TEXT: Horrors of 
  the GOW
  
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  Horrors of the GOW 
  Authors: Stefen Styrsky 
  Supplemental Material and Otyughs: Mark Gedak 
  Publisher: Purple Duck Games 
  Artwork: Sade 
   
  Introduction  
   
   
  2 
  Celluloid-Inspired Monsters  
  3 
  Cursed Item  
   
   
  6 
  Event  
   
   
   
  8 
  Exhumed Monsters  
   
  8 
  Legendary Weapon  
   
  13 
  Location 
   
   
   
  15 
  Magical Incantation  
   
  16 
  Master of Life  
   
   
  17 
  - 
  Harro East 
   
   
  19 
  Witch Hexes  
   
   
  20 
  Witch Patron  
   
   
  21 
  - 
  Suriel  
   
   
  21 
  Vampiric Otyugh 
   
   
  22 
  Open Game License  
   
  23 
   
  About Purple Duck Games 
  Purple Duck Games is the vanity press company created by 
  hobbylancer, Mark Gedak and freelancer, Stefen Styrsky. 
  Purple Duck Games strives to bring you the consumer, tightly 
  focused releases for your favourite open game license game. 
  If you have any comments, suggestions or a list of abuses I’ve 
  made toward the English language please don’t hesistate to 
  email me at publisher@purpleduckgames.com. 
   
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, 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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  Introduction 
  The undead, demons, malignant ghosts stalk the Lands of GOW. In the late fall, just before the 
  first flakes of winter, the veil between the worlds grows thin. Necromancers feel a surge in 
  power, spirits manifest for 
  longer periods, and those who 
  revel in horror and blood find 
  themselves even more driven 
  to commit foul deeds. 
   
  This short tome is designed to 
  collect a handful of the 
  horrors witnessed in the 
  Lands of the GOW. They 
  range from celluloid-inspired 
  monsters, a magical 
  incantation, a re-animator 
  prestige class, new witch 
  hexes and patron, cursed and 
  blasphemous objects and 
  sites. 
   
  Horror often results with the 
  violation of natural 
  boundaries. Many items and 
  creatures in this supplement 
  violate the most natural 
  boundary of all – the 
  boundary of the self. 
  Possession, obsession, 
  reanimation and consumption 
  all take the individual and 
  bend them to another’s will.  
  While not everything here fits 
  that category, it was our over-
  arching theme with many 
  items.  We hope you enjoy 
  the dark ideas explored 
  herein.  
   
   
   
  
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  Celluloid-Inspired Monsters 
  The Black-Suited Man 
  The bald man dressed in a black suit and white 
  shirt stands almost seven feet tall. The stare he 
  sends down at you chills your bones. 
   
  The Black-Suited Man CR 12 (XP 19,200) 
  Unique male human alchemically animate 
  corpse 
  NE Medium construct 
  Init +6; Senses darkvision 60 ft., death watch, 
  low-light vision, see invisibility; Perception +30 
  [Defense] 
  AC 27, touch 12, flat-footed 25  
  (+2 Dex, +15 natural) 
  hp 108 (16d10+20); regeneration 3 (acid, cold) 
  Fort +7, Ref +9, Will +10 
  DR 5/magic; Immune construct traits; Resist 
  electricity 10, sonic 10; SR 23 
  Weaknesses cannot run, vulnerability to cold 
  [Offense] 
  Speed 40 ft. 
  Melee 2 slams +24 (2d6+8 plus grab) 
  Special Attacks body spawn 
  Spell-Like Abilities (CL 16th) 
   Constant – death watch, see invisibility 
   At-will – alter self, create undead, animate 
  dead, speak with dead 
   5/day -- greater teleport (self plus 50 lbs. of 
  objects) 
   3/day – modify memory, nightmare 
  [Statistics] 
  Str 26, Dex 15, Con --, Int 24, Wis 19, Cha 21 
  Base Atk +16; CMB +24 (+28 grapple); CMD 36 
  Feats Alertness, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill 
  Focus (Intimidate), Skill Focus (Perception) 
  Skills Disguise +21, Intimidate +27, Knowledge 
  (arcana) +23, Knowledge (planes) +23, 
  Perception +30, Sense Motive +24, Spellcraft 
  +23, Stealth +17, Use Magic Device +21 
  Languages Common 
  [Ecology] 
  Environment any 
  Organization solitary 
  Treasure none 
  [Special Abilities] 
  Body Spawn (Ex) As a chemically-animated 
  corpse, the Black-Suited Man’s limbs retain a 
  semblance of life even after injury separates 
  them from his body. Whenever the Black-suited 
  Man suffers a critical hit, a portion of his flesh is 
  torn away. At the GM’s discretion this body part 
  may be a hand or arm that continues to attack, 
  making slam or grapple attacks as appropriate. 
  The body part can be destroyed by a 
  subsequent attack. It moves at 10 ft. per round, 
  and possesses an AC of 13, 15 hp and 
  regeneration 2 (acid, fire). 
      Instead of animating the body part the Black-
  Suited Man can choose as a free action to turn 
  the lost limb into a monster. This acts as a 
  summon monster I spell, with the level of the 
  spell increasing by one level for every 10 points 
  of damage dealt by the critical hit. (i.e. 37 points 
  of damage means the body part summons a 
  monster from the summon monster III list).  
  Modify Memory (Sp) The Black-Suited Man can 
  use modify memory on the same target of 
  nightmare. If he does so modify memory has the 
  same range as nightmare. 
  Regeneration (Ex) Unlike most other constructs, 
  the Black-Suited Man’s alchemical nature 
  regrows lost body parts and heals damage and 
  injury. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Black-Suited Man’s origins remain a 
  mystery. Some claim he was once an alchemist 
  whose experiments into prolonging life went 
  horribly awry, turning him into the alchemically 
  undead creature he is today. Others claim the 
  transformation was on purpose. 
       Whatever the case, the creature known as 
  the Black-Suited Man works with singular 
  efficiency and doggedness. He prefers to 
  ingratiate himself into a noble family’s 
  household, either through promises of the 
  secret to everlasting life or as the house’s 
  embalmer. After a time of study and 
  preparation, the black-suited man employs 
  visions and nightmares (and any lurkers he has 
  created) to slowly drive the aristocrats insane. 
  All the while he collects their dead for his own 
  bizarre experiments and manipulations. The 
  palaces of such families become desolate, 
  lonely places with a few cowering members 
  barricaded in their rooms and strange creatures 
  and devices lurking in the dark hallways.  Once a 
  household is completely drained of living 
  people the Black-Suited Man moves on. 
       Evidence of the Black-Suited Man’s presence 
  include a ruling family falling into paranoia and 
  depression, all the while ruining their kingdom 
  with bizarre edicts, unprovoked persecution of 
  the public and generally odd behaviour. Those 
  who can, flee, leaving the kingdom to its fate 
  and the whims of the creature slowly corroding 
  it from within. 
       He brooks no intrusion into his activities. 
  Those who try to thwart him disappear or end 
  up raving in the local asylum. His ability to 
  terrorize others through dream, as well as 
  change their memories of important events, 
  allows him to disguise his true intentions, and 
  slowly make an opponent believe they are 
  losing their minds. 
   
   
   
   
   
   
   
  Flying Spheroid 
  A spheroid of the purest platinum whizzes 
  through the air; its sides are covered with 
  rotating blades. 
   
  Flying Spheroid CR 4 (XP 1,200) 
  N Diminutive construct 
  Init +7; Senses all-around vision, darkvision 60 
  ft., low-light vision; Perception +12 
  [Defense] 
  AC 19, touch 17, flat-footed 16  
  (+3 Dex, +2 natural, +4 size) 
  hp 27 (5d10) 
  Fort +1, Ref +4, Will +2 
  DR 5/bludgeoning; Immune construct traits; 
  Resist fire 5 
  [Offense] 
  Speed fly 40 ft. (perfect) 
  Melee spinning blade +12 (1d2-4/19-20x3) 
  Space 0 ft.; Reach 0 ft. 
  Special Attacks barbed hook, eviscerate (1d6 
  plus bleed), skull skewer (3d6 plus bleed) 
  Spell-Like Abilities (CL 5th) 
   Constant – fly 
  [Statistics] 
  Str 3, Dex 16, Con --, Int 2, Wis 12, Cha 2 
  Base Atk +5; CMB +4 (+12 grapple); CMD 17 
  (can’t be tripped) 
  Feats Alertness, Improved Initiative, Weapon 
  Finesse 
  Skills Fly +17, Perception +12, Stealth +15; 
  Racial Modifiers +4 Perception 
  [Ecology] 
  Environment any 
  Organization solitary, or whirl (2-5) 
  Treasure none 
  [Special Abilities] 
  All-around vision (Ex) A flying sphere sees in all 
  directions at once. It cannot be flanked. 
  Barbed Hook (Ex) When a flying sphere hits 
  with an attack, its spinning blade drills onto the 
  target, anchoring it in place. Such a sphere is 
  effectively grappling its prey. The sphere loses 
  its Dexterity bonus to AC and has an AC of 16, 
  but churns into the grappled target's flesh. A 
  flying sphere has a +8 racial bonus to maintain 
  its grapple on a foe once it is attached. An 
  attached sphere can be struck with a weapon or 
  
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  grappled itself—if its prey manages to win a 
  grapple check or Escape Artist check against it, 
  the flying sphere is removed. 
  Brain Skewer (Ex) If a flying sphere hits with a 
  critical against a target, it has lodged its 
  spinning blade in the creature’s forehead and 
  attempts to burrow into the victim’s brain. Each 
  turn it maintains a grapple it deals 3d6 points of 
  damage plus 1 point of bleed. 
  Eviscerate (Ex) An attached sphere tunnels into 
  the target it has grappled, grinding their organs. 
  It deal 1d6 points of damage plus 1 point of 
  bleed damage each turn. 
   
       Flying spheroids are bizarre constructs said 
  to incorporate intricate machinery controlled by 
  brain matter taken from once-living humanoids. 
  The method of construction is known to only a 
  few individuals, and those possessing such 
  knowledge almost never reveal it since such a 
  device is outlawed in most civilized nations. 
  Necromancers employ the devices to guard 
  their lairs and laboratories since the flying 
  spheroid does not possess an undead creature’s 
  typical weaknesses and vulnerabilities. 
  Alchemists who practice undead rejuvenation 
  also employ flying spheroids in similar ways. 
       Flying spheroids understand and follow 
  orders only from their creator or one other 
  creature their creator designates. Their most 
  complex tactics include regularly patrolling 
  designated areas and attacking intruders. 
   
  Construction 
  A flying spheroid must be hammered from 
  1,000 gp worth of platinum and filled with the 
  brain matter of sentient humanoid slain with 
  one day of the construct’s completion. 
  CL 7th; Price 9,000 gp 
  Construction  
  Requirements Craft Construct, animate dead, 
  fly, geas/quest; creator must be caster level 7th; 
  Skill Craft (metalworking) DC 12; Cost 4,500 gp 
   
   
   
   
  Lurker 
  A short humanoid dressed in a brown hood and 
  cloak waddles out of the shadows. 
   
  Lurker CR 3 (XP 800) 
  Male or female human alchemically animated 
  corpse 
  NE Small construct 
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +8 
  [Defense] 
  AC 15, touch 11, flat-footed 15  
  (+4 natural, +1 size) 
  hp 32 (4d10+10) 
  Fort +1, Ref +1, Will +2 
  Defensive Abilities squat and dense; DR 
  5/piercing or slashing; Immune construct traits 
  [Offense] 
  Speed 30 ft. 
  Melee 2 slams +8 (1d6+3 plus grab) 
  Special Attacks former appearance 
  [Statistics] 
  Str 17, Dex 11, Con --, Int 12, Wis 12, Cha 6 
  Base Atk +4; CMB +6 (+10 grapple); CMD 16 (20 
  vs. bull rush, trip) 
  Feats Skill Focus (Perception), Stealthy 
  Skills Perception +8, Escape Artist +6, 
  Knowledge (any one) +5, Stealth +10; Racial 
  Modifiers +4 Escape Artist 
  Languages Common 
  [Ecology] 
  Environment any 
  Organization solitary, pair or train (3-6) 
  Treasure none 
  [Special Abilities] 
  Squat and Dense (Ex) Lurkers receive a +4 racial 
  bonus to their Combat Maneuver Defense when 
  resisting a bull rush or trip attempt while 
  standing on the ground. 
  Former Appearance (Ex) Even though radically 
  altered from their original appearance a lurker’s 
  face resembles the one it possessed in life. 
  Those who knew the dead person recognize him 
  or her. This startles the viewer, who must 
  succeed on a DC 14 Will save or be shaken for 1 
  round. A successful save renders a creature 
  immune this lurker’s ability for 24 hours. The 
  
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  save DC is Charisma-based and includes +4 
  racial bonus. 
   
  When an alchemist requires a servant to carry 
  his baggage, exhume corpses or simply guard 
  his precious laboratory he creates a lurker. 
  These squat creatures once enjoyed life as 
  normal humans, but after death were 
  transformed into their present state by an 
  alchemical process banned in most countries 
  and thankfully only practiced by the most 
  depraved individuals. 
       Unfortunately, lurkers are often employed in 
  areas where they once lived. Relatives who 
  come looking for the bodies of their loved ones 
  receive a nasty shock when they recognize the 
  faces on these twisted dwarf-like creatures. A 
  lurker possesses some of the knowledge they 
  once had in life and use it to further terrify 
  those who knew them.  
       A lurker stands about four feet tall. Its limbs 
  and body are abnormally thick, almost as if they 
  original corpse was packed into a denser form. 
  They are fearless and fight to the death. 
   
   
  Cursed Item 
  Suriel’s Witch-Board 
  Some witches gain their powers from demonic 
  sources. Suriel the Hag, was infamous for the 
  pacts she made with creatures from the abyss. 
  Her specialty was casting curses for those who 
  desired revenge against another for a real or 
  perceived wrong. Suriel only required a person’s 
  soul in return. She spent a very long, very evil 
  life tempting others with her dark powers. 
       Her greatest invention was what has come 
  down the ages as Suriel’s Witch-Board.  She 
  claimed to have bound a spirit to the item, and 
  that this spirit was knowledgeable in all areas, 
  no matter how esoteric. She used her witch-
  board to predict the future, locate lost 
  treasures and answer questions about legends, 
  history and eldritch secrets. 
       Suriel’s Witch-Board consists of two parts. 
  The first is a plank of polished mahogany about 
  1 foot on a side and painted with several rows 
  of gold and scarlet runes and pictograms. The 
  second item is a round disk covered in felt on 
  one side and a circular hole in the center. To 
  use the device, a person places the board on his 
  knees, lays the disk on the board and asks a 
  question of the board’s animating spirit. As long 
  as the user maintains contact with board the 
  spirit moves the disk (also called a planchette) 
  across the board, causing the circular hole to 
  reveal runes that answer the user’s questions. 
       The witch-board contains the soul of a 
  trapped shadow demon named Tezum. Suriel 
  bound the demon to the item in order to power 
  its abilities. After Suriel’s death Tezum 
  remained within the witch-board because it 
  enjoyed the opportunities its presence in the 
  item afforded.  
       Tezum delights in causing misery and pain. 
  When Suriel’s Witch-Board is first discovered, 
  Tezum will bide his time, allowing a creature to 
  learn about and exploit the board’s benefits. 
  While in the board Tezum can employ his spell-
  like abilities, even in sunlight. He uses them to 
  frighten or kill anyone who attempts to thwart 
  the board’s use or to destroy it. 
   
  
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  Once Tezum decides to act, he uses magic jar to 
  possess a creature (most often the board’s 
  owner). He enjoys frightening people, and 
  knows his fear ability often makes victims more 
  susceptible to magic jar. If successful, he goes 
  on a rampage of destruction until sent back to 
  the board or the host is slain. His insanity is so 
  great he keeps Suriel’s Witch-Board on him so 
  he can return to the board if the host dies 
  rather than returning to the Abyss. 
   
  Suriel’s Witch-Board conveys several benefits to 
  the user. As a full-round action the user can 
  employ the witch-board to answer a question as 
  if he had cast the augury spell. (A wrong answer 
  may indicate Tezum lied or the user 
  misinterpreted the response.) Once per day the 
  user may also employ this item to provide 
  information gathered through a locate item 
  spell. 
  Also, Tezum can manipulate the plancette to 
  answer questions as if the wielder possessed 
  Tezum’s bonuses to Knowledge (local) and 
  Knowledge (planes). This requires a full-round 
  action. 
   
  In addition, any creature holding or carrying the 
  board and planchette on his person gains 
  darkvision 60 ft. If he already has darkvision he 
  adds 30 ft. to the range. 
   
  Suriel’s Witch Board 
  Aura strong enchantment; CL 15th 
  Slot none; Weight 2 lbs. 
  Construction 
  Requirements Craft Wondrous Item, binding. 
   
   
  Tezum CR 8 (XP 4,800) 
  Advanced Shadow Demon 
  CE Medium outsider (chaotic, demon, evil, 
  extraplanar) 
  Init +10; Senses darkvision 60 ft.; Perception 
  +22 
  [Defense] 
  AC 22, touch 22, flat-footed 16  
  (+6 deflection, +6 Dex) 
  hp 73 (7d10+35) 
  Fort +7, Ref +13, Will +9 
  Defensive Abilities incorporeal; DR 10/cold iron 
  or good; Immune cold, electricity, poison; 
  Resist acid 10, fire 10; SR 17 
  Weaknesses sunlight powerlessness 
  [Offense] 
  Speed fly 40 ft. (perfect) 
  Melee 2 claws +13 touch (1d6 plus 1d6 cold), 
  bite +13 touch (1d8 plus 1d6 cold) 
  Special Attacks pounce, sprint, shadow blend 
  Spell-Like Abilities (CL 10th) 
   At-will – deeper darkness, fear (DC 20), greater 
  teleport (self-only), telekinesis (DC 21) 
    3/day – shadow conjuration (DC 20), shadow 
  evocation (DC 21) 
    1/day – magic jar (DC 21), summon (level 3, 1 
  shadow demon 50%) 
  [Statistics] 
  Str --, Dex 22, Con 21, Int 18, Wis 18, Cha 23 
  Base Atk +7; CMB +13; CMD 29 
  Feats Blind-Fight, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes 
  Skills Acrobatics +16, Bluff +16, Fly +24, 
  Knowledge (local) +14, Knowledge (planes) +14, 
  Perception +22, Sense Motive +14, Stealth +18; 
  Racial Modifiers +8 Perception 
  Languages Abyssal, Common; telepathy 100 ft. 
  [Special Abilities] 
  Sprint (Ex) Once per minute, Tezum increase its 
  fly speed to 240 feet for 1 round. 
  Shadow Blend (Su) During any conditions other 
  than bright light, Tezum can disappear into the 
  shadows as a move-equivalent action, 
  effectively becoming invisible. Artificial 
  illumination or light spells of 2nd level or lower 
  do not negate this ability. 
  Sunlight Powerlessness (Ex) Tezum is utterly 
  powerless in bright light or natural sunlight and 
  flees from it. If Tezum is caught in such light it 
  cannot attack and can take only a single move 
  or attack action. When Tezum possesses a 
  creature using magic jar it is not harmed by 
  sunlight, but if it is struck by a sunbeam or 
  sunray spell while possessing a creature, Tezum 
  is driven out of its host automatically. 
   
   
  
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  Event 
  Night of Horrors 
  On the 31st night of the tenth month, 
  lycanthropes and undead stalk the lands of the 
  GOW in search of prey. By divine agreement 
  between Yticicali, the Reaper of Souls, and 
  Erisatia, the Bringer of Life, on this one night 
  undead and lycanthropes are freed from the 
  shackles of ancient bindings, religious 
  restrictions and other restrictions to hunt as 
  they see fit from sun down to sun up.  
   
  Knowing that the people of GOW would need 
  some protection from these foul horrors, 
  Erisatia required a number of conditions written 
  into the divine agreements. 
   
  The undead and lycanthropes may not: 
   
    Attack any creature that is wearing a costume 
  to disguise them as a monster and carrying a 
  symbol of the Reaper of Souls. 
   
     Attack any 
  creature that 
  gives them an 
  offering of 
  candy. 
   
     Enter any 
  dwelling that 
  has a carved 
  melon, 
  pumpkin, 
  turnip or 
  gourd that is 
  illuminated 
  from within by 
  a candle. 
  Exhumed Monsters 
  All of the monsters below come from older 3.X 
  sources. They have been resurrected and 
  updated for this special time of year. 
   
   
   
  Blood Scarecrow 
  It is a man-like figure dressed in rags, moving 
  with an odd, boneless gait. A trail of straw 
  follows behind it, and a crow is perched on its 
  shoulder. Its face is a canvas sack marked with 
  crude representations of eyes, and it holds in 
  one hand a pitchfork which seems far too new 
  and gleaming to belong with such a mouldering 
  form. 
   
  Blood Scarecrow CR 4 
  XP 1,200 
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +11 
  [Defense] 
  AC 17, touch 12, flat-footed 15  
  (+2 Dex, +5 natural) 
  hp 39 (6d8+12) 
  Fort +4, Ref +4, Will +8 
  Defensive Abilities +2 channel resistance; DR 
  5/good; Immune undead traits; Resist acid 10, 
  cold 10, sonic 10 
  [Offense] 
  Speed 30 ft., fly 60 ft. (perfect) 
  Melee pitchfork +10 (1d6+7/19-20) or 2 slams 
  +9 (1d4+5 plus grab) 
  Ranged hurled pitchfork +8 (1d6+7/19-20) 
  Special Attacks choke, paralysing fear, 
  pitchfork, summon crows 
  [Statistics] 
  Str 20, Dex 14, Con --, Int 10, Wis 16, Cha 14 
  Base Atk +4; CMB +9 (+13 grapple); CMD 21 
  Feats Power Attack, Stealthy, Weapon Focus 
  (pitchfork) 
  Skills Disguise +11, Fly +10, Intimidate +11, 
  Perception +11, Stealth +13 
  Languages Common 
  SQ moonlight flight 
  [Ecology] 
  Environment any 
  Organization solitary 
  Treasure none 
  [Special Abilities] 
  Choke (Su) If the blood scarecrow has grappled 
  its target, it may pull the held creature’s head 
  into its straw body, suffocating it with unnatural 
  speed. The target takes 1d2 points of 
  
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  Constitution damage each round it is held, until 
  dead. 
  Moonlight Flight (Su) The blood scarecrow can 
  fly 60 feet per round with perfect 
  manoeuvrability, but only during the night. 
  Paralysing Fear (Su) The blood scarecrow can 
  focus all of its rage and lust for vengeance into a 
  single, terrifying force, which contorts its visage. 
  This allows the creature to make a gaze attack 
  against single target. This is a mind- affecting 
  fear effect with a DC of 15. If the target fails the 
  save, he will be both frightened and paralysed 
  for 2d6 rounds. The blood scarecrow may only 
  target one creature per day with this ability. The 
  save DC is Charisma-based. 
  Pitchfork (Su) The blood scarecrow can 
  transform any Medium metal farming tool (a 
  scythe, a hoe, a pitchfork, a shovel) into a +1 
  keen throwing pitchfork with a touch. This item 
  reverts to normal if the blood scarecrow is slain, 
  or if a second implement is transformed. It also 
  loses all magical properties if it is wielded by 
  any but the blood scarecrow who created it. 
  Summon Crows (Su) Three times per day, but 
  only when outside during the night, the blood 
  scarecrow may summon 2d4 fiendish crows. 
  These creatures remain for four rounds. The 
  blood scarecrow will do this only if it is 
  outnumbered or overpowered, and the crows 
  will serve to cover its escape. 
   
  Blood scarecrows are dangerously 
  obsessed creatures. While they can be 
  talked to, they cannot be reasoned with, 
  and no amount of persuasion can convince 
  them to abandon their quest. They are 
  immune to any spell effects which would 
  likewise cause them to do so, even if such 
  spells are somehow tailored to affect 
  undead. If they feel someone or 
  something is keeping them from their 
  mission, they attack; otherwise, they 
  ignore anyone but those they feel they 
  must avenge themselves upon. 
      When the spirit enters and animates 
  the scarecrow, it transforms whatever 
  farm implement the straw man is holding 
  into a +1 keen throwing pitchfork. The 
  item is powered by the same negative 
  energy which animates the scarecrow, and 
  it becomes a normal pitchfork if the 
  creature is slain. If the original scarecrow 
  had no farming tool, the animating spirit 
  will locate the nearest such item and 
  transform it. No matter what farm tool is 
  found, it always changes to become a 
  pitchfork. No blood scarecrow has ever 
  dispatched its enemies with a hoe. 
  Because the returning spirit is tainted by 
  evil, no matter the alignment of the 
  original soul, it tends to be very broad in 
  its definition of vengeance, as well as 
  extremely sadistic. It seeks out friends, 
  relatives and lovers of those who killed it 
  before wreaking its final revenge on those 
  directly responsible. 
      A blood scarecrow prefers to find 
  victims alone. It will rarely attack a group, 
  even if the entire group is composed of 
  those whom it desires to kill. It has the 
  nearly infinite patience of the dead. Once 
  it has a solitary target, it uses its 
  paralysing fear ability, then hurls its 
  pitchfork, then closes to melee range and 
  uses its suffocate attack. If it feels it has 
  time and is much more powerful than its 
  target, it may choose to kill them more 
  slowly, but it will not linger if there is a 
  chance of being caught or of the target 
  escaping. It will only use its summon 
  crows ability if it is forced to fight against 
  more than one opponent, or against an 
  opponent clearly more powerful than it is. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Webbed Sentinel 
  A large gray web hangs from the wall above 
  you. At its center appears to be a lounging 
  spider of the same color. Before you can draw 
  closer, the webbing drops from its perch and 
  assumes a humanoid form with the spider 
  hanging motionless on its chest like some sort of 
  insignia. Smaller spiders also burst from the 
  surrounding cracks in the walls to attack! 
   
  Webbed Sentinel CR 7 
  XP 3,200 
  NE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +20 
  [Defense] 
  AC 20, touch 13, flat-footed 17  
  (+3 Dex, +7 natural) 
  hp 75 (10d8+30); fast healing 2 (acid, fire) 
  Fort +7, Ref +8, Will +9 
  DR 5/--; Immune undead traits 
  Weaknesses vulnerability to fire 
  [Offense] 
  Speed 30 ft., climb 20 ft. 
  Melee 2 slams +13 (1d6+6 plus poison) 
  Special Attacks lassitude, spider affinity, 
  summon spiders 
  Spell-Like Abilities (CL 10th) 
    Constant – spider climb 
  [Statistics] 
  Str 23, Dex 16, Con --, Int 8, Wis 14, Cha 15 
  Base Atk +7; CMB +13; CMD 26 
  Feats Alertness, Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Toughness 
  Skills Acrobatics +16, Climb +14, Perception 
  +20, Stealth +16; Racial Modifiers Acrobatics is 
  a class skill 
  Languages Undercommon 
  [Ecology] 
  Environment underground 
  Organization solitary, pair or group (3-10) 
  Treasure none 
  [Special Abilities] 
  Lassitude (Su) Any living creature hit by a 
  webbed sentinel’s slam attack must make a DC 
  17 Will save or be slowed (as the spell) for 2d6 
  rounds. The save DC is Charisma-based. 
  Poison (Ex) slam – injury; save Fort DC 17; 
  frequency 1/round for 4 rounds; effect 1d3 Con; 
  cure 2 consecutive saves. The save DC is 
  Charisma-based. 
  Summon Spiders (Sp) Three times per day, a 
  webbed sentinel can summon a swarm of 
  spiders (as per the summon swarm spell) as a 
  full-round action. The swarms summoned by a 
  webbed sentinel are under its complete control, 
  as if by means of the spell dominate monster. 
  Spider Affinity (Su) As a standard action, a 
  webbed sentinel can try to control any single 
  spider swarm or monstrous spider within 60 
  feet. The target spider or spider swarm must 
  make a DC 17 Will save or be controlled by the 
  sentinel as if by means of the dominate monster 
  spell. The save DC is Charisma- based. 
   
  Webbed sentinels were created by dark elves 
  soon after their retreat into the subterranean 
  world. To deter pursuit by surface elves (and 
  attack by other underearth races), drow 
  necromancers fashioned these creatures made 
  from the most common element they 
  encountered—spiders and their webs. Webbed 
  sentinels patrolled the areas surrounding drow 
  camps and, eventually, fledgling drow cities. 
  After the dark elves managed to establish a firm 
  hold in the underearth, the webbed sentinels 
  were released from servitude to roam the 
  subterranean world, inflicting fear and death on 
  all they met. Dwarves and underearth gnomes 
  each share similar tales about the sentinels and 
  teach them to their children as dreaded nursery 
  rhymes. 
       A webbed sentinel normally remains 
  motionless, hanging on walls or ceilings where 
  the spider has apparently built its web. When 
  any living being approaches, the sentinel attacks 
  as quickly and savagely as possible. 
   
  Necroling 
  The form of this inky black creature can be seen 
  only when it pauses its flight—a wispy 
  humanoid upper body clad in tattered sheets of 
  midnight. A funnel of darkness comprises the 
  lower body, its tip marking the creature’s trail as 
  far back as you can see. Two pinpricks of white 
  radiance flash in its eye sockets before striking. 
   
  
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  Necroling CR 4 
  XP 1,200 
  NE Tiny undead 
  Init +7; Senses darkvision 60 ft.; Perception +9 
  [Defense] 
  AC 22, touch 19, flat-footed 15  
  (+7 Dex, +3 natural, +2 size) 
  hp 18 (4d8) 
  Fort +7, Ref +8, Will +9 
  Defensive Abilities retreat, vanishing bottle; DR 
  5/magic; Immune undead traits 
  [Offense] 
  Speed fly 30 ft. (perfect) 
  Melee Tiny short sword +12 (1d3+4), bite +12 (1 
  plus sleep) 
  Space 2.5 ft.; Reach 0 ft. 
  Spell-Like Abilities (CL 4th) 
    At-will – gaseous form 
  [Statistics] 
  Str 18, Dex 25, Con --, Int 13, Wis 10, Cha 10 
  Base Atk +3; CMB +5; CMD 22 
  Feats Alertness, Weapon Finesse 
  Skills Acrobatics +11, Escape Artist +11, Fly +19, 
  Perception +9, Stealth +22; 
  Languages Common 
  [Ecology] 
  Environment any land 
  Organization solitary 
  Treasure none 
  [Special Abilities] 
  Sleep Bite (Su) Anyone bitten by a necroling 
  must make a successful DC 12 Fortitude save or 
  fall into a deep slumber (as the spell) for 10d6 
  minutes. The save DC is Charisma-based. 
  Retreat (Su) When a necroling is reduced to 0 
  hit points, it is not destroyed; instead, it 
  automatically and instantaneously becomes 
  gaseous (as the spell), teleports into its bottle, 
  and pulls in the stopper. After 24 hours, it 
  returns to full strength and may once again exit 
  its bottle. 
  Vanishing Bottle (Su) Three times per night, as 
  a standard action, a necroling may teleport its 
  bottle up to 300 feet away; this functions as the 
  vanish spell, except the necroling need not 
  touch its bottle, there is no chance of the bottle 
  being disintegrated, and the bottle cannot be 
  sent to the Ethereal Plane. When the bottle 
  teleports, the necroling travels with it. Of 
  course, if the necroling perceives an attack 
  directed at its bottle, it usually activates the 
  bottle’s vanishing power to escape. The 
  necroling has usually scouted out the 
  surrounding area to find the most innocuous 
  locations to hide its bottle in the event of an 
  emergency (wine cellars and gutters are 
  favorites). 
   
  Each student of the black arts is required to 
  create a necroling of his own before more 
  potent spells and powers are available to him. 
  The necroling is then used to guard his 
  laboratory or other precious possessions. 
       Designed so the necromancer can experience 
  the feelings associated with death and rebirth 
  as undead, the necroling is created with the 
  spark of a soul who died unnaturally. The 
  necromancer essentially puts a sliver of the 
  angry soul inside its own tiny sarcophagus (in 
  this case an ink bottle) after imbibing the 
  emotions it experienced at death by way of 
  dreams. The necroling is content to simply exist, 
  holding some perverted sense of gratitude for 
  the necromancer for extending its “life” even in 
  this fashion. 
      Although necrolings are not the most 
  imposing creatures, they can make terrifying 
  combatants. They dart around with incredible 
  speed, which grants them surprising reach for 
  their size, biting at foes in order to incapacitate 
  them before slashing with their tiny swords. 
  Necrolings are inordinately strong for their tiny 
  stature. 
      A necroling can travel up to 100 feet from its 
  bottle. Some necromancers who command 
  necrolings wear the bottles at their waists, 
  releasing the creatures to aid them in combat. 
     The only way to destroy a necroling is to 
  smash the bottle. Due to its magical 
  construction, such a vessel is treated as having 
  hardness 10, with 10 hit points, and a Break DC 
  of 26. 
   
   
   
   
  
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  Ragged Wraith 
  A spectral figure dressed in a ragged burial 
  shroud flits out of the ground, wreathed in 
  tatters of mist. 
   
  Ragged Wraith CR 7 (3,200 XP) 
  LE Medium undead (incorporeal) 
  Init +9; Senses darkvision 60 ft., lifesense 60 ft.; 
  Perception +20 
  Aura unnatural aura (30 ft.) 
  [Defense] 
  AC 19, touch 19, flat-footed 13  
  (+3 deflection, +5 Dex, +1 dodge) 
  hp 75 (10d8+30) 
  Fort +6, Ref +8, Will +10 
  Defensive Abilities incorporeal, channel 
  resistance +2 
  Weaknesses sunlight powerlessness 
  [Offense] 
  Speed fly 60 ft. (perfect) 
  Melee four incorporeal tendrils touch +12 (1d8 
  negative energy plus 1d4 Con drain) 
  Space 5 ft./5 ft. (10 ft. with tendrils) 
  Special Attacks create spawn 
  [Statistics] 
  Str --, Dex 20, Con --, Int 16, Wis 16, Cha 16 
  Base Atk +7; CMB +12; CMD 25 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, Improved Initiative 
  Skills Fly +26, Intimidate +16, Knowledge 
  (religion) +16, Perception +20, Sense Motive 
  +20, Stealth +18 
  Languages Abyssal, Common, Infernal 
  [Ecology] 
  Environment any 
  Organization solitary, or gang (2-5) 
  Treasure none 
  [Special Abilities] 
  Create Spawn (Su) A humanoid slain by a 
  ragged wraith becomes a wraith in 1d4 rounds. 
  These spawn are less powerful than typical 
  ragged wraiths, and suffer a –2 penalty on all 
  d20 rolls and checks, receive –2 hp per HD, and 
  only drain 1d2 points of Constitution on a 
  touch. 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. 
  Constitution Drain (Su) Creatures hit by a 
  ragged wraith's tendril touch attack must 
  succeed on a DC 18 Fortitude save or take 1d4 
  points of Constitution drain. On each successful 
  attack, the wraith gains 5 temporary hit points 
  or regrows one tendril. The save DC is 
  Charisma-based. 
  Lifesense (Su) A ragged wraith notices and 
  locates living creatures within 60 feet, just as if 
  it possessed the blindsight ability. 
  Sunlight Powerlessness (Ex) A ragged wraith 
  caught in sunlight cannot attack and is 
  staggered. 
  Tendrils (Su): A ragged wraith has four tendrils 
  of ectoplasm hanging from its tattered body. It 
  attacks by whirling these tendrils out at 
  enemies while the wraith itself stays hidden 
  within the ground or wall. This means that the 
  wraith has total cover from most attacks. The 
  tendrils can be attacked individually as they 
  attack, if enemies ready actions to slash at the 
  tendrils as they emerge. Each tendril has one hit 
  point per HD of the wraith and has an AC of 13. 
  The tendrils are incorporeal. A wraith whose 
  tendrils are destroyed will retreat until its 
  tendrils regrow. It regrows one tendril naturally 
  after 24 hours, but can grow them faster using 
  its constitution drain ability. An advanced 
  ragged wraith gains one extra tendril for every 
  two extra Hit Dice. 
  Unnatural Aura (Su) Animals do not willingly 
  approach within 30 feet of a ragged wraith, 
  unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check. 
   
  Ragged Wraiths are the spirits of those whose 
  bodies were desecrated or dismembered after 
  death. They manifest as tattered shadows of 
  their former selves, dressed in the ragged 
  remains of their burial garb. They are bitter, 
  hateful entities, hungry for both revenge and 
  the life force of the living. They usually haunt 
  the tombs where they were buried, but their 
  hunger can drive them abroad into the land. 
  Like all wraiths, they must hide from the bright 
  rays of the sun but they are adept at finding 
  
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  hiding places in nooks and crannies and cracks 
  in the ground. 
       In combat, ragged wraiths use their 
  incorporeal forms to the fullest. They use their 
  lifesense power to locate prey, then hide in the 
  ground or the stone of a corridor wall. When an 
  enemy passes, the wraith slashes at him with its 
  tendrils. The main body of the wraith stays 
  hidden, giving it total cover from enemy attacks. 
   
   
  Legendary Weapon 
  Reaper’s Scythe 
  No creature avoids death.  The wealthy and 
  powerful believe they can sustain their lives 
  indefinitely with the right magic or medicine, 
  but nothing avails when the grim reaper sets 
  about his task. The reaper’s scythe was created 
  to ensure no man or creature escapes this 
  eventual fate. Whether it spawns from a deity 
  of mortality, or personifies the phenomena of 
  death is unknown. It’s first appearance is 
  recorded thus. 
       South of Kesh, in the kingdom of Avandrool, 
  there raged a horrible plague. The pestilence 
  spread like wildfire, sickening and killing within 
  hours. Men and women died in the street, or at 
  labor, or in the middle of dinner. Death was 
  grotesque – large black nodules burst through a 
  victim’s skin and he vomited blood before 
  collapsing into a writhing, fetal ball. 
       The people of Avandrool prayed to their king, 
  Romdhas, for deliverance. Instead of hiring 
  priests to cure the populace he gathered his 
  court (including his personal healer, the 
  kingdom’s arch-curate) and sequestered himself 
  inside his holiday palace far from the capital and 
  the wailing mobs. 
       King Romdhas brought with him secretaries, 
  grooms, cooks, valets, jugglers, actors, singers, 
  concubines and guards. He intended to wait out 
  the plague in opulence and entertainment. At 
  his command enough food for three months 
  was stocked in the palace’s larders and the 
  doors to the compound nailed shut. No one 
  would enter or leave, eliminating the possibility 
  some wayward person would bring infection. 
       By the third day Romdhas was bored. 
  Confinement wore on him, and he wished to be 
  out and about, basking in the admiring glow of 
  his people. Realizing such a venture would be 
  suicide he commanded that a costume ball be 
  held that night, with a prize for the best 
  costume. 
       That evening, Romdhas became even more 
  bored. His court possessed no imagination. The 
  women dressed as angels and the men dressed 
  as knights. He sleepily regarded them as they 
  passed before his chair, yawing at each 
  uninspired iteration. Then a man dressed as 
  death strode into the ballroom. His clothes 
  were black as night and he carried a black 
  scythe that nevertheless gleamed silver along 
  the blade. 
      “We have a winner,” Romdhas shouted, glad 
  someone had the temerity to adorn themselves 
  in such an impertinent costume. “Good sir, 
  reveal yourself and claim your prize,” Romdhas 
  said. 
      The figure removed his hood to reveal a skull. 
  A fleshless hand pointed at Romdhas and the 
  king collapsed, his skin bursting with black 
  carbuncles and spraying yellow pus. 
      The gathered crowd attempted to flee, but 
  with each sweep of the scythe, the revelers died 
  horrible, agonizing deaths. Weeks later, when 
  the plague’s survivors broke down the palace’s 
  door all that was found were scattered bones 
  and a black scythe that seemed to radiate an air 
  
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  of doom, even in the day’s bright light. 
   
  Requirements 
  To successfully wield reaper’s scythe to its 
  fullest potential, a character must fulfill the 
  following requirements. 
  Class: Cleric with Death Domain, Oracle with 
  Bone Revelation, or Witch with a plague patron. 
  Skills: Knowledge (religion) 5 ranks 
  Feats: Weapon Focus (scythe) 
   
  Bleed (Sp) Three times per day the wielder 
  gains the ability to use bleed. 
  Famine (Su) Three times per day the wielder of 
  the reaper’s scythe may make a touch attack 
  against a creature. If the target fails a Fort save 
  (DC 10 + ½ wielder’s level + Charisma modifier) 
  it is fatigued for 2d4 rounds. Subsequent 
  touches cause the target to become exhausted. 
  Contagion (Sp) The wielder gains the ability to 
  use contagion three times per day. 
  Plagues (Sp) Three times per day wielder of the 
  reaper’s scythe may cast summon swarm as a 
  spell-like ability. 
  Bestow Curse (Sp) Three times per day the user 
  may cast bestow curse as a spell-like ability. 
  Death’s Aura (Su) Once per day as a standard 
  action the wielder may cause an aura of death 
  to radiate from his person in a 30 ft. radius. The 
  aura lasts for a number of rounds equal to the 
  weapon’s level. All creatures in the aura take a -
  4 penalty to saves against death effects and to 
  stabilize when reduced to negative hit points. 
  Bleed damage within the aura cannot be 
  stopped with any means, including healing 
  magic. Once during the use of this ability the 
  wielder of reaper’s scythe may deliver a touch 
  of death against one opponent as if he had used 
  finger of death. 
   
   
   
   
   
   
   
   
  Weapon 
  Level 
  Wielder 
  Minimum 
  Level 
  Abilities 
  1st 
  -- 
  +1 scythe 
  2nd 
  4th 
  Bleed (3/day) 
  3rd 
  6th 
  Famine 
  4th 
  8th 
  +2 scythe 
  5th 
  10th 
  Contagion (3/day) 
  6th 
  12th 
  Plagues 
  7th 
  14th 
  +3 wounding 
  scythe 
  8th 
  16th 
  Bestow Curse 
  (3/day) 
  9th 
  18th 
  Death’s Aura 
  10th 
  20th 
  +4 keen wounding 
  scythe 
   
   
   
   
   
   
  
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  Location 
   
  The Black Stone 
   The Black Stone is an encounter site that can be 
  placed in any area where the PCs intend to 
  spend some time adventuring and exploring. 
  The item might be the remnant of a dead 
  civilization or left over when the location’s 
  original inhabitants retreated in the face of new 
  settlers. The PCs might find it while moving 
  through a forest or when called in to investigate 
  a series of kidnappings and murders. The Black 
  Stone might also sit at the top of a of wizard’s 
  tower or in the center of a long-lost 
  subterranean city. 
       Whatever the case, the Black Stone works 
  best if its effects are slowly revealed over the 
  course of a few weeks, and especially if a PC 
  succumbs to the stone. While the affected 
  character enjoys his enhanced power, a grisly 
  murderer strikes a nearby village or works his 
  way through the party’s underlings. Only with 
  time should the culprit’s identity become 
  known. 
       The Black Stone exudes an air of menace and 
  dread. Depending on the culture and those who 
  once employed it (or still do), it can be either an 
  upright pillar jutting from the earth or a broad 
  slab like an altar. In either case, the stone 
  appears made of ebony and weathered runes 
  carved into its surface suggest a sinister 
  purpose. 
       A DC 25 Knowledge (arcana) or Knowledge 
  (religion) check reveals the Black Stone was 
  once used in ritual sacrifice. Depending on the 
  campaign, it might once have served a sect 
  dedicated to a god of chaos or madness, or was 
  used to enhance the power of a wizard or 
  summoner. A DC 30 Knowledge (arcana) or 
  Knowledge (religion) check reveals the name of 
  this god or evil arcane caster. 
      The Black Stone hungers for life-energy. 
  Former victims lurk nearby but they are no 
  longer any use to it, having all turned into 
  morlocks (see Pathfinder Bestiary) after falling 
  under the stone’s influence. The Black Stone 
  requires powerful, sentient creatures to carry 
  out its desires. 
   
       When a spellcaster of at least 5th level spends 
  more than a day within 1 mile of the Black 
  Stone, he receives a dream that night. In the 
  dream a disembodied voices demands he make 
  a sacrifice to the stone. The person must make 
  a DC 18 Will save or come under 
  a geas/quest effect (CL 13th). This effect forces 
  the PC to make a blood sacrifice to the stone 
  the next night. While he or she should be 
  sleeping the PC kidnaps another creature, binds 
  them to the black rock and cuts the victim’s 
  throat. The PC will awake with the memory of a 
  horrible dream, but won’t recall any details. 
       For 24 hours afterward whenever the PC 
  casts a spell it acts at 1d4 caster levels higher 
  than the PC but does not require extra time or 
  higher spell slots. Each time the PC casts a spell 
  he is fatigued for 1 round, as the extra energy 
  channelled through him overwhelms his system. 
      Each night the PC rests he succumbs to the 
  Black Stone’s compulsion and must slay a 
  creature upon its surface. If prevented from 
  doing so, he takes the requisite penalties as per 
  the geas/quest spell. 
      Each successful sacrifice drains the PC of 1d4 
  points of Charisma. This loss does not affect the 
  character’s spell-casting ability, but does cause 
  penalties on Charisma-based skills. Once the 
  character reaches 0 Charisma he turns into a 
  morlock with a number of barbarian levels 
  equal to ½ the former PC’s total character level 
  and joins the other thralls of the Black Stone 
  that inhabit the area. 
   
   
   
   
   
   
   
  
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  Magical Incantation 
  Incantation: The Vengeance 
  School conjuration; Effective Level 7th 
  Skill Checks Diplomacy vs. Diplomacy -4, 5 
  successes 
  Casting Time 1 hour 
  Components V, M, S 
   Material Component – corpse of creature slain 
  by the target of the spell; Special – a creature 
  that has successfully cast the incantation must 
  be present during the ritual’s performance. This 
  creature can not make the above Diplomacy 
  checks. 
  Range touch 
  Target killer of slain creature used as material 
  component 
  Duration see text 
  Saving Throw none; see text; SR no 
   
  Description 
  You summon an ancient spirit of vengeance that 
  has existed since the first man desired 
  recompense for wrongs committed against him. 
  Your pleas convince the spirit to avenge the 
  death of a person or creature you once held 
  dear. Performing the incantation requires the 
  guidance of at least one other creature that has 
  successfully completed The Vengeance at least 
  once before. Once summoned, you must 
  entreat the spirit with promises of servitude 
  and obedience after it has completed the task 
  for which you set it. 
       The spirit understands whatever language 
  you speak. You name the creature or creatures 
  you wish slain and the spirit instantly transports 
  to a space adjacent to that creature as long as 
  you and the target are on the same plane. It 
  follows the target no matter what means it 
  employs to travel. If the target changes planes it 
  proceeds to its next named opponent. If no 
  other foe exists, the incantation ends. The spirit 
  attacks the creatures in the order you name 
  them. It will not progress to a secondary target 
  unless the first target is slain or leaves the 
  plane. 
       The spirit manifests as a horrible creature 
  born from the target’s worst nightmares. It is 
  incorporeal and ignores any type of 
  concealment or cover. With a successful touch 
  attack the spirit deals 4d6 points of damage 
  against the target, plus 1d4 points of Strength 
  damage. The Strength damage can be halved on 
  a successful Fort save (DC 10 + ½ your total 
  level). 
      When the spirit attacks (either you or the 
  incantation’s target; see also Failure below) it 
  uses your total character level plus your highest 
  ability score modifier as its base attack bonus. 
  Creatures can fight back against the spirit. It 
  possesses an AC equal to 10 + your character 
  level, but otherwise uses all your defensive 
  values (save bonuses, CMD, etc.). Unlike similar 
  spells such as phantasmal killer, the summoned 
  spirit of vengeance is visible to all creatures who 
  can possibly see it. (See also Backlash). 
       The value by which you succeed or fail your 
  Diplomacy checks determines how long the 
  incantation lasts or what other deleterious 
  effects it might have on you. If you successfully 
  convince the spirit to serve you, consult the 
  following table, using the greatest difference 
  between any two checks made by you and the 
  spirit. 
   
  Won Check By: Duration 
  4 or less 
  1 hour 
  5-9 
  2 hours 
  10-14 
  3 hours 
  15 or higher 
  4 hours 
  Alternatively if you fail to enlist the spirit’s aid 
  consult this table for what happens. 
   
  Lost 
  Check By: 
  Result 
  4 or less 
  Failure 
  5-9 
  Failure and you take 1 negative 
  10 or 
  more 
  Failure, you take 1 negative level 
  and the spirit attacks you. 
  
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  Backlash 
  Whether or not the incantation succeeds the 
  spirit establishes a link with your life force. If 
  the vengeance spirit takes damage from any 
  source you also take the same amount of 
  damage (no save). If you are slain either 
  because the spirit suffers damage or you suffer 
  damage directly from some other source the 
  incantation ends and the spirit returns to the 
  realm from which it came. 
       Once the incantation ends you are affected 
  as if by a geas/quest spell cast by the spirit of 
  vengeance. The GM determines what action the 
  spirit desires you to take before you are 
  released. 
   
  Failure 
  If you fail two consecutive Diplomacy checks 
  you fail to convince the spirit of vengeance you 
  hate your target with enough passion to justify 
  the spirit’s service. If you fail by a range of 5-9 
  the spirit is angered and takes one level from 
  you as payment for its trouble. If any of your 
  failed checks were by 10 or more you lose one 
  level and the spirit also attacks, out of simple 
  spite or because it needs your life’s energy for 
  some other purpose. 
      You may try the incantation again in 24 hours. 
  Each subsequent attempt after a failure adds an 
  additional +2 to the spirit’s opposed Diplomacy 
  checks. 
       The spirit does not cast a geas/quest spell on 
  you if the incantation fails. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Master of Life 
  Not all alchemists are willing to be shackled to 
  the concepts of life and death as proposed by 
  the clerics and prophets of the world. Some 
  have begun to study the organic body as more 
  of a system of mechanical, if not purely visceral 
  parts. Those that study the mastery of life, walk 
  a dark a forbidden path – a path that leads 
  them toward necromantic pursuits and the 
  study of undead creatures not normally the 
  experimental purview of the alchemist. 
     Role: The master of life is a dangerous pursuit 
  typically only followed by those who already do 
  not fit in with civilized society. These social 
  outcasts perform dark rituals and profane rites 
  in order to bring life back to the recently 
  deceased. They are treated with suspicion at 
  best and outright hostility at worst by the 
  majority of the civilized world. 
     Alignment: Masters of life are never lawful 
  and are rarely good. 
     Hit Dice: d8 
   
  Requirements 
  To qualify to become a master of life, a 
  character must fulfill all the following criteria. 
   
  Feats: Endurance, Diehard 
   
  Skills: Heal 5 ranks, Knowledge (nature) 
  5 ranks 
   
  Spells: Ability to prepare an extract of 
  false life. 
   
  Class Skills 
  The master of life’s class skills are Appraise (Int), 
  Heal (Wis), Intimidate (Cha), Knowledge 
  (nature) (Int), Sense Motive (Wis), Stealth (Dex) 
  and Survival (Wis). 
  Skill Ranks at Each Level: 2 + Int modifier 
   
  Class Features 
  The following are class features of the master of 
  life prestige class. 
  Bomb (Su) The master of life’s class level stacks 
  with his alchemist level to determine the 
  number of bombs her can create and the Reflex 
  save DC for splash damage. Additionally the 
  bomb damage increases at the 2nd, 4th, 6th and 
  8th levels respectively. 
  
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  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Extracts per day 
  1st 
  +0 
  +0 
  +1 
  +1 
  Reanimation discovery, bombs 
  +1 level of alchemist 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Bomb +1d6, undead 
  resistance +2 
  +1 level of alchemist 
  3rd 
  +2 
  +1 
  +2 
  +2 
  Discovery 
  +1 level of alchemist 
  4th 
  +3 
  +1 
  +2 
  +2 
  Bomb +2d6, undead 
  resistance +4 
  +1 level of alchemist 
  5th 
  +3 
  +2 
  +3 
  +3 
  Discovery 
  +1 level of alchemist 
  6th 
  +4 
  +2 
  +3 
  +3 
  Bomb +3d6, undead 
  resistance +6 
  +1 level of alchemist 
  7th 
  +5 
  +2 
  +4 
  +4 
  Discovery 
  +1 level of alchemist 
  8th 
  +6 
  +3 
  +4 
  +4 
  Bomb +4d6, undead 
  resistance +8 
  +1 level of alchemist 
  9th 
  +6 
  +3 
  +5 
  +5 
  Discovery 
  +1 level of alchemist 
  10th 
  +7 
  +3 
  +5 
  +5 
  Undead transformation 
  +1 level of alchemist 
  Reanimation Discovery (Su) Instead of creating 
  a bomb, the alchemist can create a reanimation 
  potion that can be poured onto any dead 
  corporeal creature with Hit Dice equal to one-
  half the master of life’s character level. In one 
  round the dead corporeal creature will rise as a 
  fast zombie (as per the template) under the 
  master of life’s control. After one hour the 
  effects of the potion wear off and the zombie 
  crumbles into dust. 
  Undead Resistance (Ex) At 2nd level, a master of 
  life gains a +2 bonus on all saving throws against 
  the supernatural abilities of undead creatures. 
  This bonus increases to +4 at 4th level,  to +6 at 
  6th level and then again at 8th level to +8. 
  Discovery (Su) At 3rd level, and then again at 
  every 2 levels thereafter, a master of life makes 
  an incredible alchemical discovery. Unless 
  otherwise noted, a master of life cannot select 
  an individual discovery more than once. 
  Masters of life may draw these discoveries from 
  the alchemist’s list of discoveries or the 
  discoveries listed below provided they meet the 
  prerequisites. 
     Advanced Zombie Reanimation: When a 
  master of life creates a reanimation potion, the 
  animated zombie gains the advanced creature 
  template. The master of life must be at least 5th 
  level to learn this discovery. 
     Combine Reanimation: When a master of life 
  creates a reanimation potion, he may combine 
  any two of the following discoveries: Advanced 
  Zombie Reanimation, Fiendish Zombie 
  Reanimation, Giant Zombie Reanimation, 
  Plague Zombie Reanimation, Relentless Zombie 
  Reanimation. The master of life must be at least 
  7th level to learn this discovery.    
     Extend Reanimation: When a master of life 
  creates a reanimation potion, the animated 
  zombie will persist for two hours before 
  crumbling to dust. This discovery may be taken 
  twice, the second time the duration will 
  increase to four hours. 
     Fiendish Zombie Reanimation: When a master 
  of life creates a reanimation potion, the 
  animated zombie will be infused with evil and 
  gain the fiendish creature template.  
     Giant Zombie Reanimation: When a master of 
  life creates a reanimation potion, the animated 
  zombie gains the giant creature template. The 
  master of life must be at least 5th level to learn 
  this discovery. 
     My God, They Are Using Tools: When the 
  master of life creates a reanimation potion, the 
  animated zombie possesses a full base attack 
  bonus, can wield martial weapons and possess a 
  number of feats as their hit dice would allow if 
  
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  they were intelligent. The master of life must be 
  at least 7th level to learn this discovery. 
     Plague Zombie Reanimation: When a master 
  of life creates a reanimation potion, the 
  animated zombie will instead rise as a plague 
  zombie (as per the plague zombie template). 
    Relentless Zombie Reanimation: When a 
  master of life creates a reanimation potion, the 
  animated zombie gains all the features of the 
  fast zombie template plus a climb speed equal 
  to ½ its base land speed, the scent special ability 
  and a +4 racial bonus to track by scent and two 
  additional hit dice. The master of life must be at 
  least 7th level to learn this discovery. 
  Undead Transformation (Su) At 10th level, the 
  master of life’s close association with undead 
  transforms him into a creature that is no longer 
  completely alive. He has no Constitution score 
  (however if his Constitution was previously 
  higher than his Charisma, his Charisma score is 
  increased to match his old Constitution), he 
  gains darkvision 60 ft. and all undead 
  immunities. He may apply his undead resistance 
  bonus to all saves against channel energy 
  effects. 
   
  Sample Master of Life 
  Harro East, Master of Life CR 4 (1,200 XP) 
  Male elven alchemist 5/master of life 3 
  Init +2; Senses low-light vision; Perception +13 
  [Defense] 
  AC 13, touch 12, flat-footed 11  
  (+2 Dex, +1 natural) 
  hp 20 (8d8-16) 
  Fort +6, Ref +7, Will +4; +2 vs. enchantment, +4 
  vs. poison, +2 vs. undead 
  Immune sleep 
  [Offense] 
  Speed 30 ft. 
  Melee mwk longsword +9/+4 (1d8/19-20) 
  Ranged +1 longbow +11/+6 (1d8+1/x3) or bomb 
  +10 (4d6+4 fire) 
  Special Attacks bomb/reanimations 12/day 
  (3d6+4 fire or acid, DC 18; or fiendish fast 
  zombie [4 HD max]), throw anything 
  Alchemist Extracts Prepared (CL 8th; 
  concentration +12) 
  3rd- beast shape I, cure serious wounds 
  2nd- alter self, barkskin, bear’s endurance, vomit 
  swarm 
  1st- bomber’s eye, enlarge person, expeditious 
  retreat, shield 
  [Statistics] 
  Str 10, Dex 14, Con 6, Int 18, Wis 11, Cha 14 
  Base Atk +8; CMB +8; CMD 20 
  Feats Brew Potion, Diehard, Elven Accuracy, 
  Endurance, Heroic Recovery, Throw Anything 
  Skills Craft (alchemy) +20, Heal +11, Knowledge 
  (arcana) +15, Knowledge (nature) +15, 
  Perception +13, Spellcraft +15, Survival +11, Use 
  Magic Device +13; Racial Modifiers +2 
  Perception 
  SQ alchemy (swift), discovery (acid bomb, feral 
  mutagen), elven magic, extract, mutagen, 
  poison use, weapon familiarity 
  Gear amulet of natural armor +1, cloak of 
  resistance +1 , potion of cure moderate wounds 
  (2), spell component pouch, 2000 gp in gems. 
   
  Harro never was very good at being an elf. The 
  other near immortal members of his race never 
  understood his preoccupation with death. 
  When his was caught defiling an elven burial 
  mound in search of fresh hosts to work with he 
  was exiled from his home. 
       Having lost his homeland,  Harro adopted the 
  human style name of Harro East and moved to 
  the city. Setting up an alchemy shop near a local 
  graveyard, Harro has had many opportunities to 
  improve his study of life and death. When 
  locating proper species became too difficult he 
  would fulfill his need to study be poison some 
  of the local homeless people, travellers or 
  adventurers in search of potions. 
     Harro quickly learned that his powers over life 
  and death allowed him to not only animate 
  humanoid creatures but any corporeal creature 
  at all. To that end, he keeps on hand in his shop 
  a number of recently killed wolverines that he 
  can animate to act as his guardians. He refers to 
  this fiendish fast zombies as his hounds. 
   
  * Due to Harro’s low hit point and armor class 
  his challenge rating has been reduced to 4. Even 
  at this level, when player characters encounter 
  him, he should have several zombie minions. 
  
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  Harro is a very weak opponent as written but if 
  he has time to prepare he could have twelve 
  hounds to fight for him plus he could enhance 
  himself with barkskin (+3 natural), shield (+3 
  shield) and bear’s endurance (to increase hp to 
  36). 
   
  Master East’s Hounds 
  Fast Fiendish Zombie Wolverine 
  NE Medium undead (augmented animal, evil) 
  Init +3; Senses low-light vision, darkvision 60 ft., 
  scent; Perception +0 
  [Defense] 
  AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 natural) 
  hp 22 (4d8+4) 
  Fort +1, Ref +3, Will +4 
  Immune undead traits; Resist cold 5, fire 5; SR 6 
  [Offense] 
  Speed 40 ft., burrow 10 ft., climb 10 ft. 
  Melee 2 claws +5 (1d6+3), bite +5 (1d6+3) 
  Special Attacks quick strikes 
   [Statistics] 
  Str 17, Dex 17, Con --, Int --, Wis 10, Cha 10 
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip) 
  Feats Toughness 
  Skills Climb +11 
  [Special Abilities] 
  Quick Strikes (Ex) Whenever one of the hounds 
  takes a full attack action, it can make one 
  additional claw attack as its full attack bonus. 
   
  Witch Hexes 
     Hex Sight (Su):  The witch can determine if a 
  creature or an area is under the hex of another 
  witch. The subject of hex sight must be visible 
  to the witch and within 30 ft. If the witch 
  succeeds on a caster-level check against the 
  witch who cast the hex, she may also learn facts 
  about the witch as if she had cast a commune 
  spell. The witch must be at least 4th level to 
  take this hex. 
     Lame (Su): The witch causes a creature’s legs 
  to curl and wither, hobbling them. The creature 
  takes a -10 ft. penalty to its speed for a number 
  of rounds equal to the witch’s Intelligence 
  modifier (minimum 1). This penalty increases to 
  -15 ft. at 8th level and -20 ft. at 16th level. 
     Curse of the Ages (Su): The witch can cause a 
  creature to prematurely age. The target takes a 
  -2 penalty to attacks, damage and Strength-
  based skills and checks for 1 round. This penalty 
  increases by -2 at 8th level and at 16th level. A 
  Fortitude save negates the effect. 
     Corpse Body (Su): The witch can make herself 
  appear as a withered, desiccated corpse. Her 
  appearance is so unsettling creatures must 
  make a Will save or become shaken for 1 round. 
  Unintelligent undead ignore the witch when she 
  is in this state. 
     Spirit Whispers (Su): Invisible entities surround 
  the witch, constantly whispering secrets to her. 
  She gains a +2 bonus to any Knowledge check 
  and can make Knowledge checks untrained. The 
  witch may use this ability a number of times per 
  day equal to her Intelligence modifier. 
     Wasting (Su): A witch can place a wasting 
  curse on any creature within 60 ft., causing it to 
  slowly wither and die. The target takes 2 points 
  of Constitution damage. A Fortitude save 
  negates the effect. Each day the target must 
  make a Fortitude save or lose an additional 2 
  points of Constitution. This ability damage does 
  not heal until the target ends the hex with a 
  successful save. 
     Know Past Wrongs (Su): The witch can view 
  the past actions of any creature within 30 ft. 
  She can see events the target has performed 
  within the previous 24 hours. She only sees and 
  hears events from a gross perspective, such as 
  the character’s theft of the duke’s signet ring. 
  She can not discern fine details such as the text 
  of a book the target read before the theft. Also, 
  the witch only views events the target was also 
  aware of at the time. The witch would not see 
  the duke observing the theft from behind the 
  curtains in his bedroom. At 8th level the witch 
  can observe events from as far back as 48 hours 
  prior to using this ability. 
     Weapon Hex (Su): The witch can imbue a 
  touched weapon with one of the following 
  special qualities: bane, keen, vicious, or 
  wounding. This special enhancement lasts for 1 
  round. At 8th level and 16th level the duration 
  of this ability increases by 1 round. 
   
  
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  Witch Patron 
  Vengeance 
  The witch is feared for her ability to curse those 
  who cross her path.  Some witches make this 
  their specialty. They enter into a pact with a 
  force that serves creatures who desire to punish 
  others for a wrong done to them or a loved one. 
       The service of a vengeance witch does not 
  come lightly. Vengeance witches exact a steep 
  price, and one not made of gold. These witches 
  often demand a favor in return, one odious to 
  the performer, but not an act that causes the 
  person to violate their alignment.  
       A witch with a patron of vengeance can learn 
  the following additional spells from her familiar. 
   
  Vengeance 2nd – touch of gracelessness, 4th – 
  pox pustules, 6th – keen edge, 8th – contagion, 
  10th – hungry pit, 12th – harm, 14th – 
  phantasmal revenge, 16th – earthquake, 18th – 
  implosion. 
   
  Sample Vengeance Witch 
  Suriel CR 13 (25,600 XP) 
  Female human witch (vengeance) 13 
  CE Medium humanoid (human) 
  Init +5; Senses darkvision 60 ft., see invisibility; 
  Perception +16 
  [Defense] 
  AC 15, touch 13, flat-footed 14  
  (+2 armor, +2 deflection, +1 Dex) 
  hp 58 (13d6+13) 
  Fort +6, Ref +7, Will +15 
  Defensive Abilities freedom of movement 
  [Offense] 
  Speed 30 ft. 
  Melee masterwork dagger +6 (1d4-1) 
  Ranged masterwork light crossbow +7 (1d8) 
  Special Attacks hex DC 22 (agony, curse of the 
  ages, lame, evil eye, wasting, waxen image) 
  Witch Spells Prepared (CL 13th) 
    7th – phantasmal revenge (DC 23) 
    6th – eyebite (DC 24), harm(DC 24), summon 
  monster VI 
    5th – baleful polymorph (DC 21), cure critical 
  wounds, hungry pit (DC 21), suffocate (DC 23) 
    4th – arcane eye, black tentacles, contagion (DC 
  22), dimension door, enervation (DC 22) 
    3rd – arcane sight, bestow curse (DC 21), fly, 
  pain strike (DC 19), vampiric touch (DC 21) 
    2nd – alter self, augury, blindness/deafness (DC 
  20), create pit (DC 20), death knell (DC 20), see 
  invisibility 
    1st – burning hands, cure light wounds, identify, 
  mage armor, ray of enfeeblement (DC 19), touch 
  of gracelessness (DC 17) 
     0 – bleed (DC 18), detect magic, mending, 
  resistance 
  [Statistics] 
  Str 8, Dex 12, Con 10, Int 22 
  (20), Wis 17, Cha 16 (14) 
  Base Atk +6; CMB +5; CMD 18 
  Feats Craft Wondrous Item, Extra Hex, Greater 
  Spell Focus (necromancy), Improved Initiative, 
  Iron Will, Spell Focus (necromancy), Toughness 
  Skills Bluff +18, Craft +22, Diplomacy +16, 
  Disguise +16, Knowledge (arcana) +22, 
  Knowledge (planes) +22, Perception +16, 
  Spellcraft +22, Use Magic Device +19 
  Languages Abyssal, Common, Draconic, Infernal 
  SQ familiar (viper), hex sight, know past wrongs 
  Combat Gear wand of hold person(13 charges, 
  CL 5th), potion of cure moderate wounds 
  Gear bracers of armor +2, headband of mental 
  prowess +2 (Intelligence, Charisma), hand of 
  glory, ring of resistance +2 (as cloak), ring of 
  protection +2, ring of freedom of movement, 
  scroll of phantasmal killer (CL 10th) 
    
  Most of the time Suriel the Witch appears as an 
  unremarkable middle-aged woman -- neither fat 
  nor thin, neither beautiful nor ugly. About her 
  there is air of menace, perhaps cast by her 
  penetrating gaze that seems to pierce an 
  individual to his soul. She wanders the 
  countryside dispensing cheap wards and charms 
  to the peasantry accepting a few coins or a meal 
  as payment.  A traveler passing Suriel on the 
  road might assume she was simply a commoner 
  out for a stroll. 
       However, Suriel’s reputation is widely 
  known. Those who desire revenge for some 
  wrong, recompense for an evil committed 
  against them can always trust Suriel to show up 
  when they are at their most angry, ready to 
  
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  bargain away anything, even their soul, for 
  justice. 
       It is then her true evil emerges. She promises 
  whatever the individual desires but demands a 
  high price in exchange. She knows the best time 
  to convince a person to accept the bargain she 
  offers – when passion clouds their judgement 
  and emotions hold sway. Her greatest 
  enjoyment comes when she can persuade 
  usually kind and gentle people to go against 
  their better natures for the ephemeral 
  satisfaction of revenge. Everyone regrets paying 
  Suriel’s final price. 
       Suriel avoids melee combat. If attacked she 
  flees, but then returns days (or sometimes even 
  months or years) later in disguise and secretly 
  curses her enemies so she can enjoy watching 
  their slow painful deaths. Those who cross her 
  path die. 
       The Suriel presented here is near the height 
  of her powers. She has made darkvision and see 
  invisibility permanent on herself. She hasn’t yet 
  constructed her witch-board, but in a year or 
  two she will be of a high enough level. 
   
   
  Vampiric Horror 
  Underbaron Lord Ick-Chomp, Vampire Otyugh 
  CR 6 (2,400 XP) 
  NE Large undead (augmented magical beast) 
  Init +4; Senses all-around vision, darkvision 
  60 ft., low-light vision; Perception +25 
   
  AC 26, touch 12, flat-footed 23 (+2 Dex, +1 
  dodge, +14 natural, -1 size) 
  hp 33 (6d8+6); fast healing 5 
  Fort +5, Ref +7, Will +4 
  Defensive Abilities channel resistance +4; 
  DR 10/magic and silver; Immune disease, 
  undead traits; Resist cold 10, electricity 10 
  Weaknesses vampire weaknesses 
   
  Speed 30 ft. 
  Melee bite +12 (1d8+7 plus disease plus 
  energy drain), 2 tentacles +7 (1d6+3 plus 
  grab plus energy drain) 
  Space 10 ft.; Reach 10 ft. (15 ft. with 
  tentacle) 
  Special Attacks blood drain, children of the 
  night (rat swarms only), constrict (tentacle, 
  1d6+3), create spawn, dominate (DC 13), 
  energy drain (2 levels, DC 13) 
   
  Str 24, Dex 14, Con -, Int 7, Wis 15, Cha 10 
  Base Atk +6; CMB +11 (+15 
  grapple); CMD 22 (24 vs. trip) 
  Feats Ability Focus (disease), AlertnessB, 
  Combat ReflexesB, DodgeB, Improved 
  InitiativeB,  Lightning ReflexesB, Stealthy, 
  ToughnessB, Weapon Focus (tentacle) 
  Skills Bluff +8, Escape Artist +4, Perception 
  +25, Sense Motive +12, Stealth +8; Racial 
  Modifier +8 Bluff, Perception, Sense Motive, 
  Stealth  
  Languages Common 
  SQ change shape (dire bat or crocodile, beast 
  shape I), gaseous form, shadowless, spider 
  climb 
   
  Disease (Su) Undead Filth fever: Bite—injury; 
  save Fortitude DC 13; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. 
  The save DC is Charisma-based. 
   
  - 
  From I, Ick-Chomp scrawled on sewer 
  wall in blood. 
   
  Ick-Chomp was regular otyugh. Then me’s get 
  killed by stoopid blood sucker. Me awoken later 
  with newfound bloodlust and can’t go out into 
  stooped sunlight. Me hate bloodsucker and tear 
  him apart.  
   
  No fleshy things escape my teeth now. Me 
  faster, me am smarter and me plan to eat all 
  me can get tentacle on. Me also like rats who 
  me can make swarm, squeak and flee. Now me 
  hunt hewmans that enter me sewer and gobble 
  up all their blood. 
   
  Om nom nom... 
   
  Note: Ick-Chomp is based off the magical 
  beast version of the otyugh that Mark is 
  obsessed with on the Grand OGL Wiki. 
   
  
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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 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) 
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  sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
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  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 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
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  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 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach 
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  P a g e  | 24 
   
  All text on pages 3-22 are considered Open Game Content. 
  15. COPYRIGHT NOTICE 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkinson, Bruce 
  R. Cordell, John Tynes, Andy Collins and JD Wiker 
  3E Tower Copyright 2000-2002, John T. Dodson; Author: John T. Dodson. 
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Alchemy & Herbalists Copyright 2002, Bastion Press, Inc. 
  Ancestral Vault copyright 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W. Dolunt and Chris Jones. 
  Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski 
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Author Erik Mona 
  Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc. 
  Artifacts of the Ages: Swords and Staves Copyright 2003, The Game Mechanics, Inc.; Authors JD Wiker and Rich Redman 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Bestiary of Loerem, Copyright 2002, Sovereign Press 
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc. 
  Book of Erotic Fantasy, Copyright 2003, Valar Project, Inc. 
  Bow & Blade: A Guidebook to Wood Elves, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris 
  Thomasson 
  Broadsides!: Naval Adventuring copyright 2003, Living Imagination, Inc. 
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc. 
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc. 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick. 
  Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc.; Author Scott Charlton, Brian Dalrymple, Jarad Fennell, Matt Forbek, 
  Shawn Havraneck, Henry Lopez, William Simoni, Eric Weiner, based upon the original concept by Henry Lopez. 
  Common Ground II – Guard Towers, Private Clubs and Thieves Guild Copyright 2002, Bard’s Productions, LLC 
  Creature Catalog, Copyright 2001, Scott Greene, http://www.enworld.org/cc 
  Creature Collection Copyright 2000, Clark Peterson 
  Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc. 
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc. 
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc. 
  Creatures of Freeport, Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis. 
  Crime and Punishment, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker 
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  d20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood 
  d20 Skills-n-Feats Martial Arts System, Copyright 2001, Kenneth S. Hood 
  d20 Skills-n-Feats Psionics System, Copyright 2001, Kenneth S. Hood 
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Rik Shepard. 
  Dark Walkers Copyright 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch 
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth. 
  Dawnforge Copyright 2003, Fantasy Flight Publishing, Inc. 
  Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc. 
  Death in Freeport, Copyright 2000, Green Ronin Publishing 
  Denizens of Avadnu Copyright 2003, The Inner Circle. 
  Diomin, Copyright 2000, OtherWorld Creations, Inc. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Dragons Copyright 2001, Alderac Entertainment Group, Authors A. A. Acevedo, J. Darby Douglas III, Peter Flanagan, Andrew 
  Getting, Mike Leader, Mike Mearls, jim pinto, Ree Soesbee, Douglas Sun. 
  Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight Publishing, Inc. 
  Dread Codex, copyright 2005 Adamant Entertainment. Author: Bret Boyd. 
  
  P a g e  | 25 
   
  All text on pages 3-22 are considered Open Game Content. 
  Dungeons, Copyright 2000, Alderac Entertainment Group 
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott 
  Egyptian Gods, Copyright 2002, Bastion Press 
  Eldest Sons: The Essential Guide to Elves, Copyright 2002, Paradigm Concepts, Inc. 
  e-Minions: Cunning Creatures, copyright 2001, Bastion Press 
  Encyclopaedia Arcane: Demonology Copyright 2001, Mongoose Publishing 
  Evil, Copyright 2001, Alderac Entertainment Group 
  Fading Suns d20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon 
  Faeries Copyright 2003, Bastion Press, Inc. 
  Forbidden Kingdoms, Copyright 2002, OtherWorld Creations, Inc. 
  Forged in Magic, Copyright 2002, Paradigm Concepts, Inc. 
  Freeport The City of Adventure, Copyright 2002, Green Ronin Publishing ; Authors Matt Forbeck and Chris Pramas. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  From Stone to Steel Copyright 203, MonkeyGod Enterprises LP. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Good, Copyright 2003, Alderac Entertainment Group 
  Grim-n-Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood 
  Hammer & Helm: A guidebook to Dwarves, Copyright 2002, Green Ronin Publishing; Author Jesse Decker 
  Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc. 
  Hornsaw: Forest of Blood Copyright 2002, White Wolf Publishing, Inc. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  If Thoughts Could Kill Copyright 2002 Bruce R. Cordell. All Rights Reserved. 
  Incantations in Theory and Practice, Copyright 2010, Zombie Sky Press, www.zombiesky.com. 
  Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc. 
  Into the Black Copyright 2003, Bastion Press, Inc. 
  Into the Green Copyright 2003, Bastion Press, Inc. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Philip Masters. 
  Jade Dragons and Hungry Ghosts, Copyright 2001, Green Ronin Publishing; Authors Wolfgang Baur, David “Zeb” Cook, Erik 
  Mona, Leon Phillips, Chris Pramas, and Steven E. Schend 
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas 
  Librum Equitis Vol 1 Copyright 2001, Ambient, Inc.; Author Matthew Jason Parent 
  Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart 
  Magic of Rokugan Copyright 2002, Alderac Entertainment Group. 
  Magus, Copyright 2001, Hector Hernandez 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.  
  Masters of Arms Copyright 2002, Steven Palmer Peterson. 
  Mercenaries, Copyright 2002, Alderac Entertainment Group 
  Minions: Fearsome Foes, Copyright 2001, Bastion Press 
  Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian 
  Livingstone and Mark Barnes. 
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. 
  Monster, Copyright 2002, Alderac Entertainment Group 
  Monstrous Feats Copyright 2007, Reality Deviant Publications, Author Ewan Conradie 
  Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; Author Steve Kenson 
  Mythic Races Copyright 2001, Fantasy Flight, Inc. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Mystic Eye Games & 
  Ambient Inc. 
  Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games 
  Nightmares & Dreams II: A Creature Collection, Copyright 2002, Mystic Eye Games 
  Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt. 
  Oathbound: Domains of the Forge Copyright 2002, Bastion Press, Inc. 
  Oathbound: The Plains of Penance, Copyright 2003, Bastion Press 
  
  P a g e  | 26 
   
  All text on pages 3-22 are considered Open Game Content. 
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press 
  Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and 
  Elton Robb. 
  Open game content from Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose Publishing. 
  Open game content from Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing Ltd. 
  Open Game Content from The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a Atlas Games; editor Michelle A. 
  Brown Nephew. 
  Open game content from The Quintessential Cleric copyright 2002, Mongoose Publishing. 
  Open game content from The Quintessential Drow copyright 2003, Mongoose Publishing Ltd. 
  Open game content from The Quintessential Wizard copyright 2002, Mongoose Publishing. 
  Open Game Content from Seas of Blood – Fantasy on the High Seas Copyright 2001, Mongoose Publishing 
  Open Game Content from Seven Strongholds Copyright 2002, Trident Inc. d/b/a Atlas Games; author Robin D. Laws 
  Open Game Content from The Tide of Years, Copyright 2001, Michelle A. Brown Nephew 
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that 
  were renamed in the System Reference Document. The Compendium can be found on the legal page of 
  www.necromancergames.com. 
  Pale Designs: A Poisoner’s Handbook, Copyright 2002, Bastion Press 
  Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc. 
  Path of Shadow, Copyright 2002, Fantasy Flight Publishing, Inc 
  Path of the Magi, Copyright 203, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck and Mike McArtor 
  Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc. 
  Pathfinder Chronicles: Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCreary, 
  and F. Wesley Schneider. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo. Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc. 
  Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc. 
  Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing, Inc. 
  Player’s Guide to Wizards, Bards, and Sorcerers Copyright 2003, White Wolf Publishing, Inc. 
  Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett 
  Relics & Rituals Copyright 2001, Clark Peterson 
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. 
  Rokugan Copyright 2001, Alderac Entertainment Group. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Scarred Lands Campaign Setting: Ghelspad Copyright 2001, White Wolf Publishing, Inc. 
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing, Inc. 
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc. 
  Seafarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc. 
  Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur. 
  Secrets & Societies Copyright 2002, White Wolf Publishing, Inc. 
  Serpent in the Fold: Serpent Amorpha Cycle, Book I Copyright 2002, White Wolf Publishing, Inc. 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Neville White. 
  Shelzar: City of Sin Copyright 2003, White Wolf Publishing, Inc. 
  Spells & Magic Copyright 2002, Bastion Press, Inc. 
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc. 
  Spycraft, Copyright 2002, Alderac Entertainment Group 
  Swashbuckler, Copyright 2001, Felix Lim Jr. 
  Testament: Roleplaying in the Biblical Era copyright 2003, Green Ronin Publishing; Author Scott Bennie 
  The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and David “Zeb” Cook 
  The Book of the Righteous, Copyright 2002, Aaron Loeb 
  The Book of Eldritch Might Copyright 2001-3 Monte J. Cook. All Rights Reserved. 
  The Book of Eldritch Might II: Songs and Souls of Power Copyright 2002-3 Monte J. Cook. All rights reserved. 
  The Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  
  P a g e  | 27 
   
  All text on pages 3-22 are considered Open Game Content. 
  The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc. 
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved. 
  The Devil Player’s Guide Copyright 2003, Fast Forward Entertainment, Inc. 
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. 
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing, Inc. 
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2010 Purple Duck Games; Authors: Mark Gedak, Alex 
  Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, 
  Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall. 
  The Lore of the Gods: The Asgardians, copyright 2002, Bastion Press 
  The Lore of the Gods: The Olympians, copyright 2002, Bastion Press 
  The Penumbral Pentagon Copyright 2003, White Wolf Publishing, Inc. 
  The Primal Codex Copyright 2001, Netherland Games Inc. 
  The Quintessential Rogue, Copyright 2002, Mongoose Publishing 
  The Serpent and the Scepter: Serpent Amorpha Cycle, Book II Copyright 2002, White Wolf Publishing, Inc. 
  The Serpent Citadel: Serpent Amorpha Cycle, Book III Copyright 2003, White Wolf Publishing, Inc. 
  The Shaman’s Handbook, Copyright 2002, Green Ronin Publishing, Author, Steve Kenson. 
  The Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb 
  The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb 
  The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing and Additional 
  material by Spike Y. Jones 
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc. 
  The Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson 
  Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Ambient Inc.; Authors M Jason Parent, Denise 
  Robinson, Chester Douglas III 
  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. 
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin 
  Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick 
  Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook. 
  Torn Asunder: Critical Hits, Copyright 2003, Bastion Press, Inc. 
  Tournaments, Fairs, and Taverns, Copyright 2002, Natural 20 Press 
  Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc. 
  Uncommon Character Copyright 2003, Trident Inc., d/b/a/ Atlas Games 
  Undead Copyright 2001, Alderac Entertainment Group; Authors: Noah Dudley, Andrew Getting, Travis Heerman, Mike Mearls, 
  Jim Pinto, Ree Soesbee, Eric Steiger, Douglas Sun and Rich Wulf. 
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc. 
  Vigil Watch: Warren of the Ratmen Copyright 2002, White Wolf Publishing, Inc. 
  Villains, Copyright 2002, Bastion Press, Inc. 
  Vitality and Wound Points, A d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson 
  War, Copyright 2002, Alderac Entertainment Group 
  Way of the Witch, Copyright 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, and Christina Stiles 
  Waysides: Book of Taverns Copyright 2003, Eden Studios, Inc. 
  Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc. 
  Wild Spellcraft, Copyright 2002, Natural 20 Press 
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Wrath & Rage: A Guidebook to Orcs and Half-orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore. 
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax. 
  Horrors of the GOW Copyright 2010 Mark Gedak and Stefen Styrsky. Published by Purple Duck Games. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Horrors of the GOW.pdf