TEXT: By Brian Duckwitz
  SIEGE OF GALLOWSPIRE
  PATHFINDER SOCIETY SCENARIO #10-98 
  TIER 5–16
  
  Pathfinder Society Scenario #10–98: Siege of 
  Gallowspire is a Pathfinder Society Scenario 
  designed for 5th- through 16th-level characters 
  (Tier 5–16; Subtiers 5–6, 7–8, 10–11, 12–13, 
  and 15–16). It is designed to be a finale for the 
  Pathfinder Society Roleplaying Guild campaign, a 
  large-scale conclusion to 11 years of adventures. 
  The scenario also assumes that most players 
  bring 1–3 additional characters of 5th level or 
  above to assist in special Aid Missions. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at pathfindersociety.club.
  HOW TO PLAY
  Author • Brian Duckwitz
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Giorgio Baroni, Jesper Ejsing, 
  Sebastian Gomez, Dion Harris, and Tom Ventre
  Cartographers • Jason Engle, Robert Lazzaretti, 
  Corey Macourek, and Matthias Rothenaicher
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • Amirali Attar Olyaee, James Case, Leo Glass,  
  Avi Kool, Adrian Ng, Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
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  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 Game Content: All trademarks, 
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  Pathfinder Society Scenario #10–98: Siege of Gallowspire © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  GM ResouRces
  Siege of Gallowspire makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder 
  RPG Bestiary 5, Pathfinder RPG Bestiary 6, Pathfinder RPG NPC Codex (NPC), Pathfinder RPG 
  Occult Adventures (OA), and Pathfinder RPG Ultimate Equipment (UE). This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced in this adventure are available in 
  the free online Pathfinder Reference Document at pfrd.info, and the relevant creature entries 
  from the Bestiary volumes and the NPC Codex are reprinted in the adventure appendices for 
  the GM’s convenience. Some of the statistics in the appendix have a few minor modifications 
  to remove abilities from sources that are not listed in this section; these modifications are 
  marked with asterisks (*) and explained beneath the creatures’ stat blocks.
  Table of Contents
  sieGe of GallowspiRe                                    3
  Handouts                                            37
  GM RefeRences                                      42
  appendix 1: subtieR 5–6 stat blocks                   46
  appendix 2: subtieR 7–8 stat blocks                   55
  appendix 3: subtieR 10–11 stat blocks                 65
  appendix 4: subtieR 12–13 stat blocks                 75
  appendix 5: subtieR 15–16 stat blocks                 89
  Maps                                               104
  cHRonicle sHeet                                     107
  
  33
  Four thousand years ago, the legendary wizard Tar-Baphon 
  ruled over his kingdom as a grasping tyrant, never satisfied 
  with the limitations the world set before him. To secure his 
  eternal rule, he became a master of necromantic magic. He 
  seized the power of the greatest necromancer of ancient 
  Thassilon, the Runelord Zutha, as a gateway to immortality. 
  With this strength in hand, his ambitions grew ever greater. 
  Knowing that he would not be satisfied until the entire world 
  bowed before him, he rallied armies of orcs and undead to 
  crush anyone who stood in the way of his rule. 
  The world was ill-prepared to resist Tar-Baphon, and so 
  to defend humanity from the wizard’s relentless onslaught, 
  the god Aroden intervened. The god of humanity slew Tar-
  Baphon and scattered his armies. Millennia passed, and tales 
  of Tar-Baphon faded into myth. But even Aroden’s actions 
  played into the wizard’s hands, for Tar-Baphon had put the 
  pieces in place to rise as a legendarily powerful lich if he were 
  slain at the hands of a god. While this resurrection took far 
  longer than expected, the newly risen Tar-Baphon knew that 
  a few centuries mattered little in the plans of an immortal 
  being. Taking a new name, the Whispering Tyrant, the lich 
  conquered the orc tribes of Belkzen and used them to crush 
  Ustalav. He reanimated fallen enemies and allies alike into 
  an ever-expanding army. In the conquered city of Adorak, 
  once a center of trade and a mining settlement for precious 
  gems, he ordered the survivors to build him a great tower. 
  The Whispering Tyrant called this tower Gallowspire, and it 
  became his unholy palace, decorated with the screams and the 
  corpses of any who would dare to stand in his way.
  For over 500 years, the few movements to resist the 
  Whispering Tyrant’s rule failed so thoroughly that all traces 
  of them have been lost to the annals of history. It was not 
  until the dawn of the Shining Crusade that a true opposition 
  rose. An alliance of forces from across the Inner Sea region—
  most notably the armies of Taldor, the old dwarven empire 
  of Kraggodan, and the honorable Knights of Ozem beat back 
  the Whispering Tyrant’s troops. The Shining Crusade was a 
  relentless and bloody conflict marked by great losses, most 
  prominent among them Aroden’s herald Arazni. The war 
  ended in a climactic battle when the Taldan general Arnisant 
  By Brian Duckwitz
  SIEGE OF 
  GALLOWSPIRE
  SIEGE OF 
  GALLOWSPIRE
  The adventure begins in Absalom and proceeds to the 
  Gallowgarden, a terrifying jungle grown up over the ruins of 
  Adorak in Virlych, a haunted region in southwestern Ustalav. 
  From there, the PCs descend into the dungeons and caverns 
  below the crater that marks the former location of Gallowspire. 
  This adventure takes place during the events of the 
  Tyrant’s Grasp Adventure Path, shortly after Pathfinder 
  Adventure Path #142: Gardens of Gallowspire. For more 
  information about Ustalav, see Pathfinder Campaign Setting: 
  Rule of Fear. For more information about Gallowspire as it 
  was before the Whispering Tyrant escaped, see Pathfinder 
  Campaign Setting: Dungeons of Golarion. These books are 
  available at bookstores and hobby stores everywhere and 
  online at paizo.com.
  Where on Golarion?
  wielded a holy artifact known as the Shield of Aroden against 
  the Whispering Tyrant. Badly injured, the lich retreated to the 
  depths of Gallowspire. Before he could emerge to terrorize 
  the world once again, however, crusaders locked him away 
  behind a multilayered series of magical wards known as the 
  Great Seal.
  The Great Seal was a formidable lock, reinforced by several 
  artifacts scattered throughout the world and carefully hidden 
  with trusted guardians. But Tar-Baphon and his agents 
  • Gallowgarden
  Ustalav
  
  PATHFINDER SOCIETY SCENARIO
  44
  eventually managed to gather or destroy all of these artifacts, 
  allowing them to destroy the Great Seal in a catastrophic 
  surge of magical power, using a superweapon known as the 
  Radiant Fire. The explosion destroyed Gallowspire and the top 
  few levels of dungeon beneath it, setting the lich free at last. 
  His intricate plans prepared and refined over thousands of 
  years, the Whispering Tyrant wasted no time in reconquering 
  territory that once belonged to him—beginning with Lastwall, 
  the country founded by the heroes of the Shining Crusade to 
  watch over the Whispering Tyrant’s prison.
  Now that the Whispering Tyrant is on the rise again, even 
  faraway nations have begun planning a response to his 
  return. In Absalom, Siege Lord Wynsal Starborn has been 
  keeping a close eye on whatever news he can glean from the 
  lich’s territory. He recently received word from survivors 
  of Lastwall’s army of a massive explosion that enveloped 
  Gallowspire. When scouts went to investigate the area, they 
  discovered signs of something truly horrifying: While the 
  Whispering Tyrant himself may have departed Gallowspire, 
  the lich had set up a grand necromantic ritual in the spire’s 
  depths. If this ritual succeeds, it could unleash a nigh-infinite 
  wave of undead to join Tar-Baphon’s armies!
  SUMMARY
  In Absalom, Pathfinders assemble to hear a mission briefing 
  from Master of Swords Marcos Farabellus and Siege 
  Lord Wynsal Starborn. There, they learn about a massive 
  explosion that enveloped Gallowspire, leaving behind no 
  sign of the fortress itself save a huge crater where it once 
  stood, surrounded by a newly created jungle filled with 
  bizarre and dangerous life. Further, the scouts who have 
  investigated beyond the crater found the lower levels of the 
  ruin have been sealed off. Powerful magical energies rising 
  throughout the area suggest a massive, complex necromantic 
  ritual is underway beyond. Marcos and Wynsal ask the PCs 
  to head there and disrupt whatever the Whispering Tyrant 
  has planned.
  Before leaving Absalom, the Pathfinders decide who will 
  fulfill which roles on the dangerous expedition. Among the 
  Pathfinders, the PCs are the individuals who choose to take on 
  the most perilous role, that of the primary combatants. The 
  other Pathfinders provide assistance and support throughout 
  the adventure. The Pathfinders then travel to the outskirts of 
  the Gallowgarden, where they get more information about the 
  expedition from Venture-Captain Shevar Besnik and Silver 
  Crusade faction leader Ollysta Zadrian. Within Gallowgarden, 
  the PCs fight a variety of dangerous monsters. They also 
  encounter a group of Burning Sun orcs, who themselves are 
  fleeing the area but can provide valuable information and 
  potentially aid later on.
  When the PCs reach the crater, they descend its slopes 
  and enter the Catacombs. There, they encounter creatures 
  from the depths such as oozes, constructs, and evil outsiders. 
  After these encounters, they reach the wards and must figure 
  out how to bypass them before they can explore the Silent 
  Shrine and its tomes of knowledge.
  As the earth trembles with the force of whatever ritual is 
  underway, the Pathfinders proceed deeper, battling undead 
  guardians left behind by the Whispering Tyrant when he 
  escaped his imprisonment. They are also occasionally 
  assailed by whispered promises and threats from a 
  mysterious source. Tired and running low on magic and 
  other resources, the expedition leaders call for a halt and give 
  the PCs a chance to rest and recuperate while researchers 
  study the PCs’ findings. During this time, the PCs learn the 
  location of a powerful relic, long hidden by the Whispering 
  Tyrant in the Black Caverns.
  Each group of PCs must make a choice: work to recover 
  the relic, or face the far more perilous mission of disrupting 
  the ritual. Those who choose the relic path battle undead 
  guardians and eventually secure the item. In addition to its 
  usefulness in future battles against the Whispering Tyrant, 
  the relic helps to push back against Tar-Baphon’s power 
  within Gallowspire, making combats easier.
  PCs who try to stop the ritual faced the vicious undead 
  minions of the Whispering Tyrant surrounding the Pillar, 
  upon which Tar-Baphon carved secrets of magic long ago. 
  The PCs learn that the whispers they’ve been hearing are 
  from the Pillar itself, as the structure attempts to disrupt the 
  PCs’ efforts to stop the ritual. 
  As the final undead horrors fall, the ritual fails, and the 
  dungeons begin to collapse. Not a moment too soon, the 
  Pathfinders retreat to the surface. After the survivors emerge 
  from the crater, they count their numbers and hold a vigil 
  for the fallen, honoring those whose sacrifice made the 
  mission a success.
  RUNNING THE EVENT
  Siege of Gallowspire is designed to accommodate varying 
  House sizes (from 5 tables up to 150+ tables). To facilitate a 
  more cohesive process for seating players at larger events, 
  the introduction and player mustering phases are built into 
  the scenario during Part 1. There is no requirement to have 
  everyone seated before players begin Part 1, and Table GMs 
  should be ready to start as soon as four or more players have 
  been seated at the table.
  This event has two difficulties: Soldier and Champion. 
  Soldier is slightly more challenging than a typical Pathfinder 
  Society special event. Champion is this scenario’s “hard 
  mode,” with increased challenge throughout. As usual for 
  scenarios with increased difficulty, GMs should not run 
  Champion Mode unless all players at the table agree to do so. 
  As such, when mustering tables, group players who want to 
  play Champion Mode together. 
  Players who begin in Champion Mode who find the 
  challenges too great can choose to switch to Soldier Mode. 
  
  SIEGE OF GALLOWSPIRE
  55
  Inform the players that they have this option. A Soldier Mode 
  table cannot switch to Champion Mode.
  Like most Pathfinder Society Scenarios, Siege of Gallowspire 
  is designed for 6 players, but it does not feature adjustments 
  for 4 players. Because of this scenario’s heightened difficulty, 
  when mustering, try to build 6-player tables. Additionally, try 
  to avoid assigning characters to a subtier whose minimum 
  level is more than one beyond their character level (such as 
  level 8’s to Subtier 10–11).
  Because of the nature of mustering, players may need to 
  be moved from one table to another to achieve minimum 
  numbers or table balance. This movement may disrupt the 
  process of creating Aid Tokens (see page 6). If it does, the 
  player’s new Table GM should work with them to smoothly 
  assign their characters to roles.
  GLOSSARY OF TERMS
  Siege of Gallowspire uses several terms unique to the Pathfinder 
  Society Special format. Each participant’s role in the event is 
  outlined under the respective entry.
  APL: The term indicates the Average Party Level for a 
  participating table. Every Table GM should make special 
  note of her table’s APL, as calculated in the Pathfinder Society 
  Roleplaying Guild Guide. 
  House: All the PCs participating in the adventure across 
  all subtiers.
  HQ Staff: These are support personnel who tabulate results 
  and handle player table assignments at the beginning of the 
  event. Members of the HQ Staff are responsible for managing 
  the results of table actions during the event.
  Part: This event is broken into four primary segments. To 
  a degree, each individual table can move through encounters 
  at its own pace, but the entire House starts and ends each 
  part simultaneously to ensure the stage of play remains 
  synchronized across the House.
  Overseer GM: This Game Master manages the timing, 
  scoring, and flow of the event. In addition, she presents the 
  opening and closing scenes of the adventure and makes 
  announcements about the amount of time remaining and 
  events that impact the entire House. The Overseer GM 
  should have some means of signaling to the entire room, 
  especially Table GMs, who are her liaisons to the players. 
  This may be a bell or other auditory signal that can cut 
  through the din of a room full of excited players, or it could 
  be a visual signal like a flashing light or waving flag. The 
  signal indicates that everyone in the House should be silent 
  and direct their attention to the Overseer GM. The Overseer 
  GM should inform all Table GMs what this signal is prior to 
  the event’s start and ensure that they are all position to be 
  able to see or hear it during the event.
  Table GM: Each of these Game Masters manages a single 
  table of players. Tables are run exactly like one would run 
  a standard Pathfinder Society table, with the following 
  exceptions. Table GMs must follow the timing of the event 
  as set by the Overseer GM. Whenever the Overseer GM 
  announces the end of a part, that part is finished for all tables, 
  and the Table GMs must follow the instructions for getting 
  the PCs to the next part of the scenario. If a Table GM has a 
  group that finishes all content available in a part before the 
  Overseer GM calls time, she should notify the Overseer GM.
  Runner: For smaller events (30 tables or fewer), each table 
  should nominate one player to be a Runner. These players 
  are responsible for delivering notes from their Table GMs to 
  the HQ Staff and vice versa.
  Courier: For larger events, the HQ Staff needs to provide 
  some Couriers—volunteers who wander among the tables 
  and collect notes that report successes.
  MULTIPLE CHARACTERS PER PLAYER
  Unlike other Pathfinder Society Scenarios, players in Siege 
  of Gallowspire can bring multiple characters to the table to 
  influence the narrative. These additional characters have 
  strong limitations placed upon what they can do; the details 
  are described below. 
  PRIMARY CHARACTER
  This is the PC that each player typically brings to a scenario. 
  This PC personally faces the scenario’s encounters and earns 
  a Chronicle sheet at the end of the scenario. 
  The Difficulty Class of many of this adventure’s skill checks 
  and saving throws varies by subtier. Each such check is 
  defined as Easy, Average, or Hard. The corresponding DC 
  for each of these checks in a given subtier appear in the 
  tables below.
  SKILL CHECK AND COMBAT MANEUVER 
  CHECK DCS
  Subtier 
  Easy 
  Average 
  Hard
  5–6 
  16 
  20 
  24
  7–8 
  18 
  23 
  28
  10–11 
  21 
  27 
  33
  12–13 
  23 
  29 
  35
  15–16 
  26 
  32 
  38
  SAVING THROW DCS
  Subtier 
  Easy 
  Average 
  Hard
  5–6 
  13 
  15 
  17
  7–8 
  15 
  17 
  19
  10–11 
  17 
  20 
  23
  12–13 
  19 
  22 
  25
  15–16 
  22 
  25 
  28
  SKILLS AND SAVES
  
  PATHFINDER SOCIETY SCENARIO
  66
  AID CHARACTER
  After a player has chosen their Primary Character, the player 
  can designate up to 3 of their PCs of 5th level or higher as 
  Aid Characters. Aid Characters must be different PCs from 
  the Primary Character. The player does not need all of their 
  Chronicle sheets for their Aid Characters—they only need the 
  Aid Character’s most recently earned Chronicle sheet. The 
  only information from this sheet that is relevant is the Aid 
  Character’s name, number, and level. The Chronicle sheet is 
  also a place to record whether anything bad happens to the 
  Aid Character in the course of the scenario. Note that all risks 
  Aid Characters take are opt-in. Players may also wish to bring 
  character sheets, art, minis, or other objects and records to 
  represent the character, but these are not required. 
  Aid Characters have two functions in this scenario. The first 
  is to generate Aid Tokens (see below). The second is to provide 
  support in Aid Missions that occur during the adventure. The 
  overseer GM will announce these missions when they occur 
  (see page 7).
  When the player designates a character as an Aid Character, 
  the player chooses one of the following roles and assigns 
  the character to that role. Each table may assign up to 5 
  Aid Characters to each role. This restriction represents the 
  expedition’s need for agent to take on a balanced variety of 
  roles, and also helps to ensure that there are enough Aid 
  Characters of each type to succeed at Aid Missions.
  AID CHARACTER ROLES
  A character’s class and character build does not dictate 
  what roles he can take, though players are likely to want to 
  pick roles that fit with their characters’ themes. If a player 
  does not have 3 Aid Characters available, she can fill any 
  remaining slots with generic 4th-level NPC Pathfinders of 
  any role. These 4th-level NPCs are less likely to succeed than 
  PC Aid Characters at all tasks, but they give all players a way 
  to participate in this scenario’s mechanics. The descriptions 
  below give some examples of the types of routine tasks that 
  Aid Characters in each role perform during the mission, 
  but these characters also perform heroic actions when they 
  grant Aid Tokens or attempt Aid Missions.
  Guard: The combat encounters detailed in this scenario 
  are handled by the Primary Characters, but there is still 
  plenty of danger to deal with. A character assigned to this 
  role helps provide security for the expedition. Characters in 
  this role drive off minor threats that crop up, protect the 
  rear of the expedition, and generally ensure the mission can 
  continue unhindered.
  Medic: Most of the healing resources in the expedition 
  are wielded by the Primary Characters for the benefit of 
  further advancing the mission, but the Aid Characters are 
  likely to need healing too. An Aid Character assigned to this 
  role treats wounds, cares for the bodies of the fallen, and 
  dispenses medical supplies.
  Muscle: Moving what is effectively a small army into 
  hostile terrain is a challenging task. A character assigned to 
  this role helps move heavy objects, clears passageways, and 
  transports equipment. 
  Scout: Little is known about the Gallowgarden and the 
  areas below Gallowspire, and what information does exist 
  is often inaccurate. A character assigned to this role roams 
  ahead of the main expedition, learning what threats are 
  present and giving advice on how best to navigate them.
  Spellcaster: The sheer number of Pathfinders on this 
  mission presents a heavy demand for spellcasting, particularly 
  spells that can protect agents from harm or remove conditions 
  that they incur. Spellcasters meet up with Pathfinder agents 
  between battles, helping prepare them for the dangers ahead. 
  They may have their own innate spellcasting ability, or they 
  might carry an arsenal of magic items for this purpose.
  AID TOKENS
  During the event, it is possible for characters at one table 
  to assist those at another with Aid Tokens. In this scenario, 
  Aid Tokens work a bit differently from in past scenarios. 
  Instead of having generic Aid Tokens that PCs can improve 
  with their skills, each Aid Token represents the efforts of a 
  specific Aid Character. 
  Each Aid Character role is associated with a specific 
  benefit that Aid Character in that role can provide. After the 
  players assign Aid Characters to roles, the Table GM should 
  place the Aid Token Reference Sheet on the table, which 
  details all of these benefits (Handout #5; see page 38). Table 
  GMs should also distribute 3 Aid Tokens to each player, 
  corresponding to their Aid Characters’ roles (see above). 
  The player can then write in each of their Aid Characters’ 
  names on the Aid Tokens. For the 4th-level NPC Pathfinders, 
  players can invent names, or just write “Pathfinder.” 
  At this time, each player has the opportunity to commit 
  any number of their PC Aid Characters to a more challenging, 
  heroic task. This task provides greater benefits, but it 
  also introduces a risk that the Aid Character may come 
  to harm and therefore be unable to help out during later 
  opportunities in this scenario. Inform the players that these 
  tasks are particularly difficult for lower-level Aid Characters, 
  who are likely to be injured in the process. The 4th-level NPC 
  Pathfinders are unwilling to attempt the heroic tasks. For each 
  Aid Character attempting a heroic task, have the player roll 
  3d6 for a 5th- to 8th-level Aid Character, 4d6 for a 9th- to 12th-
  level Aid Character, 5d6 for a 13th- to 16th-level Aid Character, 
  or 6d6 for a 17th- to 20th-level Aid Character. The results for 
  each Aid Character depend upon the results of their roll.
  16+: The Aid Character PC grants the benefits of heroic aid 
  and is entirely unharmed.
  8–15: The Aid Character PC grants the benefits of heroic 
  aid but is injured in the process. This Aid Character cannot 
  participate in missions later in the scenario, but they can 
  
  SIEGE OF GALLOWSPIRE
  77
  recover from their injuries at the end of the scenario by 
  spending 8 Prestige Points.
  7 or less: The Aid Character grants the standard Aid 
  Token benefits but is injured in the process, with the same 
  consequences as if they had rolled 8–15. 
  If the character succeeded at the heroic task, check the 
  “Heroic Aid” box on the Aid Token. If an Aid Character was 
  injured, record the result on GM Reference #2: Aid Character 
  Misfortunes (see page 43).
  At the end of Part 1, as well as each time the table completes 
  an encounter, the table can give one of these tokens to a 
  nearby table. If the token they give is heroic, they can give out 
  a second standard or heroic token as well. The players choose 
  which Aid Token(s) to give. As the GM, encourage the players 
  to vary whose Aid Characters are sent so that each player has a 
  chance for their characters to contribute.
  A table can benefit from up to two Aid Tokens per 
  encounter. For this purpose, treat the time spent resolving the 
  effects of an encounter afterward—such as healing, removing 
  conditions, and identifying magic items—as part of the 
  encounter itself. 
  AID MISSIONS
  At designated times during the course of the scenario, the 
  Overseer GM reads announcements to begin Aid Missions, 
  one for each of the five roles. The rules for each of these Aid 
  Missions are as follows. These rules are replicated in GM 
  Reference #1: Aid Missions on page 42 for easy reference. 
  Once the Overseer GM announces an Aid Mission, Table 
  GMs should find a natural pause in the action within the next 
  5 minutes (so the Overseer GM can announce the result after 
  about 15 minutes). At this time, players can elect to send any 
  number of their Aid Characters of the corresponding role 
  on the mission. These missions are more dangerous than 
  improving Aid Tokens, but the benefits they provide apply to 
  the whole House. For each Aid Character sent on the mission, 
  Table GMs should have their player roll 2d6 for a 4th-level 
  NPC Pathfinder, 3d6 for a 5th- to 8th-level Aid Character, 
  4d6 for a 9th- to 12th-level Aid Character, 5d6 for a 13th- to 
  16th-level Aid Character, or 6d6 for a 17th- to 20th-level Aid 
  Character. The results for each Aid Character depend upon 
  the results of their roll.
  20+: The Aid Character is a triumphant leader, inspiring 
  other Pathfinders with their bravery and skill. They generate 
  2 successes for the mission. Even if the mission fails, they 
  escape unscathed.
  11–19: The Aid Character makes a substantial contribution 
  to the mission, generating 1 success. If the mission fails, the 
  Aid Character is injured. The Aid Character can recover 
  from their injuries at the end of the scenario by spending 
  8 Prestige Points.
  6–10: The Aid Character is trapped in a perilous situation 
  and needs the assistance of other Pathfinders to escape. The 
  Aid Character does not contribute to the mission’s success. 
  If the mission fails, the Aid Character dies.
  5 or less: The Aid Character’s luck runs out. Whether from 
  an ambush, a devious trap, or a relentless onslaught of foes, 
  the character meets their end. This Aid Character dies and 
  does not contribute to the mission’s success.
  Once a table has determined its results, each Table GM 
  should signal their table’s total number of successes to 
  HQ staff. The Aid Mission Success Slips on page 45 are the 
  default way to communicate successes. Use these unless the 
  HQ staff has requested a different method.
  Once the HQ staff has tallied the House’s total number 
  of successes, the Overseer GM announces the results of the 
  Aid Mission to the House, as specified in the Aid Mission’s 
  description. When the Overseer GM announces the results 
  of the mission, Table GMs should record any negative 
  consequences to Aid Characters on GM Reference #2: Aid 
  Character Misfortunes (see page 43). If the mission failed, 
  there are no further effects. If the mission succeeded, the 
  House receives a special benefit. These benefits are listed in 
  the Table GM Instructions sections for the corresponding 
  part of the adventure. Additionally, all participating Aid 
  Characters will be able to benefit from a boon on this scenario’s 
  Chronicle sheet. Record the names of Aid Characters who 
  participated in a successful mission (regardless of whether 
  or not they personally earned successes) on GM Reference 
  #3: Aid Character Triumphs (see page 44).
  BREAKS
  Unlike past special events, Siege of Gallowspire does not have 
  pre-defined intermissions. At large events, intermissions 
  produce significant bottlenecks in restrooms, food lines, or 
  other places as players all try to spend their time in the same 
  way. Table GMs should offer a break at some point during Part 
  3, keeping in mind the timing of the Aid Missions so that their 
  players don’t miss a chance to participate. If time permits at 
  smaller events, the Overseer GM can add intermissions.
  Some of the opponents that the PCs face in this adventure 
  have the summon spell-like ability, giving them a chance to 
  call forth additional opponents. For ease, assume that all of 
  these creatures have used their summon prior to combat. 
  In Soldier mode, any summoned creatures are off fighting 
  NPC Pathfinders by the time the PCs arrive. In Champion 
  mode, however, these summons always succeed. Moreover, 
  the summoned creatures are present at the beginning of 
  the combat, ready to provide additional challenge. Note that 
  as usual, summoned creatures cannot use their own innate 
  summoning abilities.
  On Summoning
  
  Marcos Farabellus
  PATHFINDER SOCIETY SCENARIO
  88
  SPELLCASTING SERVICES
  A large number of high-level Pathfinders travel to 
  Gallowspire, including numerous NPCs. As a result, the 
  PCs have access to spellcasting services as if they 
  were in a large city. 
  Furthermore, given the dire circumstances, 
  Absalom’s Siege Lord Wynsal Starborn has 
  provided the Pathfinder Society with a large 
  supply of diamond dust to help defray the cost 
  of the most expensive of spells. The first time 
  during the scenario that a PC uses one of the 
  following spellcasting services, it costs only half as 
  much as usual: greater restoration, raise dead, 
  resurrection, and true resurrection. This 
  discount applies regardless 
  of whether the PC pays the 
  cost with gold pieces, with 
  Prestige Points, or with 
  both. Each PC can benefit 
  from this discount once.
  TIMELINE
  The Siege of Gallowspire is designed 
  to take under 5 hours, including 
  a modest amount of time for 
  mustering and setup. Each section 
  transitions either after a certain 
  amount of time or when particular reporting conditions are 
  met, meaning that the times listed for Parts 2–4 are maximum 
  lengths. The following is a measure of how long each part 
  should last.
  Part 1: 15 minutes (or longer, if mustering requires)
  Part 2: 60 minutes
  Part 3: 110 minutes
  Part 4: 90 minutes
  Conclusion/Cleanup: 15 minutes
  STARTING THE EVENT
  As the event begins, players have approximately 15 minutes 
  for mustering, during which they can acquaint themselves 
  with their mission and their companions. The HQ Staff 
  should ensure that everyone is properly seated as quickly and 
  orderly as possible.
  As mustering begins, the Overseer GM, speaking as Master 
  of Swords Marcos Farabellus, should read the following.
  “Pathfinders! The unthinkable has happened. The Whispering 
  Tyrant’s prison, Gallowspire, has exploded from below. The most 
  infamous lich in history has escaped, and he now roams free. 
  Worse, he has set in motion a vile ritual in his former prison. We 
  must intervene before the ritual ends. Quickly find your assigned 
  group, aid in our preparations for the expedition to Gallowspire, 
  and listen for instructions.” 
  PART 1: GETTING READY FOR THE JOURNEY
  Table GMs should read or paraphrase the following to orient 
  the players.
  The doors of Skyreach, the central fortress of the Grand 
  Lodge in Absalom, stand open, and Pathfinders of 
  all descriptions mill about at the base of the stairs, 
  expressions of excitement, fear, and determination on 
  their faces. Atop the staircase leading into the tower, 
  Master of Swords Marcos Farabellus gestures for silence.
  Marcos is known for his good cheer. Today, however, his 
  expression is grim. He clears his throat before speaking, 
  his voice a low rumble. “Yes, you heard 
  me correctly. Gallowspire is gone, 
  and the Whispering Tyrant has 
  escaped. The Whispering Tyrant, 
  who slew a goddess and 
  conquered nations with armies 
  of undead, has returned.” He 
  pauses and sighs. “And he’s 
  been busy.” Marcos gestures 
  to the man standing next to 
  him and nods. “This is Siege Lord 
  Wynsal Starborn, and he has more 
  information on recent events.”
  The other man steps forward, 
  his breastplate gleaming. “We 
  know that a massive explosion enveloped Gallowspire, and we 
  know that undead hordes have swept throughout Lastwall. I 
  have already sent scouts to investigate Gallowspire. They found 
  a mysterious jungle surrounding the tower, or at least, where the 
  tower should have been. The tower was gone, and there was 
  a massive crater where it once stood. At considerable personal 
  risk, the scouts who were most skilled at evading detection went 
  inside the ruin itself. Fortunately, they survived, and they had the 
  following to report. First, the ruins beneath still contain access 
  points to the chambers below. Second, the Whispering Tyrant took 
  the time to set up wards to block access to the deepest levels. 
  Third, and most disturbingly, there are necromantic energies 
  beyond these wards, energies so powerful that they are leaking 
  into the surrounding area. The scouts surmise that a ritual of 
  incredible intensity is taking place somewhere deep beneath the 
  crater. It is building toward something, and with every passing 
  day, it grows stronger.”
  Marcos Farabellus addresses the crowd again, but his voice 
  holds a hint of fear rarely heard in his speech. “Pathfinders, we 
  must stop this ritual. The Whispering Tyrant has had thousands of 
  years to plan what he would do if he ever escaped. I shudder to 
  think of the terrors he plans to unleash. This is not just a problem 
  for Lastwall; it’s a problem for the entire world.” His voice quiets, 
  “I have no idea what else you’ll find on the deepest levels, what 
  guardians and treasures the Whispering Tyrant has locked away. 
  Be prepared for anything.
  
  Siege Lord Wynsal 
  Starborn
  SIEGE OF GALLOWSPIRE
  99
  “This is going to be a significant undertaking, and you’ll have 
  about a day to prepare while we get everyone else up to speed and 
  set the logistics. Once you arrive, meet with Venture-Captain 
  Shevar Besnik and Silver Crusade leader Ollysta Zadrian. 
  Be sure to prepare for a dangerous journey both 
  above and below ground. I wish you the best of 
  luck, for all our sakes.”
  The players may have questions for 
  Marcos and Wynsal after their briefing. Below 
  are some likely ones. Read or paraphrase the 
  following to answer the PCs’ questions.
  Who is the Whispering Tyrant? Marcos 
  answers, “He’s a lich of such power that he 
  could only be imprisoned, not destroyed. 
  The country of Lastwall was founded 
  with the single purpose of monitoring 
  Gallowspire, where the Whispering 
  Tyrant was trapped. There are dark 
  times ahead.”
  What do you know about this crater? 
  Marcos says, “It’s deep, and it 
  cut through many of the upper 
  levels of the dungeons beneath 
  Gallowspire. I can’t imagine 
  what kind of power it took 
  to create it. At least the crater 
  makes it easier to get straight to some of the deeper levels.”
  What do you know about the mysterious jungle? Wynsal 
  replies, “People are calling it the Gallowgarden. The scouts 
  report horrible amalgamations of fungus and animal as well 
  as vicious plants. While it appears the Whispering Tyrant 
  took most of his undead servants with him, whatever this 
  explosion was created new threats.”
  What can we expect to find in the dungeons? Wynsal 
  answers, “I imagine whatever defenders lie beyond his wards 
  are primarily undead. Reports I’ve received from other 
  nations suggest that some of the Tyrant’s most infamous 
  servants, who had been imprisoned with him, may also be 
  on the loose. But it would be foolhardy to assume he didn’t 
  leave some of them behind. I am also sure there are powerful 
  magic wards, as well as a variety of other evil creatures.”
  Why can’t we just sneak in, like the scouts did? Marcos 
  says, “The scouts may have been able to sneak into the upper 
  levels of the ruins, but you’ll be contending with the parts 
  of the complex that the Whispering Tyrant has a reason to 
  protect. Breaking the seal on the lower levels is likely to be 
  quite obvious, to say nothing of stopping the ritual itself. 
  And that’s not even accounting for whatever traps, wards, and 
  guardians Tar-Baphon has put in place.”
  Are we going to have to fight the Whispering Tyrant? 
  Wynsal says, “The reports we have received from Lastwall 
  indicate that his attention lies elsewhere, and the scouts saw 
  no signs of his presence. We can’t rule out the possibility 
  that he will catch on to what we are doing. If he does, we’ll 
  have to trust his arrogance and his certainty that we 
  couldn’t possibly breach his wards and defeat his 
  guardians.” Marcos adds, “I can’t promise that 
  he won’t return, but it’s a risk we will have to 
  take. The price of letting him complete the 
  ritual is simply too high.”
  AFTER THE BRIEFING
  The PCs likely have at least some 
  preparations to make before they set 
  out for the remains of Gallowspire 
  and the jungle surrounding them, the 
  Gallowgarden. During the rest of Part 1, 
  players can introduce themselves and their 
  characters to the group and purchase gear as 
  normal in Absalom.
  Have all of your players select Aid 
  Characters as outlined in the section 
  Multiples Characters Per Player (see page 5) 
  and prepare Aid Tokens (see 
  page 6). Once all of the table’s Aid 
  Tokens are ready, the players can 
  distribute 1 or 2 Aid Tokens to 
  other tables, as explained in the 
  Aid Token section.
  If your table doesn’t have time to complete its Aid Tokens 
  before the end of Part 1, be sure they complete this process 
  before beginning the first encounter. Handling the tokens up 
  front helps to ensure a smooth flow of play throughout the 
  rest of the scenario.
  WRAPPING UP PREPARATIONS
  As Part 1 nears completion, the Overseer GM should read the 
  following transition aloud.
  Marcos Farabellus stands atop the steps of Skyreach and waves 
  his hands. “Pathfinders! It is nearly time to depart. We’ve sent 
  scouts ahead to prepare an anchor for teleportation. Finish your 
  preparations and make your way through the teleportation circle 
  inside Skyreach.” The Master of Swords sets his jaw. “Brace 
  yourselves. Our arrival point is not pleasant.”
  This text warns Table GMs and players that they should 
  conclude Part 1’s preparations and get settled for the 
  briefing. After the room is quiet and ready, the Overseer GM 
  reads the following to transition to Part 2.
  One after another, Pathfinders step onto an immense glyph on 
  the floor, the center of the teleportation circle. As they do, they 
  each vanish into thin air, only to reappear in a distant location. The 
  beautifully carved and painted stone walls of Skyreach fade into 
  
  Ollysta Zadrian
  PATHFINDER SOCIETY SCENARIO
  10
  10
  a moss-covered expanse of ancient ruins. On the other side of the 
  circle, the air is warm, humid, and filled with the cloying stench 
  of rotten meat. 
  Standing atop one of the ruins, a figure in gleaming full plate 
  beckons the first arrivals to her. She waits silently, her face grim, 
  until the remainder of the expeditionary force arrives. She then 
  addresses the assembled group. “Welcome to Ustalav, Pathfinders. 
  I am Ollysta Zadrian, leader of the Silver Crusade. Thank you for 
  coming so quickly. Let me get straight to the point. The nearest 
  undead horde is likely to sweep through this area in the next hour 
  or so, and we must not remain overlong. Please, follow me.”
  After a tense but brief journey, the expedition arrives at the 
  edge of a dark jungle. The vegetation is thick, but the plants 
  are twisted and gnarled. A group of Pathfinders dressed to 
  blend in with the surrounding terrain step forward and greet the 
  expedition. Their leader, a thin human man with long hair, smiles 
  when he sees Zadrian. “Ollysta, you old war dog. It looks like you 
  found yourself a small army. I hope it’s enough.”
  The paladin’s expression remains focused and stern. “Yes, I 
  hope so too. You should tell them what we know.”
  The man smiles charmingly. “Greetings, Pathfinders. I’m Shevar 
  Besnik, up until recently the venture-captain of Vigil. I technically 
  still am, I suppose,” he says, his smile turning sour. “These few 
  individuals with me are all of the surviving Pathfinders from Vigil’s 
  destruction. So they were the only Pathfinders left around here to 
  teach the Tyrant a lesson. Until you got here, that is!”
  Shevar continues, “Our first job is to make our way through this 
  jungle. I know some of you probably have the means to bypass 
  the jungle entirely and get to the crater, but that would mean 
  certain death for those who can’t. Let’s stick together and make 
  sure we all make it to the other side.” Ollysta raises her shield, 
  which is emblazoned with a golden holy symbol of Sarenrae, “No 
  matter what we face, Pathfinders, remember: the dawn brings 
  new light. May Sarenrae’s grace guide our blades.” Shevar adds, 
  “And with that, let’s meet whatever this twice-damned 
  forest can throw at us head on!”
  PART 2: TRAVERSING 
  GALLOWGARDEN
  Ollysta Zadrian and Shevar Besnik lead the Pathfinders 
  into the Gallowgarden. Among the vegetation, the PCs 
  see numerous pieces of stone ruins. The ruined city of 
  Adorak once extended all of the way up to Gallowspire, 
  but when a jungle suddenly emerged from the ground, 
  the ruins were uprooted and shattered.
  As soon as the PCs enter Gallowgarden, the jungle 
  responds to them. Table GMs should read or paraphrase 
  the following to begin Part 2.
  With supernatural speed, bruise-colored clouds gather in the sky 
  above the jungle, bringing with them a stinging rain that reeks 
  of embalming fluid. Just above the tree line, horizontal bolts 
  of purple lightning leap between the clouds. Thunder rumbles 
  unceasingly across the landscape.
  TABLE GM INSTRUCTIONS
  Begin Part 2 with the primary encounter, followed by the 
  social encounter Unexpected Help. If time permits, run one 
  or both of the optional encounters.
  Reporting Successes: When the PCs successfully complete 
  the primary encounter, the Unexpected Help encounter, or 
  any of the optional encounters, report one Gallowgarden 
  success to HQ. 
  
  Shevar Besnik
  SIEGE OF GALLOWSPIRE
  11
  11
  ANNOUNCED CONDITIONS
  The Overseer GM might announce the following conditions 
  during Part 2. These conditions have the following effects.
  Scout Mission Failed: Record any harm that 
  came to participating Aid Characters on the Aid 
  Character Misfortunes handout.
  Scout Mission Success: The PCs gain a +2 
  bonus on all initiative checks for the rest 
  of the scenario. Record participating 
  PCs on the Aid Character Triumphs 
  handout. If necessary, record any harm 
  that came to participating Aid Characters 
  on the Aid Character Misfortunes handout.
  OVERSEER GM INSTRUCTIONS
  During Part 2, the Overseer GM responsibilities 
  are to tally the number of Gallowgarden 
  success 
  reported, 
  present 
  an Aid 
  Mission, and warn the House of the 
  transition to Part 3. If displaying a map 
  of the Gallowspire dungeons or other 
  visual aid, update it as needed to 
  show the House’s progress.
  SUCCESS TYPES
  The House’s goal in Part 2 is to 
  overcome the primary encounter 
  in the Gallowgarden before time runs out. The only type of 
  successes in Part 2 are Gallowgarden successes. Once the 
  House has reported at least as many Gallowgarden successes 
  as the number of tables, it’s time to announce that Part 2 is 
  coming to a close, giving the house its 10-minute warning (see 
  Wrapping Up Part 2 on page 16). If this happens substantially 
  less than 50 minutes in to Part 2, you can consider delaying 
  the announcement slightly to give more tables a chance to 
  finish their encounters. After 50 minutes have passed, read 
  the 10-minute warning if you haven’t already, regardless of 
  how many successes the PCs have earned. Make a note of 
  whether you read this text because of successes or running 
  out of time; this affects one of the boons the PCs receive at 
  the end of the scenario (see page 36).
  AID MISSIONS
  One Aid Mission occurs during Part 2.
  Aid Mission (Scout): This Aid Mission should begin about 
  30 minutes into Part 2. This mission calls for Aid Characters 
  in the Scout role. Read the following text.
  Venture-Captain Drandle Dreng emerges from the jungle, 
  addressing the scouts. “Sometimes, there is great power to 
  going unnoticed. Especially when you’re walking into dangerous 
  territory. Not everyone in the big, obvious group of Pathfinders on 
  the front lines understands the value of subtlety. Let’s make sure 
  that they know what they’re walking into, so they are ready to act 
  fast when danger strikes.” Players, you can send your Scout Aid 
  Characters on this mission. 
  When the results come in, total the number of 
  successes. If there are at least as many successes 
  as the number of tables, read the following. 
  To minimize the number of interruptions 
  in play, consider making this 
  announcement right before the 
  10-minute warning for the end 
  of Part 2
  Emerging from the shadows ahead, 
  a group of vigilant Pathfinder agents 
  keeps a close eye out for 
  danger. Surely, they will help 
  you act quickly against your 
  foes. The Scout Mission was 
  successful!
  On the other hand, if there 
  are fewer successes than the 
  number of tables, read the 
  following instead.
  Whatever became of those 
  Pathfinders who snuck ahead, they do not come back with 
  reports. The Scout Mission has failed!
  A. GALLOWGARDEN JUNGLE
  The Gallowgarden is an oppressive, corrupted place. It was 
  created when the Radiant Fire’s powerful detonation of positive 
  energy infused the rocks and polluted water of this portion 
  of Ustalav with the pure essence of life. Even this energy, 
  however, could not withstand the corrupt magic and blood-
  tainted soils, and the sudden burst of life created a massive 
  bloom of deadly plants and alien creatures empowered by 
  the region’s bloodthirsty nature. A PC who succeeds at a DC 
  15 Knowledge (nature) or Survival check determines that 
  none of the plants in the area are natural, and that they are 
  instead amalgamations of plant, fungal, and animal matter. 
  No normal animals or plants live here. The strange vegetation 
  bears odd marks and patterns reminiscent of skulls, eyes, and 
  spattered blood. The air is humid, heavy, and oily; it smells 
  like the wet ashes of a funeral pyre.
  Below are the key features that affect any character moving 
  through the jungle.
  Hateful Terrain: The plants creep and move of their own 
  accord in the Gallowgarden, slowly shifting to cover trails. 
  Survival checks to get along in the wild and follow tracks have 
  their DCs increased by 10. Class features that rely on respectful 
  
  A. Gallowgarden Jungle
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Woodlands
  N
  A2
  A1
  A4
  A3
  PATHFINDER SOCIETY SCENARIO
  12
  12
  
  SIEGE OF GALLOWSPIRE
  13
  13
  interaction with nature, such as woodland stride and trackless 
  step, function only for characters of evil alignment—the 
  corrupted region does not abide the presence of travelers of 
  other alignments.
  Mortuary Tempest: A mortuary tempest is a strange, 
  necromantic weather phenomenon, a unique feature of 
  the area around Gallowspire. This storm rages for 1 hour, 
  bringing with it severe winds and an acidic sleet that slowly 
  eats through both mundane equipment and unprotected 
  skin. While this acid may create small holes in some of the 
  PC’s gear or cause painful blisters on their skin, it has no 
  mechanical effects. The jungle provides shelter from the worst 
  of the storm, but those who venture above the canopy aren’t 
  so lucky. Creatures above the canopy (30 feet) and all of their 
  gear take 1 acid damage per minute, and all creatures flying 
  higher than 30 feet in the air have a 25% chance to be struck 
  by a bolt of lightning each round. The bolt deals 5d8 points 
  of damage in Subtiers 5–6 and 7–8, or 10d8 points of damage 
  in Subtiers 10–11 and above. Half of this damage is electricity 
  damage, but the other half results from unholy energy. A PC 
  who succeeds at a Hard Reflex save takes half damage. 
  A1. GALLOWGARDEN JUNGLE PRIMARY ENCOUNTER
  Roughly halfway through the twisted jungle, the PCs 
  encounter some truly dangerous denizens.
  The slowly moving stream to the east gives off a pungent odor 
  here. A yellowish mist clings to its surface. The path ahead opens 
  a bit into a clearing. The few trees and ancient buildings here are 
  coated with a heavy layer of sickly, green fungus that oozes a 
  sweet-smelling, purple fluid when disturbed.
  Creatures: Plant monstrosities move to attack the PCs.
  SUBTIER 5–6 (CR 8)
  The corruption in the soil beneath this plant gave it dark 
  purpose and a malevolent will. Its favorite meals are the flesh 
  of humans and elves.
  QUICKWOOD 
  CR 8
  hp 95 (Pathfinder RPG Bestiary 2 228; see page 52)
  SUBTIER 7–8 (CR 10)
  Many of the plants living in the Gallowgarden drink blood.
  BLOOD BRAMBLE 
  CR 10
  hp 126 (Pathfinder RPG Bestiary 6 48; see page 55)
  SUBTIER 10–11 (CR 14)
  A hideous ghole has been drawn to the area in search of 
  corpses to eat. When it used its restore corpse ability on a 
  skeleton it found, the result was the unexpected creation of 
  a bonethorn. The ghole views this hideous creature as its 
  offspring, although the bonethorn has no reciprocal feelings. 
  Still, the two cooperate to hunt victims.
  BONETHORN 
  CR 12
  hp 150 (Pathfinder RPG Bestiary 6 52; see page 66)
  GHOLE 
  CR 12
  hp 168 (Pathfinder RPG Bestiary 6 132; see page 69)
  SUBTIER 12–13 (CR 16)
  When Gallowgarden sprang into existence, it instantaneously 
  created several barometzes. Barometzes are usually created 
  and cared for by druids, but these creatures had no such 
  guidance. This barometz wandered into the territory of an 
  alraune that easily earned its loyalty.
  ALRAUNE 
  CR 13
  hp 199 (Pathfinder RPG Bestiary 3 13; see page 75)
  BAROMETZ 
  CR 15
  hp 253 (Pathfinder RPG Bestiary 4 16; see page 75)
  SUBTIER 15–16 (CR 19)
  The mosslord is most powerful guardian of Gallowgarden. It 
  permits no trespass into the garden from any outsider, living 
  or dead, though it particularly despises humans and halflings. 
  A barometz assists the mosslord in destroying intruders.
  BAROMETZ 
  CR 15
  hp 253 (Pathfinder RPG Bestiary 4 16; see page 89)
  MOSSLORD 
  CR 18
  hp 312 (Pathfinder RPG Bestiary 6 194; see page 96)
  Reporting: If the PCs successfully complete this encounter, 
  report a Gallowgarden success to HQ Staff.
  A2. EXPOSED STONE REMNANTS
  Some creature has been actively scraping away the fungal 
  covering in this area, exposing ancient stonework below.
  Hazard: The exposed stones are coated with a dangerous 
  slime. Any character who touches the stones is exposed to 
  slimy doom (Pathfinder RPG Core Rulebook 557).
  A3. STRANGE BURROW
  The ever-present fungal coating of Gallowgarden has been ripped 
  away to the northwest. A gigantic pit stands there, gnarled roots 
  and draped fungus giving the appearance of a monstrous maw.
  The hole is 15 feet deep, and its floor is made of soft earth.
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  A4. BROKEN TREE
  The boughs of a massive, ancient tree have all been broken off. All 
  that remains is the charred, mold-infected trunk, pointing like an 
  accusing finger into the sky.
  One of the largest trees in the ruins of Adorak once stood 
  here, but now only its main trunk remains, rising 20 feet into 
  the air. 
  Hazard: Whether because of the height of the ancient 
  tree attracting bolts or some other reason, the chance a bolt 
  from the mortuary tempest strikes in the skies above the area 
  within 30 feet of the broken tree increases to 50%.
  UNEXPECTED HELP
  Shortly after the PCs finish the primary Gallowgarden 
  encounter, they meet a group of Burning Sun orcs. Guided 
  by visions from their leader, Mahja Firehair, these warriors 
  were ordered to get as close to Gallowspire as possible and 
  determine the nature of the sudden change in the area. The 
  orcs have learned a bit about the threats in the Catacombs, 
  but they are badly outmatched and plan to return to their 
  own lands and inform their leader of what they witnessed. 
  They are led by Grenir Flamespite, a female orc inquisitor 
  of Sarenrae and trusted advisor to the Burning Sun’s chief. 
  Table GMs should read or paraphrase the following.
  Signs of a pitched battle are obvious in this small clearing. The 
  twisted, corrupt vegetation has been burned, and the smell of 
  a recent fire floats through the air. Immediately to the north, an 
  outcropping of rock rises a dozen feet over the carnage.
  A half-dozen Burning Sun orcs mill about the clearing, 
  finishing off the last of the creatures they recently felled. A 
  PC who succeeds at an easy Perception check spots several 
  symbols of Sarenrae on the orcs. Any PCs who have obvious 
  markings of Sarenrae worship on their person, present such 
  symbols, or even simply speak with respect about the goddess 
  receive a +2 bonus on Diplomacy checks against the orcs.
  When Grenir spots the PCs, she asks them to identify 
  themselves. Grenir and her allies are suspicious of anyone 
  they see in the Gallowgarden. In such a dangerous place, 
  they believe that friendly faces are more likely to be some 
  sort of trick or hallucination caused by a malevolent force 
  than legitimate allies. The PCs can earn Grenir’s trust by 
  succeeding at three different types of Average-difficulty skill 
  checks before failing more than one Average-difficulty skill 
  check. The skills used depend upon the PC’s approach. For 
  example, a PC might use Knowledge (religion) to discuss 
  Sarenrae’s faith, Diplomacy to express goodwill, Bluff to 
  confound the orcs into letting their guard down, or Survival 
  to point out a nearby danger that the orcs may have missed. 
  Additionally, some PCs may have met Grenir before. If at 
  least one PC has earned the Chronicle sheet from Pathfinder 
  Society Scenario #10-04: Reaver’s Roar, the PCs get a free success 
  and need to succeed at only two different skill checks before 
  failing one.
  Grenir and her group are uninterested in battle unless 
  they know that their adversaries are evil. If attacked, they flee 
  immediately, being more concerned with getting a report to 
  their chief than in personal honor.
  If the PCs earn the trust of the Burning Sun orcs, Grenir 
  encourages the PCs to follow her under the rock outcropping 
  to take shelter from the mortuary tempest. Once there, she 
  speaks openly with the PCs of her mission and what she 
  has learned. If the PCs don’t successfully earn her trust, she 
  rounds her people up and leaves, heading northwest. Below 
  are some likely questions and responses Grenir provides if 
  she can be persuaded to trust the PCs.
  Who are you? “I am called Grenir Flamespite. I am a 
  servant of the Dawnflower. The leader of my tribe sent me to 
  investigate disturbing visions she had about this place.”
  Do you know anything about the crater? “There is an easier 
  path down the crater on the southwest side. I lost one of my 
  scouts finding that path. Now that you’re here, I can see that 
  his sacrifice will light the way for many others.”
  Can you provide any details on what’s below? “I wish 
  we had gotten farther, but we were attacked by shapeless 
  monstrosities and several constructs almost as soon as we got 
  to the bottom.”
  Where are you going now? “We have learned that there is 
  much happening in the dungeons. Some great evil stirs. It is... 
  building up to something. I don’t know what. My group was 
  unable to get very far, and I’ve already lost half my force. We 
  will return to our lands to tell Mahja what we know. But first, 
  let us help you reach the crater.”
  Development: The next actions of the Burning Sun orcs 
  depend upon the PCs’ conversation with them. PCs who 
  earned their trust gain useful allies, as the orcs accompany 
  them to help fight the way up to Gallowspire. If the PCs did 
  not earn their trust, the orcs simply leave Gallowgarden.
  Reporting: If the PCs successfully complete this encounter, 
  report a Gallowgarden success to HQ Staff.
  ADDITIONAL ENCOUNTERS IN GALLOWGARDEN
  The following encounters are designed to provide more 
  content for tables where the players move quickly through 
  their encounters and have extra time. Table GMs can use these 
  encounters at their discretion during Part 2; the encounters 
  can take place in any of the area A locations, but only after the 
  PCs have successfully completed the primary encounter and 
  the Unexpected Help encounter. Table GMs should use the 
  location on the Gallowgarden Jungle map they feel is most 
  appropriate for each encounter. Note that the second optional 
  encounter is substantially more challenging than the first 
  
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  (with the exception of Subtier 15–16, in which the encounter 
  can be a beneficial one).
  Reporting: Each time the PCs complete one of these 
  encounters, report one additional Gallowgarden success to 
  HQ staff.
  OPTIONAL GALLOWGARDEN JUNGLE ENCOUNTER 1: 
  MORE PLANTS!
  The jungle of Gallowgarden is rife with plant creatures, and 
  many of them hunger for blood.
  SUBTIER 5–6 (CR 7)
  This flower, named for its tendency to grow in graveyards, 
  feasts on rotting corpses and its own fresh kills.
  CRYPT FLOWER 
  CR 7
  hp 78 (Pathfinder RPG Bestiary 6 67; see page 46)
  SUBTIER 7–8 (CR 9)
  These plants have run out of other sources of food and seek 
  out the PCs with desperate hunger.
  CRYPT FLOWERS (2) 
  CR 7
  hp 78 each (Pathfinder RPG Bestiary 6 67; see page 56)
  SUBTIER 10–11 (CR 12)
  A pair of blood brambles moves through Gallowgarden 
  together to hunt, coordinating their efforts to maximize their 
  number of victims.
  BLOOD BRAMBLES (2) 
  CR 10
  hp 126 each (Pathfinder RPG Bestiary 6 48; see page 66)
  SUBTIER 12–13 (CR 14)
  The sudden appearance of Gallowgarden atop the ruined city 
  of Adorak buried quite a few of the undead creatures that had 
  lived here. These skeletons had been skeletal champions, but 
  their undead sentience is gone, replaced by the puppetry of a 
  strange fungus.
  BONETHORNS (2)  
  CR 12
  hp 150 each (Pathfinder RPG Bestiary 6 52; see page 76)
  SUBTIER 15–16 (CR 17)
  The lumbering, vine-woven body of the spiteful kudimmu and 
  its foul bloodfruit are infused with negative energy. Strangely, 
  this plant has a far closer connection to undeath than the two 
  skeletons covered in stringy fungi that accompany it. PCs 
  with knowledge of rare plants would be well suited to reflect 
  on what they know before fighting these creatures.
  BONETHORNS (2)  
  CR 12
  hp 150 each (Pathfinder RPG Bestiary 6 52; see page 89)
  KUDIMMU 
  CR 16
  hp 252 (Pathfinder Adventure Path #114: Black Stars Beckon 86; 
  see page 95)
  OPTIONAL GALLOWGARDEN JUNGLE ENCOUNTER 2: 
  HUMANOID DWELLERS
  Assorted humanoids dwell in the jungle here. Some are 
  curious about the recent destruction of Gallowspire, while 
  others are drawn to the dark ritual.
  SUBTIER 5–6 (CR 8)
  Thoroughly wicked, this coven of green hags hopes to 
  ingratiate themselves to the Whispering Tyrant.
  GREEN HAGS (3) 
  CR 5
  hp 76 each (Pathfinder RPG Bestiary 167; see page 49)
  SUBTIER 7–8 (CR 10)
  This pair of blood hags was recently driven from a nearby 
  province of Ustalav in a battle that cost the life of their third 
  member of their coven. They now seek a replacement.
  BLOOD HAGS (2) 
  CR 8
  hp 90 each (Pathfinder RPG Bestiary 4 19; see page 61)
  SUBTIER 10–11 (CR 14)
  This husband and wife seek the knowledge in the deeper 
  levels below Gallowspire, but they have not yet found the 
  entrance.
  TOMB GIANTS (2) 
  CR 12
  hp 162 each (Pathfinder RPG Bestiary 6 136; see page 70)
  SUBTIER 12–13 (CR 16)
  These brothers feel the keening call of unholy energies in the 
  Silent Shrine and are on their way to the crater.
  PLAGUE GIANTS (2) 
  CR 14
  Variant plague giants (Pathfinder RPG Bestiary 6 134; see 
  page 81)
  hp 207 each 
  SUBTIER 15–16 (CR 19)
  This contemplative giant charts the movement of the sun, 
  moon, and stars, watching for eclipses and other astrologically 
  significant events. She was watching the sky when Radiant Fire 
  exploded, and she saw the strange light rising into the sky. 
  She tends to be oblivious of matters on the ground, stumbling 
  right over or past campsites and resting places without a care. 
  The only concession she has made to the danger of this region 
  is to carry her longsword drawn. When she appears, she walks 
  from one corner of the map to the other, literally stepping 
  over the PCs and ignoring anything they say to her unless they 
  
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  succeed at a DC 35 Bluff, Diplomacy, or Intimidate, or Perform 
  check to draw her attention and interest. On a successful skill 
  check, the giant uses her heal spell-like ability to restore the 
  PCs’ hit points. If the PCs attack her, however, she retaliates 
  with the full force of her abilities.
  ECLIPSE GIANT 
  CR 19
  hp 312 (Pathfinder RPG Bestiary 5 134, see page 93)
  WRAPPING UP PART 2
  Once enough Gallowgarden successes have been earned or 
  50 minutes have passed in Part 2, the Overseer GM reads 
  the following.
  Shevar Besnik steps forward, his clothing ripped but a smile on 
  his face. “Pathfinders! We’re almost to... well, the crater where 
  Gallowspire once stood. Be sure you cut down any opposition; 
  we don’t want them creeping down after us or blocking our exit!” 
  Shevar raises a weapon and charges into battle.
  This text serves as a 10-minute warning for Table GMs 
  and players that they should conclude Part 2’s encounters.
  SPEEDING UP ENCOUNTERS AFTER THE WARNING
  One of the goals of the warning periods is to ensure PCs 
  who are in the middle of a fight don’t feel robbed of victory 
  when the House transitions to a new part of the scenario. 
  Nevertheless, combat encounters usually take much longer 
  than 10 minutes, and it is unavoidable that some tables will be 
  pulled suddenly away from a battle. To increase the chances 
  of a table finishing a combat before a transition, Table GMs 
  should read or paraphrase the following text if their table is 
  still in combat when a 15-minute warning is announced.
  The area is suddenly swarming with Pathfinders, who rush forth 
  to provide help!
  To replicate the effect of this overwhelming support, the 
  following effects come into play for the remainder of the 
  current encounter. Table GMs should avoid stating these 
  effects directly but instead describe the help being given by 
  fellow Pathfinders.
  Creature Hit Point Reduction: The PCs’ opponents each 
  lose half their current hit points.
  Creature Saving Throws Fail: The PCs’ opponents 
  automatically fail all saving throws.
  Critical Hit Confirmation: All critical threats made by PCs 
  automatically confirm.
  Flanking: All PCs are considered to be flanking all foes.
  If the PCs are not in a battle when the 15-minute warning is 
  given, and the Table GM feels the group would enjoy an easy 
  encounter, she can select an optional encounter from a lower 
  subtier, applying the above conditions if necessary.
  TRANSITION TO PART 3
  Once the 10-minute warning period has ended or it is clear 
  the tables have finished their encounters, the Overseer GM 
  reads the following.
  With a final surge, the expeditionary force of Pathfinders finishes 
  off the last of its foes. Shevar Besnik nods to Ollysta Zadrian, and 
  the two lead the expedition to the edge of a massive crater.
  The crater’s sides are smooth and glassy, as if melted by an 
  immense heat. Several passageways extend from the sides of 
  the crater, many of them nearly blocked by tons of fallen earth. 
  Ollysta Zadrian narrows her eyes and points at the bottom with 
  her sword. “That way leads to the Catacombs, and beyond it the 
  wards set up by the Whispering Tyrant. Steel yourselves,” she 
  says, sheathing her weapon.
  PART 3: BELOW THE SPIRE
  Part 3 begins with the PCs’ descent into the crater. With a 
  relatively safe staging area set up at the top of the crater, the 
  Pathfinders can descend though both mundane and magical 
  means in relative safety. PCs who wish to climb down need 
  only succeed at a DC 20 Climb check. PCs who fail this Climb 
  check reach the bottom of the crater after 20 minutes. PCs 
  who succeed at the check or who use magical methods need 
  only 10 minutes. Once all of the PCs have reached the bottom, 
  Table GMs should read or paraphrase the following.
  The expedition reaches the bottom of the crater and moves into 
  the passageway beyond, where Ollysta Zadrian stands in a half-
  collapsed chamber. A ball of light shines brightly in her hand, 
  although its power seems dimmed by the oppressive atmosphere 
  of the room. The walls are constructed entirely from the bones of 
  thousands of humanoid creatures, fused together with unknown 
  power. “Pathfinders, it is time to make our way to the wards and 
  move beyond them. Be cautious, and may the gods watch over you.
  TABLE GM INSTRUCTIONS
  Begin Part 3 with the Catacombs primary encounter. After the 
  PCs complete the primary encounter, run the Mirrors and 
  Wards encounter, and then one or both additional encounters.
  Once the Overseer GM announces that the way to the 
  Silent Shrine is clear, finish your current encounter and then 
  move on to the primary encounter of the Silent Shrine. After 
  completing that encounter, the PCs can fight either or both of 
  the optional encounters in the Silent Shrine.
  Reporting Successes: When the PCs complete the 
  Catacombs primary encounter, or each time they complete 
  one of the optional encounters in the Catacombs, report 
  one Catacombs success to HQ. When the PCs complete the 
  Mirrors and Wards encounter, report one Bypass success to 
  HQ. If the PCs meet the criteria for Clue successes in areas C1 
  
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  or C4, report those Clue successes to HQ. Each time the PCs 
  complete an encounter in the Silent Shrine, report one Silent 
  Shrine success to HQ.
  ANNOUNCED CONDITIONS
  The Overseer GM may announce the following conditions 
  during Part 3. These conditions have the following effects.
  Guard Mission Failed: Record any harm that came 
  to participating Aid Characters on the Aid Character 
  Misfortunes handout.
  Guard Mission Success: A group of allied Pathfinders 
  runs into the encounter. If the PCs are between combats, 
  the Pathfinder allies appear in the next encounter. Ask the 
  PCs to choose one of their opponents for the Pathfinders 
  to attack. That opponent takes an amount of damage that 
  bypasses all defenses: 20 points of damage in Subtier 5–6, 40 
  points of damage in Subtier 7–8, and 60 points of damage in 
  Subtiers 10–11, 12–13, and 15–16. Record participating PCs on 
  the Aid Character Triumphs handout. If necessary, record any 
  harm that came to participating Aid Characters on the Aid 
  Character Misfortunes handout.
  Muscle Mission Failed: Record any harm that came 
  to participating Aid Characters on the Aid Character 
  Misfortunes handout.
  Muscle Mission Success: Each PC gains an item worth 750 
  gp or less, as a Pathfinder from the supply caravan rushes in 
  and places this item among the PC’s equipment. If the players 
  are uncertain about what they want, potions of 3rd-level spells 
  like cure serious wounds or fly are good choices, as are wands 
  of 1st-level spells like cure light wounds or remove fear. Record 
  participating PCs on the Aid Character Triumphs handout. 
  If necessary, record any harm that came to participating Aid 
  Characters on the Aid Character Misfortunes handout. This 
  goes back to the Pathfinder Society’s supplies at the end of the 
  scenario if it is not used.
  Spellcaster Mission Failed: Record any harm that came 
  to participating Aid Characters on the Aid Character 
  Misfortunes handout.
  Spellcaster Mission Success: The Desecrated Halls effect 
  from the Features of Gallowspire section below is suppressed 
  for the duration of the scenario. Record participating PCs on 
  the Aid Character Triumphs handout. If necessary, record any 
  harm that came to participating Aid Characters on the Aid 
  Character Misfortunes handout.
  FEATURES OF GALLOWSPIRE
  Due to its long history as a stronghold of evil and later a 
  prison of that same corrupt force, the dungeons below the 
  crater are infused with numerous foul energies. While 
  some of these energies were released or destroyed when 
  the Whispering Tyrant was freed, and others were disabled 
  by previous adventurers, there remain several features that 
  hinder the PCs and add to the oppressive feeling.
  Desecrated Halls: Though reduced in its power since the 
  departure of the Whispering Tyrant, negative energy still 
  flows through the very stones of Gallowspire in dull, black 
  veins, desecrating the entire area. All undead in the dungeons 
  receive a +1 profane bonus on attack rolls, damage rolls, and 
  saving throws. The DC to resist channeled negative energy in 
  the area increases by 3. The PCs can suppress the blight of the 
  unliving for 1 hour in a 20-foot radius with the consecrate spell. 
  In Champion Mode, the veins are even stronger: double the 
  bonuses that undead creatures receive and the increase to the 
  DC to resist channeled negative energy.
  At some point during this scenario, this effect ends: either 
  when the PCs succeed at the Spellcaster Aid Mission (see 
  above) or at the end of Part 3. 
  Oppressive Gloom: The illumination throughout the 
  dungeon is dim light. Nonmagical light sources cannot 
  increase the light level, and magic ones have their areas 
  reduced by half. No light source, no matter its origin, can 
  increase the light level to bright light. The save DC of any 
  spell that has the light descriptor is reduced by 2.
  Whispers of the Pillar: As the PCs move deeper into the 
  dungeons, the twisted intelligence of the Pillar (located in area 
  E) reaches out to the minds of the living, offering promises of 
  knowledge and threats of destruction. Table GMs should give a 
  player one of the Whispers handouts (see page 37) at some point 
  during or after the primary Catacombs encounter, another 
  during the Mirrors and Wards encounter, and the third and 
  fourth while in the Silent Shrine. The handouts can go to the 
  same player or to different players at the GM’s discretion.
  OVERSEER GM INSTRUCTIONS
  During Part 3, the Overseer GM’s responsibilities are to tally 
  the number and type of each success reported, announce 
  the opening of the Silent Shrine when the House has 
  accumulated the requisite number of successes, present 
  three Aid Missions, and warn the House of the transition 
  to Part 4. If displaying a map of the Gallowspire dungeons 
  or other visual aid, update it as needed to show the House’s 
  progress through Gallowspire.
  SUCCESS TYPES
  The House’s has four goals in Part 3, each of which 
  corresponds to a different type of success. The PCs earn 
  Catacombs successes based on their defeat of monsters 
  in the Catacombs, and Bypass successes based upon their 
  success in lowering wards. Once the House earns a number 
  of Catacombs successes equal to four-fifths (4/5) of the 
  number of tables and a number of Bypass successes equal to 
  two-fifths (2/5) of the number of tables, or once 60 minutes 
  have passed (whichever comes first), read the text in the 
  Opening the Silent Shrine section on page 22. 
  After the Silent Shrine opens, the PCs can start earning 
  Silent Shrine and Clue successes. At this point, any additional 
  
  PATHFINDER SOCIETY SCENARIO
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  Catacombs successes reported count as Silent Shrine 
  successes, and any additional Bypass successes reported 
  count as Clue successes. Once the House earns a number of 
  Silent Shrine successes equal to four-fifths (4/5) the number 
  of tables and a number of Clue successes equal to two-fifths 
  (2/5) of the number of tables, or once a total of 100 minutes 
  have passed in Part 3 (whichever comes first), read the text 
  in the Wrapping Up Part 3 section on page 26 to announce 
  a 10-minute warning for the end of Part 3. Make a note of 
  whether you read this text because of successes or because 
  of time; this affects one of the boons the PCs earn at the end 
  of the scenario (see page 36).
  AID MISSIONS
  Part 3 includes the following Aid Missions.
  Aid Mission (Spellcaster): This Aid Mission should begin 
  about 30 minutes in to Part 3. This mission calls for Aid 
  Characters in the Spellcaster Role. Read the following text.
  Master of Spells Sorrina Westyr frowns at the black veins running 
  through Gallowspire’s walls. “Do you see that? That’s pure negative 
  energy flowing through the walls. It’s strengthening every 
  undead creature in all of Gallowspire. If we don’t do something 
  about it, I shudder to think how tough our battles will be against 
  Gallowspire’s strongest defenders. Let’s put a stop to it here and 
  now!” Players, you can send your Spellcaster Aid Characters on 
  this mission. 
  When the results come in, total the number of successes. If 
  there are at least as many successes as the number of tables, 
  read the following.
  Suddenly, the flow of negative energy through Gallowspire’s 
  walls ceases. The undead cry out, furious that this source of 
  power has been taken away from them. The Spellcaster Mission 
  was successful!
  On the other hand, if there are fewer successes, read the 
  following instead.
  Even combined, the power of the Pathfinders’ spells was no match 
  for the Whispering Tyrant’s corruption within Gallowspire. The 
  Spellcaster Mission has failed!
  Aid Mission (Muscle): This Aid Mission should begin right 
  after the way to the Silent Shrine opens. This mission calls 
  for Aid Characters in the Muscle role. Read the following text.
  Back at the caravan of goods following the expedition, Sheila 
  Heidmarch speaks. “It’s time to resupply the front line,” she 
  says to the Pathfinders on caravan duty. “There’s no telling what 
  they’ll face next, and...” Her announcement is cut short as the 
  wall buckles. A towering colossus emerges from the wall, blocking 
  the path ahead. “... and we need to deal with this thing first!” 
  Pathfinders from the caravan fire a barrage of arrows and spells 
  at the creature, but they bounce off its tough exterior. “We’ll need 
  strength to crack its defenses!” Players, you can send your Muscle 
  Aid Characters on this mission.
  When the results come in, total the number of successes. If 
  there are at least as many successes as the number of tables, 
  read the following.
  A crack appears in the colossus’s outer shell. As the Pathfinders 
  continue to rain down powerful blows, the cracks spread. 
  Finally, the creature’s entire body fractures, and it topples over, 
  breaking into pieces as it falls. With a cheer, the caravan charges 
  forward to deliver supplies to the front lines. The Muscle Mission 
  was successful!
  On the other hand, if there are fewer successes, read the 
  following instead.
  Pathfinders rush forth to attack the colossus, but they aren’t fast 
  enough. The giant smashes into the caravan, hurling screaming 
  Pathfinders into the air. After a long fight, the Pathfinders manage 
  to stop the beast, but not before a substantial loss of life and the 
  destruction of much of the caravan. The Muscle Mission has failed!
  Aid Mission (Guard): This Aid Mission should begin about 
  20 minutes after the Silent Shrine opens. This mission calls 
  for Aid Characters in the Guard role. Read the following text.
  A hidden door in the wall flies open, releasing a putrid stench. 
  Armored bodies pour out of the opening, gathering into a tidal 
  wave of rotting flesh and steel that quickly reaches the ceiling. 
  Calisro Benarry cries out, “Are you lot going to be scared off by 
  a few dead bodies? Come on, let’s go!” She draws her blade, 
  preparing to fight. Players, you can send your Guard Aid Characters 
  on this mission.
  When the results come in, total the number of successes. If 
  there are at least as many successes as the number of tables, 
  read the following.
  The wave of corpses is relentless, but it isn’t as determined as 
  the Pathfinders. After a tough fight, the wave falls apart, and the 
  corpses lie still once again. “Good work!” says Calisro Benarry. 
  With a sharklike smile, she says, “Let’s see what else dares to 
  stand in our way.” The Guard Mission was successful!
  On the other hand, if there are fewer successes, read the 
  following instead.
  As the wave of corpses crashes down, it overwhelms the 
  Pathfinders who are trying desperately to fight it off. Calisro 
  
  B. The Catacombs
  B1
  1 square = 5 feet
  B2
  B3
  B4
  Pathfinder Adventure Path #142: Gardens of Gallowspire
  PCs Start
  Here
  SIEGE OF GALLOWSPIRE
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  Benarry yells over the din, “Fall back, retreat! Dammit, hurry, 
  before it claims your body too!” The Guard mission has failed.
  B. THE CATACOMBS
  The Catacombs of Gallowspire are massive and contain 
  much of the important research done by its recently departed 
  inhabitants. The servants the Whispering Tyrant took with 
  him when he left had only a little time to gather up their 
  most prized work, leaving behind a veritable treasure trove 
  of information about the inner workings of Tar-Baphon’s 
  facility. However, collapses have blocked the way to most of 
  the rest of the catacombs. A full excavation is beyond the 
  scope of this adventure. 
  The catacombs maintains its original furniture, kept in 
  pristine condition through magical preservation. Unless 
  stated otherwise, hallways in the Catacombs are 12 feet high 
  and ceilings arch up to a 20-foot vault.
  B1. CATACOMBS PRIMARY ENCOUNTER
  Mounted on the walls here are numerous severed heads of a variety 
  of magical creatures and beings, writhing in a mockery of life.
  Tar-Baphon slew the creatures who became these trophies. 
  He then animated them to move  in disturbingly lifelike ways.
  Creatures: Constructs and oozes move to attack the PCs. 
  Reporting: If the PCs defeat the primary encounter, report 
  one Catacombs success to HQ Staff. 
  SUBTIER 5–6 (CR 8)
  Mutated by the deathly energies of the necromantic ritual, 
  this ooze lies in wait for its next victim.
  DEATHTRAP OOZE 
  CR 8
  hp 126 (Pathfinder RPG Bestiary 3 64; see page 47)
  SUBTIER 7–8 (CR 10)
  While the bone golem was stationed here by servants of the 
  Whispering Tyrant, the deathtrap ooze is an opportunistic 
  ambush predator whose wanderings help guard this area.
  BONE GOLEM 
  CR 8
  hp 90 (Pathfinder RPG Bestiary 3 133; see page 60)
  DEATHTRAP OOZE 
  CR 8
  hp 126 (Pathfinder RPG Bestiary 3 64; see page 57)
  
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  SUBTIER 10–11 (CR 14)
  Whatever the last victim of this particularly well-crafted 
  alchemical golem was, it is now unrecognizable after its 
  transformation into a gravesludge.
  AUGMENTED ALCHEMICAL GOLEM 
  CR 12
  Variant alchemical golem (Pathfinder RPG Bestiary 2 135; see 
  page 70)
  hp 96 
  GRAVESLUDGE 
  CR 12
  hp 161 (Pathfinder RPG Bestiary 6 145; see page 71)
  SUBTIER 12–13 (CR 16)
  Mysterious energies leaking from deeper below created 
  these shapeless monstrosities.
  CARNIVOROUS CRYSTALS (3) 
  CR 11
  hp 136 each (Pathfinder RPG Bestiary 3 45; see page 76)
  GRAVESLUDGES (2) 
  CR 12
  hp 161 each (Pathfinder RPG Bestiary 6 145; see page 82)
  SUBTIER 15–16 (CR 19)
  This immortal ichor began as a vial of blood Tar-Baphon 
  saved as a trophy from a demigod he had slain millennia 
  ago; the vial recently broke open and began drawing evil 
  creatures to its service. When the psoglavs arrived, it used 
  charm monster on them, and slowly began draining away 
  their wills with its corrupt ally ability. These psoglavs have 
  nearly fallen under the ichor’s permanent sway. 
  The ichor’s regeneration makes it a stubborn foe. If the 
  PCs reduce the ichor to less than –250 hit points, Gallowspire 
  itself drinks in the battered ooze.
  IMMORTAL ICHOR 
  CR 17
  hp 270 (Pathfinder RPG Bestiary 4 156; see page 94)
  PSOGLAVS (4) 
  CR 13
  hp 187 each (Pathfinder RPG Bestiary 6 215; see page 98)
  Will +5, 12 points of Wisdom damage
  B2. MIRRORS AND WARDS
  The walls in this room are lined with tarnished silver mirrors, 
  some of which have been smashed to pieces. Reflections of 
  reflections dance about in the dim light. The hallway to the south 
  is crisscrossed with crackling black energies that block the entire 
  passageway.
  The wards created by the Whispering Tyrant are far beyond 
  the capabilities for most mortal casters to dispel. They 
  cannot currently be bypassed by teleportation. However, 
  the lingering effects of the positive energy released when 
  the Radiant Fire detonated have caused cracks to develop in 
  the Whispering Tyrant’s otherwise masterful spellwork. The 
  PCs can start to bypass the wards in the following ways. Each 
  PC can participate in multiple methods, but can attempt 
  only one skill check for each method.
  Study and Manipulate the Wards: A PC can cast detect 
  magic and study the wards to gain insight into undoing 
  part of the wards’ structures. After a few minutes of study, if 
  that PC succeeds at a hard Knowledge (arcana) or Spellcraft 
  check , they realize the wards can be moved slightly and 
  manipulated. Each PC who succeeds at this check earns 1 
  point toward reporting a success.
  Study a Mirror: Long ago, the mirrors here contained 
  trapped souls. With the manipulation of the necromantic 
  energies from the ritual below, however, something like an 
  echo of these souls has returned. Any PC who looks into 
  a mirror sees images of herself during a past adventure. 
  The Table GM should ask the character to choose one of 
  her Chronicle sheets and spend 30 seconds describing 
  something she remembers from that scenario. Each player 
  who studies a mirror can do this, and GMs should be careful 
  to make sure each such player gets a chance to share. For 
  each PC who has had a chance to describe a memory from a 
  previous scenario, the Table GM should read or paraphrase 
  the following.
  The images in the mirrors swim and change, showing the past 
  exploits of the Pathfinders. But something is just a little bit wrong 
  with each of the memories, some detail that seems out of place.
  The Table GM should provide examples of minor changes 
  to the memories. A PC who succeeds at a Hard Perception 
  or Sense Motive check pieces together patterns in these 
  discrepancies, gaining insight into the mirror’s structure 
  and earning one point toward reporting a success.
  Weaken the Physical Structure: The Whispering Tyrant, 
  as a virtually immortal being whose entire existence is 
  steeped in magic, occasionally overlooks mundane solutions 
  to magical problems. In the case of these wards, he has 
  anchored their complex structure to the walls of his prison, 
  leaving them vulnerable. PCs can physically weaken the 
  stone hallway itself to make it easier to disrupt the wards. 
  With 10 minutes of work, a PC can attempt an average 
  Craft (stonemasonry or similar), Disable Device, Knowledge 
  (engineering), or Profession (miner or similar) check, or a 
  DC 20 Strength check (DC 22 in Subtiers 10–11 and above). 
  Success indicates the PC helps weaken the structure enough 
  to aid the expedition’s work. Each PC who accomplishes this 
  task earns 1 point toward reporting a success.
  Reporting: If the PCs at a table amass a number of 
  successes equal to the number of players at the table, report 
  one Bypass success to HQ staff.
  
  SIEGE OF GALLOWSPIRE
  21
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  Development: Once a table has attempted to clear a 
  path, the wards blocking the hallway dissipate for that 
  table. If they succeeded at enough checks to earn a bypass 
  success, the path remains open; if they did not, the barrier 
  crackles and seals behind them as soon as all of the PCs 
  have passed through it. The table GM can run any of the 
  additional Catacombs encounters using any of the area B 
  locations. The wards in the stairway of B4 remain active and 
  area C remains unavailable until announced as open by the 
  Overseer GM.
  B3. RECEIVING ROOM
  This room’s marble walls, floors, and ceiling hint at its former 
  glory. Four statues of a skeletal figure dressed in ornate robes 
  and crowned with a horned helmet stare menacingly at the wide 
  bridge that crosses a bone-strewn pit.
  This once-opulent room served as a place for welcoming 
  guests and indulging in grotesque entertainments. The pit 
  is 30 feet deep, and the bones layered in the bottom make it 
  difficult terrain.
  Hazard: A heavy, odorless, invisible gas fills the pit, 
  pushing out all the breathable air. Creatures within the 
  pit can’t breathe. The rules for suffocation are as follows. A 
  character who has no air to breathe can hold her breath for 
  2 rounds per point of Constitution. If a character takes a 
  standard or full-round action, the remaining duration that 
  the character can hold her breath is reduced by 1 round. 
  After this period of time, the character must attempt a DC 
  10 Constitution check in order to continue holding her 
  breath. The check must be repeated each round, with the 
  DC increasing by +1 for each previous success.
  When the character fails one of these Constitution 
  checks, she begins to suffocate. In the first round, she falls 
  unconscious (0 hit points). In the following round, she 
  drops to –1 hit points and is dying. In the third round, she 
  dies of suffocation.
  B4. STAIRWAY
  The stairway here leads upward for only a few feet before 
  it is blocked completely by rubble, while the stairs down 
  are warded and impassible by magical or mundane means 
  until the Overseer GM announces that the way to the Silent 
  Shrine is clear.
  ADDITIONAL ENCOUNTERS IN THE CATACOMBS
  The following encounters are designed to provide more 
  content for tables where the players move quickly through 
  their primary encounters and have extra time. Table GMs 
  can use these encounters at their discretion during Part 3; the 
  encounters can take place in any of the area B locations, but 
  only after the PCs have successfully completed the primary 
  encounter and the Mirrors and Wards encounter. Table GMs 
  should use the location on the Catacombs map they feel is 
  most appropriate for each encounter. Note that the second 
  optional encounter is substantially more challenging
  Reporting: Each time the PCs complete one of these 
  encounters, report one Catacombs success to HQ staff.
  OPTIONAL CATACOMBS ENCOUNTER 1: DAEMONIC 
  INFLUENCE
  Like moths to a flame, daemons have been drawn to the 
  spaces below Gallowspire.
  SUBTIER 5–6 (CR 7)
  Death by magic is common in these dungeons, and these 
  venedaemons seek out more souls to consume. In Champion 
  Mode, they have each summoned another venedaemon.
  VENEDAEMONS (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 6 78; see page 46)
  SUBTIER 7–8 (CR 9)
  Drawn here by the promise of rivers of blood, the 
  sangudaemon has been so far disappointed. In Champion 
  Mode, it has summoned another sangudaemon.
  SANGUDAEMON 
  CR 9
  hp 114 (Pathfinder RPG Bestiary 6 75; see page 57)
  SUBTIER 10–11 (CR 12)
  The desperate screams of tormented souls in the dungeons 
  are sweet music to this daemon. In Champion Mode, it has 
  summoned another derghodaemon.
  DERGHODAEMON 
  CR 12
  hp 161 (Pathfinder RPG Bestiary 2 66; see page 67)
  SUBTIER 12–13 (CR 15)
  The Whispering Tyrant has made good use of this daemon’s 
  predilection for designing traps and torture. In Champion 
  Mode, it has also summoned two piscodaemons to fight 
  with it (see page 77).
  CRUCIDAEMON 
  CR 15
  hp 212 (Pathfinder RPG Bestiary 3 62; see page 77)
  SUBTIER 15–16 (CR 18)
  One of the Whispering Tyrant’s chief strategists during 
  his long imprisonment, this daemon longs for battle. In 
  Champion Mode, it has summoned two derghodaemons 
  (see page 90).
  PURRODAEMON 
  CR 18
  hp 294 (Pathfinder RPG Bestiary 2 73; see page 91)
  
  PATHFINDER SOCIETY SCENARIO
  22
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  OPTIONAL CATACOMBS ENCOUNTER 2: BONES!
  Tucked away within the endless piles of bones in the 
  Catacombs are a few mobile monstrosities.
  SUBTIER 5–6 (CR 8)
  This former murderer lived so long ago it cannot remember 
  anything except its own hideous crimes.
  MOHRG 
  CR 8
  hp 91 (Pathfinder RPG Bestiary 208; see page 51)
  SUBTIER 7–8 (CR 10)
  These undead are united in a desire to hunt lone targets.
  MOHRGS (2) 
  CR 8
  hp 91 each (Pathfinder RPG Bestiary 208; see page 61)
  SUBTIER 10–11 (CR 13)
  These creatures want nothing more than to ambush, kill, and 
  consume a victim.
  GAKIS (2) 
  CR 11
  hp 74 each (Pathfinder RPG Bestiary 4 118; see page 68)
  SUBTIER 12–13 (CR 15)
  The Whispering Tyrant had many servants who passed on to 
  demilichdom in his service. This one now guards only dust.
  ADVANCED DEMILICH 
  CR 15
  hp 172 (Pathfinder RPG Bestiary 3 290, 66; see page 78)
  SUBTIER 15–16 (CR 18)
  These creatures were once shining beacons of knighthood 
  who lead an attempted rebellion against Tar-Baphon’s rule. 
  They are now utterly devoted to their former enemy.
  GALLOWDEAD (2) 
  CR 16
  hp 228 each (Pathfinder RPG Bestiary 4 119; see page 92)
  OPENING THE SILENT SHRINE
  Once enough Catacombs and Bypass successes have been 
  reported or 60 minutes have passed, the Overseer GM should 
  read the following.
  With a triumphant shout, Shevar Besnik’s voice rings out. 
  “Pathfinders! Together we’ve cleared the remaining wards from 
  the stairway. And together, we’ve beaten back most of the 
  monsters these Catacombs had to throw at us. Who wants to go 
  deeper? I’m sure it’s just as bright and cheery as up here!” The way 
  to the Silent Shrine is clear!
  This text serves to inform the Table GMs that the Silent 
  Shrine areas are now available for exploration. The Overseer 
  GM should next read the text announcing the Muscle Aid 
  Mission. While the full Aid Mission text appears on page 18, 
  the Aid mission announcement is reproduced below for the 
  Overseer GM’s convenience.
  Back at the caravan of goods following the expedition, Sheila 
  Heidmarch speaks. “It’s time to resupply the front line,” she 
  says to the Pathfinders on caravan duty. “There’s no telling what 
  they’ll face next, and...” Her announcement is cut short as the 
  wall buckles. A towering colossus emerges from the wall, blocking 
  the path ahead. “... and we need to deal with this thing first!” 
  Pathfinders from the caravan fire a barrage of arrows and spells 
  at the creature, but they bounce off its tough exterior. “We’ll need 
  strength to crack its defenses!” Players, you can send your Muscle 
  Aid Characters on this mission.
  C. THE SILENT SHRINE
  Named for the way all sounds here turn to harsh whispers, 
  the Silent Shrine is a place full of libraries and laboratories 
  devoted to the study of undeath. It was here that much of 
  the experimentation carried out by the Whispering Way was 
  conducted under the blind gaze of statues of numerous death 
  gods. Statues of Urgathoa, Kabriri, Orcus, and Charon stand 
  throughout the facility, placed near shrines to those gods. 
  Although the Whispering Tyrant does not worship any of 
  these deities, his allies and guests found them comforting.
  FEATURES OF THE SILENT SHRINE
  While the constant cries and echoes of lost souls on this level 
  are dampened, the muffling effect provides a +10 adjustment 
  to the DC of any Perception check based on sound. Hallways 
  in the Silent Shrine are 10 feet tall, and its rooms are 20 
  feet tall.
  RUNNING ENCOUNTERS IN THE SILENT SHRINE
  Once the PCs move to the Silent Shrine, Table GMs must first 
  run the Silent Shrine primary encounter.
  C1. SILENT SHRINE PRIMARY ENCOUNTER
  The silence of this room is pervasive, pressing in on the ears of 
  anyone entering. Broad stairways to the east and west lead to 
  landings with statues of terrifying gods of death.
  Creatures: The defenders move to intercept the PCs.
  SUBTIER 5–6 (CR 7)
  The very walls themselves come alive in these dungeons, and 
  dark things creep between them.
  LIVING WALLS (2) 
  CR 4
  hp 46 each (Pathfinder RPG Bestiary 4 182; see page 51)
  
  C. The Silent Shrine
  1 square = 5 feet
  Pathfinder Flip-Mat: Arcane Library
  PCs Start
  Here
  N
  C1
  C5
  C2
  C3
  C4
  SIEGE OF GALLOWSPIRE
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  23
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  SHADOW 
  CR 3
  hp 19 (Pathfinder RPG Bestiary 245; see page 52)
  SUBTIER 7–8 (CR 10)
  A small pack of wraiths is drawn to the suffering and despair 
  that permeate Gallowspire.
  CALLER IN DARKNESS 
  CR 9
  hp 97 (Pathfinder RPG Bestiary 5 48; see page 56)
  WRAITHS (2) 
  CR 5
  hp 47 each (Pathfinder RPG Bestiary 281; see page 63)
  SUBTIER 10–11 (CR 13)
  These three cyclopes have guarded this area for thousands 
  of years.
  GHOLDAKOS (3) 
  CR 10
  hp 127 each (Pathfinder RPG Bestiary 4 125; see page 69)
  SUBTIER 12–13 (CR 15)
  The Whispering Tyrant enjoys the symbolic consumption of 
  both the physical and spiritual that these creatures together 
  represent.
  DEVOURERS (2) 
  CR 11
  hp 133 each (Pathfinder RPG Bestiary 82; see page 80)
  GASHADOKURO 
  CR 13
  hp 180 (Pathfinder RPG Bestiary 4 121; see page 80)
  SUBTIER 15–16 (CR 18)
  Lured into service before the Whispering Tyrant was 
  imprisoned, this strange creature offers to tell the story of 
  important objects brought to it. The creature asks only for the 
  sacrifice of a single life in exchange.
  SAXRA 
  CR 18
  hp 300 (Pathfinder RPG Bestiary 5 220; see page 98)
  Development: The small statue on the landing in the 
  northeast corner of the room is of a python wrapped around 
  a gravestone. A PC who succeeds at a DC 30 Knowledge 
  (planes) or Knowledge (religion) check realizes this is the 
  symbol of Farfarello, one of the Malebranche, a minor 
  deity of Hell called the Lord of the Forgotten. A PC who 
  succeeds at an average Perception check locates a small clay 
  ball clutched in the mouth of the python. Cracking the ball 
  open reveals a thin scrap of parchment with a note in Necril 
  written upon it. The note describes the location of the relic 
  in the Black Caverns. The Whispering Tyrant placed this 
  note here long ago, hoping that Farfarello would ensure this 
  information would be lost for all time. Whether because 
  of lack of true faith from Tar-Baphon or some contractual 
  loophole, the deity never erased that knowledge.
  Reporting: If the PCs defeat the Silent Shrine primary 
  encounter, report one Silent Shrine success to HQ staff. If 
  the PCs locate the clay ball, also report a Clue success. The 
  PCs do not need to be able to read Necril to earn the Clue 
  success—other Pathfinders can decipher the note.
  C2. TAR-BAPHON’S PRIDE
  A twenty-five-foot-tall burnished gold statue of a skeletal figure 
  draped in fine robes and wielding a scythe dominates this room. 
  A horned crown rests atop the figure’s head.
  A PC who succeeds at an average Knowledge (arcana) or 
  Knowledge (history) recognizes the figure as the Whispering 
  Tyrant in the guise of a grim reaper.
  C3. SILENT ROOM
  The silence of this room is absolute. Fine rugs cover the floors, and 
  ancient tomes line a shelf to the east.
  Assorted esoteric tomes describing the practices of the 
  Whispering Way rest on the shelves within easy reach.
  Hazard: Dedicated as a place of quiet reflection, this room 
  is under the effects of a permanent silence effect. Further, 
  any non-undead who spends more than 1 minute in the 
  room risks permanent deafness (as blindness/deafness, average 
  Fortitude save negates and makes the character immune to 
  the effect for 24 hours).
  C4. RESEARCH LIBRARY
  Tomes of clearly ancient origin line the shelves of this library. 
  Many of the books lie scattered about the floor, some of them 
  open and revealing terrible images of horrific experiments.
  Much of the information that the Whispering Tyrant 
  gained through his experimentation into undeath was 
  stored in this room. When the Whispering Tyrant fled his 
  prison, he ordered the most important works be brought 
  along. His servants tossed aside the remaining tomes in 
  their haste.
  Development: A PC who succeeds at an average Perception 
  check locates a thin journal with a halfling-skin cover wedged 
  behind one of the shelves. The book is written in Necril and 
  titled simply Volume 2. Within, the wizard king writes of the 
  discovery of a statue of the halfling goddess Chaldira holding 
  a chipped sword, a holy relic that seemed dangerous but 
  resisted his efforts to understand it.
  Reporting: If the PCs locate the journal, report one Clue 
  success to HQ Staff.
  
  SIEGE OF GALLOWSPIRE
  25
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  C5. LABORATORY
  Beneath the cold visages of two gods of death, this laboratory is 
  filled with fragments of bodies and numerous sharp tools. Blood 
  stains from centuries of experimentation stain every surface.
  This laboratory was used to plumb the depths of undeath 
  and its spread to the living. A PC who succeeds at an average 
  Knowledge (religion) recognizes the statues as representations 
  of Orcus and Kabriri.
  ADDITIONAL ENCOUNTERS IN THE SILENT SHRINE
  The following encounters are designed to provide more 
  content for tables where the players move quickly through 
  their primary encounters and have extra time. Table GMs 
  can use these encounters at their discretion during Part 3; 
  the encounters can take place in any of the area C locations, 
  but only after the PCs have successfully completed the 
  primary encounter. Table GMs should use the location on 
  the Silent Shrine map they feel is most appropriate. 
  Reporting: If the PCs complete one of these encounters, 
  report one additional Silent Shrine success to HQ staff.
  OPTIONAL SILENT SHRINE ENCOUNTER 1: CARETAKERS
  The Whispering Tyrant stationed these followers to care for 
  the many written works housed here.
  SUBTIER 5–6 (CR 7)
  These two mummies serve as librarians in the Whispering 
  Tyrant’s massive collection.
  MUMMIES (2) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210; see page 51)
  SUBTIER 7–8 (CR 10)
  This ambitious priest of Urgathoa has been given command 
  of three powerful servants as a test of his worth. He believes 
  that Urgathoa will bless him with unlife if he dies here.
  MUMMIES (3) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210; see page 62)
  NOROFAEX 
  CR 8
  Death priest (Pathfinder RPG NPC Codex 50; see page 62)
  hp 89
  SUBTIER 10–11 (CR 13)
  Antiquated scriptures in Ancient Osiriani decorate the 
  wrappings of this mummified cleric of Set. It is served by 
  two terrifying assistants.
  BODAKS (2) 
  CR 8
  hp 85 each (Pathfinder RPG Bestiary 2 48; see page 66)
  PTERINAT 
  CR 12
  LE human mummy lord cleric of Set 11 (Pathfinder RPG Bestiary 5 
  176; see page 72)
  hp 103 
  SUBTIER 12–13 (CR 15)
  This devotee of the Whispering Way has found her heart’s 
  deepest desire in service to Tar-Baphon.
  SICHEAV 
  CR 14
  Master of undeath (Pathfinder RPG NPC Codex 56; see page 84)
  hp 146 
  VAMPIRES (2) 
  CR 9
  hp 102 each (Pathfinder RPG Bestiary 270; see page 85)
  SUBTIER 15–16 (CR 18)
  This follower of the Whispering Way holds the highest 
  position of any living servant in the dungeons. He commands 
  a gold golem that is sculpted to look like a finely dressed 
  skeleton: an image of the Whispering Tyrant himself.
  GOLD GOLEM 
  CR 15
  hp 156 (Pathfinder RPG Bestiary 6 140; see page 93)
  ULIN THE PROUD 
  CR 17
  Grand necromancer (Pathfinder RPG NPC Codex 193; see page 100)
  hp 170
  OPTIONAL SILENT SHRINE ENCOUNTER 2: SHRINE 
  GUARDIANS
  A variety of outsiders stand guard over shrines to death gods 
  and other allies of the Whispering Tyrant.
  SUBTIER 5–6 (CR 8)
  This guardian waits hidden near the ceiling above a shrine 
  to Pazuzu. In Champion Mode, it summons two babaus (see 
  page 47).
  NABASU 
  CR 8
  hp 103 (Pathfinder RPG Bestiary 64; see page 48)
  SUBTIER 7–8 (CR 10)
  These guardians wait hidden near the ceiling above a shrine 
  to Pazuzu. In Champion Mode, each of them summons two 
  babaus, for a total of four of these lesser demons (see page 58).
  NABASUS (2) 
  CR 8
  hp 103 each (Pathfinder RPG Bestiary 64; see page 58)
  SUBTIER 10–11 (CR 13)
  This guardian of a shrine to Orcus makes whatever promises 
  it needs to lure adventurers to their doom. In his approach 
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  to the PCs, he takes on a human guise and pretends to be 
  a fellow Pathfinder, hoping to trick the PCs into making 
  an inopportune wish. The glabrezu’s wish twists reality to 
  encourage more temptations to evil to appear in the PC’s path. 
  If a PC accepts a wish from the glabrezu, record the content of 
  her request on her Chronicle sheet. The PC must pay 8 PP to 
  mitigate the consequences of the glabrezu’s twisted wish. In 
  Champion Mode, he summons a second glabrezu who cannot 
  use wish.
  GLABREZU 
  CR 13
  hp 186 (Pathfinder RPG Bestiary 61; see page 68)
  SUBTIER 12–13 (CR 16)
  These two nalfeshnees maintain an intense rivalry. While 
  they each personally want to destroy the PCs, they would each 
  both be happy to see the other one die to the PCs’ attack. In 
  Champion Mode, they each summon two vrocks (see page 79), 
  for a total of four of these lesser demons.
  NALFESHNEES (2) 
  CR 14
  hp 203 each (Pathfinder RPG Bestiary 65; see page 79)
  SUBTIER 15–16 (CR 19)
  This agent of Pazuzu has served as an assassin on behalf 
  of the Whispering Tyrant several times throughout the last 
  thousand years. In Champion Mode, it summons three 
  glabrezus before the PCs appear (see page 91). These glabrezus 
  cannot use wish.
  VROLIKAI 
  CR 19
  hp 332 (Pathfinder RPG Bestiary 2 81; see page 92)
  WRAPPING UP PART 3
  Once enough Silent Shrine and Clue successes have been 
  accumulated or a total of 100 minutes have passed in Part 3, 
  the Overseer GM should read the following.
  The voice of Ollysta Zadrian is a barely audible whisper, though 
  she appears to be shouting. “Pathfinders! We’re nearly done 
  clearing the evil from this area. Destroy your foes quickly, then 
  gather together for a briefing.”
  This text serves as a 10-minute warning for Table GMs and 
  players that they should conclude Part 3’s encounters. Table 
  GMs should once again apply the conditions in Speeding 
  Up the Encounters After the Warning for any battles that are 
  underway when the warning is announced (see page 16).
  ENDING PART 3
  Once the 10-minute warning period has ended or it is clear 
  the tables have finished their encounters, the Overseer GM 
  should begin Part 4.
  PART 4: THE RELIC AND THE RITUAL
  The Overseer GM should read the following.
  Ollysta Zadrian gestures the Pathfinders close and then speaks as 
  loudly as is possible. “My friends, the clues you identified in the 
  Catacombs have led to a remarkable discovery: The Whispering 
  Tyrant has hidden some kind of relic deep within the Black 
  Caverns. We don’t know its exact powers, but the information you 
  provided makes it clear the relic would be a powerful tool in the 
  fight against the Whispering Tyrant. It may also help us to clear 
  away some of the Tyrant’s corruption form this place. As loath as I 
  am to say this, we must split our expedition.” She turns to Shevar.
  “Our illustrious friend is right,” Shevar says. “I will lead part of 
  the expedition to the Black Caverns and retrieve the relic.”
  “And I will lead the force to disrupt the ritual,” Ollysta adds. 
  “But I must make it clear that whomever goes with me to stop 
  this foul necromancy will likely be facing the greater challenge. 
  While the Whispering Tyrant surely has guardians for this relic, 
  he certainly has his most deadly forces set to protect the ritual.”
  TABLE GM INSTRUCTIONS
  Table GMs should make it clear to their players that 
  disrupting the ritual is a more dangerous task, but that both 
  tasks are vital. This scenario assumes that players who chose 
  the Soldier difficulty at the beginning will proceed to the 
  Black Caverns (area D), and players who chose the Champion 
  difficulty at the beginning will proceed to the Pillar (area E). 
  The Pillar encounter is extremely challenging, and it is not 
  appropriate for tables that have not opted to play this scenario 
  with increased difficulty. As mentioned in Running the Event 
  on page 4, players in Champion Mode can choose to switch to 
  Soldier mode instead.
  Do not apply the effects of Desecrated Halls from the 
  Features of Gallowspire section on page 17. If the Spellcaster 
  Aid Characters didn’t already disable this effect, they 
  eventually succeed before as Part 4 begins.
  Reporting Successes: Whenever PCs playing in Soldier 
  Mode successfully complete an encounter, report a Relic 
  success. Whenever PCs playing in Champion Mode 
  successfully complete an encounter, report a Ritual success; 
  this includes the additional encounters from area D.
  ANNOUNCED CONDITIONS
  The Overseer GM may announce the following conditions 
  during Part 4. These conditions have the following effects.
  Medic Mission Failed: The Medic Aid Mission has failed. 
  Record any harm that came to participating Aid Characters on 
  the Aid Character Misfortunes handout.
  Medic Mission Success: Each PC immediately gains the 
  benefits of a heroically boosted medic aid token. Record 
  participating PCs on the Aid Character Triumphs handout. 
  If necessary, record any harm that came to participating Aid 
  
  SIEGE OF GALLOWSPIRE
  27
  27
  Characters on the Aid Character Misfortunes handout.
  Relic Recovered: When the Overseer GM announces this 
  condition, all PCs at all tables gain a +1 luck bonus on attack 
  rolls, saving throws, and skill checks for the remainder of the 
  scenario (note that this does not stack with the luck bonus 
  that PCs who personally recovered the relic already gained). 
  Additionally, in area E, the Pillar’s mental assault ends. The 
  PCs no longer take any of the –1 penalties from this effect (see 
  the Hazard on page 33).
  Ritual Disturbed: When the Overseer GM announces this 
  condition, necromantic energy drains away from Gallowspire. 
  In area D, the negative energy departs from the river of 
  blood, and it can no longer damage the PCs or bolster the 
  channel resistance of undead creatures. In area E, the facets 
  of the pillar stop flaring with energy each round, ending the 
  randomized effects. The undead guardians also lose some of 
  the additional protections described in the Creatures section 
  of that encounter. 
  This condition does not mean that the ritual has ended yet; 
  it instead means that the PCs have made enough progress in 
  disrupting the ritual to impact their encounters.
  OVERSEER GM INSTRUCTIONS
  During Part 4, the Overseer GM’s responsibilities are to tally 
  the number and type of each success reported, announce 
  the deaths of Shevar Besnik and Ollysta Zadrian, announce 
  two thresholds listed in the success types section below, run 
  one Aid Mission, and announce a 10-minute warning for the 
  end of the scenario. If displaying a map of the Gallowspire 
  dungeons or other visual aid, the Overseer GM should 
  update it as needed to show progress and open areas. Note 
  that areas D and E are both open from the start of Part 4.
  SUCCESS TYPES
  There are two types of successes in Part 4: Relic successes 
  and Ritual successes. After the PCs have earned a number of 
  Ritual successes equal to the number of tables, or when only 
  30 minutes remain in which to complete the event (whichever 
  comes first), read the text in the Earthquake! section on page 
  28 to call a 10-minute warning on the encounters. Make a 
  note of whether you read this text because of successes or 
  running out of time; this affects one of the boons the PCs 
  receive at the end of the scenario (see page 36).
  After the PCs have earned a number of Relic successes 
  equal to the number of tables, all future Relic successes 
  count as Ritual successes. After the PCs have earned a 
  number of Ritual successes equal to four-fifths (4/5) of 
  the number of tables, all future Ritual successes count as 
  Relic successes (unless the House has already hit the cap 
  on Relic successes).
  Relic Recovered: Once the PCs earn a number of Relic 
  successes equal to the number of tables, the Overseer GM 
  should read the following.
  Pathfinders! Your valiant efforts in the Black Caverns have met 
  with success! The holy relic of the goddess Chaldira Zuzaristan 
  responds immediately to your presence, granting luck to the 
  entire expedition! The Relic Recovered condition is in effect.
  Ritual Disturbed: Once the PCs earn a number of Ritual 
  successes equal to two-fifths (2/5) of the number of tables, 
  the Overseer GM should read the following.
  Pathfinders! Thanks to your efforts, the Whispering Tyrant’s 
  ritual is starting to falter. Necromantic energy from throughout 
  Gallowspire is draining to the Pillar in an attempt to maintain 
  the ritual, and you’re still gaining ground. The Ritual Disturbed 
  condition is in effect.
  HEAVY LOSSES
  The leaders of the two expeditions, Shevar Besnik and 
  Ollysta Zadrian, both lose their lives to the Whispering 
  Tyrant’s forces during Part 4.
  Death of Shevar Besnik: Read the following about 15 
  minutes after the beginning of Part 4.
  Standing atop the bridge and fighting his way across, Shevar turns 
  to the expedition. Despite the dire situation, he smiles. “Don’t lose 
  hope, Pathfinders! Keep fighting on! We must stop—” he begins, 
  but the words catch in his throat. Without warning, an undead 
  monstrosity materializes behind him. In a swift and cruel motion, 
  the beast lashes out with a jagged spine of bone, piercing Shevar’s 
  heart. The creature lifts the venture-captain’s body and carelessly 
  drops him off the bridge into the river of blood below.
  Death of Ollysta Zadrian: About 30 minutes after the 
  beginning of Part 4, read the following.
  Glowing with holy light, Ollysta pauses for a moment to rally the 
  Pathfinders. “This will be the hour of our glory, Pathfinders! We 
  strike against the Whispering Tyrant!” She turns her gaze to a 
  spectral dragon circling overhead. The dragon unleashes a wall 
  of negative energy, dissolving Pathfinders where they stand. With 
  steely resolve, Ollysta charges toward the dragon, running on the 
  air. “By Sarenrae’s light, begone!” she cries, as her longsword 
  connects with its wispy form. A gaping hole appears in its chest 
  as holy energy burns away its corrupted body. The dragon rounds 
  on Ollysta, tearing into her with an onslaught of teeth, claws, and 
  razor-edged wings. Ollysta’s wounds are mortal, but the paladin 
  isn’t finished. Her sacred longsword is just as unrelenting as the 
  dragon’s attack. With a triumphant blow, she decapitates the 
  dragon. Its body collapses into a ball of purifying light. The same 
  light envelops Ollysta’s shattered form. As her strength fades,  
  expression of pure serenity crosses her face. With a sigh, she 
  closes her eyes for the last time. She drifts to the ground, landing 
  gently on her back.
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  AID MISSIONS
  Part 4 features one final Aid Mission.
  Aid Mission (Medic): This Aid Mission should begin about 
  40 minutes into Part 4, after the deaths of Shevar Besnik and 
  Ollysta Zadrian. This mission calls for Aid Characters in the 
  Medic Role. Read the following text.
  Venture-Captain Jorsal of Lauterbury raises a banner, calling out 
  to the expedition’s medics. “Pathfinders, the brave heroes leading 
  the charge need your help. They cannot be allowed to fall before 
  the Whispering Tyrant’s servants! Come with me, and let us tend 
  to their wounds so they may fight on!” Players, you can send your 
  Medic Aid Characters on this mission. 
  When the results come in, total the number of successes. If 
  there are at least as many successes as the number of tables, 
  read the following.
  A flurry of Pathfinders descends on the battlefield, darting 
  between the undead. With medicine and magic, they repair your 
  injuries. The Medic Mission was successful!
  If there are fewer successes, read the following instead.
  A group of Pathfinders runs forward to assist. However, they are 
  no match for the monsters you face. With heavy losses, they 
  retreat. The Medic Mission has failed!
  EARTHQUAKE!
  Once a number of Ritual successes equal to four-fifths (4/5) 
  of the number of tables have been reported or there are only 
  30 minutes remaining in the slot, whichever happens first, 
  the Overseer GM should read the following.
  At last, the ritual reaches a critical point, With the ritual’s anchoring 
  stones disrupted and its guardians slain, the Pillar struggles in vain 
  to stop its magic from collapsing. The Pillar trembles, and a psychic 
  scream echoes through the minds of everyone within Gallowspire. 
  The lasts wisps of magic drift away from the pillar’s surface, filling 
  the room with a quiet fog. The taste of corruption fades from the air. 
  Utter silence falls, as if all the air in Gallowspire has been drawn 
  away by the inhalation of some massive being. But the peace 
  does not last for long. The stillness is broken a moment later by 
  a titanic crack. Fissures form in the walls, and the ground shifts. 
  Silently, a pitch-black nothingness begins to ooze forth from the 
  newly formed cracks in the walls, floors, and ceilings. The cracks 
  spread with supernatural speed, reaching out like grasping fingers 
  to tear the dungeons to pieces. In the Black Caverns, small rocks 
  begin to rain down from above. Gallowspire is falling apart!
  This text serves as a 15-minute warning for Table GMs and 
  players that they should conclude Part 4’s encounters. Table 
  GMs should once again apply the conditions in Speeding 
  Up the Encounters After the Warning found on page 16 to 
  ensure the PCs are able to move to the final section of the 
  adventure in a timely fashion.
  D. THE BLACK CAVERNS
  This level of the dungeon consists of a series of natural 
  caverns, although many areas have been worked, smoothed 
  down, and made easy to traverse. Area D3 of the Black Caverns 
  was once partially a prison carved into the very rock itself.
  D1. BLACK CAVERNS PRIMARY ENCOUNTER
  Shevar Besnik leads the way through the darkness for several 
  hours. As the surface grows farther away, the air becomes 
  increasingly cloying and stale. The sheer weight of the hundreds 
  of tons of stone above is palpable. Hordes of lesser undead rise 
  to stop the group several times on the journey, but they are no 
  match for the Pathfinders and soon fall. Ahead, a dull red glow 
  provides some illumination as the cavern expands, leading to the 
  bottom of a deep chasm where a river of blood flows. A bridge 
  spans the chasm in a low arc. “This is it,” says Shevar.
  Ages ago, Tar-Baphon hid the relic here, in one of the 
  deepest corners of the Black Caverns, and charged powerful 
  guardians to remain here for eternity. The PCs begin at the 
  bottom of the chasm, which is 50 feet deep with stone walls 
  (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers). 
  The starting position marked on the map approximates the 
  PCs’ starting location. The PCs can cluster against the walls 
  of the chasm to avoid being adjacent to the river of blood.
  Death of Shevar Besnik: Roughly 15 minutes after the 
  beginning of Part 4, Shevar Besnik is killed by one of the 
  guardians. Due to the nature of the attack that killed him 
  and the status of his body, he cannot be brought back with 
  raise dead or breath of life. He is canonically dead at the end 
  of the scenario.
  Creatures: The Whispering Tyrant’s servants immediately 
  attack the PCs. They lurk at the bottom of the chasm with 
  the PCs.
  Hazard: The river of blood is infused with negative energy. 
  Living creatures that approach within 5 feet take 2d6 points of 
  negative energy damage each round of exposure in Subtiers 
  5–6 and 7–8; the damage is increased to 4d6 points in all other 
  subtiers. A PC who succeeds at a hard Fortitude save halves 
  the damage. If a living creature touches the blood, the damage 
  increases to 4d6 points in Subtiers 5–6 and 7–8 or 8d6 points 
  in all other subtiers. A PC who succeeds at a hard Fortitude 
  save halves this damage. Undead creatures instead regain an 
  equivalent number of hit points. This river also grants all 
  undead creatures in the Black Caverns channel resistance +2 
  (or increases their existing channel resistance by 2). The river 
  is 5 feet deep, and it flows slowly (DC 20 Swim).
  
  D. The Black Caverns
  1 square = 5 feet
  Pathfinder Flip-Mat: Wicked Dungeon
  PCs Start
  Here
  N
  D1
  D2
  D3
  D4
  SIEGE OF GALLOWSPIRE
  29
  29
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  Reporting: If the PCs defeat the primary Black Caverns 
  encounter, report one Relic success to HQ Staff.
  SUBTIER 5–6 (CR 9)
  The Whispering Tyrant had several victims buried alive in 
  by the river. These victims rise again to fight for the Tyrant.
  GRAVEBOUND (2) 
  CR 4
  hp 37 each (Pathfinder RPG Bestiary 5 128; see page 49)
  KUROBOZUS (2) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 5 153; see page 50)
  SUBTIER 7–8 (CR 11)
  These undead are well-versed in group tactics.
  DULLAHAN 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 111; see page 59)
  GAKIS (3) 
  CR 7
  hp 74 each (Pathfinder RPG Bestiary 4 118; see page 60)
  SUBTIER 10–11 (CR 15)
  Drawn into service of the Whispering Tyrant, this nightshade 
  knows there are powerful items stored somewhere nearby.
  ADVANCED NIGHTWING 
  CR 15
  hp 229 (Pathfinder RPG Bestiary 2 292, 203; see page 71)
  SUBTIER 12–13 (CR 17)
  The body of the monstrous warsworn has grown over long 
  ages, and the metallic components of its form contain armor 
  and weapons from several time periods. The spirits tied to 
  two of these suits of armor proved too resilient to join its 
  collective, and instead rose to unlife as graveknights.
  WARSWORN 
  CR 16
  hp 207 (Pathfinder RPG Bestiary 4 272; see page 86)
  GRAVEKNIGHTS (2) 
  CR 11
  hp 139 each (Pathfinder RPG Bestiary 3 138; see page 81)
  SUBTIER 15–16 (CR 20)
  Lured by promises of participating in the end of all life on 
  Golarion, the tzitzimitl looks forward to annihilating any 
  living creature that approaches it. Two nemhains, once priests 
  of an ancient cult that revered the tzitzimitl as an avatar of 
  destruction, serve their god loyally in death. The tzitzimitl 
  cannot use its light to dark ability to interfere with the healing 
  received from the Medic Aid Mission.
  TZITZIMITL 
  CR 19
  hp 319 (Pathfinder RPG Bestiary 3 276; see page 100)
  NEMHAINS (2) 
  CR 15
  hp 225 each (Pathfinder RPG Bestiary 5 182; see page 97)
  D2. TROPHIES OF A THOUSAND RULERS
  These rooms are lined with shelves, each with a small metal 
  plaque and a name. Atop the shelves are crowns, diadems, and 
  headgear of rulership with staggering diversity.
  Each time Tar-Baphon conquered a new land or gained an 
  alliance, he collected trophies, some of which he placed here.
  D3. RELIQUARY
  The doors leading into this room are warded with protective 
  spells (see Hazard below).
  The stone doors to this chamber are decorated with a stylized 
  skull wearing a horned headdress marked with arcane symbols. 
  Oppressive dread radiates from the walls like waves of heat.
  A PC can locate the relic’s hiding spot in the northeastern 
  corner of the room with a successful average Perception 
  check. Hidden under a loose flagstone is a small locked offer 
  of unadorned steel (hard Disable Device check to open).
  Hazard: Tar-Baphon placed powerful magical defenses 
  on this room to protect the relic. Each door into D3 in the 
  southwest corner of the area is protected with a symbol spell 
  set to trigger when a creature passes through the door. In 
  Subtiers 5–6 and 7–8, each is warded with a symbol of pain; 
  in Subtiers 10–11 and 12–13, each is warded with a symbol of 
  weakness; in Subtier 15–16, each is warded with a symbol of 
  death. All the symbols are CL 20th (hard Fortitude negates).
  Reward: Within the coffer is a 6-inch-tall statue of a 
  halfling holding a shortsword with three notches cut into 
  the blade. A PC who succeeds at a DC 20 Knowledge (religion) 
  check recognizes the figure as a representation of Chaldira 
  Zuzaristan, a halfling god of battle, luck, and mischief. 
  How it came to be in the Whispering Tyrant’s possession 
  in the first place is lost to the mists of time. While it will 
  take further study to uncover the artifact’s full potential, its 
  recovery provides an immediate boon. PCs who recover the 
  relic gain a +1 luck bonus on attack rolls, saving throws, and 
  skill checks for the rest of the adventure. If enough groups 
  report Relic successes, this benefit extends to the entire 
  House and provides additional aid to PCs in area E.
  Reporting: If the PCs recover the relic, even if they don’t 
  manage to open the coffer, report one Relic success to  the 
  HQ Staff.
  D4. PRISON CELLS
  Numerous small cells line the hallways here, accessible only 
  through narrow windows cut into the otherwise bare walls. 
  
  SIEGE OF GALLOWSPIRE
  31
  31
  Tar-Baphon didn’t see much need to take prisoners out 
  of their cells. Instead of relying upon cell doors, he simply 
  shaped the walls to trap his victims.
  ADDITIONAL ENCOUNTERS IN THE BLACK CAVERNS
  The following encounters are designed to provide more 
  content for tables where the players move quickly through 
  their primary encounters and have extra time. Table GMs 
  can use these encounters at their discretion during Part 4; 
  the encounters can take place in any of the area D locations, 
  but only after the PCs have successfully completed the 
  primary Black Caverns or Pillar encounter. 
  After the Primary encounter be sure to give the PCs 
  a chance to find the relic before introducing additional 
  encounters. Table GMs should use the location on the Black 
  Caverns map they feel is most appropriate. 
  Reporting: Each time the PCs complete one of these 
  encounters, report one additional success to HQ staff. If the 
  table is playing Soldier mode, report a Relic success; if they 
  are playing Champion mode, report a Ritual success instead.
  BLACK CAVERNS OPTIONAL ENCOUNTER 1: MORE 
  UNDEAD
  The dungeons below Gallowspire are filled with numerous 
  undead foes.
  SUBTIER 5–6 (CR 8)
  These monsters are eager to prove themselves in battle 
  against the living.
  WRAITHS (3) 
  CR 5
  hp 47 each (Pathfinder RPG Bestiary 281; see page 53)
  SUBTIER 7–8 (CR 10)
  This baykok hopes to earn command of an undead unit in 
  Tar-Baphon’s army. So far, it has secured only a pair of wraiths 
  to serve it.
  BAYKOK 
  CR 9
  hp 97 (Pathfinder RPG Bestiary 3 35; see page 55)
  WRAITHS (2) 
  CR 5
  hp 47 each (Pathfinder RPG Bestiary 281; see page 63)
  SUBTIER 10–11 (CR 13)
  Coordinated and headstrong, these creatures each wish to 
  outshine the others in battle.
  BAYKOKS (3) 
  CR 9
  hp 97 each (Pathfinder RPG Bestiary 3 35; see page 65)
  SUBTIER 12–13 (CR 15)
  Many nightshades serve the Whispering Tyrant. This one 
  has been ordered to patrol the Black Caverns. In Champion 
  Mode, the nightwing has already summoned 2 greater 
  shadows (see page 84).
  ADVANCED NIGHTWING 
  CR 15
  hp 229 (Pathfinder RPG Bestiary 2 292, 203; see page 83)
  SUBTIER 15–16 (CR 18)
  This creature knows the Black Caverns better than all but 
  the Whispering Tyrant himself. In Champion Mode, the 
  nightcrawler has already summoned 6 greater shadows (see 
  page 99).
  NIGHTCRAWLER 
  CR 18
  hp 312 (Pathfinder RPG Bestiary 2 200; see page 97)
  BLACK CAVERNS OPTIONAL ENCOUNTER 2: EVEN 
  MORE UNDEAD
  Even more undead foes arrive to challenge the PCs.
  SUBTIER 5–6 (CR 8)
  Not all victims of Tar-Baphon’s “justice” became gallowdead. 
  Unable to achieve revenge upon the lich, this creature sees all 
  living creatures as enemies.
  GUECUBU 
  CR 8
  hp 104 each (Pathfinder RPG Bestiary 3 145; see page 48)
  SUBTIER 7–8 (CR 10)
  A broken obsidian dagger lies on the ground where the fext’s 
  last would-be killer fell.
  FEXT 
  CR 10
  hp 127 (Pathfinder RPG Bestiary 5 115; see page 59)
  SUBTIER 10–11 (CR 13)
  Tortured beyond the bounds of reason, this spirit now knows 
  only pain.
  BANSHEE 
  CR 13
  hp 161 (Pathfinder RPG Bestiary 2 41; see page 65)
  SUBTIER 12–13 (CR 15)
  Its rejuvenation tied to the Black Caverns by foul rituals, this 
  undead spirit hopes to diminish its own pain through the 
  suffering of others.
  NEMHAIN 
  CR 15
  hp 225 (Pathfinder RPG Bestiary 5 182; see page 82)
  SUBTIER 15–16 (CR 19)
  A pair of dwarven explorers broke through the wrong cave 
  wall hundreds of years ago.
  
  E. The Pillar
  1 square = 5 feet
  PCs Start
  Here
  N
  E1
  E2
  E6
  E3
  E4
  E5
  PATHFINDER SOCIETY SCENARIO
  32
  32
  
  SIEGE OF GALLOWSPIRE
  33
  33
  WINTERWIGHTS (2) 
  CR 17
  hp 270 each (Pathfinder RPG Bestiary 2 283; see page 101)
  E. THE PILLAR
  A massive pillar is this room’s central feature. Upon this 
  remarkable structure, the Whispering Tyrant has carved 
  knowledge of thousands of spells and arcane rituals. After 
  being the focus of so much arcane energy for so long, the 
  Pillar has developed a consciousness of a kind. Its personality 
  is derived from the Whispering Tyrant himself, often speaking 
  with his voice to the minds of both the living and undead.
  The Pillar serves as the focus point for the necromantic 
  ritual now underway, one that Tar-Baphon learned hints 
  of when he took much of Runelord Zutha’s knowledge 
  thousands of years ago.
  PILLAR PRIMARY ENCOUNTER
  With the other Pathfinders fighting off the threats of the Black 
  Caverns, Ollysta Zadrian leads the remaining members of the 
  expedition hurriedly toward the source of the ritual. Waves of 
  minor undead rise to block the way but are quickly cut down by 
  the Pathfinders’ weapons and spells.
  After what seems like hours, the caverns change to worked 
  stone, and the rolling waves of necromantic energy become more 
  pronounced. Abruptly, the passageway opens into a massive 
  chamber housing a towering pillar that rises from the center of a 
  pit. This Pillar is made of strange metal that shifts colors, and each 
  of its five faces is covered with arcane runes.
  “We are here, Pathfinders,” says Ollysta. “Let us finish with this 
  foul place.”
  The ceiling here is 150 feet high. The Pillar rises to a height 
  of 140 feet and stands within a 40-foot-deep pit. Ollysta is 
  willing to wait a round or two before moving in, giving the 
  PCs a few seconds to prepare, but no longer.
  The Pillar is covered in magical spells and formulae of 
  all schools of magic, but taking his lead from the ancient 
  power of Thassilonian sin magic, Tar-Baphon designed the 
  pillar to have five facets, each attuned most closely one of 
  the five schools of magic a Thassilonian necromancer would 
  have focused upon: necromancy, transmutation, illusion, 
  evocation, and conjuration. A PC who succeeds at a DC 20 
  Knowledge (arcana) check can identify the school of magic 
  represented on each facet.
  Death of Ollysta Zadrian: About 30 minutes after the 
  beginning of Part 4, the Overseer GM will announce the death 
  of Ollysta Zadrian. A PC who succeeds at a DC 27 Knowledge 
  (religion) check knows that the creature that slew her was a 
  wyrmwraith, and that those slain by wyrmwraiths typically 
  rise from the dead as wraiths. However, it is clear that Ollysta 
  is not undergoing this transformation. Ollysta died protected 
  and enveloped by Sarenrae’s light, and her soul believes that it 
  has reached the proper end of its life. As such, Ollysta cannot 
  be raised from the dead.
  Creatures: The most powerful defenders the Whispering 
  Tyrant could afford to leave behind move to stop the PCs. 
  Table GMs for Subtier 15–16 tables should ask their players if 
  they would like an even more difficult version of the primary 
  encounter instead of the normal one. The GM should make 
  it clear that it is a beyond-epic CR encounter. If everyone at 
  the table agrees freely, the PCs face the Alternate encounter.
  The pillar provides additional protection to its guardians. 
  All creatures here are immune to daze, and their natural 
  armor bonus to AC converts to a deflection bonus. This causes 
  their touch AC to rise to be equal to their regular AC. Once the 
  Overseer GM announces the Ritual Disturbed condition, the 
  guardians lose these protections.
  Hazards: The Pillar mentally assaults the PCs during the 
  battle, sometimes taunting with threats, sometimes tempting 
  with dark promises of power. This constant mental pressure 
  causes all PCs in area E to take a –1 penalty on attack rolls, 
  saving throws, and skill checks, as well as a –1 penalty to AC 
  and to the DCs of their spells and other abilities that allow for 
  saving throws. This is a mind-affecting affect, which the PCs 
  can resist at the beginning of each round with a Hard Will 
  save. This constant mental pressure continues until the Relic 
  Recovered condition is in effect (see page 27).
  In addition, each facet of the Pillar is linked to a school 
  of magic and has an area of effect shown on the map. Some 
  squares are cut apart by the lines-treat these squares as if 
  they are in the area where the majority of the square falls 
  (including outside of the Pillar’s area of effect). When in 
  doubt, err in the PCs’ favor. Each round on the initiative 
  count of 10, one of the facets (determined randomly) flares 
  with energy that affects all creatures in that facet’s area. Roll 
  1d6 and consult the list below.
  1 (Reprieve, E1): The very top of the pillar flashes with light. 
  This is part of the ritual, but it has no effect on the PCs.
  2 (Necromancy, E2): A pulse of negative energy fills the area, 
  dealing 2d8 points of damage in Subtiers 5–6 and 7–8, 4d8 
  points in Subtiers 10–11 and 12–13, and 6d8 points in Subtier 
  15–16 (Average Fortitude save for half). Undead creatures 
  regain an equivalent number of hit points from this pulse. 
  3 (Transmutation, E3): All creatures in the area are targeted 
  by mass enlarge person (CL 20). Since none of the threats in this 
  encounter are humanoid, this spell can affect only the PCs. An 
  average Fortitude save negates the effect. 
  4 (Illusion, E4): The area fills with curtains of shimmering, 
  dizzying colors. This acts as a rainbow pattern spell and persists 
  for 1d3 rounds. A PC who succeeds at an average Will save 
  negates the effect for that character.
  5 (Evocation, E5): A blast of cold fills the area, dealing 3d6 
  points of cold damage in Subtiers 5–6 and 7–8, 5d6 points in 
  Subtiers 10–11 and 12–13, and 7d6 points in Subtier 15–16. An 
  average Reflex save halves the damage.
  
  PATHFINDER SOCIETY SCENARIO
  34
  34
  6 (Conjuration, E6): Each creature in the area is transported 
  to a space adjacent to one of the four Tar-Baphon statues 
  (determine which statue randomly). When this effect triggers, 
  all affected creatures appear next to the same statue. A creature 
  that succeeds at an average Will save is not transported.
  SUBTIER 5–6 (CR 9)
  Undead horrors shamble forth to stop the PCs.
  DEFENDER OF THE PILLAR 
  CR 7
  Necrocraft (Pathfinder RPG Bestiary 4 200; see page 48)
  hp 75
  UNRISEN (2) 
  CR 5
  hp 52 each (Pathfinder RPG Bestiary 6 268; see page 52)
  SUBTIER 7–8 (CR 13)
  Two of the Whispering Tyrant’s most ancient servants move 
  to prevent the PCs’ approach.
  PHARAONIC GUARDIANS (2) 
  CR 11
  hp 142 each (Pathfinder RPG Bestiary 5 191; see page 63)
  SUBTIER 10–11 (CR 16)
  The Whispering Tyrant does terrible things to his enemies. 
  This once-noble silver dragon is an example, as is the 
  gashadokuro, an agglomeration of the bodies of those foes 
  Tar-Baphon starved to death.
  GASHADOKURO 
  CR 13
  hp 180 (Pathfinder RPG Bestiary 4 121; see page 68)
  VALRINETHAR THE WRETCHED 
  CR 15
  Male mummified adult silver dragon (Pathfinder RPG Bestiary 4 
  196, Pathfinder RPG Bestiary 110; see page 74)
  hp 212
  SUBTIER 12–13 (CR 18)
  The most powerful defenders remaining in the dungeons 
  below Gallowspire move to stop the PCs from interfering 
  with the ritual.
  GASHADOKUROS (2) 
  CR 13
  hp 180 each (Pathfinder RPG Bestiary 4 121; see page 80)
  WYRMWRAITH 
  CR 17
  hp 252 (Pathfinder RPG Bestiary 5 280; see page 87)
  SUBTIER 15–16 (CR 21)
  The ritual spawned a charnel colossus, an unholy 
  amalgamation of parts from hundreds of corpses. This 
  towering behemoth of decaying flesh is joined by a pair of 
  draconic spirits.
  CHARNEL COLOSSUS 
  CR 19
  hp 345 (Pathfinder Campaign Setting: Inner Sea Bestiary 10; see 
  page 89)
  WYRMWRAITHS (2) 
  CR 17
  hp 252 each (Pathfinder RPG Bestiary 5 280; see page 102)
  ALTERNATE SUBTIER 15–16 (CR 22)
  Should all the players at the table agree, they can instead 
  face a truly horrifying challenge as death itself attempts to 
  stop them. Permanent death is a possibility in this encounter, 
  so be sure the players are willing to face a truly formidable foe.
  GRIM REAPER 
  CR 22
  hp 400 (Pathfinder RPG Bestiary 5 134; see page 94)
  STOPPING THE RITUAL
  The Whispering Tyrant has set up the five ritual stones (areas 
  E1–E6) to both draw negative energy into the Pillar until it 
  explodes. The stones then direct the flow of that explosion up 
  through the dungeons to the surface and out into a radius of 
  hundreds of miles. This explosion would destroy all life in that 
  area and raise those killed as undead in the Whispering Tyrant’s 
  service. A PC who succeeds at a hard Knowledge (arcana) or 
  Spellcraft check realizes the general nature of this ritual.
  The ritual stones are roughly trapezoidal, measuring 4 
  feet wide on their longest edge. They are made of marble, 
  weigh approximately 1,800 pounds, and have hardness 8 and 
  a break DC of 45. They each have 100 hit points in Subtier 
  5–6, 140 hit points in Subtier 7–8, 200 hit points in Subtier 
  10–11, 240 hit points in Subtier 12–13, and 300 hit points in 
  Subtier 15–16.
  The first way to disrupt the ritual is by physically 
  destroying the ritual stones, which causes the energies 
  passing through them to become unfocused. Destroying a 
  ritual stone grants the group 1 point toward a Ritual success.
  Second, the stones can be physically moved to misalign 
  the energies. Each stone is keyed to the area of effect of 
  the school of magic where it begins. Moving a stone to a 
  different facet’s area of effect disrupts its focus. A Strength 
  score of 20 is required to move the stone at a rate of 5 feet 
  per round; for each 5 additional Strength, the PCs can move 
  the stone 5 feet faster. Up to two characters can attempt to 
  push a stone at one time, combining their Strength scores 
  to determine the speed at which they can move the stone. 
  Clever tactics or spells may make this process easier, at the 
  Table GM’s discretion. Each ritual stone moved to another 
  school of magic’s area of effect grants the group 1 point 
  toward a Ritual success.
  Third, a spellcaster can reroute or temporarily block the 
  flow of magical energy between the stones. They can do this 
  with a variety of spells or abilities that disrupt, suppress, or 
  manipulate the flow of magic. The Pillar interferes with the 
  
  SIEGE OF GALLOWSPIRE
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  35
  PCs’ effort, but PCs who use an ability  and succeed at an 
  average Knowledge (arcana) or Spellcraft check maintain 
  enough control over the effect to succeed and gain 1 point 
  toward a Ritual success.
  The PCs may try other strategies. Table GMs should use 
  their best judgment in such cases, allowing clever solutions 
  to be successful if the PCs succeed at a relevant hard skill 
  check. Each such success grants the group 1 point toward a 
  Ritual success. If the PCs wait until after combat to disrupt 
  the ritual, so long as they set forth a clear plan to disrupt the 
  ritual and have the skills and abilities to execute the plan, 
  the Table GM can handle the disruption narratively rather 
  than having the PCs continue to roll damage rolls and skill 
  checks until they succeed enough times.
  Reporting: Once the PCs have accumulated 3 points, report 
  a Ritual success to HQ staff.
  Development: Once the PCs have accumulated 3 points, the 
  ritual ends. Read the following. 
  At last, the ritual reaches a critical point. With the its anchoring 
  stones disrupted and its guardians slain, the Pillar struggles in vain 
  to stop its magic from collapsing. The Pillar trembles, and a psychic 
  scream echoes through the minds of everyone within Gallowspire. 
  The lasts wisps of magic drift away from the Pillar’s surface, filling 
  the room with a quiet fog, and the taste of corruption fades from 
  the air.
  With the ritual ended, the Pillar itself makes an offer to 
  the PCs to “imprint” its arcane knowledge on them so that 
  the secrets contained on the Pillar are not lost. Those who 
  accept see momentary flashes of strange symbols and terrible 
  images of horrific deeds the Whispering Tyrant performed 
  to gain that knowledge. These PCs earn the Whispers of the 
  Pillar boon on their Chronicle sheets.
  MORE ENCOUNTERS AFTER STOPPING THE RITUAL
  Should the PCs finish the primary encounter and still have 
  time remaining, the PCs can return to the Black Caverns 
  and face its primary encounter, gaining a chance to find the 
  Relic and earn a Relic success. After that, they can proceed 
  to Additional Encounters in the Black Caverns (see page 30).
  ESCAPING
  Table GMs should read the following once the PCs finish their 
  encounter after the 10-minute warning has been declared.
  Stalactites riddled with fingers of negative energy begin raining 
  from the ceiling as the entire area shakes treacherously. It is clear 
  that the time to go is now!
  The primary danger the Pathfinders now face is getting 
  above the level of the Black Caverns. A few undead remain, 
  but the collapsing chambers and seeping negative energy 
  provide the true threats. This last section of the adventure 
  is primarily narrative. The GM should ask the players how 
  their characters to describe how they escape. Table GMs are 
  also free to add their own descriptions of the challenges the 
  PCs fight through on their way out. 
  Table GMs seeking more guidance for this section can use 
  any of the following strategies and events. Use Average DCs 
  for skill checks and saving throws. PCs who get stuck here 
  and aren’t rescued by their fellow PCs are rescued by other 
  Pathfinders--such as the table’s Aid Characters. 
  ・The ground is unsteady. PCs who fail an Acrobatics 
  check fall to the ground. If they also fail a Reflex save, they are 
  pinned under 1,000 pounds of rubble and take  an amount of 
  damage equal to twice the healing from the standard Burst of 
  Healing aid token. 
  ・The negative energy lashes out, as the black tentacles spell 
  (with a CL equal to the higher of the character levels in the 
  Subtier, such as CL 6 for Subtier 5–6). NPC Pathfinders have 
  been grappled and are being crushed to death. They need the 
  PCs to heal them or otherwise help them escape.
  ・Hordes of weak undead (such as skeletons) emerge from 
  cracks in the walls and start chasing the fleeing Pathfinders. 
  They are too weak to challenge the PCs, but NPCs need help.
  ・The way out has been almost completely sealed off. PCs 
  can squeeze through with Escape Artist or find another route 
  with Survival or Knowledge (dungeoneering or engineering).
  Heroic Deaths of Characters: Table GMs should mention 
  that any players who want their Primary Characters or Aid 
  Characters to meet a heroic end have an opportunity to narrate 
  that moment. Table GMs should strive to work with players 
  to create heroic moments for these sacrifices and provide 
  a satisfying, emotional end for that character’s adventures. 
  Example heroic moments include pushing a friend out of the 
  way of a falling wall or bravely fending off a terrible monster 
  while the others escape. Table GMs cannot, however, encourage 
  players to sacrifice a character. This is provided only as an 
  option for players who wish for a character’s story to end here.
  CONCLUSION
  When there are only 15 minutes left in the allotted time for 
  the event or it is clear the House is ready to move on to the 
  Conclusion, the Overseer GM should read the following.
  Through the terrible dark and palpable evil of the dungeons of 
  Gallowspire, the expedition fights its way to the surface. The 
  earth beneath and around them continues to shake, and undead 
  monstrosities continue to fight, but the Pathfinders are implacable 
  in their progress. Finally, after many more hours, the dim light 
  of day greets the surviving Pathfinders who emerge from the 
  outskirts of the Gallowgarden. Most show signs of desperate 
  battle and deep exhaustion. As the light grows and shatters the 
  clearing clouds, a few shouts of congratulations soon become a 
  rousing cheer.
  
  PATHFINDER SOCIETY SCENARIO
  36
  36
  After a moment for the House to cheer, the Overseer GM 
  should continue. If the House earned at least as many Ritual 
  Successes as four-fifths (4/5) of the number of tables, read the 
  following text.
  Marcos Farabellus steps forward triumphantly. “My friends, I 
  have never been so proud to call myself a Pathfinder as I am 
  today. Thanks to you, and to everyone who gave their lives to 
  this mission, the world does not need to fear a terrible undead 
  blight. The Whispering Tyrant may be a figure of legend, but you 
  have challenged his plots, and you have emerged victorious. Your 
  bravery and determination stand as a shining example, not just to 
  your fellow agents, but to the world. Let us face the challenges 
  ahead in the same spirit. Let us honor our dead and carry their 
  memory and stories with us as we move forward into a new day. 
  Explore! Report! Cooperate!”
  If the House did not earn at least that many Ritual successes, 
  read the following text instead.
  Marcos Farabellus limps forward. He clears his throat, “Pathfinders. 
  There has never been a day in the Society’s history so filled with 
  blood, in which so many of our dear friends and allies have fallen. 
  But I say, there has never been a day in the Society’s history so 
  filled with courage and honor. Thanks to you, and to everyone 
  who gave their lives to this mission, the world does not need 
  to fear a terrible undead blight. The Whispering Tyrant may be a 
  figure of legend, but you have challenged his plots, and you have 
  emerged victorious. Your bravery and determination stand as a 
  shining example, not just to your fellow agents, but to the world. 
  Let us face the challenges ahead in the same spirit. Let us honor 
  our dead and carry their memory and stories with us as we move 
  forward into a new day. Explore! Report! Cooperate!”
  Finally, announce that all players have earned the 
  Necromantic Surge boon with 1, 2, 3, or 4 boxes remaining, 
  depending upon how successful they were in the scenario. 
  All players earn the boon with at least 1 box. They earn an 
  additional box for each Part that ended because the House 
  earned enough successes rather than running out of time 
  (see the corresponding Success Types section of each part’s 
  Overseer GM Instructions for more details).
  FINAL CLOSING
  The Overseer should close the event, thank the Table GMs 
  and event staff for their hard work, thank the players for their 
  support of Pathfinder Society Organized Play, and provide 
  the GMs and players with instructions for submitting 
  reporting sheets and exiting the event. 
  Regardless of the outcome of the scenario, all PCs earn 
  the Necromantic Surge boon, with the number of boxes 
  remaining that the Overseer GM announced. Cross off any 
  additional boxes. PCs who went to area E and accepted the 
  Pillar’s offer of knowledge earn the Whispers of the Pillar 
  boon. In the Aid Missions boon, cross off the boons for any 
  missions that the House did not successfully complete. On 
  the GM’s Chronicle sheet, cross off the boons for failed Aid 
  Missions. GMs receive all checkboxes on the Necromantic 
  Surge boon regardless of the Houses’s performance and can 
  choose to take the Whispers of the Pillar boon.
  At this point, Table GMs can use the Aid Mission Triumph 
  handout as a reference for which Aid Characters participated 
  in successful Aid Missions. They can then work with the 
  players to fill out the character numbers of participating Aid 
  Characters next to the corresponding boons.
  Aid Characters who were harmed during the scenario may 
  need to spend Prestige Points to recover. Table GMs can use 
  the Aid Character Misfortunes handout as a reference for 
  which Aid Characters need to do so. Players with a dead Aid 
  Character who did not use the benefit of the discounted 
  spellcasting services available in this scenario (see page 8) 
  can instead apply this discount to the cost of restoring the 
  Aid Character to life.
  Aid characters do not receive their own Chronicle sheets 
  for participating in this scenario. However, they can receive 
  a boon for the Aid Mission they participated in. Players are 
  responsible for photocopying their Chronicle sheet to apply 
  these boons to the relevant Aid Characters. These copied 
  Chronicle sheets grant the relevant boon and no other 
  rewards. Since table GMs do not have Aid Characters, they 
  do not apply these rewards to any of their other characters.
  REPORTING CONDITIONS
  If the Overseer GM read the first text in the conclusion 
  (“Marcos Farabellus steps forward triumphantly”), check 
  box A. If she read the second text (“Marcos Farabellus limps 
  forward”), check box B. If the House recovered the relic 
  of Chaldira Zuzaristan, check box C. If your table played 
  Champion mode until the end of the scenario, check box D.
  SUCCESS CONDITIONS
  There are no specific primary or secondary success 
  conditions in this scenario. For participating in this 
  adventure, each PC earns 2 Prestige Points.
  
  SIEGE OF GALLOWSPIRE
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  37
  Handout #1: First Whisper
  A dry voice, harsh and old, speaks in your mind. “The 
  living? Here? So, you must be after my secrets. 
  We will speak more of this if you manage to find 
  me and look upon my greatness.”
  Handout #2: Second Whisper
  A powerful, vibrant voice of a young woman speaks 
  in your mind. “It is not necessary to grow old 
  and crumble to dust. Seek me out and I can teach 
  you lessons to avoid the ravages of time.”
  Handout #3: Third Whisper
  A voice like the sound of rocks grinding together 
  speaks to you mentally. “Trust in strength of 
  arms, muscle, and sinew is for fools. You soon 
  will meet your end, like all others who dared 
  come to these depths!”
  Handout #4: Fourth Whisper
  A harsh voice made up of multitudes of other 
  voices blasts into your mind with great force. 
  “FOOL! THERE IS NO HOPE OF VICTORY FOR YOU HERE, 
  ONLY THE PROMISE OF DEATH AND ETERNAL SERVITUDE.”
  
  PATHFINDER SOCIETY SCENARIO
  38
  38
  Handout 5: Aid Token Benefits
  An Aid Token’s benefits sometimes vary based on the table’s subtier, and these benefits can take one of the following forms. 
  Activating an Aid Token does not take an action. 
  Allied Offensive
  Aid Character Role: Scout
  Effect: The Aid Character strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 2d8 points 
  in Subtier 5–6, 3d8 points in Subtier 7–8, 4d8 points in Subtiers 10–11 and 12–13, or 5d8 points in Subtier 15–16.
  Heroic Aid: This token grants an additional +2d8 damage to the attack. In addition, after the attack, characters attacking the target 
  are considered to be flanking it until the beginning of the attacker’s next turn.
  Athletic Assistance
  Aid Character Role: Muscle
  Effect: The Aid Character rushes in to assist a PC in a task that requires Strength. For 1 round, one PC treats their Strength score as 
  6 higher for the purposes of skill checks, ability checks, and determining what the PC can carry (but not for attack or damage rolls).
  Heroic Aid: This bonus Strength applies to the PC’s attack and damage rolls as well.
  Burst of Healing
  Aid Character Role: Medic
  Effect: The Aid Character restores 4d6 hit points to each PC. In Subtiers 10–11 and 12–13, the amount restored increases to 6d6 hit 
  points. In Subtier 15–16, the amount restored increases to 8d6 hit points.
  Heroic Aid: Increase the amount of healing by 2d6.
  Coordinated Maneuver
  Aid Character Role: Guard
  Effect: The Aid Character assists a PC in performing a combat maneuver or attack roll. The PC must choose to use this Aid Token 
  before rolling. If they do, they can roll twice and take the better result.
  Heroic Aid: Once activated, the benefit lasts for the rest of the PC’s turn.
  Provide Spellcasting
  Aid Character Role: Spellcaster
  Effect: The Aid Character either casts a beneficial spell or helps someone who can cast such a spell to reach the PCs. The spellcaster 
  casts one of the following spells, with a caster level equal to the Aid Character’s level: consecrate, heroism, invisibility, mage armor, 
  neutralize poison, remove blindness/deafness, remove curse, or restoration (100-gp version). Write the spell name and caster level 
  on the Aid Token. When activating this token, gain the benefits of the listed spell. For restoration, the Aid Character can pay the cost 
  and write PAID on the Aid Token; if the do not, the character applying the token pays the cost.
  Heroic Aid: Add the following spells to the list: break enchantment, dispel magic, and restoration (1,000-gp version).
  
  SIEGE OF GALLOWSPIRE
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  39
  Allied Offensive
  Aid Character Name: ___________________________
  Heroic □
  Allied Offensive
  Aid Character Name: ___________________________
  Heroic □
  Allied Offensive
  Aid Character Name: ___________________________
  Heroic □
  Allied Offensive
  Aid Character Name: ___________________________
  Heroic □
  Allied Offensive
  Aid Character Name: ___________________________
  Heroic □
  Athletic Assistance
  Aid Character Name: ___________________________
  Heroic □
  Athletic Assistance
  Aid Character Name: ___________________________
  Heroic □
  Athletic Assistance
  Aid Character Name: ___________________________
  Heroic □
  
  PATHFINDER SOCIETY SCENARIO
  40
  40
  Burst of Healing
  Aid Character Name: ___________________________
  Heroic □
  Burst of Healing
  Aid Character Name: ___________________________
  Heroic □
  Burst of Healing
  Aid Character Name: ___________________________
  Heroic □
  Burst of Healing
  Aid Character Name: ___________________________
  Heroic □
  Athletic Assistance
  Aid Character Name: ___________________________
  Heroic □
  Athletic Assistance
  Aid Character Name: ___________________________
  Heroic □
  Burst of Healing
  Aid Character Name: ___________________________
  Heroic □
  Coordinated Maneuver
  Aid Character Name: ___________________________
  Heroic □
  
  SIEGE OF GALLOWSPIRE
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  41
  Coordinated Maneuver
  Aid Character Name: ___________________________
  Heroic □
  Coordinated Maneuver
  Aid Character Name: ___________________________
  Heroic □
  Coordinated Maneuver
  Aid Character Name: ___________________________
  Heroic □
  Coordinated Maneuver
  Aid Character Name: ___________________________
  Heroic □
  Provide Spellcasting
  Aid Character Name: ___________________________
  Heroic □
  Spell Name: _______________________ CL: __________
  Provide Spellcasting
  Aid Character Name: ___________________________
  Heroic □
  Spell Name: _______________________ CL: __________
  Provide Spellcasting
  Aid Character Name: ___________________________
  Heroic □
  Spell Name: _______________________ CL: __________
  Provide Spellcasting
  Aid Character Name: ___________________________
  Heroic □
  Spell Name: _______________________ CL: __________
  
  PATHFINDER SOCIETY SCENARIO
  42
  42
  Provide Spellcasting
  Aid Character Name: ___________________________
  Heroic □
  Spell Name: _______________________ CL: __________
  GM Reference #1: Aid Mission Rules
  Once the Overseer GM announces an Aid Mission, Table GMs should find a natural pause in the action within the next 10 minutes. 
  At this time, players can elect to send any number of their Aid Characters of the correct role on the mission. These missions are 
  more dangerous than improving Aid Tokens, but the benefits they provide apply to the whole house. For each Aid Character sent 
  on the mission, have the player roll 2d6 for a 4th-level NPC Pathfinder, 3d6 for a 5th- to 8th-level Aid Character, 4d6 for a 9th- to 
  12th-level Aid Character, 5d6 for a 13th- to 16th-level Aid Character, or 6d6 for a 17th- to 20th-level Aid Character. The results for 
  each Aid Character depend upon the results of their roll.
  5 or less: The Aid Character’s luck runs out. Whether from an ambush, a devious trap, or a relentless onslaught of foes, the 
  character meets their end. This Aid Character dies and does not contribute to the mission’s success.
  6–10: The Aid Character is trapped in a perilous situation and needs the assistance of other Pathfinders to escape. The Aid 
  Character does not contribute to the mission’s success. If the mission fails, the Aid Character dies.
  11–19: The Aid Character makes a substantial contribution to the mission, generating 1 success. If the mission fails, the Aid 
  Character is injured. They can recover from their injuries at the end of the scenario by spending 8 Prestige Points.
  20+: The Aid Character is a triumphant leader, inspiring other Pathfinders with their bravery and skill. They generate 2 successes 
  for the mission. Even if the mission fails, they escape unscathed.
  Once a table has determined its results, each Table GM should signal their table’s total number of successes to HQ staff. The Aid 
  Mission Success Slips on page 45 are the default way to communicate successes. Use these unless the HQ staff has requested a 
  different method.
  Once the HQ staff has tallied the House’s total number of successes, the Overseer GM announces the results of the Aid Mission 
  to the House, as specified in the Aid Mission’s description. When the Overseer GM announces the results of the mission, Table GMs 
  should record any negative consequences to Aid Characters on GM Reference #2: Aid Character Misfortunes (see page 43). If the 
  mission failed, there are no further effects. If the mission succeeded, the House receives a special benefit. These benefits are listed 
  in the Table GM Instructions sections for the corresponding part of the adventure. Additionally, all participating Aid Characters 
  will be able to benefit from a boon on this scenario’s Chronicle sheet. Record the names of Aid Characters who participated in a 
  successful mission (regardless of whether or not they personally earned successes) on GM Reference #3: Aid Character Triumphs 
  (see page 44).
  
  SIEGE OF GALLOWSPIRE
  43
  43
  GM Reference #2: Aid Character Misfortunes
  Aid Characters can be harmed in the course of this scenario. Record the names and character numbers of characters who suffered 
  misfortunes and check off the appropriate box to represent the character’s situation. This handout is intended to give space for even 
  the most daring and unlucky of tables, not to represent a typical number of misfortunes.
  Aid Character #1
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #2
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #3
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #4
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #5
  Name: ___________________________
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #6
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #7
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #8
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #9
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #10
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #11
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #12
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #13
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #14
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #15
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #16
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #17
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  Aid Character #18
  Name:  ___________________________ 
  Number: _________________–________
  □ 8 PP recovery □ Character dead
  
  PATHFINDER SOCIETY SCENARIO
  44
  44
  GM Reference #3: Aid Character Triumphs
  Record the names and numbers of all characters who participated in successful Aid Missions here, for later reference. Note that 
  characters do not need to have personally earned any successes to count as participating in the mission.
  Aid Mission #1 (Scout)
   
  Name 
                                                Number
  Aid Character #1:  ____________________________________________________________   _______________–________
  Aid Character #2:   ____________________________________________________________   _______________–________
  Aid Character #3:   ____________________________________________________________   _______________–________
  Aid Character #4:   ____________________________________________________________   _______________–________
  Aid Character #5:   ____________________________________________________________   _______________–________
  Aid Mission #2 (Spellcaster)
   
  Name 
                                                Number
  Aid Character #1:  ____________________________________________________________   _______________–________
  Aid Character #2:   ____________________________________________________________   _______________–________
  Aid Character #3:   ____________________________________________________________   _______________–________
  Aid Character #4:   ____________________________________________________________   _______________–________
  Aid Character #5:   ____________________________________________________________   _______________–________
  Aid Mission #3 (Guard)
   
  Name 
                                                Number
  Aid Character #1:  ____________________________________________________________   _______________–________
  Aid Character #2:   ____________________________________________________________   _______________–________
  Aid Character #3:   ____________________________________________________________   _______________–________
  Aid Character #4:   ____________________________________________________________   _______________–________
  Aid Character #5:   ____________________________________________________________   _______________–________
  Aid Mission #4 (Muscle)
   
  Name 
                                                Number
  Aid Character #1:  ____________________________________________________________   _______________–________
  Aid Character #2:   ____________________________________________________________   _______________–________
  Aid Character #3:   ____________________________________________________________   _______________–________
  Aid Character #4:   ____________________________________________________________   _______________–________
  Aid Character #5:   ____________________________________________________________   _______________–________
  Aid Mission #5 (Medic)
   
  Name 
                                                Number
  Aid Character #1:  ____________________________________________________________   _______________–________
  Aid Character #2:   ____________________________________________________________   _______________–________
  Aid Character #3:   ____________________________________________________________   _______________–________
  Aid Character #4:   ____________________________________________________________   _______________–________
  Aid Character #5:   ____________________________________________________________   _______________–________
  
  SIEGE OF GALLOWSPIRE
  45
  45
  Aid Mission Success Slips
  After determining the results of an Aid Mission, record the Table’s number of successes on the corresponding slip of paper. Then give 
  this paper to a Runner or Courier, to be delivered to HQ. Cut along the dotted lines.
  Aid Mission #1 (Number of Scout Successes): __________________________________________________________________
  Aid Mission #2 (Number of Spellcaster Successes): ______________________________________________________________
  Aid Mission #3 (Number of Guard Successes): __________________________________________________________________
  Aid Mission #4 (Number of Muscle Successes): _________________________________________________________________
  Aid Mission #5 (Number of Medic Successes): _________________________________________________________________
  
  PATHFINDER SOCIETY SCENARIO
  46
  46
  APPENDIX 1: SUBTIER 5–6 BESTIARY
  The stat blocks for all creatures that appear in Subtier 5–6 are 
  printed below for the GM’s convenience. Abilities that are not 
  described in the Special Abilities section of the stat block are 
  universal monster rules. You can find a full list of universal 
  monster rules at pfrd.info. 
  Some of the creature stat blocks in this appendix have been 
  slightly modified, removing a spell or altering an ability to 
  reduce the number of reference books needed to prepare the 
  encounter. All such modifications are marked with asterisks 
  (*) and explained in full at the bottom of the stat block.
  CRYPT FLOWER
  A lone petal hangs over the opening of this bulbous, pitcher-shaped 
  flower, which is flanked by a pair of serpentine vines.
  CRYPT FLOWER 
  CR 7
  Pathfinder RPG Bestiary 6 67
  N Large plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 78 (12d8+24)
  Fort +10, Ref +5, Will +5
  Immune plant traits; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+5 plus grab), 2 vines +13 (1d8+5 plus grab)
  Ranged toxin splash +9 (poison)
  Space 10 ft.; Reach 10 ft. (20 ft. with vine)
  Special Attacks poison, swallow whole (1d6 acid plus poison,  
  AC 15, 7 hp)
  STATISTICS
  Str 20, Dex 12, Con 14, Int —, Wis 13, Cha 6
  Base Atk +9; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  SQ excavate, gushing wound
  SPECIAL ABILITIES
  Excavate (Ex) A crypt flower can use its shoots to dig rapidly 
  through soil, dirt, sand, or other loose ground. As a result 
  of this constant excavation activity, the ground in a 20-foot 
  radius around a crypt flower is treated as difficult terrain for all 
  creatures except crypt flowers.
  Gushing Wound (Ex) Whenever an opponent scores a critical 
  hit on a crypt flower with a slashing or piercing weapon, the 
  flower’s toxic fluids squirt out. The attacker and all creatures 
  adjacent to the attacker must attempt a DC 18 Reflex save or 
  be doused in toxic fluids and thus exposed to the crypt flower’s 
  poison. The save DC is Constitution-based.
  Poison (Ex) Contact; save Fort DC 18; frequency 1/round for 6 
  rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
  Toxin Splash (Ex) As a standard action, a crypt flower can dip its 
  vines into the toxic fluids within its pitcher and fling the liquid 
  as a splash weapon with a range increment of 20 feet. A target 
  struck, as well as all targets in the splash radius, are exposed 
  to the crypt flower’s poison (although creatures in the splash 
  radius gain a +4 bonus on Fortitude saves to resist the poison). 
  A crypt flower can use its toxin splash once every 1d4 rounds. 
  The save DC is Dexterity-based.
  Vines (Ex) A crypt flower’s vines are primary natural attacks that 
  deal bludgeoning damage.
  DAEMON, VENEDAEMON
  Tentacles protrude from the robes of this floating hooded figure in 
  place of arms and legs. Its face is a disturbing, toothless maw.
  VENEDAEMON 
  CR 5
  Pathfinder RPG Bestiary 6 78
  NE Medium outsider (daemon, evil, extraplanar)
  Init +2; Senses arcane sight, darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +5, Ref +7, Will +8
  DR 5/good or silver; Immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10; SR 16
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 4 tentacles +8 (1d6+1)
  Special Attacks swallow soul
  Spell-Like Abilities (CL 6th; concentration +9)
  Constant—arcane sight
  At will—command cacodaemonB2 (DC 18)
  3/day—dimension door, dispel magic, slow (DC 16)
  1/day—summon (level 3, 1 venedaemon 50% or 2d4 
  cacodaemonsB2 70%)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4)—hold person (DC 16)
  2nd (6)—invisibility, scorching ray
  1st (7)—charm person (DC 14), mage armor, magic missile, 
  shield
  0 (at will)—acid splash, arcane mark, bleed (DC 13), mage 
  hand, prestidigitation, ray of frost, read magic
  STATISTICS
  Str 13, Dex 15, Con 16, Int 22, Wis 16, Cha 17
  Base Atk +6; CMB +7; CMD 19
  Feats Arcane Strike, Combat Casting, Eschew MaterialsB, Weapon 
  Finesse
  Skills Bluff +12, Disguise +12, Fly +11, Intimidate +9, Knowledge 
  (arcana, planes) +15, Knowledge (religion) +12,  
  Perception +12, Sense Motive +12, Spellcraft +15, Stealth +11, 
  Use Magic Device +12
  Languages Abyssal, Aklo, Aquan, Auran, Common, Draconic, 
  Ignan, Infernal, Terran; telepathy 100 ft.
  SPECIAL ABILITIES
  Command Cacodaemon (Sp) As a swift action, a venedaemon 
  can issue a suggestion (as per the spell) to a cacodaemon 
  
  SIEGE OF GALLOWSPIRE
  47
  47
  (Pathfinder RPG Bestiary 2 64). The venedaemon adds a +2 
  racial bonus to the save DC of this spell-like ability. It can 
  command a cacodaemon to feed it a soul gem via this effect.
  Swallow Soul (Su) A venedaemon can consume a held soul 
  gem created by a cacodaemon as a swift action, allowing it to 
  cast any of its spells known without using a spell slot. For the 
  daemon to use this ability, the consumed gem must contain 
  the soul of a creature with Hit Dice equal to or greater than the 
  spell level of the desired spell.
  Spells A venedaemon casts spells as a 6th-level sorcerer.
  DEATHTRAP OOZE
  The jagged boulders of a horrific trap drip with an animated sheen of 
  foul brown-orange slime.
  DEATHTRAP OOZE 
  CR 8
  Pathfinder RPG Bestiary 3 64
  N Large ooze (shapechanger)
  Init –4; Senses blindsight 60ft.; Perception –5
  DEFENSE
  AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
  hp 126 (12d8+72)
  Fort +10, Ref +0, Will –1
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +13 (2d6+7 plus 2d6 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7 plus 2d6 acid)
  STATISTICS
  Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
  Skills Climb +13
  SQ compression, trap form
  SPECIAL ABILITIES
  Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. 
  Creatures made of materials other than flesh are immune to 
  this acid.
  Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can 
  assume the form of any Medium or Large mechanical trap that 
  has no more than one moving part (excluding pits). The ooze 
  can maintain this form indefinitely. The trap it can assume 
  the form of must be of a CR equal to or less than that of the 
  deathtrap ooze itself. This particular ooze favors the form of 
  a falling block trap (see below). In trap form, the ooze uses 
  its attack bonus, but otherwise functions as the emulated 
  trap and uses that trap’s statistics and damage. If a creature 
  searching for traps exceeds the DC to find the ooze’s trap form, 
  a successful follow-up DC 19 Knowledge (dungeoneering) 
  check allows the creature that discovered the trap to discern 
  its true nature. If the ooze takes any damage, it reverts to 
  its normal form as a free action. Otherwise, reverting to its 
  normal form takes a swift action.
  DEATHTRAP OOZE (AS FALLING BLOCK TRAP)  
  CR —
  Pathfinder Core Rulebook 420
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +13 melee (6d6); multiple targets (all targets in a 10-ft. 
  square)
  DEMON, BABAU
  This emaciated figure looks like a horned human skeleton smothered 
  within a bone-tight hide of slimy leather.
  BABAU 
  CR 6
  Pathfinder RPG Bestiary 57
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 73 (7d10+35)
  Fort +10, Ref +6, Will +5
  Defensive Abilities protective slime; DR 10/cold iron or good; 
  Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5)
  or longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 7th)
  Constant—see invisibility
  At will—darkness, dispel magic, greater teleport (self plus 50 
  lbs. of objects only)
  1/day—summon (level 3, 1 babau at 40%)
  STATISTICS
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +12; CMD 23
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus 
  (Stealth)
  Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist 
  +11, Perception +19, Sense Motive +11, Sleight of Hand +11, 
  Stealth +22; Racial Modifiers +8 Perception, +8 Stealth
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Gear longspear
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime coats a babau’s 
  skin. Any creature that strikes a babau with a natural attack 
  or unarmed strike takes 1d8 points of acid damage from its 
  skin’s protective slime if it fails a DC 18 Reflex save. A creature 
  that strikes a babau with a melee weapon must make a DC 18 
  Reflex save or the weapon takes 1d8 points of acid damage; 
  if this damage penetrates the weapon’s hardness, the weapon 
  gains the broken condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  
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  48
  DEMON, NABASU
  This lanky fiend’s mouth is filled with sharp fangs, while great 
  bat-like wings stretch from its scaly hide.
  NABASU 
  CR 8
  Pathfinder RPG Bestiary 64
  CE Medium outsider (chaotic, demon, evil, native)
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
  hp 103 (9d10+54)
  Fort +9, Ref +9, Will +9
  DR 10/cold iron or good; Immune death effects, electricity, 
  paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +15 (1d6+6), bite +15 (1d8+6)
  Special Attacks consume life, death-stealing gaze, sneak attack 
  +2d6
  Spell-Like Abilities (CL 8th)
  At will—deeper darkness, greater teleport (self plus 50 lbs. of 
  objects only), telekinesis (DC 19)
  3/day—enervation, silence (DC 16), vampiric touch
  1/day—mass hold person (DC 21), regenerate, summon (level 
  4, 1 nabasu 30% or 1d4 babaus 30%)
  STATISTICS
  Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha 19
  Base Atk +9; CMB +15; CMD 29
  Feats Cleave, Combat Expertise, Dodge, Improved Initiative, 
  Power Attack
  Skills Acrobatics +15, Fly +15, Knowledge (arcana) +14, 
  Knowledge (planes) +14, Perception +23, Sense Motive +15, 
  Stealth +15 (+23 in shadowy conditions), Survival +15;  
  Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Consume Life (Su) When a nabasu creates a ghoul with its gaze 
  attack, it gains a growth point. It gains a bonus equal to its 
  growth point total on attack rolls, CMB rolls, saving throws, 
  caster level checks, and skill checks. Its maximum hit points 
  increase by 10 for each growth point, and its caster level for 
  spell-like abilities increases by 1. For every 2 growth points, 
  its natural armor bonus, SR, and CR increase by 1. Every time 
  it gains a growth point it makes a DC 30 caster level check—
  success indicates it matures (gaining both the advanced and the 
  giant simple templates) and plane shifts to the Abyss in a burst 
  of smoke. A nabasu automatically matures if it has not done so 
  already when it reaches 20 growth points.
  Death-Stealing Gaze (Su) As a free action once per day per 
  growth point (minimum of 1/day), a nabasu can activate its 
  death-stealing gaze for a full round. All living creatures within 
  30 feet must succeed on a DC 18 Fortitude save or gain a 
  negative level. A humanoid slain in this manner immediately 
  transforms into a ghoul under the nabasu’s control. A nabasu’s 
  gaze can only create one ghoul per round—if multiple humans 
  perish from the gaze in a round, the nabasu picks which human 
  becomes a ghoul. The save DC is Charisma-based.
  DEFENDER OF THE PILLAR
  Thick muscle and jutting bone from multiple corpses fused together 
  form a winged, humanlike predator.
  DEFENDER OF THE PILLAR 
  CR 7
  Necrocraft (Pathfinder RPG Bestiary 4 200)
  NE Huge undead
  Init –1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 7, flat-footed 16 (–1 Dex, +9 natural, –2 size)
  hp 75 (10d8+30)
  Fort +5, Ref +2, Will +7
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee 3 claws +15 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (1d8+15, DC 25)
  STATISTICS
  Str 31, Dex 9, Con —, Int —, Wis 10, Cha 14
  Base Atk +7; CMB +19; CMD 28
  Feats ToughnessB
  Skills Acrobatics –1 (+3 to jump)
  SQ construction points (extra attack [claw], faster [base speed], 
  trample)
  SPECIAL ABILITIES
  Construction Points The effects of the defender of the pillar’s 
  construction points have been factored into its statistics.
  GUECUBU
  A skeletal carcass pulls itself from the ground, its body formed as 
  much from earth and soil as from bones and rotting flesh.
  GUECUBU 
  CR 8
  Pathfinder RPG Bestiary 3 145
  CE Medium undead (earth)
  Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
  Aura broken ground (30 ft., DC 20)
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 104 (11d8+55); fast healing 5
  Fort +8, Ref +7, Will +11
  Defensive Abilities channel resistance +2; DR 5/bludgeoning; 
  Immune electricity, undead traits; Resist cold 10
  OFFENSE
  Speed 30 ft., burrow 15 ft.; earth glide
  Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 
  plus misfortune)
  
  SIEGE OF GALLOWSPIRE
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  49
  Spell-Like Abilities (CL 8th; concentration +13)
  At will—stone shape
  3/day—soften earth and stone, spike growth (DC 18)
  1/day—spike stones (DC 19), transmute mud to rock (DC 20), 
  transmute rock to mud (DC 20)
  STATISTICS
  Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
  Base Atk +8; CMB +14; CMD 29
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Whirlwind Attack
  Skills Acrobatics +15, Knowledge (nature) +12, Perception +18, 
  Sense Motive +18, Stealth +18
  Languages Abyssal, Common
  SPECIAL ABILITIES
  Broken Ground (Su) The ground in a 30-foot radius around a 
  guecubu ripples and shudders unnaturally. This transforms the 
  area surrounding a guecubu into difficult terrain. A guecubu can 
  move through this area with no penalty. Consecrated ground 
  cannot be affected by this ability, nor can any area warded by a 
  magic circle against chaos or a magic circle against evil.
  Misfortune (Su) A creature struck by a guecubu must make a DC 20 
  Will save or become permanently cursed. The victim of this curse 
  takes a –4 penalty on all attack rolls, saving throws, and skill 
  checks, and any critical threat against the victim automatically 
  confirms. If a guecubu hits a creature already under this curse, 
  the victim must make a DC 20 Will save or be staggered for 1 
  round. This is a curse effect. The save DC is Charisma-based.
  GRAVEBOUND
  This humanoid figure has two impossibly deep pits where its eyes 
  should be, and long claws that stretch toward the ground.
  GRAVEBOUND 
  CR 4
  Pathfinder RPG Bestiary 5 128
  NE Medium undead (earth)
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +5
  Defensive Abilities amorphous; Immune undead traits
  Weaknesses tied to the grave, vulnerable to consecration
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee 2 claws +8 (1d6+4 plus disease)
  Special Attacks bury alive, gravedigger
  STATISTICS
  Str 18, Dex 13, Con —, Int 11, Wis 12, Cha 17
  Base Atk +3; CMB +7; CMD 18
  Feats Ability Focus (gravedigger), Improved Initiative, Weapon 
  Focus (claw)
  Skills Acrobatics +5, Intimidate +10, Knowledge (religion) +7, 
  Perception +8, Stealth +8
  Languages Common
  Gear shovel
  SPECIAL ABILITIES
  Bury Alive (Su) As a full-round action, a gravebound can 
  manipulate the ground to fill in a pit that it created with its 
  gravedigger ability. Any creature the gravedigger buries alive 
  is trapped and can’t move, and begins to suffocate. Creatures 
  outside of the pit can dig out the buried creature. Each 
  5-foot cube of dirt weighs 3,000 pounds, and a creature can 
  move 5 times her maximum load worth of dirt per minute, 
  or 10 times her maximum load if she has a shovel or other 
  appropriate tool. Once all squares of dirt above a creature’s 
  head have been removed, the creature can breathe, and 
  can escape with a DC 15 Strength or Escape Artist check. A 
  standing Medium creature typically has its head buried under 
  5 feet of earth (3,000 pounds). For a Small creature, this is 
  increased to roughly 7 feet of earth (4,200 pounds). If the 
  creature was prone when it was buried, its head is buried 
  under the full 10 feet of earth (6,000 pounds).
  Disease (Su) False Death: Injury; save Fort DC 15; onset 1 day; 
  frequency 1/day; effect 1d4 Cha damage; cure 2 consecutive 
  saves. The save DC is Charisma-based.  A creature whose 
  Charisma score is reduced to 0 by false death falls into a deep 
  coma and appears to be dead to anyone who doesn’t succeed 
  at a DC 25 Heal check. After one week, the affected creature 
  wakes up with all of its Charisma restored.
  Gravedigger (Su) As a standard action, a gravebound can 
  open up a 10-foot-deep pit in the earth underneath a single 
  creature. The creature can avoid falling into the pit with a 
  successful DC 17 Reflex save. Because the pit is made of soft 
  earth, the falling damage the creature takes is nonlethal 
  damage. The save DC is Charisma-based.
  Tied to the Grave (Ex) A gravebound can’t venture more than 
  1,000 feet from the spot where its body is buried.
  Vulnerable to Consecration (Ex) Whenever a gravebound is 
  within the area of a consecrate effect, it must succeed at a DC 
  15 Fortitude save at the beginning of each of its turns or be 
  staggered for 1 round.
  HAG, GREEN
  Knots of dark, moldering hair spill over the features of this sickly, 
  thin, green-skinned crone.
  GREEN HAG 
  CR 5
  Pathfinder RPG Bestiary 167
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 90 ft.; Perception +15
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 58 (9d10+9)
  Fort +6, Ref +7, Will +7
  SR 16
  OFFENSE
  
  PATHFINDER SOCIETY SCENARIO
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  50
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +13 (1d4+4 plus weakness)
  Spell-Like Abilities (CL 9th)
  Constant—pass without trace, tongues, water breathing
  At will—alter self, dancing lights, ghost sound (DC 12), invisibility, 
  pyrotechnics (DC 14), tree shape, whispering wind
  STATISTICS
  Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
  Base Atk +9; CMB +13; CMD 24
  Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great 
  Fortitude
  Skills Bluff +13, Disguise +13, Knowledge (arcana) +11,  
  Perception +15, Sense Motive +9, Stealth +13, Swim +18
  Languages Aklo, Common, Giant
  SQ coven, mimicry
  SPECIAL ABILITIES
  Coven Whenever all three hags of a particular coven are within 10 
  feet of one another, all three of them can work together to use 
  any of the following spell-like abilities: animate dead, baleful 
  polymorph (DC 18), blight (DC 17), bestow curse (DC 17), 
  clairaudience/clairvoyance, charm monster (DC 17), commune, 
  control weather, dream, forcecage, mind blank, mirage arcana 
  (DC 18), reincarnate, speak with dead, veil (DC 19), vision. All 
  three hags must take a full-round action to take part in this 
  form of cooperative magic. All coven spell-like abilities function 
  at CL 9th. The save DCs are Charisma-based, and function as if 
  with a Charisma score of 16.
  Mimicry (Ex) A green hag can imitate the sounds of almost any 
  animal found near its lair.
  Weakness (Su) A green hag’s claws sap strength from those she 
  strikes. Each time a green hag hits a foe with her claw attack, 
  the victim takes 2 points of Strength damage unless he resists 
  the weakness with a DC 16 Fortitude save. Alternatively, a 
  green hag can attempt to inflict even greater weakness on a 
  foe by making a touch attack—this variant requires a standard 
  action, and it cannot be attempted in the same round the hag 
  makes claw attacks. The opponent touched must succeed on a 
  DC 16 Fortitude save or take 2d4 points of Strength damage. 
  The save DC is Charisma-based.
  KUROBOZU
  The mouth of this gray-skinned, emaciated monk is a distended, 
  hollow pit of darkness.
  KUROBOZU 
  CR 6
  Pathfinder RPG Bestiary 5 153
  LE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
  hp 76 (9d8+36)
  Fort +7, Ref +9, Will +10
  Defensive Abilities evasion; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +12/+7 (1d8+5 plus sage’s bane) or
  flurry of blows +13/+13/+8 (1d8+5 plus sage’s bane)
  Special Attacks disease, sage’s bane, steal breath
  STATISTICS
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
  Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
  Feats Defensive Combat Training, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Power Attack, Stunning 
  FistB, Weapon Focus (unarmed strike)
  Skills Acrobatics +13, Climb +12, Perception +16, Sense Motive 
  +12, Stealth +16
  Languages Common
  SQ echo of life, sage’s bane
  SPECIAL ABILITIES
  Disease (Su) Black apoxia: Steal breath—inhaled; save Fort DC 
  18; onset 1 day; frequency 1/day; effect 1d3 Con damage and 
  exhausted; cure 2 consecutive saves.
  Echo of Life (Su) A kurobozu retains some the same disciplined 
  training it had in life. It gains the monk’s evasion, AC bonus, 
  Stunning Fist, and flurry of blows class features and unarmed 
  strike damage as a monk of equal level to its Hit Dice. A 
  kurobozu’s Stunning Fist lasts 1 round longer than normal. In 
  addition, a kurobozu replaces its Constitution modifier with its 
  Wisdom modifier instead of its Charisma modifier.
  Sage’s Bane (Su) Any target struck by a kurobozu’s unarmed 
  strike takes 1d4 points of Wisdom damage and loses an equal 
  amount of ki (Fortitude DC 18 negates both). For every point 
  of Wisdom damage a kurobozu deals, it heals 5 hit points. Hit 
  points received in excess of the creature’s normal total are 
  treated as temporary hit points and dissipate after 1 minute. 
  The save DC is Wisdom-based.
  Steal Breath (Su)* As a standard action, a kurobozu can steal 
  the breath from a stunned or helpless target. The target can 
  attempt to resist this spell’s effects with a Fortitude save—if he 
  succeeds, he is merely staggered for 1 round as he gasps for 
  breath. If the target fails, he immediately begins to suffocate. 
  He must then attempt Fortitude saves on each of his next three 
  turns. On the first of these turns that the target fails a Fortitude 
  save, he falls unconscious and is reduced to 0 hit points. On 
  the second failed save, the target drops to –1 hit points and 
  is dying. This spell only affects living creatures that must 
  breathe. It is impossible to defeat the effects of this ability by 
  simply holding one’s breath—if the victim fails the initial saving 
  throw, the air in his lungs is extracted. Regardless of whether 
  it successfully saved, the victim can’t speak for 1 minute, and 
  its breath reeks of carrion. This also exposes the victim to the 
  kurobozu’s disease.
  *The text of this ability has been modified. It normally references 
  the spell suffocation from the Advanced Player’s Guide. The 
  text provided here fully describes the ability’s effects.
  
  SIEGE OF GALLOWSPIRE
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  LIVING WALL
  This gruesome wall is made of stacked corpses mortared together into 
  an unyielding mass of grasping limbs, topped with a dragon skull.
  LIVING WALL 
  CR 4
  Pathfinder RPG Bestiary 4 182
  N Large construct
  Init –4; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 12, touch 5, flat-footed 12 (–4 Dex, +7 natural, –1 size)
  hp 46 (3d10+30); fast healing 1
  Fort +1, Ref –3, Will +1
  DR 5/slashing; Immune construct traits; Resist acid 5, cold 5, fire 5
  OFFENSE
  Speed 10 ft.
  Melee 2 slams +6 (1d8+4 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks crushing push, push (slam, 5 ft.)
  STATISTICS
  Str 18, Dex 3, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +8 (+10 bull rush, +12 grapple); CMD 14 (16 vs. 
  bull rush)
  Feats Improved Bull RushB
  SQ fleshy link
  SPECIAL ABILITIES
  Crushing Push (Ex) A living wall adjacent to a creature that is also 
  adjacent to a barrier (such as a dungeon wall, gate, or another 
  living wall) can spend a standard action to crush that creature 
  against the barrier, dealing 1d8+6 points of damage. If the 
  living wall is grappling the target, as part of this attack it can 
  attempt a free combat maneuver check to pin the target.
  Fleshy Link (Ex) A living wall that is adjacent to another living 
  wall automatically links with it, forming an impassible solid 
  barrier. Linked living walls coordinate their attacks and move as 
  one creature. Any linked wall can unlink itself as a free action. 
  Any damage to one linked living wall is divided evenly among 
  all linked living walls (for example, if three walls are linked 
  and one takes 15 points of damage, each wall instead takes 5 
  points of damage). Two or three linked living walls count as a 
  Huge creature for the purpose of effects affected or limited by 
  size (such as bull rush), four or five count as Gargantuan, and 
  six or more count as Colossal.
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Skill Focus (Perception), Spring 
  Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife when a mohrg’s victim dies and 
  becomes a zombie causes a surge of negative energy to flow 
  through the mohrg. Whenever a mohrg creates a zombie in this 
  manner, it is healed 1d6 hit points per HD possessed by the 
  slain creature and acts as if hasted for the round immediately 
  following the spawn’s creation.
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must make a DC 16 Will save or be paralyzed by 
  
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  fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a 
  mind-affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 
  1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. 
  Mummy rot is both a curse and disease and can only be cured 
  if the curse is first removed, at which point the disease can be 
  magically removed. Even after the curse element of mummy rot 
  is lifted, a creature suffering from it cannot recover naturally over 
  time. Anyone casting a conjuration (healing) spell on the afflicted 
  creature must succeed on a DC 20 caster level check, or the 
  spell is wasted and the healing has no effect. Anyone who dies 
  from mummy rot turns to dust and cannot be raised without a 
  resurrection or greater magic. The save DC is Charisma-based.
  QUICKWOOD
  Were it not for the image of a sinister face peeking out from its dark 
  gray bark, this would look like any other ragged oak tree.
  QUICKWOOD 
  CR 8
  Pathfinder RPG Bestiary 2 228
  N Huge plant
  Init +3; Senses darkvision 120 ft., low-light vision, oaksight; 
  Perception +21
  Aura fear aura (variable distance, DC 20)
  DEFENSE
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 95 (10d8+50)
  Fort +12, Ref +2, Will +5
  Defensive Abilities spell absorption; Immune electricity, fire, 
  plant traits; SR 19 (see spell absorption)
  OFFENSE
  Speed 10 ft.
  Melee bite +14 (2d6+9), 3 roots +12 (1d6+4 plus pull)
  Space 5 ft.; Reach 15 ft. (60 ft. with root)
  Special Attacks pull (root, 10 ft.)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +7; CMB +18; CMD 27 (can’t be tripped)
  Feats Improved Initiative, Lunge, Multiattack, Power Attack, Skill 
  Focus (Perception)
  Skills Knowledge (nature) +11, Perception +21, Stealth +4 (+8 in 
  forests); Racial Modifiers +4 Stealth in forests
  Languages Common, Sylvan
  SPECIAL ABILITIES
  Fear Aura (Su) A quickwood with stored magical energy can 
  activate its fear aura as a standard action. The aura has a radius 
  of 10 feet per spell level of the effect and lasts for 1 round (Will 
  DC 20 negates). Creatures that fail their saving throws become 
  panicked for 1 minute. The DC is Charisma-based and includes a 
  +4 racial bonus.
  Oaksight (Su) A quickwood may observe the area surrounding 
  any oak tree within 360 feet as if using clairaudience/
  clairvoyance. It can use this ability on any number of oak trees 
  in the area. Although the quickwood does not need line of 
  sight to establish this link, if it does have line of sight to even a 
  single oak tree, it cannot be flanked.
  Roots (Ex) A quickwood has dozens of long roots, but can only 
  attack with up to three of them in any given round. If the 
  quickwood uses its pull ability to pull a target within reach of its 
  bite attack, it can immediately make a free bite attack with a 
  +4 bonus on its attack roll against that target.
  Spell Absorption (Su) If a quickwood’s spell resistance protects it 
  from a magical effect, the creature absorbs that magical energy 
  into its body. It can release this energy to activate its fear aura 
  ability. While the plant is storing a spell, its SR decreases by 5. It 
  can only store one spell at a time.
  SHADOW
  Barely seen out of the corner of the eye, this wisp of shadow is vaguely 
  humanoid in outline and writhes with unholy life.
  SHADOW 
  CR 3
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  UNRISEN
  This grotesque tangle of twisted bones, decayed flesh, and rotted 
  organs is shaped into a vague parody of the human form.
  
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  UNRISEN 
  CR 5
  Pathfinder RPG Bestiary 6 268
  NE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +13
  Aura awfulness (60 ft., DC 16)
  DEFENSE
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
  hp 52 (7d8+21)
  Fort +5, Ref +3, Will +8
  Defensive Abilities meant to live, rise again; Immune undead 
  traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 40 ft.
  Melee bite +10 (1d4+5), 2 claws +10 (1d4+5)
  STATISTICS
  Str 21, Dex 8, Con —, Int 6, Wis 17, Cha 16
  Base Atk +5; CMB +10; CMD 19
  Feats Improved Initiative, Lightning Reflexes, Power Attack, Step 
  Up
  Skills Climb +15, Perception +13
  Languages Common (cannot speak)
  SQ essential salts
  SPECIAL ABILITIES
  Awfulness (Ex) An unrisen’s form is horrifically distorted. Any 
  creature that sees an unrisen within 60 feet must succeed at 
  a DC 16 Fortitude save or become nauseated for 1d4 rounds. 
  Once a creature is subjected to an unrisen’s awfulness aura, it is 
  immune to that unrisen’s awfulness aura for 24 hours. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Essential Salts (Ex) An unrisen destroyed by fire damage, 
  disintegration, or as a result of its resurrection vulnerability is 
  reduced to a handful of metallic blue-green salts. Reducing 
  an unrisen to 0 hit points while the undead is in the area 
  of a consecrate or hallow effect also reduces the creature 
  to its essential salts. These salts can be used as a material 
  component for the casting of spells that restore life (such as 
  raise dead, resurrection, and true resurrection), reducing the 
  total cost of that spell’s material components by 1,500 gp per 
  handful of salts.
  Meant to Live (Su) An unrisen takes no damage from positive 
  energy. Whenever a positive energy effect would otherwise 
  deal damage to an unrisen, the unrisen heals half that amount 
  of hit points instead.
  Resurrection Vulnerability (Su) A raise dead or similar spell cast 
  on an unrisen destroys it (Will negates). Using the spell in this 
  way does not require a material component.
  Rise Again (Su) One round after an unrisen is destroyed (unless 
  it was reduced to its essential salts—see above), it returns to 
  unlife at half its maximum hit points (26 hp for most unrisen), 
  reforming in the square in which it was destroyed. Any creature 
  that witnesses an unrisen rising again must succeed at a DC 16 
  Will save or be stunned for 1 round; this is a mind-affecting fear 
  effect. An unrisen can rise again no more often than once per 
  hour; if killed a second time within this hour it is permanently 
  destroyed (note that this does not reduce it to its essential 
  salts). The save DC is Charisma-based.
  WRAITH
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  WRAITH 
  CR 5
  Pathfinder RPG Bestiary 281
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con 
  drain)
  Special Attack create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) 
  +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  SPAWNED WRAITH 
  CR 4
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft., lifesense; Perception +8
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  
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  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +4
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +4 (1d6 negative energy plus 1d2 Con 
  drain)
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +4; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge (planes) +5, 
  Perception +8, Sense Motive +8, Stealth +9
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, using this stat block. Spawn are under the 
  command of the wraith that created them until its death, at 
  which point they lose their spawn penalties and become free-
  willed wraiths. They do not possess any of the abilities they had 
  in life.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  ZOMBIE
  This walking corpse wears only a few soiled rags. Its flesh rots off its 
  bones as it stumbles forward, arms outstretched.
  FAST ZOMBIE 
  CR 1/2
  Human fast zombie (Pathfinder RPG Bestiary 288)
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +2, Will +3
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats ToughnessB
  SPECIAL ABILITIES
  Quick Strikes (Ex) Whenever a fast zombie takes a full-attack 
  action, it can make one additional slam attack at its highest 
  base attack bonus.
  
  SIEGE OF GALLOWSPIRE
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  APPENDIX 2: SUBTIER 7–8 BESTIARY
  The stat blocks for all creatures that appear in Subtier 7–8 are 
  printed below for the GM’s convenience. Abilities that are not 
  described in the Special Abilities section of the stat block are 
  universal monster rules. You can find a full list of universal 
  monster rules at pfrd.info. 
  BAYKOK
  This howling corpse swoops through the air with hideously elongated 
  legs and a bow made of bone.
  BAYKOK 
  CR 9
  Pathfinder RPG Bestiary 3 35
  NE Medium undead
  Init +10; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
  hp 97 (15d8+30)
  Fort +7, Ref +11, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +14 (1d6+3)
  Ranged +1 composite longbow +19/+14/+9 (1d8+4/19–20/×3 
  plus 1d6 negative energy and paralysis)
  Special Attacks devour soul, dread howl, infused arrows
  STATISTICS
  Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15
  Base Atk +11; CMB +14; CMD 31
  Feats Dodge, Improved Critical (composite longbow), Improved 
  Initiative, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow)
  Skills Fly +28, Intimidate +20, Perception +18, Stealth +24
  Languages Common
  Gear +1 composite longbow (+3 Str)
  SPECIAL ABILITIES
  Devour Soul (Su) A baykok can take a standard action to devour 
  the soul of an adjacent dead or dying creature. A dying creature 
  can resist this attack with a DC 19 Fortitude save. If it fails, the 
  target is instantly slain. If the creature is already dead, it does 
  not make a saving throw, although the body cannot be more 
  than 1 hour dead. A creature subjected to this attack cannot 
  be brought back to life via raise dead (resurrection and more 
  powerful effects work normally). When a baykok devours a soul 
  in this way, it heals 5d6+10 points of damage and becomes 
  hastened for 4 rounds (as if affected by haste). This is a death 
  effect. The save DC is Charisma-based.
  Dread Howl (Su) Once per day, a baykok can unleash a blood-
  curdling howl. Any living creature within a 30-foot-radius burst 
  becomes paralyzed with fear for 1 round unless it resists with 
  a DC 19 Will save. Any creature that makes this saving throw 
  is instead shaken for 1 round. This is a fear effect. The DC is 
  Charisma-based.
  Infused Arrows (Su) A baykok creates arrows of bone as it fires 
  its bow—it need not carry arrows as ammunition. These bone 
  arrows do normal damage for arrows fired from the bow, but 
  gain a +1 enhancement bonus on attack and damage rolls. In 
  addition, each arrow deals an additional 1d6 points of negative 
  energy on a hit. Further, the first creature struck in a round by 
  a baykok’s arrow must make a DC 19 Fortitude save to avoid 
  being paralyzed for 1d3 rounds. A baykok can fire normal 
  arrows from its bow, but they do not gain the special negative 
  energy damage or paralysis effects. The DC is Charisma-based.
  BLOOD BRAMBLE
  A tremendous bramble of intertwined bushes rises from a sizable pile 
  of bones heaped at its roots, and its thorny flowers drip blood.
  BLOOD BRAMBLE 
  CR 10
  Pathfinder RPG Bestiary 6 48
  N Large plant
  Init +13; Senses low-light vision, tremorsense 30 ft.; Perception +14
  DEFENSE
  AC 24, touch 18, flat-footed 15 (+9 Dex, +6 natural, –1 size)
  hp 126 (12d8+72)
  Fort +14, Ref +13, Will +8
  DR 10/slashing; Immune plant traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee 4 vines +17 (1d8+6/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), bramble incursion, swift trip
  STATISTICS
  Str 22, Dex 28, Con 22, Int 3, Wis 15, Cha 9
  Base Atk +9; CMB +16; CMD 35 (can’t be tripped)
  Feats Improved Critical (vine), Improved Initiative, Iron Will,  
  Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
  Skills Climb +14, Perception +14, Stealth +17
  Languages Aklo (cannot speak)
  SQ freeze (as berry bush)
  SPECIAL ABILITIES
  Bramble Incursion (Ex) Like a swarm, a blood bramble can move 
  into areas occupied by other creatures. Its brambles weave 
  quickly across the ground, wounding and tripping creatures 
  sharing the same space. Moving into another creature’s space 
  is a move action that provokes attacks of opportunity. Creatures 
  sharing a space with a blood bramble are considered to be 
  moving in difficult terrain. Each time a creature takes a move or 
  standard action within the blood bramble’s space, it must first 
  succeed at a DC 25 Reflex save or take 1d8 points of piercing 
  damage from the sharp thorns. The save DC is Dexterity-based.
  Swift Trip (Ex) Whenever a blood bramble occupies the same 
  space as another creature, it can attempt a special trip combat 
  maneuver check as a swift action. The check affects all 
  creatures that share the blood bramble’s space and does not 
  
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  provoke attacks of opportunity. Any targets knocked prone by 
  the trip combat maneuver take 1d8 points of piercing damage 
  from falling into the sharp thorns.
  Vines (Ex) A blood bramble’s vines constitute a primary natural 
  attack that deals piercing damage.
  CALLER IN DARKNESS
  This roiling horror appears to be a swirling vortex of darkness and 
  screaming, ghostly faces.
  CALLER IN DARKNESS 
  CR 9
  Pathfinder RPG Bestiary 5 48
  CE Large undead (incorporeal)
  Init +11; Senses darkvision 60 ft.; Perception +22
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 12 (+3 deflection, +7 Dex, +1 dodge, 
  –1 size)
  hp 97 (13d8+39)
  Fort +7, Ref +11, Will +10
  Defensive Abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +15 (6d6 plus consume mind)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume mind, wrap in despair
  Psychic Magic (CL 10th; concentration +12)
  12 PE—aversionOA (2 PE, DC 15), emotive blockOA (3 PE, DC 16), 
  greater oneiric horrorOA (4 PE, DC 17), mind thrust VOA  
  (5 PE, DC 18), paranoiaOA (2 PE, DC 15), telempathic 
  projectionOA (1 PE, DC 14)
  STATISTICS
  Str —, Dex 25, Con —, Int 15, Wis 14, Cha 17
  Base Atk +9; CMB +13; CMD 27 (can’t be tripped)
  Feats Ability Focus (wrap in despair), Alertness, Combat Reflexes, 
  Dodge, Improved Initiative, Skill Focus (Intimidate, Stealth)
  Skills Fly +5, Intimidate +25, Knowledge (arcana) +18, Perception 
  +22, Sense Motive +22, Spellcraft +18, Stealth +21
  Languages Abyssal, Common
  SPECIAL ABILITIES
  Consume Mind (Su) Whenever a caller in darkness hits a creature 
  with its incorporeal touch attack, or begins its turn occupying 
  the same space as a creature, it drains away a portion of that 
  creature’s mind, inflicting 1d4 points of Wisdom damage. This is 
  a mind-affecting effect, but not a negative energy effect. If the 
  caller in darkness reduces a living creature’s Wisdom score to 0 
  in this way, it absorbs that creature’s mind, killing it. The caller 
  in darkness gains psychic energy equal to the creature’s HD and 
  access to all of the creature’s memories. A creature whose mind 
  is absorbed in this way cannot be resurrected until the caller in 
  darkness is slain, unless the caster first uses a wish or miracle to 
  free the creature’s mind.
  Wrap in Despair (Su) Any living creature that begins its turn 
  occupying the same space as a caller in darkness must 
  succeed on a DC 21 Will save or be overwhelmed by crippling 
  depression for 1d4 rounds. Affected creatures are unable to take 
  any action. Adjacent allies can offer words of encouragement 
  as a standard action to grant the creature a new saving throw. 
  If the creature succeeds on a saving throw granted in this way, 
  it is immune to the caller in darkness’s wrap in despair ability 
  for 24 hours. Creatures with Intelligence scores of 2 or less are 
  immune to this effect. This is a mind-affecting, emotion, and 
  fear effect. The saving throw DC is Charisma-based.
  CRYPT FLOWER
  A lone petal hangs over the opening of this bulbous, pitcher-shaped 
  flower, which is flanked by a pair of serpentine vines.
  CRYPT FLOWER 
  CR 7
  Pathfinder RPG Bestiary 6 67
  N Large plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 78 (12d8+24)
  Fort +10, Ref +5, Will +5
  Immune plant traits; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+5 plus grab), 2 vines +13 (1d8+5 plus grab)
  Ranged toxin splash +9 (poison)
  Space 10 ft.; Reach 10 ft. (20 ft. with vine)
  Special Attacks poison, swallow whole (1d6 acid plus poison, AC 
  15, 7 hp)
  STATISTICS
  Str 20, Dex 12, Con 14, Int —, Wis 13, Cha 6
  Base Atk +9; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  SQ excavate, gushing wound
  SPECIAL ABILITIES
  Excavate (Ex) A crypt flower can use its shoots to dig rapidly 
  through soil, dirt, sand, or other loose ground. As a result 
  of this constant excavation activity, the ground in a 20-foot 
  radius around a crypt flower is treated as difficult terrain for all 
  creatures except crypt flowers.
  Gushing Wound (Ex) Whenever an opponent scores a critical 
  hit on a crypt flower with a slashing or piercing weapon, the 
  flower’s toxic fluids squirt out. The attacker and all creatures 
  adjacent to the attacker must attempt a DC 18 Reflex save or 
  be doused in toxic fluids and thus exposed to the crypt flower’s 
  poison. The save DC is Constitution-based.
  Poison (Ex) Contact; save Fort DC 18; frequency 1/round for 6 
  rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
  Toxin Splash (Ex) As a standard action, a crypt flower can dip its 
  vines into the toxic fluids within its pitcher and fling the liquid 
  as a splash weapon with a range increment of 20 feet. A target 
  
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  struck, as well as all targets in the splash radius, are exposed 
  to the crypt flower’s poison (although creatures in the splash 
  radius gain a +4 bonus on Fortitude saves to resist the poison). 
  A crypt flower can use its toxin splash once every 1d4 rounds. 
  The save DC is Dexterity-based.
  Vines (Ex) A crypt flower’s vines are primary natural attacks that 
  deal bludgeoning damage.
  DAEMON, SANGUDAEMON
  This human-sized, serpent-headed spider seems to be made of clotted 
  blood, its dragonfly-like wings dripping crimson streamers.
  SANGUDAEMON 
  CR 9
  Pathfinder RPG Bestiary 6 75
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., scent; Perception +18
  Aura bleeding aura (30 ft.)
  DEFENSE
  AC 23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
  hp 114 (12d10+48)
  Fort +12, Ref +13, Will +7
  DR 10/good or silver; Immune acid, bleed, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +19 (1d8+7/18–20/×3 plus bleed), 2 claws +19 
  (1d6+7/19–20)
  Special Attacks bleed (2d4+2), blood drain (1d2 Con), drain soul
  Spell-Like Abilities (CL 12th; concentration +14)
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—quickened death knell (DC 14), invisibility, summon 
  swarm
  1/day—hold monster (DC 17), summon (level 6, 1 
  sangudaemon 40%)
  STATISTICS
  Str 24, Dex 21, Con 19, Int 10, Wis 16, Cha 15
  Base Atk +12; CMB +19; CMD 35 (47 vs. trip)
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Power Attack, Quicken Spell-Like Ability (death knell)
  Skills Fly +24, Intimidate +17, Knowledge (arcana) +15, Perception 
  +18, Sense Motive +18, Spellcraft +15
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ augmented critical, contagious gore
  SPECIAL ABILITIES
  Augmented Critical (Ex) A sangudaemon’s bite threatens a critical 
  hit on a roll of 18–20 and deals ×3 damage on a critical hit.
  Bleeding Aura (Su) Blood gushes from wounds at an increased 
  rate when within 30 feet of a sangudaemon. All bleed effects 
  deal 2 additional points of damage (this bonus is included in 
  the daemon’s bleed damage). Heal checks to stop bleeding or 
  stabilize a dying creature, Constitution checks to become stable, 
  and saving throws against effects that deal bleed damage take 
  a –4 penalty.
  Contagious Gore (Su) Any creature that stops a bleed effect 
  created by a sangudaemon must succeed at a DC 20 Fortitude 
  save or gain a bleed effect identical to what the creature just 
  stopped (this has no effect if the creature was stopping a bleed 
  effect on itself). A creature that succeeds at this save is immune 
  to this ability for 24 hours. The save DC is Constitution-based.
  Drain Soul (Su) A sangudaemon can revitalize itself by draining 
  souls. The target must be a dead creature the daemon dealt 
  bleed damage to or used its blood drain ability on within the 
  last hour, and can have been dead for no longer than 1 minute. 
  As a full-round action, the daemon can drink the creature’s soul 
  dry, condemning it to Abaddon as one of the hunted (though 
  the dead creature can be returned to life as normal). The 
  daemon gains fast healing 2 for a number of rounds equal to 
  the Hit Dice of the creature whose soul was drained.
  DEATHTRAP OOZE
  The jagged boulders of horrific trap drip with an animated sheen of 
  foul brown-orange slime.
  DEATHTRAP OOZE 
  CR 8
  Pathfinder RPG Bestiary 3 64
  N Large ooze (shapechanger)
  Init –4; Senses blindsight 60ft.; Perception –5
  DEFENSE
  AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
  hp 126 (12d8+72)
  Fort +10, Ref +0, Will –1
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +13 (2d6+7 plus 2d6 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7 plus 2d6 acid)
  STATISTICS
  Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
  Skills Climb +13
  SQ compression, trap form
  SPECIAL ABILITIES
  Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. 
  Creatures made of materials other than flesh are immune to 
  this acid.
  Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can 
  assume the form of any Medium or Large mechanical trap that 
  has no more than one moving part (excluding pits). The ooze 
  can maintain this form indefinitely. The trap it can assume 
  the form of must be of a CR equal to or less than that of the 
  deathtrap ooze itself. In trap form, the ooze uses its attack 
  bonus, but otherwise functions as the emulated trap and uses 
  that trap’s statistics and damage. If a creature searching for 
  traps exceeds the DC to find the ooze’s trap form, a successful 
  follow-up DC 19 Knowledge (dungeoneering) check allows the 
  
  PATHFINDER SOCIETY SCENARIO
  58
  58
  creature that discovered the trap to discern its true nature. If 
  the ooze takes any damage, it reverts to its normal form as 
  a free action. Otherwise, reverting to its normal form takes a 
  swift action.
  DEATHTRAP OOZE (AS FALLING BLOCK TRAP) 
  CR —
  Pathfinder Core Rulebook 420
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +13 melee (6d6); multiple targets (all targets in a 10-ft. 
  square)
  DEMON, BABAU
  This emaciated figure looks like a horned human skeleton smothered 
  within a bone-tight hide of slimy leather.
  BABAU 
  CR 6
  Pathfinder RPG Bestiary 57
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 73 (7d10+35)
  Fort +10, Ref +6, Will +5
  Defensive Abilities protective slime; DR 10/cold iron or good; 
  Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5)
  or longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 7th)
  Constant—see invisibility
  At will—darkness, dispel magic, greater teleport (self plus 50 
  lbs. of objects only)
  1/day—summon (level 3, 1 babau at 40%)
  STATISTICS
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +12; CMD 23
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus 
  (Stealth)
  Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist 
  +11, Perception +19, Sense Motive +11, Sleight of Hand +11, 
  Stealth +22; Racial Modifiers +8 Perception, +8 Stealth
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Gear longspear
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime coats a babau’s 
  skin. Any creature that strikes a babau with a natural attack 
  or unarmed strike takes 1d8 points of acid damage from this 
  slime if it fails a DC 18 Reflex save. A creature that strikes 
  a babau with a melee weapon must make a DC 18 Reflex 
  save or the weapon takes 1d8 points of acid damage; if this 
  damage penetrates the weapon’s hardness, the weapon gains 
  the broken condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  DEMON, NABASU
  This lanky fiend’s mouth is filled with sharp fangs, while great bat-
  like wings stretch from its scaly hide.
  NABASU 
  CR 8
  Pathfinder RPG Bestiary 64
  CE Medium outsider (chaotic, demon, evil, native)
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
  hp 103 (9d10+54)
  Fort +9, Ref +9, Will +9
  DR 10/cold iron or good; Immune death effects, electricity, 
  paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +15 (1d6+6), bite +15 (1d8+6)
  Special Attacks consume life, death-stealing gaze, sneak attack 
  +2d6
  Spell-Like Abilities (CL 8th)
  At will—deeper darkness, greater teleport (self plus 50 lbs. of 
  objects only), telekinesis (DC 19)
  3/day—enervation, silence (DC 16), vampiric touch
  1/day—mass hold person (DC 21), regenerate, summon (level 
  4, 1 nabasu 30% or 1d4 babaus 30%)
  STATISTICS
  Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha 19
  Base Atk +9; CMB +15; CMD 29
  Feats Cleave, Combat Expertise, Dodge, Improved Initiative, Power 
  Attack
  Skills Acrobatics +15, Fly +15, Knowledge (arcana) +14, 
  Knowledge (planes) +14, Perception +23, Sense Motive +15, 
  Stealth +15 (+23 in shadowy conditions), Survival +15;  
  Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Consume Life (Su) When a nabasu creates a ghoul with its gaze 
  attack, it gains a growth point. It gains a bonus equal to its 
  growth point total on attack rolls, CMB rolls, saving throws, 
  caster level checks, and skill checks. Its maximum hit points 
  increase by 10 for each growth point, and its caster level for 
  spell-like abilities increases by 1. For every 2 growth points, 
  its natural armor bonus, SR, and CR increase by 1. Every time 
  it gains a growth point it makes a DC 30 caster level check—
  success indicates it matures (gaining both the advanced and 
  the giant simple templates) and plane shifts to the Abyss in a 
  burst of smoke. A nabasu can have a maximum of 20 growth 
  
  SIEGE OF GALLOWSPIRE
  59
  59
  points—it automatically matures if it has not done so already 
  when it reaches 20 growth points.
  Death-Stealing Gaze (Su) As a free action once per day per 
  growth point (minimum of 1/day), a nabasu can activate its 
  death-stealing gaze for a full round. All living creatures within 
  30 feet must succeed on a DC 18 Fortitude save or gain a 
  negative level. A humanoid slain in this manner immediately 
  transforms into a ghoul under the nabasu’s control. A nabasu’s 
  gaze can only create one ghoul per round—if multiple humans 
  perish from the gaze in a round, the nabasu picks which human 
  becomes a ghoul. The save DC is Charisma-based.
  DULLAHAN
  Clad in ragged black robes and tarnished armor, this grim, headless 
  rider is surrounded by an aura of menace.
  DULLAHAN 
  CR 7
  Pathfinder RPG Bestiary 2 111
  LE Medium undead
  Init +2; Senses blindsight 60 ft.; Perception +16
  Aura frightful presence (30 ft., DC 19)
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 85 (10d8+40); fast healing 5
  Fort +7, Ref +5, Will +12
  Defensive Abilities channel resistance +4; Immune undead traits; 
  SR 18
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 cold)
  Special Attacks chilling blade, death’s calling, summon mount
  STATISTICS
  Str 20, Dex 14, Con —, Int 14, Wis 16, Cha 18
  Base Atk +7; CMB +12; CMD 24
  Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, 
  Weapon Focus (longsword)
  Skills Handle Animal +14, Intimidate +17, Perception +16, Ride +7, 
  Spellcraft +15, Stealth +10
  Languages Common, Sylvan
  Gear +1 full plate, +1 longsword
  SPECIAL ABILITIES
  Chilling Blade (Su) A dullahan is proficient with all simple and 
  martial slashing weapons. When it wields a slashing weapon, 
  the blade inflicts +1d6 cold damage and gains the keen 
  weapon property.
  Death’s Calling (Su) Once per day as a standard action, a 
  dullahan may place death’s calling on a target within 60 
  feet (DC 22 Fortitude negates). If the dullahan knows and 
  speaks the target’s name, the target takes a –2 penalty on 
  the save. If the victim fails the save, he becomes staggered 
  for 1d6 rounds. For the next 24 hours (or until the dullahan is 
  slain), all critical hits against the victim automatically confirm. 
  Finally, the victim automatically fails all Constitution checks to 
  stabilize while dying. This is a mind-affecting curse effect. The 
  save DC is Charisma-based.
  Summon Mount (Su) As a standard action, a dullahan can 
  summon a war-trained heavy horse with the fiendish creature 
  simple template (see below). This horse remains until it is 
  slain or the dullahan dismisses it. He can only have one such 
  horse in his service at a time.
  DULLAHAN’S HORSE 
  CR 2
  Advanced fiendish horse (Pathfinder RPG Bestiary 294, 177)
  N Large animal
  Init +4; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +8
  DEFENSE
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 19 (2d8+10)
  Fort +8, Ref +7, Will +3
  Resist cold 5, fire 5; SR 7
  OFFENSE
  Speed 50 ft.
  Melee 2 hooves +5 (1d4+3)
  Space 10 ft., Reach 5 ft.
  Special Attacks smite good (1/day)
  STATISTICS
  Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
  Feats Endurance, RunB
  Skills Perception +8
  SPECIAL ABILITIES
  Smite Good (Ex) Once per day as a swift action, the dullahan’s 
  horse can smite a good-aligned target. If it does, it adds a +2 
  bonus to its damage rolls against the target for 24 hours.
  FEXT
  This creature’s pallid skin and dead, vacant eyes belie its healthy, 
  powerful physique. It is clad in fearsome armor.
  FEXT 
  CR 10
  Pathfinder RPG Bestiary 5 115
  LE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 
  natural, +2 shield)
  hp 127 (15d8+60)
  Fort +9, Ref +9, Will +11
  DR 10/glass or obsidian; Immune cold, undead traits; Resist 
  electricity 10, fire 10; SR 21
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 bastard sword +20/+15/+10 (1d10+8/17–20) or
  slam +18 (1d4+10 plus energy drain)
  Special Attacks energy drain (1d4 levels, DC 21)
  
  PATHFINDER SOCIETY SCENARIO
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  60
  Spell-Like Abilities (CL 15th; concentration +19)
  At will—death knell (DC 16), protection from good, speak with 
  dead (DC 17)
  3/day—bestow curse (DC 17)
  STATISTICS
  Str 25, Dex 18, Con —, Int 13, Wis 15, Cha 18
  Base Atk +11; CMB +18; CMD 33
  Feats Cleave, Dodge, Great Cleave, Improved Critical (bastard 
  sword), Mobility, Power Attack, Spring Attack, Weapon Focus 
  (bastard sword)
  Skills Acrobatics +4, Disguise +15, Intimidate +20, Knowledge 
  (engineering) +12, Knowledge (religion) +12, Perception +20, 
  Sense Motive +9, Stealth +11
  Languages Common, Infernal
  SQ unkillable
  Gear +1 bastard sword, full plate, heavy steel shield
  SPECIAL ABILITIES
  Unkillable (Su) When reduced to 0 hit points by anything other 
  than a glass weapon or an obsidian weapon, a fext is not 
  destroyed,but instead becomes unconscious. Additionally, 1d4 
  minutes after falling unconscious, a fext gains fast healing 1. 
  To be completely destroyed, a fext must be reduced to 0 hit 
  points by a glass or obsidian weapon, or once it is rendered 
  unconscious, its head must be severed and anointed with holy 
  water. Once destroyed, a fext dissolves into fine ash.
  GAKI
  This skeletal creature with a long, thin neck seems to float above the 
  ground. Its jaw is elongated, showing sharp, worn teeth.
  GAKI 
  CR 7
  Pathfinder RPG Bestiary 4 118
  NE Medium undead
  Init +6; Senses darkvision 60 ft., detect evil; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 74 (9d8+32)
  Fort +5, Ref +7, Will +9
  Immune undead traits
  Weaknesses aversion to sun and moon, compulsive hunger, 
  vulnerable to cold and fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blood drain (1d2 Constitution), fear cone (30 ft., 
  DC 16)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect evil
  At will—invisibility
  1/day—disguise self
  STATISTICS
  Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18
  Base Atk +6; CMB +9 (+13 grapple); CMD 22
  Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes
  Skills Intimidate +14, Perception +13, Stealth +14
  Languages Common
  SPECIAL ABILITIES
  Aversion to Sun and Moon (Ex) A gaki takes 1d4 points of fire 
  damage every round it’s exposed to the light of a full moon. It 
  takes 1d4 points of cold damage every round it is exposed to 
  direct sunlight.
  Compulsive Hunger (Ex) Despite being undead, a gaki is plagued 
  by an insatiable hunger, and believes it can gain a normal body 
  or rest in peace if it consumes the right mixture of flesh, food, 
  and drink. A gaki that finds a corpse or is offered food, wine, 
  holy water, or flowers must succeed at a DC 20 Will save or 
  spend one turn trying to grab and consume it. Its narrow neck 
  prevents it from swallowing more than a tiny amount, and 
  it gives up after 1 round of attempting to do so. A gaki that 
  consumes holy water in this way is not harmed by it.
  GOLEM, BONE
  This horrific humanoid figure is a mass of bones and skulls tied 
  together with slick ropes of sinew.
  BONE GOLEM 
  CR 8
  Pathfinder RPG Bestiary 3 133
  N Large construct
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 90 (11d10+30)
  Fort +3, Ref +5, Will +3
  DR 5/adamantine and bludgeoning; Immune construct traits, 
  magic
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d8+4), 2 slams +14 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bone prison (ranged touch +12)
  STATISTICS
  Str 18, Dex 15, Con —, Int —, Wis 10, Cha 1
  Base Atk +11; CMB +16 (+20 disarm or grapple); CMD 28
  Feats Improved InitiativeB
  SPECIAL ABILITIES
  Bone Prison (Ex) As a standard action, a bone golem can throw 
  some of its bones at a creature within 30 feet—it must make 
  a ranged touch attack to hit. These bones magically duplicate 
  and form a cage surrounding struck creatures. Each round, the 
  cage makes a combat maneuver check to deal the golem’s slam 
  damage, using the golem’s CMB. If the check fails, the target is 
  still trapped but takes no damage. The target can escape the 
  grapple normally, or can break out of the bones by dealing 15 
  points of damage to the prison, which has the same AC, DR, 
  
  SIEGE OF GALLOWSPIRE
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  61
  and saves as the bone golem itself. Damage to the prison has 
  no effect on the golem. The golem can only have one bone 
  prison active at a time. If it wishes to create a second one, it (or 
  some other creature) must first destroy the existing one.
  Immunity to Magic (Ex) A bone golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and abilities function differently against the creature, as 
  noted below.
  • Magical effects that heal living creatures slow a bone golem (as 
  the slow spell) for 1d4 rounds (no save).
  • A magical attack that deals negative energy damage breaks 
  any slow effect on the golem and heals 1 point of damage for 
  every 3 points of damage the attack would otherwise deal. If 
  the healing would cause the golem to exceed its full normal 
  hit points, it gains any excess as temporary hit points. A bone 
  golem gets no saving throw against attacks that deal negative 
  energy damage.
  • A raise dead, resurrection, or true resurrection spell negates its 
  DR and immunity to magic for 1 minute.
  HAG, BLOOD
  This woman would be pretty if it were not for her sharp teeth and 
  nails, and her ghastly pale skin.
  BLOOD HAG 
  CR 8
  Pathfinder RPG Bestiary 4 19
  NE Medium monstrous humanoid (shapechanger)
  Init +10; Senses darkvision 60 ft., detect good, detect magic; 
  Perception +18
  DEFENSE
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
  hp 90 (12d10+24)
  Fort +6, Ref +14, Will +11
  DR 5/cold iron and magic; Immune charm, disease, fear, fire, 
  sleep; SR 19
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect; in fiery form only)
  Melee bite +18 (2d4+4), 2 claws +18 (1d6+4 plus grab)
  Special Attacks blood drain (1d2 Con), detonate
  Spell-Like Abilities (CL 12th; concentration +16)
  Constant—detect good, detect magic
  At will—inflict moderate wounds (DC 16), scorching ray, spider 
  climb (self only)
  3/day—deep slumber (DC 17)
  STATISTICS
  Str 18, Dex 22, Con 15, Int 14, Wis 17, Cha 19
  Base Atk +12; CMB +18 (+22 grapple); CMD 33
  Feats Agile Maneuvers, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +18, Bluff +16, Disguise +16, Fly +14, Intimidate 
  +19, Perception +18, Stealth +21
  Languages Abyssal, Common, Giant, Infernal
  SQ fiery form (DC 20), mask evil
  SPECIAL ABILITIES
  Detonate (Su) A blood hag in fiery form can explode in a 30-foot-
  radius burst that deals 8d6 points of fire damage (Reflex DC 18 
  for half). Using this ability returns a blood hag to her normal 
  form. The save DC is Constitution-based.
  Fiery Form (Su) As a standard action, a blood hag who has removed 
  her skin by using mask evil can assume the form of a flying ball 
  of fire for up to 12 rounds. After leaving fiery form, a blood hag 
  must wait 1d4 rounds before assuming it again. A blood hag in 
  this form who enters the same space as another creature stops 
  moving for that round and deals 3d6 points of fire damage (Reflex 
  DC 20 negates) to that creature. A blood hag can suppress her 
  heat and dim her light to that of an ember if she chooses, and she 
  can pass through openings and cracks as though in gaseous form. 
  A blood hag in fiery form retains her AC and also has immunity to 
  nonmagical attacks and effects. A successful targeted dispel magic 
  spell or 20 points of cold damage returns her from her fiery form 
  to her normal form. A blood hag can assume fiery form a number 
  of times per day equal to her Charisma modifier (typically 4). The 
  save DC is Charisma-based.
  Mask Evil (Su) During the day, a blood hag “wears her skin,” 
  giving her the appearance of a young woman. When so 
  disguised, the blood hag can’t use her bite, claws, or fiery form 
  ability. At night, she bursts out of her skin and returns to her 
  monstrous form. The hag regrows her skin each dawn. While 
  a blood hag is wearing her skin, her alignment is masked as 
  though by a constant undetectable alignment spell.
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Skill Focus (Perception), 
  Spring Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  
  PATHFINDER SOCIETY SCENARIO
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  62
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife when a mohrg’s victim dies and becomes 
  a zombie causes negative energy to flow through the mohrg. 
  Whenever a mohrg creates a zombie, it is healed 1d6 hit points 
  per HD possessed by the slain creature and acts as if hasted for 
  the round immediately following the spawn’s creation.
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must make a DC 16 Will save or be paralyzed by fear 
  for 1d4 rounds. Whether or not the save is successful, that 
  creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a 
  mind-affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. Mummy rot is both a curse and disease and 
  can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must 
  succeed on a DC 20 caster level check, or the spell is wasted 
  and the healing has no effect. Anyone who dies from mummy 
  rot cannot be raised without a resurrection or greater magic. 
  The save DC is Charisma-based.
  NOROFAEX
  This stocky man wears black robes and a mask made of human bone.
  NOROFAEX 
  CR 8
  Death Priest (Pathfinder RPG NPC Codex 50)
  Male human cleric of Urgathoa 9
  NE Medium humanoid (human)
  Init +6; Senses Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
  hp 89 (9d8+27)
  Fort +11, Ref +6, Will +11
  OFFENSE
  Speed 20 ft.
  Melee dagger +5/+0 (1d4–1/19–20)
  Ranged light crossbow +8 (1d8/19–20)
  Special Attacks channel negative energy 4/day (DC 17, 5d6), 
  hand of the acolyte (7/day)
  Domain Spell-Like Abilities (CL 9th; concentration +13)
  7/day—bleeding touch (4 rounds)
  1/day—dispelling touch
  Cleric Spells Prepared (CL 9th; concentration +13)
  5th—slay livingD (2, DC 21)
  4th—death wardD, freedom of movement, poison (DC 20), spell 
  immunity
  3rd—bestow curse (DC 19), contagion (2, DC 19), dispel magicD, 
  prayer
  2nd—bear’s endurance, darkness, death knellD (DC 18), delay 
  poison (DC 16), desecrate, resist energy (DC 16)
  1st—bane (DC 15), cause fearD (DC 17, 2), entropic shield, 
  obscuring mist, protection from good
  0 (at will)—bleed (DC 16), detect poison, light, virtue
  D Domain spell; Domains Death, Magic
  TACTICS
  Before Combat The cleric casts bear’s endurance, delay poison, 
  and freedom of movement.
  Base Statistics Without bear’s endurance, the cleric’s statistics are 
  hp 71, Fort +9, Con 14.
  STATISTICS
  Str 8, Dex 15, Con 18, Int 10, Wis 19, Cha 12
  Base Atk +6; CMB +5; CMD 18
  Feats Combat Casting, Command Undead, Greater Spell Focus 
  (necromancy), Improved Channel, Improved Initiative, Spell 
  Focus (necromancy)
  Skills Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge 
  (religion) +12, Perception +10
  Languages Common
  SQ aura, death’s embrace
  Gear +1 chainmail, dagger, light crossbow with 20 bolts, cloak of 
  resistance +1, headband of inspired wisdom +2, pearl of power 
  (1st), ring of protection +1, bone unholy symbol, unholy water, 
  onyx gems (worth 500 gp), silver dust for desecrate (worth 25 
  gp), 162 gp
  
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  PHARAONIC GUARDIAN
  This translucent humanoid figure has an animal’s head. Rising from 
  its back are wings of chilling white light.
  PHARAONIC GUARDIAN 
  CR 11
  Pathfinder RPG Bestiary 5 191
  LE Large undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 25, touch 21, flat-footed 18 (+5 deflection, +7 Dex, +4 shield, 
  –1 size)
  hp 142 (15d8+75)
  Fort +10, Ref +12, Will +12
  Defensive Abilities channel resistance +4, incorporeal; Immune 
  undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee +3 ghost touch speed longsword +19/+19/+14/+9 
  (2d6+8/17–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks insightful strike, judging gaze, soul-rending wings
  Spell-Like Abilities (CL 15th; concentration +20)
  3/day—suggestion (DC 18)
  1/day—greater command (DC 20)
  STATISTICS
  Str —, Dex 25, Con —, Int 13, Wis 16, Cha 21
  Base Atk +11; CMB +19; CMD 34
  Feats Combat Expertise, Combat Reflexes, Improved Critical 
  (longsword), Improved Vital Strike, Stand Still, Step Up, Vital 
  Strike, Weapon Focus (longsword)
  Skills Fly +13, Intimidate +23, Knowledge (history) +16, 
  Knowledge (religion) +19, Perception +21, Sense Motive +21
  Languages Aklo, Auran, Celestial, Infernal; telepathy 100 ft.
  SQ guardian sword and shield
  Gear mwk light steel shield, mwk longsword
  SPECIAL ABILITIES
  Guardian Sword and Shield (Su) The pharaonic guardian can 
  imbue any Large sword and shield with the ghost touch and 
  speed special abilities and a +3 enhancement bonus. This effect 
  lasts for as long as the guardian wields them and for 1 minute 
  thereafter. The guardian uses these items as if it had a Strength 
  score equal to its Charisma score.
  Insightful Strike (Ex) The pharaonic guardian gains a +4 insight 
  bonus on attack rolls against foes whose thoughts it has read 
  via its judging gaze ability.
  Judging Gaze (Su) The pharaonic guardian’s gaze attack allows 
  it to read the minds of those within 30 feet, as per the detect 
  thoughts spell with 3 rounds of concentration (Will DC 22 
  negates). This is a mind-affecting divination effect, and the 
  save DC is Charisma-based.
  Soul-Rending Wings (Su) As a standard action every 1d4 rounds, 
  the pharaonic guardian can flare its wings to fire rays of soul-
  cutting light in two 30-foot lines extending away from it. Living 
  creatures in the lines take 1d4 negative levels (Reflex DC 22 
  negates). A creature whose thoughts the pharaonic guardian 
  has read via its judging gaze ability takes a –2 penalty on this 
  save. The Fortitude save to remove these negative levels is also 
  DC 22, though without the –2 penalty from judging gaze. The 
  save DCs are Charisma-based.
  WRAITH
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  WRAITH 
  CR 5
  Pathfinder RPG Bestiary 281
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con 
  drain)
  Special Attack create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  SPAWNED WRAITH 
  CR 4
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft., lifesense; Perception +8
  Aura unnatural aura (30 ft.)
  
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  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +4
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +4 (1d6 negative energy plus 1d2 Con 
  drain)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +4; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge 
  (planes) +5, Perception +8, Sense Motive +8, Stealth +9
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than typical 
  wraiths, using this stat block. Spawn are under the command of 
  the wraith that created them until its death, at which point they 
  lose their spawn penalties and become free-willed wraiths. They 
  do not possess any of the abilities they had in life.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  ZOMBIE
  This walking corpse wears only a few soiled rags. Its flesh rots off its 
  bones as it stumbles forward, arms outstretched.
  FAST ZOMBIE 
  CR 1/2
  Human fast zombie (Pathfinder RPG Bestiary 288)
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +2, Will +3
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats ToughnessB
  SPECIAL ABILITIES
  Quick Strikes (Ex) Whenever a fast zombie takes a full-attack 
  action, it can make one additional slam attack at its highest 
  base attack bonus.
  
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  APPENDIX 3: SUBTIER 10–11 BESTIARY
  The stat blocks for all creatures that appear in Subtier 10–11 
  are printed below for the GM’s convenience. Abilities that 
  are not described in the Special Abilities section of the stat 
  block are universal monster rules. You can find a full list of 
  universal monster rules at pfrd.info. 
  Some of the creature stat blocks in this appendix have been 
  slightly modified, removing a spell or ability to reduce the 
  number of reference books needed to prepare the encounter. 
  All such modifications are marked with asterisks (*) and 
  explained in full at the bottom of the stat block.
  BANSHEE
  This beautiful, ghostly elven woman glides through the air, her long 
  hair flowing around a face knotted into a mask of rage.
  BANSHEE 
  CR 13
  Pathfinder RPG Bestiary 2 41
  CE Medium undead (incorporeal)
  Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
  DEFENSE
  AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
  hp 161 (19d8+76)
  Fort +10, Ref +19, Will +18
  Defensive Abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +26 (14d6 negative energy plus terror)
  Special Attacks wail
  STATISTICS
  Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
  Base Atk +14; CMB +25; CMD 40
  Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus 
  (touch), Wind Stance
  Skills Fly +19, Perception +31, Sense Motive +7
  Languages Common, Elven
  SPECIAL ABILITIES
  Hear Heartbeat (Ex) A banshee can sense the beating hearts of 
  living creatures within 60 feet, as if it had the blindsight ability.
  Terror (Su) A creature damaged by the banshee’s touch attack 
  must make a DC 23 Will save. Failure means that the victim 
  cowers in fear for 1d3 rounds. If a target is protected against 
  fear by a dispellable effect (such as heroes’ feast or mind 
  blank), the banshee’s touch attempts to dispel one such effect 
  with greater dispel magic (CL 14th). Negative energy damage 
  caused by a banshee’s touch can only harm the living; it cannot 
  heal undead. This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  Wail (Su) Once per minute, a banshee may wail as a full-round 
  action. The wail lasts until the beginning of her next turn. All 
  creatures within 40 feet of the banshee when she begins her 
  wail, as well as all creatures that end their turn within that 
  radius, must make a DC 23 Fortitude save. (This save is only 
  required once per wail.) Creatures under the effects of a fear 
  effect take a –4 penalty on this save. Creatures that make 
  their save are sickened for 1d6 rounds. Those that fail take 
  140 points of damage (as if affected by a CL 14 wail of the 
  banshee). If a wailing banshee is damaged during a wail, she 
  must make a Will save (DC 15 + damage taken) to maintain the 
  wail; otherwise it ends. This is a sonic death effect. Banshee 
  wails are supernaturally powerful, and penetrate the effect of 
  any spell of 3rd level or lower that creates silence. The save DC 
  is Charisma-based.
  BAYKOK
  This howling corpse swoops through the air with hideously elongated 
  legs and a bow made of bone.
  BAYKOK 
  CR 9
  Pathfinder RPG Bestiary 3 35
  NE Medium undead
  Init +10; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
  hp 97 (15d8+30)
  Fort +7, Ref +11, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +14 (1d6+3)
  Ranged +1 composite longbow +19/+14/+9 (1d8+4/19–20/×3 
  plus 1d6 negative energy and paralysis)
  Special Attacks devour soul, dread howl, infused arrows
  STATISTICS
  Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15
  Base Atk +11; CMB +14; CMD 31
  Feats Dodge, Improved Critical (composite longbow), Improved 
  Initiative, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow)
  Skills Fly +28, Intimidate +20, Perception +18, Stealth +24
  Languages Common
  Gear +1 composite longbow (+3 Str)
  SPECIAL ABILITIES
  Devour Soul (Su) A baykok can take a standard action to devour 
  the soul of an adjacent dead or dying creature. A dying creature 
  can resist this attack with a DC 19 Fortitude save. If it fails, the 
  target is instantly slain. If the creature is already dead, it does 
  not make a saving throw, although the body cannot be more 
  than 1 hour dead. A creature subjected to this attack cannot 
  be brought back to life via raise dead (resurrection and more 
  powerful effects work normally). When a baykok devours a soul 
  in this way, it heals 5d6+10 points of damage and becomes 
  hastened for 4 rounds (as if affected by haste). This is a death 
  effect. The save DC is Charisma-based.
  
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  Dread Howl (Su) Once per day, a baykok can unleash a blood-
  curdling howl. Any living creature within a 30-foot-radius 
  burst becomes paralyzed with fear for 1 round unless it resists 
  with a DC 19 Will save. Any creature that makes this saving 
  throw is instead shaken for 1 round. This is a fear effect. The 
  DC is Charisma-based.
  Infused Arrows (Su) A baykok creates arrows of bone as it fires 
  its bow—it need not carry arrows as ammunition. These bone 
  arrows do normal damage for arrows fired from the bow 
  but gain a +1 enhancement bonus on attack and damage 
  rolls. In addition, each arrow deals an additional 1d6 points 
  of negative energy on a hit. Further, the first creature struck 
  in a round by a baykok’s arrow must make a DC 19 Fortitude 
  save to avoid being paralyzed for 1d3 rounds. A baykok can 
  fire normal arrows from its bow if it wishes—such arrows, 
  however, do not gain the special negative energy damage or 
  paralysis effects. The DC is Charisma-based.
  BLOOD BRAMBLE
  A tremendous bramble of intertwined bushes rises from a sizable 
  pile of bones heaped at its roots, and its thorny flowers drip blood.
  BLOOD BRAMBLE 
  CR 10
  Pathfinder RPG Bestiary 6 48
  N Large plant
  Init +13; Senses low-light vision, tremorsense 30 ft.;  
  Perception +14
  DEFENSE
  AC 24, touch 18, flat-footed 15 (+9 Dex, +6 natural, –1 size)
  hp 126 (12d8+72)
  Fort +14, Ref +13, Will +8
  DR 10/slashing; Immune plant traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee 4 vines +17 (1d8+6/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), bramble incursion, swift trip
  STATISTICS
  Str 22, Dex 28, Con 22, Int 3, Wis 15, Cha 9
  Base Atk +9; CMB +16; CMD 35 (can’t be tripped)
  Feats Improved Critical (vine), Improved Initiative, Iron Will,  
  Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
  Skills Climb +14, Perception +14, Stealth +17
  Languages Aklo (cannot speak)
  SQ freeze (as berry bush)
  SPECIAL ABILITIES
  Bramble Incursion (Ex) Like a swarm, a blood bramble can 
  move into areas occupied by other creatures. Its brambles 
  weave quickly across the ground, wounding and tripping 
  creatures sharing the same space. Moving into another 
  creature’s space is a move action that provokes attacks of 
  opportunity. Creatures sharing a space with a blood bramble 
  are considered to be moving in difficult terrain. Each time a 
  creature takes a move or standard action within the blood 
  bramble’s space, it must first succeed at a DC 25 Reflex save 
  or take 1d8 points of piercing damage from the sharp thorns. 
  The save DC is Dexterity-based.
  Swift Trip (Ex) Whenever a blood bramble occupies the same 
  space as another creature, it can attempt a special trip combat 
  maneuver check as a swift action. The check affects all 
  creatures that share the blood bramble’s space and does not 
  provoke attacks of opportunity. Any targets knocked prone by 
  the trip combat maneuver take 1d8 points of piercing damage 
  from falling into the sharp thorns.
  Vines (Ex) A blood bramble’s vines constitute a primary natural 
  attack that deals piercing damage.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and its 
  empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, 
  fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  BONETHORN
  Ligaments of stringy black fungus connect the bones of this filthy 
  skeleton. In numerous places, the fungus has formed thorny growths.
  
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  BONETHORN 
  CR 12
  Pathfinder RPG Bestiary 6 52
  N Medium plant
  Init +10; Senses lifesense, low-light vision; Perception +22
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
  hp 150 (20d8+60)
  Fort +15, Ref +14, Will +11
  Defensive Abilities positive energy absorption;  
  DR 10/bludgeoning; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee gore +24 (2d6+9 plus spores), 2 claws +24 (2d6+9/19–20 
  plus spores)
  Special Attacks critical implantation
  STATISTICS
  Str 28, Dex 23, Con 17, Int 2, Wis 16, Cha 9
  Base Atk +15; CMB +24; CMD 41
  Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical 
  (claw), Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Sickening Critical, Skill Focus (Perception)
  Skills Perception +22, Stealth +19
  SPECIAL ABILITIES
  Critical Implantation (Ex) If a bonethorn scores a critical hit with 
  any of its natural weapons, the victim takes a –4 penalty on its 
  Fortitude save to resist the spore effect.
  Positive Energy Absorption (Sp) Those attempting to affect a 
  bonethorn with positive energy quickly discover their mistake. 
  Not only does positive energy heal the bonethorn (as it is a 
  living creature, not undead), but it also absorbs the positive 
  energy, boosting its metabolism. Whenever a bonethorn is 
  affected by positive energy, it gains the benefits of haste and 
  fast healing 5 for 1 round. This duration increases to 2 rounds 
  if the bonethorn is not wounded at the time it is affected by 
  positive energy. The durations from multiple exposures to 
  positive energy effects stack.
  Spores (Su) Each time a bonethorn deals damage with its 
  sporeladen natural attacks, its victim must attempt a DC 23 
  Fortitude save to avoid becoming infested by the fungus. If the 
  victim fails, the fungus propagates through its body, dealing 2d6 
  points of slashing damage per round at the start of the infected 
  creature’s turn. If the bonethorn dies and the infected creature 
  is still alive, the infection immediately ends. A creature that has 
  a skeleton and that dies while infested with bonethorn spores 
  is consumed over the course of 2d6 rounds, after which a new 
  bonethorn rises from the remains. A new bonethorn created 
  in this manner from a Large or larger body can animate only 
  a Medium-sized portion of the skeleton, resulting in strange, 
  partially skeletal hosts that have similar statistics to a bonethorn 
  grown from a humanoid host. Burning or otherwise completely 
  destroying the victim’s body before the spores complete their 
  consumption prevents it from becoming a new bonethorn. This is 
  a disease effect. The save DC is Constitution-based.
  DAEMON, DERGHODAEMON
  A deadly and vicious bouquet of insectile claws sprouts from this 
  horrid, three-legged, multi-eyed beast.
  DERGHODAEMON 
  CR 12
  Pathfinder RPG Bestiary 2 66
  NE Large outsider (daemon, evil, extraplanar)
  Init +5; Senses all-around vision, darkvision 60 ft., detect magic, 
  see invisibility; Perception +28
  Aura feeblemind (DC 20)
  DEFENSE
  AC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
  hp 161 (14d10+84)
  Fort +15, Ref +14, Will +7
  DR 10/good; Immune acid, death effects, disease, poison;  
  Resist cold 10, electricity 10, fire 10; SR 23
  OFFENSE
  Speed 40 ft.
  Melee 5 claws +21 (1d6+8/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d8+12 plus 2 Con damage)
  Spell-like Abilities (CL 12th; concentration +15)
  Constant—detect magic, see invisibility
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—fear (DC 17), quickened summon swarm
  1/day—creeping doom, insect plague, summon (level 4,  
  1 derghodaemon 30%)
  STATISTICS
  Str 27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
  Base Atk +14; CMB +23; CMD 38 (40 vs. trip)
  Feats Cleave, Critical Focus, Improved Critical (claws), Power 
  Attack, Quicken Spell-Like Ability (summon swarm), Sickening 
  Critical, Vital Strike
  Skills Intimidate +20, Perception +28, Sense Motive +20,  
  Stealth +18; Racial Modifiers +4 Perception
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ swarmwalking
  SPECIAL ABILITIES
  Feeblemind Aura (Su) By grinding and clicking its mandibles and 
  chitinous plates together (a free action), a derghodaemon can 
  affect all creatures within 30 feet as if by a feeblemind spell. 
  Daemons are immune to this effect, but all other creatures must 
  make a DC 20 Will save to resist the effects. A creature that 
  makes this save is immune to the effect for 24 hours. A creature 
  that fails remains affected as long as the derghodaemon 
  continues to maintain the aura and the subject remains within 
  30 feet of the derghodaemon. Once either condition ends, the 
  victim of this effect can attempt a new DC 20 Will save once per 
  minute to recover from the effect; otherwise, it can be cured by 
  a heal, limited wish, miracle, or wish spell. A derghodaemon 
  cannot use its spell-like abilities or rend attack in any round in 
  which it uses its feeblemind aura. This is a sonic mind-affecting 
  effect. The save DC is Charisma-based.
  
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  Swarmwalking (Su) A derghodaemon is immune to damage or 
  distraction effects caused by swarms.
  DEMON, GLABREZU
  Four arms grace the torso of this towering monstrosity. The monster’s 
  eyes shine with a mix of intelligence and cruelty.
  GLABREZU 
  CR 13
  Pathfinder RPG Bestiary 61
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 186 (12d10+120)
  Fort +18, Ref +4, Will +11
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10),  
  bite +20 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+15)
  Spell-Like Abilities (CL 14th)
  Constant—true seeing
  At will—chaos hammer (DC 19), confusion (DC 19),  
  dispel magic, mirror image, reverse gravity (DC 22),  
  greater teleport (self plus 50 lbs. of objects only), veil (self 
  only), unholy blight
  1/day—power word stun, summon (level 4, 1 glabrezu 20% or 
  1d2 vrocks 50%)
  1/month—wish (granted to a mortal humanoid only)
  STATISTICS
  Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +24; CMD 34
  Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, 
  Power Attack, Vital Strike
  Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge 
  (history) +18, Knowledge (local) +18, Perception +26,  
  Sense Motive +18, Stealth +7, Use Magic Device +17;  
  Racial Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  GAKI
  This skeletal creature with a long, thin neck seems to float above the 
  ground. Its jaw is elongated, showing sharp, worn teeth.
  GAKI 
  CR 7
  Pathfinder RPG Bestiary 4 118
  NE Medium undead
  Init +6; Senses darkvision 60 ft., detect evil; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 74 (9d8+32)
  Fort +5, Ref +7, Will +9
  Immune undead traits
  Weaknesses aversion to sun and moon, compulsive hunger, 
  vulnerable to cold and fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blood drain (1d2 Constitution), fear cone (30 ft., 
  DC 16)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect evil
  At will—invisibility
  1/day—disguise self
  STATISTICS
  Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18
  Base Atk +6; CMB +9 (+13 grapple); CMD 22
  Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes
  Skills Intimidate +14, Perception +13, Stealth +14
  Languages Common
  SPECIAL ABILITIES
  Aversion to Sun and Moon (Ex) A gaki takes 1d4 points of fire 
  damage every round it’s exposed to the light of a full moon. It 
  takes 1d4 points of cold damage every round it is exposed to 
  direct sunlight.
  Compulsive Hunger (Ex) Despite being undead, a gaki is 
  plagued by an insatiable hunger, and believes it can gain a 
  normal body or rest in peace if it consumes the right mixture 
  of flesh, food, and drink. A gaki that finds a corpse or is 
  offered food, wine, holy water, or flowers must succeed at a 
  DC 20 Will save or spend one turn trying to grab and consume 
  it. Its narrow neck prevents it from swallowing more than a 
  tiny amount, and it gives up after 1 round of attempting to do 
  so. A gaki that consumes holy water in this way is not harmed 
  by it.
  GASHADOKURO
  The bones and skulls of countless smaller creatures dribble from the 
  joints and rib cage of this massive skeleton.
  GASHADOKURO 
  CR 13
  Pathfinder RPG Bestiary 4 121
  NE Huge undead
  Init +4; Senses darkvision 60 ft.; Perception +20
  Aura starvation (60 ft., DC 25)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 180 (19d8+95)
  Fort +11, Ref +6, Will +14
  Defensive Abilities channel resistance +4; DR 10/bludgeoning; 
  Immune undead traits
  
  SIEGE OF GALLOWSPIRE
  69
  69
  OFFENSE
  Speed 30 ft.
  Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30-ft. cone, 12d6 bludgeoning 
  damage, Reflex DC 24 half, usable every 1d4 rounds), corpse 
  consumption, swallow whole (6d6 bludgeoning damage, AC 20, 
  18 hp)
  STATISTICS
  Str 30, Dex 11, Con —, Int 6, Wis 17, Cha 21
  Base Atk +14; CMB +26 (+28 bull rush, +30 grapple); CMD 36 (38 
  vs. bull rush)
  Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 
  Improved Critical (claw), Improved Initiative, Intimidating 
  Prowess, Power Attack, Vital Strike, Weapon Focus (claw)
  Skills Climb +23, Intimidate +32, Perception +20
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Breath Weapon (Su) A gashadokuro can breathe bone shards as 
  a standard action.
  Corpse Consumption (Su) A gashadokuro that kills creature 
  by using its swallow whole special ability automatically 
  consumes its victim’s body and regains a number of hit points 
  equal to the victim’s Constitution score. Consumed creatures 
  cannot be resurrected by any effect short of a miracle or wish 
  spell until the gashadokuro is destroyed.
  Starvation Aura (Su) A gashadokuro emits a powerful aura that 
  causes all creatures within range to feel the intense pains 
  of starvation. Each creature within 60 feet must succeed at 
  a DC 24 Fortitude save or be fatigued and succumb to the 
  supernatural starvation of the gashadokuro, taking 2d6 points 
  of nonlethal damage at the end of its turn each round it 
  remains in the aura. Even after leaving the area or slaying 
  the gashadokuro, an affected creature continues to starve and 
  cannot heal from the nonlethal damage dealt by this ability 
  until it consumes food.
  GHOLDAKO
  A single milky eye stares from the forehead of this towering giant 
  wrapped in filthy, rune-covered strips of bloody linen.
  GHOLDAKO 
   CR 10
  Pathfinder RPG Bestiary 4 125
  NE Large undead
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 127 (15d8+60)
  Fort +9, Ref +5, Will +10
  Defensive Abilities channel resistance +3; DR 5/good; Immune 
  undead traits; Resist cold 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blinding breath, disease
  STATISTICS
  Str 25, Dex 10, Con —, Int 10, Wis 13, Cha 19
  Base Atk +11; CMB +19 (+21 bull rush); CMD 29 (31 vs. bull rush)
  Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, 
  Improved Bull Rush, Improved Critical (claw), Power Attack, 
  Weapon Focus (claw)
  Skills Intimidate +22, Knowledge (history) +8, Perception +19, 
  Sense Motive +11, Stealth +14
  Languages Giant
  SPECIAL ABILITIES
  Blinding Breath (Su) Once every 1d4 rounds, a gholdako can 
  exhale its noxious breath in a 20-foot cone, permanently 
  blinding any creatures in the affected area unless they succeed 
  at a DC 21 Fortitude save. The save DC is Charisma-based.
  Disease (Ex) Seaside rot: Injury; save Fort DC 21; onset 1 
  minute; frequency 1/day; effect 1d4 Str and 1d4 Dex; cure 2 
  consecutive saves. The save DC is Charisma-based.
  GHOLE
  Ligaments of stringy black fungus connect the bones of this filthy 
  skeleton. In numerous places, the fungus has formed thorny growths.
  GHOLE 
  CR 12
  Pathfinder RPG Bestiary 6 132
  NE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft., scent sickness; Perception +22
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 168 (16d10+80)
  Fort +12, Ref +14, Will +13
  Immune disease
  OFFENSE
  Speed 40 ft., burrow 10 ft.
  Melee bite +23 (2d6+10/17–20 plus disease), 2 claws +23 
  (1d8+7/19–20 plus disease)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks bolster disease, powerful bite, savage the sick, 
  sneak attack +2d6
  Spell-Like Abilities (CL 10th; concentration +13)
  At will*—gentle repose
  3/day—ghoul touch (DC 15), hide from undead
  1/day—haste
  STATISTICS
  Str 25, Dex 18, Con 21, Int 10, Wis 17, Cha 16
  Base Atk +16; CMB +23; CMD 37
  Feats Cleave, Combat Reflexes, Great Cleave, Great Fortitude, 
  Improved Critical (bite, claw), Improved Initiative, Power Attack
  Skills Perception +22, Sense Motive +19, Stealth +23, Survival +22
  Languages Common
  SQ change shape (Medium humanoid; alter self)
  
  PATHFINDER SOCIETY SCENARIO
  70
  70
  SPECIAL ABILITIES
  Bolster Disease (Su) A creature bitten by a ghole must succeed 
  at a DC 23 Fortitude save or any disease it currently suffers 
  from is bolstered. A disease bolstered in this way has its 
  frequency doubled (so a disease that normally has a frequency 
  of 1/day has its effects applied once every 12 hours) and 
  can be cured only by magic. The bubonic plague carried by a 
  ghole automatically gains these advantages. The save DC is 
  Constitution-based.
  Disease (Ex) Bubonic Plague: Bite or claw—injury; save Fort 
  DC 23; frequency 2/day; effect 1d4 Con damage and 1 Cha 
  damage and target is fatigued; cure —.
  Powerful Bite (Ex) A ghole’s bite attack always applies 1-1/2 
  times its Strength modifier to damage rolls and threatens a 
  critical hit on a roll of 19–20. When a ghole bites an object, its 
  bite treats the object as having a hardness of 5 less than the 
  object’s actual hardness rating.
  Savage the Sick (Ex) Gholes are vicious when attacking a 
  diseased foe. Against diseased targets, a ghole gains a +2 
  morale bonus on attack rolls and automatically adds its sneak 
  attack damage to any damage it deals.
  Scent Sickness (Ex) A ghole has the scent ability against diseased 
  creatures.
  *To reduce the number of sources needed to prepare this 
  adventure, this ghole does not have the spell-like ability restore 
  corpse from Ultimate Magic, which most gholes can use at will.
  GIANT, TOMB
  This towering, lean figure is hairless and has smooth, milky white 
  skin. A scythe gleams in the giant’s hands.
  TOMB GIANT 
  CR 12
  Pathfinder RPG Bestiary 6 136
  NE Large humanoid (giant)
  Init +3; Senses darkvision 60 ft., deathwatch, detect undead, low-
  light vision; Perception +15
  DEFENSE
  AC 28, touch 12, flat-footed 25 (+6 armor, +3 Dex, +10 natural, –1 
  size)
  hp 162 (13d8+104)
  Fort +16, Ref +9, Will +10
  Defensive Abilities negative energy affinity, rock catching; 
  Immune death effects, paralysis
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee mwk scythe +20/+15 (2d6+16/19–20/×4 plus energy 
  drain) or
  2 slams +19 (1d6+11 plus energy drain)
  Ranged rock +12 (1d8+11)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy drain (1 level, DC 18), rock throwing 
  (120 ft.)
  Spell-Like Abilities (CL 12th; concentration +14)
  Constant—deathwatch, detect undead
  3/day*—corpse stitcher
  1/day—animate dead, control undead (DC 19)
  STATISTICS
  Str 32, Dex 17, Con 26, Int 13, Wis 19, Cha 14
  Base Atk +9; CMB +21 (+23 trip); CMD 34 (36 vs. trip)
  Feats Combat Expertise, Improved Critical (scythe), Improved Iron 
  Will, Improved Trip, Iron Will, Lightning Reflexes, Power Attack
  Skills Climb +12, Heal +12, Knowledge (religion) +12, Perception 
  +15, Stealth +7, Survival +10
  Languages Common, Giant
  SQ sinister synergy
  Treasure mwk breastplate, mwk scythe
  SPECIAL ABILITIES
  Corpse Stitcher (Sp) Tomb giants can cast make whole as a 
  spell-like ability, but only for the purpose of creating undead 
  creatures. For example, a tomb giant can use this ability to aid 
  in the creation of a necrocraft (Pathfinder RPG Bestiary 4 200), 
  to restore armor to be used for the creation of a phantom armor 
  (Bestiary 4 213), or even to repair the armor of a graveknight 
  (Pathfinder RPG Bestiary 3 138).
  Energy Drain (Su) A tomb giant inflicts its energy drain attack no 
  more than once per round via its first successful melee attack 
  (with its slam attack or with any melee weapon it wields).
  Sinister Synergy (Su) Multiple tomb giants can combine their 
  efforts to gain the ability to create undead. When two or more 
  tomb giants are within 30 feet of each other, they can work 
  together to use create undead as a spell-like ability (caster 
  level 13th). Three or more tomb giants working in unison in this 
  way can use greater create undead as a spell-like ability (caster 
  level 15th). Every additional tomb giant beyond the third who 
  participates in this synergy increases the caster level of this 
  effect by 1.
  *To reduce the number of sources needed to prepare this 
  adventure, this tomb giant does not have the spell-like ability 
  sculpt corpse from Advanced Player’s Guide, which most tomb 
  giants can use 3 times per day.
  GOLEM, ALCHEMICAL
  A rickety construction of glass tubing, metal, and wood convey the 
  brain and two eyes afloat in this figure’s glass skull.
  AUGMENTED ALCHEMICAL GOLEM 
  CR 12
  Variant alchemical golem (Pathfinder RPG Bestiary 2 135)
  N Large construct
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, –1 size)
  hp 118 (16d10+30)
  Fort +5, Ref +10, Will +5
  DR 10/adamantine or bludgeoning; Immune construct traits, magic
  
  SIEGE OF GALLOWSPIRE
  71
  71
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +24 (3d8+9 plus alchemy)
  Ranged bomb +20 (11d6 energy damage)
  Space 10 ft.; Reach 10 ft.
  Special Attacks alchemy, bombs, splash
  STATISTICS
  Str 29, Dex 20, Con —, Int —, Wis 11, Cha 1
  Base Atk +16; CMB +26; CMD 41
  SPECIAL ABILITIES
  Alchemy (Ex) When an alchemical golem strikes a foe, the attack 
  has an additional random effect, chosen from the options 
  below. The attack can either deal 1d6 points of acid, cold, 
  electricity, or fire damage, or cause the target to become 
  sickened (Fortitude DC 18 negates) or entangled (Reflex DC 18 
  negates) for 1d4 rounds. These save DCs are Constitution-based.
  Bombs (Ex) As a standard action, an alchemical golem can throw 
  a bomb as a ranged touch attack to a distance of 60 feet (no 
  range increment). If the attack misses, treat it as a thrown 
  splash weapon to determine where it lands. Anyone struck by 
  an alchemical golem’s bomb takes 11d6 points of acid, cold, 
  electricity, or fire damage (determine type randomly). All 
  creatures adjacent to the location where the bomb hits take 
  1d6 points of energy damage of the same type.
  Immunity to Magic (Ex) An alchemical golem is immune to spells 
  or spell-like abilities that allow spell resistance, save for spells 
  with the sonic descriptor. Shatter damages an alchemical golem 
  as if it were a crystalline creature.
  Splash (Ex) Any strike on an alchemical golem with a non-reach 
  melee weapon deals 1 point of acid, cold, electricity, or fire 
  damage (determine type randomly) to the attacker. This 
  amount increases to 1d6 points of damage if the attack is a 
  critical hit.
  GRAVESLUDGE
  This filthy, shuddering mass of sludge and bones seems to have 
  formed from a mass of muddy grave soil.
  GRAVESLUDGE 
  CR 12
  Pathfinder RPG Bestiary 6 145
  NE Medium ooze
  Init +10; Senses blindsight 60 ft., lifesense; Perception +19
  DEFENSE
  AC 27, touch 21, flat-footed 21 (+5 deflection, +6 Dex, +6 natural)
  hp 161 (14d8+98)
  Fort +11, Ref +15, Will +11
  Defensive Abilities haunted, negative energy affinity; DR 10/
  good; Immune acid, cold, death effects, energy drain, fear, 
  negative energy, ooze traits
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee 2 slams +20 (2d8+10/19–20 plus 2d6 negative energy and 
  lifeleech)
  Space 5 ft.; Reach 10 ft.
  Special Attacks create spawn, lifeleech, swift slam
  Spell-Like Abilities (CL 12th; concentration +17)
  At will—ghost sound (DC 15), telekinesis (DC 20)
  3/day—quickened death knell (DC 17), phantasmal killer (DC 
  19), wall of ectoplasmOA (DC 20)
  1/day—harm (DC 21)
  STATISTICS
  Str 31, Dex 22, Con 24, Int 15, Wis 21, Cha 20
  Base Atk +10; CMB +20; CMD 41
  Feats Combat Casting, Combat Reflexes, Improved Critical (slam), 
  Improved Initiative, Iron Will, Power Attack, 
  Quicken Spell-Like Ability (death knell)
  Skills Climb +24, Knowledge (religion) +16, Perception +19, 
  Stealth +20
  Languages Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Create Spawn (Su) A creature slain by a gravesludge animates 
  as a free-willed juju zombie (Pathfinder RPG Bestiary 2 291) 
  1d4 rounds after it is slain. For ease, if a PC is transformed 
  into a juju zombie, apply the following simplified adjustments. 
  The PC gains a +3 bonus to natural armor, DR 10/magic and 
  slashing, fire resistance 10, and immunity to cold, electricity, 
  and magic missile. The PC gains a slam attack that deals 
  1d8 damage. Finally, the PC gains Improved Initiative and 
  Toughness as bonus feats.
  Haunted (Su) The eldritch spiritual energy that infuses a 
  gravesludge grants it a deflection bonus to its AC and a 
  resistance bonus on Reflex saves equal to its Charisma modifier 
  (+5 for the typical gravesludge).
  Lifeleech (Su) When a gravesludge deals negative energy 
  damage to a creature, that creature continues to take 1d6 
  points of negative energy damage at the start of its turn 
  each round. This effect can be stopped via magical healing, 
  and otherwise stops on its own 3 rounds after the initial 
  slam attack. Multiple slam attacks extend the duration of this 
  ongoing negative energy damage but do not increase the 
  amount of damage.
  Swift Slam (Ex) A gravesludge can attack twice with its slam 
  attack as a standard action.
  NIGHTSHADE, NIGHTWING
  This enormous, bat-like creature is shaped from utter darkness, its 
  eyes tiny red stars in the blackest night.
  ADVANCED NIGHTWING 
  CR 15
  Pathfinder RPG Bestiary 2 292, 203
  CE Huge undead (extraplanar, nightshade)
  Init +10; Senses darksense, darkvision 60 ft., detect magic, low-
  light vision; Perception +27
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 33, touch 14, flat-footed 27 (+6 Dex, +19 natural, –2 size)
  
  PATHFINDER SOCIETY SCENARIO
  72
  72
  hp 229 (17d8+153)
  Fort +14, Ref +13, Will +19
  DR 15/good and silver; Immune cold, undead traits; SR 26
  Weaknesses light aversion
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +25 (4d10+21/19–20 plus 4d6 cold and magic drain)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel energy (7d6, DC 30, 8/day)
  Spell-Like Abilities (CL 14th; concentration +21)
  Constant—detect magic, magic fang
  At will—contagion (DC 21), deeper darkness, unholy blight  
  (DC 21)
  3/day—confusion (DC 21), greater dispel magic, haste, hold 
  monster (DC 22), invisibility
  1/day—cone of cold (DC 22), finger of death (DC 24), plane 
  shift (DC 24), summon (level 6, 2 greater shadows)
  STATISTICS
  Str 35, Dex 22, Con —, Int 22, Wis 25, Cha 25
  Base Atk +12; CMB +26; CMD 42
  Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Improved Sunder, 
  Power Attack, Snatch
  Skills Fly +26, Knowledge (arcana) +26, Knowledge (religion) +26, 
  Perception +27, Sense Motive +27, Spellcraft +26, Stealth +18 
  (+26 in darkness), Swim +29; Racial Modifiers +8 Stealth in 
  dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Magic Drain (Su) The bite of a nightwing drains magical power 
  and energy. When a nightwing bites a foe, the victim must 
  make a DC 25 Will save or one spell effect currently affecting 
  him immediately ends—determine which spell is drained 
  randomly if the target is under the effects of more than one 
  spell. The nightwing heals damage equal to twice the level 
  of the spell drained—hit points in excess of its maximum are 
  instead gained as temporary hit points that last for 1 hour. If 
  a nightwing attempts to sunder a magic item with its bite, its 
  magic-draining bite renders the item nonmagical for 1d4 rounds 
  (if the item is a permanent magic item), drains 1d8 charges (if 
  the item has charges), or renders it permanently nonmagical 
  (if the item is a one-use item). The item (or its wielder, if the 
  item is attended) can resist this effect with a DC 25 Will save. 
  Damage dealt to an item is applied after the effects of magic 
  drain are applied. The save DC is Charisma-based.
  PTERINAT
  Dirty linen strips swathe this emaciated, once-noble figure from head 
  to toe. Its eyes burn with unholy light.
  PTERINAT 
  CR 12
  Male human mummy lord cleric of Set 11 (Pathfinder RPG Bestiary 
  5 176)
  LE Medium undead (augmented human)
  Init +6; Senses darkvision 60 ft.; Perception +13
  Aura great despair (30 ft., DC 20)
  DEFENSE
  AC 29, touch 16, flat-footed 26 (+8 armor, +3 deflection, +2 Dex, 
  +1 dodge, +5 natural)
  hp 130 (11d8+77)
  Fort +12, Ref +7, Will +12
  Defensive Abilities channel resistance +4, rejuvenation;  
  DR 10/—; Immune cold, electricity, undead traits; Resist fire 30
  OFFENSE
  Speed 30 ft.; air walk
  Melee +2 longspear +17/+12 (1d8+12/×3 plus insidious mummy 
  rot) or
  slam +15 (1d6+7 plus insidious mummy rot)
  Space 5 ft.; Reach 5 ft. (10 ft. with +2 longspear)
  Special Attacks channel negative energy 8/day (DC 22, 6d6), 
  channel rot, insidious mummy rot (DC 15), sandstorm wrath 
  (6d8 fire and slashing, DC 20), scythe of evil (5 rounds, 1/day), 
  undead mastery (DC 20)
  Domain Spell-Like Abilities (CL 11th; concentration +16)
  8/day—touch of darkness (5 rounds), touch of evil (5 rounds)
  Cleric Spells Prepared (CL 11th; concentration +16)
  6th—create undeadD, harm (DC 22)
  5th—dispel good D, flame strike (DC 20), slay living (DC 21), 
  wall of stone
  4th—air walk, freedom of movement, greater magic weapon, 
  poison (DC 20), unholy blight D (DC 19)
  3rd—animate dead, bestow curse (DC 19), deeper darkness D, 
  invisibility purge, magic vestment, stone shape
  2nd—align weapon (evil only) D, bull’s strength, hold person  
  (2, DC 18), resist energy, spiritual weapon
  1st—bane (DC 17), command (2, DC 17), deathwatch, detect 
  good, obscuring mist D, shield of faith
  0 (at will)—bleed (DC 16), detect magic, guidance, read magic
  D Domain spell; Domains Darkness, Evil
  TACTICS
  Before Combat Pterniat casts air walk, freedom of movement, 
  greater magic weapon, magic vestment, resist energy, and 
  shield of faith.
  Base Statistics Without his spells, Pterinat’s statistics are AC 24, 
  touch 13, flat-footed 21; Resist none; Speed 30 ft.; Melee mwk 
  longspear +16/+11 (1d8+10/×3 plus insidious mummy rot)
  STATISTICS
  Str 24, Dex 15, Con —, Int 10, Wis 21, Cha 20
  Base Atk +8; CMB +15; CMD 31
  Feats Blind-fight, Combat Casting, Dodge, Improved Channel, 
  Improved Initiative, Lightning Reflexes, Spell Focus 
  (enchantment), Spell Focus (necromancy), ToughnessB
  Skills Intimidate +20, Knowledge (religion) +14, Perception +13, 
  Sense Motive +17, Spellcraft +14, Stealth +13; Racial Modifiers 
  +8 Intimidate, +8 Sense Motive, +8 Stealth
  Languages Common, Osiriani
  
  SIEGE OF GALLOWSPIRE
  73
  73
  SQ eyes of darkness (5 rounds/day)
  Gear mithral breastplate, mwk longspear, belt of incredible 
  dexterity +2, headband of inspired wisdom +2, 2,000 gp worth 
  of black onyx gems
  SPECIAL ABILITIES
  Channel Rot (Su) A mummy lord can deliver its insidious mummy 
  rot through melee weapon attacks, its slam attack, and any 
  natural attacks it possesses.
  Great Despair Aura (Su) All creatures within a 30-foot radius 
  that see a mummy lord must succeed at a DC 20 Will saving 
  throw or be paralyzed with fear for 1d4 rounds, then shaken 
  for the following 1d4 rounds. Whether or not the saving throw 
  is successful, that creature cannot be affected again by the 
  same mummy lord’s great despair aura ability for 24 hours. 
  This is a mind-affecting paralysis and fear affect. The save DC is 
  Charisma-based.
  Insidious Mummy Rot (Su) curse and disease—slam or melee 
  attack; save Fort DC 20; onset 1 minute; frequency 1/day; 
  effect 2d4 Con and 2d4 Cha; cure —. 
  Insidious mummy rot is both a curse and disease, and it can be 
  cured only by first removing the curse and then curing the 
  disease. Even after the curse element of insidious mummy 
  rot is lifted, a creature suffering from it cannot recover 
  naturally over time. Anyone casting a conjuration (healing) 
  spell on the afflicted creature must succeed at a DC 20 
  caster level check, or the spell is wasted and the healing 
  has no effect. Anyone who dies from insidious mummy rot 
  transforms into a pile of sand and cannot be raised by means 
  other than resurrection or greater magic. The save DC is 
  Charisma-based.
  Rejuvenation (Su) One day after a mummy lord is destroyed, 
  the necromantic energies that created the abomination begin 
  to rebuild its body. This process takes 1d10 days. If the body is 
  destroyed before that time passes, the process starts anew. After 
  this time, the mummy lord awakens fully healed in its tomb. To 
  permanently destroy a mummy lord, it must be destroyed and 
  then its remains must be targeted by consecrate, hallow, and 
  then dispel evil, cast in consecutive rounds and in that order.
  Sandstorm Wrath (Su) Three times per day as a standard action, 
  a mummy lord can exhale a blast of superheated sand in a 
  40-foot cone. The blast deals 6d8 points of fire and slashing 
  damage. A successful DC 20 Reflex save halves this damage. 
  Creatures that fail this save are blinded for 2d4 rounds.
  Undead Mastery As a standard action, a mummy lord can 
  attempt to bend any undead creature within 50 feet to its will. 
  The targeted undead must succeed at a DC 20 Will save or 
  fall under the mummy lord’s control (the save DC is Charisma 
  based). An undead with an Intelligence score is allowed an 
  additional save every day to break free of the mummy lord’s 
  control; for undead without an Intelligence score, the control 
  is permanent. A creature that succeeds at its Will save cannot 
  be affected again by the same mummy lord’s undead mastery 
  for 24 hours. Pternat can control 66 HD worth of undead. 
  If the mummy lord exceeds this limit, any excess undead 
  from earlier uses of this ability become uncontrolled, as per 
  animate dead. If another creature is currently controlling 
  an undead that fails its save against undead mastery, the 
  mummy lord must roll an opposed Charisma check against the 
  current controller. If the mummy lord succeeds, it wrests away 
  control of the undead. Otherwise, the mummy lord’s undead 
  mastery attempt has no effect.
  SHADOW
  Barely seen out of the corner of the eye, this wisp of shadow is vaguely 
  humanoid in outline and writhes with unholy life.
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn, strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a greater 
  shadow’s Strength damage becomes a shadow under the 
  control of its killer in 1d4 rounds.
  Strength Damage (Su) A greater shadow’s touch deals 1d8 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  SHADOW 
  CR 3
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  
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  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  VALRINETHAR THE WRETCHED
  This linen-wrapped dragon has tattered wings, jagged claws, and 
  sunken eyes.
  VALRINETHAR THE WRETCHED 
  CR 15
  Male mummified adult silver dragon (Pathfinder RPG Bestiary 110, 
  Pathfinder RPG Bestiary 4 196)
  NE Huge undead (dragon, cold)
  Init +4; Senses dragon senses, fog vision; Perception +24
  Aura frightful presence (180 ft., DC 23)
  DEFENSE
  AC 33, touch 8, flat-footed 33 (+25 natural, –2 size)
  hp 212 (17d8+102)
  Fort +15, Ref +12, Will +17
  DR 5/—; Immune acid, cold, undead traits; SR 26
  Weaknesses vulnerability to electricity and fire
  OFFENSE
  Speed 30 ft., fly 190 ft. (poor); cloudwalking, graceful flight
  Melee bite +26 (3d8+15/19–20), 2 claws +25 (3d6+10), tail slap 
  +23 (2d6+15), 2 wings +23 (1d8+5)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft cone, 12d8 cold, Reflex 
  DC 25 half), burst of vengeance, crush, dust stroke, paralyzing 
  breath (50-ft. cone, 1d6+6 rounds, DC 20)
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—detect evil, feather fall, fog cloud
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, wind wall
  2nd (7/day)—augury, cure moderate wounds, web (DC 17)
  1st (8/day)—alarm, bless, divine favor, shield, true strike
  0 (at will)—detect magic, flare (DC 15), light, message, 
  prestidigitation, read magic, stabilize
  STATISTICS
  Str 31, Dex 10, Con —, Int 18, Wis 21, Cha 20
  Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
  Feats Ability Focus (breath weapon), Flyby Attack, Hover, 
  Improved Critical (bite), Improved Initiative, Improved Natural 
  Attack (bite), Improved Natural Attack (claw), Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Toughness, Vital 
  Strike, Weapon Focus (bite)
  Skills Acrobatics +16, Diplomacy +24, Fly +19, Heal +24, 
  Intimidate +24, Knowledge (arcana) +23, Knowledge (local) 
  +23, Knowledge (nobility) +23, Perception +24, Sense Motive 
  +24, Spellcraft +23, Stealth –4; Racial Modifiers +4 Stealth
  Languages Auran, Common, Draconic, Dwarven, Giant
  SQ change shape (humanoid or animal; polymorph)
  SPECIAL ABILITIES
  Burst of Vengeance (Su) Twice per day as a swift action, 
  Valrinethar can act as if affected by a haste spell for 1 round.
  Cloudwalking (Su) Valrinethar can tread on fog or clouds as 
  though on solid ground.
  Crush (Ex) When flying or jumping, Valrinethar can land on 
  foes as a standard action, using his whole body to crush 
  them. Small or smaller creatures in his spaces must succeed 
  at a DC 25 Reflex save, automatically taking 2d8+15 
  bludgeoning damage during the next round unless the 
  dragon moves off them. If he chooses to maintain the pin, 
  he must succeed at the combat maneuver check as normal. 
  Pinned creatures take the damage from the crush each 
  round until they escape.
  Dragon Senses (Ex) Dragons have darkvision 120 feet and 
  blindsense 60 feet. They see four times as well as humans in 
  dim light and twice as well in normal light.
  Dust Stroke (Su) A creature killed by Valrinethar’s natural attacks 
  turns into a cloud of dust and ash (as disintegrate).
  Graceful Flight (Su) Valrinethar’s maneuverability is poor rather 
  than clumsy, as typical for a mummified adult dragon.
  Fog Vision (Ex) Valrinethar can see perfectly well in fog and 
  clouds.
  Frightful Presence (Ex) As a free action as a part of an attack or 
  charge, Valrinethar can make a frightening display. Creatures 
  within 300 feet with 17 HD or fewer must succeed at a DC 
  23 Will save or be shaken for 5d6 rounds. The save DC is 
  Charisma-based. Creatures who succeed at the saving throw are 
  immune to Valrinethar’s frightful presence for 24 hours. This is a 
  mind-affecting fear effect.
  Paralyzing Breath (Su) Instead of breathing a cone of cold, 
  Valrinethar can breathe a cloud of paralyzing gas. Creatures 
  within the cone must succeed at a DC 25 Fortitude save or be 
  paralyzed for 1d6+6 rounds. The save DC is Constitution based. 
  
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  APPENDIX 4: SUBTIER 12–13 BESTIARY
  The stat blocks for all creatures that appear in Subtier 12–13 
  are printed below for the GM’s convenience. Abilities that 
  are not described in the Special Abilities section of the stat 
  block are universal monster rules. You can find a full list of 
  universal monster rules at pfrd.info. 
  Some of the creature stat blocks in this appendix have been 
  slightly modified, removing a spell or ability to reduce the 
  number of reference books needed to prepare the encounter. 
  All such modifications are marked with asterisks (*) and 
  explained in full at the bottom of the stat block.
  ALRAUNE
  An attractive green-skinned woman sits in the depths of this 
  enormous, sweet-smelling flower.
  ALRAUNE 
  CR 13
  Pathfinder RPG Bestiary 3 13
  NE Large plant
  Init +5; Senses low-light vision; Perception +17
  Aura calming fragrance (60 ft., DC 24)
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 199 (19d8+114)
  Fort +17, Ref +9, Will +11
  Immune plant traits; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 4 vines +20 (1d10+7 plus grab and bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), constrict (1d10+10), feed
  Spell-Like Abilities (CL 13th; concentration +18)
  At will—charm monster (DC 19), detect thoughts (DC 17), 
  suggestion (DC 18)
  3/day—quickened glitterdust (DC 17), hold monster (DC 20)
  1/day—commune with nature, mind fog, wall of thorns
  STATISTICS
  Str 24, Dex 13, Con 22, Int 10, Wis 17, Cha 21
  Base Atk +14; CMB +22 (+26 grapple); CMD 33 (can’t be tripped)
  Feats Alertness, Cleave, Deceitful, Great Cleave, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken 
  Spell-Like Ability (glitterdust), Vital Strike
  Skills Bluff +16, Disguise +9, Knowledge (nature) +9, Perception 
  +17, Sense Motive +14
  Languages Aklo, Common, Elven, Sylvan
  SPECIAL ABILITIES
  Calming Fragrance (Su) A supernaturally sweet perfume that 
  calms the nerves and blunts aggression constantly surrounds 
  an alraune to a radius of 60 feet. Any creature in this area 
  of effect must make a DC 24 Will save at the start of its turn 
  to avoid falling under the effects of calming fragrance for 1 
  round. Creatures that could be attracted to the alraune’s current 
  apparent gender take a –2 penalty on this Will save, while all 
  other creatures gain a +2 bonus on the save. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Feed (Ex) An alraune’s roots can feed on a helpless or willing 
  target. At the end of an hour of feeding, the victim takes 1d6 
  points of both Constitution and Intelligence drain, and the 
  alraune heals 3d6 points of damage.
  BAROMETZ
  This massive green ramlike creature’s pelt is actually a tangle of 
  vines, and its horns are wickedly sharp wooden branches.
  BAROMETZ 
  CR 15
  Pathfinder RPG Bestiary 4 16
  N Gargantuan plant
  Init +5; Senses low-light vision; Perception +27
  DEFENSE
  AC 31, touch 11, flat-footed 26 (+5 Dex, +20 natural, –4 size)
  hp 253 (22d8+154)
  Fort +20, Ref +12, Will +11
  Immune electricity, plant traits
  OFFENSE
  Speed 40 ft.
  Melee gore +23 (5d10+15/19–20)
  Space 20 ft.; Reach 20 ft.
  Special Attacks powerful charge (gore, 10d10+15), trample 
  (5d10+15, DC 31)
  STATISTICS
  Str 30, Dex 21, Con 24, Int 2, Wis 15, Cha 9
  Base Atk +16; CMB +30 (+34 bull rush or overrun); CMD 45 (47 
  vs. bull rush or overrun, 49 vs. trip)
  Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater 
  Bull Rush, Greater Overrun, Improved Bull Rush, Improved 
  Critical (gore), Improved Overrun, Iron Will, Power Attack, 
  Weapon Focus (gore)
  Skills Perception +27
  BAT SWARM
  Hundreds of high-pitched squeaks fill the air as a mass of small, 
  carnivorous bats surges forth, all of them hungry for blood.
  BAT SWARM 
  CR 2
  Pathfinder RPG Bestiary 30
  N Diminutive animal (swarm)
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  
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  Special Attacks distraction (DC 11), wounding
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +2; CMB —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +12, Perception +15; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a bat swarm 
  continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. 
  The bleeding can be stopped by a DC 10 Heal check or the 
  application of a cure spell or some other healing magic.
  BONETHORN
  Ligaments of stringy black fungus connect the bones of this filthy 
  skeleton. In numerous places, the fungus has formed thorny growths.
  BONETHORN 
  CR 12
  Pathfinder RPG Bestiary 6 52
  N Medium plant
  Init +10; Senses lifesense, low-light vision; Perception +22
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
  hp 150 (20d8+60)
  Fort +15, Ref +14, Will +11
  Defensive Abilities positive energy absorption; DR 10/
  bludgeoning; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee gore +24 (2d6+9 plus spores), 2 claws +24 (2d6+9/19–20 
  plus spores)
  Special Attacks critical implantation
  STATISTICS
  Str 28, Dex 23, Con 17, Int 2, Wis 16, Cha 9
  Base Atk +15; CMB +24; CMD 41
  Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical 
  (claw), Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Sickening Critical, Skill Focus (Perception)
  Skills Perception +22, Stealth +19
  SPECIAL ABILITIES
  Critical Implantation (Ex) If a bonethorn scores a critical hit with 
  any of its natural weapons, the victim takes a –4 penalty on its 
  Fortitude save to resist the spore effect.
  Positive Energy Absorption (Sp) Those attempting to affect a 
  bonethorn with positive energy quickly discover their mistake. 
  Not only does positive energy heal the bonethorn (as it is a 
  living creature, not undead), but it also absorbs the positive 
  energy, boosting its metabolism. Whenever a bonethorn is 
  affected by positive energy, it gains the benefits of haste and 
  fast healing 5 for 1 round. This duration increases to 2 rounds 
  if the bonethorn is not wounded at the time it is affected by 
  positive energy. The durations from multiple exposures to 
  positive energy effects stack.
  Spores (Su) Each time a bonethorn deals damage with its 
  sporeladen natural attacks, its victim must attempt a DC 23 
  Fortitude save to avoid becoming infested by the fungus. If the 
  victim fails, the fungus propagates through its body, dealing 2d6 
  points of slashing damage per round at the start of the infected 
  creature’s turn. If the bonethorn dies and the infected creature 
  is still alive, the infection immediately ends. A creature that has 
  a skeleton and that dies while infested with bonethorn spores 
  is consumed over the course of 2d6 rounds, after which a new 
  bonethorn rises from the remains. A new bonethorn created 
  in this manner from a Large or larger body can animate only 
  a Medium-sized portion of the skeleton, resulting in strange, 
  partially skeletal hosts that have similar statistics to a bonethorn 
  grown from a humanoid host. Burning or otherwise completely 
  destroying the victim’s body before the spores complete their 
  consumption prevents it from becoming a new bonethorn. This is 
  a disease effect. The save DC is Constitution-based.
  CARNIVOROUS CRYSTAL
  The facets of this crystalline formation shift and vibrate, as though 
  in anticipation.
  CARNIVOROUS CRYSTAL 
  CR 11
  Pathfinder RPG Bestiary 3 45
  N Medium ooze (earth, extraplanar)
  Init –5; Senses blindsight 120 ft.; Perception –5
  Aura subsonic hum (60 ft., DC 22)
  DEFENSE
  AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
  hp 136 (16d8+64)
  Fort +9, Ref +0, Will +0
  DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
  Weaknesses brittle, vulnerable to sonic
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +18 (7d8+9/18–20 plus entrap)
  Special Attacks crystallize, entrap (DC 22, 1d10 rounds, hardness 
  10, hp 10), razor sharp
  STATISTICS
  Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
  Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
  Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial 
  Modifiers +5 Stealth (+10 in rocky environs)
  SQ freeze, split (critical hit from a bludgeoning or sonic attack, 
  15 hp)
  SPECIAL ABILITIES
  Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits 
  on a carnivorous crystal. A successful critical hit from such 
  attacks causes the carnivorous crystal to split, even if the attack 
  causes no damage. The crystal remains immune to precision-
  based damage, such as damage from sneak attacks.
  
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  Crystallize (Ex) A creature entrapped by a carnivorous crystal’s 
  attack must succeed at a DC 22 Fortitude save each round 
  or become helpless. If a helpless creature fails this save, it 
  becomes petrified as its body crystallizes. In 1d4 hours, the 
  petrified victim shatters and a new carnivorous crystal emerges 
  from the remains. The save DC is Constitution-based.
  Razor Sharp (Ex) A carnivorous crystal’s slam attack deals 
  devastating piercing and slashing damage and threatens a 
  critical hit on a roll of 18, 19, or 20.
  Subsonic Hum (Su) An active carnivorous crystal gives off 
  supernatural sonic vibrations. Any living creature starting its 
  turn within this aura must succeed at a DC 22 Fortitude save 
  or be stunned for 1 round. A creature that successfully saves 
  cannot be affected by the same carnivorous crystal’s subsonic 
  hum for 24 hours. This is a sonic mind-affecting effect. The save 
  DC is Constitution-based.
  DAEMON, CRUCIDAEMON
  Its body seemingly made of iron, this feminine form has wrists pierced 
  by chains that end in curved blades.
  CRUCIDAEMON 
  CR 15
  Pathfinder RPG Bestiary 3 62
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., deathwatch, detect good, true 
  seeing; Perception +23
  DEFENSE
  AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
  hp 212 (17d10+119)
  Fort +17, Ref +12, Will +13
  DR 10/good and silver; Immune acid, bleed, death effects, 
  disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
  OFFENSE
  Speed 50 ft.
  Melee daggers +29/+29/+24/+19/+14 (1d4+11/17–20 plus 
  bleed)
  Space 5 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), chained daggers, trap making
  Spell-Like Abilities (CL 16th; concentration +25)
  Constant—air walk, deathwatch, detect good, true seeing
  At will—fear (DC 23), greater teleport (self plus 50 lbs. of 
  objects only), invisibility
  3/day—greater glyph of warding (DC 25), hold monster (DC 24)
  1/day—insanity (DC 26), summon (level 4, 2 piscodaemons 
  50%), symbol of pain (DC 24)
  STATISTICS
  Str 28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
  Base Atk +17; CMB +26; CMD 42
  Feats Dodge, Improved Critical (daggers), Improved Initiative, 
  Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, 
  Weapon Focus (daggers)
  Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist 
  +7, Intimidate +29, Knowledge (arcana, engineering) +11, 
  Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, 
  Use Magic Device +19; Racial Modifiers +8 Craft (traps)
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Chained Daggers (Su) A crucidaemon fights with the two daggers 
  chained to its wrists as if dual wielding daggers with a reach 
  of 10 feet (although it can also attack adjacent foes with no 
  penalty). It takes no penalty on attack or damage rolls while 
  wielding both of these daggers at once. These daggers are 
  considered to be +2 daggers that deal 2d6 points of bleed 
  damage. The daggers become nonmagical upon the daemon’s 
  death and cannot be disarmed. A crucidaemon may remanifest 
  a destroyed dagger as a standard action.
  Trap Making (Ex) A crucidaemon can use Disable Device to disarm 
  magic traps. When it uses its greater glyph of warding spell-
  like ability to create a spell glyph, it may utilize any 6th-level 
  or lower spell from the cleric or the wizard spell list, even 
  though it otherwise can’t cast these spells. The Perception and 
  Disable Device DCs for any traps a crucidaemon creates gain a 
  +2 bonus.
  DAEMON, PISCODAEMON
  This hideous cross between a lobster, an octopus, and a human 
  threatens enemies with powerful claws and writhing tentacles.
  PISCODAEMON 
  CR 10
  Pathfinder RPG Bestiary 2 72
  NE Medium outsider (aquatic, daemon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft., detect good, detect magic, see 
  invisibility; Perception +16
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 137 (11d10+77)
  Fort +14, Ref +7, Will +9
  DR 10/good; Immune acid, death effects, disease, poison; Resist 
  cold 10, electricity 10, fire 10; SR 21
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee 2 claws +18 (2d6+7/18-20/×3 plus grab and 1d6 bleed), 
  tentacles +16 (1d10+3 plus poison)
  Special Attacks constrict (2d6+10)
  Spell-Like Abilities (CL 11th; concentration +14)
  Constant—detect good, detect magic, see invisibility
  At will—dispel magic, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—fly, stinking cloud (DC 16)
  1/day—summon (level 4, 1d3 hydrodaemons 35%)
  STATISTICS
  Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
  Base Atk +11; CMB +18 (+22 grapple); CMD 32
  Feats Critical Focus, Improved Initiative, Multiattack, Power Attack, 
  Sickening Critical, Vital Strike
  Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, 
  
  PATHFINDER SOCIETY SCENARIO
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  Perception +16, Sense Motive +16, Stealth +18, Survival +16, 
  Swim +29
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ amphibious, augmented critical
  SPECIAL ABILITIES
  Augmented Critical (Ex) A piscodaemon’s claws threaten a critical 
  hit on an 18–20 and inflict ×3 damage on a critical hit.
  Poison (Ex) Tentacles—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 
  consecutive saves.
  DEMILICH
  Glittering jewels encrust this leering skull as it floats up into the air 
  on a swirling vortex of dust and shimmering magic.
  ADVANCED DEMILICH 
  CR 15
  Pathfinder RPG Bestiary 3 290, 66
  NE Tiny undead
  Init +9; Senses darkvision 60 ft., true seeing; Perception +29
  DEFENSE
  AC 31, touch 25, flat-footed 25 (+5 Dex, +1 dodge, +6 natural,  
  +7 profane, +2 size)
  hp 172 (15d8+105)
  Fort +19, Ref +19, Will +25
  Defensive Abilities channel resistance +5, rejuvenation, unholy 
  grace; DR 20/—; Immune acid, cold, electricity, magic, 
  polymorph, undead traits
  Weaknesses torpor, vorpal susceptibility
  OFFENSE
  Speed fly 30 ft. (perfect)
  Space 2-1/2 ft., Reach 0 ft.
  Special Attacks devour soul
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—true seeing
  At will—greater bestow curse (DC 23), telekinesis (DC 22), 
  wail of the banshee (20-ft.-radius spread centered on the 
  demilich; DC 26)
  STATISTICS
  Str 10, Dex 21, Con —, Int 25, Wis 24, Cha 25
  Base Atk +11; CMB +14; CMD 36
  Feats Ability Focus (devour soul), Alertness, Defensive Combat 
  Training, Dodge, Flyby AttackB, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility
  Skills Bluff +22, Fly +25, Knowledge (arcana) +25, Knowledge 
  (dungeoneering) +22, Knowledge (history) +17, Knowledge 
  (planes) +17, Knowledge (religion) +20, Perception +29, Sense 
  Motive +29, Spellcraft +25, Stealth +26
  Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal
  SPECIAL ABILITIES
  Devour Soul (Su) As a standard action with a range of 300 feet, 
  a demilich can imprison the soul of a living creature within one 
  of 10 special gems embedded in its skull. If the target succeeds 
  at a DC 26 Fortitude save, it gains two permanent negative 
  levels. If it fails, its soul is immediately drawn into one of the 
  gems in the demilich’s skull. The soul remains trapped within 
  the gem, visible as but a gleam except under true seeing. 
  The soulless body corrupts and decays rapidly, reducing to 
  dust in a single round. As long as the dead creature’s soul 
  remains trapped in the gemstone, it cannot be restored to 
  life via any means save direct divine intervention. Gems with 
  souls trapped in them can be retrieved from a destroyed 
  demilich, at which point they can either be crushed to release 
  any souls within to their afterlife or used in the place of the 
  usual material components to restore the soul and body with 
  resurrection or true resurrection. After 24 hours, the demilich 
  can choose to consume any soul trapped in a gem, healing 
  it 1d6 hit points per Hit Die of the soul, at which point only 
  miracle or wish can restore the dead creature to life. The save 
  DC is Charisma-based and includes a +2 bonus for the Ability 
  Focus feat.
  Greater Bestow Curse (Sp) This spell-like ability functions like 
  bestow curse but can have one of the following effects: –12 to 
  one ability score; –6 to two ability scores; –8 penalty on attack 
  rolls, saves, and checks; or a 25% chance to act normally. This 
  ability is treated as a 6th-level spell.
  Immunity to Magic (Su) A demilich is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells function differently against the creature, as noted below.
  ・A dispel evil spell deals 2d6 points of damage, with no saving 
  throw.
  ・Holy smite affects a demilich normally.
  ・A power word kill spoken by an ethereal caster deals 50 points 
  of damage to the demilich if it fails a Fortitude save (with a DC 
  determined as though the spell allowed a saving throw).
  ・A shatter spell deals 1d6 points of damage per two caster levels 
  (maximum 10d6), with no saving throw.
  Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. To 
  permanently destroy a demilich, holy water must be poured 
  over its remains within the area of a hallow spell. To complete 
  the destruction, holy word or dispel evil must be cast. If the 
  caster succeeds at a caster level check with a DC equal to 10 + 
  the demilich’s Hit Dice, the demilich is permanently destroyed.
  Telekinetic Storm (Su) As a special use of its telekinesis spell-like 
  ability, a demilich can churn up its treasure, dust, bones, and 
  other loose debris in the area into a whirling storm about its 
  skull. The storm obscures vision as a fog cloud within a 20-foot 
  spread centered on the demilich’s skull. Creatures within the 
  storm take 12d6 points of bludgeoning damage per round on 
  the demilich’s turn (Reflex DC 24 for half damage). The demilich 
  can maintain the storm indefinitely by concentrating.
  Torpor (Ex) A demilich takes no actions against intruders unless its 
  remains or treasure are disturbed.
  Unholy Grace (Su) A demilich gains a bonus on saves and a 
  profane bonus to AC equal to its Charisma modifier.
  Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a 
  demilich’s damage reduction.
  
  SIEGE OF GALLOWSPIRE
  79
  79
  DEMON, NALFESHNEE
  A towering, corpulent beast, this fiend has the hideous head of a boar 
  and arms ending in four-fingered hands.
  NALFESHNEE 
  CR 14
  Pathfinder RPG Bestiary 65
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., true seeing; Perception +31
  Aura unholy aura (DC 23)
  DEFENSE
  AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, 
  –2 size)
  hp 203 (14d10+126)
  Fort +22, Ref +9, Will +21
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 25
  OFFENSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks unholy nimbus
  Spell-Like Abilities (CL 12th)
  Constant—true seeing, unholy aura (DC 23)
  At will—call lightning (DC 18), feeblemind (DC 20), greater 
  dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. 
  of objects only)
  1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, 
  or 1d4 vrocks 50%)
  STATISTICS
  Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
  Base Atk +14; CMB +27; CMD 42
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Critical (bite), Improved Initiative, Iron Will, Power Attack
  Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, 
  Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge 
  (any one other) +20, Perception +31, Sense Motive +23, 
  Spellcraft +23, Stealth +10, Use Magic Device +22; Racial 
  Modifier +8 on Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Unholy Nimbus (Su) Three times per day as a free action, a 
  nalfeshnee can create nauseating beams of writhing color 
  around body. One round later, the light bursts in a 60-foot 
  radius. Any non-demon creature caught within this area must 
  succeed on a DC 22 Will save or be dazed for 1d10 rounds as 
  visions of madness hound it. The save DC is Charisma-based.
  DEMON, VROCK
  A cloud of spores and a trail of feathers surround this twisted cross 
  between a man and a gigantic vulture.
  VROCK 
  CR 9
  Pathfinder RPG Bestiary 69
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 112 (9d10+63)
  Fort +13, Ref +10, Will +6
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 18)
  1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
  STATISTICS
  Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
  Base Atk +9; CMB +15; CMD 27
  Feats Cleave, Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Power Attack
  Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception 
  +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival +15; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Dance of Ruin (Su) A vrock can dance and chant as a full-round 
  action—at the end of 3 rounds, a crackling wave of energy 
  explodes from the vrock, dealing 5d6 points of electricity 
  damage to all creatures within 100 feet. A DC 17 Reflex save 
  halves this damage. For each additional vrock that joins in 
  the dance, the damage increases by 5d6 and the DC to avoid 
  the effect increases by +1, to a maximum of 20d6 when four 
  or more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The dance 
  immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented 
  from dancing. The save DC is Charisma-based.
  Spores (Ex) A vrock can release a cloud of spores from its body 
  once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage from the spores, plus 1d4 points of 
  damage per round for 10 rounds as the spores grow into thick 
  green vines. Although ugly, the vines are harmless and wither 
  away in 1d4 days if not shaved off before then. The spores can 
  be destroyed by casting bless on the affected creatures or by 
  sprinkling them with holy water. This attack can also be halted 
  by effects that remove or provide immunity to disease.
  Stunning Screech (Su) Once per hour, a vrock can emit a shrill 
  screech. All creatures except demons within a 30-foot-radius 
  spread must succeed on a DC 21 Fortitude save or be stunned 
  for 1 round. The save DC is Constitution-based.
  
  PATHFINDER SOCIETY SCENARIO
  80
  80
  DEVOURER
  This dry, hovering corpse’s chest is a prison of jagged ribs, within 
  which is trapped a small, tormented ghostly form.
  DEVOURER 
  CR 11
  Pathfinder RPG Bestiary 82
  NE Large undead (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +7, Will +12
  Defensive Abilities spell deflection, undead traits; SR 22
  OFFENSE
  Speed 30 ft., fly 20 ft. (perfect)
  Melee 2 claws +18 (1d8+9 plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks devour soul, energy drain (1 level, DC 20)
  Spell-Like Abilities (CL 18th)
  At will—animate dead4th, bestow curse4th (DC 19), confusion4th 
  (DC 19), control undead7th (DC 22), death knell2nd (DC 17), 
  ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), 
  lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, 
  suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)
  STATISTICS
  Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
  Base Atk +10; CMB +20; CMD 33
  Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, 
  Improved Initiative, Improved Sunder, Power Attack
  Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, 
  Knowledge (arcana) +21, Knowledge (planes) +18, Perception 
  +20, Sense Motive +17, Spellcraft +21, Stealth +6
  Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Devour Soul (Su) By making a touch attack as a standard action, 
  a devourer can deal 12d6+18 points of damage as if using a 
  slay living spell. A DC 22 Fortitude save reduces this damage 
  to 3d6+18. The soul of a creature slain by this attack becomes 
  trapped within the devourer’s chest. The creature cannot be 
  brought back to life until the devourer’s destruction (or a spell 
  deflection—see below) releases its soul. A devourer can hold 
  only one soul at a time. The trapped essence provides a devourer 
  with 5 essence points for each Hit Die possessed by the soul. 
  A devourer must expend essence points when it uses a spell-
  like ability equal to the spell’s level (included in its stats in 
  superscript). At the start of an encounter, a devourer generally 
  has 3d4+3 essence points available. The trapped essence gains 
  one permanent negative level for every 5 points of essence 
  drained—these negative levels remain if the creature is brought 
  back to life (but they do not stack with any negative levels 
  imparted by being brought back to life). A soul that is completely 
  consumed may only be restored to life by a miracle or wish. The 
  save DC is Charisma-based.
  Spell Deflection (Su) If any of the following spells are cast at 
  the devourer and overcome its spell resistance, they instead 
  affect a devoured soul: banishment, chaos hammer, confusion, 
  crushing despair, detect thoughts, dispel evil, dominate person, 
  fear, geas/quest, holy word, hypnotism, imprisonment, magic 
  jar, maze, suggestion, trap the soul, or any form of charm 
  or compulsion. While none of these effects harms the soul, 
  the caster makes a DC 25 caster level check when a spell is 
  deflected—success indicates that the trapped soul is released 
  from its prison and the creature whose body it belonged to can 
  now be restored to life as normal.
  GASHDOKURO
  The bones and skulls of countless smaller creatures dribble from the 
  joints and rib cage of this massive skeleton.
  GASHADOKURO 
  CR 13
  Pathfinder RPG Bestiary 4 121
  NE Huge undead
  Init +4; Senses darkvision 60 ft.; Perception +20
  Aura starvation (60 ft., DC 25)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 180 (19d8+95)
  Fort +11, Ref +6, Will +14
  Defensive Abilities channel resistance +4; DR 10/bludgeoning; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30-ft. cone, 12d6 bludgeoning 
  damage, Reflex DC 24 half, usable every 1d4 rounds), corpse 
  consumption, swallow whole (6d6 bludgeoning damage, AC 20, 
  18 hp)
  STATISTICS
  Str 30, Dex 11, Con —, Int 6, Wis 17, Cha 21
  Base Atk +14; CMB +26 (+28 bull rush, +30 grapple); CMD 36 (38 
  vs. bull rush)
  Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 
  Improved Critical (claw), Improved Initiative, Intimidating 
  Prowess, Power Attack, Vital Strike, Weapon Focus (claw)
  Skills Climb +23, Intimidate +32, Perception +20
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Breath Weapon (Su) A gashadokuro can breathe bone shards as a 
  standard action.
  Corpse Consumption (Su) A gashadokuro that kills creature by 
  using its swallow whole special ability automatically consumes 
  its victim’s body and regains a number of hit points equal to 
  the victim’s Constitution score. Consumed creatures cannot be 
  resurrected by any effect short of a miracle or wish spell until 
  the gashadokuro is destroyed.
  
  SIEGE OF GALLOWSPIRE
  81
  81
  Starvation Aura (Su) A gashadokuro emits a powerful aura that 
  causes all creatures within range to feel the intense pains of 
  starvation. Each creature within 60 feet must succeed at a DC 24 
  Fortitude save or be fatigued and succumb to the supernatural 
  starvation of the gashadokuro, taking 2d6 points of nonlethal 
  damage at the end of its turn each round it remains in the 
  aura. Even after leaving the area or slaying the gashadokuro, an 
  affected creature continues to starve and cannot heal from the 
  nonlethal damage dealt by this ability until it consumes food.
  GIANT, PLAGUE
  This oversized humanoid is dressed in tattered rags that don’t quite 
  cover its diseased body.
  PLAGUE GIANT 
  CR 14
  Variant plague giant (Pathfinder RPG Bestiary 6 134)
  NE Huge humanoid (giant)
  Init +9; Senses low-light vision; Perception +26
  DEFENSE
  AC 29, touch 13, flat-footed 24 (+5 Dex, +16 natural, –2 size)
  hp 207 (18d8+126)
  Fort +15, Ref +11, Will +18
  Defensive Abilities rock catching; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee mwk flail +23/+18/+13 (3d6+11 plus disease), slam +17 
  (1d8+5 plus disease) or
  2 slams +22 (1d8+11 plus disease)
  Ranged rock +17 (2d8+16) or
  corpse +17 (2d6+16 plus disease)
  Space 15 ft.; Reach 15 ft.
  Special Attacks hurl corpse, rock throwing (140 ft.)
  Spell-Like Abilities (CL 15th; concentration +20)
  At will—contagion (DC 21), death knell (DC 19)
  1/day—summon (level 6, 1 tick swarmB2 100%)
  STATISTICS
  Str 32, Dex 20, Con 25, Int 15, Wis 20, Cha 25
  Base Atk +13; CMB +26 (+30 disarm and trip); CMD 41 (43 vs. 
  disarm and trip)
  Feats Combat Casting, Combat Expertise, Great Fortitude, Greater 
  Disarm, Greater Trip, Improved Disarm, Improved Initiative, 
  Improved Trip, Iron Will
  Skills Heal +26, Knowledge (religion) +20, Perception +26,  
  Survival +26
  Languages Common, Giant
  Gear mwk light flail, 4 rocks, 2 corpses
  SPECIAL ABILITIES
  Disease (Ex) Although plague giants are immune to disease, they 
  carry a virulent plague that causes flesh to rot and limbs to 
  wither over time in those damaged with the giants’ weaponry.
  Atrophic Plague: Injury; save Fort DC 26; onset immediate; 
  frequency 1/day; effect 1d4 Dex drain and 1d4 Con damage; 
  cure 2 consecutive saves. The save DC is Constitution-based.
  Hurl Corpse (Su) A plague giant can throw a Small or Medium 
  corpse as if it were hurling a rock. Hurled corpses deal damage 
  as per a plague giant’s thrown rocks but as if the giant were 
  one size category smaller (2d6+16 for this plague giant). In 
  addition, the hurled corpse is infused with the plague giant’s 
  pestilence, exposing the creature struck to the giant’s atrophic 
  plague. Upon impact, a hurled corpse explodes into a cloud of 
  thick gray vapor that fills a 10-foot-radius area with thick mist 
  that obscures vision as per fog cloud. Any creature that begins 
  its turn within this cloud must succeed at a DC 26 Fortitude save 
  or be nauseated for 1 round. The cloud persists for 1d4 rounds 
  before dissipating naturally (if not dissipated earlier via a 
  moderate or stronger wind). The save DC is Constitution-based.
  GRAVEKNIGHT
  Shadows veil what lurks within the dark, imposing armor of this 
  figure, though two piercing eyes gaze from its closed visor.
  GRAVEKNIGHT 
  CR 11
  Pathfinder RPG Bestiary 3 138
  Human graveknight fighter 10 
  LE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 ft.; Perception +19
  Aura sacrilegious aura (30 ft., DC 19)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural)
  hp 139 (10d10+80)
  Fort +13, Ref +6, Will +6; +3 vs. fear
  Defensive Abilities bravery +3, channel resistance +4, 
  rejuvenation; DR 10/magic; Immune acid, cold, electricity, 
  undead traits; SR 22
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
  Ranged composite longbow +14/+9 (1d8+11/×3)
  Special Attacks channel destruction, devastating blast (6d6 acid, 
  DC 19), undead mastery (DC 19), weapon training (heavy 
  blades +2, bows +1)
  STATISTICS
  Str 27, Dex 12, Con —, Int 15, Wis 12, Cha 18
  Base Atk +10; CMB +20; CMD 29
  Feats Cleave, Critical Focus, Dazzling Display, Greater Weapon 
  Focus (greatsword), Improved InitiativeB, Mounted CombatB, 
  Power Attack, Ride-By AttackB, Shatter Defenses, Spirited 
  Charge, ToughnessB, Trample, Unseat, Vital Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)
  Skills Climb +13, Intimidate +25, Knowledge (nobility) +12, 
  Perception +19, Ride +19, Swim +13; Racial Modifiers +8 
  Intimidate, +8 Perception, +8 Ride
  Languages Common, Dwarven, Infernal
  SQ armor training 2, phantom mount
  Gear +1 full plate, +1 greatsword, composite longbow (+8 Str) 
  with 20 arrows, belt of giant strength +2
  
  PATHFINDER SOCIETY SCENARIO
  82
  82
  SPECIAL ABILITIES
  Channel Destruction (Su) Any weapon a graveknight wields 
  deals an additional 2d6 points of acid damage.
  Devastating Blast (Su) Three times per day, the graveknight 
  may unleash a 30-foot cone of acid as a standard action. This 
  cone deals 6d6 points of acid damage (Reflex DC 19 half).
  Phantom Mount (Su) Once per hour, a graveknight can 
  summon a skeletal horse similar to a phantom steed. This 
  mount is more real than a typical phantom steed, and can 
  carry one additional rider. The mount’s powers are based on 
  the graveknight’s total Hit Dice rather than caster level. A 
  graveknight’s mount looks distinctive and always appears the 
  same each time it is summoned. If the mount is destroyed, it 
  can be summoned again with full hit points 1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  Undead Mastery (Su) As a standard action, a graveknight can 
  attempt to bend any undead creature within 50 feet to its 
  will. The targeted undead must succeed at a Will save or fall 
  under the graveknight’s control. This control is permanent for 
  unintelligent undead; an undead with an Intelligence score is 
  allowed an additional save every day to break free from the 
  graveknight’s control. A creature that successfully saves cannot 
  be affected again by the same graveknight’s undead mastery 
  for 24 hours. This graveknight can control 50 Hit Dice of 
  undead creatures. If the graveknight exceeds this number, the 
  excess from earlier uses of the ability becomes uncontrolled, 
  as per animate dead.
  GRAVESLUDGE
  This filthy, shuddering mass of sludge and bones seems to have 
  formed from a mass of muddy grave soil.
  GRAVESLUDGE 
  CR 12
  Pathfinder RPG Bestiary 6 145
  NE Medium ooze
  Init +10; Senses blindsight 60 ft., lifesense; Perception +19
  DEFENSE
  AC 27, touch 21, flat-footed 21 (+5 deflection, +6 Dex, +6 natural)
  hp 161 (14d8+98)
  Fort +11, Ref +15, Will +11
  Defensive Abilities haunted, negative energy affinity; DR 10/
  good; Immune acid, cold, death effects, energy drain, fear, 
  negative energy, ooze traits
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee 2 slams +20 (2d8+10/19–20 plus 2d6 negative energy and 
  lifeleech)
  Space 5 ft.; Reach 10 ft.
  Special Attacks create spawn, lifeleech, swift slam
  Spell-Like Abilities (CL 12th; concentration +17)
  At will—ghost sound (DC 15), telekinesis (DC 20)
  3/day—quickened death knell (DC 17), phantasmal killer (DC 
  19), wall of ectoplasmOA (DC 20)
  1/day—harm (DC 21)
  STATISTICS
  Str 31, Dex 22, Con 24, Int 15, Wis 21, Cha 20
  Base Atk +10; CMB +20; CMD 41
  Feats Combat Casting, Combat Reflexes, Improved Critical (slam), 
  Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like 
  Ability (death knell)
  Skills Climb +24, Knowledge (religion) +16, Perception +19, 
  Stealth +20
  Languages Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Create Spawn (Su) A creature slain by a gravesludge animates 
  as a free-willed juju zombie (Pathfinder RPG Bestiary 2 291) 
  for 1d4 rounds after it is slain. For ease, if a PC is transformed 
  into a juju zombie, apply the following simplified adjustments. 
  The PC gains a +3 bonus to natural armor, DR 10/magic and 
  slashing, fire resistance 10, and immunity to cold, electricity, 
  and magic missile. The PC gains a slam attack that deals 
  1d8 damage. Finally, the PC gains Improved Initiative and 
  Toughness as bonus feats.
  Haunted (Su) The eldritch spiritual energy that infuses a 
  gravesludge grants it a deflection bonus to its AC and a 
  resistance bonus on Reflex saves equal to its Charisma 
  modifier (+5 for the typical gravesludge).
  Lifeleech (Su) When a gravesludge deals negative energy 
  damage to a creature, that creature continues to take 1d6 
  points of negative energy damage at the start of its turn 
  each round. This effect can be stopped via magical healing, 
  and otherwise stops on its own 3 rounds after the initial 
  slam attack. Multiple slam attacks extend the duration of this 
  ongoing negative energy damage but do not increase the 
  amount of damage.
  Swift Slam (Ex) A gravesludge can attack twice with its slam 
  attack as a standard action.
  NEMHAIN
  A cloud of translucent humanoid spirits whirls around this ghostly 
  desiccated corpse.
  NEMHAIN 
  CR 15
  Pathfinder RPG Bestiary 5 182
  NE Medium undead (incorporeal)
  Init +12; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
  hp 225 (18d8+144); profane regeneration 5 (electricity or good)
  Fort +13, Ref +16, Will +20
  Defensive Abilities channel resistance +4, incorporeal;  
  Immune cold, undead traits; Resist acid 10, fire 10
  
  SIEGE OF GALLOWSPIRE
  83
  83
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
  Special Attack bound spirit
  Spell-Like Abilities (CL 15th; concentration +22)
  3/day—harm (DC 23), slay living (DC 22), telekinesis (DC 22
  1/day—antilife shell, wall of force
  STATISTICS
  Str —, Dex 26, Con —, Int 23, Wis 25, Cha 25
  Base Atk +13; CMB +21; CMD 39
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Iron Will, Lightning Reflexes, Lunge, Mobility, Toughness
  Skills Bluff +25, Diplomacy +25, Fly +37, Intimidate +28, 
  Knowledge (arcana) +27, Knowledge (religion) +27, Perception 
  +28, Sense Motive +28, Spellcraft +27, Stealth +29
  Languages Common; telepathy 100 ft.
  SQ rejuvenation
  SPECIAL ABILITIES
  Bound Spirits (Su) A nemhain is surrounded by a whirling cloud of 
  spirits that are bound to her—often the spirits of close relatives 
  or friends she had in life. As a swift action, she can direct these 
  bound spirits to strike at any creature within 30 feet as a ranged 
  touch attack (with an attack bonus of +21). These spirits may 
  be used to cause damage as if the nemhain had touched the 
  target with her incorporeal touch, or they can be used to deliver 
  a harm or slay living effect. Using these spirits to deliver one of 
  these spell-like abilities is a swift action; the nemhain does not 
  need to take a standard action to cast the spell-like ability, but 
  it still counts against the number of times per day she can use 
  that spell-like ability. The nemhain can also send these spirits as 
  a group up to 1 mile away to act as scouts; they have a fly speed 
  of 60 feet (perfect). She can observe and listen through them, 
  but as long as they don’t share her space, she can’t use them 
  to deliver ranged touch attacks. These spirits are impervious to 
  almost all attacks and magic, save the following: dispel evil, raise 
  dead, or resurrection. Such spells cause the spirits to vanish and 
  to be useless to the nemhain for 1 hour. True resurrection makes 
  the spirits useless for 24 hours.
  Profane Regeneration (Su) This ability functions like regeneration 
  except the nemhain possesses it despite the fact that she lacks a 
  Constitution score. A nemhain reduced to 0 hit points is staggered 
  instead of destroyed while her profane regeneration is active. As 
  long as her profane regeneration is active, a nemhain ignores all 
  damage that would reduce her hit points below 0.
  Rejuvenation (Su) All nemhains are tied to a ritual object used 
  in their creation. This object is typically a large statue, pillar, or 
  monolith. Until this object is destroyed, a destroyed nemhain 
  automatically rejuvenates back to full hit points 1d4 days after 
  she is destroyed, always appearing adjacent to her ritual object. 
  NIGHTSHADE, NIGHTWING
  This enormous, bat-like creature is shaped from utter darkness, its 
  eyes tiny red stars in the blackest night.
  ADVANCED NIGHTWING 
  CR 15
  Pathfinder RPG Bestiary 2 292, 203
  CE Huge undead (extraplanar, nightshade)
  Init +10; Senses darksense, darkvision 60 ft., detect magic,  
  low-light vision; Perception +27
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 33, touch 14, flat-footed 27 (+6 Dex, +19 natural, –2 size)
  hp 229 (17d8+153)
  Fort +14, Ref +13, Will +19
  DR 15/good and silver; Immune cold, undead traits; SR 26
  Weaknesses light aversion
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +25 (4d10+21/19–20 plus 4d6 cold and magic drain)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel energy (7d6, DC 30, 8/day)
  Spell-Like Abilities (CL 14th; concentration +21)
  Constant—detect magic, magic fang
  At will—contagion (DC 21), deeper darkness, unholy blight  
  (DC 21)
  3/day—confusion (DC 21), greater dispel magic, haste, hold 
  monster (DC 22), invisibility
  1/day—cone of cold (DC 22), finger of death (DC 24), plane 
  shift (DC 24), summon (level 6, 2 greater shadows)
  STATISTICS
  Str 35, Dex 22, Con —, Int 22, Wis 25, Cha 25
  Base Atk +12; CMB +26; CMD 42
  Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Improved Sunder, 
  Power Attack, Snatch
  Skills Fly +26, Knowledge (arcana) +26, Knowledge (religion) +26, 
  Perception +27, Sense Motive +27, Spellcraft +26, Stealth +18 
  (+26 in darkness), Swim +29; Racial Modifiers +8 Stealth in 
  dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Magic Drain (Su) The bite of a nightwing drains magical power 
  and energy. When a nightwing bites a foe, the victim must 
  make a DC 25 Will save or one spell effect currently affecting 
  him immediately ends—determine which spell is drained 
  randomly if the target is under the effects of more than one 
  spell. The nightwing heals damage equal to twice the level 
  of the spell drained—hit points in excess of its maximum are 
  instead gained as temporary hit points that last for 1 hour. If 
  a nightwing attempts to sunder a magic item with its bite, its 
  magic-draining bite renders the item nonmagical for 1d4 rounds 
  (if the item is a permanent magic item), drains 1d8 charges (if 
  the item has charges), or renders it permanently nonmagical 
  (if the item is a one-use item). The item (or its wielder, if the 
  item is attended) can resist this effect with a DC 25 Will save. 
  Damage dealt to an item is applied after the effects of magic 
  drain are applied. The save DC is Charisma-based.
  
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  SICHEAV
  This lanky woman wears layers of tan and red robes, artfully torn to 
  shreds to create the unsettling appearance of bleeding flesh.
  SICHEAV 
  CR 14
  Female human cleric of Urgathoa 15 (Pathfinder NPC Codex 56)
  NE Medium humanoid (human)
  Init +5; Senses Perception +20
  DEFENSE
  AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 146 (15d8+75)
  Fort +14, Ref +7, Will +17
  OFFENSE
  Speed 30 ft.
  Melee +3 scythe +17/+12/+7 (2d4+6/19–20/×4)
  Special Attacks channel negative energy 4/day (DC 18, 8d6), 
  scythe of evil (7 rounds, 2/day)
  Domain Spell-Like Abilities (CL 15th; concentration +22)
  10/day—bleeding touch (7 rounds), touch of evil (7 rounds)
  Cleric Spells Prepared (CL 15th; concentration +22)
  8th—fire storm (DC 26), unholy auraD
  7th—blasphemyD (DC 25), destruction (DC 24), ethereal jaunt
  6th—antilife shell, blade barrier (DC 24), create undeadD, harm 
  (DC 23)
  5th—dispel good, greater command (DC 22), flame strike (DC 
  23), insect plague, righteous might, slay livingD (DC 22)
  4th—divine power, freedom of movement, giant vermin, greater 
  magic weapon, poison (DC 21), unholy blightD (DC 22)
  3rd—animate deadD, contagion (2, DC 20), deeper darkness, 
  dispel magic, wind wall
  2nd—bear’s endurance, death knellD (DC 19), desecrate, gentle 
  repose, hold person (DC 19), spiritual weapon
  1st—bane (DC 18), cause fearD (DC 18), divine favor, doom (2, 
  DC 18), entropic shield, shield of faith
  0 (at will)—bleed (DC 17), light, resistance, virtue
  D Domain spell; Domains Death, Evil
  TACTICS
  Before Combat Sicheav casts bear’s endurance, freedom of 
  movement, and greater magic weapon.
  Base Statistics Without bear’s endurance and greater magic 
  weapon, Sicheav’s statistics are hp 116; Fort +12; Melee +1 
  scythe +15/+10/+5 (2d4+4/19–20/×4); Con 14.
  STATISTICS
  Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8
  Base Atk +11; CMB +13; CMD 25
  Feats Combat Casting, Command Undead, Critical Focus, Extra 
  Channel, Improved Channel, Improved Critical (scythe), 
  Improved Initiative, Spell Focus (evocation), Weapon Focus 
  (scythe)
  Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge 
  (religion) +9, Perception +20, Spellcraft +11
  Languages Common
  SQ aura, death’s embrace
  Combat Gear potion of invisibility; Other Gear +3 mithral 
  breastplate, +1 scythe, amulet of natural armor +1, belt of 
  giant strength +2, cloak of resistance +1, headband of inspired 
  wisdom +4, ring of protection +1, unholy water, cold iron 
  unholy symbol (worth 500 gp), onyx gems (worth 1,000 gp), 
  silver dust for desecrate (worth 25 gp), 2,482 gp
  SHADOW
  Barely seen out of the corner of the eye, this wisp of shadow is vaguely 
  humanoid in outline and writhes with unholy life.
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn, strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, 
  Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a greater 
  shadow’s Strength damage becomes a shadow under the 
  control of its killer in 1d4 rounds.
  Strength Damage (Su) A greater shadow’s touch deals 1d8 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  SHADOW 
  CR 3
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  
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  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  TICK SWARM
  The rasping legs of this hideous, shining carpet of fist-sized ticks 
  rattle ominously as the swarm skitters forward.
  TICK SWARM 
  CR 9
  Pathfinder RPG Bestiary 265
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft., scent; Perception +0
  DEFENSE
  AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
  hp 120 (16d8+48)
  Fort +13, Ref +7, Will +5
  Defensive Abilities swarm traits
  Immune mind-affecting effects, weapon damage
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (4d6 plus disease, distraction, and blood drain)
  Special Attacks blood drain (1d4 Con), cling, distraction (DC 21)
  STATISTICS
  Str 1, Dex 14, Con 16, Int —, Wis 11, Cha 1
  Base Atk +12; CMB —; CMD —
  Skills Climb +10; Racial Modifiers uses Dex on Climb checks
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves a tick swarm’s square, the swarm 
  takes 1d6 points of damage to reflect the loss of its numbers 
  as several ticks cling to the victim. A creature with ticks clinging 
  to it takes swarm damage at the end of its turn each round. As 
  a full round action, the creature can remove the ticks with a 
  DC 20 Reflex save. At least 10 points of damage from any area 
  effect destroys all clinging ticks. The save DC is Dexterity-based.
  Disease (Ex) Bubonic Plague: Bite—injury; save Fort DC 21; 
  onset 1 day; frequency 1/day; effect 1d4 Con damage, 1 Cha 
  damage, fatigue; cure 2 consecutive saves. The DC is Con-based.
  VAMPIRE
  This alluring, raven-haired beauty casually wipes a trickle of blood 
  from a pale cheek, then smiles to reveal needle-sharp fangs.
  VAMPIRE 
  CR 9
  Pathfinder RPG Bestiary 270
  Female human vampire sorcerer 8
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, 
  +6 natural)
  hp 102 (8d6+72); fast healing 5
  Fort +13, Ref +11, Will +12
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 22), energy drain (2 levels, DC 22)
  Bloodline Spell-Like Ability (CL 8th, +7 touch)
  11/day—grave touch
  Sorcerer Spells Known (CL 8th, +8 ranged touch)
  4th (5/day)—greater invisibility
  3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch
  2nd (8/day)—false life, invisibility, scorching ray, web (DC 20)
  1st (8/day)—burning hands (DC 19), chill touch (DC 19), 
  disguise self, expeditious retreat, mage armor, magic missile
  0 (at will)—acid splash, detect magic, light, mage hand, 
  mending, message, open/close, read magic
  Bloodline undead
  STATISTICS
  Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26
  Base Atk +4; CMB +7; CMD 24
  Feats AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, 
  DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, 
  Lightning ReflexesB, Silent Spell, Still Spell, ToughnessB, Weapon 
  Finesse
  Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) 
  +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth 
  +12, Use Magic Device +19; Racial Modifiers +8 Bluff,+8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Draconic
  SQ change shape (dire bat or wolf, beast shape II), gaseous form, 
  shadowless, spider climb
  Gear cloak of resistance +3, headband of alluring charisma +4, 
  ring of protection +2
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire can suck blood from a grappled 
  opponent; if the vampire establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of Constitution damage. The 
  
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  vampire heals 5 hit points or gains 5 temporary hit points for 1 
  hour (up to a maximum number of temporary hit points equal 
  to its full normal hit points) each round it drains blood.
  Children of the Night (Su) Once per day, a vampire can call forth 
  1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and serve 
  the vampire for up to 1 hour.
  Create Spawn (Su) A vampire can create spawn out of those it 
  slays with blood drain or energy drain, provided that the slain 
  creature is of the same creature type as the vampire’s base 
  creature type. The victim rises from death as a vampire in 1d4 
  days. This vampire is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  A vampire may have enslaved spawn totaling no more than 
  twice its own Hit Dice; any spawn it creates that would exceed 
  this limit become free-willed undead. A vampire may free an 
  enslaved spawn in order to enslave a new spawn, but once 
  freed, a vampire or vampire spawn cannot be enslaved again.
  Dominate (Su) A vampire can crush a humanoid opponent’s will 
  as a standard action. Anyone the vampire targets must succeed 
  on a Will save or fall instantly under the vampire’s influence, 
  as though by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet. At the GM’s discretion, some 
  vampires might be able to affect different creature types with 
  this power.
  Energy Drain (Su) A creature hit by a vampire’s slam (or other 
  natural weapon) gains two negative levels. This ability only 
  triggers once per round, regardless of the number of attacks a 
  vampire makes.
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Vampire Weaknesses Vampires cannot tolerate the strong odor 
  of garlic and will not enter an area laced with it. Similarly, 
  they recoil from mirrors or strongly presented holy symbols. A 
  recoiling vampire must stay at least 5 feet away from the mirror 
  or holy symbol and cannot touch or make melee attacks against 
  that creature. Holding a vampire at bay takes a standard action. 
  After 1 round, a vampire can overcome its revulsion of the object 
  and function normally each round it makes a DC 25 Will save. 
  Vampires cannot enter a private home or dwelling unless invited 
  in by someone with the authority to do so. Reducing a vampire’s 
  hit points to 0 or lower incapacitates it but doesn’t always destroy 
  it (see fast healing). However, certain attacks can slay vampires. 
  Exposing a vampire to direct sunlight staggers it on the first round 
  of exposure and destroys it utterly on the second consecutive 
  round of exposure if it does not escape. Each round of immersion 
  in running water inflicts damage on a vampire equal to one-third 
  of its maximum hit points—a vampire reduced to 0 hit points 
  in this manner is destroyed. Driving a wooden stake through 
  a helpless vampire’s heart instantly slays it (this is a full-round 
  action). However, it returns to life if the stake is removed, unless 
  the head is severed and anointed with holy water.
  WARSWORN
  An enormous, animate mass of armed and armored corpses 
  undulates forth, like a siege tower of steel-girded flesh.
  WARSWORN 
  CR 16
  Pathfinder RPG Bestiary 4 272
  NE Gargantuan undead
  Init +3; Senses darkvision 60 ft.; Perception +27
  Aura frightful presence (60 ft., DC 26)
  DEFENSE
  AC 29, touch 9, flat-footed 26 (+3 Dex, +20 natural, –4 size)
  hp 207 (18d8+126)
  Fort +13, Ref +9, Will +17
  Defensive Abilities channel resistance +4; DR 10/bludgeoning 
  and magic; Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee 4 slams +21 (2d6+12 plus energy drain)
  Ranged 1 scrap ball +12 (2d6+12)
  Space 20 ft.; Reach 5 ft.
  Special Attacks absorb dying creature, energy drain (1 level, DC 
  26), trample (2d6+18, DC 31)
  Spell-Like Abilities (CL 18th; concentration +25)
  3/day*—telekinesis (violent thrust, heavy armor only)
  STATISTICS
  Str 34, Dex 17, Con —, Int 9, Wis 22, Cha 25
  Base Atk +13; CMB +29; CMD 42 (can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Greater Overrun, Improved Bull 
  Rush, Improved Overrun, Lightning Reflexes, Power Attack, Step 
  Up, Strike Back
  Skills Climb +33, Perception +27, Swim +30
  Languages Common (can’t speak)
  SQ profane magic
  Gear Medium full plate (10), broken weapons and armor
  SPECIAL ABILITIES
  Absorb Dying Creature (Su) A warsworn can consume any dying 
  creature by moving into the same space. This immediately kills 
  the creature, absorbs the corpse into the warsworn, and heals 
  the warsworn by an amount equal to the creature’s Constitution 
  score. Absorbed corpses can’t be resurrected by any effect short 
  of a miracle or wish until the warsworn is destroyed.
  Profane Magic (Su) Protection from evil blocks attacks from a 
  warsworn’s spell-like abilities. 
  Scrap Ball (Ex) The warsworn can throw a mass of broken 
  weapons and armor. This deals an amount of damage equal 
  to 2d6 + the warsworn’s Strength modifier, and has a range 
  increment of 20 feet.
  
  SIEGE OF GALLOWSPIRE
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  *The warsworn’s animate objects spell-like ability has been 
  removed to reduce the number of low-CR creatures appearing 
  on the battlefield.
  WRAITH
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  DREAD WRAITH 
  CR 7
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Large undead (incorporeal)
  Init +8; Senses darkvision 60 ft., lifesense; Perception +12
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+7 deflection, +4 Dex, –1 size)
  hp 57 (5d8+35)
  Fort +8, Ref +5, Will +8
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (2d6 negative energy plus 1d6 Con 
  drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 18, Con —, Int 18, Wis 18, Cha 25
  Base Atk +3; CMB +8; CMD 25
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +12, Fly +14, Intimidate +15, Knowledge (planes) 
  +9, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +8
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by the dread wraith’s 
  touch attack must succeed at a DC 19 Fortitude save or take 
  1d8 points of Constitution drain. On each successful attack, 
  the dread wraith gains 5 temporary hit points. The save DC is 
  Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, using the spawned wraith statistics below. 
  Spawn are under the command of the wraith that created them 
  until its death, at which point they lose their spawn penalties 
  and become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Lifesense (Ex) The dread wraith senses and locates living 
  creatures within 60 feet, as if it had the blindsight ability.
  Sunlight Powerlessness (Ex) If the dread wraith is in sunlight, it 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach the dread 
  wraith unless the animal’s master succeeds at a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  SPAWNED WRAITH 
  CR 4
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft., lifesense; Perception +8
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +4
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +4 (1d6 negative energy plus 1d2 Con 
  drain)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +4; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge  
  (planes) +5, Perception +8, Sense Motive +8, Stealth +9
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, using this stat block. Spawn are under the 
  command of the wraith that created them until its death, at 
  which point they lose their spawn penalties and become free-
  willed wraiths. They do not possess any of the abilities they had 
  in life.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  WYRMWRAITH
  This ghostly, skeletal creature appears to once have been a dragon, but 
  it is now something far less noble.
  WYRMWRAITH 
  CR 17
  Pathfinder RPG Bestiary 5 280
  CE Gargantuan undead (incorporeal)
  Init +16; Senses darkvision 60 ft., lifesense; Perception +38
  Aura unnatural aura
  
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  DEFENSE
  AC 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge, 
  +6 profane, –4 size)
  hp 252 (24d8+144)
  Fort +14, Ref +20, Will +19
  Defensive Abilities channel resistance +4, incorporeal, positive 
  energy transference; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal bite +27 (4d6 plus energy drain), 2 incorporeal 
  claws +27 (2d8 plus divine dispelling), 2 incorporeal wings +24 
  (2d6), incorporeal tail slap +24 (2d8)
  Space 20 ft.; Reach 15 ft. (20 ft. with incorporeal bite)
  Special Attacks breath weapon (60-ft. cone, 20d6 negative 
  energy and 1 negative level, Reflex DC 22 half damage, usable 
  every 1d4 rounds), create spawn, ectoplasmic shift, energy 
  drain (2 levels, DC 28)
  Spell-Like Abilities (CL 24th; concentration +30)
  At will—animate dead, command undead (DC 18), desecrate, 
  detect undead, protection from good
  5/day—create undead, control undead (DC 23), unhallow, 
  unholy blight (DC 20)
  3/day—create greater undead, quickened finger of death (DC 
  23), waves of exhaustion
  1/day—energy drain (DC 25), soul bind (DC 25)
  STATISTICS
  Str —, Dex 34, Con —, Int 20, Wis 21, Cha 22
  Base Atk +18; CMB +34; CMD 57 (61 vs. trip)
  Feats Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, 
  Multiattack, Quicken Spell-Like Ability (finger of death), Skill 
  Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon 
  Focus (incorporeal bite), Weapon Focus (incorporeal claw)
  Skills Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, 
  Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge 
  (religion) +32, Perception +38, Sense Motive +32, Stealth +31, 
  Survival +29
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ phase lurch
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a wyrmwraith 
  become dread wraiths in 1d4 rounds. Spawn are under the 
  command of the wyrmwraith that created them and remain 
  enslaved until its death, at which point they become free-willed 
  dread wraiths. They don’t possess the abilities they had in life.
  Divine Dispelling (Su) When a wyrmwraith strikes a creature with 
  one of its claws, that creature is also affected by a targeted 
  greater dispel magic (CL 20th) that can dispel only divine spells.
  Ectoplasmic Shift (Su) A wyrmwraith can push through the 
  ectoplasmic veil to temporarily assume a physical form made 
  of ectoplasm. As a swift action, the wyrmwraith can become 
  corporeal for 1d4 rounds. It can return to its incorporeal form 
  as a free action. Once its ectoplasmic form’s duration ends, the 
  wyrmwraith can’t assume that form again for 1d4 rounds. While 
  in ectoplasmic form, the wyrmwraith loses the incorporeal 
  ability (including its deflection bonus to AC) and gains a +16 
  natural armor bonus to AC, DR 15/—, a Strength score equal 
  to its Dexterity score, and the phase lurch ability. The AC for 
  a typical wyrmwraith in ectoplasmic form is 41. When in 
  ectoplasmic form, its attacks are Melee bite +27 (4d6+18 plus 
  energy drain), 2 claws +27 (2d8+12 plus divine dispelling), 2 
  wings +24 (2d6+6), tail slap +24 (2d8+18).
  Phase Lurch (Su) A wyrmwraith in ectoplasmic form can pass 
  through material obstacles, such as walls. It must begin and 
  end its turn outside any obstacles. It can’t move through 
  corporeal creatures with this ability, and its movement speed is 
  halved while moving through an obstacle. Obstacles it moves 
  through are coated with a thin, silvery mucus for 1 minute.
  Positive Energy Transference (Su) Whenever a wyrmwraith 
  succeeds at a saving throw to resist positive energy damage 
  but still suffers damage, the wyrmwraith can immediately 
  transfer that damage to any dread wraith spawn of its 
  choice with 120 feet that it controls. The wyrmwraith takes 
  any excess damage beyond the spawn’s hit points. Even if 
  the wyrmwraith has no spawn under its control, when it 
  succeeds at its save against a positive energy effect that 
  normally deals half damage on a successful save, it instead 
  takes one quarter damage.
  
  SIEGE OF GALLOWSPIRE
  89
  89
  APPENDIX 5: SUBTIER 15–16 BESTIARY
  The stat blocks for all creatures that appear in Subtier 15–16 
  are printed below for the GM’s convenience. Abilities that 
  are not described in the Special Abilities section of the stat 
  block are universal monster rules. You can find a full list of 
  universal monster rules at pfrd.info. 
  Some of the creature stat blocks in this appendix have been 
  slightly modified, removing a spell or ability to reduce the 
  number of reference books needed to prepare the encounter. 
  All such modifications are marked with asterisks (*) and 
  explained in full at the bottom of the stat block.
  BAROMETZ
  This massive green ramlike creature’s pelt is actually a tangle of 
  vines, and its horns are wickedly sharp wooden branches.
  BAROMETZ 
  CR 15
  Pathfinder RPG Bestiary 4 16
  N Gargantuan plant
  Init +5; Senses low-light vision; Perception +27
  DEFENSE
  AC 31, touch 11, flat-footed 26 (+5 Dex, +20 natural, –4 size)
  hp 253 (22d8+154)
  Fort +20, Ref +12, Will +11
  Immune electricity, plant traits
  OFFENSE
  Speed 40 ft.
  Melee gore +23 (5d10+15/19–20)
  Space 20 ft.; Reach 20 ft.
  Special Attacks powerful charge (gore, 10d10+15), trample 
  (5d10+15, DC 31)
  STATISTICS
  Str 30, Dex 21, Con 24, Int 2, Wis 15, Cha 9
  Base Atk +16; CMB +30 (+34 bull rush or overrun); CMD 45 (47 
  vs. bull rush or overrun, 49 vs. trip)
  Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Bull 
  Rush, Greater Overrun, Improved Bull Rush, Improved Critical 
  (gore), Improved Overrun, Iron Will, Power Attack, Weapon 
  Focus (gore)
  Skills Perception +27
  BONETHORN
  Ligaments of stringy black fungus connect the bones of this filthy 
  skeleton. In numerous places, the fungus has formed thorny growths.
  BONETHORN 
  CR 12
  Pathfinder RPG Bestiary 6 52
  N Medium plant
  Init +10; Senses lifesense, low-light vision; Perception +22
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
  hp 150 (20d8+60)
  Fort +15, Ref +14, Will +11
  Defensive Abilities positive energy absorption; DR 10/
  bludgeoning; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee gore +24 (2d6+9 plus spores), 2 claws +24 (2d6+9/19–20 
  plus spores)
  Special Attacks critical implantation
  STATISTICS
  Str 28, Dex 23, Con 17, Int 2, Wis 16, Cha 9
  Base Atk +15; CMB +24; CMD 41
  Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical 
  (claw), Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Sickening Critical, Skill Focus (Perception)
  Skills Perception +22, Stealth +19
  SPECIAL ABILITIES
  Critical Implantation (Ex) If a bonethorn scores a critical hit with 
  any of its natural weapons, the victim takes a –4 penalty on its 
  Fortitude save to resist the spore effect.
  Positive Energy Absorption (Sp) Those attempting to affect a 
  bonethorn with positive energy quickly discover their mistake. 
  Not only does positive energy heal the bonethorn (as it is a 
  living creature, not undead), but it also absorbs the positive 
  energy, boosting its metabolism. Whenever a bonethorn is 
  affected by positive energy, it gains the benefits of haste and 
  fast healing 5 for 1 round. This duration increases to 2 rounds 
  if the bonethorn is not wounded at the time it is affected by 
  positive energy. The durations from multiple exposures to 
  positive energy effects stack.
  Spores (Su) Each time a bonethorn deals damage with its 
  sporeladen natural attacks, its victim must attempt a DC 23 
  Fortitude save to avoid becoming infested by the fungus. If the 
  victim fails, the fungus propagates through its body, dealing 2d6 
  points of slashing damage per round at the start of the infected 
  creature’s turn. If the bonethorn dies and the infected creature 
  is still alive, the infection immediately ends. A creature that has 
  a skeleton and that dies while infested with bonethorn spores 
  is consumed over the course of 2d6 rounds, after which a new 
  bonethorn rises from the remains. A new bonethorn created 
  in this manner from a Large or larger body can animate only 
  a Medium-sized portion of the skeleton, resulting in strange, 
  partially skeletal hosts that have similar statistics to a bonethorn 
  grown from a humanoid host. Burning or otherwise completely 
  destroying the victim’s body before the spores complete their 
  consumption prevents it from becoming a new bonethorn. This is 
  a disease effect. The save DC is Constitution-based.
  CHARNEL COLOSSUS
  This horror is composed of dozens, if not hundreds, of decomposing 
  cadavers held together as an amalgamated whole.
  CHARNEL COLOSSUS 
  CR 19
  Pathfinder Campaign Setting: Inner Sea Bestiary 10
  NE Colossal undead
  
  PATHFINDER SOCIETY SCENARIO
  90
  90
  Init +3; Senses darkvision 60 ft., see invisibility; Perception +50
  DEFENSE
  AC 29, touch 1, flat-footed 29 (–1 Dex, +28 natural, –8 size)
  hp 345 (30d8+210)
  Fort +19, Ref +11, Will +32
  Defensive Abilities amorphous, channel resistance +4; DR 15/
  magic and slashing; Immune critical hits, precision damage, 
  turning, undead traits; SR 30
  OFFENSE
  Speed 30 ft.
  Melee 6 slams +26 (2d8+12/19–20 plus grab and mind feed) or
  2 tendrils +21 (2d6+6 plus grab and pull [20 ft.])
  Space 30 ft., Reach 20 ft. (40 ft. with tendrils)
  Special Attacks voice of the ancients
  Spell-Like Abilities (CL 18th; concentration +25)
  Constant—see invisibility
  At will—augury, blindness/deafness (DC 20), doom (DC 18)
  3/day—bestow curse (DC 20), speak with dead (DC 20), unholy 
  blight (DC 21)
  1/day—blasphemy (DC 24), horrid wilting (DC 25)
  STATISTICS
  Str 34, Dex 9, Con —, Int 18, Wis 36, Cha 25
  Base Atk +22; CMB +42 (+46 grapple); CMD 51 (can’t be tripped)
  Feats Ability Focus (voice of the ancients), Alertness, Blind-Fight, 
  Combat Reflexes, Critical Focus, Great Fortitude, Improved 
  Critical (slam), Improved Initiative, Improved Iron Will, Iron Will, 
  Lightning Reflexes, Power Attack, Staggering Critical, Stand Still, 
  Stunning Critical
  Skills Climb +45, Intimidate +40, Knowledge (arcana) +37, 
  Knowledge (history) +34, Knowledge (religion) +37, Perception 
  +50, Sense Motive +50, Spellcraft +37
  Languages Common
  SQ corporate will
  SPECIAL ABILITIES
  Corporate Will (Su) A charnel colossus is composed of the 
  sentience of scores of creatures. Though they are able to work 
  in concert as a cohesive whole, they are also able to separate 
  their actions at will so as to not be impeded by the limitations 
  of a single consciousness, effectively allowing them to focus 
  on two things at once. As a result, the charnel colossus can 
  perform one of the following actions each turn as a swift action: 
  make a melee attack, maintain a grapple, or cast one of its 
  spell like abilities. In addition, a charnel colossus is immune to 
  being turned (though it can still take damage from channeled 
  positive energy). While part of the creature’s sentience may 
  be affected by a turn attempt, there are enough unaffected 
  intellects within to override the effect.
  Mind Feed (Su) When a charnel colossus succeeds at a grapple 
  check with a slam attack, it can use its mind feed ability as a free 
  action during each round in which the grapple is maintained. A 
  victim of a mind feed attempt must succeed at a DC 38 Will save 
  each round that the ability is used. On a failed save, the cadavers 
  that make up the charnel colossus lock their mouths against the 
  victim and begin to draw forth a part of her sentience to add to 
  the collective. This action deals 1d6 points of Wisdom damage 
  per round. If the victim’s Wisdom score is reduced to 0, her soul 
  and persona are wholly subsumed by the charnel colossus, and 
  her body becomes bleached white and brittle and is incorporated 
  into the creature’s mass. The charnel colossus then has full access 
  to all of the victim’s memories (though not any special powers), 
  and the victim can only be recovered and returned to life with 
  a wish or miracle. If the charnel colossus has grappled multiple 
  victims, it can attempt multiple mind feeds in a single round. The 
  save DC is Wisdom-based.
  Voice of the Ancients (Su)* A charnel colossus can, as a full-round 
  action, cause its collective knowledge to be whispered into the 
  minds of any sentient creature within 100 feet. These whispers 
  riffle through the brain of any such creatures within range in a 
  maddening susurrus. These individuals must succeed at a DC 34 
  Will save or be paralyzed and frozen in place as if by the hold 
  monster spell. The victim may attempt a new save each round 
  to try and break the effect.
  *This ability has been simplified to remove edge cases that are not 
  suitable for Organized Play.
  DAEMON, DERGHODAEMON
  A deadly and vicious bouquet of insectile claws sprouts from this 
  horrid, three-legged, multi-eyed beast.
  DERGHODAEMON 
  CR 12
  Pathfinder RPG Bestiary 2 66
  NE Large outsider (daemon, evil, extraplanar)
  Init +5; Senses all-around vision, darkvision 60 ft., detect magic, 
  see invisibility; Perception +28
  Aura feeblemind (DC 20)
  DEFENSE
  AC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
  hp 161 (14d10+84)
  Fort +15, Ref +14, Will +7
  DR 10/good; Immune acid, death effects, disease, poison;  
  Resist cold 10, electricity 10, fire 10; SR 23
  OFFENSE
  Speed 40 ft.
  Melee 5 claws +21 (1d6+8/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d8+12 plus 2 Con damage)
  Spell-like Abilities (CL 12th; concentration +15)
  Constant—detect magic, see invisibility
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—fear (DC 17), quickened summon swarm
  1/day—creeping doom, insect plague, summon (level 4,  
  1 derghodaemon 30%)
  STATISTICS
  Str 27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
  Base Atk +14; CMB +23; CMD 38 (40 vs. trip)
  Feats Cleave, Critical Focus, Improved Critical (claws), Power 
  
  SIEGE OF GALLOWSPIRE
  91
  91
  Attack, Quicken Spell-Like Ability (summon swarm), Sickening 
  Critical, Vital Strike
  Skills Intimidate +20, Perception +28, Sense Motive +20, Stealth 
  +18; Racial Modifiers +4 Perception
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ swarmwalking
  SPECIAL ABILITIES
  Feeblemind Aura (Su) By grinding and clicking its mandibles and 
  chitinous plates together (a free action), a derghodaemon can 
  affect all creatures within 30 feet as if by a feeblemind spell. 
  Daemons are immune to this effect, but all other creatures 
  must make a DC 20 Will save to resist the effects. A creature 
  that makes this save is immune to the effect for 24 hours. A 
  creature that fails remains affected as long as the derghodaemon 
  continues to maintain the aura and the subject remains within 30 
  feet of the derghodaemon. Once either condition ends, the victim 
  of this effect can attempt a new DC 20 Will save once per minute 
  to recover from the effect; otherwise, it can be cured by a heal, 
  limited wish, miracle, or wish spell. A derghodaemon cannot use 
  its spell-like abilities or rend attack in any round in which it uses 
  its feeblemind aura. This is a sonic mind-affecting effect. The 
  save DC is Charisma-based.
  Swarmwalking (Su) A derghodaemon is immune to damage or 
  distraction effects caused by swarms.
  DAEMON, PURRODAEMON
  Dozens of weapons pierce this massive monster’s body. Red eyes glow 
  with wickedness in its vulture-like head.
  PURRODAEMON 
  CR 18
  Pathfinder RPG Bestiary 2 73
  NE Large outsider (daemon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft., true seeing; Perception +26
  Aura fear (15 ft., DC 24), unholy aura
  DEFENSE
  AC 35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, 
  –1 size)
  hp 294 (19d10+190)
  Fort +25, Ref +21, Will +14
  DR 10/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 29
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +2 wounding halberd +32/+27/+22/+17 (2d8+18/19-
  20/×3), bite +24 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks weapon steep
  Spell-Like Abilities (CL 18th; concentration +23)
  Constant—true seeing, unholy aura (DC 23)
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—chain lightning (DC 21), cone of cold (DC 20), flame 
  strike (DC 20)
  1/day—summon (level 5, 2 derghodaemons 50%)
  STATISTICS
  Str 32, Dex 23, Con 30, Int 17, Wis 18, Cha 21
  Base Atk +19; CMB +31; CMD 51
  Feats Combat Expertise, Combat Reflexes, Greater Vital Strike, 
  Improved CriticalB (halberd), Improved Initiative, Improved 
  Sunder, Improved Vital Strike, Lunge, Power Attack, Quick Draw, 
  Vital Strike, Weapon FocusB (halberd)
  Skills Acrobatics +28, Bluff +21, Diplomacy +17, Fly +16, 
  Intimidate +27, Knowledge (planes) +25, Perception +26, Sense 
  Motive +26, Spellcraft +23, Stealth +24, Survival +17
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Weapon Steep (Su) A purrodaemon can sheathe a weapon in its 
  flesh as a swift action. This does no damage to the daemon. If 
  a weapon remains sheathed in its body for at least 24 hours, 
  the weapon gains magical enhancements. A purrodaemon can 
  have up to a dozen weapons lodged in its body at a time, but 
  only one can possess magical enhancements at a time. The total 
  enhancements cannot exceed a +4 effective enhancement—
  most purrodaemons opt to create +2 wounding weapons in 
  this manner. A weapon’s enhancements vanish as soon as the 
  purrodaemon dies or releases the weapon. A purrodaemon gains 
  Weapon Focus and Improved Critical as bonus feats as long as it 
  wields a weapon benefiting from its weapon steep ability.
  DEMON, GLABREZU
  Four arms grace the torso of this towering monstrosity. The monster’s 
  eyes shine with a mix of intelligence and cruelty.
  GLABREZU 
  CR 13
  Pathfinder RPG Bestiary 61
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 186 (12d10+120)
  Fort +18, Ref +4, Will +11
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10), bite 
  +20 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+15)
  Spell-Like Abilities (CL 14th)
  Constant—true seeing
  At will—chaos hammer (DC 19), confusion (DC 19), dispel 
  magic, mirror image, reverse gravity (DC 22), greater 
  teleport (self plus 50 lbs. of objects only), veil (self only), 
  unholy blight
  1/day—power word stun, summon (level 4, 1 glabrezu 20% or 
  1d2 vrocks 50%)
  
  PATHFINDER SOCIETY SCENARIO
  92
  92
  1/month—wish (granted to a mortal humanoid only)
  STATISTICS
  Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +24; CMD 34
  Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, 
  Power Attack, Vital Strike
  Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge 
  (history) +18, Knowledge (local) +18, Perception +26, Sense 
  Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers 
  +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  DEMON, VROLIKAI
  This black-skinned, bat-winged demon has four arms; a long, thin 
  tail; and a leering, fanged face with dead, white eyes.
  VROLIKAI 
  CR 19
  Pathfinder RPG Bestiary 2 81
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 120 ft., low-light vision, true seeing; 
  Perception +36
  DEFENSE
  AC 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural,  
  –1 size)
  hp 332 (19d10+228)
  Fort +18, Ref +17, Will +17
  DR 15/cold iron and good; Immune death effects, electricity, 
  poison; Resist acid 10, cold 10, fire 10; SR 30
  OFFENSE
  Speed 40 ft., fly 60 ft. (perfect)
  Melee +1 black flame knife +29/+24/+19/+14 (1d6+11/19–20 
  plus energy drain), 3 +1 black flame knives +29 (1d6+6/19–20 
  plus energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus 
  madness) or 
  bite +28 (1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 
  plus madness)
  Space 10 ft.; Reach 10 ft.
  Special Attacks black flame knives, death-stealing gaze, 
  multiweapon mastery
  Spell-Like Abilities (CL 19th; concentration +27)
  Constant—true seeing
  At will—deeper darkness, enervation, greater teleport (self plus 
  50 lbs. of objects only), telekinesis (DC 23)
  3/day—quickened enervation, regenerate, silence (DC 20), 
  vampiric touch
  1/day—mass hold monster (DC 27), summon (level 6, 1 marilith 
  50% or 1d4 glabrezus 75%), symbol of death (DC 26)
  STATISTICS
  Str 30, Dex 23, Con 35, Int 22, Wis 23, Cha 26
  Base Atk +19; CMB +30; CMD 47
  Feats Cleave, Combat Expertise, Dodge, Flyby Attack, Improved 
  Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken 
  Spell-Like Ability (enervation), Vital Strike
  Skills Acrobatics +25 (+29 jump), Bluff +30, Fly +34, Intimidate 
  +27, Knowledge (arcana) +25, Knowledge (planes) +28, 
  Perception +36, Sense Motive +28, Spellcraft +25, Stealth +24 
  (+32 in shadowy areas), Survival +25, Use Magic Device +27; 
  Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Black Flame Knives (Su) A vrolikai can manifest daggers made 
  of crystallized black flames in each of its four hands as a free 
  action. These weapons function as +1 daggers that bestow one 
  permanent negative level on a successful hit. A DC 27 Fortitude 
  negates the negative level, although on a critical hit, no save is 
  allowed. The save DC is Charisma-based.
  Death-Stealing Gaze (Su) 1 permanent negative level, 30 ft., 
  Fort DC 27 negates. Creatures slain by these negative levels 
  become juju zombies (Pathfinder RPG Bestiary 2 291) under 
  the vrolikai’s control. The save DC is Charisma-based. For ease, 
  if a PC is transformed into a juju zombie, apply the following 
  simplified adjustments. The PC gains a +3 bonus to natural 
  armor, DR 10/magic and slashing, fire resistance 10, and 
  immunity to cold, electricity, and magic missile. The PC gains 
  a slam attack that deals 1d8 damage. Finally, the PC gains 
  Improved Initiative and Toughness as bonus feats.
  Madness (Su) A creature stung by a vrolikai’s tail must make a DC 
  27 Will save to resist taking 1d6 points of Charisma drain and 
  becoming confused for 1d4 rounds. On a successful save, the 
  victim is instead staggered for 1d4 rounds as strange visions 
  assault its mind. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Multiweapon Mastery (Ex) A vrolikai never takes penalties on its 
  attack roll when fighting with multiple weapons.
  GALLOWDEAD
  This skeletal horror staggers under the weight of the massive hook 
  and chain impaling the bones of its midsection.
  GALLOWDEAD 
  CR 16
  Pathfinder RPG Bestiary 4 119
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +3
  Aura whispers (30 ft., DC 27)
  DEFENSE
  AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
  hp 228 (24d8+120)
  Fort +13, Ref +12, Will +17
  Defensive Abilities channel resistance +6; DR 10/bludgeoning; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus 
  chains of the dead) or
  2 claws +25 (2d8+7)
  Special Attacks chains of the dead
  
  SIEGE OF GALLOWSPIRE
  93
  93
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
  STATISTICS
  Str 24, Dex 19, Con —, Int 11, Wis 16, Cha 21
  Base Atk +18; CMB +25; CMD 40
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, 
  Improved Critical (spiked chain), Improved Initiative, Improved 
  Vital Strike, Lunge, Power Attack, Step Up, Vital Strike, Weapon 
  Focus (spiked chain)
  Skills Climb +34, Escape Artist +28, Intimidate +32, Swim +31
  Languages Common
  SPECIAL ABILITIES
  Aura of Whispers (Su) A gallowdead constantly whispers vile 
  secrets and blasphemous chants. Any creature within 30 feet of 
  a gallowdead must succeed at a DC 27 Will save or be shaken 
  for 1d4 rounds. Already shaken creatures that fail this saving 
  throw become nauseated by the secrets revealed. Each round, 
  an affected creature can make a new Will save to recover 
  from the effect—once a creature recovers from a gallowdead’s 
  whispers, it is immune to this ability for 24 hours. Each 
  overlapping whisper aura from additional gallowdead increases 
  the save DC by 2. This is a language-based sonic effect. The 
  save DC is Charisma-based.
  Chains of the Dead (Su) When a gallowdead uses its spiked 
  chain, the first attack that hits a foe during the gallowdead’s 
  turn deals an extra 12d6 points of negative energy damage 
  (Will DC 27 half). This has no effect on undead creatures. In 
  addition, the gallowdead can make a free combat maneuver 
  check against its target with a +4 racial bonus. If the check 
  succeeds, the target becomes grappled, but the gallowdead 
  doesn’t gain the grappled condition. The gallowdead can make 
  a free combat maneuver check each round to maintain its grip 
  on the victim, but can’t take any special grapple actions against 
  the victim except the move special action. When grappling a 
  victim in this way, the gallowdead can’t attack with its spiked 
  chain. The save DC is Charisma-based.
  GIANT, ECLIPSE
  Symbolic representations of the occultation of heavenly bodies 
  decorate the dark gray skin of this massive giant.
  ECLIPSE GIANT 
  CR 19
  Pathfinder RPG Bestiary 5 134
  N Gargantuan humanoid (giant)
  Init +0; Senses low-light vision, see in darkness; Perception +41
  DEFENSE
  AC 32, touch 6, flat-footed 32 (+26 natural, –4 size)
  hp 312 (25d8+200)
  Fort +16, Ref +15, Will +21
  Defensive Abilities rock catching; Immune death effects
  OFFENSE
  Speed 50 ft.
  Melee mwk longsword +34/+29/+24/+19 (4d6+27/19–20)
  Ranged rock +15 (3d6+27 plus imbue rock)
  Space 20 ft.; Reach 20 ft.
  Special Attacks imbue rock, rock throwing
  Spell-Like Abilities (CL 20th; concentration +24)
  At will—daylight, deeper darkness, harm (DC 20), heal
  3/day—quickened harm (DC 20), quickened heal
  1/day—lunar veil, polar midnight
  STATISTICS
  Str 46, Dex 11, Con 27, Int 13, Wis 24, Cha 18
  Base Atk +18; CMB +40 (+44 bull rush); CMD 50 (52 vs. bull rush)
  Feats Awesome Blow, Combat Casting, Greater Bull Rush, Greater 
  Vital Strike, Improved Bull Rush, Improved Vital Strike, Martial 
  Weapon Proficiency (longsword), Power Attack, Quicken Spell-
  Like Ability (harm, heal), Skill Focus (Perception), Vital Strike, 
  Weapon Focus (longsword)
  Skills Intimidate +32, Knowledge (arcana) +16, Knowledge 
  (geography) +11, Perception +41
  Languages Aklo, Common, Giant
  SQ eclipse empowered
  Gear mwk longsword
  SPECIAL ABILITIES
  Eclipse Empowered (Su) When an eclipse giant is in the presence 
  of, and can see, either a solar or a lunar eclipse, it is affected as 
  if subjected to a greater heroism spell (CL 20th) for as long as 
  the eclipse lasts. As eclipse giants rarely watch where they’re 
  going, they learn to avoid obstacles by instinct; an eclipse giant 
  adds its Wisdom modifier on Reflex saves, even when there is 
  no eclipse.
  Imbue Rock (Su) An eclipse giant can imbue a thrown rock, 
  casting either its heal or harm spell-like ability just before 
  it throws the rock. If it imbues the rock with harm, the rock 
  targets touch AC, and a creature hit by the rock attack is also 
  affected as if it were the target of the harm spell. If the giant 
  imbues the rock with heal, any creature that catches the rock 
  with the rock catching special ability is affected as if it were 
  the target of the heal spell. If rocks so imbued either miss the 
  target (in the case of a harm-imbued rock) or are not caught (in 
  the case of a heal-imbued rock) they lose the spell effect.
  GOLEM, GOLD
  This golden statue stands proud, bearing a regal scepter in one hand. 
  Its other arm is stretched out, ending in an upraised fist.
  GOLD GOLEM 
  CR 15
  Pathfinder RPG Bestiary 6 140
  N Large construct
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 30, touch 13, flat-footed 26 (+4 Dex, +17 natural, –1 size)
  hp 156 (23d10+30)
  Fort +7, Ref +11, Will +7
  DR 15/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  
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  Melee 2 slams +34 (4d8+12 plus prismatic surge)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 34, Dex 18, Con —, Int —, Wis 11, Cha 1
  Base Atk +23; CMB +36; CMD 50
  SQ death throes
  SPECIAL ABILITIES
  Death Throes (Ex) A gold golem melts into worthless slag 
  when destroyed, releasing a 10-foot-radius cloud of fumes 
  that deals 1d4 points of Constitution damage to all creatures 
  within a 10-foot radius. A successful DC 21 Fortitude save 
  negates this effect. This is a poison effect, and the save DC is 
  Constitution-based.
  Immunity to Magic (Ex) A gold golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  • A magical attack that deals fire damage reduces the golem’s DR 
  to 5/adamantine but also hastens it for 1d6 rounds as per the 
  spell haste, with no saving throw.
  • A magical attack that deals cold damage slows a gold golem for 
  1d6 rounds as per the spell slow, with no saving throw.
  Prismatic Surge (Su) As a swift action when it hits a foe with its 
  slam attack, a gold golem unleashes a ray of prismatic energy 
  from its bejeweled scepter. It can choose to automatically 
  hit the foe it hit with its slam attack with this ray, or it can 
  target another creature within 30 feet as a +26 ranged touch 
  attack. Roll 1d6 for any creature struck by a ray and consult 
  the following table to determine the effects. The save DCs are 
  Constitution-based.
  1d6 Beam Color Effect
  1 
  Red 
  20 points of fire damage (Reflex DC 21 half)
  2 
  Orange 
  40 points of acid damage (Reflex DC 21 half)
  3 
  Yellow 
  80 points of electricity damage  
   
   
  (Reflex DC 21 half)
  4 
  Green 
  Poison (save Fort DC 21; frequency 1/ 
   
   
  round for 6 rounds; effect 1d4 Con damage; 
   
   
  cure 2 consecutive saves)
  5 
  Blue 
  Petrification  
   
   
  (as per flesh to stone, Fort DC 21 negates)
  6 
  Indigo 
  Insanity (as per insanity, Will DC 21 negates)
  GRIM REAPER
  One bleached-bone hand of this robed, skeletal figure grasps a 
  massive, curved scythe.
  GRIM REAPER 
  CR 22
  Pathfinder RPG Bestiary 5 134
  NE Medium undead (extraplanar)
  Init +14; Senses darkvision 60 ft., see invisibility, status sight, true 
  seeing; Perception +6
  Aura misfortune (20 ft.), unnatural aura
  DEFENSE
  AC 39, touch 29, flat-footed 28 (+10 Dex, +1 dodge, +10 natural, 
  +8 profane)
  hp 400 (32d8+256)
  Fort +26, Ref +29, Will +32
  Defensive Abilities channel resistance +4, death’s grace; DR 
  10/—; Immune undead traits; SR 33
  OFFENSE
  Speed 60 ft., fly 90 ft. (perfect)
  Melee +5 keen adamantine scythe +40/+40/+35/+30/+25 
  (2d4+18/19–20/×4 plus death strike and energy drain)
  Special Attacks death strike (DC 34), energy drain (2 levels, DC 
  34), final death
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—haste, see invisibility, true seeing
  At will—call spirit (DC 23)
  3/day—finger of death (DC 26), power word kill
  1/day—plane shift (DC 23)
  STATISTICS
  Str 29, Dex 30, Con —, Int 15, Wis 23, Cha 26
  Base Atk +24; CMB +34; CMD 62
  Feats Cleave, Cleaving Finish, Combat Casting, Combat Reflexes, 
  Critical Focus, Dazing Assault, Furious Focus, Great Cleave, 
  Improved Cleaving Finish, Improved Initiative, Power Attack, 
  Staggering Critical, Step Up, Stunning Critical, Tiring Critical, 
  Weapon Focus (scythe)
  Skills Acrobatics +42, Disguise +43, Fly +18, Intimidate +43, 
  Knowledge (planes) +18, Knowledge (religion) +21, Ride +42, 
  Stealth +45
  Languages Celestial, Common, Infernal
  Gear +5 keen adamantine scythe
  SPECIAL ABILITIES
  Death Strike (Su) A grim reaper automatically confirms any 
  critical hit. A creature damaged by a critical hit from a grim 
  reaper must succeed at a DC 34 Fortitude saving throw or be 
  instantly killed. The save DC is Charisma-based.
  Death’s Grace (Su) The dark power stolen from countless souls 
  protects a grim reaper, granting it a profane bonus on all saving 
  throws and to AC equal to its Charisma modifier.
  Final Death (Su) A creature killed by a grim reaper can’t be 
  brought back to life by any means short of divine intervention.
  Misfortune Aura (Su) When a living creature attempts an ability 
  check, attack roll, caster level check, skill check, or saving 
  throw within 20 feet of a grim reaper, it must roll two d20s and 
  take the lowest roll before applying any modifiers.
  Status Sight (Su) When a grim reaper gazes on a creature, it can 
  see that creature’s emotion aura and that creature’s current 
  health and overall well-being. This acts as the status spell, as 
  well as the emotion aura aspect of the analyze auraOA spell.
  IMMORTAL ICHOR
  This strange—almost beautiful—purple ooze thrums with powerful 
  energy and glows with an eerie light.
  
  SIEGE OF GALLOWSPIRE
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  IMMORTAL ICHOR 
  CR 17
  Pathfinder RPG Bestiary 4 156
  NE Medium ooze (extraplanar)
  Init +7; Senses blindsense 60 ft.; Perception +25
  DEFENSE
  AC 32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +18 profane)
  hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
  Fort +16, Ref +9, Will +11
  Defensive Abilities amorphous; DR 15/—; Immune acid, 
  bludgeoning damage, electricity, mind-affecting effects, ooze 
  traits, piercing damage; Resist cold 30
  OFFENSE
  Speed 20 ft., fly 20 ft. (average)
  Melee slam +21 (6d6+7 plus 1d3 Wis drain)
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—charm person (DC 18), detect thoughts (DC 17), 
  summon swarm, telekinesis (DC 20)
  3/day—charm monster (DC 19), quickened charm person (DC 
  18), control undead (DC 22), creeping doom (DC 22), insect 
  plague, mind fog (DC 20), nightmare (DC 20)
  STATISTICS
  Str 20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
  Base Atk +15; CMB +20 (+24 grapple); CMD 34 (can’t be tripped)
  Feats Ability Focus (charm person), Combat Casting, Dodge, Great 
  Fortitude, Hover, Improved Great Fortitude, Improved Initiative, 
  Quicken Spell-Like Ability (charm person), Toughness, Weapon 
  Focus (slam)
  Skills Fly +3, Intimidate +25, Knowledge (arcana, history, planes) 
  +25, Perception +25, Sense Motive +25, Spellcraft +25
  Languages Abyssal, Aklo, Infernal, Undercommon (can’t speak any 
  language); telepathy 100 ft.
  SQ compression, corrupt ally, no breath
  SPECIAL ABILITIES
  Corrupt Ally (Su) Any creature charmed by an immortal ichor 
  takes 1d6 points of Wisdom damage per day. When a charmed 
  creature’s Wisdom damage equals its Wisdom score, it becomes 
  completely subservient to the immortal ichor (as dominate 
  monster, except it even obeys self-destructive orders) and loses 
  the Wisdom damage it has taken from this ability. A subservient 
  ally who is killed rises the next round as a juju zombie under 
  the immortal ichor’s control.
  KUDIMMU
  Tumorous, misshapen vines laden with dark red fruit make up the 
  form of this lumbering humanoid creature, and its face is marked 
  only by a pair of glowing, crimson eyes.
  KUDIMMU 
  CR 16
  Pathfinder Adventure Path #114: Black Stars Beckon 86
  NE Large plant
  Init +10; Senses low-light vision, tremorsense 30 ft.; Perception +32
  DEFENSE
  AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
  hp 252 (24d8+144); fast healing 15
  Fort +20, Ref +14, Will +15
  Defensive Abilities amorphous; DR 10/magic and slashing; 
  Immune death effects, energy drain, negative energy, plant 
  traits; Resist cold 10, fire 10; SR 27
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee 2 slam +28 (2d4+11 plus grab), 4 tentacles +27 (1d6+5 
  plus bleed and pull)
  Ranged bombardment +23 touch (8d6 negative energy plus 
  splash)
  Space 10 ft., Reach 10 ft. (30 ft. with tentacles)
  Special Attacks bleed (1d6), blood drain (1d4 Constitution), 
  bombardment, create spawn, pull (tentacle, 5 ft.)
  Spell-Like Abilities (CL 24th; concentration +27)
  3/day—wall of thorns
  1/day—animate plants (DC 20)
  STATISTICS
  Str 32, Dex 22, Con 22, Int 13, Wis 21, Cha 17
  Base Atk +18; CMB +30; CMD 46 (48 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Dimensional AgilityUC, 
  Dimensional AssaultUC, Dimensional DervishUC, Dimensional 
  SavantUC, Improved Initiative, Improved Trip, Iron Will, 
  Multiattack, Power Attack, Weapon Focus (tentacle)
  Skills Perception +32, Sense Motive +29, Stealth +29
  Languages Azlanti, Sylvan (can’t speak); telepathy 100 ft.
  SQ bloodfruit, fieldbound
  SPECIAL ABILITIES
  Bloodfruit (Su)* Plants in a kudimmu’s field produce sickly, 
  misshapen, blood-red fruit. An undead creature can consume 
  a kudimmu’s bloodfruit in place of whatever bodily material 
  it normally hungers for, whether blood, flesh, or something 
  else. Doing so temporarily sates the undead creature’s hunger 
  but does not provide any other benefits normally gained from 
  consumption. Upon consuming bloodfruit, an undead creature 
  must succeed at a DC 25 Will saving throw or fall under the 
  kudimmu’s control, as per control undead. 
  Bombardment (Su) A kudimmu can produce bloodfruit from 
  its body, which are charged with negative energy and can be 
  thrown as splash weapons. These bloodfruit deal 8d6 points 
  of negative energy damage on a direct hit, and 8 points 
  of damage to creatures adjacent to the targeted square. A 
  successful DC 25 Will saving throw halves this damage. The 
  save DC is Charisma-based.
  Create Spawn (Su)* A creature killed by the kudimmu’s blood 
  drain ability rises as a vampire spawn under the kudimmu’s 
  control 1d4 days later. A kudimmu can have a number of 
  enslaved spawn totaling at most double its own Hit Dice; any 
  spawn it creates that would exceed this limit become free-
  willed undead.
  Fieldbound (Ex, Sp, Su) A kudimmu can designate an area of 
  natural vegetation up to 100 feet by 100 feet per side as 
  its field, fusing the root systems of the area’s plants into an 
  
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  interconnected mass. While in physical contact with the ground 
  of its field, a kudimmu gains fast healing 15, tremorsense, 
  and a 15-foot burrow speed. Additionally, the kudimmu can 
  teleport to any location in its field as per dimension door. 
  Spells and effects that attempt to alter the field’s earth or 
  vegetation must overcome the kudimmu’s spell resistance to 
  succeed. The kudimmu is physically dependent on its field, as 
  the root system beneath it is in many ways an extension of the 
  kudimmu’s body. A kudimmu separated from its field for more 
  than 24 hours instantly decays into a lump of inanimate matter. 
  A kudimmu that is slain or destroyed reforms in the ground 
  beneath its field in a process that takes 1d10 days to complete. 
  To prevent a kudimmu from reviving, its field must be sown 
  with salt or destroyed by magic (merely destroying the 
  surface plants is not sufficient—the roots must also be entirely 
  destroyed). A kudimmu must maintain its field with the blood 
  of the living. The field must soak up the blood of a Medium or 
  larger creature once per week. For each week the kudimmu 
  fails to feed its field, it takes 2 points of Constitution damage. 
  This damage cannot be healed until the kudimmu feeds its 
  field. A kudimmu can designate a new field once per month in 
  a process that takes 1 hour to complete. It can have only one 
  active field at a time.
  *Bloodfruit’s secondary function as a drug for living creatures that 
  interacts with its create spawn ability has been removed for 
  ease of play.
  MOSSLORD
  This towering, four-armed humanoid seems to be made of moss and 
  splintered wood, its face sinister and mouthless.
  MOSSLORD 
  CR 18
  Pathfinder RPG Bestiary 6 194
  LE Large plant
  Init +13; Senses darkvision 60 ft., greensight, low-light vision, see 
  invisibility; Perception +35
  DEFENSE
  AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural,  
  –1 size)
  hp 312 (25d8+200); regeneration 10 (cold)
  Fort +22, Ref +17, Will +17
  Defensive Abilities perennial; DR 15/magic and slashing; 
  Immune fire, plant traits; Resist electricity 30
  OFFENSE
  Speed 30 ft.
  Melee 4 claws +28 (2d8+11/19–20 plus curse)
  Space 10 ft.; Reach 10 ft.
  Special Attacks deadwood curse, fungal infestation, sheets of 
  moss, yellow mold blast
  Spell-Like Abilities (CL 18th; concentration +24)
  Constant—nondetection, pass without trace, see invisibility, 
  speak with plants
  At will—command plants (DC 20), fear (DC 20), mind thrust VIOA 
  (DC 22), transport via plants, tree shape
  3/day*—animate plants, displacement
  1/day—control plants (DC 24), microcosmOA (DC 25)
  STATISTICS
  Str 32, Dex 28, Con 26, Int 27, Wis 25, Cha 23
  Base Atk +18; CMB +30 (+34 sunder); CMD 50 (52 vs. sunder)
  Feats Combat Casting, Combat Reflexes, Critical Focus, Dodge, 
  Greater Sunder, Improved Critical (claw), Improved Initiative, 
  Improved Sunder, Iron Will, Mobility, Power Attack, Quicken 
  Spell-Like Ability (fungal infestation)*, Staggering Critical
  Skills Climb +36, Intimidate +31, Knowledge (arcana, geography, 
  nature) +33, Perception +35, Sense Motive +32, Spellcraft +33, 
  Stealth +33, Survival +32
  Languages Aklo, Common, Sylvan; speak with plants; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Deadwood Curse (Su) When a mosslord confirms a critical hit 
  with one of its claws, the victim must succeed at a DC 30 
  Fortitude save or a horrid curse transforms one of its limbs 
  into an immobile wooden branch. Roll 1d4 to determine 
  which limb is affected (1—right arm, 2—left arm, 3—right 
  leg, 4—left leg; adjust the die as necessary for creatures with 
  fewer or more limbs). The cursed limb hardens and becomes 
  entirely immobile until the curse is lifted. If an arm is affected, 
  the victim’s Strength is reduced by 2 and it cannot wield 
  weapons in that hand or use the hand in any way. If a victim’s 
  leg is affected, the victim’s Dexterity is reduced by 2 and its 
  base speed is reduced by 15 feet.  
  Each time a creature is affected by this curse, a new limb is 
  affected, and the effects stack. If a cursed limb is amputated 
  and regrown via magic, the new limb regrows as deadwood 
  as long as the curse persists. This is a curse effect. The save DC 
  is Constitution-based.
  Fungal Infestation (Sp)* As a swift action, a mosslord can touch 
  a creature to coat the creature in necrotic fungus. If the target 
  fails a DC 19 Fortitude save, it takes 1d3 points of Charisma 
  damage. Any physical attack against the target automatically 
  deals 1d6 points of bleed damage.
  Perennial (Su) When a mosslord dies, its body decomposes 
  normally but regrows in 60 days. A dead mosslord cannot 
  regrow during winter months or when there is frost or snow 
  on the ground where it was slain; in such a condition, its 
  regrowth is delayed until the thaw. If the region where the 
  mosslord was slain is affected by a lasting winter (either via 
  magic or as a result of natural conditions), its regrowth can be 
  delayed indefinitely. Even completely destroying a mosslord’s 
  body won’t stop its eventual regrowth. A blight or diminish 
  plants spell applied to a mosslord’s remains can ensure its 
  permanent death if the caster succeeds at a DC 30 caster level 
  check. A mosslord slain on any plane other than the Material 
  Plane remains dead permanently. Obscure rituals can also aid 
  in the permanent death of a mosslord, at the GM’s discretion.
  
  SIEGE OF GALLOWSPIRE
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  Sheets of Moss (Su) Once every 1d4 rounds as a move action, a 
  mosslord can cover a 20-foot-square area in a blanket of toxic 
  moss at a range of up to 90 feet. Living creatures in the area are 
  automatically entangled and sickened and must succeed at a DC 
  30 Fortitude save or take 1d4 points of Constitution damage per 
  round until the moss dissipates or is destroyed. The moss has 25 
  hit points per 5-foot square but can only be damaged by cold 
  or effects that specifically target plants (such as blight) or deal 
  additional damage to plants (such as horrid wilting). Otherwise, 
  the sheets of moss wither away automatically after 1d4+4 
  rounds. The sickened effect and Constitution damage are poison 
  effects. The save DC is Constitution-based.
  Yellow Mold Blast (Su) As a standard action, a mosslord can 
  swiftly extrude a puffball and hurl it up to 60 feet. Upon impact, 
  the puffball bursts into an unusually thick and potent cloud of 
  yellow mold spores. This cloud of spores fills a 10-foot-radius 
  area, obscuring vision as if it were a fog cloud and affecting 
  all creatures within the area with yellow mold (Pathfinder 
  RPG Core Rulebook 416), except the Fortitude save to resist 
  the mold’s poisonous effects is DC 30. A creature that takes 
  Constitution damage from these thick spores is also nauseated 
  for 1 round. The cloud of spores persists for 1d4 rounds, after 
  which it automatically dissipates. Creatures with greensight can 
  see through these clouds of spores with ease. The save DC is 
  Constitution-based.
  *A mosslord can use the quickened version of fungal infestation 
  from Pathfinder RPG Ultimate Magic. This stat block describes 
  this ability in full in the special abilities section.
  NEMHAIN
  A cloud of translucent humanoid spirits whirls around this ghostly 
  desiccated corpse.
  NEMHAIN 
  CR 15
  Pathfinder RPG Bestiary 5 182
  NE Medium undead (incorporeal)
  Init +12; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
  hp 225 (18d8+144); profane regeneration 5 (electricity or good)
  Fort +13, Ref +16, Will +20
  Defensive Abilities channel resistance +4, incorporeal; Immune 
  cold, undead traits; Resist acid 10, fire 10
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
  Special Attack bound spirit
  Spell-Like Abilities (CL 15th; concentration +22)
  3/day—harm (DC 23), slay living (DC 22), telekinesis (DC 22)
  1/day—antilife shell, wall of force
  STATISTICS
  Str —, Dex 26, Con —, Int 23, Wis 25, Cha 25
  Base Atk +13; CMB +21; CMD 39
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Iron Will, Lightning Reflexes, Lunge, Mobility, Toughness
  Skills Bluff +25, Diplomacy +25, Fly +37, Intimidate +28, 
  Knowledge (arcana) +27, Knowledge (religion) +27, Perception 
  +28, Sense Motive +28, Spellcraft +27, Stealth +29
  Languages Common; telepathy 100 ft.
  SQ rejuvenation
  SPECIAL ABILITIES
  Bound Spirits (Su) A nemhain is surrounded by a whirling cloud 
  of spirits that are bound to her—often the spirits of close 
  relatives or friends she had in life. As a swift action, she can 
  direct these bound spirits to strike at any creature within 30 
  feet as a ranged touch attack (with an attack bonus of +21). 
  These spirits may be used to cause damage as if the nemhain 
  had touched the target with her incorporeal touch, or they can 
  be used to deliver a harm or slay living effect. Using these 
  spirits to deliver one of these spell-like abilities is a swift action; 
  the nemhain does not need to take a standard action to cast 
  the spell-like ability, but it still counts against the number of 
  times per day she can use that spell-like ability. The nemhain 
  can also send these spirits as a group up to 1 mile away to act 
  as scouts; they have a fly speed of 60 feet (perfect). She can 
  observe and listen through them, but as long as they don’t 
  share her space, she can’t use them to deliver ranged touch 
  attacks. These spirits are impervious to almost all attacks 
  and magic, save the following: dispel evil, raise dead, or 
  resurrection. Such spells cause the spirits to vanish and to be 
  useless to the nemhain for 1 hour. True resurrection makes the 
  spirits useless for 24 hours.
  Profane Regeneration (Su) This ability functions like regeneration 
  except the nemhain possesses it despite the fact that she 
  lacks a Constitution score. A nemhain reduced to 0 hit points is 
  staggered instead of destroyed while her profane regeneration 
  is active. As long as her profane regeneration is active, a 
  nemhain ignores all damage that would reduce her hit points 
  below 0.
  Rejuvenation (Su) All nemhains are tied to a ritual object used 
  in their creation. This object is typically a large statue, pillar, or 
  monolith. Until this object is destroyed, a destroyed nemhain 
  automatically rejuvenates back to full hit points 1d4 days after 
  she is destroyed, always appearing adjacent to her ritual object.
  NIGHTSHADE, NIGHTCRAWLER
  This immense worm is covered with plates of dead-black, chitinous 
  armor. Its toothy maw yawns like a cave.
  NIGHTCRAWLER 
  CR 18
  Pathfinder RPG Bestiary 2 200
  CE Gargantuan undead (extraplanar, nightshade)
  Init +4; Senses darksense, darkvision 120 ft., detect magic, low-
  light vision, tremorsense 120 ft.; Perception +33
  Aura desecrating aura (30 ft.)
  
  PATHFINDER SOCIETY SCENARIO
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  DEFENSE
  AC 33, touch 6, flat-footed 33 (+27 natural, –4 size)
  hp 312 (25d8+200)
  Fort +16, Ref +10, Will +23
  DR 15/good and silver; Immune cold, undead traits; SR 29
  Weaknesses light aversion
  OFFENSE
  Speed 30 ft., burrow 60 ft.
  Melee bite +32 (4d10+18/19–20 plus 4d6 cold and grab), sting 
  +32 (4d6+18/19–20 plus 4d6 cold and poison)
  Space 20 ft.; Reach 20 ft.
  Special Attacks channel negative energy (9d6, DC 31, 9/day), 
  energy drain (1 level, DC 28), swallow whole (4d10+22 
  bludgeoning plus energy drain, AC 23, 31 hp)
  Spell-Like Abilities (CL 18th; concentration +24)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 20), deeper darkness, greater dispel 
  magic, invisibility, unholy blight (DC 20)
  3/day—quickened cone of cold (DC 21), confusion (DC 20), 
  haste, hold monster (DC 21)
  1/day—finger of death (DC 23), mass hold monster (DC 25), 
  plane shift (DC 23), summon (level 8, 6 greater shadows)
  STATISTICS
  Str 41, Dex 10, Con —, Int 20, Wis 21, Cha 23
  Base Atk +18; CMB +37 (+41 grapple); CMD 47 (can’t be tripped)
  Feats Combat Expertise, Command Undead, Critical Focus, Greater 
  Vital Strike, Improved Critical (bite), Improved Critical (sting), 
  Improved Initiative, Improved Vital Strike, Iron Will, Power 
  Attack, Quicken Spell-Like Ability (cone of cold), Staggering 
  Critical, Vital Strike
  Skills Intimidate +34, Knowledge (arcana) +33, Knowledge 
  (planes) +30, Knowledge (religion) +33, Perception +33, Sense 
  Motive +33, Spellcraft +33, Stealth +16 (+24 in darkness), Swim 
  +40; Racial Modifiers +8 Stealth in dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Energy Drain (Su) A creature that has been swallowed whole by a 
  nightcrawler gains 1 negative level each round.
  Poison (Su) Sting—injury; save Fort DC 28; frequency 1/round for 
  6 rounds; effect 1d4 Constitution drain and 1 negative level; 
  cure 3 consecutive saves. The save DC is Charisma-based.
  PSOGLAV
  This one-eyed, wolf-headed creature walks upright on two hoofed 
  feet. It bares metal fangs while a thin, ratlike tail twitches behind it.
  PSOGLAV 
  CR 13
  Pathfinder RPG Bestiary 6 215
  CE Medium monstrous humanoid
  Init +8; Senses scent, see in darkness; Perception +20
  DEFENSE
  AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
  hp 187 (15d10+105)
  Fort +12, Ref +17, Will +11
  DR 10/cold iron and piercing
  OFFENSE
  Speed 40 ft.
  Melee bite +24 (1d8+13/17–20 plus curse), 2 claws +24 (1d6+9)
  Special Attacks consume prey, cursed bite, rend (2 claws, 1d6+13)
  Spell-Like Abilities (CL 12th; concentration +11)
  3/day—quickened blur, darkness, slow (DC 13)
  1/day—air walk, fear (DC 14), haste
  STATISTICS
  Str 29, Dex 26, Con 25, Int 10, Wis 15, Cha 10
  Base Atk +15; CMB +24 (+28 sunder); CMD 43 (45 vs. sunder)
  Feats Combat Reflexes, Dodge, Greater Sunder, Improved Critical 
  (bite), Improved Sunder, Mobility, Power Attack, Quicken Spell-
  Like Ability (blur)
  Skills Acrobatics +23, Perception +20, Stealth +26, Survival +20
  Languages Common, Undercommon
  SPECIAL ABILITIES
  Consume Prey (Su) When a psoglav bites a human (or a half-
  human creature), it regains a number of hit points equal to half 
  the damage dealt by the bite and gains a +4 profane bonus to 
  its AC and on attack and damage rolls for the following round.
  Cursed Bite (Ex) A psoglav’s bite attack always adds 1-1/2 times 
  its Strength modifier to damage rolls, threatens a critical hit on a 
  roll of 19–20, and is considered to be magic and cold iron for the 
  purpose of overcoming damage reduction. The damage from a 
  psoglav’s bite doesn’t heal naturally and resists magical healing. 
  A character attempting to use magical healing on a creature 
  bitten by a psoglav must succeed at a DC 24 caster level check or 
  the healing has no effect. When a psoglav bites an object, its bite 
  treats the object as having a hardness of 5 less than the object’s 
  actual hardness rating.
  SAXRA
  An immense humanoid skeleton stands draped in tattered robes, its 
  horselike skull lit from within by an eerie red glow.
  SAXRA 
  CR 18
  Pathfinder RPG Bestiary 5 220
  NE Huge undead (air)
  Init +7; Senses darkvision 60 ft.; Perception +33
  DEFENSE
  AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, -2 size)
  hp 300 (24d8+192)
  Fort +16, Ref +17, Will +20
  Defensive Abilities channel resistance +4; DR 15/bludgeoning; 
  Immune cold, undead traits
  OFFENSE
  Speed 40 ft., fly 80 ft. (good)
  Melee bite +29 (2d6+13/19-20 plus 2d6 negative energy and 
  energy drain), 2 claws +29 (1d10+13/19–20 plus 2d6 negative 
  energy and energy drain)
  Space 15 ft.; Reach 15 ft.
  
  SIEGE OF GALLOWSPIRE
  99
  99
  Special Attacks bone swarm, energy drain (2 levels, DC 30), 
  spawn skeleton, splintered ground
  Spell-Like Abilities (CL 20th; concentration +28)
  Constant—deathwatch, true seeing
  At will—call spiritOA (only creatures slain by the saxra, DC 21), 
  desecrate, enervation, gust of wind (DC 20)
  3/day—finger of death (DC 25), horrid wilting (DC 26), 
  telekinesis (DC 23), unholy blight (DC 22)
  1/day—legend lore
  STATISTICS
  Str 36, Dex 25, Con —, Int 13, Wis 23, Cha 26
  Base Atk +18; CMB +33; CMD 56
  Feats Combat Reflexes, Critical Focus, Defensive Combat Training, 
  Exhausting Critical, Greater Vital Strike, Improved Critical (bite), 
  Improved Critical (claw), Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Tiring Critical, Vital Strike
  Skills Bluff +20, Diplomacy +10, Fly +19, Intimidate +35, 
  Knowledge (religion) +17, Perception +33, Sense Motive +21, 
  Stealth +26
  Languages Auran, Common
  SPECIAL ABILITIES
  Bone Swarm (Su) Any creature that ends its turn within 5 feet 
  of a saxra takes 5d6 points of slashing damage and 5d6 points 
  of negative energy damage from the whirling cloud of bone 
  shards that surrounds it. Before the bone swarm deals damage, 
  it attempts a caster level check to dispel any death ward effects 
  on the target (as per a CL 20 dispel magic spell).
  Spawn Skeleton (Su) Any creature that dies within 60 feet of a 
  saxra must succeed at a DC 30 Will save or rise as a skeleton (or 
  skeletal champion if it has an Intelligence score of 3 or more) 
  in 1d4 rounds. Creatures raised as skeletons are overcome with 
  the desire to slay living creatures, but the saxra has no control 
  over them. The save DC is Charisma-based.
  Splintered Ground (Su) As a standard action, a saxra can cause 
  splintered bones to erupt from all terrain (except worked stone 
  or open water) in a 100-foot radius. Any creature moving across 
  this area takes 2d6 points of piercing damage and 2d6 points 
  of negative energy damage for every 5 feet of movement, and 
  must succeed at a DC 30 Reflex save or have its land speed 
  reduced by half for 10 minutes. The bones remain and continue 
  to deal damage indefinitely unless someone removes them 
  manually (taking 10 minutes of work for each 5-foot square) or 
  the saxra uses this ability again. The save DC is Charisma-based.
  SHADOW
  Barely seen out of the corner of the eye, this wisp of shadow is vaguely 
  humanoid in outline and writhes with unholy life.
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn, strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, 
  Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a greater 
  shadow’s Strength damage becomes a shadow under the 
  control of its killer in 1d4 rounds.
  Strength Damage (Su) A greater shadow’s touch deals 1d8 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  SHADOW 
  CR 3
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  
  PATHFINDER SOCIETY SCENARIO
  100
  100
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  TZITZIMITL
  Crusted with rock, this immense skeletal figure flies swiftly through 
  the air, strange gasses clinging to its nightmarish form.
  TZITZIMITL 
  CR 19
  Pathfinder RPG Bestiary 3 276
  NE Gargantuan undead
  Init +9; Senses arcane sight, darkvision 60 ft., true seeing; 
  Perception +31
  DEFENSE
  AC 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, –4 size)
  hp 319 (22d8+220); fast healing 15
  Fort +17, Ref +14, Will +19
  Defensive Abilities channel resistance +4, light to dark; DR 15/
  bludgeoning and good; Immune cold, electricity, undead traits; 
  Resist fire 15; SR 30
  OFFENSE
  Speed 50 ft., fly 60 ft. (good)
  Melee bite +26 (2d8+14 plus 3d6 electricity and energy drain), 2 
  claws +27 (2d6+14/19–20 plus 3d6 electricity)
  Ranged eye beam +17 touch (10d6 electricity and 10d6 force)
  Space 20 ft.; Reach 20 ft.
  Special Attacks eclipse, energy drain (2 levels, DC 31)
  Spell-Like Abilities (CL 19th; concentration +29)
  Constant—arcane sight, fly, true seeing
  At will—bestow curse (DC 24), deeper darkness
  3/day—animate dead, contagion (DC 24), greater teleport, 
  haste
  1/day—create undead, temporal stasis (DC 28), wail of the 
  banshee (DC 29)
  STATISTICS
  Str 39, Dex 21, Con —, Int 20, Wis 23, Cha 30
  Base Atk +16; CMB +34 (36 bull rush); CMD 49 (51 vs. bull rush)
  Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, 
  Improved Critical (claw), Improved Initiative, Lightning Reflexes, 
  Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, 
  Weapon Focus (claw)
  Skills Fly +35, Knowledge (arcana) +28, Knowledge (nature) +27, 
  Knowledge (planes) +25, Knowledge (religion) +30, Perception 
  +31, Sense Motive +31, Spellcraft +23, Survival +21, Use Magic 
  Device +30
  Languages Abyssal, Aklo, Celestial, Common
  SPECIAL ABILITIES
  Eclipse (Su) Anytime a tzitzimitl casts deeper darkness, any 
  creatures in the area of darkness when it is created take 8d6 
  points of cold damage (DC 31 Fortitude for half). Any creature 
  that takes damage from this effect becomes staggered as long 
  as it remains in the area of darkness and for 1d4 rounds after it 
  leaves that area. The save DC is Charisma-based.
  Eye Beam (Su) As a standard action, a tzitzimitl can fire a glowing 
  beam of force from its eyes at a range of 100 feet as a ranged 
  touch attack dealing 10d6 points of force damage and 10d6 
  points of electricity damage.
  Light to Dark (Su) As an immediate action up to three times 
  per day, a tzitzimitl can convert a positive energy effect that 
  affects it into negative energy. Doing so transforms the entire 
  effect, such that it affects other creatures as well. A tzitzimitl 
  can transform channeled positive energy in this way even if the 
  positive energy would not otherwise harm it.
  ULIN THE PROUD
  This necromancer’s pallid skin blends in with his attire—white robes 
  and ceremonial armor made from thousands of bones.
  ULIN THE PROUD 
  CR 17
  Male human wizard 18 (Pathfinder NPC Codex 193)
  NE Medium humanoid (human)
  Init +5; Senses see invisibility; Perception +24
  DEFENSE
  AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, 
  +1 insight, +3 natural)
  hp 170 (18d6+105)
  Fort +14, Ref +11, Will +17; +4 vs. mind-affecting
  Defensive Abilities mind blank, spell turning; Resist cold 20, fire 30
  OFFENSE
  Speed 30 ft.
  Melee mwk silver dagger +9/+4 (1d4–1/19–20)
  Special Attacks channel negative energy (DC 19, 11/day)
  Arcane School Spell-Like Abilities (CL 18th; concentration +26)
  11/day—grave touch (9 rounds)
  Necromancer Spells Prepared (CL 18th; concentration +26)
  9th—energy drain (DC 29), time stop, wail of the banshee  
  (DC 29)
  8th—create greater undead, horrid wilting (3, DC 28), mind 
  blank
  7th—ethereal jaunt, finger of death (DC 27), quickened fireball 
  (DC 22), spell turning, waves of exhaustion
  6th—chain lightning (DC 25), create undead, disintegrate (DC 
  24), eyebite (DC 26), maximized vampiric touch (2)
  5th—cloudkill (DC 23), quickened magic missile, maximized 
  scorching ray, teleport, wall of force, waves of fatigue
  4th—animate dead, arcane eye, bestow curse (2, DC 24), 
  dimension door, fire shield, maximized ray of enfeeblement
  3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric 
  touch
  2nd—blindness/deafness (DC 22), darkvision, false life, 
  glitterdust (DC 20), resist energy, scorching ray, see invisibility
  1st—cause fear (DC 21), expeditious retreat, feather fall, 
  grease, mage armor, magic missile, obscuring mist
  0 (at will)—bleed (DC 20), detect magic, mage hand, read 
  magic
  Opposition Schools enchantment, illusion
  TACTICS
  
  SIEGE OF GALLOWSPIRE
  101
  101
  Before Combat The wizard casts false life, mage armor, mind 
  blank, resist energy (fire), see invisibility, and spell turning.
  Base Statistics Without false life, mage armor, mind blank, resist 
  energy (fire), see invisibility, and spell turning, the wizard’s 
  statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14, 
  Ref +11, Will +17; Defensive Abilities none; Resist cold 20.
  STATISTICS
  Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10
  Base Atk +9; CMB +8; CMD 23
  Feats Alertness, Combat Casting, Command Undead, Craft 
  Wondrous Item, Extra Channel, Forge Ring, Greater Spell Focus 
  (necromancy), Improved Channel, Improved Initiative, Maximize 
  Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, 
  necromancy), Toughness, Weapon Focus (ray)
  Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, 
  planes, religion) +29, Knowledge (history, local) +21, Perception 
  +24, Sense Motive +24, Spellcraft +29, Stealth +19, Use Magic 
  Device +18
  Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, 
  Goblin, Orc, Undercommon
  SQ arcane bond (owl), life sight (30 feet, 18 rounds/day)
  Combat Gear potions of cure serious wounds (3), scroll of iron 
  body, scroll of spell turning, scroll of wall of force, wand of 
  inflict moderate wounds (20 charges), wand of invisibility (20 
  charges); Other Gear masterwork silver dagger, amulet of 
  natural armor +3, belt of mighty constitution +4, clear spindle 
  ioun stone, cloak of resistance +4, dusty rose prism ioun stone, 
  headband of vast intelligence +6, restorative ointment, ring 
  of major energy resistance (cold), ring of protection +4, onyx 
  gems (worth 2,000 gp), spellbook, 8,973 gp
  WINTERWIGHT
  Human-sized and of a deathly blue color, this long-taloned skeletal 
  creature is partially encased in jagged sheets of ice.
  WINTERWIGHT 
  CR 17
  Pathfinder RPG Bestiary 2 283
  CE Medium undead (cold)
  Init +10; Senses darkvision 60 ft.; Perception +27
  Aura cold (10 ft.)
  DEFENSE
  AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural)
  hp 270 (20d8+180); fast healing 10
  Fort +15, Ref +14, Will +16
  Defensive Abilities channel resistance +4; DR 15/bludgeoning 
  and good; Immune cold, undead traits; SR 28
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee bite +30 (2d8+15 plus blightfire), 2 claws +30 (2d6+15 plus 
  blightfire)
  Special Attacks rend (2 claws 2d8+22)
  Spell-Like Abilities (CL 17th; concentration +26)
  Constant—air walk
  At will—cone of cold (DC 24), dimension door, greater dispel 
  magic, sleet storm, wall of ice
  3/day—polar ray
  1/day—control weather
  STATISTICS
  Str 40, Dex 23, Con —, Int 11, Wis 18, Cha 29
  Base Atk +15; CMB +30; CMD 46
  Feats Blind-Fight, Combat Reflexes, Critical Focus, Greater Vital 
  Strike, Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Staggering Critical, Vital Strike
  Skills Acrobatics +26, Intimidate +32, Perception +27, Stealth +29
  Languages Common
  SPECIAL ABILITIES
  Aura of Cold (Su) Winterwights are surrounded by a 10-foot 
  radius of deathly chill. Any creatures within this area during 
  the winterwight’s turn takes 2d10 points of cold damage. All 
  creatures of the cold subtype within this area (including the 
  winterwight) are treated as having fast healing 10.
  Blightfire (Su) Whenever a winterwight damages a creature 
  with a bite or claw, the wound erupts with tongues of black 
  fire. For the next 5 rounds, the victim must make a DC 29 
  Fortitude saving throw at the start of its turn or take 1d6 points 
  of Constitution drain. The winterwight gains 10 temporary 
  hit points each time the creature fails a saving throw against 
  blightfire. A creature cannot be affected by more than one 
  instance of blightfire at a time. The save DC is Charisma-based.
  WRAITH
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  DREAD WRAITH 
  CR 7
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Large undead (incorporeal)
  Init +8; Senses darkvision 60 ft., lifesense 60 ft.; Perception +12
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+7 deflection, +4 Dex, –1 size)
  hp 57 (5d8+35)
  Fort +8, Ref +5, Will +8
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (2d6 negative energy plus 1d6 Con drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 18, Con —, Int 18, Wis 18, Cha 25
  Base Atk +3; CMB +8; CMD 25
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  
  PATHFINDER SOCIETY SCENARIO
  102
  102
  Skills Diplomacy +12, Fly +14, Intimidate +15, Knowledge (planes) 
  +9, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +8
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by the dread wraith’s 
  touch attack must succeed at a DC 19 Fortitude save or take 
  1d8 points of Constitution drain. On each successful attack, 
  the dread wraith gains 5 temporary hit points. The save DC is 
  Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, using the spawned wraith statistics below. 
  Spawn are under the command of the wraith that created them 
  until its death, at which point they lose their spawn penalties 
  and become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Lifesense (Ex) The wraith senses and locates living creatures 
  within 60 feet, as if it had the blindsight ability.
  Sunlight Powerlessness (Ex) If the wraith is in sunlight, it cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach the wraith 
  unless the animal’s master succeeds at a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  SPAWNED WRAITH 
  CR 4
  Variant wraith (Pathfinder RPG Bestiary 281)
  LE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft., lifesense; Perception +8
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +4
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +4 (1d6 negative energy plus 1d2 Con 
  drain)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +4; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge (planes) 
  +5, Perception +8, Sense Motive +8, Stealth +9
  Languages Common, Infernal
  SPECIAL ABILITIES
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points of 
  Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than typical 
  wraiths, using this stat block. Spawn are under the command of 
  the wraith that created them until its death, at which point they 
  lose their spawn penalties and become free-willed wraiths. They 
  do not possess any of the abilities they had in life.
  Lifesense (Su) A wraith notices and locates living creatures within 
  60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 30 
  feet of a wraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  WYRMWRAITH
  This ghostly, skeletal creature appears to once have been a dragon, but 
  it is now something far less noble.
  WYRMWRAITH 
  CR 17
  Pathfinder RPG Bestiary 5 280
  CE Gargantuan undead (incorporeal)
  Init +16; Senses darkvision 60 ft., lifesense; Perception +38
  Aura unnatural aura
  DEFENSE
  AC 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge, 
  +6 profane, –4 size)
  hp 252 (24d8+144)
  Fort +14, Ref +20, Will +19
  Defensive Abilities channel resistance +4, incorporeal, positive 
  energy transference; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal bite +27 (4d6 plus energy drain), 2 incorporeal 
  claws +27 (2d8 plus divine dispelling), 2 incorporeal wings +24 
  (2d6), incorporeal tail slap +24 (2d8)
  Space 20 ft.; Reach 15 ft. (20 ft. with incorporeal bite)
  Special Attacks breath weapon (60-ft. cone, 20d6 negative 
  energy and 1 negative level, Reflex DC 22 half damage, usable 
  every 1d4 rounds), create spawn, ectoplasmic shift, energy 
  drain (2 levels, DC 28)
  Spell-Like Abilities (CL 24th; concentration +30)
  At will—animate dead, command undead (DC 18), desecrate, 
  detect undead, protection from good
  5/day—create undead, control undead (DC 23), unhallow, 
  unholy blight (DC 20)
  3/day—create greater undead, quickened finger of death (DC 
  23), waves of exhaustion
  1/day—energy drain (DC 25), soul bind (DC 25)
  STATISTICS
  Str —, Dex 34, Con —, Int 20, Wis 21, Cha 22
  Base Atk +18; CMB +34; CMD 57 (61 vs. trip)
  Feats Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, 
  
  SIEGE OF GALLOWSPIRE
  103
  103
  Multiattack, Quicken Spell-Like Ability (finger of death), Skill 
  Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon 
  Focus (incorporeal bite), Weapon Focus (incorporeal claw)
  Skills Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, 
  Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge 
  (religion) +32, Perception +38, Sense Motive +32, Stealth +31, 
  Survival +29
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ phase lurch
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a wyrmwraith 
  become dread wraiths in 1d4 rounds. Spawn are under the 
  command of the wyrmwraith that created them and remain 
  enslaved until its death, at which point they become free-willed 
  dread wraiths. They don’t possess any of the abilities they had 
  in life.
  Divine Dispelling (Su) When a wyrmwraith strikes a creature with 
  one of its claws, that creature is also affected by a targeted 
  greater dispel magic (CL 20th) that can dispel only divine spells.
  Ectoplasmic Shift (Su) A wyrmwraith can push through the 
  ectoplasmic veil to temporarily assume a physical form made 
  of ectoplasm. As a swift action, the wyrmwraith can become 
  corporeal for 1d4 rounds. It can return to its incorporeal form 
  as a free action. Once its ectoplasmic form’s duration ends, the 
  wyrmwraith can’t assume that form again for 1d4 rounds. While 
  in ectoplasmic form, the wyrmwraith loses the incorporeal  
   
   
   
   
  ability (including its deflection bonus to AC) and gains a +16 
  natural armor bonus to AC, DR 15/—, a Strength score equal 
  to its Dexterity score, and the phase lurch ability. The AC for 
  a typical wyrmwraith in ectoplasmic form is 41. When in 
  ectoplasmic form, its attacks are Melee bite +27 (4d6+18 plus 
  energy drain), 2 claws +27 (2d8+12 plus divine dispelling), 2 
  wings +24 (2d6+6), tail slap +24 (2d8+18).
  Phase Lurch (Su) A wyrmwraith in ectoplasmic form can pass 
  through walls or material obstacles. It must begin and end its 
  turn outside whatever wall or obstacle it’s moving through. It 
  can’t move through corporeal creatures with this ability, and 
  its movement speed is halved while moving through a wall or 
  obstacle. Any surface it moves through is coated with a thin, 
  silvery mucus that lingers for 1 minute.
  Positive Energy Transference (Su) Whenever a wyrmwraith 
  succeeds at a saving throw to resist positive energy damage 
  but still suffers damage, the wyrmwraith can immediately 
  transfer that damage to any dread wraith spawn of its 
  choice with 120 feet that it controls. The wyrmwraith takes 
  any excess damage beyond the spawn’s hit points. Even if 
  the wyrmwraith has no spawn under its control, when it 
  succeeds at its save against a positive energy effect that 
  normally deals half damage on a successful save, it instead 
  takes one quarter damage.
  
  PATHFINDER SOCIETY SCENARIO
  104
  104
  
  SIEGE OF GALLOWSPIRE
  105
  105
  
  PATHFINDER SOCIETY SCENARIO
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  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
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  does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under copyright 
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  2. The License: This License applies to any Open Game Content that contains a notice 
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  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.
  Daemon, Derghodaemon 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.
  Deathtrap Ooze from Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www. 
  koboldquarterly. com. All rights reserved.
  Demon, 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.
  Demon Lord, Orcus 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 material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  material by Gary Gygax.
  Zombie, Juju 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.
  Pathfinder Society Scenario #10–98: Siege of Gallowspire © 2019, Paizo Inc.; Author: 
  Brian Duckwitz.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10–98:
   Siege of Gallowspire
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  For GM Only
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Normal
  Slow
  SUBTIER
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  1,350
  2,700
  10–11 4,050
  8,100
  12–13 6,700 13,400
  2,300
  4,600
  7–8
  Pathfinder Society Scenario #10-98: 
   Siege of Gallowspire
  Aid Mission Rewards: Your character earns a boon for each successful Aid Mission. For each boon you earn, if 
  one of your Aid Characters participated in that mission (regardless of how successful their efforts were), write 
  their character number in the blank after the boon. That Aid Character also gains that mission’s boon. Include 
  a copy of this Chronicle sheet with each participating Aid Character’s records. 
  □□ What Ambush? (Scout Mission): Your experience in Gallowspire has sharpened your senses against 
  hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that 
  precedes this boon to act on the surprise round. You are still considered flat-footed until you take an action. 
  Alternatively, you can check a box to reroll an initiative check.
  Participating Aid Character Number: ___________ –_____
  □ Unravel Magic (Spellcaster Mission): You have friends who know their way around magic. Check the box 
  that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a 
  caster level equal to your character level. If your character level is at least 13 when you activate this boon, your 
  ally can cast greater dispel magic instead.
  Participating Aid Character Number: ___________ –_____
  □□ Timely Delivery (Muscle Mission): No matter where you travel, you can count on one of your Pathfinder 
  allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain 
  an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near 
  a settlement to acquire the item.
  Participating Aid Character Number: ___________ –_____
  □ Tactical Strike (Guard Mission): You can rally your allies to make a coordinated strike. Check the box 
  that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you 
  and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are 
  considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of 
  your actual positioning.
  Participating Aid Character Number: ___________ –_____
  □ Restorative Burst (Medic Mission): A spark of divine grace from your medic allies protects you. When 
  you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically 
  trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel 
  energy ability of a cleric of your level.
  Participating Aid Character Number: ___________ –_____
  □□□□ Necromantic Surge: You can check a box that precedes this boon to strike foes with the Whispering 
  Tyrant’s magic, using one of the following spell-like abilities based on your  level when you activate this boon. 
  Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
  Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation, 
  false life, fear, or vampiric touch.
  Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-
  like abilities you can use.
  Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-
  like abilities you can use. Check two boxes to use these spells.
  Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two 
  boxes to use these spells.
  Whispers of the Pillar You have interfaced with the Whispering Tyrant’s Pillar, which contains much of his 
  accumulated arcane knowledge. In quiet moments, the pillar whispers in the corners of your mind, sharing 
  arcane knowledge. For now, at least, you do not seem to have suffered any ill effects from this connection to the 
  Whispering Tyrant’s power. Choose one of the following benefits, crossing the others off your Chronicle sheet.
  Spell Access: A dizzying array of spells flashed through your mind. If you are a spontaneous spellcaster, you 
  can cross this boon off your Chronicle sheet to retrain as many of your spells known as you wish at no cost 
  into appropriate spells of any school except abjuration and divination. You cannot retrain spells granted by 
  specific class features, such as sorcerer bloodlines or oracle mysteries. If you use a spellbook, from now on, you 
  can learn any spell by simply scribing it to your spellbook, without needing to find or pay an NPC to learn the 
  spell. If you are a witch, the messages of your patron interfere somewhat with these whispers, but you can still 
  find new spells of schools other than abjuration and divination for half cost.
  Spell Knowledge: Spellcraft becomes a class skill for you, and you gain a +2 insight bonus on all Spellcraft checks.
  Core Campaign
  15–16 14,000 28,000
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/PZOPSS1098E S10-98 Siege of Gallowspire.pdf