Rappan Athuk - Bestiary
Rappan Athuk - Bestiary
Authors: John Stater, Gary Schotter and Jeff Harkness Editor: Jeff Harkness, Skeeter Green
Developer: Bill Webb Layout and Graphic Design: Charles A. Wright
Producers: Bill Webb and Charles A.Wright Front Cover Art: Charles A. Wright
Mr. Wolf
Skeeter Green
©2012 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the
Frog God Games logo is a trademark of Frog God Games. Necromancer Games and the Necromancer Games
logo is a trademark of Necromancer Games. All rights reserved. All characters, names, places, items, art and
text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Frog God Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Necromancer
Games
Games Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying
Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of
Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game.
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
1
A Monster for All Occasions
After having worked on converting the 400 or so levels of Rappan portcullis wrapped with dirty leather. The small cave beyond contains
Athuk (there were, like, 400 of them, right? … it felt like 400), it’s easy a small pool of brackish water around which grow man-size purple
to get the idea that the Dungeon of Graves is a world in and of itself. Of toadstools with white spots. The chamber houses a nest of 18 albino cave
course, a party of lusty plunderers could certainly spend their entire lives spiders that cling to the toadstools.
(which may indeed be nasty, brutish and short) exploring the myriad halls, The other cave is reached by traversing a 30-foot-long tunnel that
chambers and caverns of Rappan Athuk, but there’s no reason you can’t descends about 20 ft. deeper into the earth. The tunnel is lined with
drop this megadungeon of megadungeons into your own campaign world skeletons of various creatures (mostly humanoid) that are covered with
(provided you also have room for the Demon Prince of the Undead and a dry, parchment-like skin. The tunnel leads to a cavern about 25 ft. long
few other assorted luminaries among the underworld set). and 15 ft. wide that is home to a mad hermit. The cave is furnished with a
With that in mind, we, the fine followers of the Frog God, provide some few tattered pelts and furs, a couple of crooked stools and a rather ornate
ideas for integrating some of the new monsters introduced in this tome (though tarnished) iron chest with a simple rusty lock (DC 20 Disable
into your own world. This booklet contains Pathfinder stats of some of Device).
the new and “weirder” monsters and sample lairs that you can nab when The hermit has a rope rigged up so he can open the portcullis and
you’re short on ideas. release the albino cave spiders. Once they feed, they usually head back
Without further ado … the monsters! into their tiny cave, for they are partially trained by the hermit.
The hermit’s treasure chest contains some soiled, old fashioned
garments, a rather nice velvet fez, 270 cp, and 71 sp.
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size) FIRE CRAB, SMALL CR 1/2
hp 4 (1d8) XP 200
Fort +2; Ref +4; Will +0 N Tiny vermin (fire)
Immune vermin traits Init +2; Senses darkvision 60 ft.; Perception +4
Speed 20 ft., climb 10 ft. AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
Melee bite +6 (1d3–3 plus poison) hp 5 (1d8+1)
Space 2 1/2 ft.; Reach 2 1/2 ft. Fort +3; Ref +2; Will +0
Immune fire, vermin traits
Str 4, Dex 18, Con 10, Int —, Wis 10, Cha 3 Weaknesses cold vulnerability
Base Atk +0; CMB +2; CMD 9
Feats Weapon FinesseB Speed 30 ft., swim 20 ft.
Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16; Melee 2 claws +0 (1d2–2 plus grab and heat)
Racial Modifiers +8 to Acrobatics when jumping, +4 Space 2–1/2 ft.; Reach 0 ft.
Perception, +4 Stealth; use Dex to modify Climb Special Attacks constrict (1d2–2), heat (1d4 fire damage)
Environment underground Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Organization solitary or nest (2–20) Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Treasure standard Skills Perception +4, Swim +10; Racial Modifiers +4
Perception
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round
for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Environment any warm or hot
The save DC is Constitution-based and includes a +4 racial Organization solitary or clutch (2–20)
bonus. Treasure none
Aquatic Firefish can swim and breathe in molten lava as Speed 10 ft., fly 50 ft. (perfect)
easily as a regular fish in water. They are “aquatic” only in Melee varies +33 (damage by weapon)
the sense that their natural environment is lava instead of Ranged varies +35 (damage by weapon)
water. Space 20 ft.; Reach 15 ft.
Special Attacks multiple attacks, swarm attack (10d6)
Sound and Fury Str 24, Dex 28, Con —, Int —, Wis 20, Cha 1
Base Atk +30; CMB +41; CMD 60
The shores of a magma flow (50 ft. wide and about 15 ft. at the deepest SQ item use
point) within the ashen foothills of a lonely volcano are scattered with
melted weapons and shields and scorched bones. Three steel gongs hang Environment underground
from the cavern ceiling about 20 ft. away from the cavern entrance. The Organization solitary
gongs are hung, one over the other. Treasure standard (varies with individual Amalgamation)
Sounding the lowest gong (hung about 5 ft. above the cavern floor)
summons 8 small fire crabs that skitter up from the magma, pincers Item Use (Su)The amalgamation can use any of the items
snapping. Striking the middle gong (hung about 10 ft. above the cavern contained within its bulk. When activating magic items, it is
floor) summons 3 large fire crabs. Striking the highest gong (hung about considered to be using them as if a person of the required
15 ft. above the cavern floor), if adventurers dare, causes a basalt tower, class, with a 20 in any relevant ability scores (or its natural
about 20 ft. tall, to rise from the magma flow. The tower is about 15 ft. scores, whichever are better). Furthermore, because
from the bank of the flow. of its innate magical nature, the save DC against any
What hides within the tower is up to the GM, but a shrine to Moloch effects produced by magic items is 2 greater than normal.
would certainly make sense. Finally, it can wield weapons and items as if it were of
the appropriate size class for their type, so it suffers no hit
penalties for being a Gargantuan construct with such items.
Unless instructed otherwise, the amalgamation uses items
at random from its bulk. However, it does not target them
3
A dungeon of graves bestiary
randomly—it uses them with care and precision, as if it had and eight thinner tendrils with red eyes at the ends. At the center of these
18 Intelligence. Items with limited uses, such as scrolls and tentacles is a sphincter-shaped mouth at the end of a flexible trunk one
wands, are expended normally. foot long and six inches in diameter. At the apex of the creature there is
Multiple Attacks (Ex) The amalgamation can activate and another cluster of eye tendrils.
use up to five items per round. It can therefore attack with
weapons, activate magic items, hurl alchemical items like Blood orchids are territorial, xenophobic, and possessive. They rarely
thunderstones, or slam random objects against opponents. form alliances with other creatures, as their alien mindset keeps them from
Swarm Attack (Ex) The amalgamation can move over enemies forming any common ground. They regard other races as aberrant and not
and damage them with the flying weapons and objects to be trusted, even other lawful creatures.
composing its bulk. It does this simply by moving over its victims, Communication for blood orchids is through a means of empathy/
who are allowed either a DC 34 Reflex save or an attack of telepathy. They have no sense of hearing, which helps render them
opportunity against the amalgamation, at their option. immune to sonic effects.
Anyone who begins their turn engulfed by the The blood orchid can close its outer petals downward and rest on the
amalgamation takes 10d6 points of damage per round, with ground, where it resembles a rocky nodule or fungus of some kind.
a DC 34 Reflex save allowed for half. This is not considered an Blood orchids occasionally develop sorcerous talents, and transform
area effect for the purposes of evasion and similar abilities. into savants. When their abilities have reached a certain level, they can
The damage inflicted by the amalgamation overcomes all evolve into a grand savant. Normally each colony of blood orchids is led
forms of damage reduction except epic. The save DC for by a single grand savant, and another cannot evolve while one is present.
both Reflex saves is Dexterity-based. Further, this damage is Typically, a blood orchid savant ready to become a grand savant leaves
considered continuous for the purposes of determining if it the colony with a few followers, and set out to establish a new brood
disrupts spellcasting, concentration and the like. elsewhere.
Immunity to Magic (Ex) The amalgamation is immune to
any spell or spell-like ability that allows spell resistance. BLOOD ORCHID CR 5
In addition, certain spells and effects function differently XP 1,600
against the creature, as noted below. LE Large aberration
• Dispel magic and greater dispel magic can be used to Init +6; Senses all-around vision, darkvision 60 ft.; Perception +15
deactivate magic items, as per a targeted item dispel.
• Mage’s disjunction causes it to subside into quiescence AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
for 1d4+1 rounds, during which time it is considered helpless. hp 52 (7d8+21)
Fort +5; Ref +5; Will +8
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
What They Left Behind Speed 5 ft., fly 30 ft. (good)
Stepping into the ruined town, PCs are initially struck by the serenity. Melee 6 tentacles +7 (1d3+2 plus grab plus poison)
The houses, all of fine, dark, polished wood and pristine plaster, look Space 10 ft.; Reach 5 ft.
as though their masters just vacated them that morning. The streets of Special Attacks blood drain
dark green paving stones and gleaming white posts (set in the middle
of the streets—what use could they have been put to?) are neatly swept. Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 13
The center of the town, where once rose the University of the Six Base Atk +5; CMB +8 (+12 to grapple); CMD 19
Astrologomages, bears witness to the reason for the town’s vacancy. Feats Improved Initiative, Iron Will, Lightning Reflexes,
Where once stood a grand old castle entwined with ivy, copper domes Weapon Focus (tentacle)
shining in the morning sun, dim witchlights of tenne and silver lazily Skills Fly +8, Intimidate +10, Knowledge (dungeoneering)
circling the walls at night, there is naught but a crater—not smoking, mind +10, Perception +15, Stealth +7; Racial Modifiers +4
you, but barren and lifeless, the entrances to a few catacombs and sub- Perception
basements now bared to the light of day. SQ telepathic link
These catacombs contain trouble enough, of course, and hide many
secrets, but they are not the only adventure in town. About one block from Environment underground
the university, next door to the beerhouse and across from the scriptorium, Organization solitary, brood (3–8), or colony (9–20)
stands the shop of a master wand carver. Treasure standard
The shop is quite strange. From the outside, it is two stories tall.
Walking through the hawthorn door, PCs find themselves on the second All-Around Vision (Ex) A blood orchid sees in all directions at
floor of a three-story space. A stair runs around the four walls, giving once. It cannot be flanked.
access to wall after wall of shelves holding finished wands and chunks of Blood Drain (Ex) On a successful grapple check with two or
wood destined to become wands. Many of the shelves have been cleared, more tentacles against a single foe a blood orchid can pull
though, their contents lying on the floor alongside smashed jars, old the grappled creature to the mouth on its underside as a
papers and woodcarving tools. free action that does not provoke an attack of opportunity.
A door in one wall on the bottom floor leads to the wand carver’s private The mouth latches on and drains blood from the victim.
study and workroom, and to a secret staircase that leads up to the top floor Each round it maintains its grapple, the blood orchid
of the building where the wand maker resided with his daughter. The door automatically deals 1d4 points of bite damage and 1 point
is guarded by an amalgamation, one of the last remaining inhabitants of of Constitution damage as it drains its victim’s blood.
the old college town. Poison (Ex) Tentacle—injury; save Fort DC 16; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
Telepathic Bond (Ex) Blood orchids communicate through
Carrion Claw hall, other than to slink along the walls or walk across the lattice (which
means one must deal with the powerful streams of water to avoid being
knocked into the pool below).
This insect-like horror has six large, spear-like legs and a poison bite. The local dwarves, of course, know the way across, for about three
It crawls about on hundreds of legs, using its six spears to impale victims feet below the lip of the pool there is a bridge of perfectly clear glass that
which it then bites. It resembles a centipede. Its body is covered with tiny spans the pool. The bridge is located about five feet off center and is about
hair-like barbs that allow this creature to grapple a man-sized or smaller three feet wide.
opponent. Those who stick close to the walls and the shadows must contend with
an uneven floor and a trap (one on each side of the hall) located behind one
Carrion claws have a preferential taste for elf flesh, and seek to attack of the many statues. The uneven floor casts deep shadows over many of
and eat elves before other opponents. It does not like halfling flesh, and the granite tiles, and in one place, the granite tile is actually a pumice tile
kills, but does not devour, halflings. The creature can climb any surface, about a half-inch thick. Those who step on this tile (it’s about 3 ft. square)
and can even hang upside down from the ceiling if desired. The carrion tumble down a 30-foot-deep shaft, toppling at the bottom into a chamber
claw is terrified of and hates magical light. beneath the pool of water (which is only about 3 ft. deep). The chamber
has a ceiling 4½ ft. above the ground (making it hard for anything big-
CARRION CLAW CR 6 ger than a dwarf to move about and fight). The room is occupied by 1d6
XP 2,400 carrion claws. An iron portcullis on one end of the chamber permits the
NE Large magical beast carrion claws to enter or leave the room at the bidding of their master, a
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6 dwarf animal handler called Skord.
Superior Climbing (Ex) A carrion claw need not make Climb Speed 60 ft. (30 ft. after feeding)
checks to traverse a vertical or horizontal surface (even Melee 2 tentacles +17 (1d6 plus engulf)
upside down). It retains its Dexterity bonus to Armor Class Special Attacks engulf (DC 18, 1d6 plus 1d6 Con)
while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action Str 11, Dex 18, Con 16, Int 17, Wis 16, Cha 16
while climbing. Base Atk +12; CMB +16; CMD 26
Vulnerable to Magical Light (Ex) A carrion claw that is the Feats Agile Maneuvers, Great Fortitude, Improved Initiative,
target of a spell with the light descriptor must succeed on a Iron Will, Lightning Reflexes, Skill Focus (Perception), Skill
Will save or be dazed for 1 round. The Will save DC is equal Focus (Stealth), Weapon Finesse, Weapon Focus (tentacles)
to 10 + the spell level + the caster’s key ability. Skills Climb +20, Escape Artist +24, Knowledge
(dungeoneering) +23, Perception +29, Stealth +30 (+42 in
mist or fog), Survival +23, Swim +20; Racial Modifiers +12
Never Touch a Dwarf’s Jewels Stealth in mist or fog
Languages Aklo (can’t speak)
The feelings many dwarves have for elves are not kind, and a minority SQ susceptibility
are downright hateful. One such clan of dwarves (who dwell in a moun-
tain overlooking a vast elven wood, for familiarity does breed contempt) Environment swamp or underground
has a particularly nasty surprise for those young elven bravos who would Organization solitary
7
A dungeon of graves bestiary
Treasure incidental DEFENDER GLOBE CR 3
XP 800
Engulf (Ex) When a crimson death strikes a target with one of its N Small outsider (elemental, native)
tentacles, it can immediately make an engulf attack, including Init +3; Senses darkvision 60 ft.; Perception +8
moving into the opponent’s square. Targeted creatures can
make attacks of opportunity against the crimson death, but if AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1
they do so, they are not entitled to a saving throw against the dodge, +1 size)
engulf attack. Those who do not attempt attacks of opportunity hp 26 (4d10+4)
can attempt a Reflex (DC 18) save to avoid being engulfed— Fort +2; Ref +7; Will +5
on a success, they are pushed back or aside (target’s choice) Defensive Abilities awareness, defensive aura; Immune
as the crimson death moves forward. Engulfed opponents gain electricity; Resist cold 10, fire 10
the pinned condition, are in danger of suffocating, are trapped
within the crimson death’s body until they are no longer pinned, Speed 5 ft., 40 ft. fly (perfect)
and suffer 1d6 points of damage and 1d6 points of Constitution Ranged electrical bolt +8 (2d6 electricity)
damage every round. A victim reduced to 0 Constitution dies. Spell-Like Abilities (CL 4th)
The save DC is Strength-based. Continuous—light
Susceptibility (Ex) After draining its victim’s Constitution,
the crimson death, sated from its feeding, moves at half Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
its normal speed, loses its racial bonus to Stealth checks Base Atk +4; CMB +0; CMD 16 (can’t be tripped)
(because it flushes crimson, hence the name), and suffers a Feats Dodge, Mobility
–4 circumstance penalty to AC. These effects last for 1 hour. Skills Fly +20, Knowledge (planes) +4, Perception +8
Environment any
The Pirate Hugo Organization solitary
Treasure incidental
Behind the abandoned church lies a sprawling necropolis of crumbling
marble statuary and tarnished bronze grave markers. The necropolis Awareness (Ex) A defender globe cannot be surprised or
covers at least 10 acres, and at its heart are a number of crypts and tombs. flanked.
Most have been broken into, but one remains intact. Defensive Aura (Ex) A defender globe adds its Charisma
This tomb, a smaller one, is constructed of reddish marble streaked with bonus to its AC and CMD as a deflection bonus.
browns and golds. Atop the 10-foot-by-10-foot building is a tarnished Flight (Su) A defender globe can cease or resume flight
bronze statue of an armored warrior blowing a horn (it was once covered as a free action. The ability is supernatural, so it becomes
with silver leaf, but no more). There is no obvious entrance to the tomb. ineffective in an antimagic field, and the defender globe
Carved into the marble (and once decorated with silver inlay that has long loses its ability to fly for as long as the antimagic effect
ago been removed) are the words “Hugo of the Silver Trump; Mariner.” persists.
Those studied in the tales of the sea might recognize the name, for Hugo
was a feared pirate about 100 years ago.
The key to entering the tomb lies in the horn on the statue. The horn Wrath of the Silver Angels
cannot be removed, and it cannot be blown into from the correct end.
Blowing in the wrong end is possible, but has no effect. A very careful At the heart of the third level of a dungeon there is a central chamber
study of the statue, though, reveals that one of the fingertips on the statue’s clad in alabaster and jade. The chamber is circular, with a domed ceiling
lower hand can be unscrewed to form a mouthpiece for the trumpet. If covered in beaten silver that reflects the light of three globes of crackling
blown, a part of one of the tomb’s walls descends inward, leading to a electricity. These globes rest upon the hands of three silver statues of an-
copper stair that descends into the earth. gels (silver leaf, about 300 gp worth on each statue). The angels are about
Within the tomb proper, one finds several artifacts from Hugo’s life 10 ft. tall and clustered in the center of the room. Each looks upon a stone
of crime, including a stuffed eye of the deep, several cutlasses, a peg leg door with a central pivot.
(a plaque indicates it was cut from one Albard the Gug) and a sea chest The orbs are 3 defender globes bound here not to protect these doors
containing hard tack (moldy) and three bottles of excellent rum. A fourth, (which lead to trapped corridors), but rather to protect the dome. The
also sealed with wax, contains a treasure map. Hugo’s resting place appears dome is an illusion, hiding a much larger chamber (the chamber contain-
to be behind a brass medallion that measures three feet in diameter and is ing the statues is like a pit in the center of this larger chamber) that serves
covered in a bas-relief of a wind god, cheeks filled with air and lips pursed as a wizard’s library and holds several stuffed specimens of monsters the
as though blowing up a hurricane. If this is pried loose, Hugo’s spirit, now a wizard has slain over the years.
crimson death, leaks out and does its best to spread death and destruction.
Behind the medallion is a small space that contains 1,240 cp, 370 sp,
2,650 gp and a small brass brooch (worth 1 gold piece) that can be used
to unlock the fabulous treasure indicated on the map mentioned above. Demon, Pestilenzi
These putrid creatures reek of decay and rot. Appearing as small
Defender Globe cherubs covered in sores and weeping wounds, the small stature of these
demons belies their danger and destructive potential.
This small glowing orb radiates light similar to that of a lantern. Small Pestilenzi demons are hideous, hateful creatures born to spread disease
filaments of electrical energy dance across its illuminated surface. and dismay. These little beasts spread contagion wherever they go, always
seeking to have their work carry on without them. The pestilenzi may
This small outsider is bound by spellcasters using the summon monster be summoned with a summon monster III or lesser planar binding spell.
III or lesser planar binding spells, serving for up to 1 day per caster level. They are spiteful, difficult to control, and generally terrible little monsters.
Using more powerful incantations can bind the globes for longer periods
(GM’s discretion). They can understand, but not speak, any language PESTILENZI DEMON CR 3
spoken by their summoner. The summoned globes can understand simple XP 800
orders, and carries out their last order until destroyed or dismissed. CE Small outsider (chaotic, demon, evil, extraplanar)
8
A dungeon of graves bestiary
Init +8; Senses darkvision 60 ft.; Perception +9
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size) Devouring Mist
hp 30 (4d10+8)
Fort +6; Ref +10; Will +3 This drifting nightmare resembles a cloud of dark red vapor about 10
DR 5/cold iron or good; Immune electricity, poison; Resist ft. in diameter.
acid 10, cold 10, fire 10
Spawned of the dreams of the Bloodwraith, devouring mists are undead
Speed 20 ft., fly 60 ft. (perfect) composed of equal parts blood and malice, wedded together by negative
Melee bite +5 (1d6 plus 1d6 acid and pestilenzi rot) energy. They drift the halls of the Bloodways, looking for living prey to
Spell-Like Abilities (CL 8th) feed on and torment. When they strike, they surround their enemies and
At will—greater teleport (self plus 50 lbs. of objects only), draw their blood from their bodies.
invisibility (self only) Devouring mists are possessed of a malicious cunning. They are quite
3/day—grease, summon swarm, whispering wind capable of blending into the mists of the Bloodways so as to take their
1/day—summon (level 3, 1 pestilenzi or 1d4 dretches, 40%) prey unaware. They may also follow creatures for a time and attack when
they are distracted or preoccupied. A devouring mist may even stalk its
Str 11, Dex 18, Con 14, Int 9, Wis 15, Cha 12 prey over hours or even days, striking again and again, in effect milking
Base Atk +4; CMB +3; CMD 17 them of blood.
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9, DEVOURING MIST CR 10
Stealth +15 XP 9,600
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. NE Large undead (swarm)
Init +4; Senses darkvision 60 ft.; Perception +26
Environment any (Abyss)
Organization solitary or rash (2–12) AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
Treasure none hp 133 (14d12+42)
Fort +9; Ref +10; Will +12
Pestilenzi Rot (Su) Disease—bite; save Fort DC 14; onset 1 Defensive Abilities channel resistance +4, swarm traits;
minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; Immune undead traits, weapon damage; SR 24
cure — A creature suffering from pestilenzi rot cannot Weaknesses swarm traits
recover naturally over time. Anyone casting a conjuration
(healing) spell on the afflicted creature must succeed on Speed fly 40 ft. (perfect)
a DC 10 caster level check, or the spell is wasted and the Melee swarm (blood drain)
healing has no effect. Anyone who dies from pestilenzi rot Space 10 ft.; Reach 0 ft.
turns to dust and cannot be raised without a resurrection or Special Attacks create spawn, distraction (DC 20)
greater magic. The save DC is Constitution-based.
Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
Base Atk +10; CMB —; CMD—
Where Angels Fear to Tread Water Feats Dodge, Great Fortitude, Improved Channel
Resistance, Lightning Reflexes, Mobility, Skill Focus
As one walks through a wide, green valley, they slowly begin to smell (Perception)
an air of decay. The walls of the valley grow closer and closer, until they Skills Fly +26, Perception +26, Stealth +16 (+26 in the
arch above the traveler’s head and turn into a large tunnel through a moun- Bloodways); Racial Modifiers +10 circumstance bonus on
tain (to what is up to the GM). The walls of the cavern are first covered Stealth checks while in the red mists of the Bloodways
with putrid yellow blossoms and thick, pale green vines. As one continues
through the tunnel, the ground slopes and eventually becomes a shallow Environment underground (the Bloodways)
pool of brackish water. The walls become slimier here, and phosphores- Organization solitary
cent mushrooms cluster around the banks of the long pool. An alert adven- Treasure none
turer may spot a cluster of golden posts in the middle of the pool.
There are five such posts, four sticking up out of the water, about 10 ft. Blood Drain (Ex) Creatures in the devouring mist’s space
apart and in sort of a circle. A fifth lies beneath the waters at the edge of at the end of its movement each round take 1d4 points of
the pool, just barely visible. Each post weighs about 100 pounds and is Constitution damage as it siphons blood out of the victim’s
worth about 50 gp (it has a core of lead). If the final post is put in its hole body. For every point so drained, the devouring mist heals
(one can find it by groping in the water), the post-setter discovers, much to 5 hit points of damage. Creatures without blood take no
their chagrin, that they have completed a mystic circle started long ago. At damage from the devouring mist.
first, this creates a hole in the material plane, draining the water from the Create Spawn (Su) Any creature slain by a devouring mist
pool (DC 15 Swim check or DC 15 Strength check to avoid being sucked rises as a vampire spawn in 1d4 days, unless the remains are
under, taking 1d6 points of lethal damage for 1d6 rounds as the PC is blessed. If the victim had more than 5 hit dice, there is a 1%
dumped down a rocky water chute). Once the water is gone, three cherubs chance per hit die that it arises as a full-fledged vampire
with feathery wings slowly emerge from the hole and begin flying about instead, or a 5% chance per hit die if the victim was of the
the tunnel, cackling with glee. humanoid type.
The cherubs are 3 pestilenzi demons. A closer look at them in proper
light reveals this, as they are covered in boils and sores and the like. Those
who fall into the hole find themselves deep within Rappan Athuk (wher- The Cyclopean Eye
ever the GM likes!).
While spelunking as only adventurers can, they come to a large cavern
that, in shape, is reminiscent of an amphitheater. The walls are stark white,
but stained with rust. The floor of this natural amphitheater has been
carved smooth, and at the back of the cave is a dais upon which stands a
terracotta statue. The statue is 20 ft. tall and depicts a cyclops holding a
9
A dungeon of graves bestiary
large mattock. The cyclop’s eye is a large sapphire (worth 1,500 gp). If the Rooms), there lies a grand gallery with many doors, those doors leading
sapphire is pried loose, a devouring mist is freed from the hollow statue. into salons, studios, feast halls, dungeons and well-appointed apartments.
The only treasure on the statue is the mattock, which, if chipped out of the The grand gallery is decorated with statues of antiquity (some of which
terracotta, is a mattock of the titans. A stout swing of the mattock against the serve as magic jars for pesky adventurers). It is guarded by an ebon ooze.
back wall of the cave opens up more astounding corners of the underworld. Each of the vampires of Nomo carries a silver tuning fork, and striking
this fork against the stone floor causes the ebon ooze to let a person pass
without molestation. Otherwise, it immediately moves to attack intruders.
Ebon Ooze
This is a jet-black, loathsome mass in a roughly spherical shape that
slithers forward with a wet slurping sound.
Fungus Man
These small, non-aggressive plant-men appear to be mobile toadstools,
The ebon ooze is a cousin of the black pudding. It has an affinity for with brightly colored caps, stubby arms and thick, trunk-like legs. They do
negative energy, and tends to dwell in locations near undead and evil not speak, but they hold up their hands in a sign of peace or supplication.
priests. Unlike most oozes, an ebon ooze is intelligent, and takes great
pleasure in stalking and devouring living creatures. Although it is not Fungus men are an extremely peaceful and easy-going race of intelligent
harmed by sunlight, the ebon ooze finds it painful, and usually takes plants. They are bipedal, in a squat, humanoid fashion. The fungus men
shelter in a dark, shady location if outdoors during the day. are sexless, and reproduce by means of spore clouds. They lack the
Ebon oozes are ambush predators, using terrain to their advantage to appendages for fine manipulation of objects, but are quite dexterous in
conceal itself until prey draws near. If it feels it clearly outmatches its their own way. The fungus men are fiercely loyal to their fungus man king,
prey, an ebon ooze may choose to forego grabbing and killing it outright, and attack immediately if it is threatened.
instead stalking and toying with it. However, when facing a clearly
superior opponent, the ebon ooze is not afraid to retreat, and generally FUNGUS MAN CR 2
tries to have some means of escape should a fight go against it, such as a XP 600
deep, narrow crevice or the bottom of a deep pool. N Small plant
Init +2; Senses low-light vision; Perception +9
EBON OOZE CR 6
XP 2,400 AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
NE Huge ooze hp 16 each (3d8+3)
Init +2; Senses blindsight 60 ft.; Perception +2 Fort +4; Ref +3; Will +2
DR 5/slashing or piercing; Immune poison, plant traits, Resist
AC 6, touch 6, flat-footed 6 (–2 Dex, –2 size) cold 5
hp 100 (8d8+40 plus 8) Weaknesses vulnerable to fire
Fort +9; Ref +0; Will +4
Defensive Abilities negative energy affinity; Immune acid, Speed 20 ft.
disease, ooze traits, sonic Melee slam +5 (1d3–2)
Special Attacks spore cloud
Speed 20 ft., swim 20 ft.
Melee slam +12 (3d6+10 plus 2d6 acid plus grab) Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
Space 15 ft.; Reach 10 ft. Base Atk +2; CMB +3; CMD 13
Special Attacks disease (slimy doom, DC 21) Feats Agile Maneuvers, Skill Focus (Perception), Weapon FinesseB
Skills Perception +9, Stealth +10
Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3
Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (can’t be Environment underground
tripped) Organization pod (4–16), branch (17–30), colony (30+, plus a
Feats Improved Initiative, Lightning Reflexes, Skill Focus fungus man king)
(Stealth), ToughnessB, Weapon Focus (slam) Treasure incidental
Skills Stealth +1
Spore Cloud (Ex) Once per round as a standard action,
Environment underground a fungus man can release a cloud of noxious spores. All
Organization solitary living creatures within 5 ft. must make a DC 12 Fortitude
Treasure standard save or become nauseated for 1d4+1 rounds. The save DC
is Constitution-based. This is a poison effect, and once a
Negative Energy Affinity (Ex) An ebon ooze is healed by creature successfully saves it is immune to the spore cloud of
negative energy attacks, and harmed by positive energy, that particular fungus man for 24 hours.
as if it were undead.
Slimy Doom (Ex) Slam—injury; save Fort DC 21; onset 1 FUNGUS MAN KING CR 4
day; frequency 1 day; effect 1d4 Con damage; cure 2 XP 1,200
consecutive saves. Male giant fungus man
N Medium plant
Init +1; Senses low-light vision; Perception +12
Disturb Not the Vampires’ Revels
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
A vampires’ retreat is a very secret, special place, where different hp 45 (6d8+18)
bloodlines mingle and exchange gossip without the threat of violence. Fort +8, Ref +3, Will +5
They are usually palatial places, always underground, and hidden behind DR 5/slashing or piercing; Immune poison, plant traits, Resist
the simplest of facades. One in particular, in the stately city of Nomo, is cold 5
within the many-storied (both in terms of their multiple levels and fame Weaknesses vulnerable to fire
in storytelling circles) sewers of that seat of empire. Three levels below
the streets of Nomo, behind three clever traps (the infamous Rubinous Speed 20 ft.
10
A dungeon of graves bestiary
Melee slam +5 (1d4) critical hits, nausea, pain, precision damage, sickening;
Special Attacks spore cloud Resist electricity 10, sonic 10
Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10 Speed 10 ft., climb 10 ft.
Base Atk +4; CMB +5; CMD 15 Melee 6 bites +13 (1d8+4 plus grab /19–20)
Feats Agile Maneuvers, Iron Will, Skill Focus (Perception), Space 10 ft.; Reach 5 ft.
Weapon FinesseB Special Attacks arcane frenzy, blood drain, disruptive
Skills Perception +12, Stealth +5 cacophony
Spell-like Abilities (CL 13th; ranged touch +12)
Spore Cloud (Ex) Once per round as a standard action, At will—blur, confusion (single target only, DC 18), daze
a fungus man can release a cloud of noxious spores. All monster (no HD limit, DC 16), dispel magic, enfeeblement
living creatures within 5 ft. must make a DC 16 Fortitude (as ray but no ranged attack required, DC 15), fear (single
save or become nauseated for 1d4+1 rounds. The save DC target only DC 18), freedom of movement, freezing ray (as
is Constitution-based. This is a poison effect, and once a scorching ray but cold damage) overland flight, telekinesis
creature successfully saves it is immune to the spore cloud of (325 pounds max, DC 19)
that particular fungus man for 24 hours.
Str 18, Dex 16, Con 25, Int 10, Wis 6, Cha 19
Base Atk +9; CMB +14 (+18 to grapple); CMD 27 (can’t be
Fungal Retreat tripped)
Feats Combat Reflexes, EnduranceB, Great Fortitude,
In a thick, fetid glade of oaks and ferns, one might discover what ap- Improved Critical (bite), Improved Initiative, Iron Will,
pears to be the hole of a giant weasel or rabbit. The hole is marked by a Lightning Reflexes, Toughness, Weapon Focus (bite)
ring of toadstools. Skills Climb +12, Fly +9, Knowledge (dungeoneering) +9,
Inside the hole one finds a twisting little tunnel about 30 ft. long that Perception +18, Spellcraft +12, Stealth +15, Survival +10;
goes about 10 ft. deep and ends in a wondrous gallery of phosphorescent Racial Modifiers +4 Perception
mushrooms and graceful, fungal strings that look something like lace or Languages Aklo
spider webs. This gallery is about 10 ft. wide at the entrance, but becomes SQ deathless
larger and deeper as one proceeds, the stone cut into crude steps in places.
The mushrooms become larger as well, and eventually turn into a grand Environment forest or underground
orchard of pale, plump mushrooms ranging from 5 to 8 ft. in height. Scat- Organization solitary
tered among these are numerous shriekers, which raise the alarm to warn Treasure standard
the natives, a colony of 80 fungus men and their aged king.
The fungus men live in fairly small, cozy alcoves set along the walls All-around Vision (Ex) A gibbering abomination sees in all
of the mushroom cavern, hidden behind curtains of fungus. Other alcoves directions at once. It cannot be flanked List special ability
hold meeting rooms and pantries of fungus wine and preserved toadstools, info here.
as well as other items they have traded for from travelers. Amorphous (Ex) A gibbering abomination’s body is
malleable and shapeless. It is immune to precision damage
(like sneak attacks) and critical hits, and can move through
Gibbering Orb more than five rays at any single target, due to limitations of
aiming. All rays have a range of 150 ft. Each of these effects
functions as a ray, regardless of the normal parameters of
These great masses of floating amorphous flesh appear to be covered in the spell it resembles. That is, each is usable against a single
bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb target and requires a ranged touch attack. The eye rays
is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter. are: cone of cold, disintegrate, dominate monster, energy
12
A dungeon of graves bestiary
drain, feeblemind, finger of death, flesh to stone, greater The lesser gibbering orb is either a version of the gibbering orb, or so
dispel magic, harm, hold monster, horrid wilting, implosion, similar it makes no difference for naming purposes. These odd beasts are
inflict critical wounds, lightning bolt, magic missile, mage’s not quite the force of nature their larger brethren are, but they are every
disjunction, irresistible dance, baleful polymorph, power bit as chaotic and hungry as the larger version. These creatures are very
word blind, power word kill, power word stun, prismatic distinct, and no two lesser gibbering orbs encountered are the same, if the
spray, slay living, and temporal stasis. encounter is survived at all!
Flight (Ex) The gibbering orb’s body is naturally buoyant. The gibbering orb has the ability to bite its foes by extending a
This buoyancy allows it to fly as the spell, as a free action, at pseudopod with one of its mouths protruding from the end. The orb can
a speed of 20 ft. This buoyancy also grants it a permanent extend two of these at any one foe, or a total of six in any given round. At
feather fall effect with personal range. the same time, the legions of eyes have the ability to cast a host of spells
Gibbering (Su) The cacophony of speech emanating from at a rapid rate.
the scores of mouths that make up the orb forces all within
60 ft. of the creature to succeed at a DC 29 Will save each LESSER GIBBERING ORB CR 11
round or suffer the effects of an insanity spell. XP 12,800
Steal Spell/Steal Spell-Like Ability (Su) When a creature dies CE Large aberration
by being swallowed whole (or when a creature killed by Init +7; Senses darkvision 60 ft.; Perception +23
the gibbering orb in some other fashion is eaten by it), the
gibbering orb absorbs the creature’s known spells, prepared AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
spells, and spell-like abilities. The orb can use any two of hp 91 (14d8+42)
those abilities per round as a free action. Each originates Fort +7; Ref +7; Will +11
from an eye that is not producing an eye ray (see above) Defensive Abilities all-around vision; Immune critical hits,
that round. Stolen spells and spell-like abilities are lost after flanking; SR 21
24 hours.
Speed 5 ft., fly 30 ft. (good)
Melee 6 bites +12 (1d8+3 plus grab)
Here Comes the Sun Ranged 6 eye rays +13 touch
Space 10 ft.; Reach 5 ft.
Nestled in the peaks of the Hollow Spire Mountains, the long-abandoned Special Attacks eye rays, gibbering (60 ft., Will DC 23),
Observatory of Galthelt is a universe unto itself. The limestone building is steal spell, steal spell-like ability, swallow whole (1d8 acid
a marvel of construction, with two-story-tall marble columns supporting a damage, AC 14, hp 9)
flat, unbroken stone slab roof a half mile long and nearly as wide. A set of Spell-like Abilities (CL 14th; save DC 16 + spell level)
double doors leads into an ornate marble foyer. The foyer is austere, with a Constant—fly
single wrought-iron circular staircase in the center of the room descending At will— one stolen spell or spell-like ability per round
into the mountain.
The building is even more impressive belowground, where its Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
underground chamber is as long and as wide as the building above and Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can’t be
nearly four stories deep. The walls, ceiling and floor are a reflective black tripped)
and seem to absorb light. The metal staircase descends to the chamber’s Feats Diehard, Endurance, Flyby Attack, Improved Initiative,
onyx tile floor. Even the black metal of the staircase vanishes into the all- Iron Will, Vital Strike, Weapon Focus (eye ray)
consuming darkness. Skills Acrobatics +20, Fly +20, Intimidate +23, Knowledge
The observatory’s builders filled the chamber with miracles only they (arcana) +22, Knowledge (dungeoneering) +19, Linguistics
knew how to create and control: Giant floating rocks twirl and spin around +19, Perception +23, Sense Motive +16, Stealth +16; Racial
one another like planets in the void, while will-o’-the-wisp comets race Modifiers +4 Perception
in arcs through the inky depths. Millions of colorful witchlights twinkle Languages all
along the walls and ceiling. Frozen gas spores drift in lazy orbits. A giant SQ flight
sun floats high above. It’s like standing in the middle of space, with the
universe swirling around you. Despite the floating planets, gravity remains Environment any
normal throughout the room. Organization solitary or occulum (2–3)
The observatory was designed to model the universe, with planets, Treasure standard
comets and myriad other objects flying freely through the imitation stellar
void. Chunks of stone fly in shattering orbits around the room, smashing Eye Rays (Su) Six of the eyes can produce a magical ray
into one another with booming crashes. per round, with each eye emulating a spell from among
The giant orb floating high above is a gibbering orb the builders dyed the list of spells below as if cast by a 14th-level caster. The
yellow and placed in stasis at the center of the display to imitate a sun. The save DCs, where applicable, are 16 + spell level. A gibbering
giant orb awoke, however, and found itself trapped within the observatory. orb has no directional limitations on where it can point its
Its powerful eye beams can’t break through the black walls, but not for eye rays, because the eyes orbiting around its body drift
lack of trying. It blasted and shattered many of the smaller planets into and float wherever needed. However, a gibbering orb can
flying debris fields. The hungry orb descends to feed on sentient beings never aim more than three rays at any single target, due
entering the observatory. to limitations of aiming. All rays have a range of 80 ft. Each
of these effects functions as a ray, regardless of the normal
parameters of the spell it resembles. That is, each is usable
Gibbering Orb, Lesser against a single target and requires a ranged touch attack.
The eye rays are: daze monster, dispel magic, flaming
sphere, inflict moderate wounds, magic missile, and ray of
These hideous masses of floating flesh appear to be covered with staring enfeeblement. The save DC is Charisma-based.
eyes and hungry mouths. The lesser gibbering orb is a pulsing mass of Flight (Sp) The gibbering orb’s body is naturally buoyant. This
sickly greyish-green flesh, roughly 8 ft. in diameter. The orb seems to fly in buoyancy allows it to cast fly, as the spell, as a free action,
starts and fits, but this is a ruse, for the creature is nimble for its bulk. It at a speed of 30 ft. This buoyancy also grants it a permanent
may be a distant cousin to the eye of the deep or similarly-orbed entities. feather fall effect with personal range.
Gibbering (Su) As a free action, no more than once per
13
A dungeon of graves bestiary
1d4 rounds, a gibbering orb can emit a cacophony of
maddening sound. All creatures other than gibbering
mouthers and gibbering orbs within 60 ft. must succeed on
All Talk
a DC 23 Will save or be confused for 1d4 rounds. This is a Patches of dank moss hangs limply from the walls of the Helstrain
mind-affecting compulsion insanity effect. A creature that Passage, an underground tunnel built—then abandoned—when it broke
saves cannot be affected by the same orb’s gibbering for through a natural cave system beneath the Ice Chalk Mountains. The
24 hours. The save DC is Charisma-based. tunnel doesn’t go unused, however, as adventurers routinely test its depths,
Steal Spell/Steal Spell-Like Ability (Su) When a creature dies falsely thinking the tunnel must be a route to an underground kingdom of
by being swallowed whole (or when a creature killed by untold riches. Everyone who enters the tunnel—and escapes its twisting
the gibbering orb in some other fashion is eaten by it), the branches alive—tells nightmarish stories of whispering voices following
gibbering orb absorbs the creature’s known spells, prepared their every footstep.
spells, and spell-like abilities. The orb can use any one of The lightless tunnel is filled with a green moss that grows in verdant
those abilities per round as a free action. Each originates clumps on the tunnel’s limestone walls. The moss glows a pale green
from an eye that is not producing an eye ray (see above) in complete darkness, and produces a bright, jade-colored flame when
that round. Stolen spells and spell-like abilities are lost after burned. The moss has one other property: It absorbs sounds and repeats
24 hours. them for weeks afterward. The odd resonance comes from the limestone
walls the moss grows upon, which absorb the vibrations and “plays
Lesser Gibbering Orb Eye Rays them back” when new sounds vibrate the moss and rock. The moss and
limestone lose their sound-absorbing abilities if the moss is scraped from
the walls. New patches grow within a month.
Lesser gibbering orbs are an immature or offshoot form of the great A lesser gibbering orb recently rose from the deep caves under the
and terrible aberrations that are known to inhabit the dark recesses of mountain to hunt within the tunnels. The moss absorbed its gibbering
the world. Created in some manner of magical nightmare, the orbs are rants, and repeats its confusing words if noise is made inside the tunnels.
as different as their underground realms. If the GM so desires, these PCs must succeed on a DC 23 Will save or be confused for 1d4 rounds as
additional eye powers are presented as possible replacements. per the orb’s gibbering ability when the cacophonous chanting begins all
around them.
Eye Rays (Su) Six of the eyes can each produce a magical The lesser gibbering orb waits for the moss to possibly disable
ray each round, with each eye emulating a spell from adventurers before rising out of a side passage to attack. It uses its own
among the list of spells below as if cast by a 14th-level gibbering to stun still-standing PCs. The moss replays the screams of the
caster. The save DCs, where applicable, are 16 + spell level. dying for weeks.
A gibbering orb has no directional limitations on where it
can point its eye rays, because the eyes orbiting around
its body drift and float wherever needed. However, a
gibbering orb can never aim more than three rays at any
single target, due to limitations of aiming. All rays have a
Horde, Zombie
range of 80 ft. Each of these effects functions as a ray, A stumbling crush of moaning, reaching bodies comes towards you.
regardless of the normal parameters of the spell it resembles. Empty eyes seek you out, each staggering footstep bringing the deathless
That is, each is usable against a single target and requires a mass closer. Straining to grasp you, this group of zombies is so tightly
ranged touch attack. packed together it seems to be a single mass of undead, flailing limbs.
A lesser gibbering orb can have up to 6 eye rays, each
based on a 0–3rd level cleric or sorcerer spell. The rays can Zombies are one of the most used and abused of the mindless undead.
be determined by the GM or rolled randomly on the table Singly, a zombie may be dealt with by experienced adventurers. When
below. gathered together in a horde, these mindless creatures are a terror to
behold. Packed together as tightly as they are, they appear as one solid
Roll Eye Ray mass of decaying flesh and sinuous limbs.
1 acid arrow The flailing nature of the zombie horde’s limbs allow the throng to
2 blindness/deafness grasp and tear at opponents, dealing rend damage in addition to their base
3 chill touch attack. Any time the horde is in an opponent’s square, the target risks
4 color spray being completely overrun by the horde
5 daze monster If the horde takes enough individual damage to break it up, up to a
6 dispel magic dozen of the creatures continue on their rampage of destruction, until
7 flaming sphere finally they too must be slain.
8 glitterdust
9 grease ZOMBIE HORDE CR 14
10 hypnotism XP 38,400
11 hypnotic pattern NE Colossal undead (horde)
12 inflict light wounds Init +0; Senses darkvision 60 ft.; Perception +0
13 inflict moderate wounds AC 17, touch 6, flat-footed 17 (+11 natural, –16 size)
14 magic missile hp 110 (20d8 plus 20)
15 ray of enfeeblement Fort +6; Ref +6; Will +12
16 ray of frost Defensive Abilities half damage from piercing weapons; DR
17 shatter 10/slashing; Immune undead traits
18 sleep
19 slow Speed 30 ft.
20 touch of fatigue Melee horde attack (6d6)
Space 30 ft.; Reach 5 ft.
Special Attacks feral rage, rend (+3d6)
Environment any
Mordnaissant
Organization solitary, mass (2–4 hordes), apocalypse (7–12 Floating before you is a horrid, shriveled human fetus nested within a
hordes) translucent sphere of dark energy. Its jet-black eyes glitter with intensity
Treasure none as it twitches and spasms slightly, as if in great pain.
Feral Rage (Ex) The horde attacks as a ruthless mob, intent Occasionally when a gravid woman dies violently in a place infused
only on tearing apart those that fall into their clutches. This with unholy or negative energies, the unborn child within her does not
frenzy prevents them from using any sort of tactics, and frees perish, but instead continues to grow, vitalized by dark power, until it
them from any form of control by other beings. However, is capable of clawing its way free from its dead mother. This horrible
the sheer force of the wave attack allows them to deal creature, known as a mordnaissant, lives an existence of eternal pain,
6d6 points of damage to any creature whose space they loneliness and suffering, relived only by its ability to inflict harm on those
occupy at the end of their move. This ability is lost if the around it. Mordnaissants avoid bright light if they can, though they suffer
horde is broken up. no ill effects from it.
Horde Traits (Ex) Hordes are not so called because of the
size of the group but rather the size of the creatures that MORDNAISSANT CR 7
compose the horde. Unlike normal swarms, hordes are XP 3,200
composed of Medium creatures which are usually a normal NE Tiny undead
version of a creature but otherwise behave in a swarm- Init +6; Senses darkvision 60 ft., lifesense; Perception +18
like manner. There are usually around 50 creatures in a
horde. The net effect is that they take only half damage AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2
from piercing weapons but take normal damage from size,)
other weapons. In addition when the swarm is reduced hp 94 (9d8+54)
to 0 hit points or lower and breaks up, unless the damage Fort +9; Ref +5; Will +10
was dealt by area-affecting attacks, then 2d6 surviving Defensive Abilities channel resistance +2, shield of agony;
members of the horde continue their attack, though now Immune undead traits
only as individual creatures. Otherwise, a horde conforms to
all of the other swarm traits as described in the Pathfinder Speed 5 ft. (cannot run), fly 50 ft. (perfect)
Roleplaying Game Bestiary. Melee 2 claws +10 (1d2–4)
Rend (Ex) Due to the grasping and clawing nature of the Ranged lash of fury +11/+6
zombie horde attack, any time the horde does more than Space 2–1/2 ft.; Reach 0 ft. (30 ft. with lash)
25 points of damage, add 3d6 slashing damage from the Special Attacks death curse, lash of fury, pain wail
additional pulling and tearing. This ability is lost if the swarm
is broken up. Str 3, Dex 14, Con —, Int 7, Wis 18, Cha 23
Base Atk +6; CMB +6; CMD 18
Feats Ability Focus (lash of fury), Improved Initiative, Skill
Terracotta Corpses Focus (Perception), Weapon Finesse, Weapon Focus (ray)
Skills Fly +19, Perception +18, Stealth +21
Deep within the Kajani Forest, the skull of a ram sits on a limestone
outcropping that juts from the dark earth. The intact skull rocks slowly as Environment any
if breathing. Dozens of amethysts (350 gp total) and obsidian orbs (250 Organization solitary, twins, or litter (3–8)
gp total) surround the skull, and a ghastly lavender mist seeps from its Treasure none
nostrils and rolls down the rock to dissipate into the ground. No life exists
within 100 ft. of the strange skull. Death Curse (Su) As a final cruel jest to the individual that
Surrounding the ram’s skull are hundreds of crude terracotta statues puts a mordnaissant out of its misery, the slayer must make
kneeling in homage to the skull. Each fragile statue holds a gelatinized a DC 20 Will save or suffer from a terrible curse that reduces
human corpse in its arms. If broken open, the creamy centers of the statues all subsequent experience points awarded by 50%. The save
ooze out like fermented sludge. DC is Charisma-based.
The ram’s skull is all that remains of the Ram Rod of the Apocalypse, Lash of Fury (Su) The mordnaissant can lash out with its
an ancient relic from the days when Orcus’ disciples threatened the world negative energy powers and directly attack the vitality of
of men. The relic was made from the backbone, ribs and skull of a ram living creatures, in the form of a twisting stream of black
and allowed the wielder to create hordes of undead servants. High priest energy. The mordnaissant must make a ranged touch
Akruel Rathamon wielded the rod during the War of Divine Discord, but attack against its target as an attack action. If the ray
it shattered against the Scepter of Faiths in a massive explosion that sent hits, the victim must make a DC 22 Fortitude save for half
fragments spinning across the planes. The headpiece landed in the forest damage or duration, depending on the specific effect
and became a pilgrimage site for the undead lord’s cultists. chosen by the mordnaissant. The save DC is Charisma-
The ram’s skull retains some of its horrific powers. Once per week based. The lash of fury has a range of 30 ft. with no range
when in the presence of a living being, the Ram Rod skull can animate increment.
all dead (as animate dead but without level limitations) within 100 ft. If The mordnaissant can pick from three possible lashes; it
no living creature comes within 100 ft. of the skull, it remains helpless. must make its choice prior to rolling the attack. The three
Once approached, the skull creates a zombie horde from the decayed options are: whip the flesh (as inflict moderate wounds,
corpses inside the statues. If the terracotta statues (and the liquefied corps- 2d8+9 damage), whip the mind (1d4 points of Intelligence
es within) are destroyed before the skull is approached, the skull waits damage), or whip the soul (stun 1d4+1 rounds). A critical hit
until sufficient dead are within range before creating a horde. The skull is doubles the damage rolled or the duration, in the case of
impervious to any mortal damage or spell. whip the soul.
Lifesense (Su) A mordnaissant notices and locates living
creatures within 60 ft., just as if it possessed the blindsight
ability.
Pain Wail (Su) As a swift action, the mordnaissant can
15
A dungeon of graves bestiary
produce a terrible wailing sound that reflects the pain tripped)
it experiences every moment of its existence. All living Feats Dodge, Mobility, Weapon Focus (tendrils)
creatures within 20 ft. must make a DC 20 Will save or be Skills Fly +17, Knowledge (planes) +6, Perception +11, Stealth
dazed for one round. For every 20 points of damage the +7
mordnaissant takes, the save DC increases by +1. Languages Plantoid
Shield of Agony (Su) A mordnaissant harnesses the pain of SQ alien plant
its existence to shield it. It adds its Charisma modifier as a
deflection bonus to its AC and CMD. Environment any
Organization group (1–8 plus one servitor per plantoid)
Treasure none
Wail of the Earth Mother Alien Plant (Ex): Plantoids are extradimensional fungi, and
The villagers of Ceza’ Atan and Cata Luawn fear the Seething Jungle, have the same class skills as aberrations.
even as they worship within it. Their earth mother protector is in pain, her Moss Tendrils (Ex) A plantoid lashes out with several mossy
anguished wails echoing through the banyan trees and shoots of bamboo. tendrils when it attacks, gaining a +1 bonus on its grapple
Villagers escort virgins to the bamboo-and-emerald idol, but the sacrifices check for each tendril that hit its opponent.
haven’t appeased the goddess. The escorts are also missing. Villagers say Control (Ex) The tendrils of a plantoid inject a mind-
the goddess’s spirit walks uneasily among the trees, mercilessly killing controlling substance, which it injects as a free action as
those who approach her reclining statue. part of its grapple check. Anyone touched by the mossy
The earth mother idol is a massive emerald-and-bamboo construction tendrils must succeed on a DC 15 Will save or fall under
standing 15-ft.-tall in the center of a jungle clearing. A low altar of black control of the plantoid. This otherwise acts like the dominate
igneous rock stands before the statue of the earth goddess. Piled emerald person spell except that the plantoid must touch the target
stones form her head, shoulders and arms. Sharpened bamboo branches and it functions on any Medium humanoid or monstrous
curve to form her fertile belly. Her legs are stone arches rising from the humanoid. Control lasts for as long as the plantoid maintains
ground. The superstitious villagers sacrifice the virgins each full moon by contact. The victim also gets another saving throw to
tying the women to the fast-growing bamboo. The sharp shoots slowly resist as described under the dominate person spell, and
impale and kill the struggling women. Skeletons are still entwined in the once every 4 hours after control is initiated. The save DC is
thick bamboo, with more bones littering the jungle floor around the statue. Charisma-based.
Unfortunately for the villagers, the last woman sacrificed was not a Create Servitor (Ex) Anyone who remains controlled by a
virgin. She was a few months pregnant, but hid her condition from the plantoid for more than 24 hours becomes a plantoid servitor,
villagers. When the woman died on the sharpened stakes, her unborn child all human reason irrevocably lost. A plantoid can only
became a mordnaissant that inhabits the idol’s barren bamboo womb. control and transform a single creature or servitor at a time.
The unholy child rises out of the bamboo-and-bone thicket to attack
anyone approaching its “mother.” Plantoid King
It is rumored that plantoid “Kings” exist, with 10 HD and a limited
Plantoid
immunity to both spells (SR 11+CR) and non-magic weapons (DR 5
magic).
Plantoid Servitor
This creature is a floating sphere of moss with several red eyes that
are randomly spaced over the surface of the sphere, looking out through
eyelid-like gaps.
These shambling humanoids resemble green-skinned zombies with
Plantoids are creatures from another dimension or plane of existence, glowing red eyes, their heads draped with moss.
occasionally summoned forth into the Material Plane. The eyes are not
magical, but the long strands of moss trailing after the plantoid have a very Plantoid servitors are humans (and their ilk) who have fallen prey to a
dangerous ability to enslave anyone caught within them. The soft, mossy plantoid. It is possible for a plantoid servitor to operate independently of
consistency of plantoids makes these creatures immune to blunt weapons. a plantoid, in which case the eyes will not glow. Plantoid servitors acting
The plantoids can snap their mossy beards out like whips, attempting to independently from one of the plantoid masters are capable of following
touch a potential victim. only the simplest of instructions, such as “attack anyone entering this
room,” and the plantoid is not able to give further instructions until it can
PLANTOID CR 4 once again gain physical contact with the plantoid servitor.
XP 1,200 Plantoid servitors drop any held equipment when they are first
N Medium plant (extraplanar) dominated, but retain any worn gear such as armor, backpacks, capes,
Init +1; Senses low-light vision; Perception +11 rings, and so on. At the GM’s discretion, a plantoid servitor may still be
wearing—and gaining the full benefit of—any special worn gear or magic
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 items it possessed in its previous life.
natural)
hp 42 (5d8+10) PLANTOID SERVITOR CR 2
Fort +6; Ref +2; Will +4 XP 600
Immune bludgeoning damage, plant traits N Medium plant
Init +0; Senses low-light vision; Perception +4
Speed fly 40 ft. (perfect)
Melee 4 tendrils +3 (1d4–1 plus grab) AC 14, touch 10, flat-footed 14 (+4 natural)
Space 5 ft.; Reach 5 ft. (10 ft. with tendrils) hp 22 (3d8+6 plus 3)
Special Attacks control, create servitor, moss tendrils (+1 to Fort +3; Ref +1; Will +1
grapple per tendril) Immune plant traits
Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16 Speed 40 ft.
Base Atk +3; CMB +2 (+6 grapple); CMD 14 (can’t be Melee 2 slams +4 (1d4+2 plus grab)
16
A dungeon of graves bestiary
Special Attacks grab and bite (melee +4, 1d3+2 plus
poison), poison
Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 1
Ravager
Base Atk +2; CMB +4 (+8 to grapple); CMD 14 The Ravager has three possible forms, and corresponding descriptions:
Feats Endurance, Die HardB, Toughness The Crawler: This enormous creature stands 18 ft. high at the shoulders
Skills Perception +4, Stealth +5 and has a body 30 ft. long. Its body is long and narrow, with eight stubby
Combat Gear special (see description) legs ending in ebon claws the size of large falchions. Its mouth is filled
with sharp black teeth, and its eyes are jet-black orbs the size of dinner
Environment any platters, set
Organization solitary, gang (2–5) above a delicate muzzle like that of a bulldog. The body is hairless,
Treasure special (see description) covered with a thick, leathery crimson hide.
The Brawler: Towering 35 ft. high is a massive, apelike creature,
Grab and Bite (Ex) A plantoid servitor that succeeds on a resting on two sets of powerfully muscled legs. A third set of arms, thick
grapple check can make a bite attack against its opponent and corded with muscle, bulges out from its massive shoulders, ending
as an immediate action. This attack uses the plantoid with massive black claws. The mouth is filled with jagged black teeth, and
servitor’s full attack bonus and deals 1d3+2 damage. glistening black
Poison (Ex) Transformative Poison: Bite—injury; save Fort DC eyes are set over a wide muzzle. Its skin is deep red, somewhat lighter
13; frequency 1/round for 4 rounds; effect special; cure 1 on the underbelly.
save. On the first failed save, the victim is paralyzed for 1d6 The Flier: With a crack and boom, this creature spreads a pair of
rounds. On the second failed saving throw, moss rapidly great leathery wings over 50 ft. in span. Its body is lean and covered with
grows on all skin surfaces. The victim gets a +2 bonus on rippling muscle beneath a thick, leathery crimson hide. Its claws and teeth
the third saving throw, but if the third save fails the victim are black, as are its eyes.
becomes a plantoid servitor under the control of the nearest
plantoid. There is a 25% chance that the victim becomes The Ravager was created eons ago by a primeval race of beings who
a new plantoid in a hideous transformation that takes 24 believed in the unity of three forces: body, mind, and spirit. In their
hours. If the victim succeeds on his third saving throw, the ongoing war with another race of savages, they created several weapons
moss that grew on him withers and dies and falls away within of terrible power. The greatest of these is the living beast known only as
a few minutes. The save DC is Constitution-based. the Ravager.
This beast was given incredible vitality, and the power to manipulate its
own body to assume a form most advantageous to it: a crawling weasel-
Servitors of Bedlam like form that can burrow, a hulking apelike humanoid form with greater
reach and strength, and a winged form to allow it greater mobility and
The small hamlet of New Ashton is a close-knit community with strong agility.
morals and closed minds. Recently, its residents banded together to chase After being used once or twice on the battlefield, those who created
a wandering vagabond from their town. Rhawtin Omphalotus came to it realized its awesome danger and contained it in the strongest prison
New Ashton preaching of the damnation of civilization and the fall of they could devise, suspended in time until it would once again be
“progressive” gods. The Freya worshipping citizenry tarred and feathered needed.
the radical druid before driving him away. However, due to the subsequent influence of Orcus near the vault where
The “druid” Omphalotus (NE human male cleric 8) is actually a follower the Ravager was contained, the wards were damaged, and a taint of evil
of Rachiss, the demigod of parasites. Omphalotus seeks the downfall of infected its quarantine. This has resulted in it reproducing asexually, and
civilization through the spread of parasites, leeching fungi and plagues. has granted the ravager an astonishing capacity for growth. For every
Omphalotus (following the teachings of Rachiss) wants nature to reclaim week that it lives, it permanently gains 1 hit die. There is no known limit
modern cultures through malicious activities and biological terrorism. to how far this advancement can go before it either devastates the planet it
Omphalotus summoned a plantoid to enact revenge upon the New lives on or collapses under its own weight.
Ashton. Through slow and methodical planning, Omphalotus and
the plantoid converted all but one of New Ashton’s residents into 63 THE RAVAGER (CRAWLER FORM) CR 30
plantoid servitors. Over the last two months, the naked plantoid servitors XP 9,830,400
destroyed the majority of buildings and farmlands in town. Using only N Gargantuan magical beast
their bare hands (tools and weapons are forbidden), they are demolishing Init +7; Senses darkvision 120 ft., low-light vision, scent,
the community they painstakingly built. tremorsense 60 ft.; Perception +45
When encountered, a group of 12 servitors are systematically
dismantling a windmill on the north side of town. Atoka Goremun (CG AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
female human Com1), a teenage girl, pleads for help from her perch atop hp 857 (35d10+630 plus 35); regeneration 20 (epic-level
the windmill. She says her father was dragged into the town’s well by a weapons and artifacts), vampiric healing
horrific orb of eyes and devoured. Her father, the captain of the town’s Fort +39, Ref +26, Will +20
militia, was actually enveloped by a plantoid’s tendrils when he tried to Defensive Abilities magic disruption (1–4 on d20); DR 30/
poison the well and kill the creature where it hid. epic; Immune energy drain; Resist death, energy 20
The plantoid servitors bring “unconverted” travelers and citizens alike
to the well in the center of town. The well remains the only feature of New Speed 50 ft., burrow 20 ft.
Ashton untouched by demolition. The plantoid servitors return each night Melee bite +46 (6d6+15/19–20/x3), 4 claws +46 (4d6+15/15–
to sleep near the well. The plantoid rests at the bottom of the well, rising 20)
only to enslave new servitors every 24 hours. Omphalotus stays near the Space 20 ft.; Reach 15 ft.
well, but flees if the plantoid looks like it might be defeated. Currently, Special Attacks trample (4d6+22, DC 42)
the plantoid holds Atoka’s father in its tendrils. He has not yet been turned
into a servitor. Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 71 (75 vs. trip)
Feats Cleave, Combat Reflexes, Critical Focus, Great
Cleave, Great Fortitude, Improved Critical (bite), Improved
Critical (claw), Improved Natural Armor (x4), Improved
Natural Attack (bite), Improved Natural Attack (claw),
17
A dungeon of graves bestiary
Improved Vital Strike, Iron Will, Power Attack, Toughness, Treasure none
Vital Strike
Skills Perception +45 Death Resistance (Ex) The Ravager possesses an innate
SQ form-shifting resistance to effects that would kill or permanently
incapacitate it, including petrification and imprisonment.
Environment any Against such effects it is considered to automatically make
Organization solitary any required saving throws.
Treasure none Energy Resistance (Ex) The Ravager possesses energy
resistance against all forms of energy attack (fire, cold,
THE RAVAGER (BRAWLER FORM) CR 30 electricity, acid, and sonic).
XP 9,830,400 Form-Shifting (Ex) The Ravager can physically alter its
N Gargantuan magical beast physiology to take on one of the three listed forms: the
Init +7; Senses darkvision 120 ft., low-light vision, scent, crawler, the brawler, or the flier. Doing so takes one minute,
tremorsense 60 ft.; Perception +45 and during this period it cannot take any other actions,
though it is not considered helpless.
AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size) Magic Disruption (Su) Every time the Ravager comes into
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level contact with a spell or spell-like or supernatural effect, there
weapons and artifacts), vampiric healing is a chance as indicated above that the magic does not
Fort +32; Ref +26; Will +20 affect it. In the case of ongoing effects, a new check is
Defensive Abilities magic disruption (1–4 on d20); DR 30/ made each round.
epic; Immune energy drain; Resist death, energy 20 Regeneration (Ex) The Ravager and its brood treat all
damage as subdual, except damage from epic-level
Speed 70 ft. weapons and artifacts.
Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/15–20) Trample (Ex) The Ravager gains its vampiric healing ability
Space 20 ft.; Reach 20 ft. on this damage where appropriate. The Ravager does not
Special Attacks trample (3d8+30, DC 45) have this ability in its flier form. Instead, it gains Snatch as a
bonus feat.
Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24 Vampiric Healing (Su) Whenever the Ravager hits
Base Atk +35; CMB +59; CMD 76 with a melee attack, it is healed hit points equal to
Feats Awesome Blow, Cleave, Combat Reflexes, Critical half the damage it inflicts on its opponent. This ability
Focus, Great Cleave, Great Fortitude, Improved Critical cannot heal it above its natural maximum hit points.
(claw), Improved Natural Armor (x4), Improved Natural This ability extends to its trample special attack, where
Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack, applicable.
Toughness, Vital Strike
Skills Perception +45 RAVAGER SPAWN (CRAWLER FORM) CR 20
SQ form-shifting XP 307,200
N Huge magical beast
Environment any Init +5; Senses darkvision 120 ft., low-light vision, scent,
Organization solitary tremorsense 60 ft.; Perception +40
Treasure none
AC 40, touch 13, flat-footed 35 (+5 Dex, +27 natural, –2 size)
THE RAVAGER (FLIER FORM) CR 30 hp 495 (30d10+300 plus 30); regeneration 5 (epic-level
XP 9,830,400 weapons and artifacts), vampiric healing
N Gargantuan magical beast Fort +29; Ref +22; Will +19
Init +14; Senses darkvision 120 ft., low-light vision, scent, Defensive Abilities magic disruption (1 on d20); DR 15/epic;
tremorsense 60 ft.; Perception +45 Immune energy drain; Resist death, energy 5
AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, –4 size) Speed 40 ft., burrow 10 ft.
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level Melee bite +37 (3d8+9/19–20/x3), 4 claws +37 (2d8+9/18–20)
weapons and artifacts), vampiric healing Space 15 ft.; Reach 10 ft.
Fort +34; Ref +33; Will +20
Defensive Abilities magic disruption (1–4 on d20); DR 30/ Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
epic; Immune energy drain; Resist death, energy 20 Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull
rush, 60 vs. trip)
Speed 20 ft., fly 140 ft. (good) Feats Cleave, Combat Reflexes, Critical Focus, Great
Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/18–20) Cleave, Great Fortitude, Improved Bull Rush, Improved
Space 20 ft.; Reach 15 ft. Critical (bite), Improved Natural Armor (x3), Improved
Natural Attack (bite), Improved Natural Attack (claw), Iron
Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24 Will, Power Attack, Toughness
Base Atk +35; CMB +54; CMD 78 Skills Perception +40
Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack, SQ form-shifting
Great Cleave, Great Fortitude, Hover, Improved Natural
Attack (bite) (x2), Improved Natural Armor (x4), Improved Environment any
Vital Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital Organization solitary or brood (2–8)
Strike Treasure none
Skills Perception +45
SQ form-shifting RAVAGER SPAWN (BRAWLER FORM) CR 20
XP 307,200
Environment any N Huge magical beast
Organization solitary Init +5; Senses darkvision 120 ft., low-light vision, scent,
18
A dungeon of graves bestiary
tremorsense 60 ft.; Perception +26 though it is not considered helpless.
Magic Disruption (Su) Every time a Ravager spawn comes
AC 37, touch 13, flat-footed 32 (+5 Dex, +24 natural, –2 size) into contact with a spell or spell-like or supernatural effect,
hp 405 (30d10+210 plus 30); regeneration 5 (epic-level there is a chance as indicated above that the magic does
weapons and artifacts), vampiric healing not affect it. In the case of ongoing effects, a new check is
Fort +26; Ref +22; Will +19 made each round.
Defensive Abilities magic disruption (1 on d20); DR 15/epic; Regeneration (Ex) A Ravager spawn treats all damage as
Immune energy drain; Resist death, energy 5 subdual, except damage from epic-level weapons and
artifacts.
Speed 50 ft. Vampiric Healing (Su) Whenever a Ravager spawn hits
Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/15–20) with a melee attack, it is healed hit points equal to half the
Space 15 ft.; Reach 15 ft. damage it inflicts on its opponent. This ability cannot heal it
above its natural maximum hit points. This ability extends to
Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18 its trample special attack, where applicable.
Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull
rush)
Feats Awesome Blow, Cleave, Combat Reflexes, Critical The Maiden Prison of Swords
Focus, Great Fortitude, Greater Vital Strike, Improved Bull
Rush, Improved Critical (claw), Improved Vital Strike, Iron A wall of granite streaked with ribbons of iron stands before you. A
Will, Power Attack, Staggering Critical, Stunning Critical, massive iron golem resembling a nude woman takes a knee, hands grasp-
Toughness, Vital Strike ing a greatsword in front of her. Her back to the wall, she holds her head
Skills Perception +40 down in reverence. Behind her, two more feminine iron golems hold an
SQ form-shifting enormous 20-foot-tall round granite plug against the wall. Three large iron
greatswords are embedded in the stone cover. The golems securing the
Environment any door remove two of the swords for combat, leaving the center sword in
Organization solitary or brood (2–8) place. The stone disk is inscribed with an enigmatic verse that states, “En-
Treasure none trenched in dark, world surrendered not, Blade of the Maiden, this world
depart.” The golems attack interlopers on sight.
RAVAGER SPAWN (FLIER FORM) CR 20 The round stone door weighs 50 tons and is nearly impossible to move
XP 307,200 without the golems’ combined strength. A 30-foot-diameter cylindrical
N Huge magical beast chamber of lead, iron and granite lies beyond the door. The door secures
Init +8; Senses darkvision 120 ft., low-light vision, scent, the Ravager (currently in brawler form). The third greatsword stuck
tremorsense 60 ft.; Perception +18 through the door pierces the beast’s chest and holds it captive in suspend-
ed animation.
AC 40, touch 16, flat-footed 32 (+8 Dex, +24 natural, –2 size) The Sword of Maidens has many powers—most now long forgotten—
hp 405 (30d10+210 plus 30); regeneration 5 (epic-level but its primary purpose now is to hold the Ravager helpless. The Sword
weapons and artifacts), vampiric healing of Maidens is treated as a +5 cold iron holy avenger in the hands of a
Fort +25; Ref +27; Will +19 female paladin; otherwise, it acts as a +1 cold iron great sword. A female
Defensive Abilities magic disruption (1 on d20); DR 15/epic; non-paladin wielding the blade gains spell resistance equal to their level
Immune energy drain; Resist death, energy 5 but does not gain the greater dispel magic ability. The greatsword (again
if wielded by a female) can cause temporal stasis upon an opponent with
Speed 20 ft., fly 100 ft. (good) a critical hit. Neither saving throw nor spell resistance circumvents this
Melee bite +37 (3d6+9/x3), 2 claws +37 (1d12+9/18–20) ability, but the Sword of Maidens must remain impaled in the subject or
Space 15 ft.; Reach 10 ft. the effect is broken.
Over the years, the chamber’s leaded vault robbed the sword of its po-
Str 28, Dex 26, Con 24, Int 5, Wis 25, Cha 18 tency. Once the vault is breached, the Ravager removes the sword and
Base Atk +30; CMB +41; CMD 59 begins systematically destroying the land. The sword instantly regains its
Feats Cleave, Combat Reflexes, Critical Focus, Endurance, full abilities once removed from the chamber.
Flyby Attack, Great Fortitude, Hover, Iron Will, Lightning
Reflexes, Lunge, Power Attack, Skill Focus (Fly), Snatch, GOLEM, IRON (3) CR 13
Toughness, Wingover XP 25,600
Skills Fly +22, Perception +18 hp 138 (Pathfinder Roleplaying Game Bestiary “Golem, Iron”)
SQ form-shifting
Environment any
Organization solitary or brood (2–8)
Treasure none
Reflection, Bone Reaper
The reflection appears as a hazy representation of the large humanoid
Death Resistance (Ex) A Ravager spawn possesses an statue bearing large, bony hooks mounted where hands should be, not
innate resistance to effects that would kill or permanently unlike the claws of a praying mantis. The perspective is quite disorienting.
incapacitate it, including petrification and imprisonment.
Against such effects it is considered to automatically make BONE REAPER REFLECTION CR 10
any required saving throws. XP 9,600
Energy Resistance (Ex) A Ravager spawn possesses energy N Large Construct
resistance against all forms of energy attack (fire, cold, Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
electricity, acid, and sonic).
Form-Shifting (Ex) A Ravager spawn can physically alter AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
its physiology to take on one of the three listed forms: the hp 90 (11d10+30)
crawler, the brawler, or the flier. Doing so takes one minute, Fort +3; Ref +5; Will +3
and during this period it cannot take any other actions, Defensive Abilities reflection; DR 15/adamantine; Immune
19
A dungeon of graves bestiary
bone reaper traits, construct traits
Silver double doors open into this 60-foot-wide-by-80-foot-long room. Speed 30 ft., climb 20 ft., swim 30 ft.
The doors are unlocked and not trapped. Inside the room, a floor of Melee bite +14 (1d8+10 plus poison plus grab)
seamless steel reflects the stone ceiling 15 ft. above. Mirrored pillars stand Space 15 ft.; Reach 10 ft.
in an octagonal pattern in the center of the chamber, with one column in
the room’s center and the rest forming a loose circle around it. The walls Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
glitter and sparkle from thousands of objects pinned to the walls, from Base Atk +8; CMB +17 (+21 to grapple); CMD 29 (can’t be
silver necklaces to broken mirrors to dangling pendants and silver rings. A tripped)
three-step half-circle dais is built against the wall opposite the door. Feats Ability Focus (poison), Skill Focus (Perception), Skill
On the dais is a 10-foot-tall triangular prism facing into the room. A Focus (Stealth), Weapon Focus (bite)
large metal figure with bony hook hands folded in front of it like a praying Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit &
mantis stands motionless inside the prism. From the vantage point of the unlit areas), Swim +15; Racial Modifiers +10 racial bonus on
door, the figure’s image appears slightly shifted by the prism’s sharp edge. Stealth checks in areas of dim or no light.
The statue is complete if viewed through the prism’s side panels. SQ hunt by scent
The sculpture is a bone reaper that sends out its reflection to attack. The
Environment underground
prism splits the reaper’s reflection, however, so each image is contained
Organization solitary, pair, trio, or nest (1–3 adults and 5–8
in one length-wise half of the room. PCs standing on one side of the room
hatchlings)
can be attacked by one, but not both, of the reflections. Anyone straddling
Treasure standard
an imaginary line down the center of the room from the prism to the door,
however, is fair game for both reflections. Despite its two reflections, Shadowblend (Su) In areas of dim and no light, shadow
each of which can attack separately, the images share damage done to one hunters gain improved concealment; there is a 40% miss
another. If either reflection is destroyed, both cease to exist. If the statue chance when attacking one in such conditions.
of the bone reaper is destroyed, both images fade away. The prism has Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/
Hardness 2 and 250 hit points. round for 6 rounds; effect 1d4 Constitution damage; cure 2
Due to the peculiar enchantments of these reflective figures, they consecutive saves. The save DC is Constitution-based.
cannot be attacked directly; doing so strikes only air. Instead, a person Hunt by Scent (Ex) Shadow hunters are expert at tracking
must look into the mirrors and fight the creatures while keeping his eyes prey through the dim warrens where they dwell. They can
fixed on the creature’s reflection; only then shall his weapons strike home. track using their Perception skill in place of Survival.
Attacking in this fashion incurs a –4 circumstance penalty to attack rolls
and a –2 penalty to armor class. Unless the mirrored pillars, steel floor SHADOW HUNTER HATCHLINGS CR 2
and thousands of glittering trinkets on the walls are somehow removed or XP 600
covered, the reaper’s reflections can still hunt. The bone reaper reflections N Medium magical beast
cannot leave the room. Init +1; Senses darkvision 30 ft., low-light vision, scent,
PCs who search the various objects on the wall find thousands of tremorsense 30 ft.; Perception +9
mundane items and 1d4 magical trinkets.
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
20
A dungeon of graves bestiary
hp 22 (3d10+3) The angry worms chased their bigger cousin, harrying the worm until
Fort +4; Ref +4; Will +1 exhaustion overcame it and the hungry predators finished it off. The larger
Defensive Abilities shadowblend shadow hunters moved on when a party of dark elves passed nearby, but
6 shadow hunter hatchlings remain. The smaller worms burrow through
Speed 20 ft., climb 10 ft., swim 20 ft. the purple worm’s innards, looking for juicy bits. Adventurers passing
Melee bite +6 (1d4+3 plus poison plus grab) beside the creature are a welcome treat. The hatchlings burst from the
sides of the purple worm in a shower of ichor and gore to attack.
Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (can’t be
tripped)
Feats Ability Focus (poison), Skill Focus (Perception) Stirge Swarm
Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit &
unlit areas), Swim +14; Racial Modifiers +10 racial bonus on Even an animal-level of intelligence is enough for a creature to know
Stealth checks in areas of dim or no light. there is safety in numbers in Rappan Athuk!
SQ hunt by scent
STIRGE SWARM CR 6
Environment underground XP 2,400
Organization solitary, or nest (5–8 hatchlings) N Tiny magical beast (swarm)
Treasure standard Init +8; Senses darkvision 60 ft., low-light vision; Perception
+11
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/
round for 6 rounds; effect 1d4 Constitution damage; cure 2 AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
consecutive saves. The save DC is Constitution-based. hp 78 (12d10 plus 12)
Hunt by Scent (Ex) Shadow hunters are expert at tracking Fort +8; Ref +14; Will +5
prey through the dim warrens where they dwell. They can
track using their Perception skill in place of Survival. Speed 10 ft., fly 40 ft. (average)
Shadowblend (Su) In areas of dim and no light, shadow Melee swarm (3d6 plus blood drain)
hunters gain improved concealment; there is a 40% miss Space 10 ft.; Reach 0 ft.
chance when attacking one in such conditions. Special Attacks blood drain (1d6 Constitution), distraction
(DC 16)
Worm Your Way Out of This One Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +12; CMB —; CMD —
A heavy gate blocks off this underground tunnel from a dark cavern Feats Improved Initiative, Improved Lightning Reflexes,
beyond. The gate is locked with a rusted lock (DC 20 Disable Device), Lightning Reflexes, Skill Focus (Perception), Skill Focus
but opens easily on well-oiled hinges. Beyond the gate, a single lantern (Stealth), Toughness
flickers feebly nearly 30 ft. in the air. It casts a weak glow in a 12-foot Skills Fly +17, Perception +11, Stealth +20
radius. Ten feet below the candlelight hangs an elf, suspended from the SQ diseased
same rope to which the lantern is attached. The rope goes behind the elf
to some sort of harness, not around his neck. A battered anvil sits beside Environment underground or temperate and warm swamps
the gate, and a mace with a leather-wrapped handle leans against it. A Organization solitary, or a pall (2–4 swarms)
taut rope is tied around the anvil, its length vanishing upward toward the Treasure none
lantern and elf.
Or at least what remains of the elf. Unless PCs can see in the darkness Diseased (Ex) Stirges are harbingers of disease. Any creature
or light up the room, they won’t see that his torso, head and arms are all subjected to a stirge’s blood drain attack has a 10% chance
that remain. His legs are gone, chomped off at the waist. His arms are of being exposed to filth fever, blinding sickness, or a similar
bound behind his back with a leather strap. A harness wraps around his disease (Pathfinder Roleplaying Game Core Rulebook,
torso, and the rope runs to a pulley somewhere high above then back down “Diseases”). Once this check is made, the victim can no
to the anvil. Cutting the rope causes the elf and lantern to drop 20 ft. to longer be infected by this particular stirge, though attacks
the hard stone. by different stirges are resolved normally and may result in
A ruthless thieves’ guild uses this chamber to get rid of enemies, spies multiple illnesses.
and double-crossers. The thieves caught the elf spying, tied him up and
then hoisted him into the darkness. The thieves struck the anvil with the
mace to sound the “dinner bell” and summoned 3 shadow hunters and More Fun Than a Bag of Stirges
6 shadow hunter hatchlings. The giant worms now associate the anvil’s
vibrations with fresh meat and swarm into the room expecting a meal. Any A band of 8 goblins drags a tanned whale bladder down the passage
other loud noises in the chamber may also attract the giant hunters. (or path). Seeping puncture wounds and filthy bandages cover the gob-
Eight tunnels lead out of the room into a warren of twisting passageways lins’ exposed skin. Crude sinew stitching holds the bladder together like
the shadow hunters use to their full advantage to hunt prey blundering into a huge bag. The bag writhes and fights against the pulling goblins. For
their territory. reasons unknown, the goblins painstakingly (and quite painfully!) cap-
tured a swarm of stirges in this rugged bag. If confronted, the goblins
pull the stitching free and take cover under the inverted whale bladder.
Mealworm The stirge swarm immediately attacks anything in sight, ignoring the hid-
ing goblins under the bladder tarpaulin. Besides normal goblin gear, each
A dead purple worms fills this tunnel, its bloated, stinking carcass goblin carries a large butterfly net and a backpack filled with bandages
leaving barely enough room to squeeze between it and the rock corridor and ointment.
its bulk nearly blocks. Large bites rend the flesh of the dead creature.
Slimy blood leaks across the stones. Gnats, flies and vermin scurry over, GOBLINS (8) CR 1/3
into and out of the worm’s distended skin. XP 135
The purple worm died after blundering through a shadow hunter nest. hp 4 each (Pathfinder Roleplaying Game Bestiary, “Goblin”)
21
A dungeon of graves bestiary
and rock. Leaves and grass of jade, granite trees, flint vines and marble
Stone Treant undergrowth make travel extremely difficult. Clearing paths requires te-
dious work and stone-cutting tools. Existing trails wind maze-like through
the forest. Aside from the fact that everything is stone, the plant-life acts
This creature looks much like an animated sculpture of a tree. It has in all respects like living plants. Plant and plant-like creatures brought into
a thick, corrugated hide of bark like stone, with many thick branches. It the woods turn to stone within 24 hours.
travels along on clusters of humping and twining stone roots. It possesses The crunch of brittle stone leaves and grass sound with every step PCs
no discernible face. take. Outlying trees and brush have few leaves, but deeper into the forest
the stone trees remain pristine. These massive stone behemoths filter out
The stone treant is a variant of the treant native to the Plane of Earth. most natural light, resulting in vast cave-like rooms and twisting passages
They are very rare even there, located in isolated pockets in the plane where with occasional pinpoints of light beaming through. Damage to the petri-
they tend groves of crystals and natural gem outcroppings. Knowledge of fied forest regenerates over time as if the plants still thrive. Plants taken
their existence has been all but lost, as has the ritual of summoning and from the forest transform into normal vegetation within 24 hours.
binding them into service. The salt grotto lies in the heart of the forest. A stone lectern made from
A stone treant stands 20–30 ft. tall, with a trunk about 4 ft. in diameter. tree roots in the middle of the 80-foot-diameter grotto holds the Book of
It weighs close to 10,000 pounds. Terran. Six stone trees of various species encircle the lectern, their roots
Stone treants are intelligent, and speak Terran. They generally do not erupting from the ground to secure the book. The Book of Terran holds
bother to communicate with non-earth elemental beings, however. the secrets of the Elemental Plane of Earth. It is rumored that the book
holds spells capable of summoning volcanoes from the bowels of earth,
STONE TREANT CR 16 for calling meteors from the sky or for creating elemental nodes of the
XP 76,800 reader’s design. Yggdrasil, a massive and ancient ash stone treant serves
N Huge outsider (earth, elemental, native) as guardian and curator of the Book of Terran. The callous and somber
Init –1; Senses darkvision 60 ft., tremorsense 120 ft.; Yggdrasil cares not for the lives or events of mortals, but may listen to
Perception +33 druids renowned for their achievements and stature. Yggdrasil commands
a troop of stone treants scattered throughout the forest.
AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
hp 346 (21d10+210 plus 21)
Fort +17; Ref +13; Will +17
DR 10/slashing and adamantine; Immune elemental traits;
Troll, River
SR 31
Similar in many respects to their swamp-loving kin, river trolls prefer a
less slimy existence, and prefer to live in forested regions near rivers and
Speed 30 ft., burrow 5 ft.
streams, or under bridges.
Melee 6 slams +32 (3d8+12)
Space 15 ft.; Reach 15 ft.
RIVER TROLL CR 5
Special Attacks acidic blood (5d4 acid, DC 20 Reflex half),
XP 1,600
trample (3d8+18, DC 32)
CE Large humanoid (amphibious, giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Str 35, Dex 8, Con 30, Int 10, Wis 16, Cha 12 Perception +8
Base Atk +21; CMB +35 (+37 to bull rush and sunder); CMD 43
Feats Awesome Blow, Cleave, Greater Sunder, Improved AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, hp 63 (6d8+36); regeneration 5 (acid or fire)
Power Attack, Toughness, Vital Strike, Weapon Focus (slam) Fort +11; Ref +4; Will +3
Skills Intimidate +25, Knowledge (history) +24, Knowledge
(planes) +24, Perception +33, Sense Motive +27, Stealth +15 Speed 30 ft., swim 40 ft.
(+21 in stony underground areas); Racial Modifiers +6 Stealth Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
in stony underground areas Space 10 ft.; Reach 10 ft.
Languages Sylvan, Terran Special Attacks rend (2 claws, 1d6+7)
SQ radial symmetry
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Environment underground Base Atk +4; CMB +10; CMD 22
Organization solitary, or grove (2–16) Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Treasure standard Skills Intimidate +9, Perception +8, Swim +13
Languages Giant
Acidic Blood (Ex) Anyone striking the stone treant with a SQ amphibious
piercing or slashing attack and inflicting damage releases
a gout of acidic blood, which causes 5d4 points of acid Environment temperate forest
damage to the person who struck it. A DC 20 Reflex save Organization solitary, or gang (3–6)
reduces this damage by half. The blood becomes inert one Treasure standard
round after leaving the elemental’s body.
Radial Symmetry (Ex) Because of its shape, the stone treant
can bring no more than four of its slam attacks to bear on
any one target. However, it also perceives the area around
Pay the Toll
it equally well, and thus it cannot be flanked. The Sin Mire Swamp is home to nasty vermin, biting fish, vicious
crocodiles and one decidedly evil—but smart for his race—river troll
These wicked and depraved creatures lived and died by the sword, and
now, their dark taint passes through their weapons to tear at your soul.
Grave Error
An undulating black mass moves down the stone hall, the sloshing
Much like the standard wight, these undead abominations are warped ooze filling the corridor from wall to wall. Bones, skulls and decomposing
and twisted caricatures of their former selves. The sword wight bears a body parts slide ahead of the blob as it oozes over the broken rock.
massive greatsword, and the cold touch of the grave courses through the Suddenly, a greatsword’s blade thrusts out of the engulfing mass, and
creature, through the weapon, into the hapless target. frantically slices up, down, and across the blob. The fluid-like ooze flows
around the swordsman’s cuts, leaving him trapped. Even as the unseen
SWORD WIGHT CR 6 warrior struggles for freedom, slicing viciously at the mass from within,
XP 2,400 3 scratched, beaten and nicked skeletons disgorge from the ooze and
LE Medium undead advance.
Init +1; Senses darkvision 60 ft.; Perception +15 The massive blob is an undead ooze that recently engulfed a sword
wraith. The angry wraith hacked apart a few of the skeletons trapped
AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 inside the ooze with it, but can’t free itself from the blob’s embrace. If
natural) the ooze is slain, the sword wraith leaps from the muck to slash at PCs.
hp 60 (8d8+16 plus 8) Anyone grabbing the sword to pull the warrior free feels the cold chill of
Fort +4; Ref +3; Will +7 the grave seeping down the blade. The ooze releases the wraith to reabsorb
Defensive Abilities channel resistance +4, undead traits the bones of its skeletons if they are all slain.
25
Templates
trees keep it from splashing down into the swamp below. Alligator skulls
Crazed hang from the walls and dark blood stains the rotting floor. Deep gouges
mar the door frame, as if someone was pulled from the building. The
shack’s walls are clawed and scratched.
Wild-eyed and insane, a crazed creature is slightly more than a wild The Laborn family was attacked by a feral pack of 10 crazed lizardfolk
animal. that contracted filth fever after eating infected swamp monkeys. The
gnawed bones of the family now lie buried in the muck beneath their
Speed 30 ft.
Melee 3 slams +16 (2d6+7/19–20 plus grab)
Soulless
Special Attacks constrict (1d8+7) In his eternal war against the gods, Orcus, the Prince of Demons,
discovered a way to sever the connection between living beings and their
Str 24, Dex 12, Con —, Int 3, Wis 14, Cha 14 divine creators. He learned that by stripping the soul of a humanoid while
27
A dungeon of graves bestiary
leaving the body alive and intact, he could create a soulless creature divine caster’s spell list.
beholden only to him and outside the influence of the divine. Vessel of Orcus (Su) By manipulating an imprisoned soul Orcus can
A soulless creature becomes a being without connection to the possess a soulless creature, enabling the demon lord to see and hear
divine or living creatures. Flensed of all distinctions of alignment, the through the soulless creature’s body.
soulless embrace true amorality, characterized by acts of depravity and
destruction. The soulless creature takes no pleasure in this behavior, they SOULLESS HILL GIANT CR 8
are disturbingly without expression or emotion, but engage in it as an XP 4,800
automaton. N Large humanoid (giant)
Though a soulless shares some characteristics with the undead, they Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
remain alive and fully sentient creatures. They eat, breathe, and sleep.
The absence of an animating spark means a soulless lacks the natural AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural,
fears and desires of normal humanoids and some of their vulnerabilities, –1 size)
but they also have no final energy to cling to when the body is severely hp 95 (10d8+50)
damaged. Fort +12; Ref +2; Will +2
The stripped soul ends up in an Abyssal prison where Orcus can subject Defensive Abilities rock catching; Immune critical hits, fear,
it to further experiments or employ it in some other hideous plan. positive and negative energy, soul-affecting magic
Weaknesses soulless
28
legal appendix
Product Identity: The following items are hereby identified as Product Open Content: Except for material designated as Product Identity (see
Identity, as defined in the Open Game License version 1.0a, Section 1(e), above), the game mechanics of this game product are Open Game Con-
and are not Open Content: All trademarks, registered trademarks, proper tent, as defined in the Open GameLicense version 1.0a Section 1(d). No
names (characters, deities, etc.), dialogue, plots, storylines, locations, portion of this work other than the material designated as Open Game
characters, artwork, and trade dress. (Elements that have previously been Content may be reproduced in any form without written permission.
designated as Open Game Content or are in the public domain are not
included in this declaration.)
Rappan Athuk—A Dungeon of Graves Bestiary is written under version 1.0a of 10. Copy of this License: You MUST include a copy of this License with every
the Open Game License. As of yet, none of the material first appearing in Rappan copy of the Open Game Content You distribute.
Athuk—A Dungeon of Graves Bestiary is considered Open Game Content. 11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
Open Game License Version 1.0a from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
The following text is the property of Wizards of the Coast, Inc. and is Copyright terms of this License with respect to some or all of the Open Game Content due
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. to statute, judicial order, or governmental regulation then You may not Use any
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners Open Game Material so affected.
who have contributed Open Game Content; (b) “Derivative Material” means 13. Termination: This License will terminate automatically if You fail to comply
copyrighted material including derivative works and translations (including into with all terms herein and fail to cure such breach within 30 days of becoming
other computer languages), potation, modification, correction, addition, exten- aware of the breach. All sublicenses shall survive the termination of this License.
sion, upgrade, improvement, compilation, abridgment or other form in which an 14. Reformation: If any provision of this License is held to be unenforceable, such
existing work may be recast, transformed or adapted; (c) “Distribute” means to provision shall be reformed only to the extent necessary to make it enforceable.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- 15. COPYRIGHT NOTICE
wise distribute; (d) “Open Game Content” means the game mechanic and includes Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
the methods, procedures, processes and routines to the extent such content does Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
not embody the Product Identity and is an enhancement over the prior art and any System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Au-
additional content clearly identified as Open Game thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Content by the Contributor, and means any work covered by this License, Gygax and Dave Arneson.
including translations and derivative works under copyright law, but specifically Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
excludes Product Identity. (e) “Product Identity” means product and product line
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
names, logos and identifying marks including trade dress; artifacts, creatures,
characters, stories, storylines, plots, thematic elements, dialogue, incidents, Skip Williams.
language, artwork, symbols, designs, depictions, likenesses, formats, poses, The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
concepts, themes and graphic, photographic and other visual or audio representa- reserved.
tions; names and descriptions of characters, spells, enchantments, personalities, Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
teams, personas, likenesses and special abilities; places, locations, environments, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
or graphic designs; and any other trademark or registered trademark clearly identi- on original content from TSR.
fied as Product identity by the owner of the Product Identity, and which specifi- Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason
cally excludes the Open Game Content; (f) “Trademark” means the logos, names,
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
mark, sign, motto, designs that are used by a Contributor to identify itself or its
Demon, Maphistal The Tome of Horrors Complete. Copyright 2011, Necro-
products or the associated products contributed to the Open Game License by the
mancer Games, Inc., published and distributed by Frog God Games; Author Scott
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
Greene.
format, modify, translate and otherwise create Derivative Material of Open Game
Demon Lord, Orcus The Tome of Horrors Complete. Copyright 2011, Necro-
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
mancer Games, Inc., published and distributed by Frog God Games; Author Scott
2. The License: This License applies to any Open Game Content that contains
Greene and Clark Peterson, based on original material by Gary Gygax.
a notice indicating that the Open Game Content may only be Used under and in
Dragon, Faerie The Tome of Horrors Complete. Copyright 2011, Necromancer
terms of this License. You must affix such a notice to any Open Game Content
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
that you Use. No terms may be added to or subtracted from this License except
based on original material by Brian Jaeger and Gary Gygax.
as described by the License itself. No other terms or conditions may be applied to
Mustard, Jelly The Tome of Horrors Complete. Copyright 2011, Necromancer
any Open Game Content distributed using this License.
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
based on original material by Gary Gygax.
acceptance of the terms of this License.
Skeleton, Black The Tome of Horrors Complete. Copyright 2011, Necromancer
4. Grant and Consideration: In consideration for agreeing to use this License, the
Games, Inc., published and distributed by Frog God Games; Authors Scott Greene
Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license
and Bill Webb.
with the exact terms of this License to Use, the Open Game Content.
Tangtal The Tome of Horrors Complete. Copyright 2011, Necromancer Games,
5. Representation of Authority to Contribute: If You are contributing original
Inc., published and distributed by Frog God Games; Author Scott Greene.
material as Open Game Content, You represent that Your Contributions are Your
Wight, Barrow The Tome of Horrors Complete. Copyright 2011, Necromancer
original creation and/or You have sufficient rights to grant the rights conveyed by
Games, Inc., published and distributed by Frog God Games; Author Scott Greene
this License.
and Clark Peterson.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
Zombie, Juju The Tome of Horrors Complete. Copyright 2011, Necromancer
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
Open Game Content You are copying, modifying or distributing, and You must
based on original material by Gary Gygax.
add the title, the copyright date, and the copyright holder’s name to the COPY-
Rappan Athuk—A Dungeon of Graves Bestiary- Copyright 2012 Bill Webb,
RIGHT NOTICE of any original Open Game Content you Distribute.
Frog God Games
7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity
in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
29