racial Hit Dice to d8s. 
  All Hit Dice derived from class levels are unchanged. 
  As undead, siabraes use their Charisma modifier to 
  determine bonus hit points (instead of Constitution).
  Defensive Abilities: A siabrae gains darkvision 60 
  feet, tremorsense 60 feet, channel resistance +4, DR 10/
  adamantine and bludgeoning, and immunity to fire (in 
  addition to all those granted by its undead traits). The 
  siabrae also gains the following defensive ability.
  Blighted Rebirth (Su): When a siabrae is destroyed, it may 
  attempt a DC 20 Fortitude save to avoid destruction. The 
  siabrae automatically makes this saving throw if it is in 
  contact with blighted or diseased terrain (such as most of 
  the Worldwound’s terrain). A successful save causes the 
  siabrae’s body to crumble to dust, as the blighted earth 
  absorbs its essence. Its enduring essence begins forming 
  a new body in a random location within 1d10 miles (this 
  new location must contain a mass of unworked stone large 
  enough for the siabrae’s body to form within). This process 
  takes 1d10 days, after which the siabrae emerges from the 
  stone with a peal of thunder, though without its gear.
  Speed: A siabrae gains a burrow speed equal to its land 
  speed, and the earth glide universal monster ability.
  Melee: A siabrae grows a pair of stony antlers from its 
  skull that grant it a gore attack that deals damage based on 
  the siabrae’s size, but as if it were one size category larger 
  than its actual size. This gore attack is always a primary 
  attack, even when the siabrae also uses weapons. If the 
  siabrae wishes, it can retain these antlers in any form it 
  assumes via wild shape. Shards of the stony antlers break 
  off in wounds—a siabrae’s antlers constantly replenish 
  themselves as these shards break off. A creature damaged 
  by a siabrae’s gore attack must make a successful Fortitude 
  save (DC = 10 + 1/2 the siabrae’s HD + the siabrae’s Charisma 
  modifier) or turn to stone permanently.
  Special Attacks: A siabrae retains all the special attacks 
  of the base creature. If it had the ability to use wild shape, 
  it retains this ability, but it can assume only the form of 
  creatures that cannot fly. Any form it assumes (via wild 
  shape or polymorph effects) or any creature it summons 
  appears malnourished, diseased, or even in an advanced 
  state of decay, although these are cosmetic effects; they do 
  not impact actual game statistics. In addition, a siabrae 
  gains the following special attacks. The save DC for any 
  of these attacks is equal to 10 + 1/2 the siabrae’s HD + the 
  siabrae’s Charisma modifier.
  Blight Mastery (Su): Any of a siabrae’s spell or effects 
  that would normally be restricted to affecting animals 
  can also affect undead animals.
  Blightbond (Ex): A siabrae has an unholy bond with the 
  blighted earth. It loses any animal companion or access 
  to domains it had from its druidic nature bond ability. In 
  place of nature bond, the siabrae’s close ties to the blighted 
  landscape grant it one of the following cleric domains: 
  Animal, Death, Destruction, Earth, Madness, or Repose. 
  This ability otherwise functions the same as nature bond.
  Abilities: Str +2, Wis +2, Cha +2. Being undead, a siabrae 
  has no Constitution score.
  Feats: A siabrae gains Toughness as a bonus feat.
  Skills: A siabrae gains a +8 racial bonus on Perception, 
  Sense Motive, and Stealth checks. A siabrae always treats 
  Intimidate, Knowledge (planes), Knowledge (religion), 
  Sense Motive, and Stealth as class skills. Otherwise, a 
  siabrae’s skills are the same as the base creature.
  
  60
  Pathfinder Campaign Setting: The Worldwound
  Urannag
  What appeared at first to be a sadistic spiked cage suddenly 
  writhes into unholy life, with bladed, articulated arms.
  URANNAG	
  CR	8
  XP	4,800
  CE	Huge	construct	(extraplanar)
  Init	+4;	Senses	tremorsense	60	ft.;	Perception	+18
  DEFENSE
  AC	22,	touch	8,	flat-footed	22	(+14	natural,	–2	size)
  hp	100	(11d10+40)
  Fort	+5,	Ref	+5,	Will	+5
  DR	5/adamantine	and	good;	Immune	gaze	attacks,	visual	effects	
  and	illusions,	sight-based	attacks,	construct	traits;	SR	19
  Weaknesses	exposed	mechanisms
  OFFENSE
  Speed	10	ft.
  Melee	3	claws	+17	(1d8+7	plus	entrap)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	encage,	entrap	(DC	15,	1d10	rounds,	hardness	10,	
  hp	10)
  STATISTICS
  Str	25,	Dex	11,	Con	—,	Int	2,	Wis	15,	Cha	2
  Base	Atk	+11;	CMB	+20;	CMD	30	(can’t	be	tripped)
  Feats	Great	Fortitude,	Improved	Initiative,	Lightning	Reflexes,	Skill	
  Focus	(Perception),	Skill	Focus	(Stealth),	Weapon	Focus	(arms)
  Skills	Perception	+18,	Stealth	+9	(+21	in	shallow	water);	Racial	
  Modifiers	+8	Perception,	+8	Stealth	(+20	in	shallow	water)
  SQ	living	trap
  ECOLOGY
  Environment	any	swamp
  Organization	solitary,	pair,	tangle	(3–5),	or	menace	
  (6–12)
  Treasure	incidental
  SPECIAL	ABILITIES
  Encage	(Ex)	As	a	swift	action,	an	urannag	can	attempt	to	
  encage	a	creature	that	is	not	aware	of	it	and	is	sharing	its	
  space,	or	a	helpless	creature	it	has	entrapped.	The	target	
  creature	can	resist	this	attempt	with	a	DC	22	Reflex	save.	On	
  a	failure,	the	target	treats	the	urannag’s	space	as	difficult	
  terrain,	but	cannot	move	out	of	that	space	or	up	more	than	
  10	feet.	Each	round	a	creature	remains	encaged,	it	takes	
  2d6	slashing	damage	from	the	sharpened	gears	and	blades	
  thrashing	and	whirring	inside	the	creature.	A	creature	can	
  escape	being	encaged	by	making	a	successful	CMB	check	or	
  Escape	Artist	check	(DC	=	the	urannag’s	CMD)	as	a	full-round	
  action,	or	can	smash	through	a	cage	wall.	These	walls	are	AC	
  22,	have	hardness	10,	and	22	hp—once	a	hole	is	smashed	
  into	a	wall,	it	automatically	repairs	itself	the	next	time	the	
  urannag	encages	a	foe.	The	save	DC	is	Strength-based.
  Exposed	Mechanisms	(Ex)	Although	an	urannag	is	a	construct,	
  it	can	be	damaged	and	harmed	by	the	same	methods	used	
  to	disarm	and	disable	traps.	A	DC	20	Disable	Device	check	
  can	be	attempted	against	an	urannag	as	a	full-round	action	
  that	provokes	an	attack	of	opportunity.	On	a	successful	
  check,	the	urannag	takes	damage	equal	to	3d6	+	the	
  character’s	total	ranks	in	Disable	Device	and	it	must	make	
  a	DC	16	Fortitude	save	to	avoid	being	staggered	for	1	round	
  (the	damage	bypasses	the	urannag’s	damage	reduction).
  Living	Trap	(Ex)	Defensive	abilities	that	apply	to	traps	(such	as	
  trap	sense)	apply	against	an	urannag’s	attacks.
  The strange urannag (ur-AWN-ag, the singular and 
  plural are the same) has long vexed scholars who have 
  argued whether or not the thing is a creature or merely 
  a complex trap. In truth, it is a little bit of both—yet 
  another unsettling example of how reality on the Abyss 
  doesn’t quite match mortal expectations. Behaviorally, 
  an urannag acts similarly to an ambush predator, yet 
  it has no need for sustenance and is driven to trap and 
  f lense prey simply out of an inborn sense of cruelty  
  and sadism.
  Construction
  Most urannag are created spontaneously by the Abyss, 
  but enterprising spellcasters have found methods to 
  duplicate the construction of these strange creatures. An 
  urannag’s body is made of 2,000 pounds of iron, and its 
  frame must be forged over an Abyssal heat source, which 
  infuses the creature with its chaotic and evil urges.
  URANNAG
  CL	10th;	Price	35,000	gp
  CONSTRUCTION
  Requirements	Craft	Construct,	geas/quest,	keen edge,	limited 
  wish,	planar binding;	Skill	Craft	(sculpture)	DC	19;	Cost	17,500	gp.
  
  1
  61
  Worldwound Bestiary 3
  Warmonger Wasp
  This wasplike creature seems to be partially made of metal. Its 
  wings create an iridescent glow as they buzz loudly in the air.
  WARMONGER	WASP	
  CR	7
  XP	3,200
  CE	Large	construct	(extraplanar)
  Init	+10;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+13
  DEFENSE
  AC	21,	touch	15,	flat-footed	15	(+6	Dex,	+6	natural,	–1	size)
  hp	85	(10d10+30);	fast	healing	5
  Fort	+5,	Ref	+9,	Will	+4
  Immune	electricity,	construct	traits
  OFFENSE
  Speed	30	ft.,	fly	30	ft.	(good)
  Melee	bite	+15	(1d8+4),	2	claws	+15	(1d6+4),	sting	+15	
  (1d6+4/19–20	plus	poison)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	static	discharge,	poison
  STATISTICS
  Str	18,	Dex	23,	Con	—,	Int	3,	Wis	13,	Cha	1
  Base	Atk	+10;	CMB	+15;	CMD	31
  Feats	Ability	Focus	(poison),	Great	Fortitude,	Improved	Critical	
  (sting),	Improved	Initiative,	Weapon	Finesse
  Skills	Fly	+14,	Perception	+13,	Stealth	+13;	Racial	Modifiers	
  +8	Perception,	+8	Stealth
  Languages	Abyssal	(cannot	speak)
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	flight	(3–12)
  Treasure	none
  SPECIAL	ABILITIES
  Poison	(Ex)	Sting—injury;	save	Fort	DC	17;	frequency	1/round	
  for	6	rounds;	effect	1d4	Dex;	cure	2	consecutive	saves.
  Static	Discharge	(Su)	Once	every	1d4	rounds	as	part	of	a	move	
  action	taken	to	fly	at	least	10	feet,	a	warmonger	wasp’s	
  wings	can	discharge	a	bolt	of	electricity	to	a	range	of	up	to	
  60	feet.	The	bolt	explodes	upon	reaching	its	target,	creating	
  a	20-foot-radius	burst	that	deals	6d6	points	of	electricity	
  damage	(Reflex	DC	15	half).
  Like the more powerful retriever, the warmonger wasp is 
  a construct built from the protoplasmic flesh and chaotic 
  fecundity of the Abyss itself. Appearing as partially organic, 
  partially metallic, warmonger wasps serve the demonic 
  armies as air support in large battles, and the armies 
  of the Worldwound are no exception. Their electricity-
  based explosions work well on battlefields where demons 
  and mortals clash, as electrical attacks have no effect on 
  demons. It’s more accurate to say that warmonger wasps are 
  grown rather than constructed, and while the procedure of 
  crafting these foul constructs is beyond the ken of mortal 
  crafters, spellcasters can conjure them to do their bidding 
  (see below). Warmonger wasps are only intelligent enough 
  to understand simple commands, and only ones universally 
  associated with battlefield conditions.
  In the Worldwound, a large number of warmonger wasps 
  have been left to their own devices. These “wild” wasps buzz 
  through the skies, constantly watching for any non-demons 
  to swoop down on and attack. Cultists and other worshipers 
  of Deskari not escorted by demons are quick to speak in 
  Abyssal and show their unholy symbols when confronted 
  by a flight of warmongers. PCs eager to do the same can 
  convince the wasps to leave them alone with a successful 
  DC 20 Bluff check—provided the attempt is made while 
  speaking Abyssal.
  A warmonger wasp is about 10 feet long, with a 20-foot 
  wingspan. They weigh 1,200 pounds.
  Conjuring a Warmonger Wasp
  Although a warmonger wasp is not an outsider, it may 
  nonetheless be conjured by either planar ally or planar 
  binding. The spellcaster must take care to do so, however, 
  using special rare incenses, the secretions of rare and 
  violent insects, and complex diagrams inked on the floor 
  and walls with expensive phosphorescent inks, lest the 
  wasp attack the spellcaster upon the spell’s completion. 
  These components cost 15,000 gp and replace the usual 
  costs associated with casting either spell (including 
  planar binding’s Charisma check requirement).
  
  62
  Pathfinder Campaign Setting: The Worldwound
  Warped One
  This insane, twisted, humanoid-shaped tangle of limbs and 
  gnashing teeth thrashes and howls, all too eager to wreak havoc.
  WARPED	ONE	
  CR	8
  XP	4,800
  CE	Medium	outsider	(chaotic,	evil,	extraplanar)
  Init	+8;	Senses	darkvision	60	ft.;	Perception	+10
  Aura	warp	field	(30	ft.)
  DEFENSE
  AC	21,	touch	14,	flat-footed	17	(+4	Dex,	+7	natural)
  hp	105	(10d10+50)
  Fort	+12,	Ref	+9,	Will	+9
  Defensive	Abilities	amorphous,	insane;	Immune	mind-
  affecting	effects,	petrification,	polymorph	effects;	Resist	
  electricity	10;	SR	19
  OFFENSE
  Speed	30	ft.
  Melee	4	claws	+16	(1d4+6/19–20)
  Special	Attacks	fleshwarping
  Spell-Like	Abilities	(CL	8th;	concentration	+10)
  Constant—blur
  At	will—dimension door	(self	plus	50	lbs.	of	objects	only)
  1/day—unstable summoning
  STATISTICS
  Str	22,	Dex	19,	Con	20,	Int	12,	Wis	5,	Cha	15
  Base	Atk	+10;	CMB	+16;	CMD	30	(34	vs.	trip)
  Feats	Combat	Reflexes,	Improved	Critical	(claws),	Improved	
  Initiative,	Lightning	Reflexes,	Skill	Focus	(Stealth)
  Skills	Acrobatics	+17,	Climb	+19,	Knowledge	(planes)	+14,	
  Perception	+10,	Stealth	+23,	Swim	+19,	Use	Magic	Device	+15
  Languages	Abyssal
  ECOLOGY
  Environment	any	(Abyss)
  Organization	solitary,	pair,	or	mob	(3–14)
  Treasure	standard
  SPECIAL	ABILITIES
  Fleshwarping	(Su)	A	warped	one’s	body	constantly	shifts	
  and	changes	as	raw	Abyssal	energies	course	through	it,	
  reshaping	and	rebuilding	it	in	minor	but	hideous	ways.	Once	
  a	warped	one	enters	combat,	these	growing	energies	begin	
  to	alter	its	statistics	in	small	ways.	At	the	start	of	a	warped	
  one’s	turn,	roll	on	the	following	table	to	see	what	additional	
  effect	its	fleshwarping	has	on	it	for	that	round—all	of	the	
  following	mutations	have	a	duration	of	1	round	unless	
  otherwise	noted.
  d8	
  Result
  1	
  Infusion of Chaos:	The	warped	one’s	body	ripples	
  and	shifts	rapidly	as	it	grows	and	absorbs	fingers,	
  tendrils,	sightless	eyes,	toothless	mouths,	tumors,	
  and	other	mostly	useless	organs	out	of	its	body.	The	
  warped	one	gains	DR	10/lawful.
  2	
  Enhanced Musculature:	The	warped	one	grows	much	
  more	muscular.	It	gains	a	+2	enhancement	bonus	
  on	melee	attack	rolls,	melee	weapon	damage,	CMB	
  checks,	Strength-based	checks,	and	to	its	CMD.
  3	
  Lean and Swift:	The	warped	one	grows	lean	and	
  agile,	with	longer	legs	and	additional	joints	in	its	
  limbs.	It	gains	a	+2	dodge	bonus	to	its	AC,	a	+2	
  enhancement	bonus	on	Reflex	saves,	and	its	speed	
  increases	by	10	feet.
  4	
  Prismatic Scales:	Multicolored	scales	grow	from	the	
  warped	one’s	flesh.	It	gains	resistance	to	acid	10,	cold	
  10,	and	fire	10.
  5	
  Razor-Sharp Talons:	The	warped	one’s	claws	grow	
  additional,	sharper	talons.	Its	claw	attacks	gain	bleed	
  1d6.
  6	
  Multiple Eyes:	The	warped	one	grows	additional	eyes	
  and	other	sensory	organs.	It	gains	a	+8	bonus	on	
  Perception	checks	and	gains	all-around	vision.
  7	
  Accelerated Metabolism:	The	warped	one	sheds	its	
  claws	and	teeth	and	immediately	grows	new	ones,	its	
  wounds	heal,	and	its	colors	grow	brighter.	It	gains	a	+2	
  enhancement	bonus	on	Fortitude	saves	and	immediately	
  heals	3d8+10	points	of	damage	(if	it’s	currently	
  unwounded,	it	gains	these	hit	points	as	temporary	hit	
  points	that	last	for	1	hour	or	until	depleted).
  8	
  Armor Plating:	The	warped	one	grows	a	thick	hide	
  and	dark	scaly	plates	granting	it	DR	5/,	and	its	natural	
  armor	bonus	increases	by	+4.
  Insanity	(Ex)	A	warped	one’s	mind	is	completely	unhinged,	a	
  raw	chaos	of	madness.	It	uses	its	Charisma	modifier	on	Will	
  saves	instead	of	its	Wisdom	modifier,	and	it	is	immune	to	
  mind-affecting	effects.	Any	attempt	to	contact	a	warped	one	
  telepathically	(including	using	spells	like	detect thoughts)	
  produces	a	backlash	effect,	dealing	1d4	points	of	Charisma	
  damage	to	the	one	attempting	the	contact.	A	DC	17	Will	save	
  negates	this	effect.	The	save	DC	is	Charisma-based.
  Unstable	Summoning	(Sp)	A	warped	one	can	rend	the	
  boundaries	between	worlds	to	summon	creatures	to	aid	it	in	
  combat,	but	it	has	little	control	over	what	sorts	of	monsters	
  or	demons	respond	to	its	summonings.	When	a	warped	one	
  uses	its	unstable	summoning,	there’s	a	50%	chance	that	a	
  creature	(or	a	group	of	creatures)	arrives	to	aid	the	warped	
  one.	Creatures	summoned	in	this	way	are	immune	to	that	
  particular	warped	one’s	warp	field.	To	determine	the	nature	
  of	the	summoned	aid,	roll	on	the	table	below.	This	is	a	5th-
  level	spell	effect.
  d8	
  Result
  1	
  1d4+1	mephits	(determine	type	randomly)
  2	
  1d4+1	Medium	elementals	(determine	type	randomly)
  3	
  1d3	salamanders
  4	
  1d3	Large	elementals	(determine	type	randomly)
  5	
  1d3	babaus
  6	
  1	shadow	demon
  
  1
  63
  Worldwound Bestiary 3
  7	
  1	succubus
  8	
  1	warped	one
  Warp	Field	(Su)	A	warped	one	exudes	a	field	of	mental	and	
  physical	entropic	energy	to	a	radius	of	30	feet	that	twists	
  and	warps	the	minds	and	bodies	of	all	other	living	creatures.	
  Creatures	who	begin	their	turn	inside	of	a	warp	field	must	
  succeed	at	a	DC	17	Will	save.	Failure	indicates	that	the	
  creature	is	confused	for	1	round	and	suffers	one	mutation	
  from	the	table	below.	These	mutations	emerge	swiftly	and	
  painfully,	causing	the	victim	to	become	sickened	for	1	round	
  and	to	gain	one	random	mutation	from	the	following	table	
  for	1	round.	Once	a	creature	succeeds	at	its	saving	throw	
  against	a	warp	field,	it	is	immune	to	further	effects	from	
  that	specific	warped	one’s	warp	field	for	24	hours.	This	is	a	
  polymorph	effect.	The	save	DCs	are	Charisma-based.
  d8	
  Result
  1	
  Club Foot:	One	of	your	feet	becomes	badly	deformed.	
  Rreduce	your	speed	by	10	feet.
  2	
  Cataracts:	Your	eyes	film	over	with	cataracts.	You	
  are	blinded.
  3	
  Demonic Horns:	You	grow	several	bony	horns	from	
  your	skull.	You	must	succeed	at	a	DC	17	Reflex	save	or	
  any	headband	or	hat	you	wear	becomes	broken.
  4	
  Boneless Mass:	You	fall	prone	and	your	movement	
  rate	is	reduced	to	0	feet.	You	must	succeed	at	a	DC	17	
  Fortitude	save	to	avoid	being	stunned	for	1	round.
  5	
  Twisted Hands:	Your	hands	twist	and	deform.	You	
  drop	all	held	objects	and	worn	rings	and	cannot	use	
  your	hands	to	make	attacks	or	cast	spells	for	1	round.
  6	
  Twisted Visage:	Your	face	deforms	into	a	hideous	
  mockery.	You	cannot	speak	or	cast	spells	with	
  verbal	components.
  7	
  Malnourished:	You	become	skeletally	thin.	All	worn	
  items	(save	boots,	head,	and	headband	items)	drop	
  from	your	body,	and	you	must	succeed	at	a	DC	17	
  Fortitude	save	to	avoid	being	entangled	in	your	gear.	
  When	you	return	to	your	normal	shape	1	round	later,	
  dropped	items	remain	on	the	ground	in	your	square.
  8	
  Obesity:	You	become	monstrously	obese.	Your	land	
  speed	is	reduced	to	5	feet.	In	addition,	if	you	fail	a	
  DC	17	Reflex	save,	any	items	you	have	equipped	in	
  the	armor,	belt,	body,	chest,	neck,	shoulders,	or	wrist	
  slots	become	broken.
  Demons form from the interaction of sinful human souls 
  upon the fecundity of the Abyss itself, but this is not the 
  only way the demonic plane creates life. In certain parts 
  of this blasphemous realm, non-sinful souls or even 
  living humanoids can be overwhelmed and transformed 
  into demon-like creatures. So powerful are the energies 
  corrupting and warping these humanoids that chaotic 
  force continues to leak from their creations and 
  continuously affect the creatures’ flesh—forever twisting 
  and mutating them in endless agony. These poor victims 
  have been transformed into warped ones.
  No two warped ones look exactly alike, although they 
  all share certain common features. They always appear 
  as two to four demonic humanoids awkwardly fused 
  together into a single human-sized monstrosity. While 
  they can have several limbs, they always have four that sport 
  particularly sharp talons. Once a warped one enters combat, 
  the excitement of imminent bloodshed (both that of its 
  victims and of itself) causes the entropic energies within 
  it to change and mutate. A fight against a warped one is 
  a harrowing experience, for not only do the warped one’s 
  physical traits change continuously, these mutations affect 
  and cripple those nearby in devastating ways.
  As using a warped one in combat adds lots of additional 
  dice rolls to encounters, you may want to “synchronize” their 
  fleshwarping and warp-field abilities when using multiple 
  warped ones in battles, so each round they all exhibit the 
  same trait and their warp fields all have the same effect.
  A warped one is 7 feet tall and weighs 350 pounds.
  
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  paizo.com
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2013 Paizo Publishing, LLC.
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  (“Wizards”). All Rights Reserved.
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nabasu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Neville White.
  Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, 
  Jason Nelson, Todd Stewart, and Tanith Tyrr.
  Open Game License Version 1.0a
  
  WORLDWOUND TIMELINE
  Date	
  Event
  Unknown	
  The	Green	Faith	comes	to	the	Circle	of	Hierophants.
  –1600	
  The	Kellids,	with	the	aid	of	druids	of	the	Green	Faith,	defeat	the	
  frost	giants	of	the	Northmounds	at	the	site	that	would	soon	
  become	home	to	the	Threshold,	and	eventually	be	the	site	at	
  which	the	Worldwound	opens.
  3672	
  The	rise	of	Sarkoris;	Iz	is	founded	on	the	site	of	ancient	frost	
  giant	ruins.
  3844	
  Storasta	is	founded.
  4012	
  Undarin	is	founded.
  4172	
  Domora	Hume	summons	Dyzad	from	the	depths	of	Hume’s	Pool,	
  becoming	the	first	god	caller.
  4217	
  The	daemon	Ommors	arrives	in	Delvegate.
  4256	
  Dyinglight	is	founded.
  4406	
  The	cult	of	Deskari	first	rises	in	Northmounds.
  4416	
  The	Balemoon	Clan	defeats	the	cult	of	Ommors.
  4433	
  Aroden	defeats	Deskari’s	avatar,	driving	the	demon’s	cult	into	the	
  Lake	of	Mists	and	Veils,	making	the	Northmounds	safe.
  4598	
  Areelu	Vorlesh	is	captured	and	imprisoned	in	the	Threshold.
  4600	
  Areelu	Vorlesh	leads	a	rebellion	in	Threshold	after	she	contacts	
  Deskari.	Countless	portals	open	in	Threshold.
  4601	
  Queen	Galfrey	takes	the	crown	in	Mendev.
  4602	
  Areelu	seizes	full	control	of	Threshold.
  4605	
  Areelu’s	influence	spreads	through	the	high	cairns	
  surrounding	Threshold.
  4606	
  Areelu	and	Deskari,	working	from	both	sides	of	reality,	open	the	
  Worldwound.	Aroden	dies.	Iz	is	destroyed.	Demons	spread	into	
  the	Northmounds.
  4607	
  The	siege	of	Pulura’s	Fall	begins;	Dyinglight	evacuates.
  4608	
  Demons	begin	attacking	Mendev	and	lowland	Sarkoris.
  4609	
  The	House	of	Reflections	sinks	into	the	depths	of	the	First	Rains.
  4610	
  Areelu	Vorlesh	invades	Widowknife	Clanhold	and	discovers	the	
  final	steps	of	a	ritual	to	transform	herself	into	a	half-succubus.
  4615	
  Fiendish	marsh	giants	claim	Dyinglight.
  4617	
  Deskari	unleashes	Shaorhaz	upon	the	Forest	of	Stones.
  4618	
  The	Church	of	Iomedae	begins	to	rally	the	First	Crusade.
  4619	
  Demonic	necromancers	raise	the	dead	of	the	lake	below	Pulura’s	
  Fall;	the	dead	turn	on	the	necromancers.
  4620	
  The	Preservers	of	Notions	petrify	the	Living	Library	to	protect	its	
  secrets	from	Shaorhaz’s	armies.
  4621	
  The	druids	of	the	Forest	of	Stones	petrify	the	remaining	trees	
  and	become	undead	siabraes	rather	than	allowing	their	secrets	
  to	fall	into	Shaorhaz’s	clutches.
  4622	
  The	faltering	Church	of	Aroden	launches	the	First	
  Mendevian	Crusade.
  4625	
  Shaorhaz	constructs	Greengrave	Keep	from	druidic	megaliths.
  4628	
  Drezen	is	founded.
  4630	
  The	First	Crusade	ends;	the	crusaders	drive	the	demons	from	
  Mendev	and	lowland	Sarkoris	back	to	the	Wounded	Lands.
  4634	
  Fiendish	werewolves	capture	the	village	of	Moonglade.
  4636	
  A	second	wave	of	demons	emerges	from	the	Worldwound.
  4638	
  Drezen	falls	to	the	marilith	Aponavicius,	triggering	the	start	of	
  the	Second	Crusade.
  4639	
  Crusaders	abandon	Storasta	to	the	demons	and	erect	wardstones	
  in	a	desperate	attempt	to	contain	the	fiends.
  4644	
  The	last	remnant	of	Sarkoris,	the	city	of	Storasta,	falls—its	
  defeat	is	immortalized	in	“The	Song	of	Sarkoris”;	refugees	
  fleeing	from	Storasta	nearly	overwhelm	Gundrun,	and	then	
  flood	the	Ustalavic	border,	sparking	the	Demonskin	War	(also	
  called	the	Bloodwater	Betrayals).
  4645	
  The	Second	Crusade	ends	with	the	loss	of	Sarkoris,	but	is	
  successful	in	halting	the	demon	army’s	advance.
  4646	
  The	last	rebels	abandon	Gundrun;	it	becomes	a	ghost	town.
  4650	
  Deskari	recruits	Baphomet	to	aid	in	subverting	crusaders.
  4665	
  The	Third	Crusade	begins	with	a	violent	“witch	burning”	in	
  Kenabres	that	taints	public	perception	of	the	Church	of	Iomedae.
  4668	
  The	Third	Crusade	ends	in	shame	with	very	little	effect	on	
  the	demons.
  4684	
  Corksberg	Keep	is	selected	as	a	defensive	location	for	the	
  Demonscope—a	dangerous	relic	recovered	by	the	paladin	
  Clydwell;	when	Clydwell	sacrifices	himself	to	keep	the	balor	
  Goriath	imprisoned	within	the	artifact,	the	Church	of	Iomedae	
  elevates	Clydwell	to	sainthood,	renames	the	keep	in	his	
  honor,	and	founds	the	Order	of	the	Holy	Sentinels	to	guard	the	
  dangerous	artifact.
  4689	
  Yealek-Vor	discovers	the	lost	sky	citadel	of	Jormurdun.
  4691	
  Minagho	takes	control	of	Raliscrad.
  4692	
  Khorramzadeh	the	Storm	King	attacks	Kenabres	and	cracks	the	
  wardstone	there,	but	is	forced	to	abandon	the	attack	after	the	
  silver	dragon	Terendelev	nearly	kills	him;	the	Fourth	Crusade	
  begins	as	a	result	of	the	near-disaster.
  4698	
  The	Hanging	Tower	appears	in	the	northwestern	Wounded	Lands.
  4702	
  The	Brotherhood	of	Tala	is	founded	in	Mendev.
  4704	
  The	seraptis	Jaalika	invades	and	seizes	control	of	the	
  Blackearth	Cairn.
  4707	
  The	Fourth	Crusade	ends	as	resources	grow	scarce	and	the	will	to	
  continue	the	hopeless-looking	war	dwindles;	the	Brotherhood	of	
  Tala	crafts	the	Orb of Tala.
  4708	
  A	paladin	of	the	Order	of	the	Holy	Sentinels	named	Holton	
  Albright	is	deceived	by	a	demon	disguised	as	an	angel	
  into	believing	that	Saint	Clydwell’s	spirit	is	trapped	in	the	
  Demonscope	and	that	Holton	should	release	it.	A	band	of	
  adventurers	manages	to	prevent	the	fallen	paladin’s	actions	
  from	releasing	the	balor	Goriath;	in	the	battle,	Goriath	is	
  banished	from	the	Demonscope	back	to	the	Abyss,	rendering	
  the	artifact	inert.
  4709	
  Aucinda	Fermender	becomes	trapped	in	the	Hanging	Tower;	
  Isilda	betrays	the	Brotherhood	of	Tala.
  4710	
  The	shadow	demon	Alulasavi	and	her	followers	capture	Sabertooth	
  Vale;	Yath	rises	from	the	Abyss;	the	frequency	of	demon	attacks	
  along	the	Mendevian	border	increases	significantly.
  4711	
  The	Tower	of	Yath	is	destroyed	before	it	can	release	a	new	army	
  of	demons	from	the	Abyss	into	the	Worldwound;	the	Silver	
  Crusade	establishes	itself	in	Nerosyan	and	swiftly	gains	fame	for	
  its	actions	against	the	Worldwound.
  4712	
  The	decorated	paladin	Staunton	Vhane	of	Kenabres	is	revealed	to	
  be	an	agent	of	the	cult	of	Baphomet	by	a	woman	named	Irabeth;	
  Vhane	flees	Kenabres	before	he	can	be	captured	and	is	now	
  believed	to	be	serving	Aponavicius	in	Drezen.
  4713	
  The	current	year.
  
  A century ago, the nation of Sarkoris was murdered. Today, the fallen nation is 
  a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects 
  Golarion to the demon-haunted reaches of the Abyss. This rift is known as the 
  Worldwound, and through it the demonic hordes pour forth, set on defiling the 
  world of mortals and claiming it for their own. Though the demons have so far 
  been held back at the borders by barbarians and crusaders alike, the region that 
  was once Sarkoris remains a fiendish beachhead on the mortal realm. Worse, the 
  Worldwound itself is slowly growing—and if something isn’t done to halt this blight, 
  the demons it spawns might one day swallow all of Golarion!
  Inside this book, you’ll find:
  ► Ruined cities, such as the shattered capital city of Iz, the frozen city of 
  Dyinglight, and the river city of Undarin.
  ► An exhaustive examination of the strange and otherworldly 
  hazards of this demon-ruled region.
  ► Key historical sites such as the Circle of the Hierophants, the 
  Shroud of Unicorns, and Threshold, the fortress where the Abyssal 
  portal first opened.
  ► Adventure sites ready for exploration, as well as locations like the 
  holdout town of Gundrun, a safe harbor in a deadly land.
  ► More than a dozen new monsters, including several new demons 
  and two new monster templates, ensuring PCs will never lack for 
  foes in this devastated realm!
  The Worldwound is intended for use with the Pathfinder 
  Roleplaying Game and Pathfinder campaign setting, 
  but can easily be used in any fantasy game setting. 
  In addition, the Worldwound is the setting for the 
  demonslaying Wrath of the Righteous Adventure Path, making this 
  book a perfect supplement for that campaign.
  THE WORLDWOUND
  Printed in China PZO9259
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Campaign/The Worldwound.pdf