TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  Players have long wanted a chance to play as monsters, and 
  GMs are always on the lookout for new and creative ways 
  to torment their player characters. Pathfinder Roleplaying 
  Game: Horror Adventures provided new rules for corruptions 
  as a potential way to kill both of those birds with one stone, 
  giving players access to exciting and monstrous abilities, 
  while simultaneously tainting them and eroding their 
  humanity and sense of self. While the eleven corruptions 
  presented in Horror Adventures each come with a selection 
  of nine or ten manifestations, ensuring that each corruption 
  offers enough options to provide players with some choices at 
  low levels, those who fully embrace their corruption and wind 
  up with the maximum number of available manifestations 
  will largely exhaust these options. This book provides five 
  new manifestations for the accursed, deep one, ghoul, 
  hellbound, and hive corruptions, giving players with those 
  corruptions access to a wider variety of manifestations.
  New Accursed Manifestations
  The following manifestations are available to characters with 
  the accursed corruption.
  Hexcrafter
  You dabble in the dark arts of hexes.
  Gift: You gain a single hex of your choice. If you have a class 
  that grants you access to one or more hexes, you can gain any 
  hex you would have access to as part of that class (including 
  major and grand hexes, if they are available to you), or you 
  can gain any of the hexes listed below. If you do not have 
  access to hexes normally, you must choose from one of the 
  following hexes: blight, evil eye, misfortune, nailsUM, poison 
  steepUM, or scarUM.
  Stain: You are particularly vulnerable to the same sorts of 
  curses that you level against others. You suffer a −4 penalty 
  on saving throws made to resist curses and hexes.
  Familiar
  Your need for vengeance manifests in the form of a familiar 
  which serves you, but occasionally acts on its own to avenge 
  slights against you.
  Gift: You gain a familiar. For the purposes of determining 
  the familiar’s statistics, you treat your wizard level as though 
  it were twice your manifestation level. If you already have a 
  familiar from another source, you may choose to gain this 
  familiar as a second familiar, or you may choose to gain the 
  Improved Familiar feat as a bonus feat, instead.
  Stain: Your familiar shares your spiteful malice, and in 
  addition to constantly urging you to allow no slight to go 
  unpunished, sometimes takes such matters into its own 
  hands. Each night, when you rest, you must succeed on a Will 
  save (DC = 10 + your manifestation level) or there is a chance 
  that your familiar engages in some vengeful activity while you 
  sleep, as determined by the GM. While your familiar typically 
  won’t engage in any activity that is obviously dangerous to 
  it, this may result in the familiar being killed or captured 
  by hidden, unexpected dangers, and even if the familiar is 
  successful, its actions may have consequences that you will 
  be forced to answer for. Additionally, whenever you fail a 
  saving throw by 5 or more or are subject to a critical hit, your 
  familiar loses control and enters a vengeful rage, becoming 
  confused for 1 minute.
  Special: Upon taking this manifestation, you must take both 
  the gift and the stain, even with the useful corruption or vile 
  corruption variants.
  Final Curse
  When your life is in peril, you can deliver one final curse to 
  spite the one that endangers you.
  Prerequisite: Manifestation level 5th.
  Gift: Once per day, when you are reduced to 0 or fewer hit 
  points, as a free action you can make even if it is not your 
  turn, you can immediately issue a curse against the creature 
  that reduced you to 0 or fewer hit points. This functions as 
  bestow curse, except that you do not need to touch the target, 
  and can target creatures up to 10 feet per manifestation 
  level away, and the saving throw DC is equal to 10 + your 
  manifestation level + the highest of your Intelligence or 
  Charisma modifiers. The effective caster level for the effect is 
  equal to twice your manifestation level.
  Stain: You are haunted by memories of all of those you have 
  cursed, and when your sleep isn’t plagued by regrets and fear 
  of reprisal, it is tormented by thoughts of those who have 
  wronged you that you have not been able to punish. Each 
  night when you rest, you must succeed on a Will save (DC = 
  15 + manifestation level) or suffer troubled dreams, suffering 
  1d6 points of nonlethal damage instead of the normal healing 
  offered by rest, and being fatigued upon awakening. Unlike a 
  nightmare spell, these troubled dreams do not interfere with 
  your ability to regain spells.
  Share Misfortune
  When you suffer from harmful conditions, you are at least 
  able to ensure that you do not suffer alone.
  Gift: As a move action, while you are blinded, confused, 
  deafened, exhausted, fatigued, nauseated, shaken, sickened, 
  or staggered, you can force a single creature within 30 feet to 
  succeed on a Fortitude save (DC = 10 + your manifestation 
  level + the higher of your Intelligence or Charisma modifiers) 
  or gain the same condition for as long as you continue to 
  suffer from it.
  Stain: Whenever a creature succeeds on a saving throw to 
  resist one of your spells, spell-like abilities, supernatural 
  abilities, or extraordinary abilities by 5 or more, if that ability 
  targeted only that creature, the ability is turned back upon 
  you, as though you had been the target, instead. You are 
  entitled any saving throw, spell resistance, or other defenses 
  that would normally apply to the effect.
  
  3
  3
  Vicious Claws
  Your talons are supernaturally deadly.
  Prerequisite: Weakening Claws, manifestation level 5th.
  Gift: The claw natural weapons granted by your weakening 
  claws manifestation gain the vicious magic weapon special 
  ability, inflicting an additional 2d6 points of damage with 
  each successful hit, but dealing 1d6 points of damage to you 
  with each hit, as well. As a swift action, you can suppress the 
  vicious effect until the beginning of your next turn.
  Stain: Whenever a creature scores a confirmed critical hit 
  against you, you must succeed on a Will save (DC = 15 + your 
  manifestation level) or be compelled to attack the creature 
  with your claws on your next turn. If you are unable to attack 
  that creature that round (such as because it is too far away, or 
  has already been slain), you must instead attack the nearest 
  creature. If there are no creatures you can attack with your 
  claws that round, this has no effect.
  New Deep One Manifestations
  The following manifestations are available to characters with 
  the deep one corruption.
  Ageless
  Your deep one blood renders you completely immune to 
  aging, but also opens your mind to dark dreams of the deep.
  Prerequisite: Slow Aging.
  Gift: You completely cease aging, and are no longer at risk 
  of dying of old age. You continue to accrue mental ability 
  score bonuses as you increase in age category, but suffer no 
  penalties to your physical ability scores from age. You are 
  also immune to spells and supernatural effects that cause or 
  simulate aging. Additionally, at manifestation level 9th, you 
  gain a +2 bonus to your Wisdom score.
  Stain: Your disturbing dreams of cyclopean underwater 
  cities take on a darker turn, and you must succeed on a Will 
  save (DC = 10 + your manifestation level) each night when 
  you rest, or you do not recover any hit points or ability score 
  damage from resting, and suffer 1d2 points of Wisdom 
  damage (or 1d6 points of sanity damage, if using the sanity 
  system).
  Frog Tongue
  You have a long, sticky frog tongue.
  Gift: You gain a tongue natural attack with a reach of 15 feet. 
  Attacks made with this tongue are touch attacks, and deal 
  no damage on a successful hit; however, whenever you hit a 
  creature at least 1 size category smaller than you with your 
  tongue attack, you can attempt to initiate a grapple against 
  that creature as a free action. This does not provoke attacks 
  of opportunity. You are unable to speak intelligibly while 
  grappling a creature with your tongue, and cannot cast spells 
  with verbal components while doing so.
  Stain: Your tongue sometimes acts on its own. Whenever you 
  fail a saving throw to resist a charm, emotion, or fear effect, 
  there is a 50% chance that your tongue lashes out on its own, 
  making an attack against a creature within range determined 
  by the GM. If this attack hits, the tongue initiates a grapple, 
  and you cannot willingly end the grapple until the creature 
  escapes on its own or until one minute passes, whichever 
  comes first.
  Item Use
  You share the deep one affinity for magic items.
  Prerequisite: Manifestation level 3rd.
  Gift: Choose a single spellcasting class, such as bard, 
  cleric, or wizard. You can activate spell-trigger and spell-
  completion items like scrolls, staves and wands as though 
  you were a member of that class, with an effective class level 
  equal to your Hit Dice. At manifestation level 3rd, and again 
  at manifestation level 9th, you may select an additional 
  spellcasting class that you can emulate in this way.
  Stain: Your hands become twisted and gnarled, imposing a 
  10% spell failure chance on all spells with somatic or emotion 
  components, and imposing a −1 penalty on attack and 
  damage rolls made with manufactured weapons.
  Lord of the Deep
  Your deep one blood allows you to influence other creatures 
  of the sea, but you find yourself compelled to eat raw fish.
  Gift: You can cast charm animal as a spell-like ability three 
  times per day, but only to affect creatures with the aquatic 
  subtype. At manifestation level 5th, you can cast dominate 
  animal once per day as a spell-like ability, but only to affect 
  creatures with the aquatic subtype.
  Stain: Your appetite shifts as you adapt to a diet of raw 
  seafood. Any time you consume any food or drink other than 
  uncooked fish or water, you must succeed on a Fortitude 
  save (DC = 15 + your manifestation level) or be nauseated for 
  1 round. Whether you succeed or fail on this saving throw, 
  you are still sickened for one minute after consuming the 
  offending item. In addition to food and drink, this also 
  applies whenever you consume a potion or elixir, as well.
  Slippery Skin
  Your skin is covered in a thin mucus which constantly seeps 
  from your pores.
  Gift: Your skin exudes a slick mucus that covers your entire 
  body. You gain a bonus equal to 2 + your manifestation level 
  on Escape Artist checks and combat maneuver checks made 
  to escape a grapple. Additionally, if you have the Call of the 
  Deep manifestation, the mucus helps protect your body, 
  preventing you from suffering internal organ failure and 
  death until you have gone a full three days without being fully 
  submerged in salt water, rather than the normal amount of 
  time.
  Stain: Your body makes terrible squelching noises with every 
  move, and your slime-covered visage is repulsive. You suffer 
  a −5 penalty on Disguise and Stealth checks. Additionally, 
  your slippery skin makes it more difficult to balance, and 
  you suffer a −5 penalty on Acrobatics checks made to cross 
  narrow surfaces or uneven ground, or to move through 
  threatened squares.
  
  4 4
  New Ghoul Manifestations
  The following manifestations are available to characters with 
  the ghoul corruption.
  Frightful Bite
  Your greedy slurping as you bite away the flesh of living 
  creatures is highly unnerving, and your hunger for sentient 
  flesh is ravenous.
  Prerequisite: Gnashing Bite.
  Gift: Whenever you inflict at least 5 points of damage with 
  your bite natural weapon, or roll maximum damage on a 
  damage roll made with that natural weapon (regardless of the 
  total damage amount), you may make an Intimidate check 
  to demoralize the damaged creature as a swift action. If you 
  successfully demoralize the target in this way, they remain 
  shaken for a number of additional rounds equal to your 
  manifestation level.
  Stain: You require the flesh of sentient creatures more 
  regularly. You need to consume one portion of flesh from a 
  sentient creature at least once every 3 days, or be forced to 
  make a saving throw to avoid having your corruption take 
  over. Similarly, if you are prevented from feeding, you begin 
  to starve after only 3 days of not consuming the flesh of 
  sentient creatures.
  Ghoul Lord
  Creatures that you transform into ghouls are loyal to you.
  Prerequisites: Diseased Bite, manifestation level 6th.
  Gift: Creatures that become ghouls as a result of ghoul 
  fever they contracted from your bite attack are loyal and 
  friendly towards you. They will generally obey your spoken 
  commands, and act on your behalf to the best of their 
  ability, similar to followers gained with the Leadership feat. 
  At any given time, you can have a total number of Hit Dice 
  worth of ghoul allies in this way equal to eight times your 
  manifestation level. If you are capable of casting spells 
  such as animate dead, Hit Dice of ghoul allies instead count 
  against the number of Hit Dice worth of undead you can 
  control with that spell. If you would gain ghoul allies in 
  excess of this amount, a number of Hit Dice worth of existing 
  ghoul allies (determined by the GM, but no more than 
  required to keep the total number of Hit Dice worth of ghoul 
  allies within your maximum amount) become overcome with 
  bitterness or hunger, and attempt to devour you and take 
  control of the ghoul pack, themselves.
  Stain: Your mind warps and twists to better fit in with 
  your undead pack. You can no longer benefit from morale 
  bonuses. Additionally, your paranoid nature, always waiting 
  for one of the ghouls to try to turn on you, prevents you from 
  using or benefitting from the aid another action.
  Heart Eater
  Devouring hearts instills you with strength.
  Prerequisites: Gnashing Bite, manifestation level 5th.
  Gift: If you eat the heart of a creature with an Intelligence 
  score of 3 or higher, you gain a +2 morale bonus on all 
  Strength-, Dexterity-, and Constitution-based skill checks 
  and ability checks for 1 hour. Eating a heart is a full-round 
  action, and the target must be dead or helpless. If the target 
  is alive, you can attempt to eat its heart as a coup de grace 
  attack with your gnashing bite, but you gain the bonus only if 
  your attempt results in the victim’s death.
  Stain: You take a −4 penalty on saves to resist ghoul 
  corruption.
  Special: If you also possess the Brain Eater manifestation, 
  the total penalty from both stains is only −6.
  Lacedon Heritage
  Your ghoulish taint comes from an aquatic lacedon, rather 
  than a standard ghoul.
  Gift: You gain a +4 racial bonus on Swim checks (which 
  doesn’t stack with the +8 racial bonus from having a 
  swim speed), you can take 10 on Swim checks even while 
  threatened, and you gain a +4 racial bonus on Constitution 
  checks made to avoid drowning. At manifestation level 3rd, 
  you gain a swim speed equal to half your land speed, and 
  you can hold your breath for up to 1 minute per point of 
  Constitution modifier you possess before needing to make 
  Constitution checks to avoid drowning. At manifestation 
  level 5th, your swim speed is equal to your land speed, and 
  you can breathe water as well as air.
  Stain: Your body is poorly adjusted for life on land, and 
  you suffer a −1 penalty on attack rolls, damage rolls, saving 
  throws, skill checks, and ability checks as long as you are not 
  currently submerged in water.
  Razor Claws
  Your claws are razor sharp, but they also have a mind of their 
  own.
  Prerequisite: Rending Claws, manifestation level 3rd.
  Gift: On any round in which you hit a single creature with 
  both of the claw attacks granted by the Rending Claws 
  manifestation, you also inflict an amount of bleed damage 
  equal to 1d4 + your Strength modifier.
  Stain: Your claws occasionally take on a mind of their own, 
  
  5
  5
  lashing out to rake at living flesh even if you don’t want 
  them to. Whenever a living creature provokes an attack 
  of opportunity from you (including your allies), you must 
  succeed on a Will save (DC = 15 + your manifestation level) 
  or make an attack of opportunity against that creature. If you 
  make an attack of opportunity against a creature in this way, 
  you must use your claw natural attack to do so.
  New Hellbound Manifestations
  The following manifestations are available to characters with 
  the hellbound corruption.
  Eyes of the Damned
  Your eyes see things that mortals were not meant to view.
  Gift: You can see normally in darkness of all kinds, including 
  magical darkness. Unlike darkvision, this ability has no range 
  and allows you to distinguish colors, as well.
  Stain: Your eyes change to an unnatural red or yellow color, 
  and take on a bestial appearance. Additionally, you are 
  subject to occasional visions of torment and horror from hell. 
  You lose any immunity to fear effects that you might possess, 
  and cannot become immune to fear. Additionally, you suffer 
  a −4 penalty on saving throws made to resist fear effects. 
  The −4 penalty does not apply at any time that you would 
  otherwise be immune to fear effects.
  Hellfire Compact
  You can conjure potent hellfire, but mundane flames reach 
  out on their own to burn you.
  Prerequisite: Passage through the Pit, manifestation level 
  5th.
  Gift: You gain the ability to channel hellfire, potent infernal 
  flames that can burn even things normally immune to fire. 
  Whenever you cast a spell that deals fire damage (including 
  casting spells with items such as scrolls, staves, or wands), 
  you may choose to convert a number of points of fire damage 
  inflicted by that spell equal to twice your manifestation level 
  to hellfire. Damage affected in this way ignores resistance 
  or immunity to fire damage, although evil creatures suffer 
  only half damage from hellfire. Additionally, three times 
  per day, you can fire a bolt of hellfire as a standard action. 
  Treat this as a ranged touch attack with a maximum range 
  of 60 feet, which deals 1d6 points of hellfire damage per two 
  manifestation levels on a successful hit.
  Stain: Flames are supernaturally attracted to you, and seem 
  to go out of their way to reach you. Whenever you end your 
  turn within 5 feet of a source of flame, you must succeed on 
  a Reflex save, or that source of flame reaches out inexplicably 
  and burns you, dealing an amount of fire damage equal to 1d4 
  + your manifestation level, or the normal amount, whichever 
  is higher. Additionally, if you are adjacent to the area of a spell 
  or ability that deals fire damage (such as a dragon’s breath 
  weapon or a fireball spell), you are automatically included 
  in the area of that effect. Finally, you suffer a −4 penalty on 
  saving throws made to resist fire effects, and a −4 penalty to 
  AC against attacks that deal primarily fire damage.
  Infernal Skin
  Your skin becomes an angry red, betraying your infernal 
  connection, but offering protection from fire.
  Gift: You gain fire resistance 5. At manifestation level 3rd, 
  this increases to fire resistance 10, and at manifestation level 
  5th, it increases to fire resistance 15.
  Stain: Your skin turns an unnatural shade of red. 
  Additionally, you are sickened as long as you are within the 
  area of a hallow spell, or any location that is considered holy 
  or sacred to a good-aligned deity. While sickened in this way, 
  inky black smoke visibly rises from your skin, inflicting 1d2 
  points of nonlethal damage to you per minute.
  Pit Poison
  You can conjure poison from the depths of Hell, and are 
  resistant to physical poisons, but your soul is forever 
  poisoned by your infernal contract.
  Gift: You gain a +4 bonus on saving throws made to resist 
  poison, and are not at risk of poisoning yourself when 
  applying poison to objects. Additionally, once per day, as a 
  full-round action, you can conjure a single dose of poison 
  from the depths of hell, filling a small vial with it. The poison 
  can be any poison you desire, provided that the market 
  price of one dose of the poison does not exceed 100 gp per 
  manifestation level.
  Stain: You are damaged by holy water as though you were an 
  evil outsider. Additionally, you are unable to cast spells with 
  the good descriptor, as your infernal taint corrupts the spell’s 
  purity and causes it to fail. Finally, you suffer a −2 penalty on 
  saving throws made to resist the spells and spell-like abilities 
  of evil outsiders.
  Tongues
  You can speak in tongues.
  Gift: You are constantly affected as though by comprehend 
  languages. At manifestation level 4th, you are constantly 
  affected as though by tongues, instead. 
  Stain: Your voice echoes with infernal malice, which 
  is unsettling for others to hear. You gain a +2 bonus on 
  Intimidate checks involving speech, but suffer a −3 penalty 
  on Bluff and Diplomacy checks, as well as all Perform checks 
  involving speech. At manifestation level 4th, this penalty 
  increases to −6.
  
  6 6
  New Hive Manifestations
  The following manifestations are available to characters with 
  the hive corruption.
  Acid Spit
  Your body produces highly acidic bile which you can spit at 
  your foes.
  Prerequisites: Acid Blood, manifestation level 5th.
  Gift: As a standard action, a number of times per day 
  equal to 1/2 your manifestation level, you can spit a wad of 
  caustic, acidic spit. Treat this as a ranged touch attack with 
  a range increment of 10 feet and a maximum range of 60 
  feet. If the attack hits, it deals 1d4 points of acid damage per 
  manifestation level. If the target is an object, this damage 
  is not halved before it is applied to the object’s hardness. 
  The acid can be scraped off as a full-round action before the 
  beginning of your next turn, or washed away by submerging 
  the creature completely in water or a similar liquid. If the 
  acid is not removed, it deals an additional 1d4 points of acid 
  damage per manifestation level at the beginning of your next 
  turn, after which it becomes inert.
  Stain: Your acidic bile can cause damage to any internal 
  organs that haven’t been affected by your corruption 
  yet. At the beginning of your turn each round, if you are 
  sickened, you suffer 1d6 points of acid damage, and if you are 
  nauseated, you suffer 3d6 points of acid damage. 
  Death Throes
  The acidic blood in your body bursts forth violently in the 
  event of your death, ensuring that you do not go unavenged.
  Prerequisite: Greater Acid Blood.
  Gift: If you die, your body explodes in a shower of acidic 
  gore, inflicting 2d6 points of acid damage per manifestation 
  level to each creature within 30 feet. Affected creatures are 
  covered in acid, and suffer an additional 1d6 points of acid 
  damage per manifestation level at the end of the next round 
  unless they spend a full-round action to scrape off the acid, or 
  it is otherwise removed before that time. A successful Reflex 
  save halves the initial acid damage, and prevents a creature 
  from being coated in acid (thereby negating the secondary 
  acid damage). This ability completely destroys your body, 
  rendering it unsuitable for raise dead, but not resurrection or 
  similar spells that don’t require the corpse to be intact.
  Stain: Your internal anatomy is highly volatile. Whenever 
  you are the subject of a critical hit, you suffer 1d6 points of 
  acid damage per two manifestation levels, in addition to the 
  damage inflicted by the critical hit.
  Hive Infestation
  You can produce hive larvae and use them to infest others 
  with your taint.
  Prerequisite: Manifestation level 9th.
  Gift: As a full-round action, you can deliver a kiss of death 
  to a single living creature that is pinned, willing, or helpless. 
  This requires making contact with the creature, as you pass 
  one or more tiny hive larvae from within your own body into 
  the victim’s. The victim must attempt a Fortitude save (DC = 
  10 + your manifestation level + your Constitution modifier) to 
  resist the effect. If the saving throw is successful, the target’s 
  body partially metabolizes the hive larvae, which become 
  symbiotic with it, and it gains the hive corruption and a 
  single manifestation of your choice that it qualifies for. If the 
  victim fails his Fortitude save, then his body fails to adapt 
  to the larvae, and 2d12 hours later, the larvae multiply into 
  a full swarm, which bursts out of the victim’s body over a 
  period of 2d12 rounds, during which the victim must succeed 
  on a Fortitude save each round or be nauseated for 1 round 
  and suffer 4d6 points of damage. At the end of this period, a 
  fully-formed hive larva swarm (Pathfinder Roleplaying Game: 
  Horror Adventures) emerges from the victim’s body.
  Stain: You suffer a −3 penalty on saving throws made to resist 
  hive corruption.
  Rending Mandibles
  Your mandibles are able to tear through metal like paper.
  Prerequisite: Warrior’s Bite.
  Gift: You gain the Improved Sunder feat, but its affects 
  apply only to sunder attempts made with the bite attack 
  granted by the Warrior’s Bite manifestation. Additionally, 
  when sundering objects with a hardness of 8 or less, your 
  bite attack ignores hardness. Finally, whenever you confirm 
  a critical hit with your bite attack against a creature wearing 
  armor, the attack deals an equal amount of damage to the 
  creature’s armor, as well.
  Stain: Your mouth can no longer form the words for any 
  languages besides Aklo. The spell failure chance imposed by 
  the Warrior’s Bite manifestation increases to 50%, and you 
  are completely unable to speak in any language besides Aklo 
  (this does not grant you the ability to speak Aklo if you don’t 
  know it).
  Warrior’s Bite
  You grow a set of alien mandibles, as your mouth mutates 
  into a structure designed more for killing than speaking.
  Gift: You gain a bite attack as a primary natural weapon 
  which deals 1d4 points of damage if your size is Medium (1d3 
  if Small).
  Stain: Your mandibles make communication and 
  spellcasting difficult. You suffer a 20% spell failure chance on 
  any spells with verbal or thought components. Additionally, 
  it is difficult for you to make intelligible speech, and you 
  suffer a −5 penalty on all skill checks that involve verbal 
  communication. You can attempt a DC 25 Linguistics check 
  to ignore this penalty for 1 minute.
  
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  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, 
  mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content 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 law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
  J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, 
  Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: New Corruption Manifestations Volume I Copyright 2016, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Weekly Wonders
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - New Corruptrion Manifestations Volume I.pdf