TEXT: Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
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  By Bret Boyd
  Edited By:  
  Gareth Michael Skarka
  Art:  
  Nathan Rosario 
  & JupiterMedia Corp.
  Layout:  
  Gareth Michael Skarka
  Requires the use of the Dungeons & Dragons ® 
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  according to the terms of the d20 System License. 
  version 5.0.  A copy of the license can be found at 
  www.wizards.com/d20
  All text is designated as Open Game Content .
  www.adamantentertainment.com
  
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  Table of Contents
  Creature 
   
   
   
   
  Page
  Akyanzi 
   
   
   
   
  4
  Barrow Wight (Template) 
   
   
  4
   
  Sample Barrow Wight  
   
  6
  Blighted One  
   
   
   
  7
  Blood Wraith  
   
   
   
  7
  Bog Slain 
   
   
   
   
  9
  Bone Slime 
   
   
   
   
  10
  Cadaver 
   
   
   
   
  11
  Canine Stalker  
   
   
   
  12
  Carcaetan 
   
   
   
   
  13
  Cinder Ghoul  
   
   
   
  15
  Cruciﬁxion Spirit 
   
   
   
  16
  Dark Voyeur  
   
   
   
  17
  Deadwood Tree 
   
   
   
  18
  Death Crab Swarm 
   
   
   
  20
  Death Roach  
   
   
   
  21
  Death Squid  
   
   
   
  22
  Dread Sphere  
   
   
   
  24
  Dreadwraith  
   
   
   
  26
  Fear Guard 
   
   
   
   
  27
  Filth Croc 
   
   
   
   
  28
  Fire Phantom  
   
   
   
  29
  Flame Servant  
   
   
   
  30
  Flying Abomination  
   
   
  32
  Fog Spirit 
   
   
   
   
  33
  Frozen Horror  
   
   
   
  33
  Gallows Tree  
   
   
   
  34
  Gallows Tree Zombie  
   
   
  35
  Ghost Eater 
   
   
   
   
  36
  Ghostly Slasher 
   
   
   
  37
  Ghoul & Ghast (Template) 
   
   
  38
   
  Sample Ghoul  
   
   
  39
   
  Ghast Prestige Class  
   
  40
  Ghoul, Ichor  
   
   
   
  41
  Ghoul, Primal  
   
   
   
  42
  Grave Risen  
   
   
   
  43
  Gray Death 
   
   
   
   
  44
  Hoar Spirit 
   
   
   
   
  45
  Inscriber 
   
   
   
   
  46
  Jikini  
   
   
   
   
  48
  Lector  
   
   
   
   
  49
  Murder-Born  
   
   
   
  50
  Ndalawo 
   
   
   
   
  51
  NecʼHaan 
   
   
   
   
  52
  Creature 
   
   
   
   
  Page
  Necroling 
   
   
   
   
  53
  Necrotic Entrailer 
   
   
   
  55
  Orc, Death Lord 
   
   
   
  56
  Orphan of the Night  
   
   
  57
  Phantasm 
   
   
   
   
  58
  Quick-Shard Cavalier  
   
   
  59
  Red Jester 
   
   
   
   
  60
  Rom 
   
   
   
   
   
  62
  Persistent Soldier 
   
   
   
  63
  Sacred Guardian 
   
   
   
  64
  Skeleton, Black 
   
   
   
  65
  Souless One  
   
   
   
  66
  Spellgorged Zombie (Template) 
   
  68
   
  Sample Spellgorged Zombie  
  69
  Spirit of Hate  
   
   
   
  70
  Tavern Prowler 
   
   
   
  71
  Terkow (Template) 
   
   
   
  72
   
  Sample Terkow 
   
   
  73
  Thanatos 
   
   
   
   
  74
  Tortured 
   
   
   
   
  76
  Tree of Woe 
   
   
   
   
  77
  Undead Lord (Template) 
   
   
  78
   
  Sample Undead Lord  
   
  79
  Undead Stalker 
   
   
   
  81
  Vohrahn 
   
   
   
   
  82
  Webbed Sentinel 
   
   
   
  84
  Wraithlight 
   
   
   
   
  85
  Zombi, True (Template) 
   
   
  86
   
  Sample True Zombi  
   
  87
  NEW MAGIC ITEMS 
   
   
  88
  NEW SPELLS 
   
   
   
  95
  OPEN GAMING LICENSE  
   
  109
  
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  Introduction
  This supplement is a toolbox of undead-themed material for 
  the busy GM.  Herein you will ﬁnd monsters, spells, and magic 
  items all relating to the undead.
  Undead Type
  Undead are once-living creatures animated by spiritual or 
  supernatural forces.
  Features: An undead creature has the following features.
  —12-sided Hit Dice.
  —Base attack bonus equal to 1/2 total Hit Dice (as wizard).
  —Good Will saves.
  —Skill points equal to (4 + Int modiﬁer, minimum 1) per Hit 
  Die, with quadruple skill points for the ﬁrst Hit Die, if the 
  undead creature has an Intelligence score. However, many 
  undead are mindless and gain no skill points or feats.
  Traits: An undead creature possesses the following traits 
  (unless otherwise noted in a creature’s entry).
  —No Constitution score.
  —Darkvision out to 60 feet.
  —Immunity to all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects).
  —Immunity to poison, sleep effects, paralysis, stunning, 
  disease, and death effects.
  —Not subject to critical hits, nonlethal damage, ability drain, or 
  energy drain. Immune to damage to its physical ability scores 
  (Strength, Dexterity, and Constitution), as well as to fatigue and 
  exhaustion effects.
  —Cannot heal damage on its own if it has no Intelligence score, 
  although it can be healed. Negative energy (such as an inﬂict 
  spell) can heal undead creatures. The fast healing special quality 
  works regardless of the creature’s Intelligence score.
  —Immunity to any effect that requires a Fortitude save (unless 
  the effect also works on objects or is harmless).
  —Uses its Charisma modiﬁer for Concentration checks.
  —Not at risk of death from massive damage, but when reduced 
  to 0 hit points or less, it is immediately destroyed.
  —Not affected by raise dead and reincarnate spells or abilities. 
  Resurrection and true resurrection can affect undead creatures. 
  These spells turn undead creatures back into the living creatures 
  they were before becoming undead.
  —Proﬁcient with its natural weapons, all simple weapons, and 
  any weapons mentioned in its entry.
  —Proﬁcient with whatever type of armor (light, medium, or 
  heavy) it is described as wearing, as well as all lighter types. 
  Undead not indicated as wearing armor are not proﬁcient with 
  armor. Undead are proﬁcient with shields if they are proﬁcient 
  with any form of armor.
  —Undead do not breathe, eat, or sleep.
  Monsters
  Besides having the usual information and being updated for 
  the revised 3rd edition rules, each monster comes with its own 
  treasure hoard (if applicable) as well as ideas for somehow 
  using it “in your campaign.”  Each item in the treasure section 
  is listed with its respective gold piece value.  This makes it 
  easier to swap out items for others which more closely ﬁt your 
  adventure or campaign ﬂavor and yet keep a balanced value 
  as a whole.  The In Your Campaign feature expounds on 
  the monster in new ways, including possible variants and/or 
  adventure ideas and more!  Monsters with “(B)” after a listed 
  feat indicates it is a bonus feat.
  
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  striking or being struck, that weapon’s special abilities are 
  suppressed for 1d4 hours.  This is an antimagic effect, rendering 
  the weapon mundane in all ways (but it is still considered 
  masterwork since that is a nonmagical condition).
  Profane Sunder (Ex): Akyanzi enjoy the beneﬁts of the Sunder 
  feat.  A sword-eater’s bite does 1d6 points of damage and 
  ignores hardness.  They only attack weapons and shields.
  *Akyanzi have a +8 racial bonus to opposed attack rolls when 
  striking weapons (not included in the stats above).
  Smell Steel (Ex): Akyanzi automatically detect the presence of 
  any steel objects within 100 feet.  They are able to determine 
  the general placement of steel objects, no matter how small, but 
  gain no special means of precisely locating secret hiding places 
  or seeing through disguises.  This ability does not detect any 
  other materials.
  Treasure
  None—As disembodied undead craniums, akyanzi have no 
  need, much less the ability to carry, treasure.
  In Your Campaign
  Since the akyanzi don’t deal any ﬁre damage, the ﬁre subtype is 
  just window dressing for their origin story.  In reality, you can 
  keep the stats and either drop or change the subtype to better 
  suit your needs as GM.  Perhaps akyanzi in your game come 
  from spellcasters slain by drow weapons, or slain by weapons 
  forged in a speciﬁc geographic area.
  To further feature this monster, there is a new minor artifact 
  for this monster called the Seven-Headed Sword (see the New 
  Magic Items section later in this book).
  Barrow Wight (Template)
  “Barrow wight” is a template that can be added to any sentient 
  creature with an organic body and a culture with death rituals 
  and has recently died either by a barrow wight’s energy drain 
  ability or naturally; if naturally, the creature must be raised as 
  a barrow wight by some magical force (referred to hereafter 
  as the “base creature”).  The creature’s possession of a soul is 
  a determination for the GM to make, but in most campaigns it 
  includes any dragon, giant, humanoid, or monstrous humanoid.  
  Fey, elementals, and other such creatures depend on the 
  campaign’s cosmology; creatures that are a type of spirit are 
  not subject to being raised as a barrow wight.  It uses all the 
  creature’s statistics and special abilities except as noted below.
  Size and Type: The base creature’s type changes to undead.  As 
  base creature
  Hit Dice: Change to d12, and adjust hit points bonus for ability 
  score modiﬁcations.
  Speed: Same as the base creature but 5 ft. in daylight.
  Armor Class: The barrow wight has +4 natural armor or the 
  creature’s natural armor, whichever is better, though it loses any 
  manufactured armor bonuses.
  Akyanzi
  Small Undead (Fire)
  Hit Dice: 1d12 (6 hp)
  Initiative: +3
  Speed: Fly 30 ft. (good)
  AC: 16 (+3 Dex, +1 size, +2 natural), touch 14, ﬂat-footed 13
  Base Attack/Grapple: +0/-4
  Attack: Bite +4 melee* (1d4)
  Full Attack: Bite +4 melee* (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Eat enchantment, profane sunder
  Special Qualities: Darkvision 60 ft., ﬁre subtype, smell steel, 
  undead traits
  Saves: Fort +0, Ref +3, Will +4
  Abilities: Str 10, Dex 16, Con —, Int 11, Wis 14, Cha 10
  Skills: Hide +8, Knowledge (arcana) +3, Listen +5, Search +3, 
  Sense Motive +5, Spot +5
  Feats: Weapon Finesse, Sunder (B)
  Environment: Any land or underground
  Organization: Solitary, cluster (2-5), or pack (5-20)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 2-3 HD (Small); 4-5 HD (Medium)
  Level Adjustment: —
  A disembodied humanoid head speeds through the air toward 
  you.  Its eyes and throat glow with a crimson radiance, 
  highlighting its otherwise featureless coal-black skin.  The head 
  dives quickly, sharp teeth bared for combat.
  Akyanzi are the heads of spellcasters who are slain by a ﬁre-
  enchanted weapon.  After slain (and likely beheaded) by 
  victorious warriors, negative energy wells from the caster’s 
  anger at being defeated by a non-spellcaster and animates 
  the head only.  Oddly enough, it is not the death of the blade 
  wielder that the akyanzi desires, it is the destruction of the 
  weapon, and to a greater extent, all magic weapons.  Without 
  weapons, the undead believes, non-spellcasters cannot hope to 
  achieve positions of power in the world.  Obviously, the akyanzi 
  have been less than successful in their quest to eliminate all 
  magical weapons, but this does not dissuade them from trying.
  Akyanzi lair close to crossroads or even on the tallest buildings 
  of larger communities.  They attack blacksmiths on sight and 
  often do the same to sword-bearing caravan guards.  They 
  reserve a special enmity for those expert smiths of magical 
  weapon-crafting—dwarves.
  Combat
  Akyanzi ignore creatures themselves, going straight for their 
  magical weapons.  This often pits them against more powerful 
  foes, since low-level characters do not likely carry such items.  
  Undaunted, the akyanzi attacks until the weapon is disenchanted 
  and then speeds back to its lair.  
  Eat Enchantment (Su): Akyanzi are inherently disruptive 
  to a weapon’s magical enchantments.  Any time a sword-
  eater comes into contact with an enchanted weapon, whether 
  
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  Base Attack: A barrow wight has a base attack bonus equal to 
  one-half its Hit Dice.
  Attack: The barrow wight retains any natural attacks, and gains 
  2 natural claw attacks if it doesn’t already have them, though it 
  loses any attacks with manufactured weapons.  Adjust retained 
  natural attacks for ability score modiﬁcations.
  Damage: Creatures without natural weapons gain 2 claw attacks 
  based on the barrow wight’s size category.  If the creature already 
  has claws that do more damage, the creature retains these, but 
  adjusted for ability score modiﬁcations.
  Size
  Claw Damage
  Fine
  —
  Diminutive
  1
  Tiny
  1d2
  Small
  1d3
  Medium
  1d4
  Large
  1d6
  Huge
  2d4
  Gargantuan
  2d6
  Colossal
  2d8
  Special Attacks: A barrow wight retains all of the special attacks 
  of the base creature.  Saves have a DC of 10 + 1/2 barrow wight’s 
  HD + barrow wight’s Cha modiﬁer.  It also gains the following:
  Create Spawn (Su): Any sentient creature with a soul and death 
  rituals slain by a barrow wight’s energy drain rises as a barrow 
  wight the next night, as per this template.  The new barrow wight 
  is under the command of the barrow wight that created it and 
  remains enslaved until its master’s destruction as well as the 
  destruction of every master in the direct line of creation back 
  to the ﬁrst master barrow wight of that line.  Once the creator 
  line of wights is destroyed, the wight spawn has free will.  From 
  that point on, every time the barrow wight uses its create spawn 
  ability on a creature with a soul, it gains 1 HD and remains its 
  original size.
  Energy Drain (Su): Living creatures hit by a barrow wight’s claw 
  attack gain one negative level.  For each negative level bestowed, 
  the barrow wight gains 5 temporary hit points. A barrow wight 
  can use its energy drain ability once per round.
  Special Qualities: A ghoul retains all the special qualities of the 
  base creature and receives those special qualities listed below.
  Damage Reduction 10/silver (Ex): The barrow wight ignores 
  10 hit points from most weapons and natural attacks.  A silver 
  weapon or better negates the ability.
  Fire Vulnerability (Ex): A barrow wight takes double damage 
  from ﬁre attacks unless a save is allowed for half damage.  A 
  successful save halves the damage and a failure doubles it.
  Life Sense (Ex): The barrow wight can sense the presence of 
  any creature subject to its energy drain attack.  One round of 
  concentration reveals the presence of life forces within 30 
  feet of the wight.  A second round of concentration reveals the 
  general number and strength (Hit Dice) of the life forces.  A 
  third round of concentration reveals the exact position of the life 
  forces.
  Nature Rejection (Ex): The barrow wight’s connection to the 
  Negative Energy Plane is tangible to natural creatures within 
  200 feet of the wight, and they react accordingly.  Animals and 
  fey become agitated in the presence of barrow wights, often 
  exhibiting fear reactions.
  Sunlight Vulnerability (Su): A barrow wight’s connection to the 
  Negative Energy Plane is signiﬁcantly impaired in sunlight.  
  In sunlight, the wight’s abilities are all effectively reduced to 
  1, its speed is reduced to 5 feet, and the wight can only take 
  partial actions.  The wight cannot use its energy drain ability 
  in sunlight and loses its damage reduction but not its natural 
  armor.  Time spent in sunlight does not count for recovering for 
  those barrow wights who are spellcasters.
  Turn Resistance (Ex): A barrow wight has +3 turn resistance.
  Saves: As base creature, modiﬁed by changes to abilities.
  Abilities: As base creature, though an undead creature has no 
  Constitution score.
  Skills: Barrow wight class skills when advancing are Climb, 
  Hide, Listen, Move Silently, Search, and Spot.  Barrow wights 
  otherwise use the skills of the base creature and also gain a +8 
  racial bonus on Move Silently checks.
  Feats: As base creature.
  Environment: Any land or underground.
  Organization: Solitary, gang (1 barrow wight and 1-4 spawn), 
  or pack (1 barrow wight and 5–10 spawn).
  Challenge Rating: As the base creature +2.
  Treasure: Varies from none to double standard.
  Alignment: Usually chaotic evil.
  Advancement: Special; see the create spawn ability.
  
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  SAMPLE BARROW WIGHT
  Annis Hag Barrow Wight
  Large Undead
  Hit Dice: 7d12 (45 hp)
  Initiative: +1
  Speed: 40 ft.
  AC: 20 (–1 size, +1 Dex, +10 natural)
  Base Attack/Grapple: +3/+14
  Attack: Claw +9 melee (1d6+7)
  Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee 
  (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn, energy drain, improved grab, 
  rake 1d6+7, rend 2d6+10, spell-like abilities
  Special Qualities: Damage reduction 10/silver, darkvision 60 
  ft., ﬁre vulnerability, life sense, nature rejection, SR 19, +3 turn 
  resistance, undead traits
  Saves: Fort +4, Ref +6, Will +6
  Abilities: Str 25, Dex 12, Con —, Int 13, Wis 13, Cha 10
  Skills: Bluff +8, Diplomacy +2, Hide +13, Intimidate +2, Listen 
  +10, Spot +10
  Feats: Alertness, Blind-Fight, Great Fortitude
  Environment: Any land or underground
  Organization: Solitary, gang (1 barrow wight and 1-4 spawn), or 
  pack (1 barrow wight and 5–10 spawn)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: As undead creature
  Level Adjustment: —
  Nearly eight feet tall, this spindly female humanoid has clearly 
  been dead for some time.  The crone’s desiccated skin is wrapped 
  tightly around the bone and an eerie gray haze plays about its 
  eyes.
  This annis barrow wight, after several centuries, is ﬁnally freed of 
  a master.  The creature has taken to its old haunt in a cold marsh, 
  spurning the company of other undead, and has established itself 
  once again as a brigand commander.  Calling herself Manx, the 
  barrow wight has learned patience over the years as is willing to 
  let months or years pass by before enacting a plan.  But as slow 
  as Manx is in plotting actions, she is all-too quick to react to 
  danger or personal insult.  Manx throws caution to the wind if a 
  creature is obviously trying to hamper her plans.  For example, 
  the leader of the brigands was an obvious and immediate obstacle 
  so she walked into his tent, dragged him from his bed, and slew 
  him in front of the assembled band.  Unsurprisingly, Manx’s 
  leadership has gone unchallenged ever since.
  Combat
  Though physically powerful, this undead hag does not favor 
  simple assaults but tries to divide and confuse its foes before 
  combat.  Using either of its spell-like abilities can provide just 
  enough of a distraction to slay a single enemy quickly before its 
  companions can form a defense.  If the annis barrow wight does 
  manage to slay a creature during its surprise attack, it makes 
  certain to throw the corpse’s bits at its fellows before striking at 
  them.
  Energy Drain (Su): Living creatures hit by a vampire spawn’s 
  slam attack gain one negative level. The DC is 13 for the 
  Fortitude save to remove a negative level. The save DC is 
  Charisma-based. For each such negative level bestowed, the 
  barrow wight gains 5 temporary hit points.
  Improved Grab (Ex): To use this ability, an annis barrow 
  wight must hit a Large or smaller opponent with a claw attack. 
  It can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity.
  Rake (Ex): Attack bonus +9 melee, damage 1d6+7. An annis 
  barrow wight can attack a grappled foe with both claws at no 
  penalty.
  Rend (Ex): An annis barrow wight that hits with both claw 
  attacks latches onto the opponent’s body and tears the ﬂesh. 
  This attack automatically deals an extra 2d6+10 points of 
  damage.
  Spell-Like Abilities: Caster level 8th; 3/day - disguise self, fog 
  cloud.
  Skills: Barrow wights have a +8 racial bonus on Move Silently 
  skill checks.
  Treasure
  Standard—Manx has a great deal of treasure but keeps a certain 
  supply reserved for herself.  That supply is what this treasure 
  hoard details.
  Banded agate (x3) [8 gp each]
  Tourmaline (x3) [90 gp each]
  Ring of jumping [2,500 gp]
  606 gp
  In Your Campaign
  The obvious way to get PCs involved with Manx is to come into 
  conﬂict with her brigand band.  More than anything the former 
  annis desired control of her own life.  Being a barrow wight 
  temporarily compromised that freedom but now she is back 
  with a vengeance.  Caravans passing anywhere near the wight’s 
  marsh must pay tribute or be destroyed.  Investigating PCs must 
  not only locate her lair but also ﬁght through her fanatically 
  loyal band of brigands (their loyalty is bought and paid for 
  many times over thanks to the riches Manx has been able to 
  gather).
  For higher level campaigns, Manx may decide to make her 
  brigand group more powerful by adding giants beneath her 
  rule.  However, the annis barrow wight knows that the local 
  hill giant chieftain will not react well to dealing with an undead 
  creature.  So, she sends her trusted lieutenant to broker a deal.  
  Can the PCs stop this political move by the annis’ band or will 
  interference incur not only Manx’s anger but that of the giants 
  as well?
  
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  Blighted One
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +1
  Speed: 15 ft.
  AC: 12 (+1 Dex, +1 deﬂection), touch 11, ﬂat-footed 11
  Base Attack/Grapple: +3/—
  Attack: Touch +4 melee (disease)
  Full Attack: Touch +4 melee (disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease
  Special Qualities: Damage reduction 10/magic, incorporeal 
  traits, undead traits
  Saves: Fort +2, Ref +3, Will +4
  Abilities: Str —, Dex 13, Con —, Int 10, Wis 9, Cha 12
  Skills: Bluff +2, Hide +3, Jump +2, Listen +3, Spot +3
  Feats: Alertness, Improved Unarmed Strike
  Environment: Any land or underground
  Organization: Solitary, ward (10-20), or plague (25-100)
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Medium); 13-18 (Large)
  Level Adjustment: —
  You see only a glimpse of this creature, but even that is enough 
  to make you wretch.  This amorphous shape is about the height 
  of a human but that is where the similarity ends.  Red and 
  yellow sores ooze puss across the creature’s undulating green 
  skin.  A single pseudopod reaches out from the mass, swinging 
  dangerously in your direction.
  Born of pestilence, the blighted one is the incorporeal 
  manifestation of creatures that have died from a disease.  For 
  only a shadow of the deceased’s essence remains on the Material 
  Plane.  When enough creatures die in a general area from the 
  same disease, their shadowy soul remnants band together to 
  form a blighted one (usually 20 creatures to a blighted one).  
  From that point on, the blighted one exists as one consciousness, 
  determined only to spread the same disease which slew its 
  component souls.
  Combat
  Blighted ones exist solely to harass the living and spread their 
  horrible diseases.  They spend their nights passing through towns, 
  caressing the faces of the sleeping in order to infect them.  This is 
  likely how characters encounter a blighted one and immediately 
  identify it as a threat.
  Disease (Su): Any creature touched by a blighted one must 
  succeed at a DC 13 Fortitude save or contract an advanced form 
  of whatever disease killed the blighted one originally.  GMs 
  can tailor such disease to the speciﬁcs of their campaigns, but 
  they should assume as a default that the disease has an onset 
  period of 1d10 days and that it subsequently causes 1d3 points of 
  temporary Constitution damage per day until it is cured.  Disease-
  curing magic (remove disease, wish and the like) restores the 
  victim to health.
  Treasure
  None—As an incorporeal creature, the blighted one has neither 
  the need nor interest for treasure of any kind.
  In Your Campaign
  Blighted ones are the logical result of massive plagues that 
  sweep across nations, sending many creatures to their graves.  
  The way a blighted one is made means that the spirits of those 
  who create one can still pass onto the afterlife, for only an echo 
  of that essence remains.  This is why so many are needed just 
  to create a single blighted one.  It may also be why they are not 
  hunted by more people who want their slain loved ones to rest 
  in peace—because they already are.
  Sages speak of blighted ones who, after infecting more creatures 
  that then die and become blighted ones, become stronger.  These 
  “ancient blighted ones” have roamed the lands for centuries or 
  longer in their eternal mission to spread disease.  There have 
  been some evil creatures that have searched for these ancient 
  blighted ones in hopes of harnessing a more powerful version 
  of a disease.  Strong outbreaks of a particular plague will be the 
  tip off that those creatures were successful (unless the PCs stop 
  them ﬁrst, of course).
  Bloodwraith
  Medium Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +8
  Speed: Fly 50 ft. (average)
  AC: 15 (+4 Dex, +1 natural), touch 14, ﬂat-footed 11
  Base Attack/Grapple: +3/-1
  Attack: Blood touch +7 melee (see below)
  Full Attack: Blood touch +7 melee (see below)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood touch
  Special Qualities: Blood tracking, carnivore attraction, 
  darkvision 60 ft., +2 turn resistance, undead traits
  Saves: Fort +2, Ref +6, Will +7
  Abilities: Str 3, Dex 18, Con —, Int 12, Wis 14, Cha 16
  Skills: Hide +11, Intimidate +7, Listen +11, Move Silently +9, 
  Search +10, Spot +13, Survival +6
  Feats: Alertness, Improved Initiative, Weapon Finesse
  Environment: Any land or underground
  Organization: Solitary or team (3-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-11 HD (Medium)
  Level Adjustment: —
  This humanoid ﬁgure has translucent skin encapsulating a 
  reservoir of its bloody ﬂuids.  There is no obvious face or other 
  features to the form except a slight black haze that plays across 
  the creature’s hands.
  The bloodwraith rises from a site of much bloodshed to hunt 
  the creatures that bled, yet did not die, there.  Battleﬁelds are, 
  naturally, the most common areas of bloodwraith origin.  But 
  
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  if the slain creatures are strong enough (i.e. high-level), then not 
  much blood is required to birth a bloodwraith.  These undead 
  are persistent trackers who never deviate from their mission.  
  The creature’s mind may have come from different entities, but 
  the bloodwraith is nonetheless an individual.  The bloodwraith 
  cannot speak but it understands Common and one language 
  native to the region where it was birthed (GM’s choice).
  Combat
  Bloodwraiths carefully stalk a victim and attack at the ﬁrst sign 
  of him.  Without any ranged abilities, the bloodwraith simply 
  uses its blood touch on its prey.  If more than one opponent 
  threatens the bloodwraith, it needs to ﬁrst paralyze its prey before 
  worrying about those threats (to insure that its chosen victim does 
  not escape in the meantime).  The bloodwraith is not foolish and 
  ﬂees if severely damaged.  When slain, the bloodwraith explodes, 
  sending out a fountain of blood in a 10-foot radius.  While 
  disgusting, the blood has no adverse affects on those it lands on.
  Blood Touch (Su): The bloodwraith attacks by touch and, if 
  successful, ﬂoods the victim with waves of chilling negative 
  energy. The touch attack does not inﬂict damage but unless the 
  victim succeeds a Fortitude save (DC 16) it is paralyzed for 1d4 
  rounds and suffers 1d4 points of permanent Constitution damage 
  each round the touch is maintained.  Blood from the victim can 
  be seen pouring into the bloodwraith through its grip.  Every 
  time the bloodwraith successfully drain Constitution, it heals 
  5 hit points of damage no matter how many points it drains.  If 
  the amount of healing is more than the damage the creature has 
  suffered, those hit points are lost.  Restoration can restore a 
  character’s lost Constitution; a character with 0 Constitution is 
  dead.  The save DCs are Charisma-based.
  Blood Tracking (Su): This ability allows the bloodwraith to ﬁnd 
  its victim by the scent of its blood.  It functions much like the 
  Scent ability, but the bloodwraith is so sensitive that it can begin 
  to scent its victim within ten miles instead of 30 feet, making a 
  Wisdom check DC 10 + 2 per hour that the trail is cold to track 
  its victim.  It then slowly homes in on the scent, getting a better 
  and better idea of the current location of the target as it gets 
  closer to him.  If it is within 30 feet of its intended victim, the 
  bloodwraith can pinpoint its location.
  Carnivore Attraction (Ex): The bloody form of the bloodwraith 
  attracts carnivores that depend on smell for their hunting in any 
  degree.  If a PC sees a pack of dogs snifﬁng around a cloaked 
  ﬁgure while seeming to cringe at the same time, he might just be 
  a bloodwraith.
  Treasure
  None—The bloodwraith is concerned only in slaying its prey.  
  The collecting of precious baubles is not part of that mission.
  In Your Campaign
  What if the bloodwraith only went after creatures with certain 
  blood types?  Perhaps the undead was created to hunt and 
  destroy elves or maybe a vengeful necromancer fashioned the 
  creature to wipe out a particular family’s bloodline.  Giving the 
  bloodwraith an angle like this adds depth to both the monster and 
  the adventure it is used in.
  Although the bloodwraith cannot speak, there is still the 
  possibility of two-way communication through the creature’s 
  blood touch ability.  As a variant option, when you roll 
  successfully for the bloodwraith to inﬂict Constitution damage, 
  a victim that has sufﬁcient “awareness” may be able to prevent 
  the damage.  If the victim has a Charisma score of 13 or higher, 
  the intimate connection inherent in the blood touch allows 
  telepathic communication.  Give this situation form by having 
  the bloodwraith and the character facing each other on an empty 
  plain that ends in misty nothingness (perhaps a 60 ft. by 60 ft. 
  ﬁeld).
  The two creatures then square off using the same abilities they 
  possess when the blood touch is affected.  Instead of its usual 
  appearance, however, the bloodwraith shifts forms—appearing 
  as all of the creatures whose blood it is created from (use its 
  stats as listed above; only the physical appearance changes).  In 
  this way, the victim can converse with the bloodwraith to ﬁnd 
  out why it is hunting him, for the undead has no choice but to 
  respond truthfully to questions in this state of consciousness.  
  This might be how sages learned of its true origins in the ﬁrst 
  place.  The bloodwraith’s voice and personality can change with 
  its form as per the GM’s wishes.  During combat it cannot ﬂy 
  but has a land speed of 30 feet.
  The inevitable combat between the bloodwraith and the victim 
  determines whether or not the victim is paralyzed and loses 
  Constitution points.  A victory for the bloodwraith means its 
  attack progresses as usual but a defeat for it means the victim is 
  unaffected in all ways by the blood touch.
  
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  Bog Slain
  Medium Undead
  Hit Dice: 1d12 (6 hp)
  Initiative: +0
  Speed: 30 ft., swim 20 ft.
  AC: 16 (+6 natural), touch 10, ﬂat-footed 16
  Base Attack/Grapple: +0/+1
  Attack: Slam +1 melee (1d6+1)
  Full Attack: Slam +1 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Darkvision 60 ft., damage reduction 3/—, 
  ﬁre resistance 10, undead traits
  Saves: Fort +0, Ref +0, Will +3
  Abilities: Str 13, Dex 10, Con —, Int —, Wis 12, Cha 3
  Feats: Ability Focus (breath weapon) (B)
  Environment: Any marsh
  Organization: Solitary, gang (2-5), squad (6-10), or mob (11-
  20)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 2-3 HD (Medium)
  Level Adjustment: —
  This bloated excuse for a humanoid bears a foul stench and 
  squishy footfalls.  It has pale green skin and heavy brown 
  eyes devoid of intelligence.  Its mouth opens as  it spots you, 
  releasing thin orange wisps from its insides.
  The bog slain is essentially a better version of a zombie.  
  Created by a water mage of little repute (her name is not even 
  remembered today), the only corpses the woman had to work 
  with were ones found in the bog nearby her home.  Harvesting 
  the lost bog bodies proved difﬁcult but did not expose her 
  machinations to the authorities (as would stealing bodies from 
  the local cemetery).  The bog slain served the mage for many 
  years before her death at the hands of a rival sorcerer.  This 
  man took her notes, copied them, and sold them to all interested 
  parties.  This is how bog slain have come to be located in all 
  parts of the world; as wizards similar in situation to the water 
  mage worked to make their own undead servants.
  Combat
  Bog slain are unintelligent creatures that exist to slay others.  
  They attack anything that moves unless ordered otherwise by 
  their master.  A blast from the bog slain’s breath weapon is a 
  common ﬁrst attack against a foe before closing in for melee 
  slams.  That is as tactical as a bog slain gets.
  Breath Weapon (Su): Instead of attacking with a slam attack, 
  a bog slain may instead spew a gout of foul water from its 
  lungs and stomach out through its mouth as a standard action 
  every 1d4 rounds.  No attack roll is necessary; the line of water 
  reaches 60 feet, and is 5 feet high and 5 feet wide.  If ﬁlls 
  the area and any creature who fails a Reﬂex save (DC 12) is 
  caught in the area; he is checked for one round and must make 
  a Fortitude save (DC 11) or become infected with blinding 
  sickness (the save DC is Strength-based).  This disease has 
  an incubation period of 1d3 days and inﬂicts 1d4 points of 
  temporary Strength damage.  Each time a victim takes 2 or 
  more points of Strength damage from the disease, he must make 
  another Fortitude save or be permanently blinded.
  Bog slain can use their breath weapon three times before 
  needing to submerge in water again to replenish their water 
  reserve.  Replenishing the breath weapon takes two rounds for 
  each time the bog slain has used the ability.
  Treasure
  Standard—The poor souls who die in bogs are usually low-level 
  commoners caught in a bad spot or who ran afoul of the local 
  crime organization.  What little in treasure they had upon death 
  is still on them.
  Masterwork sling [300 gp]
  100 sp
  In Your Campaign
  As long as they are near to a water source, bog slain can 
  indeﬁnitely survive.  Not only do their breath weapons need 
  replenishing, but you might rule that their body does as well.  
  For every day a bog slain does not submerge for at least an 
  hour, its ﬁre resistance rating decreases by 2 and they take 1 hit 
  point of damage.  Since water is part of their nature, it seems 
  only natural to throw in this hindrance.
  
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  Bone Slime
  Huge Ooze
  Hit Dice: 6d10+32 (65 hp)
  Initiative: -4
  Speed: 20 ft., climb 20 ft.
  AC: 4 (-2 size, -4 Dex), touch 4, ﬂat-footed 4
  Base Attack/Grapple: +4/+12
  Attack: Slam +4 melee (1d8 and 1d6 cold)
  Full Attack: Slam +4 melee (1d8 and 1d6 cold)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Cold, engulf, skeletons
  Special Qualities: Blindsight 60 ft., creeping, ooze traits, 
  undead qualities
  Saves: Fort +4, Ref -2, Will -2
  Abilities: Str 10, Dex 3, Con 15, Int —, Wis 2, Cha 1
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
  Level Adjustment: —
  A large blob of inky darkness moves slowly toward you.  As 
  it catches the light, you can see bleached bones inside the 
  creature.
  The bone slime is a negatively-powered ooze which not 
  only slays other creatures but then animates their bones by 
  instinct later.  The origins of this ooze are not as many believe, 
  that more mundane oozes eat undead and therefore become 
  creatures of undeath themselves.  No; in actuality, bone slimes 
  are born from the Negative Energy Plane itself.  Every so often, 
  the Negative Energy Plane, for lack of a better term, bursts.  In 
  this spot, an inﬁnitesimally small hole appears on the Material 
  Plane.  Instead of sealing itself, the planar hole instead forms 
  a scab.  In this case, that scab is actually a bone slime.  It has 
  negative energy properties even though it is not undead.
  Wherever the bone slime moves, the hole to the Negative 
  Energy Plane moves with it; too small to see yet large enough 
  to impart power to the slime.  When the bone slime is ﬁnally 
  defeated, the rupture to the Negative Energy Plane seals itself.
  Combat
  The bone slime’s tactics are simple—if it senses a creature, it 
  attacks.  If more than one creature is near, than the bone slime is 
  just as likely to release a few skeletons before entering combat 
  itself.
  Cold (Ex): Any victim hit by the bone slime’s slam attack 
  suffers 1d6 points of cold damage in addition to the physical 
  damage.  This cold radiates forth from the bone slime’s tiny 
  negative singularity which hides inside it.
  Engulf (Ex): Any Large or smaller opponent hit by a successful 
  slam attack may be engulfed in the next round.  Victims can 
  forgo their attacks of opportunity and instead can make a DC 
  13 Reﬂex save to avoid being engulfed.  Engulfed victims are 
  subject to 1d6 cold damage each round and are considered to be 
  grappled and trapped within the bone slime’s body.  The bone 
  slime is free to make other slam attacks in subsequent rounds, 
  but can engulf only one Medium creature per 3 HD, one Small 
  creature per 2 HD, or one Large creature per 4 HD.  If a victim 
  dies while engulfed, it becomes a preferential skeleton (taking 
  the place of the oldest one the bone slime currently possesses).  
  This distinction means nothing, but rather is simply the way the 
  bone slime operates.
  Skeletons (Su): If confronted with multiple opponents, the 
  bone slime expels 1d6 skeletons form its mass.  These skeletons 
  conform to the statistics of standard Medium skeletons (see the 
  MM) and attack any living thing in the area.  If no living beings 
  remain in the bone slime’s blindsight range, the skeletons 
  collapse into piles of bones, rusty armor and dented weaponry 
  awaiting the bone slime to slide over and reabsorb them.
  Creeping (Ex): The bone slime can climb any vertical surface 
  and can hang from the underside of any horizontal surface as 
  long as a third of its mass touches a vertical surface.  It can pass 
  through openings as small as a human hand.
  Undead Qualities (Ex): Bone slimes share certain traits with 
  undead.  They are not subject to ability drain or energy drain, 
  they are healed by negative energy (such as inﬂict spells), and 
  they take damage from positive energy (such as cure spells).
  Treasure
  None—As an unintelligent ooze, the bone slime cannot even 
  use treasure, much less desire its presence.  The only treasure 
  a party might after defeating a bone slime is that of its most 
  recently-absorbed victims.
  In Your Campaign
  When a bone slime is destroyed, the rupture to the Negative 
  Energy Plane seals itself.  But what if this was not always the 
  case?  Then the adventure really begins!  A tiny pinprick of 
  negative energy might always be at the same spot forever.  The 
  implications of direct access to this plane are far-reaching and 
  quite dangerous.  An undead creature could conceivably drink 
  from the area as if it were a fueling station, healing damage 
  literally as it was inﬂicted onto them if they stood in the right 
  spot.
  As the GM, feel free to have fun with this scenario.  Maybe 
  instead of healing a creature, the rupture’s energy began to 
  poison the land around it.  Over the course of a few years, every 
  plant and animal that dies within a mile of the rupture would 
  rise as some kind of minor undead.  This sounds like the perfect 
  ﬁrst exposure to undead for a low-level party.  The objective 
  is to locate the negative energy rupture, now enlarged into a 
  visible phenomenon, and close it.  This could be as simple 
  as simple as exposing the rupture to positive energy or even 
  striking it with a weapon.
  
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  Cadaver
  Medium Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +5
  Speed: 30 ft.
  AC: 13 (+1 Dex, +2 natural), touch 11, ﬂat-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Claw +2 melee (1d4+1 plus disease)
  Full Attack: 2 claws +2 melee (1d4+1 plus disease) and bite +3 
  melee (1d6 plus disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease
  Special Qualities: Damage reduction 5/bludgeoning, darkvision 
  60 ft., immunity to cold, reanimation, undead traits
  Saves: Fort +0, Ref +1, Will +3
  Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 13
  Feats: Improved Initiative (B)
  Environment: Any
  Organization: Solitary or gang (2-5)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 3-6 HD (Medium)
  Level Adjustment: —
  This monster resembles a humanoid 
  dressed in tattered rags.  Rotted ﬂesh 
  reveals corded muscles stretched tightly 
  over its skeletal frame.  Hollow eye 
  sockets ﬂicker with a hellish glow.  
  Broken and rotted teeth line its mouth 
  and its hands end in wicked claws.
  Cadavers are the undead skeletal remains 
  of people who have been buried alive or given 
  an improper burial (an unmarked grave 
  or mass grave for example).  They 
  can be found haunting graveyards and 
  cemeteries.
  Cadavers are infused with a hatred 
  that rivals many other undead 
  creatures.  This hatred includes 
  its own existence as well as the 
  existence of all living 
  creatures.  They have a 
  distinct hatred for light, 
  but it does not damage 
  them.  All encounters 
  with cadavers are at 
  night or places cloaked 
  in 
  darkness.  Multiple 
  cadavers do not work 
  in consort with each 
  other; being mindless 
  they simply charge 
  into combat, killing 
  all creatures they 
  can.  Cadavers are sometimes found in the employ of greater 
  undead (such as wights or ghasts).
  Combat
  A cadaver attacks by raking with its ﬁlthy claws or biting with 
  its sharp, disease-infested teeth.  They often lie in shallow 
  graves waiting for potential victims to wander too close, where 
  they immediately spring to attack, raking and biting until 
  destroyed or until all foes are dead.
  Disease (Ex): Filth fever—claw or bite, Fortitude save DC 
  11, incubation period 1d3 days; damage 1d3 Dexterity and 
  1d3 Constitution (see Disease in the DMG).  The save DC is 
  Charisma-based.
  Reanimation (Ex): When reduced to 0 hit points or less, 
  a cadaver is not destroyed; rather it begins the process of 
  reanimating by regaining 1 hit point per round.  Hit points 
  lost to magical weapons or spells are not regained.  When the 
  creature reaches its full hit point total (minus damage dealt from 
  magical attacks and weapons), it stands up, read to ﬁght again.  
  If the creature is destroyed by a cleric’s turning 
  ability, it cannot reanimate.  If a cleric casts 
  gentle repose on the cadaver when 
  it reaches 0 hit points, it cannot 
  reanimate.  A bless spell delays 
  the reanimation, causing the 
  creature to regain hit points at 
  half its normal rate (i.e. 1 hit 
  point every other round).
  Treasure
  Standard—A cadaver 
  becomes an undead 
  dressed in whatever it was 
  buried in.  This includes 
  money and equipment 
  (unless looted beforehand, 
  which is likely).  Still, a 
  cadaver usually manages to 
  have some treasure on it 
  when found by brave 
  adventurers.
  Finely wrought gold 
  anklet [100 gp]
  Musical 
  instrument, 
  masterwork [100 
  gp]
  Silver 
  comb with 
  
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  moonstones, tarnished [352 gp]
  48 gp
  In Your Campaign
  The problem with mindless dead like the cadaver is that once 
  their disease and reanimation abilities are identiﬁed, they are 
  essentially treated as a more powerful form of zombie by 
  characters.  Cadavers lose their edge as unique undead and 
  tend to get shufﬂed into the low-level minion category that, 
  essentially, they are.  But what can you do to breathe some life 
  into these lifeless foes?
  Let’s take their unique characteristic of reanimating.  Truly 
  the restless dead, cadavers don’t even stay down when you 
  kill them.  You could use this ability to pair a cadaver up with 
  an evil deity of similar rebirth nature.  After a few encounters 
  against cadavers and this deity’s followers, the PCs will 
  recognize cadavers as not just another type of restless dead, but 
  the harbingers of a known and feared cult of religious fanatics!  
  Furthermore, perhaps the initial animating process does not 
  occur until a priest of the rebirth deity casts a spell over the ill-
  buried corpse.  Such ability could be a special one granted by 
  the evil god whenever a follower casts animate dead or similar 
  magics.
  Canine Skulker
  Medium Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +2
  Speed: 40 ft.
  AC: 16 (+2 Dex, +4 natural), touch 12, ﬂat-footed 14
  Base Attack/Grapple: +1/+3
  Attack: Bite +4 melee (1d6+4 plus blood paralysis)
  Full Attack: Bite +4 melee (1d6+4 plus paralysis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Ghoul fever, howl, paralysis, trip
  Special Qualities: Darkvision 60 ft, low-light vision, scent, 
  undead traits
  Saves: Fort +1, Ref +3, Will +5
  Abilities: Str 15, Dex 15, Con —, Int 10, Wis 14, Cha 12
  Skills: Hide +5, Jump +4, Listen +10, Move Silently +10, 
  Search +5, Spot +7, Survival +6*, Swim +3
  Feats: Weapon Finesse, Weapon Focus (bite)
  Environment: Any land
  Organization: Pack (6-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 4-9 HD (Medium)
  Level Adjustment: —
  This creature was clearly once a living dog, but that time is 
  long past.  A pale glow emanates from its eye sockets and white-
  brown fur is stuck in scruffy tufts across its mostly skeletal body.  
  Jagged, sharp teeth are bared as the canine growls loudly.
  Canine skulkers prowl the lands of the living in an eternal 
  hunt for prey.  The ﬁrst skulkers were actual hunting dogs 
  buried with their master.  When a lich was slain atop their 
  burial ground, the creature’s necromantic energies seeped into 
  the ground and animated the dogs as skulkers.  Since that day 
  centuries past, the canine skulkers have done the only thing 
  they were trained to do—hunt and kill.  Their improved mental 
  faculties and special powers are a direct result of the lich 
  energies which accidentally birthed them.
  Combat
  Canine skulkers are a great deal more intelligent than their 
  living counterparts, and arrange to attack from surprise 
  whenever possible.  They secretly shadow their chosen victims 
  for days, waiting for the right moment to strike.  When they are 
  ready to attack, they unleash their fearsome howls and rush their 
  victims en masse.
  Canine skulkers are utterly fearless, attacking no matter how 
  large and dangerous their opponents.  Once they have caught 
  the scent of prey, nothing short of their own destruction can 
  deter them from the hunt.  Much like humanoid ghouls, the 
  bite of a canine skulker causes paralysis.  Those paralyzed are 
  quickly overwhelmed by the undead pack and torn to pieces.
  Ghoul Fever (Su): In most cases, packs of canine skulkers 
  devour their victims.  One the occasion that they do not, 
  however, their victims run the risk of being exposed to the 
  terrible disease carried by their bite.
  Ghoul fever—bite, Fortitude DC 12, incubation 1 day, damage 
  1d3 Dex and 1d3 Con.  The save DC is Charisma-based.
  An afﬂicted humanoid or canine that dies of ghoul fever rises as 
  a ghoul or a canine skulker, respectively, at the next midnight.  
  A creature that becomes a ghoul or a canine skulker in this way 
  retains none of the abilities it possessed in life.  It is not under 
  the control of any other ghouls or canine stalkers, but it hungers 
  for the ﬂesh of the living and behaves like other ghouls or 
  canine skulkers in all respects.
  Howl (Su): When a canine skulker howls, all living creatures 
  within a 180-foot spread must succeed at a DC 12 Will save or 
  be stunned for 1 round and shaken for 2d4 rounds thereafter.  
  Whether or not the save is successful, an affected creature is 
  immune to the same canine skulker’s howl for 24 hours.  The 
  save DC is Charisma-based.
  Paralysis (Ex): Those hit by a canine skulker’s bite must make 
  a DC 12 Fortitude save or be paralyzed for 1d4+2 rounds.  
  Elves are immune to this paralysis.  The save DC is Charisma-
  based.
  Trip (Ex): A canine skulker that hits with its bite attack can 
  attempt to trip its opponent (+3 check modiﬁer) as a free 
  action without making a touch attack or provoking an attack of 
  opportunity.  If the trip attempt fails, the opponent cannot react 
  to trip the canine skulker.
  
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  Skills: Canine skulkers have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Move Silently and Search 
  checks.  *When tracking by scent, they have a +4 racial bonus 
  on Survival checks.
  Treasure
  None—As undead dogs, canine skulkers have no need or desire 
  for money or equipment of any kind, preferring to use their own 
  abilities to rend victims limb from limb.
  In Your Campaign
  A successful Knowledge (arcana) check (DC 20) allows a 
  character to know that properly treating a canine skulker’s 
  tail bone (at least a one-inch fragment) grants the bearer a +2 
  resistance bonus to saves against paralysis by a ghoul, ghast, 
  or canine skulker.  This magic item is called an anti-paralysis 
  pendant: CL 6th; Craft Wondrous Item, creator must have a 
  canine skulker tail bone; Price 4,000 gp.
  The canine skulker’s lichly origins may grant more than 
  elevated mental faculties.  Perhaps a few skulkers have limited 
  spell ability.  Adding a spell-like ability like “3/day—obscuring 
  mist (as 3rd-level caster)” enhances the skulker’s hunting 
  prowess and does not affect the CR.
  Carcaetan
  Medium Undead
  Hit Dice: 3d12 (22 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 15 (+5 natural), touch 10, ﬂat-footed 15
  Base Attack/Grapple: +1/+4
  Attack: Bite +4 melee (1d6+3/19-20)
  Full Attack: Bite +4 melee (1d6+3/19-20) and 2 claws +2 
  melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Feed
  Special Qualities: Rejuvenation, graft, undead traits, darkvision 
  60 ft.
  Saves: Fort +1, Ref +1, Will +3
  Abilities: Str 17, Dex 10, Con —, Int 11, Wis 10, Cha 13
  Skills: Climb +5, Hide +6, Listen +4, Move Silently +4, Search 
  +2, Spot +6
  Feats: Improved Critical (bite) (B), Multiattack, Toughness
  Environment: Any
  Organization: Solitary or pack (3-7)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 4-10 HD (Medium); 11-17 HD (Large)
  Level Adjustment: —
  This clearly unnatural humanoid shambles toward you with 
  open scars, blackened limbs, and wounds that should be lethal.  
  A sliver of ﬂesh from its last meal dangles lazily from its chin 
  and sharp teeth.
  Separated from the natural world, not quite alive and unable to 
  die, carcaetans maintain their existence through a diet of mortal 
  ﬂesh.
  Carcaetans vary dramatically in appearance.  Some look exactly 
  as they did before their transformation, with only a slight pallor 
  and lack of scent to differentiate them from the living.  Others 
  are quite disturbing, bearing horrible wounds and a clearly 
  unnatural bearing.  A few, who maintain some degree of sanity 
  and adapt to their new existence, learn to replace their destroyed 
  extremities with parts from other creatures, rebuilding their 
  bodies piece by piece.
  A carcaetan is created by magic designed to remove a 
  creature from the cycle of life.  The ritual is sometimes used 
  as punishment or a powerful curse, but some evil individuals 
  undergo it intentionally.  The carcaetan loses its ability to grow, 
  heal, reproduce, and die, and must steal energy from the living 
  to gain the strength to act.  The blood and ﬂesh of animals 
  and humanoids provide the greatest amount of nourishment, 
  but carcaetans can survive off grass and leaves for days.  A rat 
  can keep a carcaetan energetic for hours, while a human can 
  satiate one for a week.  Without nourishment, carcaetans lose 
  the capacity to exert themselves, becoming thinking lumps of 
  inanimate ﬂesh.
  An injured carcaetan’s wounds never close, but even burnt or 
  mutilated carcaetans eventually pull themselves back together.  
  Carcaetans who suffer grave injuries often lost the ability 
  to think clearly, becoming mindless, ﬂesh-eating monsters.  
  Carcaetans speak any languages they spoke in life (usually 
  Common).
  Combat
  Carcaetans tend to be fearless in combat, tearing wildly with 
  their mouths and claws.  However, only the most dangerous or 
  powerful do not ﬂee from creatures wielding positive energy.
  Feed (Ex): Upon striking a successful critical hit against a 
  living, corporeal creature with a bite or claw attack, a carcaetan 
  can feed on the creature’s torn ﬂesh and blood.  If the carcaetan 
  hits with a claw attack, it must take a move action to feed, or the 
  meat and blood loses its potency and is wasted.  A carcaetan that 
  feeds gains 1d4+1 points of Strength for 1 hour.
  Rejuvenation (Su): Unless destroyed by some form of positive 
  energy (such as turning or cure spells), a destroyed carcaetan 
  rises again with maximum hit points after 1d4 hours.  If its body 
  is mutilated, the rejuvenation usually takes 1d4 days instead, 
  unless the body parts are actively prevented from gathering 
  in one place.  (In this case, the rejuvenation can be prevented 
  indeﬁnitely.)  Cremated, frozen, or similarly treated carcaetan 
  bodies take 1d4 weeks to reassemble.  Dealing damage from 
  a positive energy source to a carcaetan corpse permanently 
  destroys it, regardless of what kind of damage reduced it to 0 hit 
  points.
  Graft: A carcaetan can gain some of the abilities of living, 
  corporeal foes by replacing its limbs with theirs, drinking their 
  blood, or ornamenting itself with their bones, skin, or internal 
  
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  organs.  This process takes several hours under the best of 
  circumstances, and the carcaetan must succeed on a DC 15 Will 
  save or gain no beneﬁt.  No foe can grant a carcaetan more than 
  one ability, and some creatures simply do not have compatible 
  physiologies that a carcaetan can use.  Guidelines for granting 
  carcaetans new abilities are (but are not limited to) as follows:
  Attacks: A carcaetan can replace its bite attack, and either of its 
  claw attacks, with the bite or claw attack of a Small to Large 
  creature.  This grants the carcaetan the damage and threat 
  range of the grafted natural weapon but does not change the 
  carcaetan’s attack bonus or grant it any supernatural abilities.  
  Extraordinary abilities carried over with natural weapons 
  include poison and disease effects, and extra energy damage, 
  but not improved grab, swallow whole, or rend.
  Breath Weapon: By wearing the head or skull (as a helm or 
  mantle, or by replacing the carcaetan’s head) of a Small to 
  Large creature, a carcaetan can gain the creature’s breath 
  weapon.  The effect is identical to the creature’s, but the save 
  DC is 10 + 1/2 carcaetan’s HD.
  Fast Healing: A carcaetan who grafts on part of the anatomy of 
  a creature with fast healing gains fast healing 1, or adds to its 
  current level of fast healing.
  Gaze Attack: By wearing the eyes of a Small to Large creature, 
  a carcaetan can gain the creature’s gaze attack.  The effect 
  is identical to the creature’s, but the save DC is 10 + 1/2 
  carcaetan’s HD + carcaetan’s Charisma modiﬁer.
  Resistance to Energy: A carcaetan can gain one-half (maximum 
  20) of an energy-resistant creature’s resistance to one type of 
  energy.  If the creature is immune to the type of energy instead, 
  the carcaetan gains a resistance of 20.
  Spell-Like Abilities: Drinking a creature’s blood can give a 
  caracetan access to one of its spell-like abilities.  The carcaetan 
  can choose the ability from those available to the creature, but 
  the ability must emulate a spell of a level no higher than one-
  half the carcaetan’s HD.  The carcaetan can use the ability once 
  per day, or at the same frequency as the creature, whichever is 
  less frequent.  The ability operates at a caster level equal to the 
  carcaetan’s HD, and the save DC is Charisma-based.
  Spell Resistance: As resistance to energy.
  Treasure
  None—But it is very possible that a grafted limb from a 
  civilized humanoid might still have a piece of jewelry attached.  
  Carcaetans don’t go out of their way to hoard treasure, but the 
  occasional bracer or ring (whether magical or mundane) on a 
  body part will not be removed from the creature automatically.  
  Who knows?  A PC might just get lucky.
  In Your Campaign
  A carcaetan that gains Hit Dice or advances by character class 
  is likely to gain abilities from other creatures along the way.  
  To randomly determine these abilities and their sources, use 
  the following table.  Roll once per added HD or level.  A roll 
  indicating a feature which already exists (a second head, or a 
  third claw) means that the caracetan gains no ability.
  d% 
   
  Effect 
   
   
   
   
   
  Source
  01 
   
  Claw 1d3 plus 1d4 ﬁre 
   
   
   
  Fire mephit claw
  02-07 
   
  Bite 2d6  
   
   
   
   
  Skum head
  08-09 
   
  Breath weapon, 15-ft. cone, once every 1d4
   
   
  rounds, damage 4d6 cold 
   
   
   
  Winter wolf skull
  10-16 
   
  Claw 2d6  
   
   
   
   
  Avoral claw
  17-23 
   
  Bite 1d4 plus ﬁlth fever 
   
   
   
  Dire rat jaws
  24-27 
   
  Spell resistance 11  
   
   
   
  Barbed devil skin
  28 
   
  Dimension door 1/day 
   
   
   
  Barghest blood
  29-30 
   
  Resistance to ﬁre 5  
   
   
   
  Vrock feathers
  31 
   
  Detect good 1/day  
   
   
   
  Imp blood
  32-42 
   
  Fast healing 1 
   
   
   
   
  Air mephit blood
  43-46 
   
  Spell resistance 7  
   
   
   
  Sea hag skin
  47-50 
   
  Dancing lights 1/day 
   
   
   
  Gnome heart
  51 
   
  Petrifying gaze, turn to stone, 30 feet 
   
   
  Medusa eyes
  52-54 
   
  Resistance to cold 20 
   
   
   
  Ice mephit blood
  55-59 
   
  Bite 2d6 plus poison (DC 18, initial and secondary
   
   
  damage 1d8 Constitution) 
   
   
   
  Spirit naga head
  62-62 
  Paralyzing gaze, paralyzed for 1d6
  rounds, 30 feet 
   
   
   
   
  Rast skull
  63-67 
   
  Resistance to electricity 5 
   
   
   
  Aasimar blood
  68-70 
   
  Remove disease 1/week 
   
   
   
  6th-level paladin heart
  71 
   
  Bite 2d8  
   
   
   
   
  Adult tojanida jaws
  72-74 
   
  Breath weapon, 60-foot cone, once every 1d4
   
   
  rounds (but no more than 5/day), turn to stone 
   
  Gorgon skull
  75-79 
   
  Resistance to acid 5  
   
   
   
  Erinyes skin
  80-84 
   
  Ventriloquism 1/day 
   
   
   
  Lamia pelt
  85-89 
   
  Claw 1d6  
   
   
   
   
  Destrachan arm
  90-92 
   
  Dancing lights 1/day 
   
   
   
  Drider blood
  93-95 
   
  Breath weapon, 10-foot cone, once every 2d4
   
   
  rounds, damage 2d6 ﬁre 
   
   
   
  Hell-hound skull
  96-00 
   
  Roll twice
  
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  Cinder Ghoul
  Large Undead (Fire)
  Hit Dice: 8d12 (52 hp)
  Initiative: +9
  Speed: Fly 40 ft. (perfect)
  AC: 20 (-1 size, +5 Dex, +6 natural), touch 14, ﬂat-footed 
  15
  Base Attack/Grapple: +4/+11
  Attack: Slam +8 melee (1d8+4 plus 1d6 ﬁre and 
  energy drain)
  Full Attack: Slam +8 melee (1d8+4 plus 1d6 ﬁre and 
  energy drain)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Energy drain, ﬁre, smoke 
  inhalation
  Special Qualities: Damage reduction 10/
  magic, darkvision 60 ft., ﬁre subtype, +2 turn 
  resistance, smoke form, undead traits
  Saves: Fort +2, Ref +9, Will +7
  Abilities: Str 16, Dex 20, Con —, Int 4, Wis 
  12, Cha 19
  Skills: Spot +12
  Feats: Improved Initiative, Lightning Reﬂexes, 
  Weapon Finesse
  Environment: Any
  Organization: Solitary, gang (2-5), or mob (6-11)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 9-24 HD (Large)
  Level Adjustment: —
  This creature is a swirling, humanoid cloud 
  of burning ash and charred body parts.  A 
  red glow of burning embers can be glimpsed 
  ﬂoating within the mass.  This creature reeks of 
  smoke and burnt ﬂesh.
  A creature that is burned to death by magical ﬁre 
  may rise again as a ﬁery undead being called a 
  cinder ghoul.  The lairs of old red dragons may be 
  haunted by many of these pathetic, angry spirits, and 
  many a wizard that has dispatched a foe with a well-placed 
  ﬁreball has been found mysteriously charred to death many 
  months after the deed.
  Cinder ghouls are barely intelligent, but they do have a very 
  vivid recollection of the pain they endured in the moments 
  before their death.  Filled with anger as ﬁery as the ﬂames that 
  took their life, cinder ghouls harbor a strong hatred of ﬁre and 
  any living creature that has control over it.  Although it cannot 
  speak, the sound of wailing and screaming and the rushing of 
  ﬁre-stoked wind constantly accompany a cinder ghoul.
  Combat
  In melee, a cinder ghoul slams with the charred remains 
  of its ﬁsts.  If a cinder ghoul encounters an opponent that 
  demonstrates any form of control over ﬁre—either through 
  casting a ﬁre spell or using a magic item that produces ﬁre—it 
  attacks that opponent to the exclusion of all others.
  Energy 
  Drain 
  (Su): 
  Living 
  creatures 
  hit by 
  a cinder 
  ghoul’s slam 
  attack gains 
  one negative 
  level.  The DC 
  is 18 for the 
  Fortitude save to 
  remove a negative 
  level.  The save DC 
  is Charisma-based.  For 
  each such negative 
  level bestowed, a 
  cinder ghoul gains 5 
  temporary hit points.
  Fire (Su): Any opponent 
  struck by a cinder ghoul’s 
  slam attack must succeed on a 
  DC 18 Reﬂex save or catch ﬁre 
  (see catching on ﬁre in the DMG).  
  The save is Charisma-based.
  Smoke Inhalation (Su): As a full-round 
  action, a cinder ghoul can attempt to force some of 
  its smoky form into the lungs of a living opponent.  The target 
  must succeed on a DC 18 Fortitude save or inhale part of the 
  creature.  Smoke inside the victim’s lungs burns the surrounding 
  tissues and organs, dealing 1 point of Constitution damage each 
  round for 1d4+2 rounds.  The affected creature can attempt 
  another Fortitude save each round to cough out the burning 
  residue.  A successful save halts the damage.  The save DC is 
  Charisma-based.
  Smoke Form (Ex): A cinder ghoul’s natural form is similar to 
  the gaseous form spell, though the creature retains its natural 
  armor bonus, all attacks, and can use its supernatural abilities.  
  Its ﬂy speed is 40 feet per round with perfect maneuverability.  
  A cinder ghoul is subject to the effects of wind (in that it can 
  be blown away, but it cannot be dispersed and takes no damage 
  
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  from wind).  A cinder ghoul cannot enter water or other liquid 
  and cannot pass through small holes or narrow openings.
  Treasure
  None—Any treasure the cinder ghoul once possessed has either 
  burned up or fallen off its form long ago.
  In Your Campaign
  Just because the cinder ghoul has limited intelligence, do 
  not make the mistake of having it forget about its ﬂying 
  maneuverability.  Even the dumbest monster with a perfect ﬂy 
  rating knows that “up” is safe while “down” is not.  For this 
  reason alone, throw in some three-dimensional tactics when 
  cinder ghouls ﬁght the PCs.
  For a little variety, feel free to make a cinder ghoul capable of 
  launching some of its ﬁre at an opponent.  Those who are out 
  of reach at the moment ﬁnd a surprise when a small ﬁreball is 
  launched from this undead.  This ﬁreball would inﬂict the same 
  1d6 damage on a successful ranged attack (30 foot range) but 
  after every attack the cinder ghoul is incapable of using its ﬁre 
  ability for the following round.  Or, perhaps you would like to 
  reserve this variant only for spellcasters who become cinder 
  ghouls just to save the ﬂavor for special occasions.
  Cruciﬁxion Spirit
  Medium Undead (Incorporeal)
  Hit Dice: 15d12 (97 hp)
  Initiative: +7
  Speed: 30 ft., ﬂy 50 ft. (perfect)
  AC: 18 (+3 Dex, +5 deﬂection), touch 18, ﬂat-footed 15
  Base Attack/Grapple: +7/—
  Attack: Incorporeal touch +10 melee (1d8 plus paralysis); or 
  crucify soul +10 ranged touch (crucify soul)
  Full Attack: Incorporeal touch +10 melee (1d8 plus paralysis); 
  or crucify soul +10 ranged touch (crucify soul)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Crucify soul, paralysis
  Special Qualities: Darkvision 60 ft., immunity to turning, 
  incorporeal traits, SR 22, undead traits
  Saves: Fort +5, Ref +10, Will +15
  Abilities: Str —, Dex 17, Con —, Int 15, Wis 18, Cha 20
  Skills: Escape Artist +19, Hide +19, Intimidate +20, Listen +21, 
  Search +17, Sense Motive +20, Spot +21
  Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Iron 
  Will, Lightning Reﬂexes
  Environment: Any
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 16-45 HD (Medium)
  Level Adjustment: —
  This entity appears as a gaunt and translucent humanoid with 
  puncture injuries to both wrists and both feet.  Its face is twisted 
  in eternal pain and its eyes ﬂicker with a reddish glow.
  Cruciﬁxion spirits are the ghostly remains of living beings 
  executed through cruciﬁxion.  Their soul having not entirely 
  departed the Material Plane, has risen to seek vengeance on the 
  living, particularly clerics or other divine spellcasters whom 
  they blame for forsaking them and allowing them to die in such 
  a ghastly manner.
  Cruciﬁxion spirits are most often encountered within 1,000 feet 
  of the place of their execution (presumably the place where 
  their ﬂeshly body was laid to rest).  Their only purpose seems 
  to be to torment and kill any that cross their path.  They hold no 
  memories of their former life, save the pain and suffering they 
  endured at their time of execution, and they want all those they 
  encounter to share in this pain.
  Combat
  A cruciﬁxion spirit engages any living creature that enters its 
  territory.  In combat, the cruciﬁxion spirit’s hatred for clerics 
  and divine spellcasters becomes readily apparent as they are 
  usually the ﬁrst ones targeted by its crucify soul ability.  A 
  cruciﬁed soul is left to die and the cruciﬁxion spirit turns its 
  attention to another opponent.  A cruciﬁxion spirit attacks until 
  it is destroyed or its foes are slain or driven off.
  Crucify Soul (Su): Once per round, a cruciﬁxion spirit can 
  point at a single target within 60 feet and crucify its soul.  The 
  cruciﬁxion spirit must succeed on a ranged touch attack.  If 
  successful, the target’s soul leaves its body which collapses in a 
  heap upon the ground.  The target’s soul appears as a translucent 
  copy of the victim and is suspended above the spot its body 
  collapsed, cruciﬁed in midair to a translucent, “X” shaped 
  structure, the soul held in place by translucent spikes or nails, 
  driven through the soul’s wrists and feet.
  The victim is not dead and is visible to all those viewing it.  
  Furthermore, a cruciﬁed soul cannot be attacked or affected by 
  anything, cannot take actions (other than trying to escape, see 
  below), and experiences excruciating pain that deals 2 negative 
  levels to it in the round it is cruciﬁed, and one negative level 
  each round thereafter.
  A creature slain in this manner cannot be returned to life except 
  through the casting of a wish, miracle, or true resurrection spell.  
  Even then, there is a 50% chance that such magic fails.  If the 
  check fails, the creature cannot be restored to life by mortal 
  magic.  A cruciﬁxion spirit does not need to concentrate on this 
  ability for it to continue to affect the target.  It can divert attacks 
  against different opponents.
  A cruciﬁed creature can attempt to escape each round by 
  succeeding on a DC 22 Will save.  If successful, the creature’s 
  soul is freed and returns to its body in the same round.  The 
  target is stunned for one round, but afterwards can act normally.  
  The Fortitude save is Charisma-based.  A cruciﬁxion spirit can 
  use this ability ﬁve times per day.
  Paralysis (Su): A living creature hit by a cruciﬁxion spirit’s 
  incorporeal touch must succeed on a DC 22 Fortitude save or 
  be paralyzed for 1d4 rounds.  Remove paralysis or any other 
  spell that can remove a curse removes the paralysis.  The effect 
  
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  cannot be dispelled.  The save DC is Charisma-based.
  Immunity to Turning (Ex): A cruciﬁxion spirit cannot be 
  turned, rebuked, or commanded.
  Treasure
  Standard—Cruciﬁxion spirits do not care about treasure; they 
  care about sharing their suffering with others.  That said, any 
  time you have a powerful monster which keeps to one area, then 
  you’re going to have a lot of dead adventurers.  The treasure 
  given below reﬂects this and can be found scattered about the 
  spirit’s home area.
  Blue sapphire [1,100 gp]
  Golden yellow topaz [750 gp]
  White pearl (x3) [100 gp each]
  +1 chain shirt [1,250 gp]
  Masterwork greatsword [350 gp]
  Short sword [10 gp]
  Wand of acid arrow (39 charges) [3,510 gp]
  40 gp
  19 pp
  In Your Campaign
  The cruciﬁxion spirit is a very speciﬁc undead creature.  First, 
  your campaign must utilize that method of execution.  Second, 
  the PCs have to be adventuring near to the culture that uses 
  it.  That said, cruciﬁxion spirits would make great undead in 
  campaigns like Green Ronin’s Testament setting (or similar 
  Biblical-themed worlds).
  To make these undead a bit more generic, or at least more 
  appropriate to medieval fantasy, have their deaths be from a 
  torture instrument like the rack, where victims are stretched 
  until death.  The physical result of elongated limbs and a hatred 
  for clergy still ring true.  Just make sure to emphasize rope 
  marks on the wrists and ankles instead of nails and you’re good 
  to go.
  An alternate idea to consider with the spirit’s turning immunity 
  would be to allow a turning attempt if the cleric attempting it 
  had a physical remnant of the cross/rack which was used to slay 
  this spirit.  A piece of wood or a nail from the cruciﬁxion or a 
  shard of wood or rope bit from a rack-slain spirit.  But if the 
  turning attempt is not successful, the spirit is immune to turning 
  from that cleric for 24 hours.
  Dark Voyeur
  Medium Undead (Incorporeal)
  Hit Dice: 4d12 (26 hp)
  Initiative: +6
  Speed: Fly 70 ft. (good)
  AC: 13 (+2 Dex, +1 deﬂection), touch 13, ﬂat-footed 11
  Base Attack/Grapple: +2/—
  Attack: Incorporeal touch +4 melee or +3 against ethereal foes 
  (1d4 or 1d4+1)
  Full Attack: Incorporeal touch +4 melee or +3 against ethereal 
  foes (1d4 or 1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Corrupting touch
  Special Qualities: Darkvision 60 ft., fear aura, incorporeal 
  traits, light vulnerability, mirror bound, mirror travel, undead 
  traits
  Saves: Fort +1, Ref +3, Will +5
  Abilities: Str 13, Dex 15, Con —, Int 13, Wis 12, Cha 13
  Skills: Diplomacy +4, Hide +13, Intimidate +12, Listen +8, 
  Search +3, Sense Motive +5, Spot +6
  Feats: Blind-Fight, Improved Initiative
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium)
  Level Adjustment: —
  The reﬂection in the mirror before you is not your own.  A pale 
  face stares back with brilliant golden eyes, the pupils of which 
  form dark spinning vortices.  The humanoid wears unkempt 
  antiquated ﬁnery and seems to reach a soft hand toward you 
  through the mirror itself.
  A dark voyeur is the spirit of someone who died in its reﬂection.  
  The slain individual must have had some familiarity with 
  the mirror; which can be as simple as it being in his home or 
  possession for more than ﬁve years.  The spirit of the slain is 
  unwilling to leave this life and retreats to the mirror in order to 
  watch life as it happens after his death.  Since wealthy folk are 
  normally those who own expensive mirrors of great proportion, 
  the dark voyeur’s appearance matches this, albeit with an 
  undead twist.
  The negative power which gives the voyeur unlife is not strong 
  enough to give it a body, which is why the soul must remain 
  in or near to a mirror.  This same weakness also explains the 
  vulnerability to light of any kind.  Sages believe that, while the 
  voyeur’s will to remain in the world is strong, if the undead sees 
  its new form in the mirror, it will be so ashamed that it perishes.  
  Dark voyeurs can speak any languages they knew in life.  When 
  they do speak, every uttered sound is immediately repeated as a 
  shadowy echo from the closest mirror.
  Combat
  Dark voyeurs are ultimately cowards and retreat from all 
  confrontation.  Only in darkness do they actively ﬁght, but 
  rarely to a fatal outcome, preferring to watch their opponents’ 
  fear of the unknown overtake them.
  
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  Corrupting Touch (Su): A dark voyeur that hits a living target 
  with its incorporeal touch attack deals 1d4 points of damage.  
  Against ethereal opponents, it adds its Strength modiﬁer to 
  attack and damage rolls.  Against nonethereal opponents, it adds 
  its Dexterity modiﬁer to attack rolls only.
  Fear Aura (Su): Dark voyeurs constantly emanate an aura of 
  fear, affecting all that come within a 5-foot radius.  This ability 
  operates exactly as the spell fear as cast by a 6th-level sorcerer, 
  and requires a Will save (DC 13) to negate.  The save DC is 
  Charisma-based.
  Light Vulnerability (Ex): Dark voyeurs are disoriented when 
  exposed to any form of light.  They can take only a single move 
  action or attack action and are destroyed utterly in the three 
  rounds if they cannot escape.
  Mirror Bound (Su): A dark voyeur’s afﬁnity for mirrors is 
  caused primarily by its link to one special mirror.  This “home” 
  mirror commonly reﬂected the voyeur when he was alive, and 
  trapped part of the parting soul within its glass.  The mirror is 
  always a glass of the inhabiting voyeur’s size category or larger 
  with a hardness of 1 and 5 hit points.  All damage inﬂicted upon 
  a dark voyeur’s mirror is also inﬂicted upon the undead creature 
  itself.  Due to the dark voyeur’s vulnerability to light, this 
  mirror is always kept in a dark area so the creature might rest in 
  it during the day.
  If its mirror is shattered, the voyeur instantly returns to the 
  broken glass, its body transforming 1d6 shards into exact copies 
  of itself, but of Diminutive size and with only 1 hit point.  These 
  copies must all be destroyed to kill the dark voyeur, otherwise 
  they each ﬂee to anther mirror of their home mirror’s original 
  size or larger and reappear at full size and with normal hit points 
  in 1d4 days.  A mirror bound to a dark voyeur has the properties 
  of a ghost touch item and may be manipulated by ethereal and 
  incorporeal creatures.  Such an item retains its properties even if 
  its inhabitant is destroyed.
  Mirror Travel (Su): Dark voyeurs may travel between any two 
  mirrors known to them much like the spell tree stride allows 
  druids and rangers to walk between trees.  This is cast as if by 
  a 10th-level sorcerer.  The mirrors traveled through can be no 
  more than one size category smaller than the voyeur, lest they 
  be too small to travel through, and dark voyeurs have a transport 
  range of 1 mile.  Dark voyeurs may emerge and travel without 
  the use of mirrors, but avoid doing so due to their vulnerability 
  to sunlight.
  Skills: Dark voyeurs have a +4 racial bonus to Hide and 
  Intimidate checks.
  Treasure
  None—As an incorporeal viewer of the world, the dark voyeur 
  has no need for treasure of any kind.
  In Your Campaign
  As an adventure idea, the dark voyeur may give up its mirror 
  haunting if it can participate in life once more in a meaningful 
  way.  While not a real asset in combat, the voyeur can be called 
  on as a terriﬁc distraction in a crucial ﬁght in the undead’s 
  former home.  Or perhaps its former home is in danger and 
  the voyeur decides to haunt the place to the best of its ability.  
  When the PCs speak with the undead, can they blame it for 
  wanting to protect its home?
  The longer a dark voyeur stays inside a particular mirror, it may 
  pick up the quality of disrupting magic cast on it.  Alternately, 
  you might apply the following quality to all mirrors inhabited 
  by a dark voyeur no matter how long it spends inside it—
  Energy Dispersal (Sp): This spell-like quality of a dark 
  voyeur’s mirror disrupts any spell cast on it, reﬂecting its 
  energies outward in a brilliant display of black electricity.  A 
  successful Concentration check (DC 16) by the caster negates 
  this reaction.  If he fails, the resulting electricity erupts in a 
  5-foot radius for every two levels of the caster.  The damage 
  inﬂicted on creatures in that area around the mirror is 1d6 
  points of electrical damage per spell level cast on it (Reﬂex save 
  DC 14 halves).  For example, an 8th-level wizard casts scry 
  on a dark voyeur’s mirror.  He fails the Concentration check 
  and everyone within 20 feet of the mirror takes 4d6 points of 
  electrical damage.
  Deadwood Tree
  Huge Undead
  Hit Dice: 12d12 (78 hp)
  Initiative: -1
  Speed: 30 ft.
  AC: 21 (-2 size, -1 Dex, +14 natural), touch 7, ﬂat-footed 21
  Base Attack/Grapple: +6/+24
  Attack: Slam +14 melee (2d6+10 plus energy drain)
  Full Attack: 2 slams +14 melee (2d6+10 plus energy drain)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Spell-like abilities, touch of corruption, 
  trample 2d6+15
  Special Qualities: +4 turn resistance, damage reduction 10/
  slashing and magic, darkvision 60 ft., deadwood, immunity to 
  cold, electricity, polymorph, and mind-affecting spells, low-
  light vision, undead traits, vulnerability to ﬁre
  Saves: Fort +4, Ref +3, Will +11
  Abilities: Str 30, Dex 8, Con —, Int 18, Wis 17, Cha 16
  Skills: Hide +6*, Intimidate +18, Knowledge (arcana) +14, 
  Knowledge (nature) +14, Knowledge (religion) +14, Listen 
  +18, Sense Motive +18, Spot +18, Survival +14
  Feats: Awesome Blow, Improved Bull Rush, Improved Sunder, 
  Power Attack, Quicken Spell-Like Ability (cause fear)
  Environment: Any forest
  Organization: Solitary, may be accompanied by 24 HD of 
  zombies
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 13-17 HD (Huge); 18-22 HD (Gargantuan)
  Level Adjustment: —
  
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  This tree has long, gently bending branches with serrated black 
  leaves coating nearly every inch of them.  Three patches of what 
  appear to be white fungi rest about 10 feet off the ground in a 
  triangular pattern.  When the tree speaks, the top pair marks its 
  eyes and the bottom, larger area is its mouth.
  Deadwood trees have been around as long as anyone (including 
  elves) can remember.  In the grand scheme of things, these 
  undead monsters balance the scales where treants are on the 
  other end.  It is thought by some elven sages that the deadwood 
  trees were created when the dark elves broke away from the 
  surface world and descended into the underearth, leaving behind 
  a taint on the land which infected random treants throughout the 
  lands.  Most scholars scoff at this grandiose theory, but none 
  have been able to disprove it so the myth remains.
  Combat
  Deadwood trees 
  hate all living 
  things.  They revel 
  in slaughtering 
  the creatures of 
  the woods and 
  transforming both 
  beasts and men into 
  zombies.  While 
  driven by hatred, 
  a deadwood tree is 
  an intelligent and 
  careful strategist.  It 
  will make full use 
  of its zombies as 
  cannon fodder, often 
  using the weaker 
  undead to form a 
  wall of ﬂesh over 
  which it can strike at 
  its enemies.  Using 
  blight and the touch 
  of corruption, it can 
  recover from a great 
  deal of damage.  
  ﬁre poses the 
  greatest threat to a 
  deadwood, and if at 
  any point an enemy 
  readies to inﬂict ﬁre damage, the deadwood will turns its full 
  attention to destroying that particular foe.
  Deadwood (Su): A deadwood tree is a bizarre blending of 
  undead, plant, and fey, and has qualities of each species.  Most 
  notably, it is unaffected by control plant, command plant, or 
  antiplant shell.  A blight spell will actually heal the deadwood 
  tree for half the amount of damage that would normally be 
  inﬂicted.  The deadwood can use its own blight ability to heal 
  itself.  However, plant growth will inﬂict 1d6 points of damage 
  for every two caster levels (Will save half).
  Touch of Corruption (Su): Living creatures struck by a 
  deadwood tree’s slam attack gain one negative level.  The save 
  DC to remove the negative level is 19; this save is Charisma-
  based.  For each negative level bestowed the deadwood tree 
  gains 5 temporary hit points.  Plants suffer an additional 1d6 
  points of damage from the slam attack.  Living creatures killed 
  by a deadwood tree rise in 16 rounds as zombies.  At any given 
  moment, a deadwood tree can support a number of zombies 
  whose combined Hit Dice is equal to or less than twice that of 
  the tree.  A deadwood tree can telepathically communicate with 
  the zombies it has created; this communication has a maximum 
  range of 1,000 feet.
  Trample (Ex): Reﬂex DC 26 half.  The save DC is Strength-
  based.
  Spell-Like Abilities: At will—cause fear (DC 14), detect 
  animals or plants, diminish plants, entangle (DC 14); 5/
  day—blight (DC 17), 
  command undead (DC 
  15), fear (DC 17); 
  1/day—antilife shell, 
  antiplant shell, mass 
  inﬂict light wounds 
  (DC 18).  Caster level 
  15th.  The save DCs 
  are Wisdom-based.  
  Entangle takes the 
  form of withered roots 
  and weeds as opposed 
  to healthy plants.
  Skills: *Deadwood 
  trees have a +16 racial 
  bonus to Hide checks 
  made in forested 
  areas.
  Treasure
  Standard—What 
  does an undead tree 
  do with treasure?  In 
  reality, not much.  
  While a deadwood can 
  certainly use magic 
  items, it would rather 
  utilize its already 
  signiﬁcant powers to 
  destroy (and zombify) living creatures foolish enough to enter 
  its domain.  What treasure a deadwood does possess is hidden 
  inside a neighboring tree’s upper branches when enemies 
  approach (loose coins and gems are swept beneath underbrush 
  or into nearby holes).  Otherwise, the deadwood keeps magical 
  items within its own branches in an attempt to taint their powers 
  for evil.  
  Deadwoods are powerful monsters and their hope to taint items 
  is not a futile one—for every month spent in the clutches of 
  a deadwood tree, a magic item that requires the bearer to use 
  it in some manner has a 5% chance to simply not work when 
  activated (wasting a charge if the item has charges).  Potions 
  are a special case; they have the same percentage chance of 
  
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  mutating into the equivalent of striped toadstool poison (see 
  Chapter 8: Glossary in the DMG).  
  What treasure is kept by a deadwood is from those creatures 
  who died ﬁghting it.  For the sample treasure list below, assume 
  that a magic item has been in the deadwood’s clutches for 
  2d4+1 months and roll appropriately for taint:
  Carved harp of exotic wood with ivory inlay and zircon gems 
  [1,100 gp]
  Fire opal pendant on a ﬁne gold chain [1,500 gp]
  Darkwood shield [257 gp]
  Javelin of lightning [1,500 gp]
  Potion of aid [300 gp]
  Potion of cure moderate wounds (x3) [900 gp]
  Potion of resist energy 10 (cold) [300 gp]
  Scroll of animal messenger (CL 3rd) [200 gp]
  Scroll of sleet storm (CL 5th) [375 gp]
  Wand of shatter (15 charges) [1,350 gp]
  2,018 gp
  In Your Campaign
  There is a certain combination of roots and herbs that can 
  help someone recover from the effects of a deadwood tree’s 
  corrupting touch.  If the character possesses the knowledge 
  (DC 15 Knowledge (nature) or DC 20 Knowledge (religion) 
  checks), is in a warm or temperate forest, and is willing to take 
  half an hour to search for supplies, he receives a +3 bonus when 
  making his save to recover negative levels.  The character can 
  harvest enough supplies to assist 1d6 people, but the mixture 
  only retains its potency for 1 hour.
  A spellcaster who understands how to tap into the power of 
  deadwood can increase the power of certain spells by using a 
  piece of deadwood as an additional material component.  The 
  spell and the associated effects are listed below on the table.  
  With the exception of shillelagh—which requires a deadwood 
  club—the deadwood shard is destroyed when the spell is cast.
  Spell Components
  Spell 
   
   
  Effect
  Animate dead 
   
  Increase caster level by 4 (zombies 
  only)
  Antilife shell 
   
  Increase caster level by 2
  Antiplant shell 
   
  Increase caster level by 2
  Blight 
   
   
  Increase save DC by 1
  Cause fear 
   
  Increase save DC by 1
  Diminish plants Increase caster level by 2 (stunt growth only)
  Energy drain 
   
  Increase save DC by 2
  Enervation 
   
  Increase caster level by 2
  Entangle 
   
  Increase save DC by 1
  Fear 
   
   
  Increase save DC by 1
  Scare 
   
   
  Increase save DC by 1
  Shillelagh 
   
  Enchantment bonus increased to +2
  Magic Item Uses
  Dead Tree’s Blood: The sap of a deadwood is hard to ﬁnd, 
  because their wood is dry and brittle.  A Craft (alchemy) check 
  (DC 25) allows a character to extract one ounce of sap from a 
  slain deadwood tree.  When used in the creation of a potion of 
  ghoul touch, one ounce of the sap increases the duration of the 
  potion’s effect to 1d10+5 rounds; however, the victim does not 
  exude a carrion stench.  A wand of ghoul touch made from a 
  deadwood twig has the same effects.
  Deadwood Bark: Deadwood bark can be simmered in water 
  for seven days to make a magical ink with a successful Craft 
  (alchemy) check (DC 25); a typical deadwood tree can yield 
  75 pounds of bark when slain, and 10 pounds of bark will yield 
  enough ink to inscribe one spell on a scroll.  Using this ink 
  reduces the XP cost to scribe the scroll by 50%; however, it may 
  only be used to scribe spells from the following schools and 
  domains: Necromancy, Chaos, Death, and Evil.  Because of its 
  evil nature, deadwood bark is not traded but can fetch as much 
  as 5- gp per pound on the black market.
  Deadwood Slaying Arrow: If a slaying arrow is created with a 
  deadwood shaft, the enchantment bonus is increased to +2.  The 
  DC to avoid the death effect is 25 for a normal slaying arrow 
  and 30 for a greater slaying arrow.  Such an arrow can only be 
  crafted to slay fey, humanoids (all subtypes), or animals.  This 
  increases the cost of the arrow by 50%.
  Deadwood Weapons: A piece of deadwood may be enchanted 
  to become chaotic or unholy without requiring the creator to 
  know chaos hammer or unholy blight; all other requirements are 
  unchanged.  Depending on its size, the weapon counts as a club 
  or a greatclub.
  A suitable sized piece of deadwood, when used as the shaft of 
  a cursed backbiter spear, removes the need for the weapon’s 
  creator to know bestow curse; the malevolence of the tree lasts 
  beyond its death, and substitutes perfectly for the spell.
  Death Crab Swarm
  Tiny Undead (Swarm)
  Hit Dice: 10d12 (65 hp)
  Initiative: +5
  Speed: 25 ft., swim 25 ft.
  AC: 16 (+2 size, +1 Dex, +3 natural), touch 13, ﬂat-footed 16
  Base Attack/Grapple: +5/—
  Attack: Swarm (3d6 plus energy drain)
  Full Attack: Swarm (3d6 plus energy drain)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, energy drain, soul trapping
  Special Qualities: Damage reduction 5/—, darkvision 60 ft., 
  fast healing 1, group mind, half damage from slashing and 
  piercing, swarm traits, tremorsense 60 ft., turn resistance +2, 
  undead traits
  Saves: Fort +3, Ref +4, Will +9
  Abilities: Str 3, Dex 12, Con —, Int 6, Wis 14, Cha 14
  Skills: Climb +10, Hide +15, Listen +6, Move Silently +10, 
  Spot +12
  Feats: Alertness, Improved Initiative, Improved Natural Attack 
  (swarm), Weapon Finesse
  Environment: Any coastal or aquatic
  Organization: Solitary or legion (2-4 swarms)
  Challenge Rating: 7
  
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  Treasure: None
  Alignment: Always neutral evil
  Advancement: None
  Level Adjustment: —
  A pitch black blanket of crabs scurries together along the 
  ground.  The only distinguishing feature on each creature is a 
  single splotch of crimson atop their carapaces.
  Despite their power, death crab swarms are at the bottom of 
  the intelligent undead hierarchy.  When ghouls and other lesser 
  intelligent undead types are destroyed, what is left of their 
  spirits is automatically stored between the material and negative 
  energy planes.  When 300 or so of these twice-slain souls are 
  amassed, they reenter the material plane near a coastal area as 
  death crabs.  The swarm represents the ﬁnal effort by the spirits 
  to hold onto life itself as their energy drain power indicates.
  Combat
  Death crabs are driven by their hatred of all living things, and 
  they attempt to destroy any living creature they encounter.  
  The swarm possesses a communal intelligence, driven by the 
  merged anger and evil impulses of the spirits trapped in the 
  swarm.  As a result, it is capable of making intelligent tactical 
  decisions and responding to the capabilities of its opponents.  It 
  takes full advantage of its surroundings, lurking in areas that 
  require multiple victims to come together in a narrow space 
  where they can all be hit by a single swarm.  While it prefers to 
  attack the maximum number of opponents it can, it is intelligent 
  enough to target the characters who pose the greatest threat to 
  the swarm—usually clerics, wizards, and other spellcasters.
  A death crab swarm is amphibious, but it cannot swim.  A 
  swarm searches for surroundings that limit an opponent’s ability 
  to escape by swimming towards the surface.  a death crab 
  swarm inﬂicts 3d6 points of damage on any creature whose 
  space it occupies at the end of its move, along with energy 
  drain.
  Distraction (Ex): Any living creature that begins its turn with a 
  death crab swarm in its space must succeed at a DC 18 Fortitude 
  save or be nauseated for 1 round.  The save DC is Charisma-
  based and includes a +1 racial bonus.
  Energy Drain (Su): A death crab swarm that has at least 1 hit 
  point per Hit Die (or 10 hit points, for a standard death craw 
  swarm) can drain the life from its victims.  At the end of its 
  move, the death crab swarm bestows one negative level on all 
  creatures whose space it shares.  A creature must succeed a DC 
  17 Fortitude save to recover from a negative level; the save DC 
  is Charisma-based.  For each negative level bestowed, the death 
  crab swarm gains 5 temporary hit points.
  Group Mind (Su): A death crab swarm that has at least 1 hit 
  point per Hit Die possesses a group consciousness, giving it 
  an Intelligence score of 6.  If it is reduced below this hit point 
  threshold, it becomes mindless.
  Soul Trapping (Su): When a death crab swarm kills a living 
  creature, it draws the spirit of its victim into the shell of one of 
  the crabs.  The victim cannot be restored to life by any means 
  until the swarm has been destroyed.  The victim is not truly 
  conscious while his spirit is part of the swarm; his thoughts are 
  subsumed by the violent, angry impulses of the group mind.
  Skills: A death crab swarm has a +4 racial bonus on Spot 
  checks and a +8 racial bonus on Climb checks.
  Treasure
  None—Once a body’s spirit is added to the swarm, it moves 
  away from the corpse.  Characters battling a swarm can hope 
  only to free the spirits of the damned.  Treasure is simply 
  nowhere to be found.
  In Your Campaign
  When a soul becomes trapped within the swarm, there is a 
  20% chance that its knowledge is not subsumed, but rather is 
  assimilated by the swarm.  This knowledge can be used to guide 
  the swarm to the slain creature’s home community (and thus 
  more souls) or simply to expand the swarm’s knowledge of the 
  surrounding region.  Only bare facts are assimilated in this way 
  and not the emotional ties which might have been present in the 
  slain creature.  PCs that have recently lost an ally to a death crab 
  swarm might be quite surprised when the swarm anticipates 
  their most common tactics!
  Death Roach
  Large Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +3
  Speed: 40 ft., climb 30 ft., swim 20 ft.
  AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, ﬂat-footed 15
  Base Attack/Grapple: +1/+10
  Attack: Claw +5 melee (1d4+5 plus disease)
  Full Attack: 2 claws +5 melee (1d4+5 plus disease) and bite +0 
  melee (1d6+2 plus disease)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Disease, frightful presence
  Special Qualities: Blindsense 30 ft., collective mind, undead 
  traits, vermin traits
  Saves: Fort +1, Ref +4, Will +5
  Abilities: Str 20, Dex 17, Con —, Int —, Wis 15, Cha 6
  Skills: Climb +16, Hide +13, Listen +5, Move Silently +11, 
  Spot +5, Swim +16
  Feats: Run (B)
  Environment: Warm forest or marsh
  Organization: Cluster (2-4), colony (5-40), or hive (50-100)
  Challenge Rating: 3
  Treasure: 1/2 coins; 50% goods and items
  Alignment: Always neutral evil
  Advancement: 4-9 HD (Large)
  Level Adjustment: —
  This great roach-like insect has a rotting black carapace atop 
  a jelly-like white underbelly.  Sharp pincers and claws twitch 
  excitedly as it regards you with lifeless inky eyes and crooked 
  antennae.
  
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  Death roaches, like their living counterparts, are a plague that 
  will likely outlive humanoid civilization.  As soon as one is 
  slain, two more seem to take its place.  In living roaches, this 
  is due to rapid birthing from multiple egg batches.  But for 
  the death roaches, the reason is a bit more mysterious.  When 
  a death roach is killed, its necromantic energy is released and 
  wanders the world like a stale breeze.  After one month per hit 
  die of the slain death roach has passed, the energy somehow 
  ﬁnds a living roach and inhabits it.  When that roach then dies, 
  it immediately animates as a death roach.  Only a bless spell 
  cast on a slain death roach prevents its energy from leaving 
  the corpse and inhabiting another roach.  Unfortunately, no 
  one bothers to research the death roach enough to discover this 
  fact and so these bothersome undead continue to exist in great 
  numbers.
  Combat
  Death roaches serve no one.  Fearless to the point of 
  recklessness, they grow more effective individually when more 
  of their numbers congregate.  While initially bold, solitary death 
  roaches ﬂee when damaged (reduced to 10 hit points or lower).  
  However, multiple death roaches pose a signiﬁcant surprise to 
  those unfamiliar with them as a group (see “Collective Mind” 
  below).
  Disease (Ex): Festering ague—claw or bite; Fortitude save DC 
  13, incubation 1d4 days, damage 1d3 Str and 1d3 Con.  Any day 
  during which a victim takes 3 points of Constitution damage, he 
  must make an additional saving throw or suffer 1 point of that 
  damage as permanent drain.
  Frightful Presence (Ex): 30 feet; Will DC 9 negates; shaken 
  for 2d6 rounds if less than 3 HD, shaken for 1d4 rounds if 4 HD 
  or more.  For each death roach the victim can see beyond the 
  ﬁrst, the save DC is increased by +2.  If any creature fails the 
  save by 5 or more, it is frightened rather than shaken.
  Collective Mind (Su): For every 3 death roaches congregated 
  within 100 feet of each other (even if separated by stone, earth, 
  water, or other nonmagical barriers), each gains an effective 
  Intelligence bonus of +2 for the purpose of its relative capacity 
  to make tactical decisions (to a maximum effective Intelligence 
  of 10).  Thus, if 15 or more death roaches are present, they can 
  react as logically and effectively to changes in local conditions, 
  environment, and other stimuli as an average human might.  
  Further, if 5 or more roaches are within 100 feet of each other, 
  each gains the beneﬁt of the Combat Expertise feat; if 10 or 
  more are present, they also gain the beneﬁt of the Improved Trip 
  feat.  This ability does not allow the death roaches to actually 
  communicate information in any way.
  Skills: Death roaches have a +2 racial bonus on Move Silently 
  checks and a +8 racial bonus on Climb, Hide, and Swim checks.  
  They can always choose to take 10 on Climb and Swim checks, 
  even if rushed or threatened.  They can use the run action while 
  swimming, provided they swim in a straight line.
  Treasure
  Half—Death roaches have a tendency to gnaw at coins and 
  equipment when there is nothing better to do.
  Amethyst [90 gp]
  Chalcedony (x2) [60 gp each]
  Holy symbol, silver [50 gp]
  Smokestick (x2) [20 gp each]
  50 gp
  1,000 sp
  In Your Campaign
  A spellcaster casting raise dead or resurrection can use death 
  roach carapaces as a material component.  For every two death 
  roach bodies a caster has on hand, the more common diamond 
  component is reduced by 1,000 gp.  This replacement comes 
  from the roach’s quality to send out negative energy after death.  
  Instead of inhabiting a living roach (as discussed above), the 
  energy is used in the caster’s spell.  The single caveat is that the 
  death roach corpse need be used within a week after its death.
  There are some primitive tribes of humans who believe that 
  death roaches are not a world-wide infestation.  Rather, death 
  roaches are conﬁned to a certain country and are all part of 
  the same soul.  An ancient legend says that Gritztaa, deity 
  of vermin, was attacked and nearly slain by a rival god.  So 
  weakened was the deity, that Gritztaa wove his essence into 
  several thousand roaches in order to survive and eventually to 
  regain strength to reassemble as a single entity in the future.  
  Sages prompted for evidence of this theory point to the death 
  roach’s collective mind ability.  In addition, several of these 
  primitive humans have taken to worshipping the death roach 
  itself as a sacred animal.
  Death Squid
  Large Undead (Aquatic)
  Hit Dice: 10d12 (65 hp)
  Initiative: +7
  Speed: Swim 30 ft.
  AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, ﬂat-footed 17
  Base Attack/Grapple: +5/+14
  Attack: Tentacle +9 melee (1d8+5)
  Full Attack: Tentacle +9 melee (1d8+5) and bite +4 melee 
  (2d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Energy drain, improved grab, constrict 1d8+5
  Special Qualities: Animate dead, darkvision 60 ft., ink cloud, 
  jet, sunlight powerlessness, undead traits
  Saves: Fort +3, Ref +6, Will +9
  Abilities: Str 21, Dex 17, Con —, Int 13, Wis 14, Cha 12
  Skills: Hide +12, Knowledge (any one) +14, Listen +17, Search 
  +14, Spot +17, Swim +13
  Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
  Environment: Any aquatic
  Organization: Solitary, pair, or ﬂeet (3-9)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 11-22 HD (Large); 23-30 HD (Huge)
  Level Adjustment: —
  
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  This creature looks like a dead squid.  At least half a dozen 
  withered tentacles squirm behind the beast’s ﬂaking black-
  skinned body.  Two hollows where its eyes should be shine with 
  a dark crimson radiance.
  Death squids survive by sucking the life force from living 
  creatures.  They haunt both the depths and the surface of the 
  world’s larger bodies of water.  Some sages believe they are 
  the souls of sailors who drowned beneath the waves.  Others 
  are convinced that there are necromantically-charged stones 
  from a long-submerged undead kingdom which turn 
  large aquatic lifeforms into death squids on contact.  
  What is certain is that these aquatic undead are 
  not to be taken lightly.
  Attacking only at night or in the 
  deepest depths of water, death 
  squids are the creatures that some 
  sea legends are based on.  Naughty 
  children are told to shape up or else 
  the death squid will get them.  Some 
  sailors hold to an old belief that a slain 
  pirate rises again as a death squid that 
  eternally hunts for its killer, prompting 
  pirate-slaying sailors to retire from sea 
  life.
  Combat
  Death squids strike opponents with their 
  tentacles, draining the life from their prey before 
  ﬁnishing their victims with their powerful jaws.  
  If a death squid encounters a large number of 
  foes or a powerful opponent, it resorts to using its 
  animating ink to create undead allies or simply 
  to cover its escape.
  Constrict (Ex): A death squid 
  deals automatic tentacle damage 
  with a successful grapple check.
  Energy Drain (Su): Living creatures 
  hit by a death squid’s tentacle attack 
  gain one negative level.  The DC 
  is 16 for the Fortitude save to 
  remove a negative level.  The 
  save DC is Charisma-based.  For 
  each negative level bestowed, the 
  death squid gains 5 temporary 
  hit points.
  Improved Grab (Ex): To use this ability, the 
  death squid must hit an opponent of up to Medium size with 
  an arm attack.  If it establishes a hold, it automatically drains 
  energy and constricts each round that the hold is maintained.
  Animate Dead (Su): Twice per day, a death squid may choose 
  to have its ink cloud (see below) animate any corpse with which 
  it comes into contact.  A single cloud can animate up to 12 HD 
  of undead, as if it were a single casting of the animate dead 
  spell (caster level 12th).  These undead do not attack the death 
  squid, but attack any living foes within reach.  The death squid 
  cannot have more than 24 HD worth of undead animated at 
  one time.
  Ink Cloud (Ex): A death squid can emit a cloud of jet-black 
  ink in a 60-foot spread four times per day as a free action.  The 
  cloud provides total concealment, which the death squid uses 
  to escape a combat that is going badly or to cover itself when 
  exposed to sunlight.  Creatures within the cloud are considered 
  to be in total darkness.
  Jet (Ex): A death squid can jet backward once per round as a 
  full-round action, at a speed of 180 feet.
  Sunlight Powerlessness (Ex): Death squids 
  are utterly powerless in natural sunlight 
  (not merely a daylight spell) and ﬂee 
  from it.
  Skills: Death squids have a +8 
  racial bonus on Swim checks.  
  They can always choose to take 10 
  on Swim checks, even if rushed or 
  threatened.
  Treasure
  None—These undead sea creatures have no 
  use for treasure and, as such, do not hoard or 
  carry any.  Their lair is the ocean itself, so any 
  treasure remaining from a kill is left with the body, 
  which could be hundreds of miles distant by the time 
  the PCs encounter one.
  In Your Campaign
  Sahuagin clerics use death squids to bolster any 
  large-scale attack force.  In fact, sahuagin are 
  actually the creators of the death squid, 
  despite the more prominent 
  origin theories bandied 
  about (mentioned above).  
  The ritual used to create them 
  was unique to the evil sea 
  humanoids, but has since 
  been sold to land cultures 
  in exchange for other 
  magics.  Some organizations 
  introduce death squids into a 
  city’s sewer system either to protect 
  their headquarters there or simply to cause 
  mayhem.
  Properly preserved, a death squid’s ink 
  can be used to animate dead as the spell (caster level 12th).  
  Characters having Knowledge (arcana) ranks of 10 or more 
  know how to preserve the ink.  The harvesting of ink from 
  one death squid (or one vial) is only enough to animate 24 
  HD worth of undead at one time.  The other caveat is that the 
  ink only works on bodies that are less than a week old.  One 
  vial of death squid ink sells for 1,800 gp and requires the 
  Knowledge ranks (above) and the Brew Potion feat.
  
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  Dread Sphere
  Huge Undead
  Hit Dice: 19d12 (123 hp)
  Initiative: +3
  Speed: 20 ft., ﬂy 90 ft. (average)
  AC: 20 (-1 size, +2 Dex, +9 natural), touch 11, ﬂat-footed 18
  Base Attack/Grapple: +5/+14
  Attack: Slam +9 melee (1d8+9)
  Full Attack: Slam +9 melee (1d8+9) and bite +4 melee (2d8+4)
  Space/Reach: 10 ft./15 ft.
  Special Attacks: Screech, trample (1d8+13)
  Special Qualities: Aura of undeath, damage reduction 10/good 
  and magic, darkvision 60 ft., ﬂight, immunity to cold, ﬁre, and 
  sonic, regenerate 10, resistance to electricity 10, spell resistance 
  29, undead traits
  Saves: Fort +6, Ref +10, Will +18
  Abilities: Str 28, Dex 15, Con —, Int 5, Wis 24, Cha 23
  Skills: Listen +9, Search +10, Spot +27
  Feats: Alertness, Combat Reﬂexes, Flyby Attack, Improved 
  Critical (bite), Improved Natural Armor, Lightning Reﬂexes, 
  Multiattack
  Environment: Any land
  Organization: Solitary or horde (1 dread sphere and 6d100 HD 
  of undead)
  Challenge Rating: 16
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 20+ HD (Huge)
  Level Adjustment: —
  This organism appears to be a ﬂoating ball-shaped mass of 
  dead ﬂesh.  Two long arm-like appendages are curled around 
  its bulk.  A pair of beady black eyes stares at you with a sinister 
  gleam as its wide, toothy maw grins in anticipation.
  In an ancient magical struggle, the dread spheres were 
  created to perpetuate undead forces for all time.  Although the 
  spheres’ creators lost this conﬂict, a few dozen of these undead 
  abominations remain to terrorize the living everywhere.  
  Dread spheres ﬂoat from continent to continent and from 
  world to world, creating all manner and number of undead in 
  their circuitous wake.  When the undead eventually it creates 
  eventually slay it (see below), the sphere simply regenerates to 
  begin the process anew.
  Combat
  The dread sphere does not seek engage in combat unless 
  something directly threatens it.  It uses its screech ability as 
  much as possible.  Holy damage and positive energy irritate it, 
  and it may attack targets who can wield such powers, usually 
  slamming ground-bound victims with its tentacles or slaying 
  them with its screech.  
  Complex tactics are not a part of the sphere’s agenda and it 
  uses its abilities to ﬁnish off a foe as quickly as possible.  If the 
  sphere loses its ability to ﬂy, its limited land movement speed 
  is used to roll over opponents and inﬂict considerable trample 
  damage.
  Screech (Su): Three times per day, the dread sphere can emit 
  waves of terrible noise capable of slaying those nearby.  This 
  effect is similar to the spell wail of the banshee (caster level 
  19th; Fort DC 25 negates), except that it extends in an 80-foot 
  radius from the sphere.  The save DC is Charisma-based.
  Trample (Ex): Reﬂex half DC 28.  The save DC is Strength-
  based.
  Aura of Undeath (Su): The miasma of unholiness that 
  surrounds the dread sphere sickens the living and bolsters the 
  undead.  Living creatures within 190 feet of the dread sphere 
  must succeed at a DC 18 Fortitude save each round or be 
  sickened for 1d6 rounds and take 1 point of Strength and 1 point 
  of Constitution damage.  The save DC is Constitution-based.  
  The 190-foot radius aura also functions as a double-strength 
  desecrate spell.  (The beneﬁts of the aura are not included in the 
  dread sphere’s statistics.)
  Finally, any corpse (be it ﬂeshy or skeletal) within this aura or 
  that the sphere casts its shadow upon as it ﬂies overhead may 
  rise up as some type of undead (see the table below).  These 
  undead attack any living being they encounter, but are primarily 
  compelled to follow and slay the dread sphere.  A corpse 
  must succeed a DC 25 Will save (using the Will save bonus it 
  possessed in life) to avoid rising as an undead.  The save DC is 
  Charisma-based.
  If the save fails, roll d% and add the deceased’s effective 
  character level.  The result determines what manner of undead 
  arises from the corpse; giants, humanoids, and monstrous 
  humanoids may rise as most kinds of undead, while other 
  monster types usually rise as skeletons and zombies.  Use 
  templates where possible.  Sunlight-vulnerable undead arise as 
  soon as it is safe for them to do so.  In each case, the GM should 
  feel free to substitute another undead creature of the same 
  approximate level of power if it better suits his game.
  d% Result
  Undead Created
  01-15
  Zombie or skeleton
  16-30
  Ghoul
  31-40
  Shadow
  41-50
  Wight
  51-60
  Persistent soldier (consult entry in 
  this book)
  61-70
  Ghast
  71-80
  Vampire spawn
  81-85
  Wraith
  86-90
  Spectre
  91-95
  Bodak
  96-100
  Vampire
  101+
  Special (GM’s choice, something 
  rare and/or powerful
  Flight (Su): The dread sphere is supernaturally buoyant and 
  can move through the air at the listed ﬂy speed with average 
  maneuverability.
  Regeneration (Ex): The dread sphere takes damage from good-
  aligned weapons, effects with the good descriptor, and attacks 
  that deal divine (holy) damage.
  
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  Skills: The dread sphere has a +4 racial bonus on Search 
  checks and a +8 racial bonus on Spot checks.
  Treasure
  None—The dread sphere is always moving, forever spreading 
  the gift of unlife across the world.  Even if treasure interested 
  the creature, there is no practical way it could carry or store it.
  In Your Campaign
  The dread spheres are all that remain of a war between undead 
  lords and living creatures on a world far from your own 
  campaign. 
   However, the dread spheres have a habit of ﬁnding their 
  way onto planar highways and emerging to wreak havoc in 
  a new world until destroyed.  Only the highest level clerics 
  and necromancers can hope to control these powerful undead.  
  Indeed, controlling the spheres may not even be necessary for 
  these evil people.  Instead, if the dread spheres can simply be 
  directed in a certain direction, it will likely do the caster’s dirty 
  work without his guidance.
  For example, if an evil cleric wanted to rid a city of its 
  populace to get at an artifact buried beneath one of the streets, 
  he might use a dread sphere to this end.  First he must locate 
  the sphere and then project its path, for these undead rarely 
  deviate from their course since they have the ability to ﬂy.  
  The cleric would then want to point the sphere toward the city 
  but only along a course that would insure it grows its undead 
  supply (over a recent battleﬁeld or a graveyard the cleric’s 
  minions dig up).
  During the time it crosses a high obstacle is when it is most 
  vulnerable to a course change.  The reasoning behind this 
  has something to do with the effort needed to climb at high 
  elevations (even though the sphere shows no outward sign of 
  exertion).  By the time it reaches the apex of the mountain (or 
  whatever high obstacle it is crossing), the sudden appearance 
  of a moving creature or object off to the side easily distracts 
  the sphere from its ascent.  The dread sphere immediately 
  moves to intercept the moving entity.
  The evil cleric knows this and sends an imp minion to lead the 
  sphere toward the city.  The rest is up to the sphere.  A simple 
  tactic to put in motion a terrifying series of events.  
  As GM, you can introduce the PCs into any point along this 
  kind of storyline for a great adventure.  Maybe the party 
  learns of the cleric’s desire and tries to prevent him from 
  ﬁnding a local dread sphere.  Or maybe the PCs enter at the 
  crucial point where the imp must lead the dread sphere on its 
  new course.  Perhaps the party is investigating why someone 
  decided to dig up a graveyard only to leave the bodies strewn 
  across the ground.  The rude awakening would come when 
  the dread sphere’s shadow passes over the bodies and the PCs 
  would be in the middle of a very sudden undead eruption.  
  The most dangerous mission would be if the PCs discover the 
  sphere by accident when it is just hours away from the city 
  with a hefty undead contingent.
  
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  Dreadwraith
  Medium Undead (Incorporeal)
  Hit Dice: 12d12 (78 hp)
  Initiative: +4
  Speed: 30 ft., ﬂy 60 ft. (good)
  AC: 17 (+4 Dex, +3 deﬂection), touch 17, ﬂat-
  footed 13
  Base Attack/Grapple: +6/—
  Attack: Incorporeal touch +10 melee (1d6)
  Full Attack: Incorporeal touch +10/+5 melee 
  (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Flaming lantern
  Special Qualities: Darkvision 60 ft., fear aura, 
  incorporeal traits, undead traits, vulnerability to 
  fearlessness
  Saves: Fort +6, Ref +8, Will +8
  Abilities: Str 10, Dex 18, Con —, Int 10, Wis 10, Cha 
  16
  Skills: Hide +19, Intimidate +18, Listen +17, Spot +17
  Feats: Alertness, Dodge, Great Fortitude, Mobility, Weapon 
  Finesse
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 13-18 HD (Medium)
  Level Adjustment: —
  Materializing before you is the translucent form of a young 
  soldier.  Wide eyes that burn with a golden ﬂame highlight the 
  warrior’s otherwise pale face.  The armor and weapons that 
  adorn this creature appear rusted and useless.  The only 
  functioning piece of equipment is a lantern throwing eerie 
  green light.
  The spirits of soldiers who ﬂee from their post in fear 
  return after death as dreadwraiths.  These undead are 
  mere shadows of their former selves, inﬂicting the fear that once 
  held them in thrall (and haunted them all through life) on others.  
  Each dreadwraith carries a lantern to aid in attracting others 
  to it to be frightened.  Some sages believe that the lantern is a 
  manifestation of the dreadwraith’s secret desire to ﬁnd its own 
  courage.  These undead do not speak except for long sorrowful 
  moans.
  Combat
  Dreadwraiths prefer to play with their prey, but when combat 
  is inevitable or when their victim has been tortured to his limit, 
  they ﬁght to kill.
  Flaming Lantern (Su): The dreadwraith relies upon the 
  unnatural ﬁre within its lantern to destroy and kill.  Three 
  times per day, the dreadwraith can summon a cone-shaped 
  burst of hideous roaring green ﬁre from the front of the lantern.  
  Composed not only of ﬂame but also of cruel shards of pain 
  and shame that are cousins to fear, the lantern’s blazing ﬁre 
  inﬂicts 5d10 points of damage and set ablaze ﬂammable items 
  within the 30-foot cone.  A 
  successful Reﬂex save (DC 
  20) means that the target takes 
  only half damage.  The save DC is 
  Dexterity-based.
  Fear Aura (Ex): The dreadwraith’s very presence inspires 
  great fear.  If the dreadwraith is unseen, those affected may 
  not understand why they feel intensely frightened.  When 
  clearly visible, the sight of a dreadwraith with its eerie lantern 
  is enough to freeze the bravest heart.  Those within a 60-foot 
  radius of the dreadwraith that see it must succeed at a Will save 
  (DC 19) or be affected as though by fear as cast by a 12th-level 
  sorcerer.  The save DC is Charisma-based.
  Vulnerability to Fearlessness: Those who are completely 
  without fear, such as paladins, inﬂict double damage with hand-
  to-hand attacks against a dreadwraith.  The power of conﬁdence 
  and purity of heart that the truly fearless possess is enough to 
  
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  severely unravel the dreadwraith’s already tenuous physical 
  existence.  This vulnerability does not apply to creatures 
  incapable of fear in the ﬁrst place (such as constructs).
  Treasure
  None—As an incorporeal undead, the dreadwraith wishes only 
  to inﬂict fear on others.  Acquiring treasure is not part of that 
  mission.
  In Your Campaign
  A reclusive order of monks is called on whenever a dreadwraith 
  appears too close to civilization.  The monks of the Valiant 
  Hand worship a deity of justice and bravery and are able to take 
  advantage of the dreadwraith’s vulnerability to fearlessness.  
  The order uses the appearance of this undead to test initiates by 
  sending them against it.  If the PCs accept a mission to destroy a 
  dreadwraith, they may soon ﬁnd a Valiant Hand hopeful at their 
  side.
  While sowing general fear is the mainstay of the dreadwraith, 
  the undead may go after a single creature in particular if it 
  identiﬁes that person as somehow related to (or a member of) 
  the same military unit the dreadwraith belonged to while living.  
  The dreadwraith reserves a special hatred and loathing for that 
  group from which sprung the root of its journey to an undead 
  monster.  This is a quality the dreadwraith can sense and even 
  a PC who is the son of a military parent might ﬁnd himself on 
  the receiving end of an attack and not have any reason why he is 
  singled out.
  Fear Guard
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: ﬂy 30 ft. (good)
  AC: 15 (+2 Dex, +3 deﬂection), touch 15, ﬂat-footed 13
  Base Attack/Grapple: +3/—
  Attack: Incorporeal touch +6 melee (1d4 Wis)
  Full Attack: Incorporeal touch +6 melee (1d4 Wis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fear aura, spell-like abilities, Wisdom 
  damage, create spawn
  Special Qualities: Darkvision 60 ft., daylight weakness, 
  incorporeal traits, see in darkness, +2 turn resistance, undead 
  traits
  Saves: Fort +1, Ref +3, Will +5
  Abilities: Str —, Dex 15, Con —, Int 10, Wis 12, Cha 16
  Skills: Hide +8*, Listen +7, Spot +7
  Feats: Blind-Fight, Improved Initiative, Weapon Focus 
  (incorporeal touch)
  Environment: Underground
  Organization: Solitary or group (2-5)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 7-9 HD (Medium); 10-18 HD (Large)
  Level Adjustment: —
  This incorporeal entity appears as a hooded humanoid ﬁgure 
  donned in ﬂowing robes of translucent gray over a suit of 
  incorporeal armor.  Its facial features are a swirl of maddening 
  images, ﬂuctuating between a serene and calm countenance to a 
  face twisted in horror and fear.
  Fear guards embody evil in its blackest incarnation.  They are 
  summoned from some unknown place by evil wizards and 
  clerics to guard prized possessions or a valued location.  Fear 
  guards do not speak, but unleash a frightful moan when they 
  encounter living creatures.
  Combat
  Shrouding themselves in a preternatural darkness, fear guards 
  ﬁght using spell-like abilities and their incorporeal touch.  If 
  guarding a particular location, a fear guard ﬁghts until either it 
  is slain or driven away, or its opponents are slain or ﬂee.
  Fear Aura (Su): A fear guard can radiate a 20-foot radius fear 
  aura as a free action.  A creature in the area must succeed on a 
  DC 16 Will save or be affected as though by a fear spell (caster 
  level 8th).  A creature that successfully saves cannot be affected 
  again by the same fear guard’s aura for one day.  The save DC is 
  Charisma-based.
  Spell-Like Abilities: At will—ray of enfeeblement, darkness; 
  2/day—deeper darkness.  Caster level 8th.
  Wisdom Damage (Su): The touch of a fear guard deals 1d4 
  points of Wisdom damage to a living foe if it fails a DC 16 
  Fortitude save.  A creature reduced to Wisdom 0 dies.  The save 
  DC is Charisma-based.
  Create Spawn (Su): Any living creature reduced to Wisdom 
  0 by a fear guard becomes a fear guard under the control of its 
  killer within 2d6 hours.  If a bless spell is cast on the corpse 
  before this time, it prevents the transformation.
  Daylight Weakness (Ex): A fear guard exposed to natural 
  sunlight (not merely a daylight spell) suffers 2d6 points of 
  damage and immediately ﬂees from the source of light.  A fear 
  guard caught in sunlight cannot attack and can only take a 
  single move or attack action in a round.
  See in Darkness (Su): A fear guard can see perfectly in a 
  darkness of any kind, even that created by deeper darkness 
  spells.
  Skills: *A fear guard has a +8 racial bonus on Hide checks in 
  areas of darkness.
  Treasure
  Standard—As incorporeal creatures, fear guards do not have 
  treasure, per se; but they are almost guarding some and that 
  is where treasure is gained by victorious PCs.  The list below 
  details the possible treasure a single fear guard might be 
  guarding.
  Old masterpiece painting (depicts a graveyard with a single 
  mausoleum; the moonlight is striking the structure’s ﬁrst 
  
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  eastern window—a clue to a treasure that the owner is currently 
  deciphering) [1,100 gp]
  Silver holy symbol (of evil deity) [25 gp]
  Flask of unholy water (x3) [25 gp each]
  4,000 sp
  In Your Campaign
  Fear guards should be handled in battle with the intelligence 
  they were given.  Incorporeal creatures can hide on the surface 
  of objects and should give PCs quite a shock after the party 
  struts past them unknowingly.  As a rogue picks at the treasure 
  vault’s lock, a watching fear guard can attack the rear PC and 
  then retreat into the ceiling to attack another PC next round.  
  This works especially well if the PCs are trapped within a thin 
  corridor, where they cannot attack as effectively at the same 
  time.
  As for where fear guards truly come from, it could be as simple 
  as guards who take a blood oath to a necromancer to serve them 
  in exchange for eternal life.  But in this case, it may not be the 
  existence the guards planned.
  Filth Croc
  Large Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +0
  Speed: 20 ft., swim 20 ft.
  AC: 18 (-1 size, +9 natural), touch 9, ﬂat-footed 18
  Base Attack/Grapple: +3/+12
  Attack: Bite +7 melee (1d8+5)
  Full Attack: Bite +7 melee (1d8+5) and tail rake +5 melee 
  (1d8+2 plus poison)
  Space/Reach: 10 ft./5 ft. (10 ft. with tail)
  Special Attacks: Improved grab, poison, stream of ﬁlth
  Special Qualities: Blindsight 60 ft., burst of speed, tremorsense 
  120 ft., undead traits
  Saves: Fort +2, Ref +2, Will +5
  Abilities: Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1
  Skills: Hide +9, Move Silently +13
  Feats: Multiattack (B)
  Environment: Warm or temperate marsh
  Organization: Solitary, pair, or nest (3-16)
  Challenge Rating: 5
  Treasure: Standard coins; double goods; 50% items
  Alignment: Usually neutral evil
  Advancement: 7-9 HD (Large); 10-18 HD (Huge)
  Level Adjustment: —
  This creature was once a crocodile but those days are long 
  passed.  The undead version is much more unpleasant looking—
  dark orange skin, vermin-infested hide, and sharp scaly 
  protrusions make this former croc a revolting opponent.
  Filth crocs stay within their dank marshes, emerging only if 
  prey wanders too close to their lairs.  Sages speculate that these 
  creatures are the result of necromantic experimentation by an 
  ancient sahuagin lich named Klek-tiim.  The extensive marshes 
  were the only buffer zone between Klek-tiim’s burgeoning 
  kingdom and the mainland civilization.  The lich wanted to 
  stock the marshy borderland with creatures that would deter 
  those who wished to destroy it.  As one of the most numerable 
  types of creatures in the marsh, the crocs became the target of 
  undead transformation.  Now, centuries later, the ﬁlth crocs 
  continue to somehow maintain their numbers despite being slain 
  at every opportunity.
  Combat
  Filth crocs prefer to charge at prey from hiding places in 
  shallow or stagnant water.  They weaken their victim with 
  their poisonous, festering tail barbs, then drag it down under 
  the water.  They use their stream of ﬁlth against any opponents 
  who attacks them with ranged weapons (including spells).  Filth 
  crocs ﬂee from combat only if severely damaged.
  Improved Grab (Ex): To use this ability, the ﬁlth croc must 
  hit with its bite attack.  If it establishes a hold, it tries to drag its 
  opponent into deep water and pin it to the bottom.
  Poison (Ex): Tail rake, Fort DC 13, 1d3 Str/1d3 Str.
  Stream of Filth (Su): A ﬁlth croc can spew out a 60-foot line 
  of maggot-infested acidic ﬁlth.  Any creature in the area of 
  effect must succeed a DC 13 Reﬂex save or take 2d4 points of 
  damage and be nauseated for 1d4 rounds; creatures that save 
  take no damage but are sickened for 1 round.  If a creature takes 
  damage, it must make a second save (Fortitude DC 13 negates) 
  or take 1s2 points of Charisma damage and be exposed to a 
  random nonmagical disease.  The saves are Constitution-based.
  Burst of Speed (Ex): Three times a day, a ﬁlth croc can move 
  at ﬁve times its normal speed (100 feet) when it makes a charge.
  Skills: Filth crocs have a +4 racial bonus on Hide and Move 
  Silently checks.
  Treasure
  Partial— Each ﬁlth croc has a lair that it keeps interesting 
  looking treasure in.  As it is unintelligent, the undead croc 
  cannot appreciate what it has; it simply “likes” these objects as 
  lair furnishings.
  Moonstone [60 gp]
  Red garnet [130 gp]
  1,000 sp
  In Your Campaign
  If you read the descriptive text then you’re probably 
  wondering—how the hell can these undead crocs multiply?  
  The answer is that they don’t “multiply” but rather keep 
  their numbers through a permanent enchantment laid on the 
  marshlands by the sahuagin lich.  As long as a ﬁlth croc is slain 
  within the marsh area, its essence returns to its lair within 1d4 
  days and reforms as the exact same ﬁlth croc.
  There are a couple of ways adventurers can put this threat to 
  rest permanently.  The ﬁrst is to locate every ﬁlth croc lair 
  and then cast a targeted dispel magic on its ﬂoor (against DC 
  17; the magic has weakened over the centuries allowing for a 
  lower DC).  Beating the DC by 5 or more not only means that 
  
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  the location cannot be used to recorporealize a ﬁlth croc, but 
  that the croc does not even consider the place as its lair.  It is 
  homeless until destroyed for the ﬁnal time.
  The second way to stop the ﬁlth crocs from reforming 
  necessitates a variant in the magic which accomplishes it.  
  Instead of each lair being responsible for its own croc, perhaps 
  the sahuagin lich hid a powerful magic item somewhere in the 
  marsh which reforms them.  
  There could be a few adventures worth of material when the 
  PCs are paid to locate the item and destroy it.  But what if a 
  part of the sahuagin lich remains and wants the item to remain 
  functioning?  Perhaps a bit of its soul was hidden inside the 
  crocs themselves and needs a few more years to reform with 
  the aid of the item?  Alternately, another evil creature has 
  discovered the item and is studying it for use outside the 
  marsh.  Imagine other types of undead that, once destroyed, are 
  reformed—inside a city’s walls!
  Fire Phantom
  Medium Undead (Extraplanar, Fire)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: 30 ft.
  AC: 16 (+2 Dex, +6 natural, -2 rage), touch 10, ﬂat-footed 14
  Base Attack/Grapple: +3/+7
  Attack: Slam +8 melee (1d4+6 plus 1d6 ﬁre) or ﬁre blast +5 
  ranged touch (2d6 ﬁre)
  Full Attack: Slam +8 melee (1d4+6 plus 1d6 ﬁre) or ﬁre blast 
  +5 ranged touch (2d6 ﬁre)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fire, ﬁre blast, immolation, rage
  Special Qualities: Darkvision 60 ft., ﬁre subtype, turn 
  immunity, undead traits
  Saves: Fort +2, Ref +4, Will +6
  Abilities: Str 18, Dex 14, Con —, Int 4, Wis 12, Cha 14
  Skills: Intimidate +11, Listen +12, Spot +12
  Feats: Alertness, Improved Initiative, Weapon Focus (slam)
  Environment: Elemental Plane of Fire
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-18 HD (Medium)
  Level Adjustment: —
  This burning creature appears as a humanoid encased in 
  ﬂames.  Its eyes are tiny balls of molten ﬁre and its tongue is 
  a snake-like stream of ﬂame.  Its teeth are charred and ﬂames 
  dance in the back of its throat.
  When a creature dies on the Elemental Plane of Fire, its soul 
  often melds with part of the ﬁery plane and reforms as a ﬁre 
  phantom; a humanoid creature composed of rotted and burnt 
  ﬂesh swathed in elemental ﬁre.  Fire phantoms desire nothing 
  more than to return to the Material Plane and destroy as many 
  living creatures as possible by consuming them in the same 
  ﬂames that now house their spirit.
  Fire phantoms are encountered in areas where ﬁres are already 
  burning (campﬁres, pyres, vigils, etc.).  They step through a 
  portal from the Plane of Fire into a ﬁre on the Material Plane.  
  This ﬁre must be at least Small or larger; else any attempt by 
  the ﬁre phantom to enter the Material Plane through that ﬁre 
  fails automatically.  Once it enters the plane, it often lies in wait 
  in the ﬁre for potential victims to come near it.  A ﬁre phantom 
  hiding inside a ﬁre is difﬁcult to see (Spot check DC 25, +2 for 
  each size larger than Medium the ﬁre is).
  Combat
  A ﬁre phantom waits inside its ﬁre until it spots a living 
  creature.  It then rushes out, shrieking and hurling globes of ﬁre.  
  If faced with overwhelming odds or facing certain destruction, 
  the creature attempts to close the distance between itself and 
  as many of its opponents as it can so it can use its immolation 
  ability.  In normal melee, a ﬁre phantom alternates between 
  hurling globes of ﬁre and pummeling a foe with its burning 
  ﬁsts.  Fire phantoms ﬁght until destroyed or all opponents are 
  dead of ﬂee.  When a ﬁre phantom is wounded, ﬂame dance and 
  play around the wound.
  Fire (Ex): A ﬁre phantom’s ﬁsts are swathed in elemental ﬁre.  
  Any melee hit deals ﬁre damage.  Creatures attacking a ﬁre 
  phantom unarmed or with natural weapons take ﬁre damage 
  each time their attacks hit.
  Fire Blast (Su): Once every 1d4 rounds as a standard action, a 
  ﬁre phantom can hurl a small globe of elemental ﬁre to a range 
  of 30 feet (no range increment).  By making a successful ranged 
  touch attack, it deals 2d6 points of ﬁre damage.  A creature hit 
  must succeed on a DC 15 Reﬂex save or catch on ﬁre.  The save 
  DC is Charisma-based.  (See the DMG for more information on 
  catching on ﬁre.)
  Immolation (Su): Normally used as a last resort, a ﬁre phantom 
  can detonate itself in an inferno of elemental ﬁre that deals 6d6 
  points of ﬁre damage to all creatures within a 10-foot radius.  A 
  successful DC 15 Reﬂex save halves the damage.  The save DC 
  is Charisma-based.
  This instantly kills the ﬁre phantom if it fails a DC 20 Will save.  
  Even if the ﬁre phantom survives, its ﬂames are extinguished 
  for 1 minute.  During this time the ﬁre phantom cannot use its 
  ﬁre blast ability and does not deal ﬁre damage with its slam 
  attack.  It retains the ﬁre subtype.  After 1 minute, its ﬁre relight. 
  If the ﬁre phantom survives the immolation, it may not use it 
  again for one day.
  Rage (Ex): A ﬁre phantom is in a constant state of agony 
  from the elemental ﬁre that consumes its body.  Therefore, it 
  is always in a berserk rage and gains Str +4 and -2 AC (both 
  already included in the stat block above).  The ﬁre phantom 
  cannot end this rage voluntarily and it cannot be suppressed or 
  negated.
  Turn Immunity (Ex): A ﬁre phantom cannot be turned, 
  rebuked, or commanded.
  
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  Treasure
  None—Whatever treasures the creature might have had before 
  becoming a ﬁre phantom have long since burned to ashes in the 
  extreme conditions on the Elemental Plane of Fire.
  In Your Campaign
  For some reason, undead and ﬁre seem to go hand in hand 
  when new undead are written for a campaign.  However, this 
  ﬁery-based undead can just as easily be one of extreme cold and 
  originate from an icy region on the Elemental Plane of Water.  
  Its game mechanics need only be changed from heat/ﬁre to 
  chill/cold (see the Flame Servant below for an example of this 
  switch).  For introducing the “chill phantom,” use extremely 
  cold arctic environments.  The chill phantom attacks from 
  beneath a mound of snow.  Its skin is blue and mysterious 
  snows swirl about its form.
  Flame Servant
  Medium Undead (Fire)
  Hit Dice: 8d12 (52 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 16 (+6 natural), touch 10, ﬂat-footed 16
  Base Attack/Grapple: +4/+7
  Attack: Slam +7 melee (1d6+4 plus 1d6 ﬁre)
  Full Attack: Slam +7 melee (1d6+4 plus 1d6 ﬁre)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fire cone, heat aura, burn item
  Special Qualities: Darkvision 60 ft., immunity to ﬁre, undead 
  traits, vulnerability to cold
  Saves: Fort +2, Ref +2, Will +6
  Abilities: Str 16, Dex 10, Con —, Int —, Wis 10, Cha 3
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-12 HD (Medium); 13-18 HD (Large)
  Level Adjustment: —
  This humanoid ﬁgure resembles a burning corpse, painted with 
  runes and wrapped with cloth around its arms and torso.  Its 
  skin is black and charred, its scent is oily and thick, and black 
  smoke pours constantly from its extremities.  The creature walks 
  slowly, ﬂaking off dark ashes and leaving scorched earth in its 
  wake.
  Born from dark necromancy, ﬂame servants are tools of 
  violence and hatred.  Every ﬂame servant is created by a 
  spellcaster to complete a particular task.  The task is set when 
  the ﬂame servant is created, and even its master cannot alter 
  its instructions.  The task must be straightforward, involve a 
  particular person, object, or location, and have a speciﬁc end 
  goal.  Thus, a ﬂame servant could not be told to guard a room 
  against intruders indeﬁnitely, or to seek out and destroy all 
  members of a particular race, but it could be asked to retrieve an 
  object, destroy a building, or to stop a speciﬁc individual from 
  entering an area.  
  Its creator imbues the ﬂame servant with the knowledge 
  necessary to complete its task, and the ﬂame servant mindlessly 
  acts as instructed.  Once a ﬂame servant succeeds its task, it 
  crumbles into ash.
  Combat
  A ﬂame servant is driven by its appointed task, and does not 
  tolerate interference.  Anyone who impedes the servant in 
  achieving its goal is attacked.  Usually, a ﬂame servant uses 
  its ﬁre cone to open combat, then proceeds to enter melee.  A 
  ﬂame servant ends its attack as soon as its opponents ﬂee or are 
  destroyed.
  Fire Cone (Su): Every 4 rounds, a ﬂame servant can produce 
  a 30-foot cone of ash, smoke, and ﬂames from its hands.  
  Creatures within the cone when it erupts take 8d6 points of 
  ﬁre damage (Reﬂex DC 14 half).  The smoke and ash remain 
  in the air for 1d4 rounds thereafter, granting creatures within 
  the area concealment against creatures 5 feet away, and total 
  concealment against creatures 10 or more feet away.  The smoke 
  does not obscure the ﬂame servant’s vision.  The save DC is 
  Constitution-based.
  Heat Aura (Su): A ﬂame servant exudes an enormous amount 
  of heat.  Any creature within 5 feet of a ﬂame servant takes 1d6 
  points of ﬁre damage per round (Fortitude DC 14 half).  The 
  save DC is Constitution-based.  In addition, a ﬂame servant’s 
  slam attack deals 1d6 points of ﬁre damage per hit.
  Burn Item (Su): A ﬂame servant can burn or melt any weapon 
  or item of Large size or smaller by grasping the item in its 
  hands.  The ﬂame servant must make a successful disarm 
  attempt to grab an item held by an opponent.  The item is 
  entitled to a DC 14 Fortitude save to resist destruction.  The 
  save DC is Constitution-based.
  Construction
  The creation of a ﬂame servant is a long and taxing process 
  and must begin no later than seven nights after the host body’s 
  death.  The body is prepared by replacing its innards with leaves 
  and wet mud, stufﬁng its throat with dried insect larvae, pouring 
  fresh blood into its mouth, painting it with runes, and soaking it 
  in oils.  These special materials cost 500 gp.  Preparing the body 
  requires a DC 13 Craft (leatherworking) or Heal check, and 
  can be done by the spellcaster or another party.  After the body 
  is readied, it must be animated through an extended magical 
  ritual that requires a specially prepared laboratory similar to 
  an embalmer’s workshop and costing 200 gp to establish.  If 
  personally preparing the body, the creator can perform the 
  preparations and ritual together.
  The cost to create listed below includes the cost of all the 
  materials and spell components that are consumed or become a 
  permanent part of the ﬂame servant.
  A ﬂame servant with more than 8 Hit Dice can be created, 
  but each additional Hit Die adds 4,000 gp to the base price 
  and another 50 gp to the market price.  The price increases by 
  20,000 gp if the creature’s size increases to Large, or 50,000 
  
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  gp if the creature’s size increases to Huge.  The cost to create is 
  modiﬁed accordingly.
  CL 14th; Craft Construct, Spell Focus (necromancy), burning 
  hands, create undead, ﬁre shield, caster must be at least 14th 
  level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.
  Treasure
  None—ﬂame servants do not carry treasure (for obvious 
  reasons).  However, enterprising PCs who can discover the 
  construction method for the ﬂame servant could be paid quite 
  a bit by necromancers who have just learned of the creature’s 
  existence.
  In Your Campaign
  Arguably more expensive and costly than a standard golem, 
  the ﬂame servant is the necromancer’s answer to constructs.  
  Unfortunately, it is a very poor answer.  Used only by those 
  infatuated with death and/or ﬁre, the ﬂame servant requires 
  a high level caster, can only perform a single task, and is not 
  universally effective in any terrain like standard golems.  While 
  a ﬂame servant is cheaper in terms of raw materials, the price 
  increases dramatically due to the necessary spells.  So, why 
  would a necromancer create one?  That’s a question you, as 
  GM, need to answer before inserting one into a campaign.  
  There are a few missions where a ﬂame servant can come in 
  handy:
  • Wholesale destruction: While golems can effectively smash 
  their way through obstacles, the ﬂame servant can light them 
  on ﬁre with a touch.  Should the necromancer (or his employer) 
  want to eradicate trees, crops, homes, or merchandise-ﬁlled 
  warehouses, the ﬂame servant is a good buy.
  • Fiery retrieval: Sometimes treasures are hidden where no 
  creature would waste effort looking for it—active volcanoes, 
  lava tubes, etc.  The ﬂame servant has the luxury of time when 
  searching such locations for the treasure.  Spells, equipment, 
  and even patience fade during a search, but the ﬂame servant’s 
  singular mind and ﬁre immunity do not.
  • Anonymous assassination: When someone wants a person 
  eliminated, they commonly turn to a thieves’ guild or trained 
  assassin.  Such entities, while effective at their trade, all too 
  often leave a clue that can be traced back to the source.  Words 
  misspoken or identifying markings on the part of the assassin 
  all potentially endanger his employer.  On the other hand, a 
  ﬂame servant, successful or not, leaves a pile of ash and many 
  questions.
  Maybe your campaign is currently distanced from hot or 
  tropical locales.  Fortunately, the ﬂame servant’s powers are 
  easily enough turned to the opposite extreme.  For more arctic 
  climates, you can use the above statistics with the modiﬁcations 
  below to unleash the “chill servant” on your PCs.
  • The basics stay the same (Hit Dice, AC, attack and damage 
  amounts) but all references to ﬁre are replaced with cold.  A 
  chill servant gains the cold subtype (instead of ﬁre) and thus 
  cold immunity and ﬁre vulnerability.
  • To preserve the same cost to create, a cold-related 1st-level 
  spell must replace burning hands.  This is called torpor and can 
  be found in the “Spells” section later in this supplement.  Also 
  in the construction section of the entry, replace “wet mud” with 
  “wet snow.”
  • The Fire Cone (Su) ability changes to Chill Cone (Su): 
  Every 4 rounds, a chill servant can produce a 30-foot cone 
  of numbing arctic winds and snow from its hands.  Creatures 
  within the cone when it erupts suffer a -1d3-5 penalty to 
  Dexterity (Fortitude DC 14 half).  The snow squall remain 
  in the air for 1d4 rounds thereafter, granting creatures within 
  the area concealment against creatures 5 feet away, and total 
  concealment against creatures 10 or more feet away.  The snow 
  does not obscure the chill servant’s vision.  The save DC is 
  Constitution-based.
  • The Heat Aura (Su) ability changes to Cold Aura (Su): A 
  chill servant exudes an enormous amount of cold.  Any creature 
  within 5 feet of a chill servant takes 1d6 points of cold damage 
  per round (Fortitude DC 14 half).  The save DC is Constitution-
  based.  In addition, a chill servant’s slam attack deals 1d6 points 
  of cold damage per hit.
  • The Burn Item (Su) ability changes to Freeze Item (Su): A 
  chill servant can freeze and shatter any weapon or item of Large 
  size or smaller by grasping the item in its hands.  The chill 
  servant must make a successful disarm attempt to grab an item 
  held by an opponent.  The item is entitled to a DC 14 Fortitude 
  save to resist destruction.  The save DC is Constitution-based.
  
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  Flying Abomination
  These monsters are created by the spell of the same name (see 
  below).  Parts from a Small creature make Tiny abominations, 
  parts from a Medium or Large creature can make a Tiny or 
  Small abomination, and parts from a Huge or larger creature can 
  make a Medium-size abomination.
  Tiny Undead
  Hit Dice: 1d12 (6 hp)
  Initiative: +2
  Speed: Fly 30 feet (good)
  AC: 16 (+2 size, +2 Dex, +2 natural), touch 14, ﬂat-footed 14
  Base Attack/Grapple: +0/-9
  Attack: Slam +1 melee (1d3-1)
  Full Attack: Slam +1 melee (1d3-1)
  Space/Reach: 2 ft./0 ft.
  Special Attacks: As original creature
  Special Qualities: Undead traits
  Saves: Fort +0, Ref +2, Will +2
  Abilities: Str 8, Dex 14, Con –, Int –, Wis 10, Cha 10
  Environment: Any
  Organization: Pack (3-12)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Small Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +1
  Speed: Fly 30 feet (good)
  AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, ﬂat-footed 13
  Base Attack/Grapple: +1/-3
  Attack: Slam +2 melee (1d4)
  Full Attack: Slam +2 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: As original creature
  Special Qualities: Undead traits
  Saves: Fort +0, Ref +1, Will +3
  Abilities: Str 10, Dex 12, Con –, Int –, Wis 10, Cha 10
  Environment: Any
  Organization: Pack (3-12)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Medium Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +0
  Speed: Fly 30 feet (good)
  AC: 12 (+2 natural), touch 10, ﬂat-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Slam +2 melee (1d6+1)
  Full Attack: Slam +2 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: As original creature
  Special Qualities: Undead traits
  Saves: Fort +0, Ref +1, Will +3
  Abilities: Str 12, Dex 10, Con –, Int –, Wis 10, Cha 10
  Environment: Any
  Organization: Pack (3-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  A head, leg, tail, or other monstrous appendage ﬂoats before 
  you.  Its dull skeletal composition betrays its undead state.  
  The pale radiance of magic plays about the body part before it 
  launches toward you.
  Like all undead, ﬂying abominations have no place in the 
  natural order of the world.  A spellcaster creates these skeletal 
  body parts to have as “handy” servants and to act as guardians 
  of low priority treasures or places.
  Combat
  When used in combat, a ﬂying abomination is sent to attack, 
  and thereby distract, enemy spellcasters.  On their own, a pack 
  of abominations is likely guarding an area from intrusion and 
  attacks the ﬁrst creature to enter the restricted area en masse.  
  Without intelligence, ﬂying abominations do not utilize tactics 
  but neither do they succumb to fear or intimidation.
  Treasure
  None—Flying abominations have no desire or need to acquire 
  material possessions.  It is possible they guard a minor treasure 
  but otherwise adventurers should not hope to reap great 
  ﬁnancial or magical rewards after slaying them.
  In Your Campaign
  Some enterprising spellcasters have been known to use Tiny and 
  Small ﬂying abominations in an unusual defensive tactic.  At 
  the opposite end of an enclosed space (a hallway for example) 
  which intruders must enter, one abomination is set to ﬂoat on 
  either side with a rope tied between them.  When an intruder 
  steps halfway down the protected area, the abominations ﬂy 
  forward at their fastest rate in an attempt to trip him.  
  If the target can see the abominations approaching, he can make 
  an attack of opportunity against one of them.  Unless the attack 
  succeeds in destroying one of the abominations, they continue 
  with the trip attack.  If the abominations are not of the same 
  size, use the higher Strength score between them.  Even if the 
  trip attempt does not succeed, the target cannot make a trip 
  attempt against the ﬂying abominations.
  Another variant which uses the same tactic is for two Medium 
  ﬂying abominations to be tied together by a thin silk rope and 
  then sent against the front lines of a large attacking force.  If 
  the massive trip attempt fails, it still succeeds in throwing those 
  frontline attackers into mild confusion, for the distance between 
  the abominations (50 to 150 ft.) is so great.
  
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  Fog Spirit
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +4
  Speed: 120 ft.
  AC: 14 (+2 Dex, +2 deﬂection), touch 14, ﬂat-footed 12
  Base Attack/Grapple: +3/—
  Attack: Touch +5 melee (1d8 and chilling touch)
  Full Attack: Touch +5 melee (1d8 and chilling touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Chilling touch
  Special Qualities: Damage reduction 15/magic, incorporeal 
  traits, mist walk, undead traits, vulnerability to ﬁre
  Saves: Fort +2, Ref +4, Will +4
  Abilities: Str 10, Dex 15, Con —, Int 9, Wis 9, Cha 14
  Skills: Bluff +7, Hide +9, Knowledge (religion) +2, Listen +7, 
  Spot +7
  Feats: Alertness, Improved Initiative, Weapon Finesse
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually neutral
  Advancement: 7-12 HD (Medium); 13-18 (Large)
  Level Adjustment: —
  An undulating mist coalesces into the form of a humanoid.  With 
  wide eyes, the ﬁgure watches your movements carefully.
  Every creature hides a secret fear.  For the fog spirit, that fear 
  is ﬁre.  Whether ﬁre slew the creature in life or was just its 
  terrible phobia, the emotion was intense enough at the time of 
  unnatural death to reform its essence as a fog spirit.  Appearing 
  as misty forms of their former selves, fog spirits now possess a 
  chilling aspect and are formed in this one image of water in an 
  instinctively protective way.
  Trapped in a misty body, the fog spirit drifts lazily within 
  natural fog banks it encounters until something peaks its 
  interest.  It then moves to watch the event unfold, never 
  interfering unless provoked.  Fog spirits have a need to watch 
  the life it can no longer live.  A fog spirit speaks whatever 
  languages it knew in life but rarely does so, preferring to instead 
  witness events without interfering in them.
  Combat
  Evil fog spirits work their mischief through lies and treachery, 
  sending would-be saviors into hazardous traps and pitfalls.  
  If confronted, they use their afﬁnity with the mists to their 
  advantage, seeming to strike from every direction at once 
  and leeching the warmth from their victims’ bones with their 
  chilling touch.
  Chilling Touch (Su): The fog spirit’s touch is colder than ice.  
  Victims hit by the fog spirit must make a DC 15 Fortitude save 
  or take 1 point of temporary Constitution damage in addition 
  to the normal damage from the blow.  Lost Constitution points 
  heal at the rate of one per hour.  The save DC is Charisma-
  based.
  Mist Walk (Su): Within the bounds of the misty fog, the fog 
  spirit can make attacks on a victim at the beginning, middle, or 
  end of its movement, as desired.
  Treasure
  None—As an incorporeal wanderer, the fog spirit has no 
  interest in treasure of any kind, much less a lair to keep it in.
  In Your Campaign
  Fog spirits might work best in your campaign as undead to be 
  role-played.  As combatants, they can be useful in frightening 
  PCs in foggy alleyways, but their commonly neutral alignments 
  make for more interesting creatures.  As witnesses, fog spirits 
  may be needed to shed light on a recent incident—a murder 
  or robbery the PCs are investigating, for example.  The fog 
  spirit is capable of speech but how to get it to converse (much 
  less ﬁnding it in the ﬁrst place), could be part of the challenge.  
  Characters who know about the creature’s intense fear of ﬁre 
  can actually use that as a lure.  Building a great bonﬁre outside 
  of town has a good chance of attracting a fog spirit, for while it 
  might be afraid of the inferno, it is irresistibly drawn to it if only 
  to discern its cause.
  Frozen Horror
  Medium Undead (Cold)
  Hit Dice: 7d12 (45 hp)
  Initiative: +3
  Speed: 30 ft., climb 15 ft.
  AC: 15 (+3 Dex, +2 natural), touch 13, ﬂat-footed 12
  Base Attack/Grapple: +3/+6
  Attack: Bite +6 melee (1d4+1 and numbness)
  Full Attack: Bite +6 melee (1d4+1 and numbness)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Numbing grip, numbness
  Special Qualities: Cold subtype, undead traits
  Saves: Fort +2, Ref +5, Will +2
  Abilities: Str 16, Dex 17, Con —, Int 6, Wis 5, Cha 10
  Skills: Climb +5, Hide +8, Jump +4, Listen +4, Move Silently 
  +8, Search +1, Spot +4
  Feats: Ability Focus (numbness), Alertness, Track
  Environment: Cold hill and mountains
  Organization: Solitary, pair, gang (3-5), or pack (6-20)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 8-21 HD (Medium)
  Level Adjustment: —
  Frost-rimmed and torn clothing clings loosely to this blue-
  skinned humanoid.  A bestial glint in its coal-black eyes 
  highlights its otherwise withered features.  The humanoid bares 
  a jagged set of teeth and claws before rushing to attack.
  The frozen northern landscape is a sea of ice and snow amidst 
  tranquil snow-packed mountains.  But amidst this beauty is 
  a veritable graveyard of creatures that die in that dangerous 
  beauty.  Harsh elements and starvation take the lives of so many 
  creatures that are not native to the north.  Those that lay dead 
  
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  for over a year, however, gather the power to return.  If a living 
  creature being walks over the grave spot of a creature that died 
  in the elements, there is a 10% chance per Hit Die of the living 
  creature that the corpse animates as a frozen horror.  It claws 
  its way to freedom and follows the tracks of the creature which 
  tread across its former resting place.  Frozen horrors see their 
  victims as arrogant nobodies who purposely strode over their 
  grave to mock their failure at overcoming the elements.
  Combat
  Frozen horrors fall upon their victims with tooth and claw, 
  numbing their victims with their icy grip as they rend ﬂesh 
  from bone.  They sometimes grapple with their prey, holding 
  them in a freezing embrace until the victim is overcome by the 
  chill, and meanwhile dig with their teeth for warm blood.  If 
  outnumbered, frozen horrors endeavor to use their numbing 
  grip on as many foes as possible before moving to the task of 
  ﬁnishing their chilled victim.
  Numbness (Ex): Anyone hit by a frozen horror must make a 
  DC 15 Fortitude save or take 1 point of temporary Dexterity 
  damage.
  Numbing Grip (Ex): If a frozen horror successfully grapples 
  an opponent or otherwise maintains contact with him for a 
  full round, he must succeed at a DC 13 Fortitude save at the 
  beginning of his turn or take 1d4 points of temporary Dexterity 
  damage.
  Skills: Frozen horrors receive a +2 racial bonus on Hide, Move 
  Silently, and Survival checks, and a +4 racial bonus on Listen 
  and Spot checks.
  Treasure
  Standard—While a frozen horror does still possess the 
  equipment it had during its life, it does not use any it.  Weapons 
  are ignored in favor of its numbing bite and claw attacks 
  and treasure such as coins and magic items are carried out of 
  familiarity.  In fact, it is because of familiarity with certain 
  items that the horror acquires more treasure—tending to pick up 
  and carry items from its victims which resonate on some kind of 
  emotional level.
  Rose quartz gems (x4) [60 gp each]
  Belt pouch [1 gp]
  Dagger [2 gp]
  Leather armor [1 gp due to uselessness of the armor from age]
  Masterwork short sword [310 gp]
  Potion of endure elements [50 gp]
  Small tapestry depicting an icy locale with a lone pine tree in 
  the center of a grassy ﬁeld; an “X” is hand drawn just west of 
  the pine tree [350 gp but the tapestry could be worth far more if 
  it is what it appears to be—a treasure map.  Different horrors in 
  the same pack might have other important pictorial clues about 
  the treasure or the GM can replace the tapestry in this list with a 
  family heirloom of comparable value]
  246 gp
  In Your Campaign
  Frozen horrors are not without some intelligence.  In its 
  relentless pursuit of the creature which disturbed its rest, a 
  horror pretends to be a living being to those it encounters.  
  Communities, no matter their size, might house a pack of 
  frozen horrors and no one would be the wiser.  These undead 
  may crave the warm bodily juices of humanoids, but they do 
  not need them to survive like a vampire needs blood.  Frozen 
  horrors can be cautious and cunning, even to the point of renting 
  an apartment in a city whilst it attacks in the dead of night; for 
  after its primary victim is slain, the horror is free to kill at its 
  whim.
  Frozen horrors can lie buried for decades before awakened by 
  unknowing passerby.  This makes their clothing out of date 
  and is a possible tip-off for those characters encountering them 
  that something is suspicious.  You can grant a character a +3 
  circumstance bonus on a Spot check to notice something “odd” 
  about the horror.  Or, conversely, give the horror a -3 bonus to 
  any Disguise checks meant to fool a character into believing it 
  is not undead.
  Gallows Tree
  Huge Plant
  Hit Dice: 16d8 (168 hp)
  Initiative: +1
  Speed: 20 ft.
  AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, ﬂat-footed 23
  Base Attack/Grapple: +12/+30
  Attack: Slam +20 melee (2d6+10, 19-20/x2)
  Full Attack: 6 slams +20 melee (2d6+10, 19-20/x2)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Create gallows tree zombies, gallows tree 
  zombies, improved grab
  Special Qualities: Damage reduction 10/slashing and magic, 
  low-light vision, plant traits, resistance to ﬁre 10, tremorsense 
  60 ft.
  Saves: Fort +16, Ref +6, Will +7
  Abilities: Str 30, Dex 12, Con 23, Int 10, Wis 14, Cha 6
  Skills: Listen +18, Move Silently +17
  Feats: Cleave, Great Cleave, Improved Critical (slam), 
  Improved Initiative, Power Attack, Weapon Focus (slam)
  Environment: Temperate and warm forest, hill, marsh, and 
  plains
  Organization: Grove (1 gallows tree, plus 6-11 gallows tree 
  zombies)
  Challenge Rating: 13
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 17-24 HD (Huge); 25-48 HD (Gargantuan)
  Level Adjustment: —
  This creature appears as a massive, tall tree with thick branches 
  from which hang several humanoid corpses tightly secured by 
  their necks with greenish-brown ropes.  Its canopy is thick and 
  busy, and its trunk is mottled brown. 
  Gallows trees are sentient plants that sustain themselves on the 
  internal organs and body ﬂuids of living creatures.  They use 
  deception to lure potential prey into range at which time they 
  
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  unleash the gallows tree zombies attached to their branches to 
  kill or capture the prey.  While mobile, a gallows tree prefers 
  to remain in one spot for an extended length of time (usually 
  until its food supply in the area runs out).  From this location, it 
  simple waits for prey and then attacks when such beings come 
  into view.
  Combat
  A gallows tree normally stands idle, lowering its zombies to the 
  ground when living prey come within 100 feet of the tree.  If a 
  foe comes within 15 feet of the tree itself, it lashes out with its 
  sharpened branches or attempts to grab the foe.  A grabbed foe 
  is subjected to additional damage as the gallows tree pummels 
  it with its other branches.  Occasionally the tree works in 
  concert with its zombies, grabbing a foe and holding it while its 
  zombies pound it into goop.  Slain creatures are dragged close 
  to the tree, sliced open, and their innards devoured by the tree’s 
  roots.
  Create Gallows Tree Zombies (Su): When a creature dies 
  within 15 feet of a gallows tree, it uses a sharpened tendril to 
  slice open the creature’s abdomen, thereby spilling the corpse’s 
  innards on the ground.  The organs and ﬂuids are absorbed by 
  the tree’s roots.  Corpses of a size other than Medium or Large 
  are simply left to rot.  Medium or Larger corpses are ﬁlled with 
  a greenish pollen ﬁred from one of the tree’s branches.  The 
  abdominal wound heals over the next 1d4 days, at which time 
  the slain creature rises as a gallows tree zombie connected by 
  a tether-vine to the gallows tree that created it.  gallows tree 
  zombies possess none of their former abilities.
  Gallows Tree Zombie (Ex): Each gallows tree has several 
  gallows tree zombies connected to it.  A Huge gallows tree may 
  have no more than seven gallows tree zombies connected to it 
  at one time.  A Gargantuan gallows tree can have a maximum of 
  11 zombies connected to it at any given time.  See the gallows 
  tree zombie entry below for details on that monster.
  Improved Grab (Ex): To use this ability, a gallows tree must 
  hit with its slam attack.  It can then attempt to start a grapple 
  as a free action without provoking an attack of opportunity.  If 
  it wins the grapple check, it establishes a hold and deals slam 
  damage each round the hold is maintained.
  Tremorsense (Ex): Gallows trees can automatically sense the 
  location of anything within 60 feet that is in contact with the 
  same vegetation the tree is touching.
  Treasure
  Half-standard-- Gallows trees do not collect treasure but 
  occasionally such items (the remnants of devoured prey) are 
  found in the vicinity of the creature.
  Citrine (x2) [60 gp each]
  Fire opal [700 gp]
  Tourmaline [100 gp]
  Gloves of arrow snaring [4,000 gp]
  Potion of bull’s strength [300 gp]
  Scroll of dispel magic (CL 5th) [375 gp]
  905 gp
  In Your Campaign
  Many villages and towns have a great tree where their ancestors 
  hung evil-doers.  Over the decades and centuries of use, the 
  amount of death the tree helped to cause affected it in a way 
  none could have foreseen.  The gallows tree is born of death, 
  which is why it is in this supplement of undead.  Its “offspring,” 
  the gallows tree zombies, are detailed below for similar reasons, 
  even though they are not undead.
  Gallows Tree Zombie
  Medium Plant
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +6
  Speed: 30 ft.
  AC: 17 (+2 Dex, +5 natural), touch 12, ﬂat-footed 15
  Base Attack/Grapple: +4/+8
  Attack: Slam +8 melee (1d6+4)
  Full Attack: 2 slams +8 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spore cloud
  Special Qualities: Darkvision 60 ft., fast healing 5, low-light 
  vision, plant traits, tether-vine, tremorsense 60 ft.
  Saves: Fort +6, Ref +4, Will +2
  Abilities: Str 19, Dex 15, Con 13, Int 4, Wis 10, Cha 1
  Skills: Hide +5, Listen +5, Move Silently +5, Spot +2
  Feats: Alertness, Improved Initiative, Power Attack
  Environment: Temperate and warm forest, hill, marsh, and 
  plains
  Organization: Grove (6-11 plus 1 gallows tree)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium); 13-18 HD (Large)
  Level Adjustment: —
  This creature is a humanoid with deathly gray-green skin 
  dressed in tattered and torn clothes.  Small plants, weeds, and 
  fungi grow on the creature’s body.  A long, sinewy, greenish-
  brown noose connects the creature to the massive tree behind it.
  Gallows trees zombies were once living humanoids slain and 
  devoured by a gallows tree and reborn from the seedlings as 
  a minion of said creature.  They serve no purpose in life now 
  other than killing to capturing living prey for the gallows tree 
  that created them.  These monsters retain small memories of 
  their former lives and these scenes sometimes manifest in the 
  zombie’s mind, causing it great anger which it vents on the 
  nearest living creature.
  Gallows tree zombies show no spark of life in their eyes, but 
  are not completely mindless.  They are no undead even though 
  their name suggests otherwise; therefore, they cannot be turned 
  or rebuked.
  Combat
  Gallows tree zombies hand motionless from the gallows tree, 
  appearing lifeless.  When a living creature comes within 100 
  feet of a gallows tree, the zombies are lowered to the ground 
  
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  and they move to attack.
  Gallows tree zombies prefer uneven odds that favor them, so 
  ganging up on an individual is the norm in battle.  Slain foes are 
  dragged back to the gallows tree to be devoured or transformed 
  into a gallows tree zombie to replace any that fell in battle.
  Spore Cloud (Ex): As a free action, once every 1d4 rounds 
  (but no more than three times per day), a gallows tree zombie 
  can breathe a cloud of poisonous, greenish spores in a 5-foot 
  cube directly in front of it.  a creature caught in the cloud must 
  succeed on a DC 14 Fortitude save or be slowed (as the slow 
  spell) for 6 rounds.  Once minute later, the creature must make 
  another Fortitude save (same DC) or take 1d3 points of Strength 
  damage.  The save DC is Constitution-based.
  Fast Healing (Ex): A gallows tree zombie heals only if it is 
  connected to its gallows tree by its tether-vine.
  Tether-Vine (Ex): A gallows tree zombie is connected to the 
  gallows tree that created it by a long sinewy vine.  This vine 
  can be lengthened to allow the zombie to move up to 100 feet 
  away from the tree.  The vine is AC 19 (touch 12) and has 10 hit 
  points.  Harming the vine deals no damage to the gallows tree 
  zombie or the tree itself, but if severed, does prevent the zombie 
  from using its fast healing ability.
  Tremorsense (Ex): Gallows tree zombies can automatically 
  sense the location of anything within 60 feet that is in contact 
  with the same vegetation the zombie is touching.
  Treasure
  None—Any treasure around the gallows tree zombie is part of 
  the trove listed with the gallows tree above.
  In Your Campaign
  Although not true undead, the gallows tree and its zombies 
  make for a great bluff.  A villain could conceivably make his 
  hideout in a cave where a gallows tree would be the ﬁrst line of 
  defense.  Alternately, he could simply set up an ambush for the 
  party near to one.  After pumping the local rumor mill full of 
  false information (how the area is guarded by a vicious undead 
  tree and its zombies, the PCs would come equipped to deal with 
  such a threat.  Of course, they would have prepared wrongly 
  and the villain gains that much more of an upper hand when he 
  launches his counterstrike.
  Ghost Eater
  Small Magical Beast
  Hit Dice: 2d10+2 (13 hp)
  Initiative: +2
  Speed: 30 ft., climb 30 ft.
  AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, ﬂat-footed 12
  Base Attack/Grapple: +2/-2
  Attack: Bite +4 melee (1d4)
  Full Attack: Bite +4 melee (1d4) and 2 slams -1 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disrupting bite, eerie howl, ﬁnal repose
  Special Qualities: Darkvision 60 ft., detect undead, ghostly 
  resilience, low-light vision, scent
  Saves: Fort +4, Ref +5, Will +3
  Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 14, Cha 12
  Skills: Climb +10, Jump +10, Listen +4, Spot +4, Survival +3
  Feats: Ability Focus (eerie howl), Weapon Finesse (B)
  Environment: Any land or underground
  Organization: Solitary, pair, or troupe (5-8)
  Challenge Rating: 2
  Treasure: None
  Alignment: Any
  Advancement: 3-4 (Small)
  Level Adjustment: —
  This short humanoid’s form is quite emaciated, its long limbs 
  ending in gnarled claws and feet.  Short tufts of white hair just 
  from the creature’s brown skin like moss patches on a tree.  Its 
  golden-hued eyes fade totally to an off-white as it bears sharp 
  teeth and attacks.
  Found in any environment where there is undead, the ghost 
  eater hunts these unnatural creatures and consumes their 
  essence by biting into what is left of their bodies.  A wizard, 
  whose home town was destroyed by an undead horde of 
  ghouls, labored for years to create the perfect vehicle for his 
  vengeance—the ghost eater.  Few would guess the ghost eater is 
  fashioned from infant trolls found near the wizard’s tower.  The 
  creature’s innate defensive abilities were mutated by exposure 
  to positive energy to be more effective against the undead.  
  In addition, the basic troll size was altered to lure intelligent 
  undead into a false sense of security.  Today, ghost eaters have 
  bred enough that their kind are spread across the lands and have 
  collectively consumed thousands of their undead prey over the 
  decades since their creation.
  Combat
  Ghost eaters typically avoid living creatures.  When dealing 
  with undead, they are cautious and careful; despite their special 
  powers, ghost eaters are still small and weak in comparison to 
  most undead creatures, and they rely on stealth and speed to 
  bring down their more powerful prey.
  Detect Undead (Su): A ghost eater can continuously detect 
  undead as the spell, with no need for concentration.  This covers 
  a 120-foot radius around the ghost eater, and allows it to interact 
  with invisible undead without penalty.  In addition, the ghost 
  eater gets a +10 bonus to Survival checks when tracking undead 
  creatures.
  
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  Disrupting Bite (Ex): The ghost eater’s bite has the same effect 
  as the spell disrupt undead.  Whenever the ghost eater makes a 
  successful bite attack against an undead creature, it inﬂicts an 
  additional 1d6 points of damage.  In addition, a ghost eater can 
  hit incorporeal creatures with its bite attack as if using a ghost 
  touch weapon.
  Eerie Howl (Su): The ghost eater’s eerie, echoing howl causes 
  mindless terror to take hold of all creatures that hear it—
  including the spirits of the dead.  All creatures within 60 feet 
  must make a Will save (DC 14).  The howl has the same effect 
  as a fear spell with the following exceptions: it affects undead 
  creatures, and it is a sonic effect which can be countered with 
  silence or the bard’s countersong ability.  A ghost eater can emit 
  an eerie howl up to 3 times per day.  The save DC is Charisma-
  based.
  Final Repose (Ex): Undead creatures destroyed by a ghost 
  eater cannot return; even ghosts with the rejuvenation ability 
  are destroyed forever.  A living creatures killed by a ghost eater 
  cannot rise as undead, its corpse cannot be affected by or used 
  for animate dead, create greater undead, create undead, raise 
  dead, reincarnate, resurrection, or similar spells.  
  There are two ways to restore life to a creature slain by a ghost 
  eater.  True resurrection still functions normally.  And if the 
  ghost eater that killed the victim can be found, captured alive, 
  and brought to the corpse of the victim, wish, limited wish, or 
  miracle can restore the connection between spirit and corpse, 
  at which point raise dead and similar spells function normally.  
  If the ghost eater is killed, the spirits it has consumed are lost 
  forever.
  Ghostly Resilience (Ex): A ghost eater receives a +10 racial 
  bonus to resist the spell-like abilities and supernatural powers 
  of undead creatures.  It is immune to the level drain and ability 
  damage attacks of undead creatures.  It receives a +4 deﬂection 
  bonus to AC against the physical attacks of undead.  Finally, 
  it receives spell resistance 17 against spells cast by undead 
  creatures.
  Skills: A ghost eater receives a +8 racial bonus on Climb 
  and Jump checks.  It can always choose to take 10 on these 
  checks, even if distracted or endangered.  The ghost eater uses 
  its Dexterity modiﬁer for these checks instead of its Strength 
  modiﬁer.
  Treasure
  None—Sine ghost eaters’ prey is the undead, not even defeated 
  foes leave treasure lying around for the taking.  The ghost eater 
  has no use for these items, using only its abilities to hunt.
  In Your Campaign
  As magical beasts, ghost eaters used as companions are 
  extremely difﬁcult to train.  In the past, a few paladins and 
  undead hunters have managed to subdue and domesticate ghost 
  eaters, training the creatures to assist them in their battles 
  against the restless dead.  Some simply use ghost eaters as 
  living warning systems, training them to howl any time they 
  detect the presence of the undead.  A character can use the 
  Handle Animal (DC 15-20) skill to teach a ghost eater any basic 
  set of commands (such as distract, howl, or warn) to follow at 
  any given moment.
  A character who understands how to harvest and employ 
  elements of a ghost eater can use its body to empower certain 
  spells (as spell components), as shown below:
  • Ghost Eater Eye for detect undead (Effect: +2 caster level)
  • Ghost Eater Tooth for animate dead (+2 caster level), create 
  greater undead (+1 caster level), create undead (+1 caster 
  level), disrupt undead (increase damage to 2d4), undeath to 
  death (increase damage to 1d6/level)
  • Ghost Eater Tongue or Windpipe for fear (spell can affect 
  the undead), halt undead (+2 caster level)
  Each spell component is destroyed when the associated spell 
  is cast.  As ghost eaters are rare and few people know how to 
  properly harvest these powers, there is little market for ghost 
  eater organs.
  If it is incorporated into a magic item, the ghost eater tooth 
  reduces the XP cost of creating ghost touch or bane (undead) 
  weapons by 10%.  It is possible that a ghost eater tooth could be 
  used to create potions of restoration, if the GM wanted to put 
  these items on the market.
  Ghostly Slasher
  Medium Undead (Incorporeal)
  Hit Dice: 3d12 (19 hp)
  Initiative: +2
  Speed: 30 ft.
  AC: 14 (+2 Dex, +2 deﬂection), touch 14, ﬂat-footed 14
  Base Attack/Grapple: +1/—
  Attack: Spectral short sword +3 melee (1d6)
  Full Attack: Spectral short sword +3 melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fear
  Special Qualities: Incorporeal traits, undead traits
  Saves: Fort +1, Ref +3, Will +1
  Abilities: Str —, Dex 15, Con —, Int 10, Wis 7, Cha 14
  Skills: Hide +6, Intimidate +8, Listen +2, Search +3, Spot +2
  Feats: Ability Focus (fear)
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 4-9 HD (Medium)
  Level Adjustment: —
  An amorphous gathering of shadows hides a humanoid form 
  within it.  The face inside the shadows changes every few 
  seconds, but all share the same crazed glare and obvious evil 
  intent, evidenced further by the brief appearance of a pale 
  sword blade.
  
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  Every region in a campaign world has its handful of crazed 
  killers and other evil creatures whose only joy in life is to inﬂict 
  fear and death on others.  When these creatures are eventually 
  hunted down and slain (commonly by brave adventurers), not 
  all of their souls descend into the realm of the damned.  The 
  forces in charge of the hells decide to wad many of these 
  murdering, irredeemable spirits together and then send them 
  back onto the Material Plane as one creature—a ghostly 
  slasher—to continue their evil work.
  As many as a dozen former murderers inhabit a ghostly slasher.  
  The area a particular slasher inhabits is dependant on the most 
  powerful spirit’s former life.  Wherever it held dominion, be 
  it urban or rural, that is where the slasher inhabits.  Besides 
  this determination, the individual souls inside a slasher do not 
  surface as a single being.  Rather the image others see always 
  shifts from one spirit’s former visage to the next even though all 
  think as a collective mind.
  Combat
  The ghostly slasher seeks to ambush its victims, and then 
  dismembers them horribly to inspire as much fear and furor in 
  a community as possible.  It does not attack with its material 
  shortsword (which remains under the slasher’s cloak), but 
  with a spectral version of the same weapon that deals spiritual 
  damage as opposed to bodily wounds (but it all ends up as 
  real damage in game terms—simply tell the player that his PC 
  feels intense chills and a sense of sorrow when hit by a spectral 
  sword).
  Fear (Su): Three times per night, as a free action, a ghostly 
  slasher may make a fear attack.  Spectral winds ﬁll its cape, 
  making it resemble the wings of a vulture spread over a kill.  
  From the shadows of the cape, the faces of the slasher’s victims 
  can be seen shrieking in horror.  All within 30 feet who see the 
  slasher must succeed at a DC 15 Will save or be frightened for 
  2d4 rounds.
  Skills: Ghostly slashers gain a +8 racial bonus on Hide checks 
  in dark or shadowy conditions.
  Treasure
  None—Ghostly slashers exist only to frighten and kill others.  
  Even if they could manipulate physical objects (thereby 
  taking their victim’s possessions as their spirits did in life), 
  they would have no use for them, relying instead on their own 
  abilities.  Only if the PCs slay a slasher as it ﬁnishes killing 
  another creature would the possibility of treasure exist (and then 
  only if friends or family of the slain creature do not claim the 
  possessions).
  In Your Campaign
  Inspiring fear isn’t the only reason ghostly slashers dismember 
  their victims.  The deeper meaning for this ritual is that the 
  spirits inside the slasher are jealous of the bodies they slay.  A 
  victim’s form represents the uniqueness which the slasher’s 
  component spirits can never again hope to attain.  While the 
  slasher may continue these murdering spirits’ life works, there 
  was always more involved than the act of killing itself.  Each 
  murderer gained his own measure of infamy, thus stoking the 
  ﬁres of ego.  Now even that joy is gone from existence, making 
  the slasher that much more intent on killing.
  Despite the fact that a ghostly slasher operates as a single 
  entity, there is a possibility that PCs can speak to just one of 
  the spirits which inhabits it.  A cleric can cast speak with dead 
  on the slasher and, if it fails a Fortitude save, it is stunned for 
  a number of rounds equal to the cleric’s caster level.  During 
  this time, if the cleric speaks the name of one of the inhabiting 
  spirits, he can ask questions as per the spell (but only for as 
  long as the slasher is stunned).  The knowledge of the spirit is 
  limited to its own corporeal life before becoming part of the 
  slasher.  The party may need to ﬁnd out where the killer hid one 
  of his victim’s bodies or perhaps even where his former lair was 
  located.
  The spirit receives a Will save for the ﬁrst question.  If it 
  succeeds, it can answer the cleric however it likes (truth or a 
  lie) or not at all.  If it fails the Will save, the spirit must answer 
  all questions put to it truthfully.  A cleric who successfully 
  questions a spirit within the slasher becomes its next target.  
  Unless the undead is dispatched, the ghostly slasher hunts for 
  the cleric and does not rest until one of them is slain.  The 
  violation of the slasher by the speak with dead spell is an 
  unforgivable act.
  Ghoul and Ghast (Template)
  “Ghoul” is a template that can be added to any sentient creature 
  with an organic body and a soul who was killed by a ghoul 
  and affected by its Create Spawn ability, or who ate the ﬂesh 
  of creatures of its type in life and recently died (referred to 
  hereafter as the “base creature”).  In most campaigns, this will 
  include any dragon, giant, humanoid, monstrous humanoid, or 
  shapechanger.  Fey, elementals, and other such creatures depend 
  on the campaign’s cosmology; creatures that are a type of spirit 
  are not subject to undead raising as a ghoul.  It uses all the 
  creature’s statistics and special abilities except as noted below.
  Size and Type: The base creature’s type changes to undead.  As 
  base creature
  Hit Dice: Change to d12, and adjust hit points bonus for ability 
  score modiﬁcations.
  Speed: Same as the base creature.
  Armor Class: The ghoul has +2 natural armor or the creature’s 
  natural armor, whichever is better, though it loses any 
  manufactured armor bonuses.
  Base Attack: A ghoul has a base attack bonus equal to one-half 
  its Hit Dice.
  Attack: The ghoul retains any natural attacks, and gains 2 
  natural claw attacks and a bite attack if it doesn’t already have 
  them, though it loses any attacks with manufactured weapons.  
  Adjust retained natural attacks for ability score modiﬁcations.
  
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  Turn Resistance (Ex): A ghoul has +2 turn resistance.
  Saves: As base creature, modiﬁed by changes to abilities.
  Abilities: Modify from the base creature as follows: Str +4, 
  Dex +0, Int –2, Wis +2, Cha –4.  The creature’s ability scores 
  cannot go below a 1.  As an undead creature, a ghoul has no 
  Constitution score.
  Skills: Ghoul class skills when advancing are Climb, Escape 
  Artist, Hide, Intuit Direction, Jump, Listen, Move Silently, 
  Search, and Spot.  See Degeneracy, and adjust skills for ability 
  score modiﬁcations.  Ghouls suffer a –2 racial penalty on skill 
  rolls when using skills requiring ﬁne manipulation.
  Feats: The ghoul gains Multiattack. See Degeneracy.
  Environment: Any land or underground.
  Organization: Solitary, gang (2–4), or pack (7–12).
  Challenge Rating: Same as the base creature.
  Treasure: None.
  Alignment: Always chaotic evil.
  Advancement: As an undead creature.
  SAMPLE GHOUL
  Ogre Ghoul
  Large Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: –1
  Speed: 40 ft.
  AC: 13 (–1 size, –1 Dex, +5 natural)
  Base Attack/Grapple: +2/+13
  Attack: Bite +10 melee (1d8+7 plus paralysis)
  Full Attack: Bite +10 melee (1d8+7 plus paralysis) and 2 claws 
  +8 melee (1d6+3 plus paralysis)
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Ghoul fever, paralysis
  Special Qualities: Darkvision 60 ft., degeneracy, +2 turn 
  resistance, undead traits
  Saves: Fort +4, Ref +0, Will +2
  Abilities: Str 25, Dex 8, Con —, Int 4, Wis 12, Cha 3
  Skills: Climb +7, Listen +3, Spot +3
  Feats: Multiattack, Weapon Focus (bite)
  Environment: Any land or underground
  Organization: Solitary, gang (2–4), or pack (7–12)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: As undead creature
  Nearly ten feet tall, this muscular humanoid has seen better 
  days.  Once an ogre, time and becoming an undead monstrosity, 
  have, if possible, worsened its appearance.  The creature’s pale 
  Damage: Creatures without natural weapons gain a bite and 2 
  claw attacks based on the ghoul’s size category.  If the creature 
  already has a bite or claws that do more damage, the creature 
  retains these, but adjusted for ability score modiﬁcations.
  Size
  Bite
  Claws
  Fine
  1
  —
  Diminutive
  1d2
  1
  Tiny
  1d3
  1d2
  Small
  1d4
  1d3
  Medium
  1d6
  1d4
  Large
  1d8
  1d6
  Huge
  2d6
  2d4
  Gargantuan
  2d8
  2d6
  Colossal
  4d6
  2d8
  Special Attacks: A ghoul retains all of the special attacks of 
  the base creature, except for those affected by Degeneracy (see 
  below).  Saves have a DC of 10 + 1/2 ghoul’s HD + ghoul’s Cha 
  modiﬁer.  It also gains the following:
  Ghoul Fever (Su): Disease—bite, Fort save negates, incubation 
  period 1 day, damage 1d3 Con and 1d3 Dex.  The save DC is 
  Charisma-based.  An afﬂicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight.  A humanoid who 
  becomes a ghoul in this way retains none of the abilities it 
  possessed in life.  It is not under the control of any other ghouls, 
  but it hungers for the ﬂesh of the living and behaves like a 
  normal ghoul in all respects.  A humanoid of 4 Hit Dice or more 
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must 
  succeed at a Fortitude save or be paralyzed for 1d6 rounds.  
  Elves are immune to this paralysis.
  Special Qualities: A ghoul retains all the special qualities of 
  the base creature, except for those affected by Degeneracy (see 
  below), and receives those special qualities listed below.
  Degeneracy (Ex): A ghoul loses all skills and abilities not 
  typical of brute predators.  All class abilities are lost except for 
  base saves.  Ghouls are not able to learn or use feats that require 
  tool use, such as weapon and armor proﬁciencies or most 
  combat feats.  The ghoul cannot learn or use skills such as Craft, 
  Profession, Disable Device, etc.  The ghoul cannot advance in 
  class levels after becoming a ghoul, unless it is levels in the 
  ghast prestige class (see below).  The ghoul does retain racial 
  abilities, except for those that a ghoul is otherwise prohibited 
  from learning.
  
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  brown skin is stretched tightly across its form.  Sharp claws and 
  teeth are the most prominent features as the creature moves to 
  attack.
  This ogre succumbed to a ravenous pack of ghouls many years 
  ago.  The giant slew most of them before going down and 
  thereafter becoming a ghoul itself.  While it normally hunts 
  alone, the ogre ghoul does not mind joining with a gang or pack 
  of its fellows.  When it does so, however, it always leads the 
  group, as its size and strength make it an obvious choice for 
  such a role.
  Combat
  Attacking without fear, an ogre ghoul rushes a victim and tries 
  to kill him as quickly as possible to get at its warm ﬂesh.  If 
  faced with multiple opponents, the undead ogre tries to paralyze 
  the most dangerous looking warrior before going after a weaker, 
  and likely spellcasting, character.  Since its intelligence is rather 
  low, the ogre ghoul does not retreat from combat until below 
  5 hit points.  Even then, it retreats only long enough to ﬁnd a 
  better location to attack its prey from.
  Ghoul Fever (Su): Disease—bite, Fort DC 8, incubation 
  period 1 day, damage 1d3 Con and 1d3 Dex.  The save DC is 
  Charisma-based.  An afﬂicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight.  A humanoid who 
  becomes a ghoul in this way retains none of the abilities it 
  possessed in life.  It is not under the control of any other ghouls, 
  but it hungers for the ﬂesh of the living and behaves like a 
  normal ghoul in all respects.  A humanoid of 4 Hit Dice or more 
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must 
  succeed at a Fortitude save (DC 8) or be paralyzed for 1d6 
  rounds.  Elves are immune to this paralysis.
  Skills: Ghouls suffer a –2 racial penalty on skill rolls when 
  using skills requiring ﬁne manipulation.
  Treasure
  None—Ghouls of any origin are interested only in consuming 
  the ﬂesh of living creatures; a habit which leaves no time for 
  gathering useless treasure.
  In Your Campaign
  A typical ghoul is on every PC’s “I’ve killed that” list.  But 
  an ogre ghoul (indeed, any non-human originated ghoul) is a 
  variant that isn’t encountered every day.  Twists like this to such 
  classic undead can remind the PCs that although they may have 
  fought one, they haven’t fought them all.
  Besides the more common description above, how might an 
  ogre get unlucky enough for ghoul-dom?  Perhaps his particular 
  tribe believes in exiling an old or inﬁrm ogre into an area 
  known for its ghoul infestation.  Once transformed into an 
  undead, the ogre is obliged to return to its brethren where it can 
  serve as a perimeter guard or advance warrior in a battle.  This 
  loyalty comes from a ritual performed by the ogre tribe’s cleric 
  or shaman at the same time the slain ogre is rising as a ghoul.  
  This binds the ogre ghoul to the will of the tribe’s chieftain until 
  either he or it dies.
  NEW PRESTIGE CLASS: GHAST
  Ghouls who adapt to their degenerate undead state and thrive 
  become fearsome predators called ghasts.  While they can no 
  longer follow the classes of civilization, cunning ghasts can 
  progressively build upon the powers of their cursed state and 
  travel down darker paths, increasing their connection to the 
  Negative Energy Plane and becoming ever more deadly threats 
  to those they encounter.
  Hit Die: d12
  Requirements
  To qualify to become a ghast, a character must fulﬁll all of the 
  following criteria.
  Race: Ghoul
  Special: Must create a pack of spawn.
  Class Skills
  The ghast’s class skills (and the key ability for each skill) are 
  Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen 
  (Wis), Move Silently (Dex), Search (Int), and Spot (Wis).
  Skill Points at Each Level: 2
  Class Features
  All of the following are class features of the ghast prestige class.
  Weapon and Armor Proﬁciency: Ghasts gain no proﬁciency in 
  any weapon or armor.
  Paralytic Potency (Ex): At 1st level, the DC for the ghast’s 
  paralysis attack increases by +3.
  Potent Fever (Ex): At 2nd level, the ghast’s ghoul fever DC 
  increases by +3.
  Ghastly Combatant (Ex): At 3rd level, the ghast’s natural 
  armor increases to +4 if not already higher, and the ghast’s 
  bite and claw damage increases by one size category as per the 
  ghoul damage table, if not already higher.
  Shake the Elven Spirit (Ex): At 4th level, the ghast’s 
  connection to the Negative Energy Plane is now sufﬁcient to 
  affect even elves with its paralysis.
  Stench (Ex): At 5th level, the stink of death and corruption 
  surrounding a ghast is sickening.  Those within 10 feet must 
  succeed at a Fortitude save or be wracked with nausea; 
  nauseated characters are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring attention.  
  The only action such a character can take is a single move or 
  move-equivalent action per turn.  The save DC is Charisma-
  based.
  
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  the last—they are fanatical in their devotion to the Dripping 
  Darkness, and willingly allow themselves to be destroyed in 
  order to spread their horrid diseases.
  Death Spray (Ex): The instant an ichor ghoul is killed or 
  destroyed, the pustules on its skin all burst simultaneously, so 
  that all creatures within 5 feet of it are exposed to its ghoul 
  fever.
  Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation 
  1 day, damage 1d3 Dex and 1d3 Con.  The save DC is 
  Charisma-based.
  An afﬂicted humanoid who dies of ghoul fever rises as a normal 
  ghoul at the next midnight.  A creature that becomes a ghoul 
  in this way retains none of the abilities it possessed in life.  It 
  is not necessarily under the control of any other ghouls, but it 
  hungers for the ﬂesh of the living and behaves like other ghouls 
  in all respects.
  Paralysis (Ex): Those hit by an ichor ghoul’s bite or claw 
  attacks must succeed at a DC 15 Fortitude save or be paralyzed 
  for 1d4+1 rounds.  Elves are immune to this paralysis.  The save 
  DC is Charisma-based.
  Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fort 
  DC 15, 1d4 Con/ghoul fever.  If a spell or spell-like ability is 
  used to delay, neutralize, or otherwise mitigate the effects of 
  the poison, the caster must ﬁrst make a caster level check as if 
  trying to overcome spell resistance 19.  If this check fails, the 
  spell has no effect.
  Treasure
  None—While ichor ghouls have the intelligence to use treasure 
  and equipment, such items do not fall into their disease-
  spreading purview.
  In Your Campaign
  Ichor ghouls make ideal guardians (at least thematically) 
  for temples and clergy dedicated to any deity of disease (the 
  Dripping Darkness is a placeholder for any campaign god with 
  this portfolio).  Temples where ichor ghouls are dwellers might 
  feature areas where their skills can nicely complement.  For 
  Class Table: The Ghast
  Class Level
  Base Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +0
  +0
  +2
  Paralytic potency
  2nd
  +1
  +0
  +0
  +3
  Potent Fever
  3rd
  +1
  +1
  +1
  +3
  Ghastly combatant
  4th
  +2
  +1
  +1
  +4
  Shake the elven spirit
  5th
  +2
  +1
  +1
  +4
  Stench
  Ghoul, Ichor
  Medium Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +2
  Speed: 30 ft.
  AC: 17 (+2 Dex, +5 natural), touch 12, ﬂat-footed 15
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (1d8+2 plus paralysis and poison) or spit 
  +5 ranged touch (poison)
  Full Attack: Bite +5 melee (1d8+2 plus paralysis and poison) 
  and 2 claws +0 melee (1d4+1 plus paralysis) or spit +5 ranged 
  touch (poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death spray, ghoul fever, paralysis, poison
  Special Qualities: Damage reduction 5/silver, darkvision 60 ft, 
  +2 turn resistance, undead traits
  Saves: Fort +2, Ref +4, Will +7
  Abilities: Str 15, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Skills: Balance +8, Climb +11, Hide +11, Jump +9, Move 
  Silently +11, Spot +9
  Feats: Dodge, Mobility, Spring Attack
  Environment: Any land or underground
  Organization: Solitary, pair, gang (3-4), or pack (5-12)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Medium)
  Level Adjustment: —
  A dirty white humanoid stares at you with oozing eye sockets 
  pitted with a greenish glow.  Rotting black teeth and stringy 
  hair are its most handsome features when you compare it to the 
  dozens of boils and pussy blisters across its form.
  Created to spread disease and general revulsion, the ichor ghoul 
  can be found in any environment where living creatures dwell.  
  Ichor ghouls are found infrequently on their own.  They are 
  most often acting on the directives of their creator, a being of 
  some power known as the Dripping Darkness.
  Combat
  In combat, an ichor ghoul often begins by spitting its poison at 
  one or more targets and then charging in to attack with tooth 
  and claw.  Ichor ghouls are fearless in combat, ﬁghting to 
  
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  example, the ichor ghoul’s competent Balance and Climb skills 
  are ideal for a room where a narrow beam stretches from one 
  side to the other.  Characters falling from the beam might ﬁnd 
  themselves in pools of ﬁlth that can cause ghoul fever or more 
  perhaps more run of the mill pools such as acid.  In these areas, 
  ichor ghouls can move across the narrow walkway to attack 
  with practiced ease or even attack while hanging from a low 
  ceiling.
  When sent on the offensive, ichor ghouls make great sewer 
  dwellers within larger cities.  Their diseased forms are more 
  than appropriate for these subterranean waste tunnels.  When 
  challenged by a superior force inside a community, ichor ghouls 
  ﬂee toward the largest concentration of people.  Thus, when 
  they are inevitably slain by city defenders, their death spray 
  infects as many people as possible.
  Ghoul, Primal
  Large Undead
  Hit Dice: 7d12+3 (78 hp)
  Initiative: +1
  Speed: 50 ft.
  AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, ﬂat-footed 17
  Base Attack/Grapple: +3/+14
  Attack: Bite +9 melee (2d6+7 plus paralysis) or tongue +9 
  melee touch (paralysis)
  Full Attack: Bite +9 melee (2d6+7 plus paralysis) and 2 claws 
  +7 melee (1d6+2 plus paralysis) or tongue +9 melee touch 
  (paralysis) and 2 claws +7 melee (1d6+2 plus paralysis)
  Space/Reach: 10 ft./10 ft. (20 ft. with tongue)
  Special Attacks: Ghoul fever, grappling tendrils, improved 
  grab, paralysis, spines, stench
  Special Qualities: Heightened scent, +2 turn resistance, undead 
  traits
  Saves: Fort +2, Ref +4, Will +7
  Abilities: Str 25, Dex 15, Con —, Int 13, Wis 14, Cha 16
  Skills: Balance +6, Climb +12, Escape Artist +6, Hide +7, Jump 
  +14, Listen +22, Move Silently +9, Search +5*, Survival +2*
  Feats: Multiattack, Power Attack, Toughness
  Environment: Any
  Organization: Solitary, pair, gang (3-5), pack (2-4 plus 7-12 
  ghasts), or contingent (2-5 plus 7-12 ghasts and 20-40 ghouls)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 8-14 HD (Large); 15-21 HD (Huge)
  Level Adjustment: —
  This grotesque humanoid’s form is elongated with dark mauve 
  skin and pale spiky growths.  Gangly arms and head end in 
  razor-sharp claws and teeth that snap eagerly as the form lopes 
  toward you.   Perhaps most shocking is the monster’s open chest 
  cavity which sprouts ﬂeshy undulating tendrils.
  Sometimes when a spellcaster wants to build a better monster, 
  the result is not always what he expected.  The primal ghoul 
  was developed originally as a more powerful version of a 
  ghoul.  And while this goal was achieved, the creature was 
  still supposed to be submissive to its creator.  Unfortunately, 
  the primal ghoul’s nature forbids it to serve others.  Instead the 
  monster leads other ghouls and ghasts in their eternal quest 
  to consume ﬂesh.  Adventurers should not be fooled by the 
  name “primal.”  This name was given due to the creature’s 
  appearance, not its intelligence.
  Combat
  Like lesser ghouls and ghasts, primal ghouls prefer to attack 
  from ambush.  In wilderness or urban areas, they like to climb 
  sheer walls where they lie in wait, dropping down to attack from 
  above when their prey passes beneath them.  Few expect undead 
  creatures to move quickly, so primal ghouls use their superior 
  speed to make furious charge attacks from a distance or to ﬂee 
  from combat if they are overwhelmed.  Primal ghouls are quite 
  poor-sighted (they do not have darkvision or low-light vision), 
  but they have exceptional senses of small and hearing.
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, incubation 
  1 day, damage 1d3 Dex and 1d3 Con.  The save DC is 
  Charisma-based.
  An afﬂicted humanoid who dies of ghoul fever rises as a normal 
  ghoul at the next midnight.  A creature that becomes a ghoul 
  in this way retains none of the abilities it possessed in life.  It 
  is not necessarily under the control of any other ghouls, but it 
  hungers for the ﬂesh of the living and behaves like other ghouls 
  in all respects.
  Grappling Tendrils (Ex): A primal ghoul’s internal organs 
  have been transformed into animate tendrils.  If the primal 
  ghoul begins its turn holding an opponent within a square 
  it threatens with its bite, it may transfer the victim to its 
  abdominal tendrils with a successful grapple check.  Thereafter, 
  the tendrils can hold the opponent, freeing up whatever 
  appendage had been holding the creature previously.  As long as 
  the hold is maintained, the primal ghoul automatically deals bite 
  damage (including paralysis) to the held creature each round.  
  If only these tendrils hold an opponent, the primal ghoul is not 
  considered grappled.
  Improved Grab (Ex): To use this ability, a primal ghoul must 
  hit with its tongue attack.  If it establishes a hold, it can attempt 
  to pull the victim to any position within its reach with an 
  opposed Strength check.
  Paralysis (Ex): Those hit by a primal ghoul’s bite, claw, or 
  tongue attack must succeed at a DC 16 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  Even elves can be affected by this 
  paralysis.  The save DC is Charisma-based.
  Spines (Ex): Any creature grappling a primal ghoul takes 
  1d6 piercing damage each round from bony growths on the 
  monster’s body.
  Stench (Ex): The stink of death and corruption surrounding 
  these creatures is overwhelming.  Living creatures within 15 
  feet must succeed a DC 16 Fortitude save or be sickened for 
  1d6+7 minutes.  A creature that successfully saves cannot be 
  affected by the same primal ghoul’s stench for 24 hours.  A 
  
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  delay poison or neutralize poison spell removes the effect from 
  a sickened creature.  Creatures with immunity to poison are 
  not affected, and those resistant to poison receive their normal 
  bonus on saves.  The save DC is Charisma-based.
  Heightened Scent (Ex): Primal ghouls have the scent ability to 
  a range of 90 feet, rather than the standard 30 feet (strong smells 
  may increase this range).  Within 30 feet, they can effectively 
  “see” by means of scent, as if with the blindsight ability.  
  Creatures that have no scent (such as incorporeal creatures or 
  some constructs) cannot be “seen” by the primal ghoul’s sense 
  of small.
  Skills: Primal ghouls have a +8 racial bonus on Listen checks.  
  *When tracking by scent, they have a +10 racial bonus on 
  Survival checks.  They also have a +8 racial bonus on Search 
  checks if the search might be aided by superior olfactory senses 
  (for instance, ﬁnding a secret door when a creature has recently 
  passed through it).
  Treasure
  Standard—As with any corporeal creature who utilizes tactics 
  and is self-aware, treasure (speciﬁcally equipment) is something 
  to be kept and later used as the situation warrants.  As such, the 
  primal ghoul keeps non-weapon/armor equipment on hand.
  Elixir of ﬁre breath [1,100 gp]
  Ring of clumsiness (left behind when outmatched so opponents 
  will be using it next time the primal ghoul attacks) [500 gp]
  400 gp
  In Your Campaign
  As far as ghoul-level undead go, the primal ghoul is certainly 
  the most dangerous.  But hey do have one weakness that a 
  kindly GM will let players exploit.  The creature’s heightened 
  scent ability is sharp enough to allow them to “see” but what if 
  PCs can throw a blanket over that sense?  
  By carrying or strategically placing particularly pungent items 
  in a combat area, the primal ghoul’s scent ability can be thrown 
  off or blocked altogether.  Alternately, a few enterprising 
  merchants now carry “stench sticks” which are very similar 
  to smokesticks (Craft (alchemy) DC 20 and creator must be a 
  spellcaster) for adventurers to use against these and other scent-
  using creatures.
  Stench stick: This alchemically treated wooden stick instantly 
  creates pungent, translucent smoke when ignited. The smoke 
  ﬁlls a 20-foot cube (treat the effect as a stinking cloud spell, 
  except that a moderate or stronger wind dissipates the smoke 
  in 1 round). The stick is consumed after 1d4 rounds, and the 
  smoke dissipates naturally.  
  In addition to the nauseating effect, any creature which has the 
  scent or heightened scent ability are unable to use that ability 
  while inside the stench cloud plus an additional 1d4 rounds after 
  leaving the cloud.  The cost for a stench stick is 40 gp and the 
  weight is 1/2 lb.
  Grave Risen
  Medium Undead
  Hit Dice: 5d12+3 (35 hp)
  Initiative: +2
  Speed: 30 ft.
  AC: 15 (+2 Dex, +3 natural), touch 12, ﬂat-footed 13
  Base Attack/Grapple: +2/+4
  Attack: Claw +5 melee (1d4+2 plus blood poisoning)
  Full Attack: 2 claws +5 melee (1d4+2 plus blood poisoning)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Animate dead, blood poisoning
  Special Qualities: Darkvision 60 ft, +2 turn resistance, undead 
  traits
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 14, Dex 15, Con —, Int 13, Wis 14, Cha 16
  Skills: Climb +7, Escape Artist +5, Hide +8, Jump +5, Listen 
  +8, Move Silently +8, Search +6, Spot +8
  Feats: Toughness, Weapon Focus (claw)
  Environment: Any
  Organization: Solitary or troupe (1 grave risen plus 2-5 
  Medium zombies)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 6-12 HD (Medium); 13-15 HD (Large)
  Level Adjustment: —
  This rotting, worm-ridden corpse is draped in tattered and loose 
  ﬁtting rags and dented armor.  Blackened eye sockets serve as 
  its eyes, and the stench of death clings to its body.  Its nails are 
  long and ﬁlthy, caked with soil from the grave.
  Grave risen are rotting undead creatures that upon ﬁrst glance 
  resemble zombies.  They are created from a normal corpse in 
  an area where the blood of a spellcaster is spilled and permeates 
  the ground.  The blood fuses with a corpse which sometimes 
  animates as a grave risen.  These creatures rarely wander far 
  from the area where they were risen, preferring the stench of 
  death and the serenity of death that lingers in the air.
  Grave risen have no love for the living and attack living 
  creatures on sight.  Living creatures slain by a grave risen are 
  clawed and mutilated and then buried in a shallow grave by the 
  grave risen as a mockery of its own current existence.  Grave 
  risen do not speak or communicate; only occasionally loosing 
  guttural tones from their rotting vocal organs.
  Combat
  Since grave risen are rarely encountered anywhere but 
  cemeteries, burial grounds, or the like, they usually begin 
  combat by animating corpses and sending them against their 
  aggressors.  After animating corpses, the grave risen attempts to 
  down its foes with its ﬁlthy claws.  Slain foes are destroyed (as 
  detailed above) and are not consumed by a grave risen.
  Animate Dead (Sp): Once per day, a grave risen can animate 
  dead, as the spell (caster level 5th).
  Blood Poisoning (Ex): A creature hit by a claw attack must 
  succeed on a DC 15 Fortitude save or contract blood poisoning.  
  
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  This deals 1 point of Constitution damage to the victim per 
  minute until the victim dies or the blood poisoning is healed.  
  A neutralize poison or remove disease spell rids the victim of 
  blood poisoning, as does a DC 15 Heal check.  Multiple wounds 
  to the same foe do not result in multiple instances of blood 
  poisoning.  The save DC and check DC are both Charisma-
  based.
  Treasure
  None—Grave risen see any equipment and treasure as part of 
  their living existence and throw each piece they ﬁnd as far away 
  as possible; most likely into the nearest running water source.
  In Your Campaign
  Besides the locations listed above, PCs are likely to encounter 
  grave risen on former battleﬁelds where spellcasters have also 
  fallen and shed blood.  As such, there is still a heap of corpses 
  the grave risen can animate as needed.  The grave risen work 
  well in adventures where a main villain isn’t present.  For 
  example, perhaps the PCs are sent to ﬁnd a magical weapon lost 
  in a battle decades ago.  When they arrive at the battleground, 
  the area is littered with grave risen.
  The problem is two-fold here; for even if the PCs could dispatch 
  all of the grave risen and their zombies (or otherwise sneak onto 
  the battleﬁeld to search without being noticed), how can they 
  be sure that the weapon has not already been pitched like these 
  undead do with all treasure.  If the PCs come up empty-handed 
  on a search, they might try throwing another sword into the 
  protected area.  Then they can monitor what happens when a 
  grave risen ﬁnds it.  Does he throw it somewhere obvious, like 
  a nearby river, or does he drop it into a deep chasm which was 
  hidden to the PCs up until that point?
  Gray Death
  Large Undead (Fire)
  Hit Dice: 12d12 (78 hp)
  Initiative: +7
  Speed: Fly 30 ft. (good)
  AC: 15 (-1 size, +3 Dex, +3 deﬂection), touch 15, ﬂat-footed 12
  Base Attack/Grapple: +6/—
  Attack: Touch +8 melee (burn)
  Full Attack: Touch +8 melee (burn)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Burn, engulf, smother
  Special Qualities: Blindsight 120 ft., cloudform, damage 
  reduction 5/magic, ﬁre subtype, immunity to sonic, lifesense, 
  undead traits
  Saves: Fort +4, Ref +7, Will +9
  Abilities: Str —, Dex 17, Con —, Int 10, Wis 13, Cha 16
  Skills: Hide +11, Move Silently +15, Search +12, Spot +13, 
  Survival +13
  Feats: Combat Reﬂexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility
  Environment: Warm desert
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 13-19 HD (Large); 20-36 HD (Huge)
  Level Adjustment: —
  A towering gray form ﬂies toward you.  It has a vaguely 
  humanoid upper body with a swirl of ash and dirt as the lower 
  body beneath.  As the creature nears, you see a smoky mouth 
  and pupiless eyes open on its face.  Behind each opening is a 
  ﬁery red glow emanating from the bowels of the monster.
  Born from a creature that was burned alive, the gray death 
  seeks to destroy all living creatures in revenge for its current 
  state.  When this creature dies, its spirit gathers up the elemental 
  force which slew it.  The soul then drifts slowly and invisibly 
  for 1d4 days before reforming up to a mile from the place of its 
  death.  The gray death’s “birth” is a spectacular display of ﬁery 
  explosions contained within a 10-foot area.
  A gray death avoids all bodies of water, even to the point of 
  giving up pursuit of living prey.  Despite the fact that the gray 
  death ﬂies, it still does not cross larger bodies of water no 
  matter how high it climbs.  Knowledgeable adventurers try to 
  use this fact to their advantage when they are forced to ﬁght a 
  gray death.
  Combat
  Gray deaths pursue and engage all living creatures they ﬁnd.  
  They use their great agility and ﬂight to close with slow-moving 
  opponents, usually reserving Flyby Attack and their engulf 
  ability for quicker foes or against greater numbers of targets.
  Burn (Ex): A gray death’s touch attack deals 2d6 points of 
  ﬁre damage.  Flammable substances or creatures touched by a 
  gray death must make a DC 15 Reﬂex save or be ignited (see 
  “Catching on Fire” in the DMG).  A creature or ﬂammable item 
  that remains in contact with the gray death for 1 full round takes 
  
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  16 points of ﬁre damage.
  Engulf (Ex): A gray death can simply engulf creatures smaller 
  than itself.  It cannot make a touch attack on a round during 
  which it attempts to engulf.  To engulf a target, the gray death 
  need only move into that creature’s space.  The target of the 
  engulf attack may make an attack of opportunity against the 
  gray death, but doing so prevents it from making a Reﬂex 
  save (DC 10 + 1/2 the gray death’s HD + the gray death’s 
  Dex modiﬁer) to avoid being engulfed.  Engulfed creatures 
  automatically take burn damage every round and are also 
  smothered (see below).  Creatures that succeed their Reﬂex save 
  dodge back or aside (player’s choice) when the gray death move 
  into their space.
  The body of a creature slain while engulfed by a gray death 
  bursts into ﬂames and is completely consumed at the beginning 
  of the gray death’s next turn.  The ashes of victims one or two 
  sizes smaller than the gray death merge with it and cause it to 
  grow; a victim two sizes smaller grants it one extra HD, while 
  a victim one size smaller grants it 2 HD (up to its maximum of 
  36 HD and size Huge).  A resist energy (ﬁre) spell cast on the 
  victim’s corpse prevents this transformation for 1d4 rounds, 
  while a protection from energy (ﬁre) spell cast on the victim’s 
  corpse prevents the transformation for the spell’s duration.  
  Similar spells or powers also retard or stop this process, at the 
  GM’s discretion.  Touch-range healing spells applied to an 
  engulfed creature damage the gray death instead.
  Smother (Ex): Any creature engulfed by a gray death must 
  make a DC 16 Reﬂex save or begin to smother.  If the creature 
  makes its save, it catches its breath in time and merely begins 
  the process of suffocation normally (see “Suffocation” in the 
  DMG).  If the save failed, the creature is nauseated, and is 
  unable to hold its breath: It must begin making Constitution 
  checks immediately (per the suffocation rules) to avoid passing 
  out and suffocating.  Leaving the gray death ends the checks, 
  but a creature that had begun to make Constitution checks 
  is nauseated for 1d3 rounds after leaving the death’s space.  
  Successfully turning a gray death forces it to expel any engulfed 
  victims.
  Cloudform (Ex): This ability is identical to the effects of the 
  spell gaseous form.
  Lifesense (Su): Gray deaths can sense the presence and the 
  direction toward all living creatures within one mile.
  Treasure
  None—The gray death barely has a body, much less the need, to 
  carry treasure.
  In Your Campaign
  When a gray death is born in its ﬁery explosion, it is actually 
  triggered by a tiny pinprick which links the Elemental Plane of 
  Fire to the Material Plane.  When the soul which powers this 
  undead dies in a ﬁre, it then searches for a more permanent 
  source of ﬁre to power itself.  The soul spark drifts for a time 
  because it unconsciously is looking for a “weak” area where 
  the Fire Plane can be accessed.  When it ﬁnds such an area, the 
  resulting birth explosion inﬂicts 4d6 points of ﬁre damage to 
  any creatures within the 10-foot by 10-foot area.
  This can be a real problem if a massive ﬁre sweeps through 
  an urban community.  If even just a handful of those slain turn 
  into gray deaths, their subsequent births could inﬂict even more 
  damage to parts of the city not even near the original ﬁre.  
  A sage knowledgeable in the undead (speciﬁcally the gray 
  death) will hire an adventuring band after a local ﬁre to search 
  for potential gray death soul sparks before they can explode into 
  their true forms.  
  Characters can locate these dangerous soul sparks with any 
  of the usual means used to detect invisible creatures.  Once 
  located, the spirit can be put to rest by either inﬂicting 12 points 
  of damage to it (with magic only) or by succeeding a turn 
  undead check against it as if it were a 6 Hit Dice creature.
  Hoar Spirit
  Medium Undead (Cold)
  Hit Dice: 5d12 (32 hp)
  Initiative: +2
  Speed: 30 ft.
  AC: 17 (+2 Dex, +5 natural), touch 12, ﬂat-footed 15
  Base Attack/Grapple: +2/+5
  Attack: Claw +6 melee (1d4+3 plus 1d3 cold and glaciate)
  Full Attack: 2 claws +6 melee (1d4+3 plus 1d3 cold and 
  glaciate)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cold, cone of cold, glaciation
  Special Qualities: Cold subtype, darkvision 60 ft., sense heat, 
  undead traits
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 17, Dex 15, Con —, Int 10, Wis 15, Cha 15
  Skills: Balance +7, Climb +7, Hide +8, Listen +10, Move 
  Silently +7, Spot +10
  Feats: Alertness, Weapon Focus (claw)
  Environment: Any cold land
  Organization: Pair or gang (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 6-10 HD (Medium)
  Level Adjustment: —
  This being is a gaunt humanoid dressed in tattered rags.  Its 
  skin and pale gray and ice crystals have formed on various 
  parts of its body.  Its hands end in claws, each with translucent 
  icy blue nails.  Its eyes are frozen open and show no signs of 
  life.
  Believed to be the spirits of humanoids that freeze to death 
  either because of their own mistakes or because of some 
  ritualistic exile into the icy wastes by their culture, hoar spirits 
  haunt the icy wastelands of the world seeking warm-blooded 
  living creatures to share their icy hell.
  
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  Hoar spirits are rarely encountered alone.  Though they act 
  independently and never communicate to each other, something 
  draws these creatures to each other.  Perhaps some semblances 
  of their former lives or maybe like-minded creatures that share 
  the same fate are drawn together.  Sages have speculated on this 
  for ages.
  Hoar spirits do not speak, and it is not known if they even 
  understand language at all.  They have a distinctive low-pitched 
  moan that sounds like a whistling wind blowing though ice and 
  snow covered trees.
  Combat
  When confronted, a hoar spirit attacks with its claws attempting 
  to freeze its foe.  If facing multiple opponents, a hoar spirit 
  blasts them with its cone of cold before engaging them with its 
  claws.  Creatures killed by a hoar spirit are dragged to its icy 
  lair, kept on ice, and devoured at the monster’s leisure.
  Cold (Ex): Hoar spirits generate intense cold.  Any melee hit 
  deals cold damage.  creatures attacking the hoar spirit unarmed 
  or with natural weapons suffer cold damage each time their 
  attack hits.
  Cone of Cold (Sp): Once per day, a hoar spirit can produce an 
  effect similar to a cone of cold spell.  The cone is 30 feet long 
  and deals 3d6 points of cold damage to creatures caught in the 
  area.  A successful DC 14 Reﬂex save halves the damage.  The 
  save DC is Charisma-based.
  Glaciation (Su): A creature hit by a hoar spirit’s claw must 
  succeed on a DC 14 Fortitude save or be overcome with bone-
  numbing cold that paralyzes the opponent for 1d4+1 rounds and 
  deals 1 point of Dexterity damage.  The save DC is Charisma-
  based.
  Sense Heat (Su): Hoar spirits can detect heat (such as that 
  generated by living creatures) in a 60-foot radius.  This includes 
  the heat given off by invisible creatures.  This ability can be 
  stopped or started as a detect evil spell (caster level 7th) except 
  there is no chance the hoar spirit is stunned and it is not blocked 
  by stone, wood, or other material.
  Treasure
  None—After their rebirth as hoar spirits, these humanoids leave 
  all equipment buried where they died.  Equipment and other 
  accoutrements only get in the way between a hoar spirit and 
  heated ﬂesh.  Using a weapon would deprive a hoar spirit from 
  the pleasure of tearing at living creatures with its own icy claws.
  In Your Campaign
  The fact that no hoar spirits are encountered on their own can 
  point to a more unusual cause than is stated above.  Instead of 
  attributing it to like minds, perhaps hoar spirits are the result of 
  a magical device hidden in the icy wastes of the spirits’ home.  
  While calling to these undead to unearth itself, the gem might 
  also have a “hive mind” effect on the spirits.  Not only are they 
  drawn to each other, but they can, as a variant ability, share each 
  others’ thoughts.  Adding this ability increases the hoar spirit’s 
  CR by +1 and reads like that for a formian: Hive Mind (Ex): 
  All formians within 50 miles of their queen are in constant 
  communication. If one is aware of a particular danger, they all 
  are. If one in a group is not ﬂatfooted, none of them are. No 
  formian in a group is considered ﬂanked unless all of them are.
  The unifying factor might not be a magic item, but could be the 
  lost fragments of a forgotten ice deity.  The godling was thought 
  destroyed in a long-ago struggle and the pieces of its body were 
  ﬂung to the ends of the campaign world.  However, the pieces 
  which landed in the godling’s native environment (arctic cold) 
  are still powerful enough to animate and call upon the hoar 
  spirits to ﬁnd them.
  Inscriber
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 14 (+4 natural), touch 10, ﬂat-footed 14
  Base Attack/Grapple: +2/-3
  Attack: Slam +3 melee (1d4+1 plus mnemonic exchange)
  Full Attack: Slam +3 melee (1d4+1 plus mnemonic exchange)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Mnemonic exchange, confusion aura
  Special Qualities: Absorb text, spell-like abilities, darkvision 
  60 ft., fast healing 1, undead traits
  Saves: Fort +1, Ref +1, Will +5
  Abilities: Str 12, Dex 10, Con —, Int 19, Wis 13, Cha 15
  Skills: Concentration +7, Craft or Knowledge (any two) +14, 
  Decipher Script +11, Listen +5, Move Silently +2, Profession 
  (any one) +8, Search +11, Sense Motive +7, Spot +5
  Feats: Skill Focus (any Craft or Knowledge) (2)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-12 HD (Medium)
  Level Adjustment: —
  A gray-skinned corpse in tattered common clothes leers at 
  you with soft yellow eyes.  Despite being on the verge of 
  decomposition, the creature’s skin is covered in strange black 
  writing.
  It has been said that the search for knowledge can be a soul-
  consuming pursuit.  The unfortunate case of the inscribers 
  proves the saying’s literal truth.  Every inscriber was once a 
  living scholar who obsessed over a certain ﬁeld of study.  Some 
  inscribers devoted their lives to particulars of occult lore, while 
  others strove to catalog every species of plant in existence, or to 
  learn the secrets of creating perfect wine.  
  Regardless of their missions, they shared the same end: after 
  death, their lust for knowledge overcame the laws of nature, 
  driving them to search the world for further information.  But 
  with their minds shattered and their self-identities subsumed by 
  their missions, inscribers are unable to learn from experience.  
  
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  Instead, they rob the memories of the living and drink the text 
  of books.
  Many inscribers have a gray cast to their skin due to the 
  bleeding of the magical ink used to write on themselves.  The 
  writing is an inscriber’s summary and analysis of absorbed texts 
  and memories, and is constantly scrawled over blank ﬂesh as if 
  by an invisible pen.  When inscribers run out of room on their 
  bodies, they tear off strips of skin, and press the “pages” into 
  enormous tomes they carry at all times.  The skin soon regrows, 
  and is ﬁlled with writing once again.
  Inscribers use their absorbed information to determine where 
  to search for more.  They travel to libraries, monasteries, 
  the homes of experts in their ﬁelds, and wherever else they 
  might acquire knowledge.  Though they rarely cause harm 
  intentionally, inscribers can bring great misfortune to populated 
  areas, due to the auras of confusion that surround them.
  Inscribers do not speak, but understand Common and any 
  languages they knew in life.  An inscriber is exceedingly 
  difﬁcult to communicate with, but a creature who gets an 
  inscriber’s attention by displaying knowledge of the inscriber’s 
  chosen ﬁeld has a chance of getting through to what remains of 
  the scholar’s mind.  When this happens, the inscriber’s writing 
  slows, as it lets its focus slip.  There are stories of inscribers 
  who, reminded of their lives, chose to assist those who 
  approached them by giving away some of their knowledge.
  Combat
  Inscribers generally pursue their own tasks, ignoring others and 
  protected by their confusion auras.  Inscribers who are attacked 
  or have their tomes stolen will use any appropriate spell-like 
  abilities they have absorbed on their opponents, and then, if 
  brought into melee, daze and drain their enemies.
  Mnemonic Exchange (Su): Intelligent creatures hit by an 
  inscriber’s slam attack are affected by one of two possible 
  effects (inscriber’s choice).  The inscriber can either cause the 
  creature 1d6 points of Intelligence damage, learning all that 
  the creature knows about the inscriber’s area of study in the 
  process, or infuse the creature with a portion of the inscriber’s 
  own knowledge.  In the latter case, the creature gains a +6 
  competence bonus on a Craft, Knowledge, or Profession skill 
  possessed by the inscriber for a number of days equal to the 
  creature’s Intelligence modiﬁer, and must immediately succeed 
  on a DC 16 Will save or be dazed for 2d12 rounds.  This is a 
  mind-affecting effect.  The save DC is Intelligence-based.
  Confusion Aura (Su): All intelligent creatures who come 
  within 40 feet of an inscriber have their minds ﬂooded with 
  images and words related to the inscriber’s ﬁeld of study.  An 
  affected creature must succeed on a DC 14 Will save or be 
  overwhelmed by the torrent of information and confused for 
  2d4 rounds.  Creatures who make successful saves cannot be 
  affected again by that inscriber’s confusion aura for 24 hours.  
  An inscriber’s confusion aura is a mind-affecting phantasm 
  effect.  The save DC is Constitution-based.
  Absorb Text (Su): An inscriber can absorb the text of all 
  written materials within 15 feet as a standard action.  By 
  concentrating, the inscriber lifts all writing off nearby surfaces, 
  and the text swirls through the air into the inscriber’s mouth.  
  Affected objects are left blank, and the inscriber gains full 
  knowledge of all absorbed text.  Only text written with some 
  form of liquid (whether ink, dye, or blood) is affected.  Objects 
  the inscriber is unaware of (such as hidden objects, and objects 
  inside containers) are unharmed, and attended or magical items 
  can make DC 14 Will saves to resist.  The save DC is Charisma-
  based.  If the inscriber absorbs the text of a scroll, the inscriber 
  gains the ability to cast the scroll’s spells once each as a spell-
  like ability.
  Spell-Like Abilities: At the start of any encounter, a given 
  inscriber is assumed to have absorbed 1d4+1 scrolls.  The 
  inscriber can cast each spell from a scroll once, as a spell-like 
  ability, at the scroll’s caster level.  The contents of absorbed 
  scrolls can be determined as if they were medium magic items 
  found in a treasure.  The inscriber can also convert (as a good 
  cleric converts prepared spells to cure spells) spell-like abilities 
  gained from scrolls into any of the following: discern location, 
  ﬁnd the path, illusory script (DC 15), legend lore, secret page, 
  sepia snake sigil (DC 15).  Caster level 7th.  The save DCs are 
  Charisma-based.  Inscribers activate their spell-like abilities by 
  tearing off skin where mystic text is written, and holding the 
  scraps aloft.  The skin cannot be used by creatures other than 
  the inscriber.
  Inscribers’ Tomes: A typical inscriber’s tome weighs about 4 
  pounds and is slightly smaller than a human torso.  It has no 
  inherent magical qualities, but may be warded with illusory 
  script and sepia snake sigil.  The text is written in the inscriber’s 
  native language, and its style is confusing and opaque.  
  Nonetheless, an inscriber’s tome is an extremely comprehensive 
  and valuable resource on a given subject.  A creature using an 
  inscriber’s tome for research must make an appropriate Craft, 
  Knowledge, or Profession check in the inscriber’s area of study 
  to understand enough of the text to ﬁnd useful information.  
  The DC for this check ranges from 15 for relatively common 
  information, to 30 for extremely complicated or obscure topics.  
  Inscribers will ﬁght to the death to protect their tomes, and 
  abandon their quests to recover them.
  Treasure
  Standard—The treasure of an inscriber is always related to its 
  ﬁeld of study.  Given below are items having to do with the 
  study of rust monsters.  Loose coins are kept in separate belt 
  pouches so that trails can be left for a rust monster to follow 
  to another location the inscriber desires (as well as to note its 
  reaction to different metals).
  Large well-done wool tapestry (depicting a rust monster with 
  draconic wings) [350 gp]
  Crowbar [2 gp]
  Masterwork dagger (x2; both with rust monsters depicted on the 
  handles) [302 gp]
  20 cp
  58 sp
  138 gp
  10 pp
  
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  In Your Campaign
  When an adventure or even a campaign focuses on the written 
  word, the normally benign inscribers become deadly foes.  
  While a party of adventurers seeking information might be able 
  to gather information from a local bard, it is far more likely 
  that they require a library for proper research on the topic.  If 
  an enemy wants to keep the knowledge hidden, directing an 
  inscriber to the library is the best way.
  It is said that, centuries ago, a trickster god convinced a young 
  man to devote his life to researching the other gods.  The minor 
  deity wished to learn his greaters’ weaknesses and knew that 
  only a lowly mortal might succeed at the task (the trickster 
  was forbidden to even speak of such knowledge).  That young 
  man became so involved with the cosmic directive that he died 
  and became the ﬁrst inscriber.  It is only now that the trickster 
  discovered the young man succeeded in his mission and the 
  deity searches for the undead.  The obvious adventure idea 
  here is for the PCs to keep the trickster from ﬁnding the ancient 
  inscriber while trying to learn where the former scholar is 
  traveling to and possibly gain his allegiance.
  Jikini
  Medium Undead
  Hit Dice: 2d12+3 (16 hp)
  Initiative: +1
  Speed: 20 ft., climb 20 ft., swim 20 ft.
  AC: 13 (+1 Dex, +2 natural), touch 11, ﬂat-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Bite +2 melee (1d6+1 plus disease)
  Full Attack: Bite +2 melee (1d6+1 plus disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Minor rot
  Special Qualities: Darkvision 60 ft, eat corpse, +2 turn 
  resistance, undead traits
  Saves: Fort +0, Ref +1, Will +4
  Abilities: Str 13, Dex 13, Con —, Int 13, Wis 13, Cha 13
  Skills: Balance +14, Climb +14, Hide +10, Listen +10, Spot 
  +10, Swim +9
  Feats: Toughness
  Environment: Any land or underground
  Organization: Solitary or gang (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 3-5 HD (Medium)
  Level Adjustment: —
  A bone-white serpent slithers clumsily into your view.  Its bulk 
  protrudes disgustingly with undigested bones.  Powerful jaws 
  snap together as it notes your presence.
  Fashioned from common vipers, jikini were created for a 
  good purpose—to dispose of dead bodies after a plague swept 
  through the region.  Unfortunately, their undead nature turned 
  these snakes to evil, mutating their poisonous bite into a disease 
  and increasing their mental attributes to dangerous levels.  
  When they were ﬁnished with their task of corpse clean-up, they 
  turned on those creators and caused the destruction of several 
  communities.  Since that time their kind has dispersed to claim 
  marshes all over the continent.
  Some sages speculate that these undead are controlled by a 
  Large jikini of great power and intelligence but this theory 
  is, thankfully, as yet unsubstantiated.  The jikini can speak 
  Common and one language native to the region they are in 
  (GM’s choice).  Their speech is raspy and accented by soft 
  squish from their throats at the end of every statement.
  Combat
  Jikini prefer to attack from a hidden position if at all possible, 
  climbing to a decent height before dropping on their victims 
  being a preferable tactic.  The jikini is also capable of making 
  use of nearby areas of water to both attack from and lead 
  victims into.
  Minor Rot (Su): Disease—bite, Fortitude DC 12, incubation 
  period 1 day, 1 Con and 1 Con.  The save DC is Charisma-
  based.
  Eat Corpse: One disgusting aspect of the jikini nature can 
  actually work against them in combat.  Due to their ever-
  ravenous hunger, corpse-eaters are prone to falling upon 
  any fresh corpse they encounter, including those of their 
  fallen comrades, becoming momentarily oblivious to their 
  surroundings while they feed.  To avoid this potentially suicidal 
  behavior, jikini must succeed a Will save (DC 15) or spend a 
  full round greedily gulping down chunks of ﬂesh, thus losing 
  their Dexterity bonus to AC and granting opponents a +4 bonus 
  to their attack rolls.
  Skills: Like the snakes they are created from, jikini have a +4 
  racial bonus on Hide, Listen, and Spot checks and a +8 racial 
  bonus on Balance and Climb checks. Jikini can always choose 
  to take 10 on a Climb check, even if rushed or threatened. 
  Jikini use either their Strength modiﬁer or Dexterity modiﬁer 
  for Climb checks, whichever is higher. It has a +8 racial bonus 
  on any Swim check to perform some special action or avoid a 
  hazard. Jikini can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  Treasure
  None—If the jikini have goals, collecting treasure is not one of 
  them.
  In Your Campaign
  Any character hailing from a region with temperate marshes 
  may have heard of the jikini and know about their origins 
  (Knowledge (local) check DC 17).  Such knowledge can grant a 
  distinct advantage especially in light of the undead’s eat corpse 
  quality.
  Instead of the origin story given above, the jikini can make 
  for a good one-shot adventure by twisting the story.  Perhaps 
  the jikini are the result of one tribe of humanoids being cursed 
  into this form.  They beg the PCs to help them escape undeath 
  and the curse by slaying a nearby sorcerer. But after further 
  
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  investigation and a hasty explanation by the sorcerer at the end 
  of the characters’ blades, circumstances may reveal that these 
  jikini were cursed for a very good reason.
  Lector
  Medium Undead
  Hit Dice: 10d12 (65 hp)
  Initiative: +5
  Speed: 30 ft., climb 20 ft.
  AC: 26 (+5 Dex, +6 natural, +5 profane), touch 15, ﬂat-footed 
  21
  Base Attack/Grapple: +5/+9
  Attack: Claw +14 melee (1d8+9)
  Full Attack: 2 claws +14 melee (1d8+9) and bite +12 melee 
  (1d6+7)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Curse
  Special Qualities: Greater darksight 60 ft., profane aura, sense 
  bad ju-ju, undead traits
  Saves: Fort +8, Ref +13, Will +13
  Abilities: Str 18, Dex 20, Con —, Int 14, Wis 12, Cha 17
  Skills: Hide +8, Intimidate +6, Knowledge (arcana) +10, Listen 
  +13, Move Silently +8, Open Lock +10, Search +12, Spellcraft 
  +10, Spot +11
  Feats: Alertness, Combat Reﬂexes, 
  Dodge, Multiattack
  Environment: Any
  Organization: Solitary
  Challenge Rating: 12
  Treasure: Special (see text)
  Alignment: Usually neutral evil
  Advancement: 11-20 HD 
  (Medium); 21-30 HD (Large)
  Level Adjustment: —
  A skeleton of red-hued bone 
  crouches slightly in an attack 
  posture.  Knives and other bric-a-
  brac jut from the monster at wicked 
  angles, making the skeleton appear 
  quite patchwork.  Its cranium 
  is ablaze with a hellish crimson 
  radiance.
  Lectors are intelligent undead 
  creatures that scour the cities 
  of the world looking for items 
  with powerful negative auras to 
  augment their physical bodies.  It 
  is not entirely known how a lector 
  forms, though it is believed that a 
  lector is created when an ordinary 
  skeletal undead creature comes 
  into contact with a powerful evil 
  object.  When such an event occurs, 
  the skeleton is endowed with a 
  powerful intelligence and a desire 
  to seek out and ﬁnd other such 
  items and absorb them into itself.  The items that the lector 
  acquires bestow it with intense power, making it a dangerous 
  and frightening opponent.
  The objects that lectors seek are unique, and need not be 
  magical in nature; they must simply have histories involving 
  evil acts.  A lector may be attracted to a kitchen knife that a 
  woman used to murder her husband, a teddy bear that was used 
  to smother a child, a manacle that kept a slave imprisoned for 
  40 years, or a toy that caused one child to push another out of a 
  high window in a ﬁt of greed.  Weapons are the most common 
  types of objects sought, especially those that have been used to 
  kill good creatures.
  Once a lector acquires such an item, it attaches it to its 
  grotesque body somehow.  Lectors often add knives and blades 
  to their claws and teeth, embellishing their already cruel and 
  wicked nature.  Other items are tied on or wedged between 
  bones, left dangling strangely.  As a lector acquires objects, it 
  takes on their evil energies, becoming more and more powerful.
  Combat
  A lector roams at random about the cityscape’s underbelly, 
  following its ability to sense powerful magic items of evil taint.  
  When it picks up on an aura, it moves towards it, attacking and 
  killing anything that makes an effort to prevent it from getting 
  
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  what it wants.  It slices its foes to bits with its sharp claws and 
  pierces and curses them with its jagged teeth.  A lector ﬁghts 
  to the ﬁnish and never retreats or ﬂees once battle is engaged.  
  Lectors are not stupid, however, and if they feel greatly 
  outmatched by an opponent they can be quite patient, remaining 
  in hiding and waiting for the right opportunity to strike.
  Curse (Su): The profane aura that surrounds a lector’s head 
  empowers its bite attack with deadly magic.  Anyone bit by a 
  lector must make a Will save (DC 18) or be cursed (as bestow 
  curse).  The lector may choose what type of curse to bestow, but 
  it is usually the “befuddlement” curse—opponents are unable to 
  act 50% of the time.
  Greater Darksight (Su): A lector receives the effect of a 
  permanent darksight spell from its profane aura, giving it 
  darkvision to a range of 60 ft. as well as the ability to see in all 
  forms of magical darkness, including deeper darkness.
  Profane Aura (Su): As a lector gathers items of power around 
  it, it begins to acquire an aura of profane energy.  In appearance, 
  this aura makes it look as if the creature’s head is engulfed in 
  ﬂames.  The aura serves both to protect the creature as well as to 
  empower its attacks and damage rolls.  The strength of the aura 
  is equal to half the lector’s HD, rounded down, and is added to 
  all attack rolls, damage rolls, saves, and to the creature’s AC.
  Sense Bad Ju-Ju (Su): If a lector comes within 100 feet of 
  an object considered by the GM to have an evil taint, it feels a 
  mental tug in the direction of the item.  The range of this ability 
  may be extended with particularly evil objects or artifacts.
  Treasure
  Special—A lector has no lair, but if it is ever destroyed, it 
  leaves its objects behind as a form of treasure.  These items are 
  equivalent to standard treasure for the creature, but all magical 
  items in the hoard are cursed, and all nonmagical items—if not 
  cursed as well—are sure to bring bad luck to anyone that takes 
  them.
  In Your Campaign
  The statistics above represent a typical lector’s profane power.  
  This power is dependant on the number of evil items it has 
  afﬁxed to its body (in this case, ﬁve).  For every evilly tainted 
  item removed (or added) to its body, the profane bonus is 
  reduced (or strengthened) by 1.  
  Characters who have done their homework on these undead 
  might attempt to weaken the lector’s profane power by ripping 
  off the tainted items.  This requires a successful disarm 
  attempt to cut a bound item or, alternately, the character can 
  try grabbing an item that is simply wedged into the skeletal 
  structure.  In either case, the lector receives a +4 bonus to its 
  opposed attack roll and cannot attempt to disarm the PC if they 
  fail.  A character who successfully grabs one of the profane 
  items takes 1 point of damage per round until it is dropped.
  Lectors are often used by more powerful undead to locate 
  missing artifacts and other miscellaneous magic of evil origins.  
  For when the lector returns to the lord’s lair, it is plucked of all 
  interesting magical wares, usually reducing its profane bonus 
  back to the typical level.  Interestingly enough, more than 
  one adventuring party has discovered that a lector has been 
  shadowing it for months, acquiring tainted items the characters 
  left behind as “unworthy” mundane items.
  Murder-Born
  Tiny Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: ﬂy 40 ft. (good)
  AC: 17 (+2 size, +2 Dex, +3 deﬂection), touch 17, ﬂat-footed 
  15
  Base Attack/Grapple: +3/—
  Attack: Incorporeal touch +7 melee (1d4 Charisma drain)
  Full Attack: Incorporeal touch +7 melee (1d4 Charisma drain)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Charisma damage, despondent wail
  Special Qualities: Darkvision 60 ft., incorporeal traits, sense 
  living, undead traits, unnatural aura
  Saves: Fort +2, Ref +4, Will +7
  Abilities: Str —, Dex 15, Con —, Int 14, Wis 14, Cha 16
  Skills: Hide +12, Intimidate +12, Listen +11, Search +11, Sense 
  Motive +11, Spot +11
  Feats: Combat Reﬂexes, Improved Initiative, Strength of the 
  Grave
  Environment: Any
  Organization: Solitary or (very rarely) pair
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Small)
  Level Adjustment: —
  This creature appears as a ghostly child with translucent, 
  yet delicate features.  Its unholy eyes rage with absolute and 
  thorough evil.
  Spawned of hatred when both mother and child are murdered, 
  the rapacious soul of the unborn sometimes rises as a foul and 
  corrupt spirit.  It is bent on exacting revenge against its killers 
  and against all living creatures it crosses.  Driven mad by its 
  unloving existence, the murder-born has blurred its senses into 
  believing that every living creature is responsible for its current 
  state and it never hesitates to attack any that come within range 
  of it.
  A murder-born is always encountered within 500 feet of the 
  place it was killed.  It is a solitary creature, though very rarely, 
  when twins are involved, two of these cursed creatures may 
  be encountered.  Neither is aware of the other’s presence; 
  they do not communicate, interact, or even see each other.  
  They are oblivious to the other’s existence.  Whether this is 
  because the creatures are so driven with rage it blinds them, or 
  because some magical and mystical force prevents them from 
  interacting, is unknown.
  Murder-born do not speak but seem to understand a variety of 
  
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  languages including Common.
  Combat
  A murder-born closes quickly when it detects a living 
  creature in its realm.  It always opens combat by unleashing 
  its despondent wail.  It then moves to melee and uses its 
  incorporeal touch to destroy its enemies.  Unless driven away or 
  its opponents ﬂee, a murder-born attacks relentlessly until it is 
  destroyed.
  Charisma Damage (Su): A murder-born causes 1d4 points 
  of Charisma drain each time it hits with its incorporeal touch 
  attack.  On each such attack, it gains 5 temporary hit points.  At 
  Charisma 0, a creature dies.
  Despondent Wail (Su): Twice per day, as a standard action, a 
  murder-born can unleash a child-like wail.  Any living creature 
  within 60 feet that hears the wail must succeed on a DC 16 Will 
  save or be overcome with supernatural feelings of hopelessness.  
  An affected creature suffers a -10% penalty to all XP earned 
  from this point forward until the curse is removed.  A remove 
  curse or break enchantment (requiring a DC 20 caster level 
  check for either spell), limited wish, wish, or miracle breaks 
  the curse, but XP “lost” while this curse is in effect are not 
  regained.  Whether or not the save is successful, that creature 
  cannot be affected again by the same murder-born’s despondent 
  wail for one day.  The save DC is Charisma-based.
  Sense Living (Su): A murder-born can detect living creatures 
  within 100 feet, just as if it possessed the blindsight ability.  It 
  also senses the strength of their life force automatically, as if it 
  had cast deathwatch.
  Unnatural Aura (Su): Both wild and domesticated animals can 
  sense the unnatural presence of a murder-born at a distance of 
  30 feet.  They will not willingly approach nearer than that and 
  panic if forced to do so; they remain panicked as long as they 
  are within that range.
  Treasure
  None—The murder-born isn’t even aware of the humanoid need 
  for “things” in its life.  Therefore, even if it could use treasure, it 
  would not collect it.
  In Your Campaign
  Yet another undead that rises because of the way it was slain.  
  However, the murder-born has above-average intelligence and 
  a distinctly unique form in that of a small baby.  While the 
  murder-born’s objective is to kill living creatures, it does not 
  need to do so recklessly.  It can pretend to be a helpless infant, 
  weeping softly until its living victims draw close enough for a 
  despondent wail.
  While inherently intelligent, the murder-born gains its 
  knowledge of its domain from its mother.  The more familiar 
  she was with the surroundings, the more the murder-born is 
  as well (and thus can use it to its advantage when attacking 
  residents).  This might also provide intimate knowledge of some 
  individuals’ schedules, allowing the undead to attack when 
  it is most convenient.  Imagine if one of the PCs personally 
  knew a mother and unborn child who recently died.  Wouldn’t 
  they be in for a shock when, after visiting the grave site, they 
  are attacking by a murder-born which closely resembles the 
  mother?  Would that PC allow his party (much less himself) to 
  destroy the undead without trying to otherwise bring it peace?
  New Feat
  Strength of the Grave [General]
  Undead that have been turned can attempt to recover and 
  negate the turning effect.
  Prerequisites: Undead type, base attack bonus +2
  Beneﬁt: An undead that has been successfully turned and 
  is ﬂeeing or cowering can attempt a Will save (DC equal to 
  the turning check that turned it).  If successful, the undead 
  creature is no longer turned, but is frightened and takes a 
  -2 penalty on all attack rolls, saving throws, skill checks, 
  and ability checks for the remainder of the time it would 
  have been turned.  If the save fails, the undead creature can 
  attempt a new save each round, but the save DC increases by 
  +1 each time.  A creature that breaks the turning effect can be 
  turned again.
  Ndalawo
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: 40 ft., ﬂy 60 ft. (good)
  AC: 17 (+6 Dex, +1 deﬂection), touch 17, ﬂat-footed 11
  Base Attack/Grapple: +3/—
  Attack: Bite +9 melee (1d6 temporary Strength)
  Full Attack: Bite +9 melee (1d6 temporary Strength) and 2 
  claws +4 melee (1d4 temporary Strength)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn, pounce, strength damage
  Special Qualities: Darkvision 60 ft., incorporeal traits, turn 
  resistance +3, undead traits
  Saves: Fort +2, Ref +8, Will +7
  Abilities: Str —, Dex 22, Con —, Int 5, Wis 14, Cha 6
  Skills: Balance +14, Hide +16, Listen +4, Spot +4
  Feats: Dodge, Mobility, Weapon Finesse
  Environment: Warm forest and underground
  Organization: Solitary or troupe (1 and 2-5 shadows)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Medium)
  Level Adjustment: —
  This powerful feline form is a large as a man but shadowy in 
  appearance.  Dark spots on the creature’s hide drift of their own 
  accord as the monster tenses to strike.
  Also known as a shadow leopard, the ndalawo is a leopard that 
  has been transformed into an undead shadow of its former self.  
  Though they prefer to prey on other leopards, perpetuating their 
  foul species, they occasionally attack humanoids as well.
  
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  Combat
  The ndalawo prefers to attack with surprise.  If it is unable to 
  do so, it usually waits until a more opportune moment presents 
  itself.  Despite its caution, the creature is not cowardly, and 
  rarely retreats once combat is joined.
  Create Spawn (Su): Any humanoid reduced to a Strength score 
  of 0 by a shadow leopard becomes a shadow under control of 
  its killer within 1d4 rounds.  A leopard reduced to 0 Strength by 
  a ndalawo becomes a new shadow leopard within 1d6 rounds.  
  In both cases, the creature does not retain any of its previous 
  characteristics, such as those based on race, class, or creature 
  type, but rather uses the standard d20 rules for shadows if a 
  humanoid or the ndalawo stats given here if a leopard.
  Pounce (Ex): If a ndalawo leaps on a foe during the ﬁrst round 
  of combat, it can make a full attack even if it has already taken 
  a move-action.
  Strength Damage (Su): Any living creature struck by a 
  ndalawo’s claws suffers 1d4 points of temporary Strength 
  damage, and any creature struck by its bite suffers 1d6 points 
  of temporary Strength damage.  Any creature killed by the 
  ndalawo becomes an undead shadow (see Create Spawn above).
  Skills: A ndalawo’s shadowy appearance gives it a +8 racial 
  bonus to hide checks.  It also receives a +8 racial bonus to 
  Balance checks; these bonuses are already ﬁgured into the stats 
  above.
  Treasure
  None—As an incorporeal monster, the ndalawo has little need 
  or desire for treasure.  As an undead leopard, it has even less 
  need or desire for it.  Any items or coins found near to this 
  creature are likely from the bodies of its now-shadowy victims.
  In Your Campaign
  Like most undead, the ndalawo is best used in an adventure 
  at night or underground.  The shadow leopard has no speciﬁc 
  weakness to light, it simply does not care for it.  Survivors of an 
  ndalawo troupe’s attack report that the monsters are particularly 
  averse to moonlight.  The shadow leopard’s lair deep within 
  jungle or other forested areas.  Despite their incorporeal natures, 
  ndalawo that are on their own tend to think like the leopards 
  they once were, moving around objects instead of through them.  
  Observant characters might somehow be able to capitalize on 
  this weakness.
  An ndalawo makes a great addition to the minions of a deity 
  of shadow in your campaign.  As long as they are assured the 
  chance to propagate their shadowy kind, they can be persuaded 
  into the service of a shadow cult or other evil group.  Ndalawo 
  are best used as spies and assassins given their incorporeal 
  nature.  The creatures’ lack of signature alliances makes it 
  difﬁcult for investigating PCs to deduce just who the ndalawo 
  are working for (or indeed if they are working for anyone).
  Nec’Haan
  Medium Magical Beast
  Hit Dice: 5d10+15 (37 hp)
  Initiative: +3
  Speed: 50 ft.
  AC: 17 (+4 Dex, +3 natural), touch 14, ﬂat-footed 13
  Base Attack/Grapple: +5/+7
  Attack: Bite +7 melee (1d8+3 plus necrotic bite)
  Full Attack: Bite +7 melee (1d8+3 plus necrotic bite)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Necrotic bite, trip
  Special Qualities: Damage reduction 5/magic, immunities, 
  low-light vision, scent
  Saves: Fort +7, Ref +7, Will +1
  Abilities: Str 14, Dex 17, Con 17, Int 3, Wis 10, Cha 6
  Skills: Listen +4, Hide +5*, Spot +4, Survival +2*
  Feats: Alertness, Combat Reﬂexes
  Environment: Any land
  Organization: Solitary, pair, or pack (5-8)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-9 (Medium); 10-15 (Large)
  Level Adjustment: +3 (cohort)
  This dog-like creature has green-brown fur and a bushy brown 
  tail.  Green ichor drips from its toothy maw as its yellow eyes 
  watch you with open suspicion.
  The nec’haan is a trained hunter of the undead.  This dog-like 
  creature takes its name from an old Elvish tongue and translates 
  to “death hound.”  An unknown clan of elves bred the nec’haan 
  not only to be used in their own territory but to be sold and bred 
  for others against the vile roaming undead that occasionally 
  haunt civilized areas.  It is quite unusual for an elven patrol to 
  not have at least one nec’haan with them.  Many mistake the 
  animal for a dog or wolf, but closer examination reveals that 
  this hound is much different.
  Nec’haan feast, if at all possible, on the ﬂesh of the dead.  
  Despite this gruesome truth, the act is actually one of sanitary 
  origin.  The nec’haan have saved many a village not only from 
  undead but from plague as well, the hounds eating the fallen 
  victims before their bodies spoil and infect more folk.
  Combat
  Nec’haan are crafty hunters, usually employing tactics similar 
  to those of hyena packs.  Against more powerful opponents they 
  are cautious (but fearless), rushing in and biting, then retreating 
  to allow their necrotic bites to take their toll.
  Necrotic Bite (Su): Nec’haan saliva have acidic and 
  necromantic properties that break down rotting ﬂesh that the 
  nec’haan can more easily digest their fetid diet.  A nec’haan’s 
  bite deals 1d6 points of acid damage to undead or dead ﬂesh.  
  However, this enzyme is also harmful to living tissue: Bites 
  from a nec’haan do not heal naturally and must be cured with 
  magic.  Further, living creatures bitten may also contract a 
  magical rotting disease: Nec’haan’s breath—injury, 1 day, DC 
  15, 1d3 Con. (The save is Constitution-based.)
  
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  Trip (Ex): A nec’haan that hits with its bite attack can attempt 
  to trip the opponent (+7 check modiﬁer) as a free action without 
  making a touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the target cannot react to trip the nec’haan.
  Immunities (Ex): Nec’haan are immune to disease, fear, 
  paralysis, ability damage, and ability or energy drain.
  Skills: *Due to their greenish-brown colorization, nec’haan 
  have a +4 racial bonus on Hide checks in forests.  When 
  tracking by scent, they have a +4 racial bonus on Survival 
  checks.
  Treasure
  None—The nec’haan has no interest or use for treasure of any 
  kind.
  In Your Campaign
  Anyone with 5 or more ranks in Knowledge (arcana) can 
  successfully harvest the saliva glands from a slain nec’haan.  
  The amount of corrosive acid inside one gland (the creature 
  has 4 glands) is enough to coat two Medium size weapons like 
  a poison (or four Small weapons or one Large weapon).  Once 
  spread upon a weapon, the acid lasts for 24 hours or until the 
  weapon strikes a creature twice in that time.  Against undead, 
  the coated weapon inﬂicts an extra 1d4 points of acid damage.  
  On the open market, a vial of nec’haan acid (a vial contains one 
  gland’s worth of ﬂuid) can fetch up to 200 gp.
  Intelligent undead who have previously encountered a nec’haan 
  may be reluctant to approach a residence which has one 
  inside (or patrolling in the yard depending on the locale).  An 
  adventure idea could be that a noble worried about undead 
  attack hires the PCs to ﬁnd a pair of nec’haan and bring them 
  to the man’s estate.  The problem is where to ﬁnd these hounds, 
  especially if no known elven communities are nearby.
  Necroling
  Tiny Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +7
  Speed: Fly 30 feet (perfect)
  AC: 22 (+2 size, +7 Dex, +3 natural), touch 19, ﬂat-footed 15
  Base Attack/Grapple: +2/-2
  Attack: Tiny short sword +11 melee (1d3+4)
  Full Attack: Tiny short sword +11 melee (1d3+4) and bite +6 
  melee (1 and sleep)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Sleep bite
  Special Qualities: Damage reduction 5/good, smoke form, 
  retreat, vanishing bottle, undead traits
  Saves: Fort +1, Ref +8, Will +4
  Abilities: Str 18, Dex 25, Con —, Int 13, Wis 10, Cha 10
  Skills: Escape Artist +14, Hide +22, Listen +3, Move Silently 
  +14, Search +4, Sense Motive +5, Spot +3
  Feats: Dodge, Weapon Finesse
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually neutral evil
  Level Adjustment: —
  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.
  The necroling is the heritage of all necromancers.  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, commonly forgotten by the caster, 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.
  Combat
  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, always 
  connected by a small tether of smoke (which can be disrupted 
  without injuring the necroling, although the necroling senses the 
  disturbance).  Some necromancers who command necrolings 
  
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  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.
  Sleep Bite (Su): Anyone bitten by a necroling must make a 
  successful DC 12 Fortitude save or fall into a deep slumber for 
  10d6 minutes.
  Smoke Form (Ex): Necrolings can turn gaseous at will, as if by 
  the gaseous form spell cast by a 4th-level sorcerer.
  Retreat (Su): When a necroling is reduced to 0 hit points, it 
  is not destroyed; instead, it automatically and instantaneously 
  becomes gaseous, 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).
  Treasure
  None—The necroling’s size and the place it calls home are both 
  too small for treasure keeping.  The creature’s very nature omits 
  the desire for treasure but that same nature means that it is never 
  very far from a necromancer’s laboratory.  PCs that encounter a 
  necroling and know what it is can deduce that the lab—and thus 
  a room stocked with rare and expensive materials—is not far 
  away.  Hopefully the necromancer isn’t home…
  In Your Campaign
  So what starts a spellcaster on the road to becoming a 
  necromancer?  Are they all power-hungry wizards who cherish 
  the dead more than the living?  As with all things, the answer to 
  such questions lies with the individual.  If you do not have some 
  kind of established necromantic lore in your campaign, you 
  might want to use the necroling as a starting point for curious 
  characters to learn about.  For while no two people will give 
  the same answer for entering necromantic studies, necroling 
  creation is the standard by which all in the ﬁeld are measured.
  Any spellcaster can focus their efforts on the school of 
  necromancy and call themselves necromancers but only those 
  truly worthy of the title create necrolings.  Let’s look a little 
  closer at necroling construction.  A spellcaster requires the 
  following: Craft Wondrous Item feat, a corpse of someone 
  who died unnaturally no longer than a day ago, a vial ﬁlled 
  with black ink, consecutive casting of sleep, gaseous form, 
  dimension door, and detect thoughts on the ink vial, and ﬁnally 
  the drawing of the necromantic glyph of undeath on the corpse’s 
  forehead (requires a DC 12 Knowledge (arcana) check).
  Once the spells have been cast and the glyph drawn, the 
  necromancer must sleep next to the body for 8 hours with the 
  enspelled ink vial on the other side.  During the slumber, the 
  necromancer imbibes the thoughts and feelings the corpse’s soul 
  endured at the point of death.  The spellcaster learns in vivid 
  mind-wrenching detail what it means to cross the barrier from 
  life into death.  At the same time, the ink vial absorbs the last 
  wisp of spirit before it leaves the corpse.  This wisp becomes 
  the necroling’s mind while the ink is used when the creature 
  manifests a physical body.
  Necromancer and necroling are not bonded, as such, when he 
  awakens but there is a deﬁnite connection between the two.  
  The necroling intuitively recognizes the necromancer as having 
  touched a piece of its former mind and desires to remain close 
  to that presence.  The necromancer gains a permanent black 
  stain right below the back of his neck.  What this stain does is 
  mark him as a true necromancer.  He has experienced what it is 
  to die and understands the very nature of undeath in the creature 
  he has created.  The mark also identiﬁes him to other “true” 
  necromancers, perhaps thereby gaining access to secretive cults 
  or information.  Undertaking necroling creation is a wholly evil 
  act since the character is ripping part of a person’s soul from 
  its rightful rest and forcing it into eternal servitude.  You can 
  use the information presented here to warn PCs who consider 
  becoming true necromancers.
  However, those who do fashion necrolings also ﬁnd themselves 
  in a position to take previously unknown feats (see below).  
  Each of the three feats capitalizes on the unique knowledge 
  gained by necroling creation.
  Augment Animations
  Your animated undead are more powerful than normal.
  Prerequisites: Created a necroling
  Beneﬁts: Undead you create through your spells (animate 
  dead, create undead, etc.) gain +1 hit point per die and a +1 
  competence bonus on attack and damage rolls.
  Strengthen Undead
  You can use arcane energy to protect undead from being 
  turned.
  Prerequisites: Created a necroling, Spellcraft ranks 12+
  Beneﬁts: Choose a spell of 2nd-level or greater. As a 
  standard action, you channel its energies to a single undead 
  creature you can see.  The energy grants a turn resistance of 
  +1 per 2 spell levels used (round down, maximum of +4).  
  An undead creature cannot be strengthened in this manner 
  more than once in a 24 hour period.
  Undead Sensitivity
  Special intimacy with the undead gives you a special sight 
  to detect their presence.  Physically, the whites of your eyes 
  turn an inky black.
  Prerequisites: Created a necroling
  Beneﬁts: At will, you can detect undead (as the spell).
  
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  Necrotic Entrailer
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +4
  Speed: 40 ft., climb 50 ft. (with tethers)
  AC: 18 (+4 Dex, +2 natural, +2 leather armor), touch 14, ﬂat-
  footed 14
  Base Attack/Grapple: +2/+4
  Attack: Bite +4 melee (1d6+2 and paralysis) or mouth tether +6 
  ranged (2d6 and paralysis)
  Full Attack: Bite +4 melee (1d6+2 and paralysis) and 2 claws 
  +2 melee (1d4+1) or mouth tether +6 ranged (2d6 and paralysis) 
  and 2 hand tethers +4 ranged (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Tethers of sinew, paralysis
  Special Qualities: Darkvision 60 ft., undead traits
  Saves: Fort +1, Ref +5, Will +6
  Abilities: Str 15, Dex 18, Con —, Int 14, Wis 15, Cha 12
  Skills: Balance +10, Climb +8, Hide +14, Listen +10, Move 
  Silently +14, Spot +10, Tumble +10, Use Rope +20
  Feats: Blind-Fight, Multiattack
  Environment: Any land or underground
  Organization: Solitary, cell (3-7), or host (8-12)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 6-15 HD (Medium)
  Level Adjustment: —
  This humanoid has translucent skin which shows you coils of 
  ﬂeshy rope where there should be bone and muscle.  Sharp 
  claws and teeth enhance the monster’s dangerous appearance.  
  It suddenly raises a hand and unleashes a barbed coil from a 
  pulpy area in the middle of its hand.
  The necrotic entrailer is an undead which makes use of the 
  unneeded bits from other undead like skeletons and zombies.  
  The entrails of those undead corpses either desiccate quickly or 
  slip out between open ribcages.  The practical necromancer can 
  use these supposedly unnecessary organs to fashion a necrotic 
  entrailer.  
  The ritual that creates an entrailer not only causes its insides 
  to reorganize into the monster’s tethers, but actually fuses the 
  entrails from other creatures into its matrix.  These entrails 
  occupy the entire interior of the entrailer except the brain.  As 
  a result, a necrotic entrailer has many densely packed miles of 
  tethers available to it.
  Creators of necrotic entrailers commonly use them as 
  reconnaissance and/or assassination creatures because of their 
  quick, silent nature and built-in escape methods.
  Combat
  Necrotic entrailers like to prepare ambushes for their chosen 
  prey.  When hunting in a group, entrailers use pack tactics and 
  work together like a well-oiled machine.  Some have even 
  been known to carry others on their backs, allowing the carried 
  necrotic entrailer to make ﬁve tether attacks.
  Tethers of Sinew (Ex): If a necrotic entrailer hits with a tether 
  attack, the tether’s barbs or hooks sink into the opponent’s 
  body, dealing 1d6 points of damage with a hand (or foot) 
  tether and 2d6 points of damage with the mouth tether, and 
  latching onto the opponent’s body.  The entrailer can draw a 
  Medium opponent 25 feet closer each round as a move action 
  that requires an opposed Strength check (if the victim wins the 
  Strength check, he does not move); this does not provoke an 
  attack of opportunity.  
  For each size the target is below Medium, this rate increases by 
  10 feet per round (a Tiny creature effectively can be drawn in 
  45 feet per round in this way).  A creature can break free from 
  a tether with a successful DC 19 Escape Artist check, or else 
  a DC 15 Strength check; in either case, the victim takes 1d6 
  points of damage from tearing free.  A necrotic entrailer that 
  pulls a victim to within 5 feet of itself can bite and claw that 
  victim in the same round, and gains a +4 bonus to these attacks.
  Necrotic entrailers can detach a sinew at will, allowing it to be 
  used as extremely strong rope, and a new tether immediately 
  takes its place.  The maximum tether length an entrailer can 
  throw is equal to 10 feet per Hit Die of the necrotic entrailer (or 
  50 feet, for the standard monster stats given above).
  Paralysis (Ex): The necrotic entrailer’s saliva causes paralysis.  
  A victim bitten by an entrailer or hit by its mouth tether must 
  succeed at a DC 13 Fortitude save or be paralyzed for 3d6 
  minutes.
  Skills: Necrotic entrailers receive a +2 racial bonus on Listen 
  and Spot checks, a +4 racial bonus on Hide and Move Silently 
  checks, and a +10 racial bonus on Use Rope checks.
  Treasure
  Standard—Necrotic entrailers are not without intelligence or 
  free will.  Therefore, the accumulation of treasure, no matter 
  its form, is something they take advantage of much like an 
  adventurer does.  Magic items (such as rings miscellaneous) are 
  used capably and wealth is spent (commonly through a third 
  party) to bring it more potent magic items.
  Brooch of shielding (unused) [1,500 gp]
  100 gp
  In Your Campaign
  Those pirates who favor undead in your campaign might be 
  especially favorable to the necrotic entrailer.  With its long-
  reaching tethers, the entrailer can efﬁciently board enemy 
  ships.  With a successful Use Rope check (DC as per securing 
  a grappling hook; except the entrailer knows if its tether is 
  secure), the entrailer can wrap its tether around a enemy’s rail 
  and swing across.  
  Alternately (and this is a favorite among necrotic entrailers), 
  the entrailer can use tether attacks at creatures on the enemy 
  ship’s deck.  Once secure, the entrailers reel their prey in.  As a 
  result, the foe must choose between saving himself by holding 
  on (thus allowing the entrailer to reel itself aboard) or pitching 
  over the rail.  In the latter case, the entrailer can simply release 
  the tether and climb up the ship’s side, leaving its foe to fend for 
  
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  himself.  If using its mouth tether, a paralyzed creature assures 
  the necrotic entrailer of a secure “grappling hook.”
  GMs should not overlook the great range a necrotic entrailer has 
  in using touch attack effects.  It can utilize magic items to take 
  advantage of its great reach such as gauntlets of ogre power 
  or a high-level cleric can use imbue with spell ability to allow 
  the entrailer to have several options when using its tethers.  
  A necrotic entrailer prefers to have its own magic items, as 
  opposed to the temporary nature of using another caster’s spells, 
  but accepts the latter type of aid if the situation warrants it.
  Orc, Death Lord
  Medium Undead
  Hit Dice: 15d12 (97 hp)
  Initiative: +7
  Speed: 40 ft.
  AC: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 
  13, ﬂat-footed 20
  Base Attack/Grapple: +7/+11
  Attack: +1 greatsword +12 melee (2d6+7/19-20) or claw +9 
  melee (1d6+4)
  Full Attack: +1 greatsword +12/+7 melee (2d6+7/19-20) or 2 
  claws +9 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Desecrate, leech strength, rebuke undead, 
  spell-like abilities
  Special Qualities: Damage reduction 5/good and magic, 
  darkvision 60 ft, incorporeality, servant of none, spell resistance 
  16, +4 turn resistance, undead traits
  Saves: Fort +5, Ref +8, Will +11
  Abilities: Str 18, Dex 17, Con —, Int 17, Wis 14, Cha 20
  Skills: Appraise +12, Balance +11, Climb +12, Concentration 
  +14, Intimidate +23, Jump +12, Listen +20, Move Silently +11, 
  Search +12, Spot +20, Swim +13
  Feats: Combat Casting, Dodge, Extra Turning, Improved 
  Initiative, Mobility, Spring Attack
  Environment: Any land or underground
  Organization: Solitary, pair or battle troupe (1-3, plus 6 
  orcs and accompanied by 15+ HD worth of undead such as 
  skeletons, zombies, ghouls, or ghasts)
  Challenge Rating: 11
  Treasure: No coins; double goods (gems and jewelry); standard 
  items
  Alignment: Always lawful evil
  Advancement: 16-30 HD (Medium); 31-45 HD (Large)
  Level Adjustment: —
  This humanoid bears an uncanny resemblance to an orc.  
  Outﬁtted in a dented chain shirt and wielding a blood stained 
  greatsword, this orc is clearly ready for battle.  Its most peculiar 
  qualities are a faint green radiance in its eyes and throat as well 
  as thick, cracked skin of a dark purple hue.
  Powerful orc commanders, if they worship the right god, are 
  returned to the world soon after their usually bloody demise 
  as death lord orcs.  These undead commanders are instilled 
  with a great sense of pride for being worthy enough to be 
  returned to the world in this new form.  Serving a deity of 
  pain and undeath, death lord orcs lead an undead strike force 
  (occasionally accompanied by other orc warriors) against all 
  living armies.  The cleric of a particularly devout orc horde 
  might ﬁnd that a death lord orc and his undead troupe answer a 
  call for military aid, guided to the horde by their dark deity.
  Left to their own devices, death lord orcs use hit and run tactics 
  against larger communities, sometimes attacking even small 
  cities if an opportunity arises.  During such raids, the death lord 
  and his battle troupe slay as many living creatures as possible 
  and then ﬂee before organized resistance is formed.  Treasure is 
  in no way a priority.
  Combat
  A death lord orc uses its incorporeality to slide into the ground, 
  then rise up amidst enemy troop formations, wreak havoc, and 
  slip once again back into the ground.  Enemies who approach 
  the death lord orc are weakened by its leech strength ability.  
  The death lord usually ﬁghts with a unit of orcs and lesser 
  undead, using its orc troops and spell-like abilities to deal with 
  enemies who remains while healing its undead minions.
  Desecrate (Su): The death lord orc permanently radiates a 
  desecrate effect, as the spell (caster level equals the death lord’s 
  HD), in a 30-foot radius.
  Leech Life (Su): Any living being within 30 feet of a death 
  lord orc must make a DC 22 Fortitude save each round or take 
  1 point of Strength damage.  For every additional death lord 
  orc within 30 feet of each other, the leech life radius of each 
  is extended by 10 feet.  Thus, if two death lord orcs are within 
  30 feet of one another, both have their radius extended to 40 
  feet.  A creature within overlapping radii need only save once 
  each round.  A creature whose Strength score is reduced to 0 by 
  this ability dies and then rises upon the following midnight as a 
  ghoul.
  Rebuke Undead (Su): Death lord orcs can rebuke or command 
  undead as evil clerics (effective cleric level equals the death 
  lord’s HD).  Due to their Extra Turning feat, they may do so 12 
  times per day.
  Spell-Like Abilities: At will—command undead (DC 17), 
  ghoul touch (DC 17); 3/day—control undead (DC 22), mass 
  inﬂict wounds (DC 20); 1/day—planar eruption* (Fort DC 23), 
  unholy aura (DC 23).  Caster level 15th.  The save DCs are 
  Charisma-based.  *See the New Spells section below.
  Incorporeality (Su): As a standard action, a death lord orc may 
  make itself and all of its equipment incorporeal.  Becoming 
  material again is a free action.
  Servant of None (Ex): Due to their prideful sense of self, 
  death lord orcs cannot be controlled, though they can be turned, 
  destroyed, or rebuked.
  Treasure
  Partial—Death lord orcs have no use for money since entering 
  into the special service of their deity.  On some level, however, 
  
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  they are still attracted to shiny baubles, which explains the 
  presence of gems and jewelry.  Otherwise, goods and equipment 
  are chosen for their use in combat.
  Alexandrite [800 gp]
  Amethyst (x4) [82 gp each]
  Malachite [70 gp]
  Golden circlet with four aquamarines [4,000 gp]
  +1 dagger [2,302 gp]
  In Your Campaign
  Death lord orcs would make great rear line undead directors 
  if they could stop from being on the front lines like possessed 
  warriors.  These undead orcs need to clash with the best an 
  enemy has to offer while its battle troupe engages lesser foes.  
  This fact can be used to the PCs’ advantage if they learn of it.  
  Once a death lord orc is known to be terrorizing the area, they 
  can hype up a ﬁghter’s reputation and make certain to spread 
  the rumor (and where the ﬁghter can be found) wherever they 
  go.  When the death lord orc learns of this “unbeatable warrior 
  with golden armor” (or whatever catch-phrase the party comes 
  up with), he will make sure to attack the area where this person 
  is supposed to be.  Of course, the characters will have a cunning 
  trap readied for the death lord and his troupe.  The question is 
  whether or not it is good enough to stop this cunning undead 
  foe.
  Death lord orcs are almost never found in pairs.  Their egos 
  are simply too overwhelming to be compatible within a single 
  combat unit.  When there are two in one troupe, it is because 
  a higher power (likely a divine being) has forced them into it.  
  Even then, the two undead lords will be commanding their own 
  units on either side of the battle.
  Orphan of the Night
  Small Undead (Incorporeal)
  Hit Dice: 5d12+3 (35 hp)
  Initiative: +5
  Speed: 20 ft.
  AC: 13 (+1 size, +1 Dex, +1 deﬂection), touch 13, ﬂat-footed 
  12
  Base Attack/Grapple: +2/—
  Attack: Snatch (see below)
  Full Attack: Snatch (see below)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Snatch
  Special Qualities: Darkvision 60 ft., frightful presence, 
  incorporeal traits, undead traits, vanish
  Saves: Fort +1, Ref +2, Will +4
  Abilities: Str 7, Dex 12, Con —, Int 10, Wis 10, Cha 12
  Skills: Bluff +9, Hide +6, Listen +5, Search +8, Sense Motive 
  +5, Spot +5
  Feats: Alertness, Toughness
  Environment: Any land (night only) and underground
  Organization: Solitary or group (2-10)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 2-4 HD (Small); 6-8 HD (Medium)
  Level Adjustment: —
  This creature appears as a child-size shadow with no 
  discernible features.  You are suddenly struck by waves of fear 
  that roll off the shadowed humanoid.  It moves without a sound 
  and raises an open hand in your direction.
  Many children are pranksters that, as they mature, repress those 
  childish impulses to the point that they vanish from the adult 
  mind.  Those repressed thoughts do actually disappear and 
  reform on the Plane of Shadow as orphans of the night.  These 
  undead creatures manifest only within the gloom of night.  At 
  daybreak, they disappear into the mist and are not apparent at 
  all under the rays of the sun.  An orphan of the night can only 
  speak Common.
  Combat
  Orphans of the night do not seek out combat but instead choose 
  to “play” with those they encounter using its snatch ability.  If 
  threatened or made angry, they disappear into thin air, possibly 
  taking a souvenir of its encounter back to the Plane of Shadow 
  (see below).
  Snatch (Sp): An orphan of the night can use a limited form of 
  telekinesis to attempt to disarm an opponent.  This attempt is 
  resolved as normal, except that it does not provoke an attack 
  of opportunity and the orphan is not penalized for its size.  
  The orphan uses its Charisma modiﬁer in place of its Strength 
  modiﬁer and further gains a +4 racial bonus to the opposed 
  attack roll.  A failed attempt doesn’t allow a reactive disarm 
  attempt by the target.  No save is allowed against these attempts, 
  but spell resistance applies normally (the orphan is considered a 
  9th-level sorcerer to overcome spell resistance).
  Frightful Presence (Ex): Just being from the Plane of Shadow 
  
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  has endowed these eternal tricksters with the diminished ability 
  to unsettle foes by their mere presence.  The ability takes effect 
  automatically whenever an orphan comes within 30 feet of 
  a living creature.  Those creatures with 5 or fewer Hit Dice 
  are affected and must succeed at a Fortitude save (DC 13) or 
  become shaken for 2d4 rounds.  Success means that the creature 
  is unaffected by that orphan of the night’s frightful presence for 
  24 hours.  The save DC is Charisma-based.
  Vanishing (Su): When angered or threatened, an orphan of 
  the night disappears into thin air, leaving behind no trace of its 
  existence.  One nearby living creature also suddenly vanishes 
  (determine randomly), drawn with the orphan through an 
  invisible gate to the Plane of Shadow unless it succeeds a Reﬂex 
  save (DC 13).  This effect emanates as a beam of dark purple 
  light.  A typical use of this power deprives a traveler of his horse 
  or pack animal, but other times the unlucky traveler himself is 
  the target of this malicious ability.  Vanishing can be used once 
  a round.  The save DC is Dexterity-based.
  Treasure
  None—Even if something useful or interesting is snatched from 
  an opponent, the orphan’s incorporeality and very nature are 
  incompatible with taking treasure.
  In Your Campaign
  Unfortunately, for every person who leaves their childish ways 
  behind, there two more who do not.  Some of these individuals 
  actually move in the opposite direction, leaving behind caring 
  and innocence.  These cast off emotions could theoretically 
  coalesce into “orphans of the light”; undead of good alignment 
  who appear as children who are encompassed by a soft golden 
  radiance.  Replace the orphan of the night’s snatch ability with 
  one of the following: bear’s endurance, bull’s strength, cat’s 
  grace, eagle’s splendor, fox’s cunning, and owl’s wisdom.  The 
  orphan of the light can use whichever of these spells is most 
  appropriate and can do so once per round (but only one of each 
  particular spell in a 24 hour period).  You should also replace 
  the frightful presence quality with one that provides the effects 
  of a bless spell to those within 30 feet.  Finally, instead of 
  hailing from the Plane of Shadow, an orphan of the light exists 
  on the Ethereal Plane and does not suck others into that locale 
  when using the vanishing ability.
  Phantasm
  Medium Undead (Incorporeal)
  Hit Dice: 9d12 (58 hp)
  Initiative: +9
  Speed: 30 ft., ﬂy 60 ft. (perfect)
  AC: 18 (+5 Dex, +3 deﬂection), touch 18, ﬂat-footed 13
  Base Attack/Grapple: +4/—
  Attack: Incorporeal touch +9 melee (1d6+1 plus energy drain)
  Full Attack: Incorporeal touch +9 melee (1d6+1 plus energy 
  drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy drain, possession
  Special Qualities: Aura of desecration, darkvision 60 ft., 
  incorporeal traits, undead traits
  Saves: Fort +5, Ref +8, Will +8
  Abilities: Str —, Dex 20, Con —, Int 15, Wis 15, Cha 16
  Skills: Bluff +12, Hide +16, Intimidate +14, Listen +13, Search 
  +8, Sense Motive +13, Spot +13
  Feats: Alertness (B), Blind-Fight, Great Fortitude, Improved 
  Initiative, Strength of the Grave (see the Murder-Born entry 
  above)
  Environment: Any
  Organization: Solitary or gang (2-5)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 10-27 HD (Medium)
  Level Adjustment: —
  This entity appears as a translucent humanoid with faintly 
  discernible facial features twisted and corrupted by evil.  Its 
  arms are long and thin and trail off in wisps of immaterial 
  matter.
  Phantasms are malevolent and sinister spirits that delight 
  in the destruction of good-aligned creatures.  While many 
  undead creatures are the undead form of once living creatures, 
  phantasms have no real material connection to living creatures; 
  they are spirits born of pure evil.  They are most often found 
  haunting ruined temples or churches dedicated to evil gods, or 
  dungeons constructed by evil creatures; any place where the 
  stench of evil permeates the very air.
  Combat
  A phantasm begins battle by attempting to possess a foe, and if 
  successful, it then controls the host like a puppet.  In addition, 
  while possessing a foe, it is constantly sapping its life energy.  
  When the host is destroyed, the phantasm leaves the body and 
  attempts to repeat the process on any opponents still in the area.
  Energy Drain (Su): The incorporeal touch of a phantasm deals 
  one negative level.  The Fortitude save to remove a negative 
  level has a DC of 22.  The save DC is Charisma-based.  For 
  each such negative level bestowed, the phantasm gains 5 
  temporary hit points.
  Possession (Su): Once per round, a phantasm can merge its 
  body with a creature on the Material Plane.  This ability is 
  similar to a magic jar spell (caster level 9th), except that it 
  does not require a receptacle.  To use this ability, the phantasm 
  
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  must try to move into the target’s space; moving into the 
  target’s space to use this ability does not provoke an attack of 
  opportunity.  The target can resist the attack with a successful 
  DC 17 Will save.  A creature that successfully saves is immune 
  to that same phantasm’s possession for one day, and the 
  phantasm cannot enter the target’s space.  If the save fails, the 
  phantasm vanishes into the target’s body.
  A phantasm automatically deals one negative level (from its 
  energy drain ability) each round to its host.  The host can eject 
  the phantasm with a successful DC 17 Will save.  This save 
  can be attempted once per round.  If successful, the phantasm 
  is forced from the host’s body and it cannot attempt to possess 
  the same host for 1 minute.  If turned or subjected to a dismissal 
  spell while possessing a host, the phantasm is ejected.  The save 
  DCs are Charisma-based.
  Aura of Desecration (Su): A phantasm has a continuous aura 
  of desecration that affects a 10-foot radius.  This aura can be 
  dispelled, but the phantasm can restart it again as a free action 
  on its next turn.  All turn attempts made within the aura suffer a 
  -3 profane penalty; all undead within or entering the aura gain a 
  +1 profane bonus to attack rolls, damage rolls, and saves (these 
  bonuses are already included in the phantasm’s stat block).  This 
  ability otherwise functions as a desecrate spell.
  Unnatural Aura (Su): Both wild and domesticated animals 
  can sense the unnatural presence of a phantasm at a distance of 
  30 feet.  They will not willingly approach nearer than that and 
  panic if forced to do so; they remain panicked as long as they 
  are within that range.
  Treasure
  None—As incorporeal creatures without a humanoid origin, 
  the phantasm carries no treasure; indeed, it deems such items as 
  worthless.
  In Your Campaign
  Left to their own devices, phantasms keep to the areas described 
  above (old evil temples, etc.).  But when commanded by high-
  level clerics or necromancers, phantasms often serve as standard 
  bearers of a sort in large undead battalions.  Within the masses, 
  phantasms bolster the undead around them until they are able to 
  surprise enemies who break through the lines.
  As a being formed from pure evil, you should have the 
  phantasm perform the most heinous acts imaginable while 
  possessing a humanoid body (at least as far as your group’s 
  decorum allows).  Speciﬁcs are perhaps best left to the 
  imagination.  Once a phantasm does leave a host body then 
  that body should carry some sort of scarring.  Without altering 
  game balance, you could age the body’s appearance one year 
  for every negative level inﬂicted while possessed.  Depending 
  on the host’s race, gray hair and wrinkles might now be evident 
  where there was recently youthful color and tone.
  Quick-Shard Cavalier
  Large Undead
  Hit Dice: 12d12 (78 hp)
  Initiative: +5
  Speed: 60 ft.
  AC: 21 (-1 size, +1 Dex, +8 full plate, +2 natural), touch 10, 
  ﬂat-footed 20
  Base Attack/Grapple: +6/+14
  Attack: Lance +9 melee (2d6+6) or greatsword +9 melee 
  (3d6+6) or longbow +7 ranged (2d6)
  Full Attack: Lance +9/+4 melee (2d6+6) or greatsword +9/+4 
  melee (3d6+6) or longbow +7/+2 ranged (2d6)
  Space/Reach: 10 ft./5 ft. (10 ft. with lance)
  Special Attacks: Trample 1d8+6, spurs
  Special Qualities: Darkvision 60 ft., undead traits
  Saves: Fort +4, Ref +6, Will +8
  Abilities: Str 18, Dex 14, Con —, Int 10, Wis 10, Cha 14
  Skills: Balance +10, Climb +12, Intimidate +10, Jump +12, 
  Listen +10, Move Silently +10, Spot +10
  Feats: Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (heavy lance), Weapon Focus (greatsword)
  Environment: Any land
  Organization: Patrol (4-6) or column (11-16)
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually neutral
  Advancement: 13-24 HD (Large)
  Level Adjustment: —
  A skeletal hybrid, half-humanoid/half-horse, taps a lance 
  against its plate mail in an emotionless salute.  It gleaming 
  white hooves then suddenly burst into motion.  As it gallops 
  toward you, the furious clanking of the creature’s greatsword 
  mimics the frightened beating of your own heart.
  The quick-shard cavalier is considered to be the most 
  accomplished undead soldier.  With its speed, weapons, and 
  average intelligence, a patrol of these undead can break the 
  ranks of many an adventuring band.  The origins of the quick-
  shards lie in ambitious, militant necromancer-kings.  Not merely 
  content to craft spells which slay others and animate them, these 
  necromancers of some forgotten continent cooperated to create 
  the quick-shard ritual.  The ability to create many quick-shards 
  at one time is a well-guarded secret today.  To create even one, 
  however, requires magic en par with create greater undead.
  The bones of slain creatures are gathered together (enough 
  to make a Large creature) and, as long as a humanoid head is 
  amongst the ivory pile, a quick-shard cavalier can be fashioned.  
  The other bone shards fuse together to create the core skeleton 
  while other bits are left to form the creature’s spurs (see below).  
  The cavalier aspect of the monster is a direct mockery of the 
  mounted warriors that the necromancer-kings fought in their 
  own time.  A quick-shard salutes an opponent with a curt tap of 
  its lance or greatsword to its armor before attacking.  But after 
  that no quarter is given and surrendering to one of these undead 
  is not an option unless a controlling master orders it.
  If only one quick-shard is encountered, it means that the rest of 
  its patrol or column has recently been defeated and the survivor 
  
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  is returning to its master to “report” (a controlling necromancer 
  or cleric can ask a quick-shard up to three questions a day which 
  can be answered with one word).  A lone quick-shard never 
  engages in combat, seeing its primary mission as returning 
  to the lair with vital information as to the race, number, and 
  location of the foes that routed it.
  Combat
  Quick-shard cavaliers are remarkably quick for undead and 
  often catch their opponents ﬂat-footed with the speed of their 
  assaults.  They typically begin combat with a massed charge, 
  driving lances into targets and then drawing greatswords to 
  hack at foes.  Some, particularly parapet guards, use longbows 
  to whittle down opponents at a range.  Quick-shards are not 
  particularly tactically innovative, although those under a 
  necromancer’s direction gain the beneﬁt of their master’s 
  intelligence and can follow ever more complicated instructions.
  Trample (Ex): Quick-shard cavaliers can trample their 
  opponents.  When one performs an overrun action, its opponent 
  may not choose to avoid it.  If the overrun is successful, the 
  opponent takes 1d8+6 points of damage.
  Spurs (Ex): The bone spurs protruding from quick-shard 
  cavaliers serve as a measure of defense.  Anyone attempting to 
  grapple a quick-shard in combat (which may include attempts 
  to leap on its back, body slams, or bite attacks) must make a 
  successful Reﬂex save (DC 12) or take 1d6 points of damage 
  from striking a spur.
  Treasure
  None—It is not in the quick-shard’s scope of consciousness 
  to either collect or use treasure.  Its purpose is to ﬁght with its 
  fellows until destroyed.  The only treasure a party might ﬁnd is 
  the treasure of a quick-shard patrol’s necromancer commander.
  In Your Campaign
  While it is easy to think of these undead as PC-trampling 
  war machines, take another look at their alignment—usually 
  neutral.  Now how could this be given the stated background?  
  Perhaps, over the centuries, the cavaliers the quick-shards were 
  modeled after not only provided the undead’s physical form 
  but somehow penetrated into their “psyche” as well.  Cavaliers 
  are good-aligned protectors of the weak and helpless.  How 
  can anything born of such roots become evil?  In this case, the 
  answer is that it cannot.  Make the quick-shard cavaliers a bit 
  more unpredictable by having an evil-controlled patrol ﬁght the 
  PCs one adventure and having a column guard a good-aligned 
  temple the next.
  Some necromancers are hard at work on designing another 
  feature to add when a quick-shard is created.  There are a few 
  prototypes with a death throe quality that causes the ﬁnal blow 
  against a quick-shard cavalier to make it explode, sending 
  jagged fragments of bone spinning in all directions.  Such a 
  quality would raise the quick-shard cavalier’s CR by +1 and 
  look like this...
  Death Throes (Ex): When the quick-shard cavalier is reduced 
  to 0 hit points or below, it explodes, sending jagged bone 
  fragments spinning wildly in a 20-ft. radius.  All creatures 
  within the area of effect must succeed a Reﬂex save (DC 18) or 
  take 2d6 points of slashing and piercing damage.
  Red Jester
  Medium Undead
  Hit Dice: 15d12 (97 hp)
  Initiative: +8
  Speed: 30 ft.
  AC: 24 (+4 Dex, +10 natural), touch 14, ﬂat-footed 20
  Base Attack/Grapple: +7/+9
  Attack: +2 light mace of merriment +13 melee (1d6+4) or 
  slam +11 melee (1d4+2) or jester’s deck +11 ranged touch (see 
  below)
  Full Attack: +2 light mace of merriment +13 melee (1d6+4) or 
  2 slams +11 melee (1d4+2) or jester’s deck +11 ranged touch 
  (see below)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fear cackle, jester’s deck, merriment
  Special Qualities: Damage reduction 10/magic, darkvision 60 
  ft., SR 21, unassailable mind, turn immunity, undead traits
  Saves: Fort +5, Ref +9, Will +11
  Abilities: Str 15, Dex 18, Con —, Int 14, Wis 14, Cha 16
  Skills: Balance +16, Hide +10, Listen +16, Move Silently +16, 
  Perform (act) +21, Perform (comedy) +25, Perform (oratory) 
  +21, Spot +16
  Feats: Ability Focus (fear cackle), Alertness, Dodge, Improved 
  Initiative, Mobility, Weapon Finesse
  Environment: Any
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 16-45 HD (Medium)
  Level Adjustment: —
  This hideous and rotting humanoid is arrayed in brightly 
  colored clothes, ﬂoppy shoes, and a bright red jester’s cap 
  complete with jingling bells.  The monster has a never-changing 
  smirk or smile on its rotting visage.
  Red jesters are thought to be the remains of court jesters put 
  to death for telling bad puns, making fun of the local ruler, 
  or dying in an untimely manner (which could be attributed to 
  one or both of the ﬁrst two).  Another tale speaks of the red 
  jesters as being the court jesters of a god of undeath, sent to the 
  Material Plane to “entertain” those the deity has taken a liking 
  to.  The actual truth to their origin remains a mystery.
  While they can be encountered from the coldest to the warmest 
  regions of the world and on any type of terrain, a red jester is 
  generally encountered near civilized areas.  Though it is undead 
  now, the creature still delights in entertaining living creatures 
  through its humor.
  Red jesters speak Common and at least two other languages 
  and often engage in humor during combat, spilling bad puns 
  and riddles at their opponents.  Some red jesters, in an effort to 
  disguise their undead nature, don masks or wear heavy makeup.
  
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  Combat
  A red jester opens combat using its fear cackle attempting to 
  affect as many opponents as possible.  Those that resist its 
  effects are assailed with its magical playing cards and mace.  
  During the entire combat, the red jester talks, laughs, and tells 
  jokes and riddles.
  Fear Cackle (Su): A red jester can unleash a fear-inducing 
  cackle as a free action.  Anyone within 60 feet that hears it must 
  succeed a DC 22 Will save or become panicked for 2d4 rounds.  
  Whether or not the save is successful, an affected creature is 
  immune to 
  the same 
  red jester’s 
  fear cackle 
  for one 
  day.  The 
  save DC is 
  Charisma-
  based.
  Jester’s 
  Deck (Su): 
  The red 
  jester uses 
  a deck of 
  playing 
  cards in 
  combat that 
  functions 
  as a deck 
  of many 
  things (see 
  the DMG 
  for details).  
  Once per 
  round, as 
  a standard 
  action, the 
  red jester 
  can draw a 
  single card 
  and throw it at an opponent to a range of 20 feet.  This requires 
  a successful ranged touch attack.  If successful, the card takes 
  effect that round and affects the target just as if he had drawn 
  a card from the deck of many things.  A red jester can draw the 
  same card more than once.  The playing cards only function 
  in the hands of a red jester.  To anyone else, they are merely 
  normal playing cards.
  Merriment (Su): If a red jester strikes an opponent with its 
  mace, the creature must succeed on a DC 20 Will save or fall 
  to the ground laughing for 1d3 rounds.  The opponent is not 
  helpless, but cannot take any action.  A mace of merriment 
  functions only in the hands of a red jester.  In the hands of any 
  other creature it functions as a masterwork light mace.
  Unassailable Mind (Ex): Anyone targeting a red jester with 
  a thought detection, mind control, or telepathic ability must 
  succeed on a DC 20 Will save or suffer the effects of an insanity 
  spell (caster level 15th).  The save DC is Charisma-based.
  Skills: A red jester has a +4 racial bonus on Perform (comedy) 
  checks.
  Treasure
  Standard—A red jester collects treasure which either aids its 
  Perform skill or is simply to amusing to let anyone else possess.
  Eyepatch with mock eye of sapphire and moonstone [1,700 gp]
  Silver crown with profanity written across front [1,750 gp]
  Salve of slipperiness [1,000 gp]
  1,350 gp
  In Your 
  Campaign
  There are 
  several 
  phrases a 
  red jester 
  can use in 
  combat with 
  the PCs 
  to make it 
  memorable.  
  Below a few 
  examples, 
  but you’ll 
  likely need 
  to see how 
  your own 
  combat 
  progresses 
  and make 
  bad puns off 
  the cuff:
  • “Is that a 
  dent in your 
  codpiece or 
  are you just 
  happy to see 
  me?”
  • “Seems the 
  pen is mightier than the sword!” (on stabbing someone in the 
  eye with a quill)
  • “This will hurt you more than it hurts me.”
  • (singing) “When you swim in a creek and an eel bites your 
  cheek, that’s a moray!”
  • “Don’t worry.  Laughter is the best medicine!”  (after striking 
  a PC with its mace)
  If ever an undead reminded you of a class, the red jester does 
  this for the bard.  As a variant to the origins listed above, 
  perhaps bards that reach 10th level become red jesters if 
  animated properly (say, if a deck of many things is placed on 
  the corpse during the ritual).  A red jester isn’t interested in 
  destroying the living, but rather making them laugh.  It will not, 
  however, give quarter to those seeking its destruction.  
  
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  Rom
  Large Undead (Incorporeal)
  Hit Dice: 14d12 (91 hp)
  Initiative: +6
  Speed: 40 ft., ﬂy 60 ft. (perfect)
  AC: 12 (-1 size, +2 Dex, +1 deﬂection), touch 12, ﬂat-footed 10
  Base Attack/Grapple: +7/—
  Attack: Incorporeal greatclub +6 melee (2d8 plus 1d6 
  Constitution drain) or incorporeal rock +9 ranged (2d8 plus 1d4 
  Constitution drain)
  Full Attack: Incorporeal greatclub +6/+1 melee (2d8 plus 1d6 
  Constitution drain) or incorporeal rock +8/+3 ranged (2d8 plus 
  1d4 Constitution drain)
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Constitution drain, incorporeal rock throwing
  Special Qualities: Darkvision 60 ft., incorporeal rock catching, 
  incorporeal traits, sunlight powerlessness, turn resistance +4, 
  unnatural aura, undead traits
  Saves: Fort +4, Ref +6, Will +9
  Abilities: Str —, Dex 15, Con —, Int 10, Wis 10, Cha 11
  Skills: Hide +8 (+16 in rocky terrain), Intimidate +12, Listen 
  +10, Search +10, Spot +10, Survival +8
  Feats: Combat Reﬂexes, Improved Initiative, Point Blank Shot, 
  Power Attack, Precise Shot
  Environment: Warm mountains and underground
  Organization: Solitary, gang (2-5), or mob (7-12)
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: —
  A great humanoid shape takes form before you.  Despite its 
  misty form, the giant’s muscles can be clearly seen and match 
  its perpetual scowl.
  The rom are a race of ghostly stone giants.  As living giants, 
  they once ruled over the population of a great mountain chain. 
  However, these giants’ brutality eventually met with revolution 
  spearheaded by a tribe of dwarves known as the Skull Splitters.  
  During their retreat, the giants’ shaman took matter into his 
  own hands and laid a curse on the region—every giant who 
  died in the war would one day rise again as undead to take back 
  what was once theirs.  Unfortunately for the ancestors of that 
  war’s victors, for it is now a century later, the curse appears 
  to be coming true.  Several dozen rom (named for the shaman 
  who laid the curse) have been spotted around the northern 
  mountains and all attempts to parlay with them have met with 
  the diplomats’ own deaths.
  Combat
  Rom initiate combat without warning, hurling endless ghostly 
  rocks at foes from a safe distance.  In melee, a rom uses a 
  ghostly greatclub that drains Constitution from its victims with 
  every hit.
  Constitution Drain (Su): Living creatures hit by a rom’s 
  incorporeal club must succeed a Fortitude save (DC 17) or 
  suffer 1d6 points of permanent Constitution damage.  Those hit 
  by a rom’s incorporeal throwing rocks must succeed a Fortitude 
  save (DC 17) or suffer 1d4 points of permanent Constitution 
  damage.  Unlike many undead that drain ability points, rom 
  cannot create spawn.
  Incorporeal Rock Catching (Su): Rom can catch Small, 
  Medium, or Large incorporeal rocks or projectiles.  Once per 
  round, a rom that would normally by hit by an incorporeal rock 
  can make a Reﬂex save to catch it as a free action; C 15 for 
  Small objects, DC 20 for Medium objects, and DC 25 for Large 
  objects.  The rom must be ready for and aware of the attack.  
  Because of the brutal nature of rom, this ability is more useful 
  than it might be otherwise since violence frequently erupts 
  between them.
  Incorporeal Rock Throwing (Su): Rom are accomplished rock 
  throwers and gain a +1 racial bonus to attack rolls using them as 
  a weapon.  The rocks thrown by a rom are incorporeal, and the 
  rom can produce them out of thin air.
  Sunlight Powerlessness (Ex): Rom are utterly powerless in 
  natural sunlight (not merely a daylight spell) and ﬂee from it.  A 
  rom caught in sunlight cannot attack and can take only partial 
  actions.
  Unnatural Aura (Su): Both wild and domesticated animals can 
  sense the unnatural presence of a rom at a distance of 30 feet.  
  They do not willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as they are within 
  that range.
  Skills: A rom gains a +8 racial bonus to Hide checks in rocky 
  terrain (as noted in the statistics above).
  Treasure
  None—After returning from the dead, the rom are without 
  the desire for possessions.  Being incorporeal is a set back to 
  having personal treasure too.  Any items or coins the rom do 
  come across likely belong to one of their hated racial foes in the 
  mountains (dwarves, humans, etc.) and, as such, are avoided 
  and left as bait to lure in more victims.
  In Your Campaign
  Although they are established as major antagonists here, the 
  rom might just as easily be used as minions for a more powerful 
  undead lord.  When using these monsters, remember that they 
  command a perfect ﬂying maneuverability.  Not only are rom 
  lairs located in the most remote mountain peaks, they should 
  also have no conventional entrances (since they can pass 
  through a thin stone layer without consequence).
  But if you’re not using the backstory as given here, just what 
  can these evil incorporeal giants be up to in your game?  Well, 
  perhaps they were cursed to exist in this form before their 
  natural deaths.  Now the rom want out of these undead forms 
  and to simply rest in peace.  In this case they hire to the PCs 
  to track down a reversal spell for the curse.  The treasures of 
  their former corporeal forms should be payment enough.  But 
  given their evil alignment, can the rom be trusted?  While 
  some genuinely want to rest, others may want to regain living 
  corporeal bodies and plan to adjust the magics the PCs might 
  
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  return with to this end.  All hell breaks loose amongst the rom if 
  this is attempted and the PCs may ﬁnd themselves caught in the 
  middle.
  Persistent Soldier
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +0
  Speed: 20 ft.
  AC: 21 (+5 natural, +4 scale mail, +2 shield), touch 10, ﬂat-
  footed 21
  Base Attack/Grapple: +2/+5
  Attack: Warhammer +6 melee (1d8+3) or javelin +2 ranged 
  (1d6+3)
  Full Attack: Warhammer +6 melee (1d8+3) or javelin +2 
  ranged (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Finishing blow
  Special Qualities: Undead traits
  Saves: Fort +1, Ref +1, Will +4
  Abilities: Str 16, Dex 10, Con —, Int 8, Wis 10, Cha 11
  Skills: Climb +6, Intimidate +5, Jump +6, Listen +3, Ride +3, 
  Search +3, Spot +3
  Feats: Ability Focus (ﬁnishing blow), Weapon Focus 
  (warhammer)
  Environment: Any land
  Organization: Solitary, strike team (2-5), ﬁst (7-12), or 
  company (15-48)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 6-15 HD (Medium)
  Level Adjustment: —
  A humanoid, clearly of warrior status, regards you coldly.  
  Discolored ﬂesh peels from its twisted face and arms.  The 
  soldier’s tarnished warhammer and dented armor show all 
  onlookers that it is no stranger to combat.
  Whether or not their respective units were victorious, persistent 
  soldiers are those inevitable casualties of any war who perished 
  on the battleﬁeld.  It is because of these monsters that visitors 
  to a known battleﬁeld site often speak in hushed reverent tones.  
  For it is said that those who mock the fallen military risk their 
  eternal ire.  Although they can be centuries perished, some wisp 
  of the persistent soldier’s soul still remains tied to his corporeal 
  body.  Accusations against the soldiers, be they in jest or truly 
  malicious, have a chance of rousing that soul to action once 
  again.  The fractured personality and memories call their old 
  body which crawls from the earth in the same condition it was 
  in just moments after it died.
  Persistent soldiers take up the same mission they followed 
  upon their death, whatever that may have been.  If confronted 
  with irrefutable proof of their cause’s futility (or they manage 
  to accomplish their objective), persistent soldiers can be 
  commanded like any other undead.  They serve their new 
  master unwaveringly, only too pleased to be of service to a 
  greater cause.  However, hatred of the living is an unfortunate 
  side effect of the process by which they become animated.  
  Thus, no matter their alignment in life, persistent soldiers are 
  irredeemably evil.
  Combat
  Although they lack conventional intelligence, persistent soldiers 
  rely on whatever martial experience they had in life.  They 
  ﬁght like trained soldiers, be it in close combat or during a 
  coordinated siege.  Most soldiers use whatever armor and 
  weapons they carried in life (the statistics given above are likely 
  for that of a temple guard; GMs are encouraged to change the 
  persistent soldier’s weapon and/or armor to bring the monster 
  more into line with the ﬂavor of his campaign setting).
  Finishing Blow (Su): Any victim with 10 or fewer current hit 
  points who is struck in combat by a persistence soldier must 
  make a DC 14 Fortitude save or take double damage.  This 
  ability does not function against creatures protected by any 
  defensive spell with the good or holy descriptor.
  Treasure
  The treasure a persistent soldier has comes in the form of 
  equipment it either can no longer use as an undead or it no 
  longer remembers how to use.  PCs ﬁnd such items in pristine 
  condition, for although the soldier carries it, he does so out of 
  familiarity and ensures the items remain in static condition.  
  Loose coin and gems are kept in a belt pouch.
  Deep blue spinel (x2) [200 gp each]
  Carved ivory statuette (depicting a king on a throne) [85 gp]
  Masterwork dagger (pommel shaped like a frog head) [302 gp]
  Potion of jump [50 gp]
  63 gp
  In Your Campaign
  Persistent soldiers are yet another look at the classic “fallen-
  soldier-turned-undead” model.  Famous battleﬁelds are the 
  most obvious places to discover and summon these undead 
  monsters but they are by no means the only ones.  Any guard 
  type position makes for good persistent soldier origins—
  caravan guards along a trade road, city watchmen (who may 
  have their own special burial area inside the community’s 
  cemetery), or even more specialized army divisions (engineers, 
  reconnaissance, strike team, etc.).  Determining the speciﬁcs 
  about the persistent soldiers you use aids in determining 
  how many are summoned originally.  Whether you use the 
  blasphemy method given above to raise the soldiers or some 
  other reason, the number of undead you bring into the game 
  should follow the numbers given in the “Organization” statistics 
  above—solitary, strike team (1d4+1), ﬁst (1d6+6), or company 
  (3d12+12).
  A middle to high-magic campaign world likely sees the use 
  of protective magics during battle.  If it suits you, feel free to 
  carry these spells over to the soldiers as if no time had elapsed 
  between their deaths and the point in time they animate.  As a 
  general rule of thumb, have only a 5% chance per soldier for a 
  spell to be active.  To determine what spell is in effect and for 
  what duration, consult the table on the next page.
  
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  for its task is not known; the only certainty being that it is the 
  stuff of powerful magic.  The one commonality that sages 
  have discovered amongst the sites protected is that they all 
  have something to do with famous (or infamous) adventurers.  
  Whatever secrets these places hold are not easily going to be 
  retrieved.
  Combat
  The sacred guardian rises from the earth as soon as it senses 
  an intruder.  Any intruder—even one who stumbles into the 
  graveyard by accident—is considered a foe and is likely to 
  be attacked furiously; however, anyone who immediately 
  attempts to leave while assuring the sacred guardian that it has 
  no intention of harming or stealing from the graves (note the 
  guardian’s +27 Sense Motive bonus) may be allowed to depart 
  safely.
  The sacred guardian’s uses all the attacks available to it, but it 
  cannot speak.  Once the threat is gone, whether killed or driven 
  off, the guardian melds back into the earth, which settles over 
  it undisturbed.  Nothing can cause the guardian to leave its post 
  inside the graveyard or burial site it guards.
  Trample (Ex): Reﬂex DC 36 half.  The save DC is Strength-
  based.
  Earth Meld (Su): The sacred guardian can enter and leave 
  the earth of its graveyard as if by means of the spell meld into 
  stone.  Leaving and entering the ground is a move action.
  Treasure
  Triple standard—The vast amount of treasure in the area a 
  guardian calls home comes from all of the creatures the great 
  cat has slain.  Coins and items are pushed off of graves but that 
  is as far as the guardian will trouble itself with the stuff.
  Fire opal (x7) [900 gp each]
  Red-brown spinel (x8) [120 gp each]
  Boots of striding and springing [5,500 gp]
  +3 dwarven waraxe [18,330 gp]
  Potion of enlarge person [250 gp]
  Potion of resist energy (ﬁre) 10 [300 gp]
  Ring of x-ray vision [25,000 gp]
  Scroll of baleful polymorph (CL 9th) [1,125 gp]
  Scroll of break enchantment (CL 9th) [1,125 gp]
  20,110 gp
  500 pp
  In Your Campaign
  The sacred guardian is not a well known creature.  Those 
  who ﬁght it tend to perish or never speak of it lest it bring a 
  convulsive ﬁt of fear.  Those who successfully parlay without 
  combat don’t speak of it partially out of reverence for the place 
  and partially because they fear the great cat will come for them 
  in their sleep should they utter a word.  There are a couple of 
  ways you can use this cat in your game.
  First, the mere legend of the sacred guardian can be used in a 
  plot.  If an enemy of the party wants to use a burial ground for 
  secret meetings, he can make sure the PCs get to know about 
  the sacred guardian legends ﬁrst.  That way, when they ﬁnd out 
  Roll d6  
  Spell 
   
  Duration Remainiing
  1 
   
  bull’s strength* 
  1d4 min.
   2-4 
   
  bless 
   
  1d4 min.
   5-6 
   
  prayer  
  1d4+1 rounds
  *Unless this soldier’s battalion is well-documented as having 
  numerous spellcasters, the likelihood of a persistent soldier 
  bearing a bull’s strength enhancement is not good.  As always, 
  this is at your discretion.  Perhaps this particular soldier was a 
  company commander and warranted the extra beneﬁt.
  The procedure behind a persistent soldier’s animation is left 
  purposefully vague.  Obviously if all it takes is a little bad 
  mouthing to raise these dead, adventurers everywhere would 
  have their hands full.  If you choose to keep this activation 
  method, feel free to limit the time period in which it is effective.  
  If the soldier perished in the early morning, then only allow his 
  animation as a persistent soldier at the same time of day.
  Sacred Guardian
  Gargantuan Undead
  Hit Dice: 23d12 (149 hp)
  Initiative: +3
  Speed: 40 ft.
  AC: 21 (-4 size, -1 Dex, +16 natural), touch 5, ﬂat-footed 21
  Base Attack/Grapple: +11/+38
  Attack: Bite +22 melee (4d6+15)
  Full Attack: Bite +22 melee (4d6+15) and 2 claws +17 melee 
  (2d8+7)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Trample (2d8+22)
  Special Qualities: Blindsense 30 ft., damage reduction 10/
  magic, darkvision 60 ft., fast healing 5, ground meld, low-light 
  vision, spell resistance 25, +4 turn resistance, undead traits
  Saves: Fort +9, Ref +6, Will +19
  Abilities: Str 40, Dex 9, Con —, Int 11, Wis 18, Cha 6
  Skills: Intimidate +21, Listen +26, Move Silently +22, Sense 
  Motive +27, Spot +21
  Feats: Alertness, Awesome Blow, Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Iron Will, Power 
  Attack
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Triple Standard
  Alignment: Always neutral
  Advancement: 24-46 HD (Gargantuan)
  Level Adjustment: —
  The earth before you opens like a great blooming ﬂower.  But 
  instead of a beautiful bud, from inside rises a giant tiger.  The 
  creature’s skin is almost a translucent white and its eyes glow 
  with a green radiance.  The tiger’s claws click and its powerful 
  tooth-ﬁlled jaw clenches for battle.
  The sacred guardian is a ghostly tiger of great size which 
  keeps eternal watch over very special graveyards and other 
  burial sites.  Whether the guardian is summoned or created 
  
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  about the evil creature’s dealings and move to stop him, he can 
  create an illusory duplicate of the guardian to scare the PCs 
  away.  And, to a lesser degree, keep all common folk away from 
  the area as well.
  Second, perhaps the sacred guardian doesn’t guard the dead 
  at all.  Perhaps really great adventurers are asked to serve on 
  another plane of existence before their deaths.  If they agree to 
  serve the beings that contact them, these unknown creatures 
  help to fake the adventurer’s death, provide an elaborate burial 
  site, and then bring the adventurers out of this world.  To ensure 
  that no one discovers the portal to that other plane which is left 
  in the graveyard or site, the sacred guardian is summoned to 
  duty there.
  Skeleton, Black
  Medium Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +4
  Speed: 40 ft.
  AC: 20 (+4 Dex, +6 natural), touch 14, ﬂat-footed 16
  Base Attack/Grapple: +3/+3
  Attack: Short sword +8 melee (1d6, 19-20/x2 plus 1d3 
  Strength) or claw +7 melee (1d4 plus 1d3 Strength)
  Full Attack: 2 short swords +8 melee (1d6, 19-20/x2 plus 1d3 
  Strength) or 2 claws +8 melee (1d4 plus 1d3 Strength)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Frightful presence, strength damage
  Special Qualities: Damage reduction 10/bludgeoning and good, 
  darkvision 60 ft., +4 turn resistance, undead traits
  Saves: Fort +2, Ref +6, Will +5
  Abilities: Str 11, Dex 19, Con —, Int 13, Wis 10, Cha 14
  Skills: Climb +6, Escape Artist +10, Hide +10, Jump +9, Listen 
  +5, Move Silently +10, Search +7, Spot +6
  Feats: Two-Weapon Fighting, Weapon Finesse, Weapon Focus 
  (short sword)
  Environment: Underground
  Organization: Any
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 7-9 HD (Medium); 10-18 HD (Large)
  Level Adjustment: —
  This creature looks like a skeleton with glistening black bones, 
  seemingly constructed of blackened steel.  Small red pinpoints 
  of light burn in its hollowed eye sockets.
  Black skeletons are intelligent monsters and are not subject to 
  the mindless commands that can be given to such undead as 
  skeletons or zombies.  They have a clear mind, and sometimes 
  go against the commands and wishes of those they serve, if it 
  beneﬁts the black skeleton in question.  Such treachery is rare, 
  however, since the skeletons know that betrayal likely means a 
  quick demise at the hands of spellcasting masters.
  Black skeletons are the remnants of living creatures slain in an 
  area where the ground is soaked with evil.  The bodies of fallen 
  humanoids are contaminated and polluted by such evil and 
  within days after their death, the slain creatures rise as black 
  skeletons, leaving their former lives and bodies behind.  Black 
  skeletons are intelligent and do maintain some memories of 
  their former lives.
  Black skeletons wear any clothes or armor they had in life, 
  and some still carry their gear or weapons (most discard their 
  weapons in favor of two short swords as soon as they can).  
  Black skeletons speak Common and Abyssal.
  Combat
  Black skeletons attack with two short swords in battle with little 
  more than the intention of cutting their foes to pieces.  They are 
  intelligent opponents and will use tactics during battle, often 
  sending several of their number against a foe’s front, while 
  the others move into position to ﬂank their adversaries.  Black 
  skeletons are smart enough to know when the battle is lost and 
  withdraw from combat, though rarely.  Most simply ﬁght to the 
  death, driven by some unseen hatred for the living.
  Frightful Presence (Ex): The mere presence of a black 
  skeleton is unsettling to foes, especially when the skeleton 
  shrieks.  Creatures within 60 feet and with less HD than the 
  black skeleton that hear it must succeed on a Will save (DC 15) 
  or become panicked for 4d6 rounds.  Creatures that successfully 
  save are immune to the frightful presence of the same black 
  skeleton for one day.  The save DC is Charisma-based.
  Strength Damage (Su): Good-aligned creatures hit by a black 
  skeleton (either by a weapon or natural attack) must succeed on 
  a Fortitude save (DC 15) or take 1d3 points of Strength damage.  
  The save DC is Charisma-based.  This effect is a function of the 
  black skeleton itself, not its short swords.
  Feats: Because of the black skeleton’s magical nature, its Two-
  Weapon Fighting feat allows it to attack with both weapons at 
  no penalty.
  Treasure
  Like persistent soldiers, the treasure of black skeletons is found 
  carried by the undead not because of usefulness, but because of 
  an instinctive need to possess a part of their former lives.  Loose 
  coin and gems are kept in a belt pouch.
  Alexandrite [800 gp]
  Moss agate [10 gp]
  Elixir of love [150 gp]
  Feather token, fan [200 gp]
  400 gp
  4 pp
  In Your Campaign
  The efﬁcient, if bland, explanation of the black skeleton’s 
  origins above leaves little room for expansion.  Monsters 
  become far more intriguing with good backstories.  Let’s 
  explore some possibilities you can mull before introducing 
  these undead into your game.
  • Black skeletons are patterned after the evil dark elves because 
  of that race’s distinctive two-handed ﬁghting style (not to 
  mention the black bones).  But when drow society becomes 
  
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  aware of these undead, will they see the monsters as ﬂattery, 
  insult, or the source of a myth that should be propagated?
  • Shock troops of a deity of fear and/or darkness, black 
  skeletons are forbidden to be created by any but this deity’s 
  clergy.  Sometimes a “face” is needed for a religion to be 
  properly noticed and such monsters make for the perfect 
  identiﬁer.
  • After a ﬁghter wielding two blades fell in battle, an 
  enterprising necromancer attempted to add the ﬁghter to 
  his undead force.  But the necromancy became somehow 
  contaminated and the fallen ﬁghter rose as a free-willed 
  skeleton, its bones blackened by the evil which birthed it.  
  The two-handed ﬁghting style was retained and passed to all 
  victims of this original black skeleton.  For this backstory, those 
  humanoids slain by a black skeleton become black skeletons 
  themselves within 1d4 days unless their corpses are burned.
  • In numerous prophecies, the End Times are heralded by the 
  appearance of “coal black bones wielding the twin blades 
  of pestilence and fear.”  When a planar portal opens not far 
  from a major city and pours forth dozens of black skeletons 
  at irregular intervals, could prophecy be coming true?  More 
  likely it is just a plot by a necromancer using the prophecies and 
  black skeletons to his advantage.  But using the skeletons as 
  harbingers of Armageddon makes for a more arresting hook!
  Soulless One
  Medium Undead (Incorporeal)
  Hit Dice: 12d12 (78 hp)
  Initiative: +5
  Speed: 30 ft., ﬂy 50 ft. (perfect)
  AC: 17 (+1 Dex, +6 deﬂection), touch 17, ﬂat-footed 16
  Base Attack/Grapple: +6/—
  Attack: Incorporeal touch +8 melee (2d6 cold plus 
  hypothermia)
  Full Attack: Incorporeal touch +8 melee (2d6 cold plus 
  hypothermia)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Hypothermia, death gaze
  Special Qualities: Frigid aura, unholy aura, unhallowed 
  presence, darkvision 60 ft., immunity to cold, incorporeal traits, 
  undead traits, +4 turn resistance
  Saves: Fort +8, Ref +11, Will +16
  Abilities: Str —, Dex 12, Con —, Int 17, Wis 14, Cha 15
  Skills: Bluff +15, Hide +14, Intimidate +18, Listen +15, Perfect 
  Recall +16, Search +16, Sense Motive +15, Spot +15
  Feats: Fearful Advantage, Improved Initiative, Iron Will, 
  Lightning Reﬂexes, Weapon Focus (incorporeal touch)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 13
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 13-18 HD (Medium)
  Level Adjustment: —
  This eerie form is like living shadows cloaked in tattered scarlet 
  shrouds.  Flashing eyes highlight an otherwise dark face with 
  indistinguishable features.
  Soulless ones are powerful undead spirits driven by lament and 
  hatred of the living.  They are surrounded by bitterly-chilling 
  auras, but generate no frost or other visual manifestations of 
  cold.  They move slowly and gracefully, passing conﬁdently 
  through objects and touching their ﬁngertips to their enemies.
  Soulless ones are the products of unbearable lament, the spirits 
  of stillborn children who were taken by darkness.  These spirits 
  are raised by evil entities, learning to hate the living and grant 
  strength to undead.  They search for other spirits to capture, and 
  protect the interests of the dead.  Some act as elite agents of the 
  beings who raised them, sent to slay hunters of undead, retrieve 
  artifacts of evil power, or otherwise fulﬁll dangerous tasks.  
  Soulless ones speak no languages.
  Combat
  A soulless one rarely needs to enter melee, slaying opponents 
  with its gaze before they have a chance to engage it.  When 
  forced into a genuine ﬁght, a soulless one relies on its auras 
  to weaken or kill its foes, but can only rarely inﬂict serious 
  damage with its touch attack.  Therefore, a soulless one who 
  ﬁghts powerful opponents will usually retreat and gather undead 
  allies before ﬁghting again.
  Hypothermia (Ex): A creature who takes damage from a 
  soulless ones touch attack must succeed on a DC 18 Fortitude 
  save or suffer the effects of hypothermia.  Treat the creature as 
  fatigued.  The penalties end when the creature is healed of all 
  cold damage caused by the soulless one (including damage from 
  its frigid aura, and damage taken after the creature succumbs to 
  hypothermia).  The save DC is Charisma-based.
  Death Gaze (Su): Death, 30 feet, Fortitude DC 18 negates.  The 
  save DC is Charisma-based.
  Frigid Aura (Ex): A soulless one constantly radiates a ﬁeld of 
  extreme cold in a 25-ft. radius.  Each round a creature is within 
  this area, it must succeed on a DC 18 Fortitude save or suffer 
  1d6 points of cold damage.  The save DC is Charisma-based.
  Unholy Aura (Su): Evil creatures within a 25-ft. radius of a 
  soulless one (including the soulless one itself) are protected 
  by the effects of an unholy aura spell (caster level 15th).  The 
  deﬂection and resistance bonuses from the aura are calculated 
  into the soulless one’s statistics.  The unholy aura can be 
  dispelled, but the soulless one can create it again on its next turn 
  as a free action.
  Unhallowed Presence (Su): A soulless one exudes an unholy 
  effect similar to that of an unhallow spell.  Within 25 feet of 
  the soulless one, all turning checks to turn undead suffer a -4 
  profane penalty and turning checks to rebuke undead gain a 
  +4 profane bonus.  This is in addition to the soulless one’s turn 
  resistance.
  
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  Treasure
  None—Soulless ones are less likely to have treasure around it 
  than most encountered undead.  If the soulless one has a habit of 
  staying in one place, then the corpses that litter its lair might be 
  sources of treasure.  
  In Your Campaign
  Some undead are powerful, others are creepy, and then there 
  are those like the soulless ones that cover both categories.  This 
  monster is guaranteed to throw fear into the hearts of players 
  and characters alike if used under the right conditions.  These 
  undead need an appropriately spooky place to hang out in order 
  to do so.  You should feel free to turn the lights down low for an 
  adventure featuring a soulless one.  And while they don’t speak 
  languages (which in itself can be creepy), it might serve the 
  fear factor more if they had some kind of shared noise.  If you 
  hunker down behind the GM’s screen and whisper something 
  like, “Shanasss” as the soulless one manifests (or attacks), it can 
  give you that extra fear-inspiring mile.
  The origins of the soulless one lie with a young woman who 
  once carried the child of a purportedly-celibate priest.  Angry 
  that his sin might be exposed to his superiors, the priest attacked 
  and nearly killed the young woman.  Days later, she gave 
  premature birth to a stillborn child, who was taken by the “Dark 
  Ones” to become the very ﬁrst soulless one.  Every hundred 
  years, it returns to the material plane and slays three of the 
  same priest’s clergy in a random temple over the course of three 
  nights.
  The Dark Ones can be whatever you want them to be—
  extraplanar baddies, an undead deity (and its secretive cult), or 
  even other undead like liches.  This sinister group takes in not 
  only stillborn children but other wayward souls in their efforts 
  to produce powerfully evil undead minions.  Whether left on 
  their own (like the soulless ones) or given speciﬁc missions, 
  these products of the Dark Ones’ power are still susceptible to 
  being recalled to their master’s side at a moment’s notice.
  New Skill
  Perfect Recall (Int)
  For creatures that live thousands of years, it is essential that 
  they learn how to remember things clearly, and how to sort 
  through a lifetime of memories.
  Check: A creature can make a Perfect Recall check to 
  remember an event from long ago in vivid detail, with 
  incredible accuracy.
  Remember an Event From… 
   
  DC
  1 year ago 
   
   
   
  10
  4 years ago 
   
   
   
  15
  20 years ago 
   
   
   
  20
  100 years ago 
   
   
   
  25
  500 years ago 
   
   
   
  30
  2500 years 
   
   
   
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  The importance of the memory can make or harder to recall.
  Perfect Recall Importance 
   
   
           
  DC
  Trivial; the food at a particular, but uneventful breakfast    
  +10
  Minor; the name of an acquaintance or co-worker 
           +5
  Somewhat; the name of a casual friend
   or the layout of a previous home  
   
            +0
  Very; the name of a lover or a close friend, 
  or the circumstances of a life-altering battle  
             -5
  Extreme; the exact words of a mortal enemy’s
  dying curse, or the hiding place of an artifact 
   
           
  -10
  Action: Usually none.  Like Knowledge checks, 
  remembering doesn’t take an action
  Try Again: Not for one month, unless the creature is 
  presented with something to remind it of the memory.
  New Feat
  Fearful Advantage
  The creature knows how to take advantage of an opponent’s 
  fear in combat.
  Prerequisites: Base attack bonus +4 or higher, Intimidate (4 
  ranks)
  Beneﬁt: The creature gains a +3 circumstance bonus on 
  attack rolls against opponents who are shaken, frightened, or 
  panicked.
  
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  Spellgorged Zombie (Template)
  It is the ultimate humiliation for a spellcaster to be reduced 
  to a mindless, rotting husk used only to store the spells of a 
  rival.  Created with the use of a create greater undead spell, a 
  spellgorged zombie is a programmed being, which appears much 
  like a normal zombie.  It must be made from a corpse that was 
  in life an arcane or divine spellcaster.  Spellgorged zombies may 
  be used to store spells much like a ring of spell storing with the 
  notable exception that they may be programmed to exhaust those 
  spells by the spellcaster through a series of commands.
  Creating a Spellgorged Zombie
  “Spellgorged Zombie” is an acquired template that can be 
  added to any character capable of casting arcane or divine spells 
  (hereafter referred to as the “base creature”).  It uses all the base 
  creature’s statistics and special abilities except as noted here.
  Size and Type: The base creature’s type changes to undead.  It 
  retains any elemental type modiﬁers (such as Fire or Aquatic), 
  but loses any alignment or racial type modiﬁers.  It does not gain 
  the “Augmented” subtype.  Size is unchanged.
  Hit Dice: Increase all current and future HD to d12s.
  Speed: If the base creature can ﬂy, reduce its maneuverability to 
  clumsy.
  Armor Class: A spellgorged zombie has a +2 natural armor 
  bonus or the base creature’s natural armor bonus, whichever is 
  higher.
  Base Attack: A spellgorged zombie has a base attack bonus 
  equal to one-half its HD.
  Attack: The spellgorged zombie retains all the natural attacks 
  and weapon proﬁciencies of the base creature.  A spellgorged 
  zombie also gains a slam attack if it did not already have one.  
  Recalculate the base creature’s attack bonus on its new type and 
  ability scores.
  Damage: A slam attack deals damage depending on the 
  spellgorged’s size.  Creatures with natural attacks retain their old 
  damage rating or use the values below, whichever is higher.
  Size
  Slam Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  Special Attacks: A spellgorged zombie loses all the special 
  attacks of the base creature and gains spell storing:
  Spell Storing (Su): A spellgorged zombie can store any spells 
  cast into its mouth as if it were a ring of spell storing.  The 
  spellgorged zombie can store a number of spell levels equal to 
  its Hit Dice.  Each spell has a caster level equal to that of the 
  spellcaster that placed the spell in the spellgorged.  The save 
  DC for any spell stored in a spellgorged zombie is determined 
  using the ability scores of the spellcaster who placed the spell.
  The spellgorged zombie need not provide ay material 
  components or foci, or pay an XP cost to cast the spell, and 
  there is no arcane spell failure chance for wearing armor 
  (since the spellgorged zombie need not gesture).  When 
  the spellcaster stores the spells in the spellgorged zombie, 
  however, he must use all required components for the spell.
  For randomly generated spellgorged zombies, treat the 
  spellgorged zombie as a scroll to determine what spells are 
  stored in it.  If you roll a spell that would put the spellgorged 
  over its spell level limit, ignore that roll; the spellgorged has 
  no more spells in it.  (Not every spellgorged need be fully 
  charged.)A spellcaster can cast any spells into the spellgorged, 
  so long as the total spell levels do not equal more than the 
  spellgorged zombie’s Hit Dice.  Any excess spells or spell 
  levels are lost.
  Special Qualities: A spellgorged zombie loses all the special 
  qualities of the base creature and gains the undead type.
  Abilities: Modify from the base creature as follows: Str 
  +2, Dex -2.  Being undead the spellgorged zombie has no 
  Constitution score.  Being a zombie, it has no Intelligence.
  Skills: The spellgorged zombie loses all skills.
  Feats: A spellgorged zombie loses all feats and gains 
  Toughness.
  Environment: Any.
  Organization: Any.
  Challenge Rating: The spellgorged zombie’s CR depends on 
  its HD as follows:
  Hit Dice
  Challenge Rating
  1
  1/2
  2
  1
  3-4
  2
  5-6
  3
  7-11
  4
  12-14
  5
  15-17
  6
  18-20
  7
  
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  Treasure: None.
  Alignment: Always neutral.
  Advancement: None.
  Sample Spellgorged Zombie
  This sample uses a 5th-level wizard as the base creature.
  Spellgorged Zombie
  Medium Undead
  Hit Dice: 5d12 (35 hp)
  Initiative: +1
  Speed: 30 ft.
  AC: 13 (+1 Dex, +2 natural), touch 11, ﬂat-footed 12
  Base Attack/Grapple: +2/+3
  Attack: Slam +3 melee (1d6+1)
  Full Attack: Slam +3 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell storing (5 total levels)
  Special Qualities: Darkvision 60 ft., undead traits
  Saves: Fort +1, Ref +2, Will +5
  Abilities: Str 12, Dex 12, Con —, Int —, Wis 12, Cha 8
  Feats: Toughness (B)
  Environment: Any
  Organization: Solitary, gang (2-5), squad (6-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  This humanoid has rotting skin and tattered clothes hanging 
  from its desiccated form.  A faint blue glow plays inside the 
  creature’s otherwise dead eye sockets, suggesting hidden power.
  This spellgorged zombie was slain by a more powerful rival 
  for some blackmail the former caster threatened to employ.  
  In retribution, the wizard decided to use the slain caster as a 
  spellgorged guardian.  
  Dubbed “Knick-Knack” by the evil caster, this spellgorged stays 
  inside the wizard’s tower in deep in the forest.  The zombie’s 
  sad duty is to guard now the wizard’s laboratory or treasure 
  room, but to guard his kitchen.  The wizard is certain that on 
  some level, the former caster is in eternal torment.
  Combat
  Knick-Knack has the following spells at his disposal (caster 
  level 7th; DC 13 + spell level): acid arrow, cause fear, magic 
  missile, sleep.  The spellgorged zombie is instructed to try and 
  subdue intruders with a sleep spell.  Failing that, it casts cause 
  fear and follows up with slam attacks.  Its ranged magic is 
  saved for ﬂeeing opponents or those who are otherwise too far 
  to reach with melee attacks.
  Treasure
  None—Whatever treasure this former spellcaster had was taken 
  by the caster that animated it.
  In Your Campaign
  It is a little known fact that a spellgorged zombie can be useful 
  even after defeated.  Assuming it still had spells within it when 
  beaten, its arm, leg, or head (if whole) can be used as a wand 
  to trigger the magic left inside.  This means that any spellcaster 
  with a spell remaining that is also on his class lists can activate 
  the spell using one of these zombie parts.  A rogue can also use 
  the Use Magic Device skill to activate the “wand” (DC 20) if he 
  knows there is a spell (or spells) in there.  The magic remains 
  stored within the spellgorged zombie until used.
  Alternatively, the creator of a spellgorged zombie can implant 
  a hidden command which causes unused spells to detonate if 
  the spellgorged is slain.  This requires an extra 200 gp worth of 
  components per spellgorged HD (so the example above would 
  require an extra 1,000 gp upon creation).  This special attack 
  does not raise the spellgorged zombie’s CR.  It reads like this:
  Death Throes (Ex): When the spell-gorged zombie is reduced 
  to 0 hit points or below, it explodes, sending destabilized spell 
  energies in a 20-ft.-radius.  All creatures within the area of 
  effect must succeed a Reﬂex save (DC equals 10 + one-half 
  spellgorged’s Hit Dice + Cha modiﬁer, if positive) to halve the 
  damage or take 1d6 points of damage per spell level detonated.
  For example, if the above spellgorged zombie had already cast 
  sleep and cause fear before being slain, then acid arrow and 
  magic missile would be included in the death throes (Reﬂex DC 
  12 halves; 3d6 damage).
  
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  Spirit of Hate
  Medium Undead (Incorporeal)
  Hit Dice: 9d12 (58 hp)
  Initiative: +7
  Speed: Fly 60 ft. (good)
  AC: 17 (+3 Dex, +4 deﬂection), touch 17, ﬂat-footed 14
  Base Attack/Grapple: +4/—
  Attack: Incorporeal touch +7 melee (1d8 cold plus 1d6 
  Charisma drain)
  Full Attack: Incorporeal touch +7 melee (1d8 cold plus 1d6 
  Charisma drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Charisma drain, hateful gaze
  Special Qualities: Darkvision 60 ft., incorporeal traits, low-
  light vision, +2 turn resistance, undead traits
  Saves: Fort +3, Ref +6, Will +7
  Abilities: Str —, Dex 17, Con —, Int 14, Wis 12, Cha 18
  Skills: Hide +15, Intimidate +16, Listen +13, Search +14, Sense 
  Motive +13, Spot +13
  Feats: Blind-Fight, Combat Expertise, Flyby Attack, Improved 
  Initiative
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 10-18 HD (Medium)
  Level Adjustment: —
  Softly illuminated with white radiance, this humanoid is at 
  once beautiful and terrifying.  The creature’s face is hazy and 
  indistinct but its piercing eyes are a deﬁned blue.
  Creatures that are slain just before a pleasingly anticipated 
  event return to this plane within 1d4 days as a spirit of hate.  
  Hatred for all living beings is customary but a special hatred is 
  reserved for those creatures that are obviously happy.  There are 
  just as many females as there are males that become spirits of 
  hate although a victim cannot tell which sex he might be facing 
  because a spirit’s features are hidden within the fuzzy radiance 
  of its energy.  The spirit knows all languages it knew while 
  living but rarely speaks.  When it does speak, its voice is always 
  accompanied by a high-pitched whine.
  In elven mythology, spirits of hate (or “pec’zaah” in the Elven 
  tongue) originated in the time just after the split between surface 
  and dark elves.  After centuries of discontent, those elves who 
  would become the black-skinned menaces of today ﬁnally broke 
  tradition with their surface cousins in an organized protest (the 
  speciﬁcs are not known to non-elves).  When it seemed these 
  elves were lost to the darkness, a few dozen of their number 
  returned to the forest as part of a ruse.  When their surface 
  brothers emerged from their protected community to welcome 
  them home, the dark elves turned on them in a bloody massacre.  
  The deaths of so many elves ﬁlled with glad tidings of their 
  fellows’ return supposedly gave birth to the ﬁrst sprits of hate.  
  There may indeed be some truth to this legend because drow 
  elves are documented as attacking these spirits on sight.
  Combat
  A spirit of hate often chooses a particular individual or a couple 
  to be the object of its malicious attention.  It then shadows its 
  targets, waiting for the best moment to strike.  When possible, 
  it traps the lovers together, using its hateful gaze to drive them 
  to destroy one another.  Alternatively, the spirit of hate may 
  employ its gaze against only one of the couple, perhaps even 
  retreating from its victim to fool it into believing that the spirit 
  has been defeated.  The victim then “escapes” and returns to the 
  lover—whom he or she now sees as a deadly enemy.  The spirit 
  of hate then uses its deadly incorporeal touch attack to ﬁnish the 
  heartbroken victim.
  Charisma Drain (Su): Living creatures hit by a spirit of hate’s 
  incorporeal touch attack must succeed a DC 18 Fortitude 
  save or take 1d6 points of Charisma damage.  The save DC 
  is Charisma-based.  Those reduced to Charisma 0 by a spirit 
  of hate’s touch have become so loathsome and repulsive to 
  themselves that they retreat into a comatose state and are no 
  longer aware of themselves or their environment.  In this state, 
  the creature loses 2d10 hit points per day until it perishes.
  Hateful Gaze (Su): Gaze, 30 feet, Will DC 18 negates (caster 
  level 9th).  The save DC is Charisma-based.  A character that 
  fails her save against the spirit of hate’s hateful gaze believes 
  that her closest friend or lover is a hated enemy.  She seeks at 
  once to kill the “enemy,” using the most efﬁcacious means at 
  her disposal.  The effect lasts 2d6 hours, or until the spirit of 
  hate is destroyed.  The effect of the hateful gaze can be removed 
  with a successful dispel magic or remove curse.
  Treasure
  None—Robbing creatures of their happiness is the only treasure 
  a spirit of hate is interested in.
  In Your Campaign
  The spirit of hate can spontaneously emerge from a person 
  who was wrongly slain in sight of her would-be rescuers.  The 
  energy of an anticipated rescue becomes the force for undying 
  revenge as the spirit of hate then shadows the failed rescuers 
  until their deaths.  When a villain of the PCs just cannot seem to 
  slay them, he might set up a situation where a person is killed at 
  the moment before the party rescues him.  The resulting spirit of 
  hate might just be able to succeed where the villain failed and 
  he will have lost nothing in the attempt.
  
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  Tavern Prowler
  Small Undead (Incorporeal)
  Hit Dice: 4d12 (26 hp)
  Initiative: -1
  Speed: 30 ft.
  AC: 11 (+1 size, -1 Dex, +1 deﬂection), touch 11, ﬂat-footed 11
  Base Attack/Grapple: +1/-4
  Attack: 1d6 thrown objects +1 ranged (1d4 per object) or 1 
  thrown object +1 ranged (3d4)
  Full Attack: 1d6 thrown objects +1 ranged (1d4 per object) or 
  1 thrown object +1 ranged (3d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy drain
  Special Qualities: Damage reduction 5/magic, spell resistance 
  12, darkvision 60 ft., incorporeal traits, undead traits
  Saves: Fort +1, Ref +2, Will +3
  Abilities: Str 9, Dex 9, Con —, Int 8, Wis 9, Cha 9
  Skills: Climb +4, Hide +9, Listen +6, Spot +6
  Feats: Alertness, Lightning Reﬂexes
  Environment: Any land (taverns)
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-8 HD (Small); 9-12 HD (Medium)
  Level Adjustment: —
  This creature appears as a faintly glowing humanoid.  It wears 
  the unkempt clothing of a commoner and its eyes ﬂash with a 
  white radiance as loose items ﬂy off the bar counter.
  All adventurers see the barﬂies that inhabit every location of 
  drunkenness and revelry in each community.  Some of these 
  wretched drunkards were former adventurers themselves.  But 
  too many waste their lives away on the barstool, waiting for 
  some kind of emotional pain to dissipate or for good paying 
  work to materialize out of thin air.  It is no surprise that these 
  men (and some women) die either inside or on their way 
  to/from the tavern.  These are the souls that become tavern 
  prowlers.
  Having no goals in its living existence, the tavern prowler ﬁnds 
  one in undeath.  A spirit returns to the same tavern it frequented 
  one month to the day after its death.  The people inside the bar 
  experience a sudden chill when the tavern door blows open 
  mysteriously even though there may have been no wind outside.  
  This is the only physical manifestation to clue patrons in on 
  what has happened.  For the rest of its existence, the prowler 
  remains inside the tavern, feeding off the lives it never had 
  during the long nights.
  Combat
  If a tavern prowler is attacked, it can hurl the objects in a 
  room at its attacker in a typically drunken ﬁt of anger.  A 
  tavern prowler can, with the sheer force of its anger, hurl 1d6 
  objects weighing up to 5 pounds (1d4 damage) each per round 
  without penalty, or one object that weighs up to 30 pounds (3d4 
  damage).
  Energy Drain (Su): Tavern prowlers draw energy from 
  sleeping mortals over the course of an entire night.  To drain 
  a victim successfully, the prowler must be in “contact” with 
  a victim’s sleeping form for a minimum of six hours.  During 
  this time, the victim is wracked by terrible nightmares and may 
  wake up with a successful DC 11 Will save.  If the victim wakes 
  up, the tavern prowler’s drain attempt fails and it ﬂees the room.  
  If the life drain is successful, the victim pays a steep price, 
  suffering 1d2 negative levels, and he ages ﬁve years, appearing 
  older with drawn skin and graying hair.  Removing a negative 
  level requires a successful DC 11 Fortitude save.
  Treasure
  None—As an incorporeal being, the tavern prowler has no 
  treasure; and even if it did, that would have gone toward buying 
  a pint of ale long ago.
  In Your Campaign
  For the most part an innocuous monster, the tavern prowler can 
  still make for an interesting detail in the party’s favorite tavern.  
  For whatever reason, the same powers which gave the prowler 
  life also gave it a purpose—protect its former home.  If the 
  tavern comes under attack or is in danger of being destroyed 
  by a ﬁght, the prowler instinctively intervenes to stave off the 
  destruction.  PCs getting into a bar ﬁght might ﬁnd themselves 
  on the receiving end of a tavern prowler attack.  Most assuredly, 
  they become the target of its energy drain once they retired to 
  upstairs quarters.
  In some taverns, the prowler is a known entity, celebrated for 
  his eternal vigilance in guarding the establishment.  A prowler 
  can easily be the subject a bard’s tale or perhaps a plot hook 
  when knowledge of a past incident is required.  The incident 
  took place in the bar room during the prowler’s living tenure 
  and the party must somehow convince it to give up that 
  knowledge.  Locating the tavern prowler can be as easy as 
  asking for it aloud to following the faintest smell of ale into the 
  tavern’s cellar.
  
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  Constitution damage each round the pin is maintained.  For 
  every Constitution point drained, the terkow heals itself 5 hit 
  points, up to its normal maximum.
  Create Spawn (Ex): Any creature reduced to a 0 Constitution 
  score by the terkow’s blood draining attack and then skinned 
  by the creature returns as a true zombie if it had 4 or fewer HD, 
  and a terkow if it had 5 or more HD.  In either case, the new 
  zombie or terkow is under command of the terkow that created 
  it and remains enslaved until its master’s death.
  Special Qualities: A terkow retains all the special qualities of 
  the base creature and gains those described below.
  Blood Loss (Ex): A terkow continually oozes blood.  This causes 
  it to lose hit points at the rate of 2 per day.  Terkow do not heal 
  naturally; they can only restore lost hit points by draining blood 
  or through negative energies designed to heal the undead.
  Damage Reduction (Su): Terkow have damage reduction 15/
  magic.
  Energy Resistance (Ex): A terkow has acid, cold, and electricity 
  energy resistance 20.
  Spell Resistance (Ex): Terkow have spell resistance equal to 10 
  + 1/2 their Hit Dice.
  Skin Flay (Ex): After a terkow drains a humanoid victim of 
  blood, it ﬂays off the victim’s skin and wears it to replace its 
  own (provided the terkow and the victim are of the same race).  
  This provides it with several beneﬁts:
  • Wearing a skin allows the creature to disguise itself as its 
  victim, adding an additional +10 circumstance bonus to its 
  Disguise checks.
  • The skin reduces the rate of the creature’s blood loss to 1 
  hp per day instead of 2 hp per day.
  • The skin helps to absorb incoming damage, causing the 
  creature to take half damage from weapons.  This reduction 
  is not cumulative with damage reduction—apply either the 
  DR or the half damage, whichever results in less damage.  
  The skin can only absorb an amount of damage equal to half 
  the (uninjured) hit points of the original victim, at which 
  point the skin sloughs off, revealing the monster beneath.  
  Damage reduced due to the creature’s DR is not subtracted 
  from the skin.
  Turn Resistance (Ex): A terkow is treated as if 6 Hit Dice higher 
  when subjected to turning or rebuking attempts.
  Vulnerable to Salt Water (Ex): Terkow suffer agonizing pain 
  and take 20d6 points of damage per round of total immersion in 
  salt water.  Smaller quantities of salt water inﬂict 1d6 points of 
  damage per round of contact with the creature (no save).
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and 
  Will +1/2 HD + 2.
  Terkow (Template)
  Terkow are jungle vampires.  They appear as skinless humans, 
  and are also known as “skinwalkers,” “skinchangers,” 
  “skinshifters,” and a variety of other related names.  As skinless 
  creatures, terkow are constantly losing blood and must suck the 
  blood from living beings to replenish their supply.
  Though weaker than vampires in many ways, a terkow’s ability 
  to operate under direct sunlight and disguise itself by wearing 
  the skins of its victims makes it a very dangerous opponent.
  Creating a Terkow
  “Terkow” is a template that can be added to any humanoid 
  creature (referred to hereafter as the base creature).  The terkow 
  uses all the base creature’s statistics and special abilities except 
  as noted here.
  Size and Type: The creature’s type changes to undead 
  (augmented humanoid or monstrous humanoid).  Do not 
  recalculate base attack bonus, saves, or skill points.  Size is 
  unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: Same as the base creature.  If the base creature has a 
  swim speed, the terkow retains the ability to swim, and is not 
  vulnerable to destruction from immersion in salt water (see 
  below).
  Armor Class: The base creature’s natural armor improves by 
  +4.
  Attacks: A terkow retains all the attacks of the base creature 
  and also gains a claw attack if it didn’t already have one.  A 
  creature with natural weapons retains those natural weapons.
  Damage: Terkow have dual claw attacks. If the base creature 
  does not have this attack form, use the appropriate damage 
  value from the table below according to the terkow’s size. 
  Creatures that have other kinds of natural weapons retain their 
  old damage values or use the appropriate value from the table 
  below, whichever is better.
  Terkow Claw Damage
   
  Size 
   
   
   
  Damage
   
  Small 
   
   
   
  1d4
   
  Medium  
   
   
  1d6
   
  Large 
   
   
   
  1d8
  Special Attacks: Same as the base creature, plus the following.  
  Saves have a DC of 10 + 1/2 terkow’s HD + terkow’s Cha 
  modiﬁer unless noted otherwise.
  Improved Grab (Ex): To use this ability, the terkow must hit 
  with a claw attack.  If it gets a hold, it can drain blood; see 
  below.
  Blood Drain (Ex): The terkow can suck blood from a living 
  victim with its fangs by making a successful grapple check.  If 
  it pins the foe, it drains blood, inﬂicting 1d6 points of temporary 
  
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  Abilities: Adjust from the base creature as follows: Str +4, Dex 
  +4, Int +4, Wis +4, Cha +4.  Being undead, terkow have no 
  Constitution score.
  Skills: Terkow gain a +4 racial bonus to Bluff, Climb, Disguise, 
  Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, 
  and Spot checks.  Otherwise as base creature.
  Feats: Terkow gain Alertness, Combat Reﬂexes, Dodge, 
  Improved Initiative, and Lightning Reﬂexes, assuming the base 
  creature meets the prerequisites and doesn’t already have these 
  feats.
  Environment: Any land or underground.
  Organization: Solitary, pair, gang (2-5), or troupe (1-2 plus 2-5 
  true zombies).
  Challenge Rating: Same as base creature +2.
  Treasure: Double standard.
  Alignment: Always chaotic evil.
  Advancement: By character class.
  Level Adjustment: Same as the base creature +8.
  Terkow Characters
  Terkow are always chaotic evil, which causes characters of 
  certain classes to lose their class abilities.  In addition, certain 
  classes suffer additional penalties.
  Clerics: Terkow clerics lose their ability to turn undead but gain 
  the ability to rebuke undead. This ability does not affect the 
  terkow’s controller or any other terkow that a master controls. 
  A terkow cleric has access to two of the following domains: 
  Chaos, Destruction, Evil, or Trickery.
  Sorcerers and Wizards: Terkow sorcerers and wizards retain 
  their class abilities, but if a character has a familiar, the link 
  between them is broken and the familiar shuns its former 
  companion.
  Sample Terkow
  This example uses a human 4th-level sorcerer as the base 
  creature.
  Terkow, 4th-Level Sorcerer
  Medium Undead (Augmented Humanoid)
  Hit Dice: 4d12+3 (29 hp)
  Initiative: +4
  Speed: 30 ft.
  AC: 17 (+2 Dex, +4 natural, +1 ring), touch 13, ﬂat-footed 15
  Base Attack/Grapple: +2/+4
  Attack: Claw +4 melee (1d6+3)
  Full Attack: 2 claws +4 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, blood brain, create spawn, 
  spells
  Special Qualities: Blood loss, damage reduction 15/magic, 
  darkvision 60 ft., acid, cold, and electricity resistance 20, SR 
  12, skin ﬂay, +6 turn resistance, salt water vulnerability, undead 
  traits
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 14, Dex 14, Con —, Int 18, Wis 14, Cha 22
  Skills: Bluff +10, Climb +6, Concentration +7, Disguise +10, 
  Hide +6, Intimidate +10, Knowledge (arcana) +11, Listen +9, 
  Move Silently +6, Search +10, Sense Motive +6, Spellcraft +11, 
  Spot +9
  Feats: Alertness, Combat Reﬂexes, Dodge, Improved Initiative, 
  Lightning Reﬂexes, Scribe Scroll, Toughness
  Environment: Any
  Organization: Solitary or squad (3-5)
  Challenge Rating: 6
  Treasure: None
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +8
  A skinless humanoid with great claws leers menacingly at you.  
  It licks bloody lips in hungry anticipation of your death.  The 
  presence of a pouch and equipment informs you that there is 
  more to this monster than an ugly disposition.
  This terkow sorcerer was just beginning a promising career in 
  the arcane academy before an expedition to the southern jungles 
  turned his life into unlife.  A terkow slaughtered the spellcaster’s 
  companions before feeding on him last.  The terkow has long 
  since been freed of its master’s control and slowly continues to 
  learn sorcery—if only to defeat creatures more easily in order to 
  harvest more skin.
  Combat
  The terkow sorcerer uses invisibility to enter a community and 
  then abduct a merchant or other humanoid who sees many 
  people in the course of a day.  The terkow learns what it can 
  shadowing the target before abducting and draining him.  The 
  resulting undead minion is kept nearby in a safe location until 
  needed (or the terkow leaves the community).  In its new post, 
  the terkow sorcerer masquerades as the victim, biding its time 
  until it is convenient to take another victim for blood draining.  
  As many as a dozen targets can be drained in a large city before 
  anyone suspects it of the crimes.
  
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  When engaged in melee, the terkow uses its claws to rend 
  enemies while they attempt to penetrate its appreciable 
  defensive qualities.  For ranged targets, magic missile is the 
  standard attack form.  If it needs to retreats, the terkow ﬁrst 
  attempts to sleep its foes.  Failing that, it either ﬂees invisibly or 
  takes a hostage for a more orderly withdrawal (the latter if there 
  are not more than ﬁve foes present).
  Spells Known: (Spells per Day: 6/8/5; DC 16 + spell level): 
  0—arcane mark, detect magic, light, mending, read magic, 
  resistance; 1st—mage armor, shocking grasp, sleep; 2nd—
  invisibility
  Treasure
  Double standard—The terkow has discarded the weapons it 
  used in life in favor of its new claws.  Replacement equipment 
  comes in the form of magic items and coin/gems: 
  shoulder bag [1 gp]
  ring of protection +1 [2,000 gp]
  scroll of identify (x2) [125 gp each]
  scroll of misdirection (CL 3rd) [150 gp]
  scroll of silence (CL 3rd) [200 gp]
  scroll of undetectable alignment [50 gp]
  wand of magic missile (CL 3rd) (23 charges) [1,035 gp]
  citrine gems (x3) [50 gp each]
  20 sp
  162 gp
  In Your Campaign
  Although a terkow normally discards its weapons in favor of 
  its claws, this does not necessarily have to hold true for all of 
  them.  Besides the spellcasting terkow, you can inject some 
  variety by allowing the warrior classes (barbarians, ﬁghters, 
  paladins, or rangers) a chance to retain the desire for a weapon.  
  Roll a 10% chance for every 2 HD the character has to see if it 
  keeps its primary melee weapon (thus a 6th-level ﬁghter would 
  have a 30% chance).
  Thanatos, Large
  Large Undead (Aquatic)
  Hit Dice: 10d12 (65 hp)
  Initiative: -1
  Speed: Swim 40 ft.
  AC: 16 (-1 size, -1 Dex, +8 natural), touch 8, ﬂat-footed 16
  Base Attack/Grapple: +5/+16
  Attack: Bite +12 melee (2d6+7 plus energy drain)
  Full Attack: Bite +12 melee (2d6+7 plus energy drain)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Energy drain, improved grab, shallow whole
  Special Qualities: Blindsense, damage reduction 5/magic, 
  darkvision 60 ft., fast healing 3, keen scent, immunity to 
  cold and electricity, low-light vision, undead traits, vile 
  luminescence
  Saves: Fort +3, Ref +2, Will +12
  Abilities: Str 24, Dex 8, Con —, Int 1, Wis 16, Cha 10
  Skills: Listen +8, Spot +11, Swim +15
  Feats: Improved Natural Attack (bite), Iron Will, Power Attack, 
  Weapon Focus (bite)
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 11-15 HD (Large); 16-20 HD (Huge)
  Level Adjustment: —
  Thanatos, Gargantuan
  Gargantuan Undead (Aquatic)
  Hit Dice: 25d12+15 (177 hp)
  Initiative: -1
  Speed: Swim 80 ft.
  AC: 21 (-4 size, -1 Dex, +16 natural), touch 5, ﬂat-footed 21
  Base Attack/Grapple: +12/+38
  Attack: Bite +22 melee (4d6+14 plus energy drain)
  Full Attack: Bite +22 melee (4d6+14 plus energy drain)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Energy drain, improved grab, shallow whole
  Special Qualities: Blindsense, damage reduction 10/magic, 
  darkvision 60 ft., fast healing 5, keen scent, immunity to cold 
  and electricity, low-light vision, undead traits, vile luminescence
  Saves: Fort +7, Ref +6, Will +19
  Abilities: Str 38, Dex 8, Con —, Int 1, Wis 16, Cha 10
  Skills: Listen +17, Spot +17, Swim +15
  Feats: Improved Natural Attack (bite), Iron Will, Power Attack, 
  Toughness x5, Weapon Focus (bite)
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 19
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 26-30 HD (Gargantuan); 35-45 HD (Colossal)
  Level Adjustment: —
  This whale of a ﬁsh stinks like the carrion which clings from 
  its enormous teeth.  It bears ﬁns and ﬂippers of bleached bone, 
  solid blue eyes, and a vibrant orange glow across its gray-
  skinned body.
  Spawned by evil, the thanatos is a great undead ﬁsh which 
  exists only to spread that evil.  As often as great wars tear apart 
  the land, there are just as many that wage across the ocean 
  depths.  Thanatos are one of the earliest attempted at an aquatic 
  doomsday weapon.  Created by ancient magic held by sahuagin 
  clerics, the gargantuan versions of these undead ﬁsh were sent 
  against all good-aligned aquatic creatures, slaying hundred if 
  not thousands of souls before the assault was countered.  And 
  while the sahuagin were obviously unsuccessful in their bid for 
  total domination, dozens of gargantuan thanatos remain today as 
  a chilling reminder of that time; warning all aquatic races that 
  not all stories of the past are ﬁction.
  The sahuagin have no direct method of creating more thanatos 
  in modern times, but secret rituals known only to the high 
  clerics enable those who can ﬁnd a thanatos to command it.  
  Other rituals allow the mutation of whales into large thanatos, 
  but not gargantuan ones.
  
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  Combat
  A thanatos is not a subtle foe.  Drawn by the scent of life, it 
  angrily seeks to devour any creature that crosses its path.
  Blindsense (Ex): A thanatos can locate creatures underwater 
  within a 30-ft. radius.  This ability only works when the 
  thanatos is underwater.
  Energy Drain (Su): Living creatures struck by the bite of a 
  thanatos gain one negative level; if the thanatos is gargantuan or 
  larger, this is increased to two negative levels.  The save DC to 
  remove the negative level is 15 for a Large thanatos and 22 for a 
  Gargantuan thanatos; these saves are Charisma-based.  For each 
  such negative level bestowed, the thanatos gains 5 temporary hit 
  points.  Living creatures killed by this energy drain rise in 1d4 
  rounds as zombies.  These zombies are not under control of the 
  thanatos, but do not attack the dead ﬁsh; they either attack the 
  nearest living creature or simply swim off into the depths.
  Improved Grab (Ex): When a thanatos hits a creature with 
  its bite attack, it can deal normal damage and attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity.  No initial touch attack is required.  If it wins the 
  grapple check, the thanatos establishes a hold and can try to 
  swallow the victim on the following round.  This ability can 
  only be used on creatures that are at least one size category 
  smaller than the dead ﬁsh.
  Keen Scent (Ex): A thanatos can notice creatures by scent in a 
  360-foot radius and can detect blood in the water at a range of 
  up to 5 miles.
  Swallow Whole (Ex): A thanatos can swallow a grabbed 
  opponent that is at least two sizes smaller by making a 
  successful grapple check.  The swallowed creature takes 2d6 
  bludgeoning damage and loses 1d4 Strength each round he 
  remains within the stomach of the thanatos.  He can cut his way 
  free by using a light slashing or piercing weapon to inﬂict a 
  total of 25 points of damage on the thanatos, but the fast healing 
  ability of the creature counts against this.  The fast healing 
  ability quickly seals any exit, and each swallowed victim must 
  cut his own way out.
  • A Large thanatos can hold 2 Small, 8 Tiny, or 32 Diminutive 
  or smaller creatures in its stomach.  A Gargantuan thanatos can 
  swallow 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller 
  opponents.
  • The gullet of a thanatos has one other unusually property.  
  Incorporeal and ethereal creatures cannot escape from the 
  stomach of the thanatos; the ﬂesh of the monster has the same 
  effect as an object enchanted with the ghost touch ability.
  Vile Luminescence (Su): A thanatos gives off an eerie, pale 
  glow.  At night, this can allow enemies to see the thanatos 
  approaching them far away (+8 to Spot checks).  However, this 
  ghostly glow has a useful function; it duplicates the effects of 
  the spell unhallow in a 40-foot radius surrounding the thanatos.  
  This also duplicates the effects of a magic circle against good, 
  gives all checks to turn undead a -4 penalty, and gives all checks 
  to rebuke undead a +4 bonus.
  Skills: A thanatos receives a +8 racial bonus to any Swim 
  check to perform a special action or to avoid a hazard.  It can 
  always choose to take a 10 on a Swim check, even if distracted 
  or endangered.  It can use the run action while swimming, 
  provided that it moves in a straight line.
  Treasure
  Standard—Thanatos generally lair around shipwrecks and 
  other coastal disasters where the aura of death and despair is 
  strongest.  Not that the creatures derive any sustenance off these 
  areas; just that they are more comfortable in these areas.  The 
  treasure list given here represents the more common thanatos, 
  the Large size:
  Black pearl (x6) [500 gp each]
  Masterwork rapier (x2) [320 gp each]
  Potion of water breathing [750 gp]
  Cloak of resistance +1 [1,000 gp]
  Horn of fog [2,000 gp]
  4,000 sp
  2,010 gp
  In Your Campaign
  Like a few other undead creatures, thanatos remnants can 
  provide some useful magical components.  If a craftsman 
  possesses thanatos teeth, he can create a life drinker axe or 
  nine lives stealer without needing to cast ﬁnger of death or 
  enervation.  The scales of a thanatos allow the wizard to 
  create ghost touch armor and shields without needing to cast 
  etherealness.  Of course, it can be hard to recover scales and 
  teeth from the corpse of a thanatos, as it sinks to the bottom 
  of the sea as soon as it is destroyed.  A mission to recover the 
  teeth from the corpse of a thanatos can be a challenging salvage 
  operation for the PCs.
  A ﬁnger-stall carved from a tooth of a thanatos adds +2 to 
  the damage the wearer can cause with chill touch and similar 
  necromantic spells.
  If a character is unfamiliar with certain necromantic rituals, he 
  can craft a small rod out of the tooth of a gargantuan thanatos.  
  Used an additional arcane focus, this can enhance the effect 
  of certain spells such as animate dead (add +2 caster level), 
  chill touch (add +2 to damage rolls), energy drain (add +1 
  negative level), enervation (add +1 negative level), and ray of 
  enfeeblement (add +1 Strength drain).
  
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  Tortured
  Medium Undead
  Hit Dice: 4d12+3 (29 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 13 (+3 natural), touch 10, ﬂat-footed 13
  Base Attack/Grapple: +2/+4
  Attack: Slam +4 melee (1d6+3)
  Full Attack: Slam +4 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bone spikes, pain aura
  Special Qualities: Damage reduction 2/—, darkvision 60 ft., 
  pain leech, undead traits
  Saves: Fort +1, Ref +1, Will +4
  Abilities: Str 14, Dex 10, Con —, Int —, Wis 10, Cha 1
  Feats: Toughness (B)
  Environment: Any land or underground
  Organization: Solitary, pair, group (3-5), or pack (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-12 HD (Medium); 9-12 HD (Large)
  Level Adjustment: —
  A humanoid with pained expression and lifeless eyes lurches 
  towards you.  Its pale skin is studded with large bony shards 
  and as it gets closer you can tell that these spurs are actually 
  the splintered parts of its own skeleton, reaching out through the 
  skin.  Around these spurs are long-dried patches of blood and 
  puss.
  Tortured undead are those poor creatures who are unfairly 
  tortured to death.  The desperate fevered emotions running 
  through the creature at the time of death are enough to push it 
  to the attention of the dread gods responsible for raising undead 
  creatures.  But those emotions are just barely enough to grant it 
  an undead status, for the tortured has no intelligence and is only 
  barely aware of itself.
  Physically, the creature has the same body it possessed in life. 
  The main difference is that bones of its form have splintered 
  and now pierce through the skin at odd angles, further giving 
  the impression that the creature is being tortured (although it 
  can no longer actually feel pain).  Although it has no language 
  skills, the tortured manages a pained moan when it strikes, or is 
  struck by, an opponent.
  Combat
  Desperate in their mindless desire to escape their anguish, the 
  tortured attack any creatures they come across in a fantastic 
  rage.  The tortured is driven to homicidal lunacy, and attacks 
  even if hopelessly outmatched, neither ﬂeeing nor surrendering.  
  Tortured intuitively see smaller creatures such as gnomes and 
  halﬂings as easy targets, and often attack such opponents ﬁrst, 
  trying to grapple them and impale them on their bone-studded 
  ﬂesh.
  Pain Aura (Su): All living creatures within 30 feet of a tortured 
  must succeed at a DC 12 Fortitude save or suffer terrible pains.  
  The save DC is Constitution-based.  Affected creatures move 
  at half-speed and suffer a -2 penalty on attack rolls, saves, and 
  ability and skill checks as long as they remain in the area.  A 
  creature that saves is immune to that tortured’s aura for 24 
  hours.  Creatures that do not feel pain (such as oozes and plants) 
  are immune to the tortured’s pain aura.
  Bone Spikes (Ex): The sharp bone spikes jutting from the 
  tortured’s skin function as armor spikes.
  Pain Leech (Su): Any time a tortured deals a total of 6 or 
  more points of damage in a single round, it heals 1 hit point.  
  If the amount of healing would cause the undead to exceed its 
  maximum normal hit points, it gains any excess as temporary 
  hit points (which it cannot have more than equal to its normal 
  hit point total).
  Treasure
  None—With a singular mission to inﬂict pain and death on 
  others, even if a tortured had the mental faculties to collect and 
  use treasure, it would not do so.
  In Your Campaign
  Despite their propensity to attack any creature in their path, the 
  tortured are not evil undead.  They instinctively seek to harm 
  others in the same way they have been harmed—because, after 
  all, misery loves company.  However, what the tortured truly 
  seeks is a release from its suffering.  This can be accomplished 
  in one of two ways.  The ﬁrst, and most obvious, is the 
  tortured’s own destruction.  The second way is a bit more 
  involved.
  Since tortured only come from unfairly tortured and slain 
  creatures, they respond as much to force as they do to justice 
  for their former living selves.  If PCs can bring the creature 
  responsible for a tortured’s death to court (or some kind of 
  ofﬁcial trial), then the tortured stops its spree of attacks, heading 
  immediately for the court location.  The tortured attacks no one 
  as long as the trial is ongoing, remaining within 100 feet of 
  its torturer until the trial’s conclusion.  If the accused is found 
  guilty and punished (not necessarily killed), then the tortured 
  collapses, the negative energies holding its existence together 
  departing in a whiff of black smoke.  If found innocent, the 
  tortured ﬂies into a rage, attacking any creature within sight.  It 
  also gains a limited Intelligence score of 3 until either it is slain 
  or it can slay its torturer.  This second method is a great way for 
  lower level PCs to defeat a tortured without a “kill or be killed” 
  combat.
  
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  Tree of Woe
  Gargantuan Plant
  Hit Dice: 16d8+128 (200 hp)
  Initiative: -5
  Speed: 0 ft.
  AC: 27 (-4 size, -5 Dex, +26 natural), touch 1, ﬂat-footed 27
  Base Attack/Grapple: +12/+19
  Attack: —
  Full Attack: —
  Space/Reach: 20 ft./0 ft.
  Special Attacks: Absorption, carrion stench, foul inﬂuence, 
  subjugate undead
  Special Qualities: Damage reduction 6/—, plant traits, spell 
  resistance 22
  Saves: Fort +18, Ref —, Will +8
  Abilities: Str —, Dex —, Con 27, Int —, Wis 16, Cha 21
  Environment: Temperate and warm forests
  Organization: Corpse-copse (1 tree of woe plus any number of 
  controlled undead)
  Challenge Rating: 17
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 17-30 HD (Gargantuan); 31-48 HD (Colossal)
  Level Adjustment: —
  This leaﬂess tree has alternating patches of blistering red and 
  cracked blue-black bark.  Spindly limbs seem to just hang from 
  the tree’s bulbous trunk while cluttered heaps of bone and mulch 
  lie around it.
  Trees of woe seem to exist only to attract undead to themselves.  
  An unknown number of skeletons, zombies, and worse undead 
  patrol the tree’s area of inﬂuence like ants in a hive.  This area is 
  maintained as a haven to all that is opposed to the living world.
  The tree’s patches of red and blue-black make it appear as if 
  the tree had been exposed to blistering heat (for the former) and 
  frostbite (for the latter).  The rotting material around the tree 
  of woe is the remnant of carcasses which are left of creatures 
  that die in the tree’s area of inﬂuence.  Such detritus powers 
  the tree’s stench ability and the bones compose the protective 
  undead that can be animated as necessary.
  Combat
  Besides a tendency to sway in non-existent breezes, trees of 
  woe are immobile.  However, their abilities to animate and 
  control undead guardians and to exude waves of incapacitating 
  stench leave them far from defenseless.
  Absorption (Ex): A low mount of pulpy, glistening, 
  decomposing animal matter extends in a 20-foot radius from 
  the tree of woe’s base for a typical adult tree.  Any creature 
  lying prone within this area is quickly enveloped in the muddy, 
  festering earth around the tree’s roots; a character may avoid 
  this fate with a DC 18 Reﬂex save (helpless creatures get no 
  save).  Complete envelopment takes 2 full rounds, during which 
  time the victim may make a DC 18 Strength or Escape Artist 
  check each round to break free.
  Once fully enveloped, a victim begins to suffocate and takes 
  1d6 points of acid damage per round, and may be freed only 
  by another character who makes a successful Strength check 
  (DC 20 + 1 per round the victim has been enveloped).  A dead 
  creature has its ﬂesh and other bodily tissues soughed away 
  from its bones after 30 minutes, and the bones are ejected back 
  onto the ground’s surface while the rest of the body is slowly 
  drawn into the tree over the course of several weeks.
  Carrion Stench (Ex): Once every 3 rounds, a tree of woe 
  can expel a wave of carrion stench.  Several ulcers in its bark 
  open and vent their putrid contents, and all living creatures 
  within 30 feet of the tree must make a DC 26 Fortitude save or 
  be rendered unconscious for 1d6 rounds; those who save are 
  instead sickened for 1d6 rounds.  The save DC is Constitution-
  based.
  Foul Inﬂuence (Su): The tree of woe exerts its foul inﬂuence 
  to a radius of one mile for every 2 HD of the tree.  Any animal, 
  giant, humanoid, or monstrous humanoid corpse within this 
  range that remains in contact with the ground for 1 full round 
  is animated into a skeleton or zombie (see MM).  Corpses 
  of humanoids with 2 or 3 class levels are instead turned into 
  ghouls, while those with 4 or more class levels are turned into 
  ghasts; there is a 5% chance that a ghoul or ghast so created also 
  retains half of its class levels (round down).
  The tree of woe’s primary defense is these undead creatures.  
  In addition to the undead it accumulates with its subjugate 
  undead ability, it may animate the circle of bones that surrounds 
  it.  Every round, it may cause 1d6 skeletons to assemble 
  themselves, moving to attack any opponents of the tree in the 
  next round.  An additional d6 roll determines the size of each 
  skeleton formed: 1 = Small; 2-3 = Medium; 4 = Large; 5 = 
  Huge; 6 = Gargantuan.  Enough bones are normally present for 
  the tree to create up to ﬁve times its own HD worth of skeletons.
  Subjugate Undead (Su): Any undead within the area of the 
  tree of woe’s foul inﬂuence (1 mile per 2 HD) must make a DC 
  23 Will save every hour or be compelled to move toward the 
  tree.  The save DC is Charisma-based.  Weak corporeal undead 
  are simply brought to the tree to be absorbed, but those with 3 
  or more HD or having the incorporeal subtype are spared this 
  ﬁnal fate and instead linger near the tree, compelled to protect 
  the tree of woe from attackers.  At least 6d6 undead, mostly 
  ghouls, ghasts, and zombies of various sizes, strengths, and 
  compositions (those animated by the tree), with perhaps a few 
  incorporeal undead, typically roam near a fully grown tree of 
  woe.
  Treasure
  Standard—The potentially staggering amount of creatures a tree 
  of woe animates into service allows for an equally staggering 
  amount of treasure.  Buried in and around the detritus mound 
  are the items listed below.
  Amethyst (x5) [110 gp each]
  Golden yellow topaz (x6) [400 gp each]
  Rich purple corundum (x3) [600 gp each]
  Cape of the mountebank [10,080 gp]
  Potion of haste [750 gp]
  Staff of charming (30 charges) (bears spiraling design of 4 pairs 
  
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  of eyes chained together) [9,900 gp]
  10,020 gp
  5,000 sp
  In Your Campaign
  A tree of woe is often the focal point for a location referred to 
  as an “anti-grove” by sages of the natural world.  Evil druids 
  can somehow congregate in the tree of woe’s area of inﬂuence 
  without fear of attack.   They treat the tree with reverence as it 
  embodies the aspects of “nature” that they hold so dear—rot and 
  death.  Such conclaves of dark druids are rare but when they do 
  occur it is a dire symbol for the surrounding lands.
  The genesis of a tree of woe can be a source of adventure in 
  your campaign instead of the more typical scenario of ﬁghting 
  one.  Perhaps a powerful evil druid needs to sacriﬁce his 
  humanoid form to create the tree.  Or maybe the tree of woe 
  grows as a result of planting a lich’s phylactery in the 
  soil at the base of a normal tree.  Whatever the 
  origin, the PCs are called upon by a good druid to 
  stop the tree of woe from being born.
  Undead Lord (Template)
  For every type of undead, there exists an undead lord, a being 
  of great power that commands the lesser if its kind.  They are 
  powerful creatures that inspire awe and fear in those they rule.
  Undead lords are extremely dangerous opponents.  They are 
  stronger, tougher, and more intelligent than the ones they 
  command.  As such, they are rarely encountered by chance 
  (are rarely alone).  Most maintain a lair away from civilization 
  where they plot and plan, sending their minions on missions to 
  further their goals.
  Undead lords, appear as normal undead of their type, though 
  there seems to be a strong aura of evil and power resonating 
  about them.  Undead lords speak any languages they spoke 
  before applying this template.  Mindless undead gain an 
  Intelligence score of 10 and speak Common.
  Creating an Undead Lord
  “Undead Lord” is an inherited template that can be 
  applied to any undead creature (referred to hereafter 
  as the “base creature”).  The creature’s type does not 
  change and it uses all of the base creature’s statistics and special 
  abilities as noted here.
  Size and Type: Same as the base creature.
  Hit Dice: An undead lord’s HD is equal to 5 or the base 
  creature’s HD (including class levels), whichever is greater.
  Armor Class: The base creature’s natural armor bonus 
  increases by +4.  If the base creature is incorporeal, it does not 
  gain this bonus.
  Attacks: The undead lord retains all the attacks of the base 
  creature.  Recalculate its base attack bonus based on its new HD 
  and any ability modiﬁers or use the base creature’s base attack 
  bonus (adjusted for any ability score changes), whichever is 
  higher.
  Special Attacks: An undead lord retains all the special attacks 
  of the base creature and also gains those listed below.  Saves 
  have a DC of 10 + ½ the undead lord’s HD + the undead lord’s 
  Charisma modiﬁer unless noted otherwise).
  Command Undead (Su): Undead lords command or rebuke 
  undead creatures of the same type as itself as a cleric equal to its 
  current Hit Dice.  If the base creature can already command or 
  rebuke undead, this ability stacks.
  Create Spawn (Su): 
  A creature slain by 
  an undead lord 
  rises in 1d4 
  minutes as an 
  undead creature 
  of the same type 
  as the 
  undead 
  lord.  Spawn 
  are under 
  control of the 
  undead lord.  This 
  replaces any other 
  create spawn ability 
  the base creature 
  possesses.
  Spell-Like Abilities: 
  1/day—darkness, 
  fear.  Caster level is 
  equal to the undead 
  lord’s HD.  Saves have 
  a DC of 10 + spell 
  level + the undead 
  lord’s Cha modiﬁer.
  Summon Undead (Sp): Once per day, an undead 
  lord can summon a total number of HD worth of 
  undead (of the same type as the undead lord) equal to 
  its HD x 1.5.  Undead lords cannot summon an undead 
  
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  creature that has more HD than it does.
  Special Qualities: An undead lord retains special qualities of 
  the base creature and also gains those listed below.
  Aura of Desecration (Su): Undead lords constantly project an 
  aura in a 20-foot radius that functions as a permanent desecrate 
  spell.  Undead within the area (including the undead lord) gain 
  a +1 profane bonus to attack rolls, damage rolls, and saves.  In 
  addition, all turning checks made in the area suffer a -3 profane 
  penalty.  Summoned or created undead that appear in the area 
  gain +1 hit points per HD.
  Damage Reduction (Ex): Undead lords with 5 to 7 HD gain 
  DR 5/magic; undead lords with 8 or more HD gain damage 
  reduction 10/magic.  If the base creature already has damage 
  reduction/magic, use it or one of the above, whichever is better.  
  If the base creature has another type of damage reduction 
  (bludgeoning, piercing, and so on) its type modiﬁers stack.  For 
  example, a base creature with 5 HD and damage reduction 5/
  piercing that becomes an undead lord now has DR 5/magic and 
  piercing.
  Turn Resistance (Ex): Undead lords gain turn resistance +4.  If 
  the base creature already has turn resistance, use this one or the 
  base creature’s, whichever is higher.
  Undead Telepathy (Su): Undead lords can communicate 
  telepathically with any other undead within 100 feet, including 
  mindless undead such as zombies and skeletons.
  Abilities: Increase from the base creature as follows: Str +4 
  (unless incorporeal), Dex +2, Int +2, Wis +2, Cha +4.  Undead 
  lords have an Intelligence of at least 10, so mindless undead 
  such as zombies and skeletons gain this Intelligence score.  
  Incorporeal creatures do not gain the Strength bonus (since they 
  have no Strength), but instead gain an additional +2 bonus to 
  their Dexterity score.
  Saves: Same as the base creature.  If the base creature had 
  less than 5 HD and was advanced (as above, under Hit Dice), 
  recalculate its saves based on its new HD.  Undead have good 
  Will saves.
  Skills: Same as the base creature.  Mindless undead that gain 
  an Intelligence score gain a number of skill points equal to 4 + 
  Intelligence modiﬁer x (HD + 3).
  Feats: Same as the base creature (including bonus feats).  If the 
  base creature had less than 5 HD and was advanced (as above, 
  under Hit Dice), it gains one additional feat.
  Organization: Solitary or troupe (undead lord plus 1-4 undead 
  creatures of the same type as the base creature).
  Challenge Rating: Same as the base creature +2.  If the base 
  creature was advanced to 5 HD (see Hit Dice above), its CR is 
  increased an additional +1.
  Advancement: By character class.
  Level Adjustment: Same as the base creature +4.
  Sample Undead Lord
  The following example uses a cadaver (see Cadaver on page 
  11) as the base creature.
  Cadaver Lord
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +6
  Speed: 30 ft.
  AC: 18 (+2 Dex, +6 natural), touch 12, ﬂat-footed 16
  Base Attack/Grapple: +2/+5
  Attack: Claw +6 melee (1d4+4 plus disease)
  Full Attack: 2 claws +6 melee (1d4+4 plus disease) and bite 
  +1 melee (1d6+2 plus disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Aura of desecration, command undead, 
  create spawn, disease, spell-like abilities, summon undead
  Special Qualities: Damage reduction 5/magic and 
  bludgeoning, darkvision 60 ft., immunity to cold, reanimation, 
  turn resistance +4, undead traits, undead telepathy
  Saves: Fort +2, Ref +4, Will +6
  Abilities: Str 16, Dex 15, Con —, Int 10, Wis 12, Cha 15
  Skills: Intimidate +10, Listen +9, Search +8, Spot +9
  Feats: Improved Initiative (B), Power Attack
  Environment: Any
  Organization: Solitary or troupe (cadaver lord plus 1-4 
  cadavers)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +4
  This monster resembles a humanoid dressed in tattered ﬁnery.  
  Rotted ﬂesh reveals corded muscles stretched tightly over its 
  skeletal frame.  Hollow eye sockets ﬂicker with a hellish glow.  
  Broken and rotted teeth line its mouth and its hands end in 
  wicked claws.
  This cadaver lord has gathered four standard cadavers and 
  driven a clan of goblins from their deep cave lair.  As a result, 
  the goblins have attacked caravans on the nearby trade road 
  that they might not otherwise have done out of need for food 
  and supplies.  The cadaver lord doesn’t realize it, but the 
  increased goblin presence will soon signal that there is a more 
  deep-seeded problem; otherwise, why would the normally 
  docile goblins be attacking caravans?
  The cadaver lord is only interested in slaying the living with 
  its brethren.  At night, the ﬁve creatures slip into a nearby 
  village and slay two of the residents.  After eviscerating them, 
  the corpses are not raised as cadavers.  Rather they are hung 
  on display in the community’s central gathering place as a 
  symbol of fear.  The cadaver lord may take a particularly 
  strong victim as a cadaver servant, but this is rare.
  Combat
  A cadaver lord attacks by raking with its ﬁlthy claws or biting 
  
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  with its sharp, disease-infested teeth after confusing opponents 
  with darkness.  Ideally, however, it stays out of combat.  Its 
  cadaver servants, bolstered by the lord’s aura, are usually left 
  to deal with opponents who come to close to its lair.  Only if 
  sorely pressed does the cadaver lord summon a cadre of other 
  cadavers.
  Command Undead (Su): Cadaver lords command or rebuke 
  undead as 5th-level clerics.
  Create Spawn (Su): A creature slain by a cadaver lord rises in 
  1d4 minutes as a cadaver.  Spawn are under the control of the 
  cadaver lord.
  Disease (Ex): Filth fever—claw or bite, Fortitude save DC 
  11, incubation period 1d3 days; damage 1d3 Dexterity and 
  1d3 Constitution (see Disease in the DMG).  The save DC is 
  Charisma-based.
  Spell-Like Abilities: 1/day—darkness, fear (DC 16).  Caster 
  level 5th.  The save DCs are Charisma-based.
  Summon Undead (Sp): Once per day, a cadaver lord can 
  summon 7 HD worth of cadavers.
  Aura of Desecration (Su): Cadaver lords constantly project 
  an aura in a 20-foot radius that functions as a permanent 
  desecrate spell.  Undead within the area (including the 
  cadaver lord) gain a +1 profane bonus to attack rolls, damage 
  rolls, and saves (included in the above stats).  In addition, 
  all turning checks made in the area suffer a -3 profane 
  penalty.  Summoned or created undead that appear in 
  the area gain +1 hit points per HD.
  Reanimation (Ex): When reduced to 0 hit points or less, a 
  cadaver lord is not destroyed; rather it begins the process of 
  reanimating by regaining 1 hit point per round.  Hit points 
  lost to magical weapons or spells are not regained.  When the 
  creature reaches its full hit point total (minus damage dealt from 
  magical attacks and weapons), it stands up, read to ﬁght again.  
  If the creature is destroyed by a cleric’s turning ability, it cannot 
  reanimate.  If a cleric casts gentle repose on the cadaver lord 
  when it reaches 0 hit points, it cannot reanimate.  A bless spell 
  delays the reanimation, causing the creature to regain hit points 
  at half its normal rate (i.e. 1 hit point every other round).
  Undead Telepathy (Su): Cadaver lords can communicate 
  telepathically with any other undead within 100 feet, 
  including mindless undead such as zombies and skeletons.
  Treasure
  Standard—A cadaver lord has intelligence enough to not 
  only appreciate the ﬁner items, but also to appreciate the 
  impact certain equipment can have in a ﬁght.  As such, 
  its treasure reﬂects that of an adventurer.  This treasure is 
  the cadaver lord’s alone; any of its minion’s treasures are left 
  on their bodies.
  Ceremonial electrum dagger with a star ruby in the 
  pommel [700 gp]
  Masterwork manacles [50 gp]
  Silver torque with moonstones [450 gp]
  Thunderstone (x4) [30 gp each]
  280 gp
  In Your Campaign
  The cadaver lord, and indeed the undead lord template itself, 
  represents the chance to enhance weaker undead and really 
  bring them back as a threatening foe once PCs have reached 
  middling levels.  If such a party faced a group of zombies, 
  they would not be particularly worried.  But if a zombie lord 
  was hiding amidst the ﬂock, secretly bolstering and directing 
  them, then the PCs’ opinion might change.  Combat-inclined 
  undead lords can perfectly masquerade as a typical member 
  of the undead type it originated from, directing its minions to 
  ﬂank and attack spellcasters, as well as surprising opponents 
  with its spell-like and disease powers.
  But where does the power 
  to become an undead lord 
  come from?  And why do 
  not other types of creatures 
  occasionally beneﬁt from this 
  type of enhancement?  It could 
  be chalked up to a favorable brush 
  with an undead deity, the accidental 
  discovery of a magical pool, or a 
  complex ritual which sacriﬁces many 
  creatures to 
  enhance a chosen one.  
  The truth is that it is 
  totally up to you as the 
  GM.  The only certainty 
  is that the every possible 
  reason conjures up a 
  wealth of adventure ideas 
  on its own.
  
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  Undead Stalker
  Large Aberration
  Hit Dice: 9d8 (85 hp)
  Initiative: +1
  Speed: 40 ft.
  AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, ﬂat-footed 16
  Base Attack/Grapple: +6/+16
  Attack: Claw +11 melee (2d4+6)
  Full Attack: 2 claws +11 melee (2d4+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Energy drain, devour soul, ghost touch
  Special Qualities: Disjoin spirit, photophobia, undead qualities, 
  damage reduction 15/magic or silver, darkvision 60 ft.
  Saves: Fort +8, Ref +4, Will +5
  Abilities: Str 22, Dex 12, Con 20, Int 6, Wis 9, Cha 11
  Skills: Climb +7, Hide +5, Listen +2, Move Silently +6, Spot 
  +2
  Feats: Alertness, Lightning Reﬂexes, Power Attack, Stealthy
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 10-16 HD (Large)
  Level Adjustment: —
  This hulking 9-foot-tall beast has skin of deep crimson, lined 
  with bulging veins and corded muscles.  Its arms end in 
  dangerous four-clawed hands and its large head bears glowing 
  eyes and a maw ﬁlled with shiny teeth.  Its thick black hair 
  is greasy and unkempt and takes on a purplish sheen in the 
  moonlight.
  Undead stalkers are large, humanoid monsters that feed on the 
  living and undead alike.  They speak no languages.
  Undead stalkers are nocturnal, and even at night or when 
  underground they keep to the shadows.  They spend their 
  days in dark holes and subterranean chasms, and while their 
  favored hunting grounds are forests and mountainsides, they 
  can be found in any environment.  Cunning and cruel, they 
  seek out intelligent and magical creatures, devouring their 
  souls after killing them.  But undead stalkers ignore all other 
  potential meals in favor of undead, whenever possible.  They 
  gain great strength from negative energy, and the desire to 
  consume undead creatures seems to be the driving force of 
  their existence.  Undead stalkers hunt relentlessly until dawn, 
  when they hastily retreat to their lairs.  It is unknown why they 
  despise sunlight, as it appears to only repulse, rather than harm 
  them.
  Undead stalkers show no ability to socialize.  They do not form 
  families, communicate among themselves or with other species, 
  or empathize with creatures they encounter.  They reproduce 
  asexually, and each only once; when an undead stalker is 
  several centuries old and has consumed enough lives, it returns 
  to its lair and collapses.  It dissolves, melting and joining with 
  a bed made of the remains of its victims.  After several days, a 
  new undead stalker rises out of the morass of bone and ichor.  
  Given their inability to increase their number, the death of 
  undead stalkers as a species seems inevitable.
  Combat
  Undead stalkers enjoy toying with adversaries, often preparing 
  primitive traps and ambushes.  They almost never retreat from 
  battle, focusing on killing one enemy at a time.  An undead 
  stalker’s natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  Energy Drain (Su): An undead stalker that hits with both 
  claw attacks tears at the spiritual “membrane” that protects an 
  opponent’s soul.  The creature receives 1d4 negative levels.  
  The Fortitude save to remove a negative level has a DC of 14.  
  The save DC is Charisma-based.  For each such negative level 
  bestowed, the undead stalker gains 5 temporary hit points.
  Devour Soul (Su): An undead stalker devours the souls of 
  creatures it kills with its claws.  A creature whose soul has been 
  devoured cannot be raised or resurrected until its soul is freed.  
  A limited wish, miracle or wish frees the soul, as does the death 
  of the undead stalker.
  Ghost Touch (Su): An undead stalker’s claws deal damage 
  normally against incorporeal creatures.  An incorporeal 
  creature’s 50% chance to avoid damage does not apply to attack 
  with an undead stalker’s claws.  When an undead stalker is 
  incorporeal, its claws deal damage against corporeal creatures 
  normally, and it retains its natural armor bonus to AC.
  Disjoin Spirit (Su): Once per day as a standard action, an 
  undead stalker can use the negative energy it has collected to 
  take on spirit-form, leaving its body behind.  The spirit appears 
  as a ghostly version of the undead stalker, and gains all the traits 
  of incorporeal creatures, but can use its ghost touch ability to 
  affect corporeal creatures and objects normally.  As it loses its 
  Strength score, the undead stalker’s attack bonus with its claws 
  changes to +6, but the stalker ignores material armor not made 
  of force and lacking the ghost touch quality.  It also gains a +1 
  deﬂection bonus to AC.
  While the stalker is in spirit-form, its body lies unconscious.  
  Damage taken by either the spirit or the body injures both, and 
  the death of the body destroys the spirit.  The undead stalker can 
  merge with its body once again by touching it as a move action, 
  but it automatically rejoins its body after a number of minutes 
  spent incorporeal equal to its Constitution modiﬁer.
  Photophobia (Ex): In sunlight or when within the radius of a 
  daylight spell, an undead stalker must succeed on a DC 15 Will 
  save or become frightened until it reaches a dark or shadowy 
  area.  Even if the undead stalker succeeds, it must repeat the 
  save every minute it stays in the light.
  Undead Qualities (Ex): Undead stalkers share certain traits 
  with undead.  They are not subject to ability drain or energy 
  drain, they are healed by negative energy (such as inﬂict spells), 
  and they take damage from positive energy (such as cure 
  spells).
  
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  Treasure
  Standard—Since the remains of slain creatures are taken to the 
  undead stalker’s lair, there is certainly treasure to be had there.  
  Defeating the creature anywhere else yields a large smelly 
  carcass.
  Chain shirt [100 gp]
  Cloth of gold vestments [90 gp]
  Dagger (x4) [2 gp each]
  Holy symbol, silver [25 gp]
  Masterwork battleaxe [310 gp]
  Masterwork longbow [375 gp]
  Masterwork studded leather [175 gp]
  Longsword (x2) [15 gp each]
  Smokestick (x2) [20 gp each]
  Potion of cure moderate wounds (x2) [300 gp each]
  Potion of lesser restoration [300 gp]
  Scroll of consecrate (CL 3rd) [200 gp]
  347 gp
  In Your Campaign
  The result of heavy magical experimentation on owlbears, 
  undead stalkers were ﬁrst created to attack a necromancer’s 
  fortress.  The king who commissioned the monster wanted the 
  necromancer and his undead legions wiped out after their fourth 
  attack against his kingdom.  Originally good-aligned, the ﬁrst 
  taste of negative energy somehow warped the stalkers’ arcane 
  matrices and turned them into the soul-sucking bloodthirsty 
  beasts they are today.
  Several adventure ideas present themselves where the undead 
  stalker is concerned.  In an enormous mortuary where the spirits 
  of the ancient dead can be called upon to advise the living, 
  both resident spirits and the mortuary’s caretakers have been 
  disappearing.  The caretakers lock themselves, along with the 
  PCs, inside, and ask the party to determine who is causing the 
  disappearances, and why.  One of the caretakers has called an 
  undead stalker into the mortuary in order to hide his summoning 
  of spirits for personal gain, and is doing his best to hide 
  evidence from the PCs.
  A grieving widow whose husband was slain by an undead 
  stalker is the subject of another adventure idea.  She asks the 
  PCs to free her husband’s soul so it might ﬁnd peace.  But the 
  undead stalker is the sole guardian of an ancient pyramid where 
  undead are feared to dwell, and the only force preventing the 
  undead from escaping.  After some investigation, the only 
  known way to extract a soul from inside an undead stalker is 
  with a spell hidden inside the pyramid, so the PCs must sneak 
  past the stalker, explore the pyramid, and then ﬁnd the stalker 
  again.
  Vohrahn
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 15 (+5 natural), touch 10, ﬂat-footed 15
  Base Attack/Grapple: +2/+6
  Attack: Claw +6 melee (1d6+4 plus cursed touch)
  Full Attack: 2 claws +6 melee (1d6+4 plus cursed touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cursed touch, tainted passion
  Special Qualities: Damage reduction 10/magic or silver, 
  darkvision 60 ft., fast healing 3, undead traits
  Saves: Fort +1, Ref +1, Will +6
  Abilities: Str 18, Dex 10, Con —, Int 7, Wis 10, Cha 12
  Skills: Climb +4, Hide +2, Intimidate +4, Listen +2, Move 
  Silently +2, Spot +4
  Feats: Iron Will, Power Attack
  Environment: Any
  Organization: Solitary or squad (3-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually chaotic evil
  Advancement: 5-9 HD (Medium)
  Level Adjustment: —
  A humanoid with grievous wounds moves in awkward step.  Its 
  arms end in sharp talons and its dark face is highlighted by 
  ﬁery orange eyes.
  Created by spellcasters by binding dead spirits to the bodies of 
  fallen warriors, vohrahn are lost souls trapped within corpses, 
  whose distress over their predicament only furthers their 
  masters’ goals.
  A vohrahn’s body appears as it did at the time of death, 
  whatever injuries that killed it still present.  The sharp talons all 
  bear are a result of the animation process.  Its jerky movements 
  are the result of the spirit’s unfamiliarity with the host body, as 
  well as the body’s injuries and decomposition.
  A vohrahn feels no pain and is completely subject to its master’s 
  will.  Most despair of ever being free, and show no resistance.  
  Rarely, a vohrahn’s trapped spirit will maintain its self-identity 
  and ﬁght for control of the body, but such efforts are ultimately 
  futile.  When a vohrahn is destroyed, the magic binding its 
  spirit is shattered, allowing the spirit to escape.  A peaceful 
  spirit may depart from a vohrahn’s eyes in a wisp of vapor, 
  sending the body toppling to the ground.  Other spirits escape 
  more violently, causing their host bodies to burst into ﬂame and 
  disintegrate into green smoke.
  Combat
  Vohrahn rarely wield weapons, preferring to rend opponents 
  with their claws.  They are usually encountered in groups, sent 
  on whatever missions their creators demand.
  Cursed Touch (Su): Any creature that suffers damage from a 
  vohrahn’s claws must succeed on a DC 13 Will save or suffer 
  a -4 morale penalty on all attack rolls, saving throws, ability 
  
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  checks, and skill checks for 1d4 days.  Whether or not the save 
  is successful, an affected creature cannot be affected again by 
  the vohrahn’s cursed touch for 24 hours.  Dispel evil or remove 
  curse eliminates the effect.  The save DC is Charisma-based.
  Tainted Passion (Su): Every vohrahn contains the soul of 
  a dead being who was at peace before its entrapment.  The 
  spirit’s passionate desire to return to death is converted by the 
  vohrahn’s animating magic into violent power, but the power’s 
  nature depends upon the nature of the spirit.  All vohrahn have 
  one of the following abilities.  All save DCs are Charisma-
  based.
  Burning Fury: Vohrahn who rage over their entrapment can set 
  their opponents on ﬁre.  When the vohrahn hits with its claw 
  attack, its opponent must succeed on a DC 13 Reﬂex save or 
  catch ﬁre, taking 1d6 points of ﬁre damage on its next turn.  The 
  ﬂames burn for 1d4 rounds, or until extinguished.  Each round, 
  the burning creature must make another Reﬂex save.  Failure 
  means he takes another 1d6 points of ﬁre damage that round.  
  Success means that the ﬁre has been put out.  A character on 
  ﬁre may automatically extinguish the ﬂames by jumping into 
  enough water to douse himself.  If no body of water is at hand, 
  rolling on the ground or smothering the ﬁre with cloaks or the 
  like permits the character another save with a +4 bonus.
  Icy Steadfastness: A vohrahn who focuses all its will toward 
  resisting its master develops a coating of frost, and deals an 
  extra 1d4 points of cold damage to opponents hit by its claw 
  attack.
  Shield of Vigilance: A vohrahn who feels a sense of duty to 
  obey its master until its mission is complete is protected by a 
  magic circle against good (caster level 10th).  The circle can be 
  dispelled, but the vohrahn may create it again on its next turn as 
  a free action.
  Spirit of Undeath: After decades or centuries of existence, the 
  vohrahn’s animating magics have worn a hole between the 
  realms of life and death.  The vohrahn’s passion is gone, but 
  its power causes creatures slain by its claw attacks to rise as 
  zombies under the vohrahn’s control after 1d4 rounds.  They do 
  not possess any of the abilities they had in life.  A vohrahn with 
  7 or more Hit Dice can raise creatures as wights instead.
  Vicious Render: The vohrahn ﬁnds satisfaction in taking out its 
  anger on the living.  When the vohrahn hits with both claws, it 
  latches onto its opponent’s body and tears the ﬂesh.  This attack 
  automatically deals an extra 2d6+6 points of damage.
  Wail of Despair: The vohrahn, whose spirit despairs of being 
  freed, can let out a howl, paralyzing all creatures within 30 feet 
  for 1d4 rounds (Will DC 13 negates).  Whether or not its save is 
  successful, a creature cannot be affected again by that vohrahn’s 
  wail for 24 hours.  This is a sonic, necromantic, mind-affecting 
  compulsion effect.
  Treasure
  None—As a member of the undead, vohrahn have no use for 
  treasure.  But in this particular monster’s case, treasure may 
  actually be a violent trigger.  Depending on the spirit which 
  inhabits the body, wealth may be a sign of its former like and 
  cause the vohrahn to lash out against any creature seen carrying 
  some—be it jewelry or even a few gold pieces.
  In Your Campaign
  Whether or not your campaign has an established protocol 
  concerning the afterlife, the concept of the vohrahn should be 
  able to ﬁt in nicely, especially from an adventure standpoint.  
  Characters attempting to contact the spirits of the dead (as part 
  of a murder investigation, for example) ﬁnd that they receive 
  no answer.  Such a result is unheard of so the characters consult 
  someone who knows of spiritual matters who conﬁrms that such 
  occurrences have been noted throughout the region.  This is the 
  beginning of trail which leads the party to a necromancer who 
  has begun creating vohrahn, stealing local spirits before they 
  can reach the afterlife.  Alternately, a necromancer might be 
  taking a more proactive stance and planning the deaths of others 
  on a massive scale, for the purpose of harvesting their angry 
  spirits in order to raise an army of vohrahn.
  Or perhaps the battling of a vohrahn is but the means to 
  an end.  The party hardly wants to destroy this monster if 
  the soul inhabiting it happens to be that of a close friend or 
  family member.  Can a trapped soul be set free again to enjoy 
  eternity in the afterlife?  Or will destroying the vohrahn mean 
  destruction for the soul inside as well?
  
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  Webbed Sentinel
  Medium Undead
  Hit Dice: 9d12+3 (61 hp)
  Initiative: +6
  Speed: 30 ft.
  AC: 19 (+2 Dex, +7 natural), touch 12, ﬂat-footed 17
  Base Attack/Grapple: +4/+10
  Attack: Slam +10 melee (1d6+9 plus lassitude and poison)
  Full Attack: Slam +10 melee (1d4+1 plus lassitude and poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Lassitude, poison, summon spiders
  Special Qualities: Damage reduction 5/—, darkvision 60 ft., 
  fast healing 2, spider afﬁnity, undead traits, vulnerability to ﬁre
  Saves: Fort +5, Ref +5, Will +8
  Abilities: Str 23, Dex 14, Con —, Int 8, Wis 14, Cha 15
  Skills: Climb +14, Hide +8, Jump +12, Listen +10, Move 
  Silently +8, Search +5, Spot +10
  Feats: Alertness, Great Fortitude, Improved Initiative, 
  Toughness
  Environment: Any underground
  Organization: Solitary, pair, or group (3-10)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 10-17 HD (Medium); 18-27 HD (Large)
  Level Adjustment: —
  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 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.
  Combat
  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.
  Lassitude (Su): Any living creature hit by a webbed sentinel’s 
  slam attack must make a DC 16 Will save or be slowed (as the 
  spell) for 2d6 rounds.  The save DC is Charisma-based.
  Poison (Ex): Touch or slam, Fort DC 14, 1d6 Con/1d6 Con and 
  paralyzed for 1d6 minutes.
  Summon Spiders (Sp): Three times per day, a webbed sentinel 
  can 
  summon a swarm of spiders (as per the spell summon 
  swarm) 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 
  
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  DC 16 Will save or be controlled by the sentinel as if by means 
  of the spell dominate monster.  The save DC is Charisma-based.
  Spider Climb (Ex): Webbed sentinels can climb sheer surfaces 
  as if with the spell spider climb.
  Treasure
  None—Webbed sentinels do not value treasure, preferring their 
  own abilities and tactics to the “cumbersome” use of weapons 
  and equipment.
  In Your Campaign
  In years gone by, when a webbed sentinel was encountered, a 
  person knew that dark elves were nearby.  These days, with the 
  release of the sentinels from servitude, you never know what 
  you’ll ﬁnd (if anything) around their lairs.  Even though they no 
  longer guard drow strongholds speciﬁcally, these undead still 
  tend to stay in one location and patrol it on a regular basis.  PCs 
  who are looking for a safe place to rest in the underearth, may 
  wish to consider such locations if they can convince the sentinel 
  that they are dark elves themselves.
  This can be accomplished by two methods.  The ﬁrst, and most 
  obvious, is by a good Disguise skill (opposed by the sentinel’s 
  Spot check).  With a little magic and luck, the sentinel can be 
  fooled into allowing entry into its lair.  A successful Disguise 
  check in this manner allows full access to the lair for 24 hours, 
  after which another check is required.  The second method to 
  fool a webbed sentinel is making it believe a PC is a friend of 
  the drow.  If the character has a drow object (be it a piece of 
  jewelry, magic item, or weapon) and presents it to the sentinel 
  boldly, he has a chance to gain its trust temporarily.  This 
  works like a cleric attempting to turn undead.  The PC holding 
  the drow item makes a Charisma check and then consults the 
  Turning Undead table (see the PH).  If the check is successful 
  enough to affect the sentinel, roll 2d6 + PC level + Charisma 
  modiﬁer to determine how many hours the sentinel allows 
  you free reign of its lair.  At the end of this duration, another 
  “turning” attempt must be made.  If a character attempts this 
  action while successfully disguised as a dark elf, his Charisma 
  check gains a +10 circumstance bonus (thus allowing lower 
  level PC a good chance of fooling the sentinel for a time).
  Wraithlight
  Fine Undead (Incorporeal)
  Hit Dice: 4d12 (26 hp)
  Initiative: +4
  Speed: Fly 50 ft. (perfect)
  AC: 25 (+8 size, +4 Dex, +3 deﬂection), touch 25, ﬂat-footed 
  21
  Base Attack/Grapple: +2/—
  Attack: Incorporeal touch +14 melee (1d8 cold)
  Full Attack: Incorporeal touch +14 melee (1d8 cold)
  Space/Reach: 1-1/2 ft./0 ft.
  Special Attacks: Spell-like abilities, wisdom damage
  Special Qualities: Darkvision 60 ft., incorporeal traits, spell 
  resistance 15, undead traits
  Saves: Fort +1, Ref +7, Will +5
  Abilities: Str —, Dex 19, Con —, Int 13, Wis 12, Cha 16
  Skills: Bluff +8, Hide +23, Listen +9, Search +5, Sense Motive 
  +7, Spellcraft +6, Spot +9
  Feats: Alertness, Lightning Reﬂexes
  Environment: Any
  Organization: Solitary or group (1-3)
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually neutral
  Advancement: 5-6 HD (Fine); 7 HD (Diminutive)
  Level Adjustment: —
  Spheres of ﬂoating light, no larger than a few inches in 
  diameter, swoop silently in the air.  Each emits a different color 
  and pulses with random intensity.
  Wraithlights are mischievous wandering spirits that despise all 
  living creatures.  They can be found within ruins, dungeons, and 
  other abandoned places.  Wraithlights prefer to be left alone and 
  detest the presence of creatures other than their own kind.  Very 
  temperamental, they are as likely to ignore intruders as they are 
  to attack.  They easily grow impatient, however, and attempt to 
  drive away or slay those who actively disturb them.
  Theologians, historians, and hunters of the undead are unsure 
  of wraithlights’ true origins.  Their actions suggest that they 
  be earthbound spirits who refuse to pass into the afterlife, but 
  some spellcasters claim that they are the ghosts of a strange 
  and ancient race from another plane, tapped in a foreign world 
  after theirs was destroyed and trying to continue their existence.  
  Whatever their real nature, wraithlights are best left alone by 
  those who want to avoid conﬂict.  Wraithlights do not speak, 
  but can understand any language.  In rare instances where a 
  wraithlight attempts to communicate, it does so by “gesturing” 
  through movement and by shifting colors.
  Combat
  When agitated, a wraithlight grows darker in color and zips 
  back and forth erratically through the air.  In battle, wraithlights 
  prefer to toy with their opponents, using their spell-like abilities 
  to sow confusion among foes and passing through opponents’ 
  bodies to harm them.  if strongly angered, wraithlights dominate 
  their enemies and have them ﬁght unaffected allies.  When in 
  danger, wraithlights use mislead to escape.  Wraithlights are 
  vengeful, and do not easily forget creatures they have fought.
  
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  Spell-Like Abilities: 2/day—confusion (DC 17), dominate 
  person (DC 18), hypnotic pattern (DC 15), mislead (DC 19).  
  Caster level 10th.  The save DCs are Charisma-based.
  Wisdom Damage (Su): Three times per day, by touching its 
  opponent, a wraithlight can force the creature to see glimpses of 
  horrors in the spirit realm instead of suffering cold damage.  A 
  living creature hit by a wraithlight’s touch attack must succeed 
  on a DC 15 Will save or suffer 1d4 points of Wisdom damage.  
  The save DC is Charisma-based.
  Treasure
  None—Wraithlights know that treasure draws creatures so they 
  want no part of it.  a successfully dominated creature is made 
  to throw the treasure of its defeated companions as well as its 
  own off a precipice or into a swamp or pit—any place that other 
  creatures will not immediately notice it.
  In Your Campaign
  If the origin theories of wraithlights given above are not enough, 
  here’s another one.  These undead creatures are the losers in a 
  battle between two ancient races.  The gods punished both races 
  for their insolence at destroying much of the lands during their 
  war.  The victors were changed into will-o’-wisps.  The losing 
  race, who had been subjected to massive necromantic energies 
  from the victors, was changed into today’s wraithlights.  They 
  see living creatures as their own lost opportunity at existence 
  and, while they harbor no lust for death against them, this is not 
  the same for their will-o’-wisp cousins.  Those evil creatures are 
  attacked on sight and woe to any creatures caught in the middle 
  of such a blood feud.
  Wraithlights make for engaging adventure material besides 
  the role of adversary as well.  An evil cleric, along with his 
  allies, has entered an ancient city swarming with wraithlights to 
  retrieve a powerful relic.  The wraithlights are too numerous to 
  ﬁght and it seems the cleric is intimidating them somehow.  The 
  pursuing PCs must ﬁnd a way through the city, and possibly 
  seek help from the wraithlights (who know the city and its perils 
  better than anyone).
  Zombi, True (Template)
  Zombi is the name of the ﬁendish deity with dominion over 
  serpents and the animation of the dead.  Zombi is so closely 
  associated with the animated dead that his name became 
  synonymous with them.  Other lands know these creatures are 
  zombies, but the so-called zombies of other lands are but a mere 
  shadow of the true zombi.  
  A true zombi can only be created by a Zombi cultist or through 
  the use of magical zombi powder (see Magic Items below).  
  Unlike the zombies of other realms, the true zombi retains 
  the skills and abilities it had in life, making it a much more 
  dangerous opponent.  Even more horrifying, good-aligned 
  creatures can be made into true zombis just as easily as evil 
  ones, and they are forced to do the will of Zombi just the same.
  Creating a True Zombi
  “True Zombi” is a template that can be added to any humanoid 
  creature (referred to hereafter as the base creature).
  Size and Type: The creature’s type changes to undead. It retains 
  any subtypes except alignment subtypes and subtypes that 
  indicate kind. It does not gain the augmented subtype. It uses all 
  the base creature’s statistics and special abilities except as noted 
  here.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: Same as the base creature.  If the base creature can ﬂy, 
  its maneuverability rating drops to clumsy.
  Armor Class: The base creature’s natural armor improves by 
  +6.
  Base Attack: The true zombi has a base attack bonus equal to 
  1/2 its Hit Dice.
  Attacks: A true zombi retains all the natural weapons, 
  manufactured weapon attacks, and weapon proﬁciencies of the 
  base creature. A true zombi also gains a slam attack.
  Damage: Natural and manufactured weapons deal damage 
  normally. A slam attack deals damage depending on the zombi’s 
  size.  (Use the base creature’s slam damage if it’s better.)
  True Zombi Slam Damage
   
  Size 
   
   
   
  Damage
   
  Tiny 
   
   
   
  1d3
   
  Small 
   
   
   
  1d4
   
  Medium  
   
   
  1d6
   
  Large 
   
   
   
  1d8
   
  Huge 
   
   
   
  2d6
  Special Attacks: Same as the base creature.
  Special Qualities: A true zombi retains all the special qualities 
  of the base creature and gains those described below.
  Controlled (Ex): Even though a true zombi is sentient and 
  retains the memory of its former life, it is under complete 
  
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  control of the zombi master or other creature that created it.  
  Zombi cultists must use care in giving instructions to these 
  creatures, since the true zombi’s limited intelligence may 
  cause it to misinterpret (intentionally or unintentionally) those 
  instructions.
  Fast Healing (Ex): True zombis regain hit points at the rate of 
  5 points per round.  However, they cannot fast heal damage 
  from ﬁre, acid, holy water, blessed weapons, holy weapons, or 
  weapons dipped in water and sprinkled with at least one ounce 
  of salt.  It takes a standard action to treat a weapon with salt, 
  and the salt is only good for one hit, after which it must be re-
  applied.
  Mute (Ex): True zombis cannot speak.  True zombi spellcasters 
  cannot cast spells unless those spells have no verbal 
  components or are prepared with the Silent Spell feat.
  Single Actions Only (Ex): Zombis have poor reﬂexes and can 
  perform only a single move action or attack action each round. 
  A zombi can move up to its speed and attack in the same round, 
  but only if it attempts a charge.
  Salt Vulnerability (Ex): True zombis cannot abide the touch 
  of salt.  A magic circle against evil drawn with powdered salt 
  keeps a zombi at bay regardless of its alignment.  A sufﬁcient 
  quantity of powdered salt can actually inﬂict damage to a true 
  zombi.  The damage inﬂicted is 1d4 points per round for every 
  10 pounds of salt with which the zombi is put in contact, to a 
  maximum of 100 points.  True zombis cannot fast heal damage 
  inﬂicted by salt.
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and 
  Will +1/2 HD + 2.
  Abilities: Adjust from the base creature as follows: Str +6, Dex 
  -2, Int -4, Cha -4.  Being undead, terkow have no Constitution 
  score.
  Skills: True zombis gain a +4 racial bonus to Move Silently 
  checks.  Otherwise as base creature.
  Feats: True zombis gain Toughness and Improved Critical 
  (slam), assuming the base creature meets the prerequisites and 
  doesn’t already have these feats.
  Environment: Any warm land and underground.
  Organization: Gang (2-5), squad (6-10), or mob (11-20).
  Challenge Rating: Same as base creature -1.
  Treasure: None
  Alignment: Same as the base creature.  Non-evil zombis that 
  are constantly commanded to perform evil actions eventually 
  gain an evil alignment, with all the usual repercussions.
  Advancement: None: A true zombi loses the ability to gain 
  experience.
  Level Adjustment: —
  Zombi Characters
  Though not innately evil, a zombi’s action may eventually 
  change its alignment to evil.  This can cause characters of 
  certain classes to lose their class abilities.  In addition, certain 
  classes suffer additional penalties regardless of alignment.
  Clerics: True zombi clerics lose their ability to turn undead but 
  gain the ability to rebuke undead. This ability does not affect 
  the zombi’s controller or any other zombis that master controls. 
  Zombi clerics have access to two of the following domains: 
  Chaos, Destruction, Evil, or Trickery.
  Sorcerers and Wizards: These characters retain their class 
  abilities, but if a character has a familiar, the link between them 
  is broken and the familiar shuns its former companion.
  Sample True Zombi
  This example uses a 5th-level half-orc barbarian as the base 
  creature.
  True Zombi, 5th-Level Half-Orc Barbarian
  Medium Undead (Augmented Humanoid)
  Hit Dice: 5d12 (32 hp)
  Initiative: +4
  Speed: 30 ft.
  AC: 17 (+1 Dex, +6 natural), touch 11, ﬂat-footed 17
  Base Attack/Grapple: +2/+9
  Attack: Masterwork greataxe +11 melee (1d12+7/x3) or slam 
  +9 melee (1d6+10) or javelin +3 ranged (1d6+7)
  Full Attack: Masterwork greataxe +11 melee (1d12+7/x3) or 
  slam +9 melee (1d6+10) or javelin +3 ranged (1d6+7)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rage 2/day
  Special Qualities: Controlled, darkvision 60 ft., fast healing 
  5, improved uncanny dodge, mute, single actions only, salt 
  vulnerability, trap sense +1, uncanny dodge, undead traits
  Saves: Fort +5, Ref +2, Will +2
  Abilities: Str 25, Dex 12, Con —, Int 5, Wis 12, Cha 3
  Skills: Climb +10, Jump +10, Listen +7, Survival +7
  Feats: Dodge, Weapon Focus (greataxe)
  Environment: Any warm land and underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Chaotic evil
  Advancement: —
  Level Adjustment: —
  The rotting hulk of a half-orc shambles toward you with a raised 
  greataxe.  Despite the humanoid’s decomposing form, the spark 
  in its otherwise dark eyes is enough to warrant proceeding with 
  caution.
  The barbarian zombi craves freedom from its master and has 
  been led to believe that slaying enough enemies will grant that 
  wish.  An arrogant leader of his own group of bandits, the half-
  orc led his soldiers into an ambush set by the sinister cult of 
  Zombi.  It remembers a brief clash of metal and then a magical 
  powder being blown at it.  While life as a bandit leader had its 
  
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  ups and downs, being a controlled zombi is deﬁnitely a career 
  change for the worse.
  Combat
  The barbarian zombi exists to slay others and it does so 
  incredibly effectively.  Only when faced with 3 to 1 odds does 
  the barbarian call on its ability to rage.  In either case, it attacks 
  with powerful axe swings sure to give any enemy pause.
  Treasure
  None—Although the zombi has been left to keep its masterwork 
  greataxe for battle.  That is all the treasure one can obtain from 
  defeated this one zombi. The rest of its gear has gone on to 
  supply the living members of the cult of Zombi.
  In Your Campaign
  As a controlled creature, our barbarian zombi here does not 
  provide an overwhelming array of options for the campaign.  
  PCs always encounter it on the front lines of an enemy’s 
  force or on important guard duty within a cult safehouse.  It is 
  important to remember that these are intelligent zombis and can 
  be told by a master to lead characters into waiting traps.
  Some sages believe that deep within the world’s largest jungle 
  there exists an ancient magical well of zombi-making.  Living 
  creatures partaking of its waters are stricken with the “curse of 
  the true zombi” and become a free-willed undead of this type 
  within 24 hours.  Legends also persist that someone who knows 
  the proper command phrase can gain ownership of the well and 
  thus mastery of all zombis made from its waters.  The cult of 
  Zombi has searched for this well for centuries without success.
  New Magic
  Items
  The magic items listed below are usable to either aid or hinder 
  undead creatures or necromantic processes.
  Armor Qualities
  Undead Controlling
  The wearer of a suit of armor or a shield with this property 
  may control up to 26 HD of undead per day, as the control 
  undead spell.  At dawn each day, the wearer loses control of 
  any undead still under his sway.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor, 
  control undead; Price: +3 bonus.
  Speciﬁc Armor
  Armor of the Undead
  Created by evil wizards and clerics as protection for their 
  undead servants, this enchanted suit of chainmail armor is 
  specially crafted to offer superior protection to creatures 
  that draw their strength from the Negative Energy Plane.  As 
  reward for loyal service, this armor is often given to such 
  free-willed undead by malicious deities and their powerful 
  followers.
  The protection afforded the wearer is dependant on the Hit 
  Dice of the sacriﬁce—the stronger the creature, the more 
  protection granted by the armor (see below).  As a result this 
  armor is highly coveted by powerful undead such as vampires, 
  skeletal warriors, bodak, and liches.  This enchantment grants 
  a profane bonus to both armor class and saving throws, plus 
  grants an SR equal to the 5 times the enchantment against 
  Good spells.  If a creature already has SR better than this, it 
  gets a bonus to its SR of the base enchantment.
  Hit Die  
   
  Profane Bonus
  1-4 
  +1
  5-7 
  +2
  8-10 
  +3
  11-13 
   
   
   
  +4
  14+ 
   
   
   
  +5
  This armor can only be worn by undead creatures.  Living 
  creatures that wear the armor suffer two negative levels and 
  these cannot be restored by any means, though they return 
  once the armor is removed.
  Sacriﬁce: In addition to the monetary requirements, undead 
  creatures must sacriﬁce the living to their dark gods.  The level 
  of the creature serves as the baseline profane bonus granted 
  to the armor.  The levels of the sacriﬁce do not stack; each 
  must be directed toward a different set of armor.  Liches and 
  other powerful undead have sometimes tried to lure powerful 
  
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  adventurers to their lairs for just such a purpose.
  Strong transmutation; CL 15th; Craft Magic Armor and Armor, 
  unholy aura; Price: 20,000 gp.
  Speciﬁc Shields
  Traeken’s Defense
  A cleric named Traeken developed this shield idea as a last 
  defensive measure for his undead-besieged fortress.  After a 
  year of the siege, warriors armed with these shields were able 
  to push back the undead horde for as long as was needed to 
  evacuate the fortress.  Traeken’s defense is a +1 large steel 
  shield that becomes +3 against undead opponents.  In addition, 
  against undead only, the shield may cast searing light as a 5th-
  level cleric.  After three uses, the shield may not use the spell 
  again until it is left in the sun to recharge for three hours.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, searing 
  light; Price 17,670 gp; Weight 15 lb.
  Weapon Qualities
  Bone, Celestial
  Weapons possessing this quality have not only their appearances 
  altered, but their entire composition.  This powerful 
  enchantment literally change the weapon from one of wood, 
  metal, or stone to one of celestial bone—the very essence 
  of goodness and light.  Weapons converted to celestial bone 
  retain all prior bonuses and abilities, but with a few additional 
  exceptional properties:
  • These items shine with a divine light, constantly radiating as 
  if a daylight spell had been cast on them.
  • These weapons cannot be broken by any mortal means 
  (although spells such as disintegrate and disjunction do have 
  a chance of destroying them).
  • A celestial bone weapon confers the following powers 
  upon the wielder once per day: bless, shield of faith, and holy 
  smite.
  • Cleric and paladin wielders can add the weapon’s 
  enchantment bonus to their turn undead checks.
  • Any non-good creature that picks up the weapon gains two 
  negative levels that cannot be overcome in any way; although 
  they never result in actual level loss and disappear when the 
  weapon is set down again.
  Strong conjuration; CL 12th; Craft Magic Arms and Armor, 
  gentle repose, planar ally; Price +3 bonus.
  Undead Creator, Minor
  Any suitable creature killed by an undead creating weapon rises 
  one round later as a zombie under the wielder’s control.  In 
  addition, use of this type of weapon adds an additional 10 HD 
  to the total amount of undead that the wielder can control at 
  any time.  a wielder without the ability to command undead can 
  control up to 10 HD worth of zombies created through the use 
  of this weapon.
  Moderate necromancy; CL 6th; Craft Magic Arms and Armor, 
  animate dead; Price: +3 bonus.
  Undead Creator, Major
  This type of weapon is similar to a minor undead creator except 
  that slain creatures rise again as wights instead of zombies.  
  Also, the maximum number of undead the wielder may control 
  rises by +15 HD.  A wielder without this ability to command 
  undead can control up to 15 HD worth of wights created 
  through use of this weapon.
  Strong necromancy; CL 12th; Craft Magic Arms and Armor, 
  create undead; Price: +5 bonus.
  Undead-Destroying
  Designed for ﬁghting everything from skeletons to liches, the 
  undead-destroying weapon is capable of damaging the structural 
  weak points in an undead creature, allowing the wielder to score 
  critical hits against them.  These weapons always stink like 
  rotting ﬂesh.
  Moderate divination; CL 8th; Craft Magic Arms and Armor, 
  true strike; Price +1 bonus.
  Undead Sensitive
  The undead sensitive special ability may only be applied to 
  weapons already enhanced with either the ghost touch or 
  undead bane special abilities.  Any time a wielder scores a 
  critical hit against an undead creature, the target must make a 
  Fortitude save (DC 14).  If it fails, then the creature takes an 
  additional 1d10 points of positive energy damage.  Undead 
  sensitive weapons have also been enchanted to detect undead.  
  If a weapon of this type comes within 60 feet of an undead 
  creature, it appears to turn from clear crystal to shining white.
  Moderate conjuration; CL 9th; Craft Magic Arms and Armor, 
  cure moderate wounds, detect undead; Price +2 bonus.
  Vampiric
  Weapons with the vampiric quality siphon the life energy of 
  creatures they wound in combat.  Each time a living creature 
  takes damage from a vampiric weapon, the wielder is healed as 
  detailed below.
   
  Damage Inﬂicted 
   
  Healing Effect
   
  Less than 8 points 
   
   
  None
   
  9-16 points 
   
   
   
  1d4
   
  17-20 
   
   
   
   
  1d8
   
  21-24 
   
   
   
   
  1d12
   
  25-30 
   
   
   
   
  2d8
   
  31+ points 
   
   
   
  3d8
  Only a handful of melee weapons can become vampiric 
  weapons.  The healing effect applies only to attacks against 
  living creatures of the same type as the wielder (subtypes 
  need not be identical).  Hit points gained through this use of 
  the weapon cannot be stored (so an unwounded wielder of a 
  vampiric weapon gains no beneﬁts from using it).  Striking 
  undead creatures does not cause any negative effects for the 
  wielder.
  Moderate necromancy; CL 9th; Craft Magic Arms and Armor, 
  
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  cure serious wounds, vampiric touch; Price: +3 bonus.
  Vampiric, Greater
  Weapons with this enchantment have the same abilities as the 
  regular version, except that the healing effect applies against 
  any living creature that is struck by the weapon.
  Moderate necromancy; CL 9th; Craft Magic Arms and Armor, 
  cure serious wounds, vampiric touch; Price: +5 bonus.
  Speciﬁc Weapons
  Blood Sword
  The blood sword functions as a +2 longsword.  On scoring a 
  successful critical hit, the weapon produces the effects of a 
  vampiric touch spell as cast by a wizard or sorcerer of 5th level 
  in addition to any damage inﬂicted by the blade.  The damage 
  inﬂicted by the vampiric touch is transferred as hit points to 
  the blood sword’s wielder, exactly as per the spell description.  
  Additionally, any character of non-evil alignment wielding the 
  sword gains one negative level.  This negative level is removed 
  as soon as the character drops the blade.  Although this effect 
  does not result in actual level loss, the negative level cannot 
  be avoided in any way (including spells such as restoration).  
  There is also no saving throw allowed to avoid this effect.
  Moderate necromancy; CL 6th; Craft Magic Arms and Armor, 
  vampiric touch; Price 20,315 gp; Weight 4 lb.
  Ivory Lash
  This weapon functions as a +3 whip.  It deals subdual damage 
  or regular damage as the wielder desires.  There is no penalty 
  to attack regardless of which type of damage the wielder is 
  attempting to inﬂict.  The ivory lash is animated and responsive 
  to the wielder’s will, so it can wrap around an enemy’s leg or 
  other limb, enabling it to make trip attacks with a +6 bonus.  
  Ivory lashes also add a +2 bonus on any opposed attack roll 
  when attempting to disarm an opponent (including the roll to 
  keep from being disarmed if the wielder fails to disarm the 
  opponent).
  Moderate necromancy; CL 10th; Craft Magic Arms and Armor, 
  animate dead; Price 18,300 gp; Weight 3 lb.
  Sword of Ghosts
  The steel of this eerie weapon is worked in a pattern that writhes 
  and swirls slowly when examined closely.  The blade emits a 
  milky hue that seems to rise from the surface and swirl, like 
  mist or smoke.  The weapon is a +3 longsword with the ghost 
  touch quality.  Additionally, any creature slain by the sword 
  cannot be raised or animated as an undead creature, though they 
  may be raised or resurrected normally.  Even creatures slain by 
  the sword, resurrected, and then again slain by another means 
  cannot be turned into undead creatures.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor, 
  consecrate, plane shift; Price 44,315 gp.
  Potions
  Zombi Powder, Greater
  This horriﬁc substance is used by undead cultists to 
  simultaneously slay their enemies and reanimate them as true 
  zombies (see the Monsters above).
  Unlike most potions, greater zombie powder is not consumed 
  by the user, but is released into the air for others to breathe.  
  Greater zombie powder creates a 5-foot radius cloud either 
  directly in front of the user (if blown at a target), or at the 
  point of impact (if thrown).  Using greater zombie powder is 
  dangerous and requires a Concentration check (DC 5) to avoid 
  inhaling it.
  Any living being who breathes greater zombie powder must 
  succeed a Fortitude save (DC 20) or immediately die.  Even on 
  a successful save, a target still takes 3d6+10 points of damage.  
  Any humanoid killed by greater zombie powder rises up as 
  a true zombie at the following sunset.  Reanimation can be 
  prevented by using ﬁre, salt, acid, or holy water on the body, or 
  by dismembering the corpse with a holy or blessed weapon.
  Moderate necromancy; CL 9th; Brew Potion, animate dead, 
  slay living, creator must be at least 5th level; Price 3,088 gp.
  Zombi Powder, Lesser
  Lesser zombie powder is similar to greater zombie powder, 
  except that it has no power to slay.  Unlike most potions, lesser 
  zombi powder is not consumed by the user, but is instead 
  sprinkled upon the corpse of a dead humanoid.  The corpse 
  immediately reanimates into a true zombie.  Reanimation does 
  no occur if the body is treated or damaged by ﬁre, salt, acid, or 
  holy water, or dismembered with a holy or blessed weapon.
  Faint necromancy; CL 5th; Brew Potion, animate dead, creator 
  must be at least 5th level; Price 800 gp.
  Rings
  Bone-Breaker Ring
  The wearer of this silver ring engraved with Dwarven script 
  (that reads “bone-breaker”) can ignore the damage reduction 
  of undead opponents and inﬂict critical hits against undead 
  creatures in melee and ranged combat.  The ring does not negate 
  the relative immunity of incorporeal undead against damage 
  from a corporeal source.  The wearer also gains a +2 bonus on 
  saves against life-draining attacks that normally allow a save.
  Moderate transmutation; CL 7th; Forge Ring, creator must be 
  a dwarven cleric, greater magic weapon, protection from evil; 
  Price 25,000 gp.
  Elven N’Sathii Ring
  The elven word “n’sathii” refers to an ancient ritual wherein an 
  elf is blessed by the high goddess of good against undead.  The 
  enspelled elf then led a small force against the nearest undead 
  concentration and destroyed it.  This ritual worked, to a lesser 
  extent, on non-elves as well but was rarely performed unless the 
  need was truly dire.
  
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  An elven n’sathii ring provides a variable deﬂection bonus to 
  AC and resistance bonus to saving throws depending on the 
  wearer’s race: +3 for elves, +2 for half-elves, +1 for non-elves.  
  Half-elves also gain immunity to the paralyzing touch of a 
  ghast.  Finally, the ring negates a number of energy drain or 
  ability drain attacks per day equal to its bonus.  Each energy 
  or ability drain negated reduces the protection and resistance 
  bonus of the ring by 1 for 24 hours, after which time the bonus 
  is automatically restored.
  Moderate necromancy; CL 9th; Forge Ring, creator must be an 
  elven cleric, bless, death ward, resistance, shield of faith; Price 
  68,400 gp.
  Felbin’s Ring
  Created for a halﬂing paladin named Felbin by his cleric 
  companion, the ring is a potent tool for those who battle the 
  undead.  When worn by a class that can turn undead, Felbin’s 
  ring gives the wearer a +4 sacred bonus to turning checks and 
  +2d6 turning damage.
  Moderate evocation; CL 9th; Forge Ring, creator must be a 
  halﬂing cleric, hallow; Price 12,000 gp.
  Ring of Ancestor Speech
  The wearer of this bone ring gains the ability to speak with 
  corpses.  Upon activating the ring with a whispered command 
  word, the character can speak with a corpse that has been 
  deceased for any amount of time, but the body must be mostly 
  intact to be able to respond.  A damaged corpse must at least 
  have a mouth in order to speak.  The character cannot actually 
  speak to the person (whose soul has departed).  It instead 
  draws on the imprinted knowledge stored in the corpse.  The 
  partially animated body retains the imprint of the soul that 
  once inhabited it, and thus it can speak with all the knowledge 
  that the creature had while alive.  The corpse, however, cannot 
  learn new information.  Indeed, it cannot even remember the 
  conversation.  Any corpse that has been turned into an undead 
  creature cannot be spoken with.  Unlike the speak with dead 
  spell, a ring of ancestor speech does not compel the corpse to 
  answer questions.
  Faint necromancy; CL 5th; Forge Ring, speak with dead; Price 
  27,000 gp.
  Ring of Ebony Bolts
  Clutching his hand into a ﬁst, the wearer of this plain silver ring 
  blasts a burst of ebony energy from its dark jewel.  This bolt of 
  energy, at 5 feet wide and 60 feet long, inﬂicts 12d6 points of 
  negative energy damage.  Any living creature in its path must 
  make a Reﬂex save (DC 19) to suffer half damage.  Like all 
  applications of negative energy, this effect heals all undead.  
  The ring can be used three times per day.
  Strong necromancy; CL 12th; Forge Ring, harm; Price 86,000 
  gp.
  Ring of Control Undead
  This ring allows the wearer to control up to 20 HD worth of 
  unintelligent, corporeal undead per day.  Undead within sight 
  that fail a Will save (DC 22) are placed under the wearer’s 
  control until the next sunrise, up to the ring’s 20 HD maximum.  
  Once under the ring’s control, undead are difﬁcult to turn or 
  rebuke and gain turn resistance +4.  Ring-controlled undead that 
  are later turned or rebuked still count against the 20 HD daily 
  limit that the ring can control.
  Moderate necromancy; CL 10th; Forge Ring, control undead; 
  Price 140,000 gp.
  Rods
  Necromancer’s Rod
  Made from a human femur and often decorated with grotesque 
  carvings, this item strikes as a +1 might mace.  In the hands 
  of an evil-aligned wielder who knows its command word, the 
  necromancer’s rod displays its full power.  Its magical powers 
  are as follows:
  Contagion (on command, DC 16)
  Inﬂict serious wounds (on command, DC 16)
  Vampiric touch (on command, 4d6 damage)
  Animate dead (3/day)
  Moderate necromancy; CL 9th; Craft Magic Arms & Armor, 
  Craft Rod, animate dead, contagion, inﬂict serious wounds, 
  vampiric touch; Price 84,000 gp.
  Rebuker’s Rod
  When evil necromancers ﬁght each other, they discover that 
  commanding enemy undead proves to be more of a challenge 
  than they ever could have imagined.  Given the maximum 
  amount of undead a necromancer can control, it is a good 
  idea to pick and choose which ones one wants.  So as not 
  to leave the rest of an attacking force breach his defenses, a 
  necromancer uses this rod to rebuke those he cannot command.  
  The rebuker’s rod enables a necromancer to rebuke undead as 
  though he were a neutral cleric of equivalent level.  The owner 
  may use this power a number of times per day equal to his 
  Charisma bonus.  If the wielder is a cleric or has levels in any 
  other class that grants the ability to turn/rebuke undead, the 
  wielder adds his necromancer level to his effective turn/rebuke 
  undead level but does not gain additional turn/rebuke attempts 
  per day.  Finally, the rod doubles the number of undead that 
  the wielder can animate with a single casting of the animate 
  dead spell, though the caster is still limited to controlling 2 HD/ 
  caster level at any one time.
  Strong necromancy; CL 13th; Craft Rod, animate dead, control 
  undead; Price 75,000 gp.
  Rod of the Walking Dead
  This heavily carved rod is crafted from a human femur.  Any 
  dead body touched by this rod is immediately animated as if 
  by an animate dead spell.  The rod of walking dead does not 
  have charges, and can be used as often as desired, but undead 
  animated by the rod count toward the caster’s normal limit of 
  controlled undead (2 HD x caster level).
  Moderate necromancy; CL 7th; Craft Rod, animate dead; Price 
  50,400 gp.
  
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  Staffs
  Shaman Staff
  A shaman staff is usually, as the name implies, carried by the 
  shaman or even the elder of a tribal (commonly jungle) clan.  It 
  is used to breach the barriers between the living and the dead.  
  Such a staff is made of hardwood, and usually capped with a 
  statuette depicting a mother with a newborn child.  It can cast 
  the following spells:
  Hide from undead (1 charge)
  Gentle repose (1 charge)
  Speak with dead (2 charges)
  Faint necromancy; CL 5th; Craft Staff, hide from undead, gentle 
  repose, speak with dead; Price 13,125 gp.
  Wondrous Items
  Arresting Vestment
  This dark purple vest with silver embroidery causes two skeletal 
  arms to burst form beneath the wearer’s regular arms when the 
  command word is spoken.  These arms remain until a second 
  command retracts them.  These arms may be used as natural 
  arms except that they cannot be used to cast spells, and they 
  do not confer the beneﬁts of any feats such as Multiattack 
  (although they can be used with feats such as Multiattack if the 
  wearer already has such a feat).
  Three times per day, the owner may use these skeletal arms 
  to deliver a touch attack that paralyzes the victim for 1d6+2 
  rounds, unless a DC 13 Fortitude save is made.  In addition, 
  the vest confers a +2 competence bonus to all Intimidate and 
  grapple checks when the arms are out.
  Faint necromancy; CL 3rd; Craft Wondrous Item, alter self, 
  ghoul touch; Price 10,880 gp.
  Ash Pendant
  Worn about the neck, the ash pendant must be activated by the 
  wearer with a short prayer or litany (a free action) to trigger 
  its power for 6 hours.  If during those six hours, the wearer is 
  reduced below -10 hit points or is killed by an effect, the wearer 
  is instantly turned to ash, scattering across the ground.  This 
  prevents all but the most potent of resurrections, but it also 
  prevents the enemy from using the fallen character’s corpse as 
  an undead or as a target for any other spells or effects.
  Strong necromancy; CL 13th; Craft Wondrous Item, 
  destruction; Price 4,550 gp.
  Clasp of the Lightbringer
  The Lightbringer is an ancient deity common to all races.  She 
  encompasses all that is good among humanoids and any race 
  can worship her without fear of prejudice by other clerics of 
  different good-aligned deities.  Established churches of the 
  Lightbringer have not been seen in centuries, yet individual 
  clerics do appear from time to time.  This minor symbol of 
  turning is a silver clasp which ﬁts onto the bottom of any 
  standard holy symbol.  It allows any cleric or paladin with the 
  ability to turn undead to make two more attempts each day.  
  This effect stacks with the Extra Turning feat.
  Faint enchantment; CL 3rd; Craft Wondrous Item, creator must 
  have the Extra Turning feat, bless; Price 3,600 gp; Weight 1 lb.
  Death’s Stare
  These dark purple eye-crystals ﬁt  over the eyes and closely 
  resemble the eyes of the eagle.  Unlike that item, however, the 
  death’s stare serves a much darker purpose.  Once per day the 
  wearer may use death’s stare to kill an opponent.  This effect is 
  identical to a ﬁnger of death spell cast at 13th level.
  Strong necromancy; CL 13th; Craft Wondrous Item, ﬁnger of 
  death; Price 36,400 gp.
  Gravedigger’s Lantern
  The light of this polished hooded lantern acts as a magic circle 
  against evil and a consecrate spell.  The spells’ effects are 
  centered on the lantern with a radius of 20 feet.  The lantern can 
  be turned on and off by the bearer on command.  It provides 
  illumination as per a light spell.
  Faint abjuration; CL 5th; Craft Wondrous Item, consecrate, 
  light, magic circle against evil; Price 11,250 gp; Weight 2 lb.
  Heart Thief
  This looks like a short wooden staff or rod with a large carved 
  dragon’s claw on one end.  It can be used once to cast steal 
  heart (see the Spells section).  When activated, the heart appears 
  in the wooden dragon’s claw and is destroyed.  Now the victim 
  cannot be restored to life until the item is destroyed.  Most users 
  proceed to lock a used hear thief away in a well guarded vault, 
  drop it, weighted down, into the deepest part of the ocean, or 
  cast it off into the Astral Plane.  It can only be used once.
  Strong necromancy; CL 13th; Craft Wondrous Item, steal heart; 
  Price 4,500 gp; Weight 5 lbs.
  Pendant of the Lightbringer
  This small golden talisman is shaped like a sunburst (for more 
  on the Lightbringer deity, see clasp of the Lightbringer above) 
  and dangles from a dainty chain worn around the neck.  Any 
  time a spell with the Good descriptor is cast into it, it gains one 
  charge per level of the spell.  Additionally, if a cleric or paladin 
  uses a turn attempt to channel positive energy into the pendant, 
  it is given a number of charges equal to one-fourth the turning 
  check’s result (minimum of 1 charge).  The pendant can hold a 
  total of 9 charges at a time; any excess charges given to it are 
  lost without effect.
  To unleash the pendant’s power and expend a single charge, the 
  wearer needs to speak the command word and point an open 
  palm toward a visible target.  This is a standard action that does 
  not provoke an attack of opportunity.  A bright ﬂash of light 
  shaped like a sunburst shoots forth from the wearer’s hand and 
  automatically strikes the target if it has anything less than total 
  cover or concealment.  If the target is of evil alignment, it takes 
  1d4+1 points of damage.
  The effect can strike ethereal or incorporeal creature as 
  well.  The target does not receive a saving throw, though any 
  applicable spell resistance may stop the missile.  If the target 
  is of any alignment other than evil, it takes no damage at all 
  from the sunburst’s impact.  Spells that mask alignment do not 
  affect the damage caused by the sunburst—it is the target’s true 
  
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  alignment at the time of impact that determines whether or not 
  he receives damage.  As a side effect, for the instant that the 
  sunburst is in existence, it creates light equal to that produced 
  by a light spell.
  Faint evocation; CL 1st; Craft Wondrous Item, creator must be 
  good-aligned, light, magic missile; Price 2,700 gp; Weight 1 lb.
  Pipes of Protection
  These magical pan pipes, when played, offer up a sphere of 
  magical protection based on the player’s desire.  The sphere 
  forms a 5-foot radius around the pipes’ player and lasts as long 
  as she plays.  Using them properly calls for a Perform check 
  (DC 15).  A new check is required every 10 minutes, with the 
  DC increasing by +1 each time.  A character can take only move 
  actions while playing the pipes.  Each type of protection can 
  only be used once per day.
  • Protection Against Flame: No open ﬂames can exist within 
  the sphere.  It hedges out ﬁre (including beings of the ﬁre 
  subtype) and objects hotter than 100 degrees Fahrenheit (such 
  as lava) from outside, as if the sphere were a wall of force.
  • Protection Against Frost: The temperature within the sphere 
  remains 70 degrees Fahrenheit, no matter what forces or 
  spells are used against it.  It hedges out cold and ice (like a 
  cone of cold) and creature of the cold subtype.
  • Protection Against Undead: Undead cannot exist within the 
  sphere (they are immediately thrust out) and cannot enter.
  • Protection Against Poison: All poison, including poison 
  gas, loses potency within the sphere.  Creatures inside with a 
  natural venom regain their poisonous ability once outside the 
  sphere in 1d3 rounds.
  Strong necromancy; CL 14th; Craft Wondrous Item, control 
  undead, neutralize poison, protection from energy; Price 35,000 
  gp; Weight 3 lbs.
  Skull Necklace
  This necklace is a tiny animal skull, painted with magical 
  symbols and suspended from a leather thong.  When worn 
  around the neck, it marks the wearer as a master of the undead.  
  A skull necklace grants the wearer free use of the Extra Turning 
  feat but only for the purposes of rebuking, commanding, or 
  bolstering undead.  Those unable to channel negative energy 
  cannot make use of a skull necklace.
  Faint necromancy; CL 3rd; Craft Wondrous Item, animate dead; 
  Price 4,000 gp, Weight 2 lb.
  Tome of the Lightbringer
  The tome of the Lightbringer is a small, leather-bound book, 
  created by followers of deity of goodness known only as the 
  Lightbringer.  There are two ways that it can be used.  First, 
  the wielder tears a page from the time and reads aloud the 
  passages inscribed as a standard action.  The page then bursts 
  into brilliant white ﬂames, and the reader then makes a turning 
  attempt with a +5 sacred bonus and a +1d6 bonus to the total 
  HD of undead affected.
  The second method of using the tome involves calling on all 
  the remaining power that it contains and releasing it in a blaze 
  of holy light.  To use this function, the user must hold the book 
  aloft and read aloud the inscriptions on the back as a full-round 
  action.  This causes the entire book to glow with a blinding 
  light, and all undead within 60 feet suffer 1d6 points of positive 
  energy damage per page remaining.  The book is destroyed if 
  this function is used.
  Tomes of the Lightbringer were, in their time, created with 20 
  pages and are typically found with 1d10+10 pages remaining.  
  This tome may only be used by a lawful good cleric or paladin.
  Moderate abjuration; CL 10th; Craft Wondrous Item, dispel evil, 
  ﬂame strike; Price 16,250 gp; Weight 2 lb.
  Cursed Items
  Terkow Skin
  This armor appears to be +2 hide armor, but carries a 
  dangerous curse.  When donned, the armor begins draining the 
  wearer’s blood, causing 1d4 points of permanent Constitution 
  damage every round.  The only way to stop the drain is to slay 
  the armor.  Any attack on the armor causes half damage to the 
  wearer, and half damage to the armor.  The armor has a hardness 
  of 5, 15 hit points, and is immune to cold, electricity, and sonic 
  attacks.  If the terkow skin slays its victim, it releases its grip 
  and awaits a new owner.  (Information on the terkow can be 
  found in the Monsters section above.)
  Strong necromancy; CL 19th; Craft Magic Arms and Armor; 
  vampiric touch; Price 9,165 gp.
  Minor Artifacts
  The Seven-Headed Sword
  Once a greatsword of unsurpassed beauty, this artifact is now 
  a terror; he who wields it commands the seven akyanzi bound 
  by hatred to its blade.  The sword belonged to a line of wizard-
  guarding warriors until it fell into the hands of a disloyal 
  minion.  Believing the wizards were planning an attack on his 
  family’s nation, the man used the weapon to slay the seven 
  ranking members spell wielders in their sleep.  The communal 
  anger at having their lives snuffed out by one wretched traitor 
  binds them to the sword until their heads can be replaced with 
  new victims.
  Whenever the seven-headed sword is drawn from its sheath, 
  akyanzi are simultaneously drawn from the state of limbo where 
  the original wizards’ souls went to after their murder.  These 
  akyanzi are the last seven people slain by the sword; so long 
  as these sword-eaters are bound to the weapon, they cannot 
  ﬁnd rest or resurrection.  Each new victim headed by the sword 
  replaces the oldest bound akyanzi.  Only beheaded victims are 
  claimed by the sword.  Freed akyanzi immediately burn apart 
  like beehives.  When the sword is sheathed, the akyanzi return 
  to a state of limbo.
  
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  The seven-headed sword can be used to rebuke its bound 
  akyanzi up to three times per day as a 10th-level cleric.  It is a 
  +5 greatsword that ignores object hardness and automatically 
  casts heat metal on any metal, bladed weapon which it contacts.  
  So long as it is held in hand, the wielder cannot be damaged 
  below zero hit points.  When used to perform a coup de grace, 
  the sword automatically, simultaneously casts circle of death, 
  centered on the victim.  The sword cannot be destroyed by any 
  means until all its seven heads have been destroyed.
  Strong evocation [ﬁre] and necromancy; CL 15th; Weight 5 lb.
  Unholy Scepter
  The unholy scepter enables the wielder to rule up to 500 HD 
  worth of ghouls and ghasts in exactly the same manner as a rod 
  of rulership (see the DMG for details), save that no time limit 
  applies to the scepter’s rulership ability.  In addition, the scepter 
  strikes as a +3 unholy light mace, and all opponents struck by 
  the scepter must make a Fortitude save (DC 20) or be paralyzed 
  for 1d6+2 minutes as if struck by a ghoul.  Finally, the scepter 
  can emit a nauseating stench equivalent to that of a ghast, 
  requiring all creatures within 10 feet to make a Fortitude save 
  (DC 20) or be wracked with nausea, suffering a -2 penalty on all 
  attacks, saves, and skill checks for 1d6+4 minutes.
  Strong evocation [evil] and necromancy; CL 19th; Weight 4 lb.
  Major Artifacts
  Ubuto’s Shield
  Ubuto, a legendary undead hunter from the jungle regions, used 
  this shield during his many forays against the zombi minions 
  of a powerful necromancer.  The shield has absorbed some of 
  Ubuto’s power, and is a potent defense against the undead.
  Ubuto’s Shield is a +5 large leather shield weighing about 7 
  pounds.  Anyone who wields this shield in battle is completely 
  immune to disease, level drain, paralysis, and negative energy 
  damage.  The wielder is not immune to temporary ability 
  damage, but such is recovered at the phenomenal rate of 1 point 
  per minute instead of the usual 1 point per day.  While the shield 
  does not automatically heal permanent ability damage, it does 
  allow the wielder to cast greater restoration once per day.
  A lich can destroy Ubuto’s Shield by casting shatter upon it.  No 
  other creature can harm it.
  New Materials
  Bergasalt
  No known substance proves more lethal against undead than 
  bergasalt.  As a result, the most accomplished warriors sworn 
  to the destruction of these abominations covet this valuable 
  material.  Because the mineral naturally appears in small 
  quantities and must remain largely intact to retain its mystical 
  properties, bergasalt-tipped arrows are the most common form 
  of weaponry forged from the elusive crystal.  Rumors persist 
  that a band of seven undead hunters wields bergasalt daggers; 
  however, no deﬁnitive proof veriﬁes these tales.
  One bergasalt arrow or bolt costs 140 gp, while a bergasalt 
  dagger costs 6,500 gp.  Bergasalt weapons ignore the natural 
  armor bonus or corporeal undead up to a maximum of +5 and 
  are masterwork weapons for the purposes of enchantment.  
  One ounce of bergasalt contains enough material to craft one 
  bergasalt arrow or bolt.  Bergasalt weighs half as much as steel, 
  but it only possesses a hardness of 5 and 15 hit points per inch 
  of thickness.
  Bonebreaker
  Derived from the elusive skullcap mushroom, adventurers 
  anticipating encounters with the undead keep at least a few 
  applications of this expensive substance nearby.  Bonebreaker 
  applied to any weapon provides a +1 bonus to the weapon’s 
  attack and damage rolls for the next 2d4 rounds whenever the 
  wielder attacks corporeal undead.  Coating the weapon with 
  an application of bonebreaker requires a full round action that 
  provokes an attack of opportunity.  One application costs 300 
  gp.
  
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  New Spells
  The spells listed below are either necromantic in nature or are 
  mentioned in the previous sections.
  Acid Symbol
  Necromancy [Fire]
  Level: Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 HD of animated corporeal undead/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Undead creatures animated by you are imbued with a 
  undulating sigil that ﬂoats just above their heads.  The body 
  of the creature drips with thick grayish slime, and acid oozes 
  steadily from its eye sockets.  The spell affects a number of hit 
  dice of animated undead equal to your level.
  Undead with the acid symbol inﬂict an extra 1d6 points of ﬁre 
  damage when they strike with a natural weapon.  Creatures 
  touching or striking the symbol-bearing undead with a natural 
  weapon also suffer this damage.  The creature’s acidic touch 
  deals 20 points of damage per round to wood or metal objects.  
  Armor and clothing dissolves and becomes useless immediately 
  unless succeeding a Reﬂex save (DC 19).  The acid cannot harm 
  stone.  A wooden or metal weapon that strikes a symbol-bearing 
  undead creature also dissolves immediately unless if succeeds a 
  Reﬂex save (DC 19).  Additionally, undead under this spell have 
  acid, cold, and ﬁre immunity.  This spell does not stack with 
  other symbol spells.
  Age Other
  Necromancy
  Level: Drd 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: 1 creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell causes magical aging in the target.  All of the normal 
  effects of aging apply (e.g. ability score adjustments) as if the 
  target had aged those years naturally.  By means of this spell, 
  the target ages 1d10 years.  A successful saving throw negates 
  the aging.  A greater restoration reverses the aging effects of the 
  spell.
  Material Component: A lock of an elderly person’s hair.
  Animate Necrosis
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One wounded living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates (later Will partial, see text)
  Spell Resistance: Yes
  You animate the dead tissue in the wound of a wounded living 
  creature.  This spell can affect any creature currently below 
  its maximum hit points due to injury.  Bits of animated ﬂesh 
  form a sickly tendril that reaches up and out of a single wound, 
  attacking the living portion of the creature.  The creature must 
  make a Will save immediately or the sight of this horror stuns it 
  for 1d3 rounds.
  Whether the creature is stunned or not, the undead tendril of 
  ﬂesh makes attacks with a +15 bonus (Strength 20).  It makes a 
  grapple attack as a creature of the subject’s size (even though it 
  is actually smaller).  If it achieves a hold, it immediately begins 
  constricting and strangling the creature, inﬂicting 2d6 points 
  of damage per round.  The necrotic tendril has 2 hit points per 
  Hit Die of the original creature, and AC 15 (+2 for size, +3 for 
  natural armor).  A single casting of this spell affects only one 
  wound.
  Material Component: A bit of string coated in animal fat.
  Attract Undead
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One undead creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause the target undead to approach within 5-ft. of you.  
  If the undead is hostile, it attacks you or any other creature in 
  range.  If in order to reach you the undead would be harmed 
  (such as ﬁre, a pool of holy water, an enemy creature’s square, 
  etc.), the spell ends.  Any attack upon the undead ends the spell 
  immediately.  A turn or rebuke attempt on the undead counts as 
  an attack and breaks the spell.
  Material Component: A carved U-shaped bone.
  
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  Bone Legs
  Necromancy
  Level: Clr 1, Sor/Wiz 1
  Components: V, S, M (see text)
  Casting Time: 1 action
  Range: Touch
  Target: One Small or Medium humanoid corpse or set of leg 
  and hip bones
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You infuse a corpse or a set of leg and hipbones with a negative 
  energy, creating a short-lived undead creature consisting of feet, 
  legs, and a pelvis.  The bones legs have a base speed of 30 feet 
  and a Strength score of 10 + 1/caster level.  The bone legs are 
  normally used for carrying objects in the manner of a ﬂoating 
  disk spell, though the weight is supported by the hipbones 
  rather than a concave plane of force.  Using a standard action, 
  you can direct the bone legs to any location within close range, 
  command them to follow you, or even ride them as if they were 
  a mount.  The legs follow your path exactly, at a distance you 
  specify that is no greater than close range.  If you pass beyond 
  close range, the bone legs stand in place and wait for you to 
  return.
  When the spell expires, the bones collapse and become inert, 
  but can be reanimated again with another use of the spell.  
  The bones legs cannot Climb, but they can use Jump.  They 
  cannot make attack.  They otherwise are identical to a Small 
  or Medium creature.  The spell can be made permanent with 
  the permanency spell at a minimum caster level of 9th and at a 
  500 XP cost.  When the caster dies, the leg bones come under 
  the command of the ﬁrst person to touch them.  Such bones are 
  often one of the treasures to be found inside a necromancer’s 
  dungeon.
  Bone Tattoo
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: One living creature
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  This spell creates a bone-colored skull-and-bones tattoo pattern 
  on the ﬂesh of a living creature.  As long as the tattoo lasts, the 
  tattooed creature has spell resistance 10 + your level against 
  cold, polymorph, and mind-affecting attacks.  Further, mindless 
  undead creatures react to the tattooed creature as if he were 
  undead.  However, any creatures with this tattoo can be turned 
  as if he were undead with turn resistance +4.
  Material Component: A bit of white ink and a needle.
  Burrowing Bony Digits
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Up to ﬁve creatures, no two of which can be more 
  than 15 ft. apart
  Duration: See text
  Saving Throw: Reﬂex partial
  Spell Resistance: Yes
  By mean of this ﬁendish spell, you cause up to ﬁve skeletal 
  ﬁngers to streak forth and imbed themselves in the ﬂesh of the 
  targets.  Each digit inﬂicts 1d6 points of damage upon striking 
  its target.  They do not stop there, though.
  Any creature that fails its Reﬂex save is unable to extract the 
  bony digit before it can lodge itself into the wound.  A bony 
  digit continues to penetrate the creature’s body for one round 
  for every 3 caster levels, dealing 1d6 additional damage per 
  round.  Once the bony digit is lodged in the wound, it cannot 
  be extracted.  A creature can only be targeted by one ﬁnger at 
  a time.0-9
  Arcane Material Component: Five humanoid ﬁngers stripped 
  of ﬂesh and muscle.  The individual ﬁnger bones must then be 
  tied together with black thread.
  Change Zombie
  Necromancy [Evil]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: One zombie touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You touch a single zombie, which must then attempt a 
  Fortitude save to avoid the spell’s effects.  If the zombie fails 
  its save, it becomes a ghoul.  Controlled zombies transformed 
  by this spell remain under their controller’s command and 
  still count against controlled undead HD limits, as do spawn 
  created by the controlled ghouls.
  Material Component: A bone from a ghoul and a black onyx 
  gem worth at least 100 gp.
  
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  Cone of Stupidity
  Necromancy
  Level: Drd 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 5 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 hour/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You exhale a cone-shaped cloud of deadly spores.  Those in the 
  cloud’s area of effect must make an immediate Fortitude save 
  or permanently lose 1d3 points of Intelligence as the spores 
  spread through their brains and nervous systems.  Victims must 
  make a Fortitude save each subsequent round up to the spell’s 
  maximum duration or continue to lose Intelligence.  The cloud 
  is only infectious on the round that it is discharged.
  Material Component: A piece of ﬂesh from a plague victim.
  Contagion, Greater
  Necromancy [Evil]
  Level: Clr 5, Drd 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living creatures touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You can infect any living creature with a disease by simply 
  touching it.  this effect works like contagion, and the victim 
  must make a Fortitude save or be infected with a disease of your 
  choice, which strikes immediately with no incubation period.  
  The main difference between this spell and contagion is that 
  you have the potential to infect many more creatures because of 
  the spells duration.
  Material Component: A piece of putrid ﬂesh and a drop of 
  blood.
  Continual Wounds
  Necromancy
  Level: Drd 8, Sor/Wiz 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Continual wounds is a powerful curse that prevents all forms of 
  healing, magical or otherwise.  If the target fails its Will save, 
  the spell prevents the recovery of hit points and ability damage 
  by any means.  All cure spells and spells with the healing 
  descriptor automatically fail when directed at the target, and the 
  target cannot recover hit points through natural healing, use of 
  the Heal skill, or use of the fast healing or regeneration abilities.
  Corpse Defense
  Necromancy [Evil]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: All corpses and dying creatures in range
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  When this spell is cast, all corpses and dying creatures (those 
  below 0 hit points and disabled) in the spell’s area are affected.  
  Dying creatures are allowed a Fortitude save to avoid the spell’s 
  effects, but slain creatures are not.  Those affected by the spell 
  have all the blood drawn from their bodies (killing all those 
  still alive), forming horrible tentacles of clotting, black blood.  
  These tentacles always remain in contact with the bodies from 
  which they were drawn, lashing out and ﬂailing at your foes.  
  One tentacle is created per affected corpse, up to a maximum 
  of 1 per caster level.  No more than 20 tentacles can ever be 
  created with this spell.  Each tentacle is 10 feet long (large) 
  and saves as the creature from which it was created.  Each has 
  AC 15, 1 hit point per HD of the creature from which it was 
  drawn plus 1 hp/2 caster levels, half the attack bonus of its host 
  creature, and a Strength score of 19.  It is immune to spells that 
  do not cause damage, save disintegrate, dispel magic, and those 
  spells that can affect water or blood.
  Each round that a tentacle is not already grappling someone, 
  starting the round after it appears, it makes a slam attack against 
  a foe within reach, dealing 1d6 points of damage and making 
  a grapple attack as a free action.  If the tentacle succeeds in its 
  grapple attack, it deals no further damage but begins to drown 
  the target (see DMG for water rules).  As described in the rules, 
  the target can hold its breath for a number of rounds equal 
  to twice its Constitution score and may attempt to break the 
  grapple every round.  If the target fails, he must begin to make 
  Constitution checks as described.
  Material Component: A handful of dirt from a strangled man’s 
  grave.
  
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  Create Sailors
  Necromancy
  Level: Brd 5, Death 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ship
  Duration: 1 hour/level, Concentration discharge (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a crew of undead servitors to sail or row 
  a ship for you.  These undead automatically know how to 
  crew the ship as long as you maintain concentration.  If the 
  concentration is broken, the undead simply fail to do anything 
  until you resume concentrating on directing their actions.  
  A bard who casts this spell must direct the crew through 
  encouraging singing of sea shanties.
  Up to 5 undead crewmen may be summoned per caster level.  
  These crewmen are treated as Medium-size skeletons with the 
  additional ability of Profession (sailor) +5.  These crewmen do 
  not ﬁght or otherwise engage an enemy in combat, though they 
  can and will operate ballistae or catapults, ﬁring such machinery 
  as 1st-level warriors.
  Arcane Material Component: The bones or remains of 5 
  drowned men.
  Dangerous Digits
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 animated skeleton per caster level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A skeleton enhanced by dangerous digits gains the ability to use 
  its ﬁngers as missile weapons.  Each ﬁnger can only be used 
  once.  If the skeleton uses more than 3 ﬁngers, it loses one of its 
  claw attacks; if it uses more than 7, it has lost both claw attacks.  
  A ﬁnger can be launched at an opponent (in a brilliant blue 
  ﬂash) within range and hits as a ranged touch attack.  If a ﬁnger 
  hits, it inﬂicts 1d6 points of piercing damage.  Small skeletons 
  do only 1d3 points of damage.  Huge or Large skeletons do 
  1d8 points of piercing damage, and Colossal or Gargantuan 
  skeletons deal 2d6 points of damage.  Skeletons smaller than 
  Small cannot be affected by this spell.
  Dark Channeling
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 minute
  Range: Long (400 ft. + 40 ft./level)
  Target: You and one undead creature
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  With this powerful spell, you place your body in a state of 
  suspension and project your psyche into any corporeal undead 
  creature within range.  If the undead creature is intelligent, it 
  is entitled to a Will save to resist the dark channeling.  If this 
  saving throw is successful, the spell fails.  The caster must have 
  line of sight to the undead before casting the spell.
  If the undead fails its save, you gain control of the undead target 
  upon completion of the spell.  You can use its body as if it were 
  your own, including any special abilities of the undead.  If you 
  inhabit a vampire, for example, all of the vampire’s special 
  attacks and qualities are available for use.  You retain your own 
  intelligence, but lose the ability to cast spells unless the creature 
  you are inhabiting is a spellcaster as well.  If unable to do so 
  normally, the dark channeling empowers the possessed undead 
  to speak.
  You cannot move beyond the range limit of this spell, counting 
  your location when the spell was cast as the center point, 
  without ending the spell immediately.  You can vacate the one 
  undead host in favor of another within range by concentrating 
  for one round.  As normal, if the new would-be undead host 
  is intelligent, it is entitled to a Will save.  If the undead host is 
  destroyed before you can vacate it, you must succeed a Will 
  save (DC 20).  Failure means your disembodied spirit is unable 
  to escape before being destroyed as well.  Success immediately 
  ends the spell and stuns you for 1d10 rounds.
  Arcane Focus: A bronze brazier in which you must burn 1,000 
  gold pieces worth of incense.  You must wear a cap made from 
  the ﬂesh of a sentient creature during the casting.
  Darksight
  Transmutation
  Level: Brd 3, Clr 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell is similar to the spell darkvision except that it also 
  conveys the ability to see in magical darkness effects of 2nd-
  level and below, including the spell darkness.
  Arcane Material Component: A pinch of dried carrot and an 
  agate.
  
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  Decay
  Necromancy
  Level: Drd 2, Rgr 2
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Non-animated corpses that you touch are instantly turned into a 
  ﬁne dust.  The corpse can then no longer be magically animated 
  or otherwise become undead.  Thus, such spells as animate 
  dead, control undead, create greater undead, and raise dead 
  have no effect upon the corpse affected by decay.  This spell 
  does not interfere with resurrection.  A non-animated corpse 
  gets no saving throw.  The spell has no effect on living matter.
  If the spell is cast upon a skeleton, zombie, ghoul, or any other 
  corpse that has been raised as undead, the target must make 
  a Fortitude save.  If it fails, it is instantly turned into dust, as 
  detailed above.  If it succeeds, it suffers 1d4+1/level (maximum 
  +10) points of damage.  If the spell inﬂicts enough damage to 
  destroy the undead corpse, the corpse turns to a ﬁne dust and 
  can no longer be animated or raised again as detailed above.  If 
  the spell does not inﬂict enough damage to destroy the undead, 
  the spell has no further effect.
  Material Component: A ﬁne powder made of dried seeds.
  XP Cost: 50 XP.
  Dirge of the Walking Dead
  Necromancy
  Level: Brd 2, Clr 3
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By means of this spell, you enable one living creature within 
  range to continue to act normally even if its hit points have been 
  reduced to 0 or below.  If you are somehow rendered unable 
  to sing (or pray for clerics), the spell is negated immediately.  
  When the spell is negated, the target does not suffer any 
  additional damage, but immediately suffers the effects 
  appropriate to its current hit point level (meaning, usually, that 
  he is unconscious and slowly bleeding to death).  If your target 
  is reduced to -10 or fewer hit points, it dies immediately even if 
  under the inﬂuence of this spell.
  Disruption Missiles
  Evocation [Positive Energy]
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Up to ﬁve creatures, no two of which can be more than 
  15 ft. apart
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A missile of positive energy darts forth from the palm of your 
  hand and unerringly strikes its target.  The missile is designed 
  speciﬁcally to affect undead creatures only and deals 2d4+2 
  points of damage.
  As magic missile, the disruption missile strikes true, even if the 
  target is in the midst of melee or has anything less than total 
  cover or concealment for protection.  This spell has no effect on 
  living creatures.
  For every two levels of experience over three, the caster 
  gains an additional missile: two at 5th level, three at 7th, four 
  at 9th and so on.  Multiple missiles can be directed at the 
  caster’s choosing (one per target or all at one target) but must 
  be targeted before rolling for any applicable spell resistance 
  possessed by the target(s).
  Disruption Wave
  Evocation [Positive Energy]
  Level: Clr 7, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Disruption waves creates a cone of positive energy that 
  originates from your hands and extends outward toward your 
  opponents.  The disruption waves harm only undead creatures 
  as it ﬁlls them with positive energy, disrupting the negative 
  energy which fuels them.
  An undead creature struck by the disruption wave must succeed 
  a Fortitude save or be destroyed.  If the save is successful, 
  a disruption wave still deals 1d8 points of damage per level 
  (maximum 15d8) to any undead struck.
  Arcane Material Component: A small glass marble.
  Divine Heart
  Necromancy
  Level: Clr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell is prized by good-aligned clerics for its ability to 
  protect against fear effects, allowing them to protect attempt 
  even more heroic deeds.  Divine heart makes the subject 
  immune to all fear effects, both magical and mundane.
  
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  Double Aging
  Necromancy
  Level: Clr 5, Sor/Wiz 5
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Effect: Living creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The target of this spell has his natural aging magically increased 
  to double the normal rate.  All of the usual effects of aging 
  apply as if the target had aged normally despite the aging 
  being far from normal.  A successful Fortitude save negates the 
  accelerated aging (see the PHB for details on aging).
  Material Component: A small vial of quicksilver.
  Draining Mist
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  A charnel stench arises from the ground in the affected area, 
  causing a powerful life-sapping effect that robs all within the 
  area of 1 point of temporary Strength damage for every two 
  levels of the caster (to a maximum of -10).  Any who resist 
  successfully suffer only half of the ability damage.  In either 
  case, the lost Strength points return at an accelerated rate of one 
  points/hour.
  Material Component: Ash from the body of a sentient creature 
  consumed by ﬁre.
  Dread Blade
  Necromancy [Evil]
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  You create a dagger of dark, shimmering energy that instantly 
  speeds toward its target.  You must make a ranged touch 
  attack.  If successful, the target takes 1d4 points of damage per 
  caster level (to a maximum 20d4).  Those slain by this spell 
  must make a Will save or immediately be transformed into an 
  undead creature.  The victim immediately gains the undead 
  type: immune to poison, sleep, paralysis, stunning, disease, 
  death effect, and necromantic effects; ignore mind-affecting 
  powers such as charm or feeblemind; not subject to critical hits, 
  subdual damage, ability damage, or death by massive damage.  
  The newly created undead has no Intelligence or Constitution 
  score.  Its alignment is neutral, and it takes no action unless it is 
  controlled by you.
  Arcane Material Component: A dagger that has drawn a 
  paladin’s blood.
  Elemental Shroud
  Necromancy [Varies]
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Up to one animate dead creature/level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You cover undead creature you have animated with a shroud of 
  energy.  This energy can be whatever type you wish: acid, cold, 
  electricity, ﬁre, or sonic.  Acid shrouds drip with dark, bubbling 
  efﬂuvium; cold shrouds are icy blue and glistening; electricity 
  shrouds crackle with lightning; ﬁre shrouds appear to be molten 
  and burning; and sonic shrouds appear as distortions in the 
  air accompanied by a shrill shriek.  The undead is granted +2 
  turn resistance, +2 natural armor.  It inﬂicts an additional 1d6 
  points of elemental damage (whatever type is appropriate to 
  the shroud) when it strikes a foe.  It also inﬂicts 1d6 points of 
  damage when touched or when struck by natural weapons.  An 
  undead creature may have only one elemental shroud cast upon 
  it at a time.
  Enhance Skeletons
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Skeletons with total HD equal to 1 HD/level
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  One or more skeletons within range with total HD equal 
  to 1 HD/caster level gain damage reduction of 10/magic.  
  Damage from piercing and slashing weapons is halved prior to 
  subtracting from the skeletons’ DR.
  Material Component: 1 pound of iron per skeleton.
  
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  Enhance Skeletons, Greater
  Necromancy
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Skeletons with total HD equal to 1 HD/level
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  One or more skeletons within range with total HD equal 
  to 1 HD/caster level gain damage reduction of 20/magic.  
  Damage from piercing and slashing weapons is halved prior to 
  subtracting from the skeletons’ DR.
  Material Component: 1 pound of adamantine per skeleton.
  Enhance Skeletons, Lesser
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Skeletons with total HD equal to 1 HD/level, no two 
  of which are more than 30 ft. apart
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  One or more skeletons within range with total HD equal to 1 
  HD/caster level gain damage reduction of 5/silver.  Damage 
  from piercing and slashing weapons is halved prior to 
  subtracting from the skeletons’ DR.
  Material Component: 10 silver pieces per skeleton.
  Flame Symbol
  Necromancy [Fire]
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 HD of animated corporeal undead/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Undead creatures animated by you are imbued with a burning 
  sigil that ﬂoats just above their heads.  The body of the creature 
  radiates heat, and its eye sockets smoke and burn with orange 
  ﬂame.  The spell affects a number of hit dice of animated 
  undead equal to your level.
  Undead with the ﬂame symbol gain the ﬁre subtype as an 
  extraordinary ability, granting them ﬁre immunity and exposing 
  them to double damage from cold except on a successful save.  
  Additionally, undead affected by the ﬂame symbol inﬂict an 
  extra 1d6 points of ﬁre damage when they strike with a natural 
  weapon.  Creatures touching or striking the symbol-bearing 
  undead with a natural weapon also suffer this damage.  This 
  spell does not stack with other symbol spells.
  Flying Abominations
  Necromancy [Evil]
  Level: Clr 5, Evil 5, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: 10 ft.
  Target: One or more body parts within range
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With this grotesque spell, you animate one or more body parts, 
  imbuing them with the ability to ﬂy and to follow simple verbal 
  commands.  The body parts must be relatively fresh (no more 
  than a week old) and cannot be larger than Medium.  Any 
  creature that can be affected by animate dead can have a body 
  part subjected to this spell.
  You can animate one HD worth of ﬂying abomination per caster 
  level.  These HD can be divided among different body parts as 
  required.  A 14th-level wizard could, for example, animate seven 
  2 HD body parts, or one 10 HD body part and four 1 HD body 
  parts, etc.  All body parts to be animated must be within 10 feet 
  of you during casting.
  The characteristics of a ﬂying abomination are determined by 
  the creature’s original size.  See the Flying Abominations 
  monster entry above for each creature’s characteristics based 
  on size.  The body part does retain the special attacks of the 
  original creature, but only those that could be delivered with 
  only the part in question.  Thus, an animated red dragon’s head 
  could bite but could not breathe ﬁre.  A dragon’s breath weapon 
  is not a power of its head.  An animated giant scorpion stinger, 
  however, would retain the ability to inject poison.  Supernatural 
  and spell-like abilities may never be retained.
  Flying abominations obey simple verbal commands in the same 
  manner as a zombie or skeleton and the body parts remain 
  animated until destroyed.  They can be turned or rebuked 
  normally.
  Arcane Material Component: The body parts to be animated 
  and a vial of unholy water which is sprinkled over the fragments 
  during casting.
  
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  Force Corporealness
  Abjuration
  Level: Clr 2, Pal 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  One target incorporeal creature becomes corporeal.  It loses 
  all the beneﬁts normally associated with its incorporeal state.  
  The creature’s other abilities are unaffected.  A creature that is 
  partially or entirely inside of a solid object when affected by this 
  spell is moved to the nearest open space, taking 1d6 points of 
  damage in the process for every 5 feet it must travel to get out 
  of the object.  The creature remains substantial for the duration 
  of the spell, at which time it returns to its incorporeal state.
  Frost Symbol
  Necromancy [Cold]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 HD of animated corporeal undead/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Undead creatures animated by you are imbued with a icy sigil 
  that ﬂoats just above their heads.  The body of the creature 
  radiates cold, and its eye sockets glow with blue energy.  The 
  spell affects a number of hit dice of animated undead equal to 
  your level.
  Undead with the frost symbol gain the cold subtype as an 
  extraordinary ability, granting them cold immunity and 
  exposing them to double damage from ﬁre except on a 
  successful save.  Additionally, undead affected by the frost 
  symbol inﬂict an extra 1d6 points of cold damage when they 
  strike with a natural weapon.  Creatures touching or striking the 
  symbol-bearing undead with a natural weapon also suffer this 
  damage.  This spell does not stack with other symbol spells.
  Ghostly Deliverer
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ghostly hand
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell functions in all ways like spectral hand, with the 
  following exceptions.  Upon casting the spell, you lose 1d8 
  hit points that return when the spell ends, but not if the hand 
  is destroyed.  Any touch spell of 6th-level or lower that can be 
  cast by you can be delivered by ghostly deliverer.  The hand has 
  your save bonuses +2, AC 24, plus your Intelligence modiﬁer.  
  The hand has as many hit points as are lost during the spell’s 
  casting.
  Halve Aging
  Necromancy
  Level: Clr 7, Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: Living creature touched
  Duration: 1d10 years
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell temporarily stops all aging in the target.  For 1d10 
  years, the target does not grow physically older.  Additionally, 
  any magical aging, such as that from an age other spell, is 
  absorbed by halt aging.  Absorbed years shorten the duration 
  of the spell by the number of years absorbed.  A Fortitude save 
  prevents the pause in aging.  (See the PHB for details on aging.)
  Material Component: A handful of sand from an hourglass.
  Halve Aging
  Necromancy
  Level: Clr 5, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: Living creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The target of this spell has her natural aging magically reduced 
  to half the normal rate.  Additionally, any magical aging, such 
  as that from an age other spell, is affected by halve aging.  
  Affected years reduce the duration of this spell by one year for 
  every two years of magical aging.  A Fortitude save avoids the 
  effects of this spell (see the PHB for details on aging).
  Material Component: A drop of molasses.
  Heal Undead
  Necromancy
  Level: Clr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One or more skeletons or zombies touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  With heal undead, you instantly repair one animated skeleton 
  or zombie per caster level, up to a maximum of 20.  Animated 
  skeletons and zombies are instantly repaired and restored to full 
  hit points.  Destroyed skeletons and zombies are not healed, 
  only those that have been damaged.
  
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  Imprint Draining
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One touched weapon
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You touch a weapon while casting this spell, imprinting the 
  draining power of a vampire upon it.  Half the damage inﬂicted 
  by the touched weapon against a living opponent is then gained 
  as temporary hit points by the wielder.  These temporary hit 
  points disappear 1 hour after being gained.
  Focus: The weapon.
  Instill Foolishness
  Necromancy
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One creature touched
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You must make a successful touch attack against the intended 
  victim.  If the touch attack is successful, the target is allowed 
  a Will save to avoid all negative effects.  A failed Will save 
  results in 3 points of permanent Wisdom damage per 4 caster 
  levels.  You can intentionally lessen the damage dealt but 
  must declare your intention to do so before the attack is rolled.  
  Damage dealt to the mind by instill foolishness can be healed 
  by normal means (i.e. restoration, wish, miracle, etc.), although 
  if the damage is not healed within 24 hours of the inﬂiction it is 
  permanent and incurable.
  Arcane Material Component: A bit of bone from a dead man’s 
  skull and a live maggot.
  My Life For Yours
  Necromancy [Evil]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: One corpse touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You draw forth a part of your own life force and (if you are 
  not an undead) corrupt it into negative energy, which you can 
  use to animate one corpse as a skeleton or zombie.  Because 
  the process of infusing the corpse with the negative energy 
  is inefﬁcient, you must draw forth twice as much of your life 
  energy as what the undead would actually use.  Therefore, you 
  lose twice the number of hit points the undead creature would 
  have when ﬁnished (so creating a normal Medium skeleton 
  with 6 hit points costs you 12 hit points).  Any skeleton or 
  zombie created with this spell is treated as if it had been created 
  with animate dead for the purpose of how many undead you 
  can control.  These hit points can be recovered normally (rest, 
  magical healing, etc.)
  If you cannot lose these hit points for any reason (such as if you 
  are protected by a spell that prevents you from taking damage 
  or converts normal damage to subdual or any other kind of 
  damage) the spell fails.  If you have no life force, whether 
  positive or negative (for example, if you are a construct) the 
  spell fails.
  Material Component: A black onyx gem worth at least 50 gp 
  with iron and silver wires wrapped around it, which must be 
  placed in the mouth or eye socket of the corpse.
  Necrocone
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Necrocone drains negative energy in a cone-shaped area that 
  extends outward from your hand, inﬂicting 1d6 points of 
  damage per caster level against all corporeal and incorporeal 
  undead (maximum 20d6).  This area is also partially drained 
  of heat, inﬂicting 1d6 points of cold damage per 2 caster levels 
  against living creatures.
  Necroﬂames
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell surrounds you in wisps of dark ﬂame, providing 
  immunity against energy drain and ability drain attacks.  These 
  ﬂames also drain negative energy from the undead, inﬂicting 
  1d6 points of damage +1 point per caster level (maximum +10) 
  upon corporeal and incorporeal undead that attack you in melee.  
  Living creatures that attack you are similarly drained of heat 
  and suffer half this damage as cold damage.
  Arcane Material Component: A ﬁngernail from a wight or piece 
  of cloth torn from the robe of a wraith.
  
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  Necrosword
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: Swordlike beam
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  Necrosword creates a 3-foot longsword of swirling energy that 
  springs forth from your hand.  The blade strikes as a melee 
  touch attack and drains negative energy, inﬂicting 1d8 points 
  of damage +1 point per 2 caster levels (maximum +10) against 
  corporeal and incorporeal undead opponents.  The blade is 
  also bone-chillingly cold and inﬂicts half this damage as cold 
  damage against living opponents.
  Necrotic Blast
  Necromancy [Evil]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reﬂex half
  Spell Resistance: Yes
  This spell taps into the dark energies generated in fresh corpses 
  as the creature’s soul leaves its material prison.  In order to cast 
  this spell, there must be fresh humanoid corpses (no more than 
  a week old) within range of the spell.  During the casting, the 
  necrotic energies in the corpses are drawn into a ball between 
  your hands.  You then hurl the ball at your target, causing 
  damage to all living creatures within a 20-ft.-radius.
  Each corpse provides 1d6 damage (maximum 10d6).  The 
  necrotic blast also automatically spoils food and water and 
  corrupts holy water within the blast radius.  One pound of food, 
  one gallon of water, or one vial of holy water is ruined for each 
  die of damage the necrotic blast possesses.  Negative energy 
  protection provides protection from this spell.  Undead caught 
  within the blast radius are healed, gaining a number of hit points 
  equal to the damage rolled.
  Arcane Material Components: Translucent gemstone of any sort 
  worth at least 50 gp.
  Necrotize Weapon
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A weapon touched by you glows with pale blue energy.  If a 
  weapon so endowed successfully hits a foe, it causes 1 points 
  of temporary Strength damage on a failed Fortitude save, in 
  addition to normal weapon damage.  Undead suffer no Strength 
  loss but must make a successful Will save or ﬂee directly away 
  from the wielder for 1d4+1 rounds per caster level.  The weapon 
  remains charged with this spell for 1 round per caster level.
  Focus: The weapon.
  Pack of Ghouls
  Necromancy (Summoning) [Evil]
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 3d4 summoned ghouls, no two of which can be more 
  than 5 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You summon a pack of ghouls to defend you and your 
  allies.  The ghoul pack appears where you designate and acts 
  immediately on your turn.  They follow your commands to the 
  best of their ability—attacking or performing other actions—as 
  long as you can communicate with them.
  Arcane Material Component: A bone from a ghoul.
  Plague Carrier
  Necromancy [Evil]
  Level: Clr 7, Drd 7, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject contracts 1d3 diseases, which strike immediately 
  (no incubation period).  You infect the subject with any disease 
  allowed by the GM, though a Fortitude save is allowed for 
  each one.  For the next day, if uncured, all living creatures that 
  come within 20 feet of the plague carrier must save against 
  each disease he carries.  The individual disease, not the spell, 
  affects those failing their saves in this case.  In order to rid the 
  victim of this curse, each disease must be individually cured by 
  magical means.
  
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  Planar Eruption
  Necromancy [Evil]
  Level: Death 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Area: 5 ft., and 30-ft. emanation
  Duration: 2 rounds (see text)
  Saving Throw: Fortitude, Reﬂex, and Will half
  Spell Resistance: Yes
  You select a 5-foot square area within range that acts as the 
  center of the spell.  A small gate to an evil alternate plane 
  opens, expelling pure negative energy in a fountain of darkness, 
  damaging anyone in its area of effect.  On the ﬁrst round of the 
  spell, the eruption’s energy deals 1d6 points of negative energy 
  damage per caster level (maximum 20d6) to everything within 
  5 feet of the spell’s center.  On the second round, the eruption’s 
  area of effect grows to a 30-foot radius, after which it collapses 
  and the gate vanishes.  Undead affected by the eruption are 
  healed of 1d6 points of damage per caster level (maximum 
  20d6), but cannot receive more hit points than their maximum.
  Ray of Exhaustion
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Upon casting this spell, you exhale toward the target, sweeping 
  it with a gust of foul-smelling wind and draining the strength 
  from its limbs.  This is considered a ray attack and requires a 
  ranged touch attack to strike.  A target that fails its Fortitude 
  save is considered exhausted (see DMG) for the spell’s 
  duration.  A target that successfully saves instead suffers the 
  effects of fatigue (see the DMG).  Unlike normal exhaustion or 
  fatigue, once the spell’s duration expires, the subject is restored 
  to full vigor.  This effect does not stack with any other source of 
  fatigue or exhaustion.
  Seek the Soulless
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reﬂex half
  Spell Resistance: Yes
  Seek the soulless creates a cone of strange magical energy.  
  Within its area, living mortal creatures with souls (all creatures 
  other than undead, constructs, plants, or outsiders) ﬁnd 
  themselves surrounded by a momentary nimbus of light that 
  protects them from the spell’s inﬂuence.  All those not protected 
  suffer 1d6 points of damage per caster level (maximum 10d6).  
  Inanimate objects suffer full damage from this blast of energy.  
  This spell proves useful for ﬁghting undead or other creatures 
  without worrying about harming your friends.
  Material Component: A feather dipped in lacquer.
  Skeletal Spurs
  Necromancy
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes (harmless)
  The target of this spell sprouts long, sharp spurs of bone all 
  over his body.  The target deals 2d6 points of piercing damage 
  (critical x2) with a successful grapple attack.  Anyone who 
  successfully grapples the subject takes the same amount of 
  damage.
  Material Component: A small piece of bone whittled into a 
  blade.
  Spirit Horde
  Necromancy [Death, Evil]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: No
  When you invoke this spell, you instantly summon a horde of 
  dozens of wrathful, screaming spirits—gray and incorporeal 
  shades driven to slay the living.  You shape these spirits into 
  a cone, which is then directed at foes.  Every creature in the 
  area of effect must make a Fortitude save or take 1d6 points of 
  damage per caster level (maximum 10d6).  Those who fail their 
  save must make an additional Will save or acquire 1d4 negative 
  levels.  A successful Will save completely negates this effect.  
  Oddly enough, this spell is also effective against undead, who 
  are vulnerable to the wrath of angry spirits.
  
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  Spirit Knife
  Necromancy [Death]
  Level: Clr 7, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action
  Range: 0 ft.
  Effect: One knife
  Duration: 1 round/5 levels
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell creates a knife of crackling necromantic energy that 
  you use to slay or severely injure your opponents.  You must 
  succeed at a melee attack against an opponent, at which time 
  the target must make a Fortitude save or die.  Success means 
  the target still receives 1d6 points of temporary Constitution 
  damage.
  Soul Burst
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 20-foot-radius burst
  Duration: Instantaneous
  Saving Throw: Reﬂex half
  Spell Resistance: Yes
  You summon a burst of energy that harms all living creatures 
  that have a soul.  Thus, inanimate objects suffer no damage, 
  but neither do undead, constructs, plants, or outsiders.  Those 
  affected take 1d6 points of damage per level (to a maximum 
  of 10d6).  This spell was developed by mages in charge of 
  defending the citadel of their king against invaders—they did 
  not want to damage their own defenses or the structure itself.  
  Soul burst is also favored among necromancers who wish to 
  damage their enemies but not their own undead guardians.
  Material Component: A crushed feather.
  Steal Heart
  Necromancy
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 round
  Range: Touch
  Target: One corpse
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: No
  The heart of a dead creature (or portion of the creature’s body 
  with similar symbolic importance) is torn from the corpse and 
  placed in the caster’s hand, whereupon the caster must eat it.  
  Thereafter, the dead creature cannot be brought back to life until 
  the caster dies.
  Syron’s Energy Armor
  Conjuration (Creation) [Positive Energy]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes (harmless)
  This spell creates a glowing barrier of positive energy that 
  surrounds the subject, making it dangerous for undead to come 
  into contact with him.  When an undead creature touches the 
  subject, it must make a successful Fortitude save or the armor 
  inﬂicts 1d8 points of damage.  Syron’s energy armor also 
  damages incorporeal undead that strike the subject.  The armor 
  imposes no armor check penalty, arcane spell failure, or speed 
  reduction.
  Torpor
  Evocation (Cold)
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  An icy blue ray ﬁres from your open palm.  You must succeed 
  at a ranged touch attack to strike your target.  The struck target 
  suffers a -1d3 penalty to Dexterity, with an additional -1 per two 
  caster level (maximum additional penalty of -5).  The subject’s 
  Dexterity cannot drop below 1.
  Toughen Undead
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One undead creature that is subject to turning
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Toughen undead grants a single undead creature turn resistance 
  of +3 for the spell’s duration.  This effect stacks with any 
  existing turn resistance.  It cannot be cast on a target already 
  under the effect of any other toughen undead spell.
  Material Component: Three drops of your blood.
  
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  Toughen Undead, Greater
  Necromancy
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One undead creature that is subject to turning
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell functions as turn resistance and lesser toughen 
  undead, but gives its target a turn resistance of +5.  This effect 
  stacks with any existing turn resistance.  It cannot be cast on a 
  target already under the effect of any above-mentioned spell.
  Material Component: Five drops of your blood.
  Toughen Undead, Lesser
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One undead creature that is subject to turning
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Lesser toughen undead grants a single undead creature turn 
  resistance of +1 for the spell’s duration.  This effect stacks 
  with any existing turn resistance.  It cannot be cast on a target 
  already under the effect of any other spell (like greater toughen 
  undead above).
  Material Component: A drop of your blood.
  Undead Friend
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One and one undead creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You link yourself to the target undead with an invisible bond 
  of negative energy.  As long as you remain within range and 
  maintain a line of effect form yourself to the undead, this 
  bond makes the undead perceive you as an allied undead 
  creature.  a non-intelligent undead target ignores you, while an 
  intelligent undead creature assumes you are either some type 
  of undead that appears living or are disguised as living.  If used 
  in conjunction with a disguise or illusion to appear undead, 
  this spell gives you a +5 bonus on Disguise checks to fool the 
  undead target.  If you attack the target while this spell is in 
  effect, the spell immediately ends.
  Material Component: Dust or bone fragments from any 
  destroyed undead creature.
  Undead Gate
  Conjuration (Summoning) [Evil]
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more summoned undead creatures, no two of 
  which can be more than 30 ft. apart
  Duration: See below
  Saving Throw: None
  Spell Resistance: No
  By means of this spell, you enchant any normal portal 
  (doorway, archway, window, etc.) to act as a gate for undead 
  monsters.  The portal need not be large enough to allow the 
  undead to pass through it, as the magic of the spell causes the 
  undead to appear within range of the portal.
  Once the undead gate has been placed, it cannot be moved.  
  Furthermore, no more than one undead gate can exist in any 
  given square mile area.  Any attempt to create more than one 
  in such an area destroys both gates.  An undead gate remains 
  enchanted indeﬁnitely until used once per level of the caster.  
  Thus, a 16th-level wizard could use her undead gate 16 times, 
  after which the enchantment would vanish.  An undead gate 
  registers to detect magic, although this may not reveal the 
  portal’s nature.  A successful dispel magic rids the portal of 
  its enchantment (although any undead produced before this 
  remain).
  Once the undead gate is in place, you can use it so long as you 
  are within range of the portal.  Upon command, the undead 
  gate summons a random number of the desired type of undead 
  monster.  Summoned undead appear anywhere within range 
  of the portal, as designated you.  They behave in a manner 
  consistent with creatures called forth by the various summon 
  monster spells, remaining until destroyed or dismissed, for up 
  to one round per level of the caster.  The magic of this spell 
  imbues the undead with the ability to understand your spoken 
  commands.
  You may only summon one group of undead at a time.  so 
  once the gate is activated, no additional undead may be 
  summoned by that particular gate until the ﬁrst group was slain 
  or dismissed.  Undead that are turned, but not destroyed, count 
  against this limit.  As soon as the last of the group is destroyed 
  or disappears, the gate may be used again.  To determine 
  the number and type of undead summoned, choose from the 
  following table:
   
  1 Zombie, Colossal
   
  1d3 Skeletons, Colossal
   
  1d3 Zombies, Gargantuan
   
  1d6+1 Skeletons, Gargantuan
   
  1d6+1 Zombies, Huge
  Undead summoned via an undead gate are standard 
  representatives of their type.  They have all the normal strengths 
  and weaknesses, conforming to their entries in the MM.
  
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  Arcane Focus: A mortar and pestle made from human bone.
  Arcane Material Component: Nineteen teeth extracted from 
  a fresh human corpse (no more than a week old) that must 
  be crushed in the bone mortar bowl.  The resulting powder is 
  blown at the frame of the portal, thus completing the spell.
  Voice of the Grave
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels) or unlimited; see text
  Target: One incorporeal undead
  Duration: 1 minute/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You attempt to trap an incorporeal undead within your own 
  body.  If you know the undead creature’s birth name, the spell 
  has unlimited range and the undead suffers a -2 penalty on 
  its saving throws.  Otherwise, you must be able to see the 
  creature, and the spell is countered if the undead is protected by 
  protection from good or a similar effect.
  Once inside you, the undead gains control of the body.  The 
  undead keeps its Intelligence, Wisdom, and Charisma, Hit 
  Dice, class, base attack bonus, base save bonuses, alignment, 
  spells, skills, feats, and spell resistance.  The body retains its 
  type, subtypes, Strength, Dexterity, Constitution, hit points, 
  natural abilities, extraordinary abilities, supernatural abilities, 
  and automatic abilities.  The undead cannot leave your body 
  voluntarily, but can otherwise act freely in its new body.  When 
  the spell’s duration ends, the undead reappears wherever it was 
  when the spell was cast.  If you die while the spell is active, 
  both you and the undead are slain.
  Voice of the grave can be combined with magic circle against 
  evil and similar spells as if it were a calling spell.  Doing so 
  extends voice of the grave’s duration so long as the undead does 
  not break free of the circle.
  A number of times per day equal to your Charisma modiﬁer 
  (minimum of 1), you can try to take control of the undead in 
  your body.  The undead must make another Will save or act as 
  you desire for 1 round.  As this is the only action you can take 
  while possessed, treat it as a perpetually readied action that can 
  respond to anything the undead attempts.
  
  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.
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
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  Section 15 COPYRIGHT NOTICE
  Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell; based on original material by E. Gary Gygax and Dave Arneson.
  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.
  Denizens of Avadnu Copyright 2003, The Inner Circle.
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
  Necromancerʼs Legacy—Thee Compleat Librum ov GarʼUdokʼs Necromantic Artes Copyright 
  2002, Mystic Eye Games & Ambient Inc.
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
  Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” 
  Cook and Wolfgang Baur.
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook.  All rights reserved.
  Creatures of Freeport, Copyright 2004, Green Ronin Publishing, Authors Keith Baker and 
  Graeme Davis.
  Oathbound: Domains of the Forge Copyright 2002, Bastion Press, Inc.
  Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher 
  W. Dolunt.
  Ancestral Vault copyright 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W. Dolunt 
  and Chris Jones.
  Paths of the Magi Copyright 2003, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. 
  Jason Peck, and Mike McArtor.
  Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Open Game Content from The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a 
  Atlas Games; editor Michelle A. Brown Nephew.
  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.
  Magic of Rokugan Copyright 2002, Alderac Entertainment Group.
  Rokugan Copyright 2001, Alderac Entertainment Group.
  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.
  Spells & Magic Copyright 2002, Bastion Press, Inc.
  3E Tower Copyright 2000-2002, John T. Dodson; Author: John T. Dodson.
  Mythic Races Copyright 2001, Fantasy Flight, Inc.
  Spells & Spellcraft Copyright 2002 Fantasy Flight, Inc.
  Secret College of Necromancy, Copyright 2002, Green Ronin Publishing, Authors David “Zeb” 
  Cook and Wolfgang Baur.
  The Shamanʼs Handbook, Copyright 2002, Green Ronin Publishing, Author, Steve Kenson.
  Open game content from Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 
  2001, Mongoose Publishing.
  Open game content from The Quintessential Cleric copyright 2002, Mongoose Publishing.
  Open game content from The Quintessential Wizard copyright 2002, Mongoose Publishing.
  The Primal Codex Copyright 2001, Netherland Games Inc.
  Creature Collection Copyright 2000, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.
  Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson
  Librum Equitis Vol 1 Copyright 2001, Ambient, Inc.; Author Matthew Jason Parent
  Thee Compleat Librum ov GarʼUdokʼs Necromantic Artes Copyright 2002, Ambient Inc.; Authors 
  M Jason Parent, Denise Robinson, Chester Douglas III
  Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, 
  Chris Jones, Scott Reeves, and Elton Robb.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells 
  from the Playerʼs Handbook that were renamed in the System Reference Document.  The 
  Compendium can be found on the legal page of  HYPERLINK “http://www.necromancergames.
  com” www.necromancergames.com.
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warren of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
  Secrets & Societies Copyright 2002, White Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad Copyright 2001, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amorpha Cycle, Book I Copyright 2002, White Wolf Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
  The Serpent and the Scepter: Serpent Amorpha Cycle, Book II Copyright 2002, White Wolf 
  Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2002, White Wolf Publishing, Inc.
  The Penumbral Pentagon Copyright 2003, White Wolf Publishing, Inc.
  Shelzar: City of Sin Copyright 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amorpha Cycle, Book III Copyright 2003, White Wolf Publishing, 
  Inc.
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
  Playerʼs Guide to Wizards, Bards, and Sorcerers Copyright 2003, White Wolf Publishing, Inc.
  Playerʼs Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
  Playerʼs Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc.
  Playerʼs Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing, Inc.
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc.
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing, Inc.
  If Thoughts Could Kill Copyright 2002 Bruce R. Cordell. All Rights Reserved.
  Broadsides!: Naval Adventuring copyright 2003, Living Imagination, Inc.
  Freeport The City of Adventure, Copyright 2002, Green Ronin Publishing ; Authors Matt Forbeck 
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  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.
  Monte Cookʼs Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.
  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
  Alchemy & Herbalists Copyright 2002, Bastion Press, Inc.
  Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Author Erik Mona
  Arms & Armor, Copyright 2001, Bastion Press, Inc.
  Artifacts of the Ages: Swords and Staves Copyright 2003, The Game Mechanics, Inc.; Authors 
  JD Wiker and Rich Redman
  Bestiary of Loerem, Copyright 2002, Sovereign Press 
  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
  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, Bardʼs
  Productions, LLC 
  Creature Catalog, Copyright 2001, Scott Greene, http://www.enworld.org/cc
  Crime and Punishment, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker
  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 Walkers Copyright 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch
  Dawnforge Copyright 2003, Fantasy Flight Publishing, Inc.
  Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
  Death in Freeport, Copyright 2000, Green Ronin Publishing
  Diomin, Copyright 2000, OtherWorld Creations, Inc. 
  Dragonstar: Starfarerʼs Handbook Copyright 2001, Fantasy Flight Publishing, Inc.
  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.
  From to Steel Copyright 203, MonkeyGod Enterprises LP.
  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
  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.
  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
  Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart
  Magus, Copyright 2001, Hector Hernandez 
  Masters of Arms Copyright 2002, Steven Palmer Peterson. 
  Mercenaries, Copyright 2002, Alderac Entertainment Group
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Monster, Copyright 2002, Alderac Entertainment Group
  Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; Author Steve Kenson 
  Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games
  Nightmares & Dreams II: A Creature Collection, Copyright 2002, Mystic Eye Games
  Oathbound: The Plains of Penance, Copyright 2003, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Open Game Content from Seas of Blood – Fantasy on the High Seas Copyright 2001, Mongoose 
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  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
  Pale Designs: A Poisonerʼs 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.
  Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew 
  Sernett
  Seafarerʼs Handbook, Copyright 2001, Fantasy Flight Publishing, 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 Assassinʼs Handbook, Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and 
  David “Zeb” Cook
  The Book of the Righteous, Copyright 2002, Aaron Loeb
  The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc. 
  The Devil Playerʼs Guide Copyright 2003, Fast Forward Entertainment, Inc.
  The Lore of the Gods: The Asgardians, copyright 2002, Bastion Press
  The Lore of the Gods: The Olympians, copyright 2002, Bastion Press
  The Quintessential Rogue, Copyright 2002, Mongoose Publishing
  The Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill 
  Webb
  The Unholy Warriorʼs 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 Witchʼs Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  Tome of Horrors, Copyright 2002, Necromancer Games Inc., Author Scott Greene, based upon 
  original material by Nigel Morgan
  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 2000, Alderac Entertainment Group
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, 
  David Noonan, and Rich Redman
  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
  Wrath & Rage: A Guidebook to Orcs and Half-orcs, Copyright 2002, Green Ronin Publishing; 
  Author Jim Bishop
   
  ALL TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Adamant/The Dread Codex.pdf