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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx    
   
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Tamás Baranya 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Tamás Baranya, Hugo Solis, and public domain  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  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. 
   
   
  Faces of the Tarnished Souk: The Mad Wench Maelgatryx © 2011 Steven D. Russell, Open Gaming License Copyright © 2007 
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
   
  
  1 
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx
  The Mad Wench Maelgatryx    
  The dream-witch Maelgatryx used to spend her time 
  doing mischief on the Shores of Sleep, cackling and 
  casting nightmares into the minds of slumbering 
  mortals, but these days she's the cranky wench-
  proprietor of The Rotgut Cauldron, the Tarnished Souk's 
  most unapologetically evil tavern. Clearly unconcerned 
  with her looks, she is a wild-eyed, ratty-haired woman 
  covered in garish tattoos and dressed in little more than 
  rags. Despite her vagrant appearance, Maelgatryx is 
  highly skilled and is quite intelligent; she is a devious 
  master of hexes and spells, capable of cursing her 
  victims with a staggering variety of afflictions. The Mad 
  Wench is a devout agent of the forces of nightmare, 
  motivated by a depraved desire to see every other being 
  in existence corrupted, tormented, and broken in a 
  living nightmare without end. Even though she is 
  obnoxious, shrill, rude, hostile, sadistic, a mean drunk, 
  and even meaner sober, she has developed a 
  surprisingly loyal (and completely vile) horde of regular 
  customers at The Rotgut Cauldron due, strangely 
  enough, to her complete lack of regard for who anyone is, 
  what they've done, or why she should care. Maelgatryx 
  knows the true history of the Coliseum Morpheuon and 
  how the Khan of Nightmares came to power, and she 
  will sometimes slur through fragments of the tale when 
  well into her cups. The witch's signature possession is a 
  pair of shrunken heads – a minor artifact and totem of 
  her fiendish lineage – with whom she often holds 
  animated 
  (albeit 
  one-sided) 
  conversations. 
  While 
  everyone knows that Maelgatryx worships “Papa 
  Nightmare” as the source of her dark voodoo powers, 
  few realize that she is a direct blood descendant of the 
  Khan of Nightmares, albeit several generations removed. 
   
  Dreamburning and Th
  Dreamburning and Th
  Dreamburning and Th
  Dreamburning and The Mad Wench Maelgatryx
  e Mad Wench Maelgatryx
  e Mad Wench Maelgatryx
  e Mad Wench Maelgatryx 
  Hope (none): To become a nightmare, Maelgatryx had 
  to suffer the most torturous, soul-shattering depths of 
  nightmare herself. Those atrocities left a deep scar. As 
  such, she has no Hope, per the Dream-Scarred trait. 
  Aspiration: Maelgatryx aspires to win the praise of the 
  Khan of Nightmares by becoming a true force of 
  nightmare. In her dreams, she exults in the agony of 
  wailing victims, encouraged by the Khan's evil chuckle. 
  Goal: Maelgatryx loves the taste of soul gems and the 
  rush that comes from consuming them. She daydreams 
  about feasting on the captured souls of powerful beings. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk 
  The Rotgut Cauldron is a large, ramshackle building 
  constructed from layers of oily canvas tacked to a 
  towering framework of blackened wooden posts. Out 
  front, an iron cauldron full of smoking entrails emits the 
  noxious odor of brimstone, burnt flesh, and rancid beer. 
  Inside, battered but stout furniture gives fiendish 
  customers a place to park their bulks, and a blood-
  scrawled sign hanging above the bar lists “specials” that 
  include the most awful and sinful liquids imaginable. 
  Half-erased summoning circles mark up the floor, and 
  half-eaten bodies of victims-turned-refreshments pile up 
  in the corners. Maelgatryx runs the tavern with the aid 
  of two slothful ratkin employees, screeching orders, 
  badgering customers, and slamming down more rotgut 
  whiskey than she sells. 
   
  Lore
  Lore
  Lore
  Lore 
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 The Mad Wench Maelgatryx is a tiefling. She 
  runs The Rotgut Cauldron, a dive bar. 
  DC 20 She is a witch but sometimes rages like a 
  barbarian. Her tattoos and runes are magical. People say 
  she is “as charming as two otyughs gargling hot garbage”.  
  DC 25 She practices voodoo magic and can work a wide 
  variety of curses, hexes, and debilitating spells. The 
  shrunken heads she wears around her neck are a 
  powerful magic item and have their own sentience. 
  DC 35 She is a hopeless drunk. She is feeble from years 
  of hard living; she compensates by carving runes of 
  strength into her flesh (which are vulnerable to erasure). 
  DC 40 She has rakshasa blood and is a descendant of 
  the Khan of Nightmares, who she worships as “Papa 
  Nightmare”.  
   
  How To Use The Mad Wench Ma
  How To Use The Mad Wench Ma
  How To Use The Mad Wench Ma
  How To Use The Mad Wench Maelgatryx
  elgatryx
  elgatryx
  elgatryx 
  • The Rotgut Cauldron is an appropriately wretched 
  setting for the PCs to meet with an evil contact or 
  otherwise mingle with a rough crowd. Maelgatryx can 
  provide dark humor as the unpleasant bar wench, or 
  she can act as a necessary evil if required as a go-
  between to reach someone or something sinister. 
  • Maelgatryx is a surly drunk and likes to pick bar 
  fights. She might assault a PC for no other reason than 
  she “doesn't like his face”, serving as a vicious random 
  encounter. Her demonic regulars might back her up. 
  • Maelgatryx's hexes make her a valuable support 
  character in battle. Team her up with another villain 
  to make a tough fight even worse. She might be 
  working for hire, or simply enjoying the mayhem. 
  • If 
  playing 
  “The 
  Salvation 
  Epoch” 
  (Coliseum 
  Morpheuon, Chapter 10): Maelgatryx learns of Lady 
  Puzzledeep's quest for morality and is intent on 
  sabotaging the effort. While Puzzledeep is immune to 
  mind-affecting 
  effects 
  (including 
  many 
  of 
  Maelgatryx's hexes and spells), Jig and the PCs are 
  not. 
  • Manjamanja gobbles up the soul of a fallen PC (or 
  ally, or enemy) and traps it in a soul gem. The PCs 
  must bargain, beg, or battle with Maelgatryx .  
  
  2 
  The Mad Wench Maelgatryx CR 20
  XP 307,200
  Female 
  rune-carved 
  rakshasa-spawned 
  tiefling 
  barbarian (drunken brute) 1/witch 16
  NE Medium outsider (native)
  Init +5; Senses darkvision 60 ft.; Perception +25
   
  Defense
  AC 28, touch 19, flat-footed 23 (+8 armor, +5 
  deflection, +5 Dex, -1 racial, +1 shield)
  hp 116 (17 HD; 16d6+1d12+51)
  Fort +15, Ref +15, Will +16
  Immune explosive runes, glyph, and symbol spells; 
  Resist cold 5, electricity 5, fire 5
  Weaknesses vulnerable, vulnerability to erase
   
  Offense
  Speed 30 ft.
  Melee Hoscoe and Bogg +13/+8 (1d8+4) or Hoscoe 
  and Bogg +11/+11/+6/+6 (1d8+4)
  Ranged Hoscoe and Bogg +19 (1d4+6/20 ft.)
  Special Attacks hexes (cauldron, evil eye, flight, 
  misfortune, nightmare, retribution, tongues, vision, 
  waxen image), might of the gods (17 rounds/day), 
  personal rune, rage 7 rounds/day, runic complexity, 
  strength surge (+8, 11/day)
  Rune-Carved 
  Spell-Like 
  Abilities 
  (CL 
  17th; 
  concentration +25)
  1/day—bull's strength, clenched fist, crushing hand, 
  enlarge person, grasping hand, magic vestment, 
  righteous might, spell immunity, stoneskin
  Witch Spells Prepared (CL 16th; concentration +24)
  8th—mass charm monster (DC 26), mass inflict serious 
  wounds (DC 26), stormbolts* (DC 26)
  7th—chain lightning (DC 25, 2), harm (DC 25), plane 
  shift
  6th—cloak of dreams* (DC 24), slay living (DC 24), 
  swarm skin*, unwilling shield* (DC 24)
  5th—baleful polymorph (DC 23), feeblemind (DC 23), 
  magic jar (DC 23), mind fog (DC 23), rest eternal*
  4th—black tentacles (2), dream, moonstruck* (DC 22), 
  phantasmal killer (DC 22, 2)
  3rd—bestow curse (DC 21), deep slumber (DC 21, 2), 
  dispel magic (2), major image (DC 21)
  2nd—blindness/deafness (DC 20), burning gaze* (DC 
  20), hideous laughter (DC 20), touch of idiocy (3)
  1st—beguiling gift (DC 19, 2), cause fear (DC 19), ray of 
  enfeeblement (DC 19, 2), silent image (DC 19)
  Cantrips (at will)—bleed (DC 18), dancing lights, detect 
  magic, spark*
  Patron dreams
  *These spells are from Chapter 5 of the Pathfinder RPG 
  Advanced Player's Guide.
   
  Tactics
  Before Combat Given time before entering combat 
  against formidable opponents, Maelgatryx carves a 
  symbol of insanity on her own forehead using her 
  personal rune spell-like ability, and then uses her 
  stoneskin spell-like ability. If she plans on initiating 
  melee combat (typically when picking a bar fight or 
  bullying a lesser opponent), she uses her righteous 
  might and bull's strength spell-like abilities.
  During Combat Maelgatryx begins using her crushing 
  hand spell-like ability, directing the hand to grapple 
  enemies who attempt to engage her in melee. Thereafter 
  she alternates between cursing opponents with hexes 
  (evil eye, misfortune, waxen image) or appropriate 
  spells, and dealing outright damage with stormbolts, 
  chain lightning, and mass inflict serious wounds. If she 
  begins to take damage, she casts unwilling shield and 
  uses her retribution hex. She enjoys piling misfortune 
  on top of misfortune, and is merciless.
  Morale Maelgatryx attempts to flee if reduced below 30 
  hit points, casting plane shift if necessary. Should she be 
  reduced to negative hit points, her familiar Manjamanja 
  force-feeds her a soul gem.
   
  Statistics
  Str 12, Dex 20, Con 16, Int 26, Wis 12, Cha 20
  Base Atk +9; CMB +10; CMD 30
  
  3 
  Feats Additional TraitsB, AlertnessB, Brew PotionB, 
  Counterspell Feedback, Craft Magic Tattoo, Craft 
  Shrunken Head, Familiar Reincarnation, Fiendish 
  Facade 
  (human)B, 
  Fiendish 
  Heritage, 
  Improved 
  Counterspell, 
  Improved 
  Familiar, 
  Meditative 
  Incantation, Obeah Totem
  Skills Acrobatics +20, Bluff +20, Craft (alchemy) +30, 
  Disguise +20 (+25 to appear human), Fly +24, Heal +15, 
  Intimidate +17, Knowledge (arcana) +30, Knowledge 
  (history, 
  nature, 
  planes) 
  +20, 
  Linguistics 
  +21, 
  Perception +25, Sense Motive +3, Spellcraft +25, Stealth 
  +20, Swim +3, Use Magic Device +25; Racial 
  Modifiers +8 Knowledge (arcana), +8 Linguistics, +4 
  Craft (alchemy), +4 Swim, +2 Bluff, +5 Disguise to 
  appear human, -2 Strength-based skills, -2 Dexterity-
  based skills
  Languages 
  Abyssal, 
  Aklo, 
  Celestial, 
  Common, 
  Draconic, Dwarven, Giant, Goblin, Ignan, Infernal, Orc, 
  Undercommon
  SQ domain rune (strength), enhanced NPC, feeble, 
  raging drunk, runic dominance, traits (dream-scarred, 
  harvester of dreams), witch's familiar (cacodaemon, 
  Manjamanja)
  Combat Gear flask of rotgut whiskey (10), potion of 
  inflict moderate wounds (4), soul gem (3), wand of 
  enervation (50 charges); Gear Hoscoe and Bogg, 
  bracers of armor +8, belt of physical might +4 (Dex, 
  Con), cloak of resistance +5, greater bodice of allure 
  +6, magical tattoos, mirror of opposition, pearl of 
  power (8th-level spell), ring of protection +5, ring of 
  three wishes, slippers of spider climb, spell component 
  pouch, jewelry worth 10,000 gp total
   
  Special Abilities
  Domain Rune As a rune-carved creature, Maelgatryx 
  gains all the benefits of the Strength domain as a 17th-
  level cleric.
  Enhanced NPC Being directly related to the Khan of 
  Nightmares himself, Maelgatryx is more formidable 
  than she appears. Her stats are built using a 20-point 
  buy and she possesses gear equal to twice what a PC 
  would have in addition to Hoscoe and Bogg. These 
  advantages increase her total CR by +2.
  Feeble Maelgatryx is less physically capable than she 
  appears. She suffers a -2 racial penalty to all Strength 
  and Dexterity-based skill checks and all Strength, 
  Dexterity, and Constitution-based ability checks. Due to 
  this penalty, she has gained Additional Traits as a bonus 
  feat.
  Fiendish Facade Unlike typical tieflings, Maelgatryx is 
  better able to disguise her fiendish heritage. She 
  possesses a +5 racial bonus on Disguise skill checks to 
  appear human.
  Fiendish Heritage Unlike most tieflings, Maelgatryx's 
  fiendish blood runs a little stronger, showing up in her 
  variant racial traits. Instead of the standard racial ability 
  modifiers, she has +2 Dexterity, -2 Wisdom, and +2 
  Charisma. Instead of being able to cast darkness as a 
  spell-like ability, Maelgatryx is healed by both positive 
  and negative energy, and is automatically aware of any 
  attempt to determine her alignment and can choose the 
  result of any attempt to detect her alignment.
  Hexes Using a hex is a standard action that does not 
  provoke an attack of opportunity. The following hexes 
  are summarized from Chapter 2 of the Pathfinder RPG 
  Advanced Player's Guide.
   
  Cauldron (Ex) Brew Potion as a bonus feat and +4 
  insight bonus to Craft (alchemy) skill checks.
   
  Evil Eye (Su) Cause a foe within 30 feet to take a –4 
  penalty on one of the following (Maelgatryx's choice) for 
  11 rounds: AC, ability checks, attack rolls, saving throws, 
  or skill checks. A DC 26 Will save reduces the duration 
  to 1 round. This is a mind-affecting effect.
   
  Flight (Su) Feather fall at will, +4 racial bonus on 
  Swim checks, levitate 1/day, and fly 16 minutes/day in 
  1-minute increments.
   
  Misfortune (Su) Cause a creature within 30 feet to 
  roll twice and take the worst result on any ability check, 
  attack roll, saving throw, or skill check for 3 rounds 
  (Will DC 26 negates). A creature can only be affected 
  once per day.
   
  Nightmares (Su) Maelgatryx can place this hex on a 
  target within 60 ft. and functions as the spell nightmare 
  (DC 26) each time the target attempts to rest. The target 
  must save each time they attempt to sleep until they 
  successfully save.
   
  Retribution (Su) A target within 60 ft. must make a 
  successful Will save (DC 26) or suffer half the damage 
  they deal in melee. This effect functions for 8 rounds.
   
  Tongues (Su) Tongues 16 minutes/day in 1-minute 
  increments.
   
  Vision (Su) After 1 minute, the subject of this hex 
  receives a brief image of the future, usually no more 
  than 1 year from the time of the vision. A creature 
  cannot be subject to another vision until the previous 
  one as come to pass or been prevented. Maelgatryx 
  cannot use this ability on herself. Unwilling subjects can 
  resist this ability with a successful Will save (DC 26).
   
  Waxen Image (Su) As a full-round action, 
  Maelgatryx can fashion a crude and unnerving wax 
  duplicate of a creature she can see within 30 ft. The 
  target must make a Will save (DC 26) or Maelgatryx 
  gains a small measure of control over the creature. Up to 
  8 times, Maelgatryx can exercise this control before the 
  waxen image melts. With each use, the creature receives 
  a new Will save to end the effect. Maelgatryx can 
  attempt to force the target creature to do one of the 
  following things: move up to the creature's speed in any 
  direction, attack itself once with any weapon in hand 
  
  4 
  (this attack automatically hits), lay down on the ground, 
  or drop anything held. Alternatively, she can spend one 
  of her uses to simply torture the image, causing the 
  creature to be both sickened and staggered on its turn. 
  As soon as the creature has succeeded on a saving throw 
  against this effect, it is immune to it for 24 hours. The is 
  an enchantment (compulsion) effect. 
  Magic Tattoos Maelgatryx has two magical tattoos 
  that function as summon monster VIII and waves of 
  exhaustion with a caster level of 16th, each useable once 
  per day.
  Personal Rune (Sp) Maelgatryx can place a rune that 
  functions as any symbol (CL 17th) as a full-round action. 
  The DC for any effects of her runes is 26. She can have a 
  maximum of 17 runes active at one time.
  Raging Drunk (Ex) While raging, Maelgatryx can 
  drink a potion, or a tankard of ale or similar quantity of 
  alcohol, as a move action that does not provoke attacks 
  of opportunity. A potion has its normal effect, while an 
  alcoholic drink allows Maelgatryx to maintain her rage 
  that round without expending a round of rage for the 
  day (instead of the alcohol's normal effects). For each 
  alcoholic drink consumed while raging, Maelgatryx is 
  nauseated for 1 round when her rage expires, in addition 
  to the normal fatigue that follows a rage. Tireless rage 
  does not negate this nauseated condition but the 
  internal fortitude rage power does. This ability replaces 
  fast movement.
  Runic Complexity (Su) 11 times each day, Maelgatryx 
  can force an opponent to modify a saving throw made 
  against one of her spells or special abilities using its 
  Intelligence modifier rather than the standard ability 
  modifier.
  Runic 
  Dominance 
  (Ex) 
  All 
  of 
  Maelgatryx's 
  extraordinary, 
  supernatural, 
  spells, 
  and 
  spell-like 
  abilities function based off of her Intelligence, instead of 
  whatever ability score they regularly function off of.
  Soul Gem See Manjamanja's Soul Lock special ability.
  Vulnerable Maelgatryx doesn't really care if she is hit 
  in combat and suffers a -1 racial penalty to Armor Class. 
  Due to this penalty, she has gained Fiendish Facade as a 
  bonus feat.
  Witch’s Familiar (Ex) A witch forms a close bond 
  with a familiar, a creature that teaches her magic and 
  helps to guide her along her path. Instead of a spellbook, 
  Maelgatryx must commune with her familiar each day to 
  prepare her spells. A witch’s familiar otherwise 
  functions like the wizard’s arcane bond class feature. 
   
  16th-level
  Manjamanja CR — 
  Cacodaemon familiar
  NE Tiny outsider (daemon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft., detect good, detect 
  magic; Perception +21 
   
  Defense
  AC 24, touch 12, flat-footed 24 (+12 natural, +2 size)
  hp 58 (16 HD); fast healing 2
  Fort +8, Ref +7, Will +11
  Defensive Abilities improved evasion; DR 5/good or 
  silver; Immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10; SR 21 
   
  Offense
  Speed 5 ft., fly 50 ft. (perfect)
  Melee bite +12 (1d4+1 plus disease)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks deliver touch spells, soul lock
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—lesser confusion (DC 12) 
  1/week—commune (CL 12th, six questions) 
   
  Statistics
  Str 12, Dex 11, Con 13, Int 13, Wis 13, Cha 12
  Base Atk +9; CMB +8; CMD 18
  Feats Improved Initiative, Lightning Reflexes
  Skills Appraise +7, Bluff +17, Fly +21, Knowledge 
  (planes) +12, Perception +21, Sense Motive +7, Stealth 
  +28
  Languages Abyssal, Common, Infernal; telepathy 100 
  ft.
  SQ change shape (2 of the following forms: Small 
  scorpion, venomous snake, polymorph), empathic link, 
  scry on familiar, share spells 
  Special Abilities
  Disease (Su) Cacodaemonia: Bite—injury; save Fort 
  DC 19; onset 1 day; frequency 1/day; effect 1d2 Wis 
  damage, cure 2 consecutive saves. In addition to the 
  normal effects of the disease, as long as a victim is 
  infected, 
  the 
  cacodaemon 
  can 
  telepathically 
  communicate with the creature over any distance (as 
  long as they remain on the same plane).
  Soul Lock (Su) Once per day as a full-round action, a 
  cacodaemon can ingest the spirit of any sentient 
  creature that has died within the last minute. This 
  causes a soul gem to grow inside of the cacodaemon’s 
  gut, which it can regurgitate as a standard action. A soul 
  gem is a fine-sized object with 1 hit point and hardness 
  2. Destroying a soul gem frees the soul within, though it 
  does not return the deceased creature to life. This is a 
  death effect. Any attempt to resurrect a body whose soul 
  is trapped in a soul gem requires a DC 19 caster level 
  
  5 
  check. Failure results in the spell having no effect, while 
  success shatters the victim’s soul gem and returns the 
  creature to life as normal. If the soul gem rests in an 
  unholy location, such as that created by the spell 
  unhallow, the DC of this caster level check increases by 
  +2. The caster level check DC is Charisma-based.
  Any evil outsider can, as a standard action, ingest a soul 
  gem. Doing so frees the soul within, but condemns it to 
  one of the lower planes (though the soul can be returned 
  to life as normal). The outsider gains fast healing 2 for a 
  number of rounds equal to its Hit Dice. 
   
   
  Hoscoe and Bogg, The Bodiless Brothers 
  (minor artifact) 
  Aura strong evocation; CL 20th
  Slot none; Weight 9 lbs.
  Construction
  Alignment NE; Ego 20
  Senses 30 ft. hearing
  Int 10, Wis 12, Cha 13
  Communication telepathy
  Lesser Powers divine favor 3/day (wielder only), and 
  touch of fatigue (DC 20) at will
  Special Purpose defeat/slay all foes of the Khan of 
  Nightmares or members of his lineage; Dedicated 
  Power wielder can greater teleport next to the Khan of 
  Nightmares as an immediate action once per minute and 
  gains freedom of movement against enemies of the 
  Khan. When wielded by the Khan of Nightmares or one 
  of his bloodline (Maelgatryx), Hoscoe and Bogg heal 
  their wielder once every 1d4 rounds as the spell cure 
  critical wounds. 
  Description
  The two shrunken heads that are Hoscoe and Bogg are 
  the preserved heads of a half-fiend ettin, a powerful 
  ancestor of the Khan of Nightmares. They hold a strong 
  connection to the Khan of Nightmares and act as totem 
  protectors of him and his bloodline. Though they appear 
  to be a pair of shrunken heads connected by a leather 
  band, when used as a weapon, Hoscoe and Bogg 
  function as a +3/+3 dire flail when used in melee 
  combat, and a +5 returning bolas of distance that deal 
  lethal damage when used in ranged combat. On a 
  successful critical hit in melee or ranged combat, the 
  stitches that keep their mouths closed rip open as they 
  vomit forth a swarm of vermin; the struck opponent is 
  targeted by a summon swarm spell that occupies only 
  the opponent's space. This swarm remains for 1 minute, 
  or until the wielder of Hoscoe and Bogg scores another 
  successful critical hit. After releasing the swarm, the 
  mouths re-stitch themselves.
   
   
  Hoscoe and Bogg change in size to match its wielder's 
  size. Anyone wielding Hoscoe and Bogg is treated as 
  being proficient with a dire flail and bolas. They are also 
  treated as having all of the following feats, as long as the 
  wielder fulfills any prerequisites: Double Slice, Greater 
  Two-Weapon 
  Fighting, 
  Improved 
  Two-Weapon 
  Fighting, Two-Weapon Defense, Two-Weapon Fighting, 
  Two-Weapon Rend.
  In life, Hoscoe and Bogg were nasty, drunken brutes; in 
  their current state, they inflict the same vices in anyone 
  possessing them. 
  Destruction
  Hoscoe and Bogg can be destroyed if the Khan of 
  Nightmares or Maelgatryx willingly cuts the stitches 
  over their eyes and speaks their true name.  
   
  Feats
  Additional Traits
  You have more traits than normal.
  Benefit: You gain two character traits of your choice. 
  These traits must be chosen from different lists, and 
  cannot be chosen from lists from which you have already 
  selected a character trait. You must meet any additional 
  qualifications for the character traits you choose.
  
  6 
  Counterspell Feedback
  Your counterspells cause your victim to take force 
  damage.
  Prerequisite: Improved Counterspell
  Benefit: When you successfully counter a spell, the 
  caster of the spell takes force damage equal to 1d4 force 
  damage/level of the spell countered.
  Craft Magic Tattoo [Item Creation]
  You can create magical tattoos that duplicate the effects 
  of a single spell.
  Prerequisite: CL 9th.
  Benefit: You can create a magical tattoo that grants a 
  spell-like ability to its wearer. Any spell you know can be 
  turned into a tattoo.
  The base price of a tattoo is the spell’s level squared × 
  2,000 gp. A tattoo takes 1 day (8 hours work) to craft for 
  each 1,000 gp of its base price. You must spend 1/2 the 
  base price in raw materials. If the spell requires material 
  components with a gp value, you must spend 50 × that 
  much on raw materials in addition to the base materials 
  cost.
  The recipient of a tattoo permanently loses 1 point of 
  Constitution for as long as they have the tattoo.
  Activating a magic tattoo is a full round action that 
  provokes an attack of opportunity. A magic tattoo can be 
  activated 1/day (DC 10 + spell level; CL minimum 
  required to cast the spell).
  A magic tattoo can be permanently removed using a 
  remove curse spell on a willing subject, mage’s 
  disjunction, or wish. A magic tattoo loses its power if the 
  wearer dies, even if resurrected or raised from the dead. 
  If a magic tattoo is removed, the user regains the lost 
  point of Constitution.
  Craft Shrunken Head
  Prerequisite: Heal 5 ranks
  Benefit: You know the victor’s spoils incantation (see 
  below). You may be assisted in the incantation by a 
  number of untrained individuals equal two plus your 
  Charisma bonus (minimum two). These individuals may 
  use the aid another action when you make skill checks 
  for the victor’s spoils incantation and only that 
  incantation.
  Familiar Reincarnation
  Your familiar’s spirit returns from the dead with all its 
  memories intact.
  Prerequisite: Witch’s familiar class feature.
  Benefit: When you replace a familiar, the new familiar 
  knows all the spells your former familiar knew.
  Fiendish Facade
  You are easily mistaken for a member of another race. 
  Your fiendish physical traits are normally hidden by 
  clothing or appear to be markings of another race.
  Prerequisites: Tiefling, must be taken at 1st level.
  Benefit: You get a +5 racial bonus on Disguise checks 
  when attempting to impersonate a particular race. You 
  must select the race you are able to impersonate when 
  you select this feat, and cannot change it thereafter. That 
  race must be Medium size.
  Fiendish Heritage
  You possess a strong tie to your fiendish ancestors, 
  granting you favorable abilities.
  Prerequisite: Tiefling, must be taken at 1st level.
  Benefit: Your fiendish bloodline proves particularly 
  strong, being tied to a specific race of fiends. Rather 
  than taking a tiefling’s usual racial ability modifiers, 
  choose one of the tiefling heritage modifiers presented 
  below. In addition, you may roll on the Variant Tiefling 
  Abilities table below three times and choose the most 
  favorable ability.
  Meditative Incantation
  You can meditate to un-prepare a spell.
  Prerequisite: Int 13
  Benefit: You are capable of taking 15 minutes of 
  meditation to “erase” a prepared spell. The spell slot the 
  erased spell used to occupy is then open and can be 
  filled with a new prepared spell. This feat is only useful 
  to spellcasters who prepare their spells in advance.
  Obeah Totem [General]
  You are capable of crafting an obeah totem or focus.
  Prerequisite: Knowledge (arcana) 6 ranks, Spellcraft 6 
  ranks
  Benefit: You may enhance the effects of your magic by 
  crafting a representation of your victim, such as a doll or 
  a small carving, then adding scraps of hair or drops of 
  blood from the specific creature being represented. 
  Creating the obeah totem requires one full day of work 
  and consumes materials equivalent to 30 gold pieces, 
  after which you must make a Spellcraft check (DC 10 + 
  hit dice of the target creature). Failure results in this feat 
  being useless against that specific individual until you 
  gain another rank in Spellcraft at which point you may 
  attempt again.
  If successful, the save DC of any spell you cast on the 
  creature represented by the Obeah Totem is increased 
  by +2. Spells with the curse descriptor cannot be 
  removed until the totem is destroyed. You can only have 
  
  7 
  one functioning Obeah Totem at a time. If the Obeah 
  Totem is ever destroyed you can never create another 
  totem of that individual again (though another 
  spellcaster with this feat could).
  Special: When a creature is symbolized in an Obeah 
  Totem, the next time it sleeps dreams of the totem and 
  the totem’s creator. A successful Knowledge (arcana) 
  check (DC 15) recognizes the totem as such.
  New Witch's Patron: Dreams
  Maelgatryx refers to her patron as “Papa Nightmare”; by 
  this she means the Khan of Nightmares, both in his 
  personal incarnation and as an avatar of the broader 
  aspects of nightmare and dream that he personifies. 
  Other witches might otherwise draw power from their 
  own patron of Dreams.
  Dreams: 2nd—silent image, 4th—hideous laughter, 
  6th—major 
  image, 
  8th—dream, 
  10th—nightmare, 
  12th—veil, 
  14th—dreamtrap, 
  16th—shadow 
  arena, 
  18th—dreamstealer.
  Dream Traits
  Dream-Scarred [Dream]
  you have endured true and powerful horror.
  Benefit: You have suffered a terrible trauma, which 
  excised a Hope from you. This awful event does provide 
  some solace, though. You have the faintest memory of 
  your lost Hope with you always, and never suffer the 
  penalties for having no Dreams. Although your Dreams 
  may be stolen as usual, any attempt to steal a Dream 
  from you results in your opponent becoming dazed for 
  one round and suffering a -3 penalty to Will saves for 
  one hour.
  Harvester of Dreams [Dream]
  You can drain Dreams from those you injure.
  Benefit: When you reduce an opponent with 30 ft. to 0 
  or fewer hit points, you may establish a link with that 
  same opponent as a free action. On the following round, 
  you may take a full-round action to collect the remaining 
  Dreams for the fallen enemy. Doing so does not provoke 
  an attack of opportunity. You gain possession of all the 
  creature's Dreams, which take the form of small ethereal 
  tokens which spin in a halo around you. These Dreams 
  can be degraded, sacrificed or traded normally. The 
  opponent is entitled to a Will save (DC equals 10 + 1/2 
  your character level + your Strength modifier) to hold 
  onto her Dreams. If the opponent fails this save, she 
  may instead choose to die instantly rather than give up 
  her Dreams.
  For 
  more 
  Dream 
  Traits 
  and 
  information 
  on 
  Dreamburning, see Chapter 2 of Coliseum Morpheoun.
  Incantation
  Victor’s Spoils
  School evocation, necromancy; Effective Level 5th
  Skill Check Craft (Leatherworking) DC 25, 4 successes, 
  Heal DC 25, 4 successes; 1 check per hour
  Casting Time 8 hours, done on the first night of the 
  first full moon after killing the target.
  Components F, M, S, V
  Focus –The severed head captured by the primary 
  performer.
  Material Components – Potent unguents and oils, 
  specially prepared, polished stones and needles (worth 
  at least 500 gp).
  Secondary Casters – Up to and no more than 10
  Range touch
  Target Special; see below
  Duration 1 plus 1 day per target’s HD
  Saving Throw Will negates; SR Yes
  Backlash 4d6 damage, performer exhausted (affects 
  secondary performers)
  You perform a ritual to create a shrunken head and bind 
  the victim’s soul to the fetish while slowly consuming its 
  life force to strengthen yourself. Performers may 
  increase the DC of the skill checks by up to +5, but this 
  applies to all skill checks and must be declared before 
  rolling any of them.
  After eight hours of grueling preparation, the GM rolls a 
  Will save with DC 16 plus performer’s Charisma bonus 
  plus modifiers plus the amount that performers 
  increased the skill checks (maximum +5). If the spirit 
  makes this save, the ritual fails and cannot be repeated 
  with this head.
  If the spirit fails its saving throw, the incantation creates 
  a token providing an insight bonus to all saving throws 
  equal to +1 per 3 HD of the originating creature (max 
  +3). This lasts for 1 day plus 1 day/HD of the original 
  creature. Only a true resurrection can revive a target of 
  this incantation.
  Spells
  The following spells originally appeared in the 101 Spells 
  series.
  
  8 
  Dreamstealer
  School illusion (phantasm) [mind-affecting, evil]; 
  Level cleric 9, sorcerer/wizard 9
  Casting Time 1 hour
  Components V, S, F (a personal belonging of the target 
  and an ivory box worth 1, 500 gp)
  Range unlimited
  Target one living creature
  Duration permanent
  Saving Throw Will partial; Spell Resistance yes
  By means of this powerful spell the caster curses his 
  victim with eternal nights of fitful, dreamless sleep that 
  can induce a crippling state of hopelessness. The victim 
  can be any distance away upon the same plane of 
  existence. In addition to the complicated ritual needed 
  to cast this spell, the caster must also have some 
  personal belonging of the victim or some part of the 
  victim’s body (lock of hair, a drop of blood, nail shaving, 
  etc.) The victim’s belonging or body part must be sealed 
  in the specially built ivory box.
  The next time the subject sleeps, his dreams will be 
  stolen, leaving behind an empty, disturbing void save for 
  an image of the caster (or of a faceless individual if the 
  caster wishes to remain anonymous) placing the victim’s 
  personal belonging in the ivory box. When the victim 
  awakes he suffers a –1 profane penalty on attack rolls, 
  saving throws, checks, and weapon damage rolls, this 
  penalty increases by one for each dreamless night the 
  subject endures (maximum -25 profane penalty).
  This spell cannot be dispelled; only destroying the ivory 
  box, a miracle or a carefully worded wish ends this spell.
  Creatures that do not sleep (such as elves, but not half-
  elves) or dream are immune to this spell.
  Dreamtrap
  School illusion (phantasm) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 minute
  Components V, S
  Range unlimited; see text
  Target one living creature touched; see text
  Duration permanent
  Saving Throw Will partial; Spell Resistance yes
  You, or a messenger touched by you, sends a 
  phantasmal message and a trap to others in the form of 
  a dream. At the beginning of the spell, you must name 
  the recipient or identify him or her by some title that 
  leaves no doubt as to the person’s identity. The 
  messenger then enters a trance, appears in the intended 
  recipient’s dream, and delivers the message. The 
  message can be of any length, and the recipient 
  remembers 
  it 
  perfectly 
  upon 
  waking. 
  The 
  communication is two-way. The recipient can ask 
  questions or offer information, though the messenger 
  cannot gain any information by observing the dreams of 
  the recipient. In addition the subject is trapped in a 
  permanent dream of a perfect idyllic world from which 
  he cannot awake. A successful save prevents the trap, 
  though it still results in the message being delivered. A 
  successful save against this spell makes the target 
  immune to further castings of this spell from the same 
  caster.
  Once the message is delivered, the messenger’s mind 
  returns instantly to its body. If the recipient is awake 
  when the spell begins, the messenger can choose to 
  wake up (ending the spell) or remain in the trance. The 
  messenger can remain in the trance until the recipient 
  goes to sleep, then enter the recipient’s dream and 
  deliver the message as normal. A messenger can enter 
  the trance at any time during its duration and visit with 
  the recipient.
  Creatures that don’t sleep (such as elves, but not half-
  elves) or don’t dream cannot be contacted by this spell. 
  The messenger is unaware of its own surroundings or of 
  the activities around it while in the trance. It is 
  defenseless both physically and mentally (always fails 
  any saving throw) while in the trance.
  This spell cannot be dispelled, but it can be removed 
  with a remove curse, break enchantment, limited wish, 
  miracle, or wish spell. Remove curse only grants a 
  second saving throw, if unsuccessful, subsequent 
  castings have no effect.
  Removal of the spell in this manner results in the 
  subject suffering a -4 morale penalty to all d20 rolls for 
  24 hours.
  Shadow Arena
  School illusion [shadow]; Level sorcerer/wizard 8
  Casting Time 1 immediate action
  Components V, S, M (a fist-sized sphere of black tar)
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft.-radius emanation
  Duration concentration + 1 round/level
  Saving Throw Will; see text; Spell Resistance yes
  This spell creates a shadow demi-space, dimly lit and 
  designed to the caster’s whim, with floating platforms, 
  ledges, pits, ramps or short walls—up to one such object 
  per level, occupying no more than a cube, five feet on a 
  side. Such objects may be combined, to create larger 
  pits, ramps, etc., but each portion counts as an object 
  toward the total. Those within the area of effect who fail 
  their save are trapped inside the arena until there is a 
  victor or, if no foes exist, until the duration expires. 
  
  9 
  Those who succeed are safely shunted outside the space 
  or, if no safe space exists, are rendered invisible until the 
  spell expires or they engage a combatant—at which time 
  they have entered the arena as some who has failed their 
  save. From outside, the arena appears to be a charcoal-
  colored, opaque hemisphere. Spell effects may not enter 
  the arena, and no one within may leave until the battle is 
  complete or there is no one with whom to enter combat. 
  Those who enter the arena freely receive no saving 
  throw, and remain trapped as if they failed the initial 
  saving throw.
  Items
  Bodice of Allure, Greater
  Aura strong enchantment and transmutation; CL 17th
  Slot body; Price 60,000 gp (+2), 130,000 gp (+4), 
  220,000 gp (+6); Weight 2 lbs.
  Description
  This attractive leather bodice grants the wearer an 
  enhancement bonus to Charisma of +2, +4, or +6. Treat 
  this as a temporary ability bonus for the first 24 hours 
  the bodice is worn.
  A bodice of allure is further enhanced with the ability to 
  dominate a creature (as dominate monster [DC 19 + the 
  wearer's Charisma bonus, if any]) a number of times per 
  day equal to one-half the Charisma enhancement the 
  bodice grants.
  Construction
  Requirements Craft Wondrous Item, dominate 
  monster, eagle's splendor; Cost 30,000 gp (+2), 65,000 
  gp (+4), 110,000 gp (+6)
  Bodice of Allure, Lesser
  Aura moderate enchantment and transmutation; CL 
  8th
  Slot body; Price 16,000 gp (+2), 45,000 gp (+4), 
  80,000 gp (+6); Weight 2 lbs.
  Description
  This attractive leather bodice functions as a greater 
  bodice of allure, except it is further enhanced with the 
  ability to charm a creature (as charm monster [DC 14 + 
  the wearer's Charisma bonus, if any]) a number of times 
  per day equal to one-half the Charisma enhancement the 
  bodice grants.
  Construction
  Requirements Craft Wondrous Item, charm monster, 
  eagle's splendor; Cost 8,000 gp (+2), 22,500 gp (+4), 
  40,000 gp (+6)
   
   
  Maelgatryx, the Rune-Witch of 
  Rotgut 
  CR 14
  XP 38,400
  Female 
  rune-carved 
  rakshasa-spawned 
  tiefling 
  barbarian (drunken brute) 1/witch 10
  NE Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +19 
  Defense
  AC 15, touch 14, flat-footed 11 (+1 deflection, +4 Dex, -1 
  racial, +1 shield)
  hp 66 (11 HD; 10d6+1d12+22)
  Fort +7, Ref +7, Will +8
  Immune explosive runes, glyph, and symbol spells; 
  Resist cold 5, electricity 5, fire 5
  Weaknesses vulnerable, vulnerability to erase 
  Offense
  Speed 30 ft.
  Melee Hoscoe and Bogg +10/+5 (1d8+4) or Hoscoe 
  and Bogg +8/+8/+3/+3 (1d8+4)
  Ranged Hoscoe and Bogg +15 (1d4+6/20 ft.)
  Special Attacks hexes (cauldron, evil eye, flight, 
  misfortune, nightmare, tongues), might of the gods (11 
  rounds/day), personal rune, rage 6 rounds/day, runic 
  complexity, strength surge (+5, 10/day)
  Rune-Carved 
  Spell-Like 
  Abilities 
  (CL 
  11th; 
  concentration +18)
  1/day—bull's strength, enlarge person, magic vestment, 
  righteous might, spell immunity, stoneskin
  Witch Spells Prepared (CL 10th; concentration +17)
  5th—feeblemind (DC 22), mind fog (DC 22), rest 
  eternal*
  4th—black tentacles (2), dream, phantasmal killer (DC 
  21)
  3rd—bestow curse (DC 20), deep slumber (DC 20, 2), 
  dispel magic, major image (DC 20)
  2nd—blindness/deafness (DC 19), burning gaze* (DC 
  19), hideous laughter (DC 19), touch of idiocy (2), 
  web (DC 19)
  1st—beguiling gift (DC 18, 2), cause fear (DC 18), mage 
  armor, ray of enfeeblement (DC 18), silent image 
  (DC 18)
  Cantrips (at will)—bleed (DC 17), dancing lights, detect 
  magic, spark*
  Patron dreams
  *These spells are from Chapter 5 of the Pathfinder RPG 
  Advanced Player's Guide. 
  Tactics
  Before Combat Given time before entering combat, 
  
  10 
  Maelgatryx uses her stoneskin and magic vestment 
  spell-like abilities. If she plans on initiating melee 
  combat (typically when picking a bar fight or bullying a 
  lesser opponent), she uses her righteous might and 
  bull's strength spell-like abilities.
  During 
  Combat 
  Maelgatryx 
  alternates 
  between 
  cursing opponents with hexes (evil eye, misfortune) or 
  appropriate spells, and harassing foes with black 
  tentacles and her wand of enervation. She enjoys piling 
  misfortune on top of misfortune, and is merciless.
  Morale Maelgatryx attempts to flee if reduced below 20 
  hit points, using her dimension door magical tattoo. 
  Should she be reduced to negative hit points, her 
  familiar Manjamanja force-feeds her a soul gem. 
  Statistics
  Str 12, Dex 18, Con 15, Int 24, Wis 12, Cha 18
  Base Atk +6; CMB +7; CMD 22
  Feats Additional TraitsB, AlertnessB, Brew PotionB, 
  Craft Magic Tattoo, Craft Shrunken Head, Familiar 
  Reincarnation, Fiendish Facade (human)B, Fiendish 
  Heritage, Improved Familiar, Obeah Totem
  Skills Acrobatics +15, Bluff +15, Craft (alchemy) +23, 
  Disguise +10 (+15 to appear human), Fly +20, Heal +10, 
  Intimidate +10, Knowledge (arcana) +25, Knowledge 
  (history, 
  nature, 
  planes) 
  +15, 
  Linguistics 
  +20, 
  Perception +19, Sense Motive +3, Spellcraft +21, Stealth 
  +10, Swim +3, Use Magic Device +15; Racial 
  Modifiers +8 Knowledge (arcana), +8 Linguistics, +4 
  Craft (alchemy), +4 Swim, +2 Bluff, +5 Disguise to 
  appear human, -2 Strength-based skills, -2 Dexterity-
  based skills
  Languages 
  Abyssal, 
  Aklo, 
  Celestial, 
  Common, 
  Draconic, 
  Giant, 
  Goblin, 
  Ignan, 
  Infernal, 
  Orc, 
  Undercommon
  SQ domain rune (strength), enhanced NPC, feeble, 
  raging drunk, runic dominance, traits (dream-scarred, 
  harvester of dreams), witch's familiar (cacodaemon, 
  Manjamanja)
  Combat Gear flask of rotgut whiskey (10), potion of 
  inflict moderate wounds (4), soul gem, wand of 
  enervation (15 charges); Gear Hoscoe and Bogg, belt of 
  physical might +2 (Dex, Con), greater bodice of allure 
  +4, magical tattoo, ring of protection +1, slippers of 
  spider climb, spell component pouch, jewelry worth 
  3,000 gp total 
  Special Abilities
  Domain Rune As a rune-carved creature, Maelgatryx 
  gains all the benefits of the Strength domain as an 11th-
  level cleric.
  Enhanced NPC Being directly related to the Khan of 
  Nightmares himself, Maelgatryx is more formidable 
  than she appears. Her stats are built using a 20-point 
  buy and she possesses gear equal to twice what a PC 
  would have in addition to Hoscoe and Bogg. These 
  advantages increase her total CR by +2.
  Feeble Maelgatryx is less physically capable than she 
  appears. She suffers a -2 racial penalty to all Strength 
  and Dexterity-based skill checks and all Strength, 
  Dexterity, and Constitution-based ability checks. Due to 
  this penalty, she has gained Additional Traits as a bonus 
  feat.
  Fiendish Facade Unlike typical tieflings, Maelgatryx is 
  better able to disguise her fiendish heritage. She 
  possesses a +5 racial bonus on Disguise skill checks to 
  appear human.
  Fiendish Heritage Unlike most tieflings, Maelgatryx's 
  fiendish blood runs a little stronger, showing up in her 
  variant racial traits. Instead of the standard racial ability 
  modifiers, she has +2 Dexterity, -2 Wisdom, and +2 
  Charisma. Instead of being able to cast darkness as a 
  spell-like ability, Maelgatryx is healed by both positive 
  and negative energy, and is automatically aware of any 
  attempt to determine her alignment and can choose the 
  result of any attempt to detect her alignment.
  Hexes Using a hex is a standard action that does not 
  provoke an attack of opportunity. The following hexes 
  are summarized from Chapter 2 of the Pathfinder RPG 
  Advanced Player's Guide. 
   
  Cauldron (Ex) Brew Potion as a bonus feat and +4 
  insight bonus to Craft (alchemy) skill checks.
   
  Evil Eye (Su) Cause a foe within 30 feet to take a –4 
  penalty on one of the following (Maelgatryx's choice) for 
  10 rounds: AC, ability checks, attack rolls, saving 
  throws, or skill checks. A DC 22 Will save reduces the 
  duration to 1 round. This is a mind-affecting effect.
   
  Flight (Su) Feather fall at will, +4 racial bonus on 
  Swim checks, levitate 1/day, and fly 10 minutes/day in 
  1-minute increments.
   
  Misfortune (Su) Cause a creature within 30 feet to 
  roll twice and take the worst result on any ability check, 
  attack roll, saving throw, or skill check for 2 rounds 
  (Will DC 22 negates). A creature can only be affected 
  once per day.
   
  Nightmares (Su) Maelgatryx can place this hex on a 
  target within 60 ft. and functions as the spell nightmare 
  (DC 22) each time the target attempts to rest. The target 
  must save each time they attempt to sleep until they 
  successfully save.
   
  Tongues (Su) Tongues 10 minutes/day in 1-minute 
  increments.
  Magic Tattoo Maelgatryx has a magical tattoo that 
  functions as dimension door with a caster level of 10th 
  once per day.
  Personal Rune (Sp) Maelgatryx can place a rune that 
  functions a a greater glyph of warding (CL 11th) as a 
  full-round action. The DC for any effects of her runes is 
  22. She can have a maximum of 11 runes active at one 
  
  11 
  time.
  Raging Drunk (Ex) While raging, Maelgatryx can 
  drink a potion, or a tankard of ale or similar quantity of 
  alcohol, as a move action that does not provoke attacks 
  of opportunity. A potion has its normal effect, while an 
  alcoholic drink allows Maelgatryx to maintain her rage 
  that round without expending a round of rage for the 
  day (instead of the alcohol's normal effects). For each 
  alcoholic drink consumed while raging, Maelgatryx is 
  nauseated for 1 round when her rage expires, in addition 
  to the normal fatigue that follows a rage. Tireless rage 
  does not negate this nauseated condition but the 
  internal fortitude rage power does. This ability replaces 
  fast movement.
  Runic 
  Complexity 
  (Su) 
  10 
  times 
  each 
  day, 
  Maelgatryx can force an opponent to modify a saving 
  throw made against one of her spells or special abilities 
  using its Intelligence modifier rather than the standard 
  ability modifier.
  Runic 
  Dominance 
  (Ex) 
  All 
  of 
  Maelgatryx's 
  extraordinary, 
  supernatural, 
  spells, 
  and 
  spell-like 
  abilities function based off of her Intelligence, instead of 
  whatever ability score they regularly function off of.
  Soul Gem See Manjamanja's Soul Lock special ability.
  Vulnerable Maelgatryx doesn't really care if she is hit 
  in combat and suffers a -1 racial penalty to Armor Class. 
  Due to this penalty, she has gained Fiendish Facade as a 
  bonus feat.
  Witch’s Familiar (Ex) A witch forms a close bond 
  with a familiar, a creature that teaches her magic and 
  helps to guide her along her path. Instead of a spellbook, 
  Maelgatryx must commune with her familiar each day to 
  prepare her spells. A witch’s familiar otherwise 
  functions like the wizard’s arcane bond class feature. 
   
   
  10th-level
  Manjamanja CR — 
  Cacodaemon familiar
  NE Tiny outsider (daemon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft., detect good, detect 
  magic; Perception +15
  Defense
  AC 21, touch 12, flat-footed 21 (+9 natural, +2 size)
  hp 33 (10 HD); fast healing 2
  Fort +6, Ref +5, Will +8
  Defensive Abilities improved evasion; DR 5/good or 
  silver; Immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10
  Offense
  Speed 5 ft., fly 50 ft. (perfect)
  Melee bite +9 (1d4+1 plus disease)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks deliver touch spells, soul lock
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—lesser confusion (DC 12)
  1/week—commune (CL 12th, six questions) 
  Statistics
  Str 12, Dex 11, Con 13, Int 10, Wis 13, Cha 12
  Base Atk +6; CMB +5; CMD 15
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +13, Fly +21, Knowledge (planes) +8, 
  Perception +15, Sense Motive +7, Stealth +19
  Languages Abyssal, Common, Infernal; telepathy  
  100 ft.
  SQ change shape (2 of the following forms: Small 
  scorpion, venomous snake, polymorph), empathic link, 
  share spells 
  Special Abilities
  Disease (Su) Cacodaemonia: Bite—injury; save Fort 
  DC 16; onset 1 day; frequency 1/day; effect 1d2 Wis 
  damage, cure 2 consecutive saves. In addition to the 
  normal effects of the disease, as long as a victim is 
  infected, 
  the 
  cacodaemon 
  can 
  telepathically 
  communicate with the creature over any distance (as 
  long as they remain on the same plane).
  Soul Lock (Su) Once per day as a full-round action, a 
  cacodaemon can ingest the spirit of any sentient 
  creature that has died within the last minute. This 
  causes a soul gem to grow inside of the cacodaemon’s 
  gut, which it can regurgitate as a standard action. A soul 
  gem is a fine-sized object with 1 hit point and hardness 
  2. Destroying a soul gem frees the soul within, though it 
  does not return the deceased creature to life. This is a 
  death effect. Any attempt to resurrect a body whose soul 
  is trapped in a soul gem requires a DC 16 caster level 
  check. Failure results in the spell having no effect, while 
  success shatters the victim’s soul gem and returns the 
  creature to life as normal. If the soul gem rests in an 
  unholy location, such as that created by the spell 
  unhallow, the DC of this caster level check increases by 
  +2. The caster level check DC is Charisma-based.
  Any evil outsider can, as a standard action, ingest a soul 
  gem. Doing so frees the soul within, but condemns it to 
  one of the lower planes (though the soul can be returned 
  to life as normal). The outsider gains fast healing 2 for a 
  number of rounds equal to its Hit Dice.
   
   
   
   
  
  12 
  Mad Maelga, the Raging Wench
  CR 7
  XP 3,200
  Female rakshasa-spawned tiefling barbarian (drunken 
  brute) 1/witch 5
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 18, touch 13, flat-footed 15 (+4 armor, +1 deflection, 
  +3 Dex, -1 racial, +1 shield)
  hp 26 (6 HD; 5d6+1d12)
  Fort +3, Ref +4, Will +5
  Resist cold 5, electricity 5, fire 5
  Weaknesses vulnerable
  Offense
  Speed 30 ft.
  Melee Hoscoe and Bogg +7 (1d8+4) or Hoscoe and 
  Bogg +5/+5 (1d8+4)
  Ranged Hoscoe and Bogg +11 (1d4+6/20 ft.)
  Special Attacks hexes (cauldron, flight, tongues), rage 
  4 rounds/day
  Witch Spells Prepared (CL 5th; concentration +8)
  3rd—dispel magic
  2nd—burning gaze* (DC 15), hideous laughter (DC 15), 
  touch of idiocy
  1st—cause fear (DC 14), mage armor, ray of 
  enfeeblement (DC 14), silent image (DC 14)
  Cantrips (at will)—bleed (DC 13), dancing lights, detect 
  magic, spark*
  Patron dreams
  *These spells are from Chapter 5 of the Pathfinder RPG 
  Advanced Player's Guide. 
  Tactics
  Before Combat Given time, Maelgatryx casts mage 
  armor. This spell is included in her stats.
  During Combat Maelgatryx alternates between using 
  her wand of vampiric touch and casting burning touch 
  and hideous laughter. If she is attacked in melee by a 
  persistent opponent, she may “get fed up” and go into a 
  rage, attempting to beat her opponent to death with 
  Hoscoe and Bogg, using their swarm and touch of 
  fatigue powers. 
  Morale Maelgatryx attempts to flee if reduced below 10 
  hit points, unless raging. 
  Statistics
  Str 12, Dex 16, Con 10, Int 16, Wis 12, Cha 15
  Base Atk +3; CMB +4; CMD 18
  Feats Additional TraitsB, AlertnessB, Brew PotionB, 
  Craft Shrunken Head, Familiar Reincarnation, Fiendish 
  Facade (human)B, Fiendish Heritage
  Skills Acrobatics +5, Appraise +6, Bluff +9, Craft 
  (alchemy) +14, Disguise +5 (+10 to appear human), Fly 
  +13, Heal +9, Intimidate +6, Knowledge (arcana) +10, 
  Knowledge (history, planes) +7, Perception +7, Sense 
  Motive +3, Spellcraft +11, Stealth +5, Swim +3, Use 
  Magic Device +6; Racial 
  Modifiers +4 Craft 
  (alchemy), +4 Swim, +2 Bluff, +5 Disguise to appear 
  human, -2 Strength-based skills, -2 Dexterity-based 
  skills
  Languages Abyssal, Common, Draconic, Infernal, Orc
  SQ enhanced NPC, feeble, raging drunk, traits (dream-
  scarred, harvester of dreams), witch's familiar (albino 
  raven)
  Combat Gear flask of rotgut whiskey (5), potion of 
  inflict moderate wounds (4), wand of vampiric touch 
  (33 charges); Gear Hoscoe and Bogg, lesser bodice of 
  allure +2, ring of protection +1, slippers of spider climb, 
  spell component pouch, jewelry worth 1,200 gp total 
  Special Abilities
  Enhanced NPC Being directly related to the Khan of 
  Nightmares himself, Maelgatryx is more formidable 
  than she appears. Her stats are built using a 20-point 
  buy and she possesses gear equal to twice what a PC 
  would have in addition to Hoscoe and Bogg. These 
  advantages increase her total CR by +2.
  Feeble Maelgatryx is less physically capable than she 
  appears. She suffers a -2 racial penalty to all Strength 
  and Dexterity-based skill checks and all Strength, 
  Dexterity, and Constitution-based ability checks. Due to 
  this penalty, she has gained Additional Traits as a bonus 
  feat.
  Fiendish Facade Unlike typical tieflings, Maelgatryx is 
  better able to disguise her fiendish heritage. She 
  possesses a +5 racial bonus on Disguise skill checks to 
  appear human.
  Fiendish Heritage Unlike most tieflings, Maelgatryx's 
  fiendish blood runs a little stronger, showing up in her 
  variant racial traits. Instead of the standard racial ability 
  modifiers, she has +2 Dexterity, -2 Wisdom, and +2 
  Charisma. Instead of being able to cast darkness as a 
  spell-like ability, Maelgatryx is healed by both positive 
  and negative energy, and is automatically aware of any 
  attempt to determine her alignment and can choose the 
  result of any attempt to detect her alignment.
  Hexes Using a hex is a standard action that does not 
  provoke an attack of opportunity. The following hexes 
  are summarized from Chapter 2 of the Pathfinder RPG 
  Advanced Player's Guide.
   
  Cauldron (Ex) Brew Potion as a bonus feat and 
  +4 insight bonus to Craft (alchemy) skill checks.
   
  Flight (Su) Feather fall at will, +4 racial bonus 
  on Swim checks, levitate 1/day, and fly 5 minutes/day in 
  
  13 
  1-minute increments.
   
  Tongues (Su) Tongues 5 minutes/day in 1-
  minute increments.
  Raging Drunk (Ex) While raging, Maelgatryx can 
  drink a potion, or a tankard of ale or similar quantity of 
  alcohol, as a move action that does not provoke attacks 
  of opportunity. A potion has its normal effect, while an 
  alcoholic drink allows Maelgatryx to maintain her rage 
  that round without expending a round of rage for the 
  day (instead of the alcohol's normal effects). For each 
  alcoholic drink consumed while raging, Maelgatryx is 
  nauseated for 1 round when her rage expires, in addition 
  to the normal fatigue that follows a rage. Tireless rage 
  does not negate this nauseated condition but the 
  internal fortitude rage power does. This ability replaces 
  fast movement.
  Vulnerable Maelgatryx doesn't really care if she is hit 
  in combat and suffers a -1 racial penalty to Armor Class. 
  Due to this penalty, she has gained Fiendish Facade as a 
  bonus feat.
  Witch’s Familiar (Ex) A witch forms a close bond 
  with a familiar, a creature that teaches her magic and 
  helps to guide her along her path. Instead of a spellbook, 
  Maelgatryx must commune with her familiar each day to 
  prepare her spells. A witch’s familiar otherwise 
  functions like the wizard’s arcane bond class feature. 
   
   
  5th-level
  Mistah Eatey-Eye 
  CR — 
  Albino raven familiar
  NE Tiny magical beast
  Init +2; Senses low-light vision; Perception +6
  Defense
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 
  size)
  hp 13 (5 HD)
  Fort +2, Ref +4, Will +6
  Defensive Abilities improved evasion
  Offense
  Speed 10 ft., fly 40 ft. (average)
  Melee bite + (1d3-4)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks deliver touch spells
  Statistics
  Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
  Base Atk +3; CMB +3; CMD 9
  Feats Weapon Finesse
  Skills Fly +10, Perception +6
  Languages Abyssal; speak with master
  SQ empathic link, share spells
      
  Rune
  Rune
  Rune
  Rune----Carved Creature
  Carved Creature
  Carved Creature
  Carved Creature
  Words have meaning, names have power, but nothing 
  has more power than the written word. All the secrets of 
  the world begin and end as words, capturing these 
  words, carving them into beings and granting them the 
  personified power that those words represent. Such is 
  the nature of the Rune-Carve Creature. Rune-carved 
  creatures are always easily to identify by the prominent 
  complex sigils they display. 
  Creating a Rune-Carved Creature
  "Rune-carved" is an acquired template that can be 
  added to any creature (referred to hereafter as the base 
  creature).
  A rune-carved creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  CR +2
  Defenses/Qualities Immune to explosive runes, 
  glyph and symbol spells. Weakness vulnerability to 
  erase (this spell deals 10 point of damage per caster 
  level to a rune-carved creature, a successful caster level 
  check DC 15+CR also removes the benefits of this 
  template for that creature. )
  Special Abilities A rune-carved retains all the special 
  
  14 
  abilities of the base creature, plus the special abilities as 
  described below:
  Domain Rune (Sp or Su) A rune-carved creature 
  gains all the benefits of the domain or sub-domain 
  associated as a cleric of a level equal to the base 
  creature’s HD. It also gains the domain spells as spell-
  like abilities, if it has an Int score of 8 or higher useable 
  1/day, but only those available to a cleric of a level equal 
  to the base creature’s HD. Caster level equals the 
  creature's HD (or the caster level of the base creature's 
  spell-like abilities, whichever is higher). All DCs for the 
  domain abilities and spell-like abilities are Intelligence 
  based rather than Wisdom or Charisma based.
  For example, a GM applies this template to the standard 
  Balor Demon choosing the word and rune for “Ruin” 
  choosing to associate this with the Destruction domain. 
  This Rune carved Balor would then gain the following 
  abilities:
  • Destructive Smite (Su): 10/day with a +10 morale 
  bonus on damage.
  • Destructive Aura (Su): For 20 rounds per day. A +10 
  morale bonus on damage.
  • 
  Spells 
  Abilities 
  (CL 
  20): 
  1/day—disintegrate, 
  earthquake, harm, inflict critical wounds, implosion, 
  rage, shatter, shout, true strike
  Personal Rune (Sp) A rune-carved creature can place 
  its rune upon an item and gain a special connection to 
  that item. The rune is permanent, and henceforth the 
  rune-carved creature always knows the item’s location 
  and the name and race of any creature currently 
  touching it a successful Will save negates (DC 10 + 1/2 
  the rune-carved creature’s HD + its Intelligence 
  modifier) this effect. The rune-carved creature can have 
  as many personal sigils in effect as it has HD. Placing a 
  personal rune is a full-round action.
  A rune-carved creature can make this rune function as 
  explosive runes. At 5 HD this ability upgrades to glyph 
  of warding, at 11 HD this upgrades to greater glyph of 
  warding, at 15 HD this upgrades to any symbol spell. CL 
  is equal to HD.
  Runic Complexity (Su) Strange and arcane symbols 
  appear to float in the air all around the rune carved 
  creature as it attacks. A rune-carved creature can 
  require the target of one of its spell or special ability to 
  modify its saving throw with its Intelligence ability score 
  modifier rather than the standard ability score 
  (Constitution for Fortitude saves, Wisdom for Will 
  S*aves, Dexterity for Reflex saves), because it must deal 
  with the overwhelming complexity of the attack’s 
  intricacy. It can use this ability a number of times per 
  day equal to 3 + its Intelligence modifier.
  Runic Dominance All the base creature’s abilities 
  (including DCs) for its Extraordinary, supernatural, 
  spells and spell-like abilities are changed to Intelligence 
  based (for example a rune-carved sorcerer’s spell DCs 
  and bonus spells would be adjusted by his Intelligence 
  modifier rather than his Charisma modifier).
  Abilities Con +4 (+2 hp per HD, +2 to Fortitude saves), 
  Int +8 (add 4 bonus languages, add 4 skill points per 
  HD, +4 to Appraise, Craft, Knowledge, Linguistics, and 
  Spellcraft checks; +4 to all of the creature’s DCs)
  Skills Rune-carved gain a +8 racial bonus on 
  Knowledge (arcana) and Linguistics checks in addition 
  to gaining these two skills as class skills.
   
   
  Variant Tieflings
   
  Heritages
  Most tieflings possess a fixed variety of ability scores to 
  reflect their fiendish heritages, regardless of the actual 
  source of their foul traits. GMs might grant their tiefling 
  NPCs or players variant ability modifiers based on their 
  foul ancestries. At the GM’s choice, such heritages might 
  be determined deliberately or randomly, and may come 
  with their own distinctive abilities or traits selected from 
  the following charts. PCs who wish to have greater 
  control over these modifiers may take the Fiendish 
  Heritage feat listed above.
   
  d10 
  Heritage
  1 
  Asura-Spawn Tiefling: +2 Dexterity, +2 
  Wisdom, –2 Intelligence. The scions of the exotic 
  and mysterious asuras are swift and wise, but 
  often favor traditional ways over cunning.
  2 
  Daemon-Spawn Tiefling: +2 Dexterity, +2 
  Intelligence, 
  –2 
  Wisdom. 
  Daemon-blooded 
  bringers of devastation are shrewd and swift, but 
  their plans frequently exhibit exploitable flaws.
  3 
  Demodand-Spawn Tiefling: +2 Constitution, 
  +2 Wisdom, –2 Intelligence. The burly spawn of 
  the demodand race possess bizarre cunning, but 
  favor brawn to planning.
  4 
  Demon-Spawn Tiefling: +2 Strength, +2 
  Charisma, 
  –2 
  Intelligence. 
  Savage 
  and 
  monstrous, the terrifying spawn of demons know 
  the chaotic fury of their Abyssal ancestors.
  5 
  Devil-Spawn Tiefling: +2 Constitution, +2 
  Wisdom, –2 Charisma. Stalwart and conniving, 
  diabolical tieflings know the discipline and might 
  of Hell’s legions.
  6 
  Div-Spawn 
  Tiefling: 
  +2 
  Dexterity, 
  +2 
  Charisma, –2 Intelligence. Scouring life like a 
  desert wind, these tieflings possess the  
  precision and exoticism of their div ancestors 
  7 
  Kyton-Spawn Tiefling: +2 Constitution, +2 
  Charisma, –2 Wisdom. The black-hearted spawn 
  of shadow and pain know the sadistic vices of 
  their suffering-obsessed forebearers.
  8 
  Oni-Spawn Tiefling: +2 Strength, +2 Wisdom, 
  –2 Charisma. The spawn of oni know the ways of 
  their ancestral fiends and master the arts of 
  trickery and cruelty.
  
  15 
  9 
  Qlippoth-Spawn Tiefling: +2 Strength, +2 
  Wisdom, –2 Intelligence. Rare in the extreme, 
  the warped scions of the eldritch qlippoths retain 
  the tenacity and insidiousness of their horrific 
  forbearers.
  10 
  Rakshasa-Spawn Tiefling: +2 Dexterity, +2 
  Charisma, –2 Wisdom. Deft and charming, these 
  bestial tieflings inherit much of the subtlety and 
  guile of their proud rakshasa progenitors.
  Abilities
  Some tieflings are blessed or cursed with unusual 
  abilities. A GM may customize his tiefling NPCs or allow 
  PCs to do so by rolling on the following chart. PCs who 
  wish to have greater control over these tiefling traits 
  may take the Fiendish Heritage feat listed above.
  The abilities presented here replace a tiefling’s darkness 
  spell-like ability, with a caster level equals to its class 
  level. 
  d% 
  Ability
  1 
  You can animate a 1 HD skeleton, as per animate 
  dead, once per day as a spell-like ability.
  2 
  You possess some type of extra sensory organ, 
  granting you all-around vision.
  3 
  You enjoy being cut. The first time each day you 
  take slashing damage, you gain a +1 bonus on 
  attack and damage rolls for the following round. 
  4 
  You can use mage hand 3 times per day as a 
  spell-like ability.
  5 
  Inherited memories grant you a +2 racial bonus 
  on one Knowledge skill of your choice.
  6 
  You can levitate yourself plus 10 pounds at will, 
  as per the spell levitate. This is a supernatural 
  ability.
  7 
  You can eat and gain nourishment from ash, 
  cinders, dust, and sand.
  8 
  You gain a +1 bonus on all attack and damage 
  rolls against good-aligned outsiders.
  9 
  You gain an additional +2 racial bonus on your 
  Charisma.
  10 
  You possess a bite that is treated as a natural 
  weapon and deals 1d4 damage.
  11 
  Once per day you can exhibit a burst of speed, 
  moving as if your base land speed were 50 for 
  one move action.
  12 
  You do not need to sleep. You are not immune to 
  sleep effects.
  13 
  You gain a +2 bonus on saving throws against 
  disease.
  14 
  Your base land speed increases by 5 feet.
  15 
  You possess a fiendishly cunning tongue, 
  granting you a +2 racial bonus on all Diplomacy 
  checks.
  16 
  You have oversized limbs, allowing you to use 
  Large weapons without penalty.
  17 
  You possess claws that are treated as natural 
  weapons and deal 1d4 damage.
  18 
  You gain DR 2/bludgeoning.
  19 
  You gain a Swim speed of 30 feet.
  20 
  You gain a +2 bonus on your CMB.
  21 
  You possess fiendish luck. Once per day you can 
  reroll one die. You must take the result of this 
  second roll.
  22 
  You can detect evil, as per the spell, three times 
  per day.
  23 
  You never need to drink to survive.
  24 
  You can produce a barb from your body once per 
  day. This barb is removable and is treated as a 
  dagger.
  25 
  You gain acid resistance 5.
  26 
  Your body produces searing heat. Any creature 
  that grapples you takes 1d4 points of fire damage 
  per round.
  27 
  You can speak two additional languages spoken 
  by extraplanar beings.
  28 
  Any evil creature you call via summon monster 
  remains for 3 rounds longer than usual.
  29 
  You gain a +1 bonus on all Reflex saving throws.
  30 
  You can alter your shadow to make it appear as 
  any creature or object of your size or smaller.
  31 
  You can burrow through dirt, sand, and loose 
  ground at a rate of 5 feet per round.
  32 
  You can sense weakness, granting you a +1 bonus 
  on all rolls to confirm critical hits.
  33 
  You gain DR 2/silver.
  34 
  You do not lose consciousness until you reach –5 
  hit points.
  35 
  You possess long limbs and a powerful grip, 
  features that grant you a +2 racial bonus on all 
  Climb checks.
  36 
  You can communicate telepathically with any 
  sentient creature with which you are in contact.
  37 
  You can use death knell once per day as a spell-
  like ability.
  38 
  At will, you can spend a full-round action 
  concentrating 
  to 
  receive 
  the 
  benefits 
  of 
  tremorsense 60 feet for 1 round.
  39 
  Once per day you can benefit from a burst of 
  speed, moving at double your normal speed for 1 
  round.
  40 
  As a full-round action, you can bleed and collect 
  5 sp worth of precious blood per day.
  41 
  You possess spell resistance equal to 10 + half 
  your Hit Dice.
  42 
  The spell animate dead can return you to life as 
  per the spell raise dead 1d4 times.
  43 
  Your 
  fiendish 
  sorcery 
  ability 
  treats 
  your 
  Charisma as if it were 3 points higher.
  44 
  You are unusually short, granting you all the 
  traits of a Small creature.
  45 
  Your features are subtly malleable, granting you 
  a +2 racial bonus on all Disguise checks.
  46 
  You gain an additional +2 racial bonus on your 
  Intelligence.
  47 
  You can use curse water 3 times per day as a 
  spell-like ability.
  48 
  You are invisible to all unintelligent undead. This 
  is a supernatural ability.
  49 
  You are healed by both positive and negative 
  energy.
  50 
  Your skin is unnaturally tough, granting you a +1 
  natural bonus to your AC.
  
  16 
  51 
  You can speak to all birds.
  52 
  You gain a +2 bonus on saving throws against 
  poison.
  53 
  You possess the scent special ability.
  54 
  You gain DR 2/piercing.
  55 
  You are unnaturally sly, granting you a +2 racial 
  bonus on all Sleight of Hands checks.
  56 
  Once per day you can spit acid. This glob deals 
  1d4 points of acid damage and has a range 
  increment of 5 feet.
  57 
  Your body exudes freezing cold. Any creature 
  that grapples you takes 1d4 points of cold 
  damage per round.
  58 
  You heal double the normal amount of damage 
  by resting.
  59 
  You gain a +1 bonus on all Will saving throws.
  60 
  You gain a +2 bonus to your initiative at night.
  61 
  You can manipulate any armor, gauntlets, or 
  shield you wield, causing them to grow spikes. 
  These spikes last only as long as you wear your 
  armor  
  62 
  You can use deathwatch 3 times per day as a 
  spell-like ability.
  63 
  You have some manner of inhuman sensory 
  organ. You gain a +2 bonus on saving throws 
  against gaze attacks.
  64 
  Once per day, for 1 round, you may see through 
  any substance less than 5 feet thick—except for 
  lead—as if it were glass. This is a supernatural 
  ability. 
  65 
  Your strange physiology grants you a +2 racial 
  bonus on all Acrobatics checks.
  66 
  You can drink and gain nourishment from ash, 
  cinders, dust, and sand.
  67 
  Your eyes glow fiendishly and you possess the see 
  in darkness ability as if you were a devil.
  68 
  You gain damage reduction 2/cold iron.
  69 
  You can use fog cloud once per day as a spell-like 
  ability.
  70 
  You are aware of and can choose the result of any 
  attempt to detect your alignment.
  71 
  You can spend a full-round action once per day 
  eating from a corpse to regain 1d6+1 hit points.
  72 
  You can communicate telepathically with any evil 
  creature within 50 feet.
  73 
  You can use minor image 3 times per day as a 
  spell-like ability.
  74 
  Once per day, as a spell-like ability, you can 
  animate a Small or smaller object for a number 
  of rounds equal to your level. Treat this object as 
  an animated object. 
  75 
  You gain sonic resistance 5.
  76 
  You can hold your breath for 3 rounds longer 
  than normal.
  77 
  You can speak to insects.
  78 
  Your skin is spiky. Any creature that attempts to 
  grapple you takes 1d4 points of damage.
  79 
  You receive a +1 bonus on all Fortitude saving 
  throws.
  80 
  You gain a +2 bonus on your CMD.
  81 
  You can use rage on yourself once per day as a 
  spell-like ability.
  82 
  You gain a +2 bonus on saving throws against 
  mind-affecting effects.
  83 
  Once per day exposure to fire heals you 1d6 hit 
  points. This does not negate fire damage.
  84 
  You are immune to magic sleep and paralysis 
  effects.
  85 
  Supernatural awareness grants you a +2 racial 
  bonus on all Perception checks.
  86 
  Your anatomy is slightly unusual, giving you a 
  15% chance to ignore any critical hit.
  87 
  You can survive on one-quarter the amount of 
  food and water a human requires.
  88 
  Any damage you deal with a melee weapon is 
  treated as evil for the purposes of overcoming 
  damage reduction.
  89 
  You can use inflict light wounds once per day as 
  a spell-like ability.
  90 
  You gain an additional +2 racial bonus on your 
  Wisdom.
  91 
  You gain damage reduction 2/slashing.
  92 
  You can see creatures on the Ethereal Plane.
  93 
  Once per day you may ask a corpse one yes-or-no 
  question, as per the spell speak with dead. This 
  is a spell-like ability.
  94 
  You gain a +2 bonus on saving throws against 
  nausea.
  95 
  You are flexible and slightly slimy, possessing a 
  +2 racial bonus on all Escape Artist checks.
  96 
  You can use ventriloquism at will as a spell-like 
  ability.
  97 
  As a standard action, once per day, you may 
  suppress your unusual tiefling physical features 
  for a number of minutes equal to your Con 
  modifier, thus appearing human. 
  98 
  You receive +1 bonus hit point per level.
  99 
  Once per week you may mentally contact a 
  fiendish ancestor to gain information, as per the 
  spell commune. This is a spell-like ability. 
  100 
  Roll on this table twice, ignoring any further rolls 
  of 100.
  
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  Faces of the Tarnished Souk:    The Mad Wench Maelgatryx 
   Copyright 2011, Steven D Russell; Authors Matt Banach and Justin 
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