House of Stone Encounters, Creatures and
Characters
New Monsters and special notes
House of Stone Random Encounters
The house is full of creatures who can move freely between the rooms
of the house. They form the random encounters
Unless noted in the area where the party currently is, there is a
random encounter roll once per hour. A roll of a 1 on a d20
indicates a random encounter. Roll off of the chart below to
determine the event or creature encountered.
Random Encounters (Roll 1d12)
- Stroking Spectres
- Shadow
- Spectre
- Wraith
- Animate
Dream
- Banshee
- Poltergeist
- Witchfire
- Bhuta
- Dybbuk
- Yuki-Onna
- Allip
Floating Encounters
A floating encounter is similar to a random encounter but will only
occur when the characters enter a room they have not been in before.
This is most useful when there has not been an encounter lately and
an empty room needs to be spiced up some.
- Roll 2 d8 to determine the encountered monster
- Bhuta
(Violent Death) CR 111
- black
skeleton (Guardian)
- bloody
bones (Temple Defiler)
- cadaver
(Low level)
- Crypt
Thing (Guardian)
- darnoc
(Greedy Ghost)
- dire shadow
rat (wandering monster)
- fye (Temple
Undead)
- grave
risen (rise from graves)
- haunt
(wandering monster)
- Skull
Spider (wandering monster)
- poltergeist
(in a well furnished room)
- Rawbones
(in rtorture room)
- skulleton
(guardian)
- JuJu
Zombie (Zombie closets)
Nasty Creatures
Alu (Temptress)
Gallu-Demon
(faceless hunter)
Blood
Reaver
Additional monsters on this page
All Undead:
Beastary 1
devourer, ghost, ghoul, greater shadow, lich, mohrg, mummy,
shadow, skeletal champion, skeleton, spectre, vampire, wight,
wraith, zombie
Beastiary 2
attic whisperer, banshee, bodak, crawling hand, crypt thing,
draugr, dullahan, giant crawling hand, juju zombie, nightshades,
poltergeist, ravener, revenant, skaveling, totenmaske,
winterwight, witchfire
Beastiary 3
allip, baykok, berbalang, bhuta, deathweb, demilich, dybbuk,
ecorche, festrog, ghul, graveknight, guecubu, hollow serpent,
huecuva, jiang-shi vampire, manananggal, pale stranger,
penanggalen, sea bonze, tzitzimitl, yukionna, zuvembie
Outsider lists
Outsider (chaotic): azatas, bebelith, demons- 2- azata,
chaos beast, demons, denizen of Leng, Elysian titan, howler,
proteans, qlippoth, Thanatotic, - 3 - baregara, coloxus,
hekatonkheires, incubus, schir, shaggy demodand, slimy demodand,
tarry demodand titan, xacarba
Outsider (lawful): archons, barghest, devils, hell hound, kyton,
nessian warhound Outsider (lawful): achaierai, archons, axiomite,
devils, hellcat, inevitables - 2 - Outsider (lawful): achaierai,
archons, axiomite, devils, hellcat, inevitables - 3 - Outsider
(lawful): asuras, augur, cerberi, contract devil, eremite,
harbinger archon, interlocutor, legion archon, shinigami
Stroking Specters
XP 500
CN Tiny Undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception
+17
Defense
AC 20, touch 20, flat-footed (20)
HP 50 HD (2d10+20)
Fort 1, Ref 20, Will 5
Offense
Speed 60 ft, Fly 60ft.
Melee 1 touch (+5 No damage Save VS Confuse)
Special Attacks - Caress
Spell-Like Abilities - Confusion,
Lesser
Statistics
Str -, Dex 20, Con -, Int 9, Wis 10, Cha 20
Base Atk ; CMB ; CMD ( )
Feats - Agile
Maneuvers
Skills - Fly,
Bluff
Languages - Common
Ecology
Environment - House of Stone
Organization - Group
Treasure - None
A Stroking Spectre desires only to have the curse of the House
removed from them.
They generally are found at or near an entrance door to the house
(not windows). They appear as vaguely human head, shoulders and arms
with their torso ending in trailing wisps of black smoke.
They try to attract attention by flying close to people, touching
them with their cold, incorporeal hands and whispering words to get
the humans they hope will release them to "Stay" or "Help" or
"Succor" or the like. Their presence is highly detracting. All who
see them must make a ST vs Will at a DC 12 or become Confused.
Their touch does no damage, and isn't even painful. They are just
icy cold caresses.
Alu Demon
This shapely female humanoid has dark hair, dark eyes, and a pair of
small black horns just above her eyes. Small, black, leathery wings
protrude from her shoulders.
XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 16
Speed 30 ft., fly 50 ft. (average)
Melee longsword +9/+4 (1d8+3/19–20) or 2 claws +9 (1d6+3
plus vampiric touch)
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15),
disguise self, suggestion (DC 16);
1/day—dimension door
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-Fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6,
Intimidate +12, Knowledge (planes) +11, Perception +15,
Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear longsword
Environment any (Abyss)
Organization solitary
Treasure standard
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to
the damage dealt each time she successfully hits with a claw attack.
She cannot gain more than her target’s current hit points + the
target’s Con score (which is enough to kill the target). The
temporary hit points disappear in one hour.
The alu-demon is the female demonic offspring of a succubus and
human. Though part demon, not all alu-demons are inherently evil
(although good-aligned alu-demons are extremely rare). The typical
aludemon has black or brown hair and dark green, brown, or black
eyes. Alu-demons are always female.
Alu-demons are often sent to the Material Plane to seduce mortals.
When on such missions they typically arrange their flowing hair so
it hides their horns and also fold their wings against their backs
(and tuck them under their robe, shirt, or whatever garment of
clothing one happens to be wearing at the time). Alu-demons attack
with weapons (preferring longswords or maces) or with claws. The
alu-demon mixes in her spell-like abilities regardless of the method
of attack utilized.
Galludemon
This creature looks like a 9-foot tall faceless black-skinned
humanoid with long wicked talons. Its otherwise featureless face has
a mouth filled with rows of sharpened teeth. It wears no clothing or
armor of any kind.
XP 2,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +12
AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 66 (7d10+28)
Fort +9, Ref +7, Will +4
DR 10/cold iron; Immune electricity, poison; Resist acid 10,
cold 10, fire 10; SR 17
Speed 30 ft.
Melee 2 claws +12 (1d6+6 plus grab), bite +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
Str 22, Dex 11, Con 18, Int 12, Wis 14, Cha 16
Base Atk +7; CMB +14 (+18 grapple); CMD 24
Feats Cleave, Improved Initiative, Lightning Reflexes, Power
Attack
Skills Bluff +13, Diplomacy +13, Disguise +13, Intimidate +13,
Perception +12, Sense Motive +12, Stealth +6
Languages Abyssal, Common
SQ alter shape, dimension door, plane shift
Environment any (Abyss)
Organization solitary, pair, or squad (4–12)
Treasure standard
Alter Shape (Su) A gallu-demon can assume any humanoid form, or
revert to its own form, as a standard action. This ability is
similar to the alter self spell (CL18th), but the gallu-demon can
remain in the new form indefinitely.
Dimension Door (Su) At the gallu-demon’s option, it can use
dimension door to transport a grappled victim (who gets no saving
throw) within the same plane, instead of its plane shift ability. It
is otherwise similar to the spell of the same name.
Plane Shift (Su) A gallu-demon can enter any of the elemental
planes, the Astral Plane, or the Abyss. This ability transports the
gallu-demon and one grappled victim (who gets no save to avoid the
shift). It is otherwise similar to the spell of the same name.
Gallu-demons are shape-shifting demons of the underworld. They are
often employed as soldiers and spies by various demon lords and
balors in their abyssal armies. Gallu-demons are quick to anger and
hard to control, so companies of these demonic beings are loosely
organized at best.
Where the gallu-demon excels however, is entering the material
planes, disguising itself as a normal humanoid, and abducting a
mortal it has befriended, quickly whisking it back to its abyssal
lair where it turns said mortal over to its master. Gallu-demons
have been known to spend months at a time on the Material Plane just
to befriend and eventually abduct a chosen target. Abducted targets
are sometimes devoured by a gallu-demon before it has completed its
task, but more often than not, an abducted victim is given to the
gallu-demon’s master who enslaves the
victim (or sometimes devours it himself). A gallu-demon stands 9
feet tall and weighs about 800 pounds. Its flesh is glossy black and
other than a large mouth lined with teeth, it has no facial
features, though it does seem to be able to see, hear, and smell
normally.
Gallu-demons attempt to snatch opponents and transport them to the
nether spheres of the underworld, where other demons and undead lie
waiting in ambush, eager to consume such hapless victims. The
galludemon often uses its shape-altering power to approach
unsuspecting victims, or to perform special missions such as
escorting mortals out of the underworld to claim another in their
stead. It must reveal its true form to employ its improved grab
ability.
Bloody Bones
This creature appears as a skeletal humanoid with bits of muscle and
sinew hanging from its body. Four long, sinewy tendrils writhe from
its midsection. The entire creature constantly oozes a mixture of
blood and mucus. Its eye sockets are hollow and show no pupils.
XP 1,200
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +10
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (5d8+15 plus 5)
Fort +6; Ref +2; Will +6
Defensive Abilities slippery; Immune undead traits; Resist fire 10
Speed 30 ft.
Melee 2 claws +6 (1d6+3)
Ranged 4 tendrils +5 touch (grab)
Special Attacks pull (tendril, 5ft.), tendril, rend (2 claws,
1d6+4)
Str 17, Dex 12, Con —, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +6 (+10 grapple); CMD 17
Feats Great Fortitude, Toughness, Weapon Focus (tendril)
Skills Climb +11, Escape Artist +21, Intimidate +11,
Perception +10, Stealth +9; Racial Modifier +15 Escape Artist
Environment any
Organization solitary or gang (2–5)
Treasure none
Slippery (Ex) Bloody bones are difficult to grapple or snare
due to the constant flow of blood and mucus across their
bodies. Webs, magic or otherwise, do not affect bloody
bones. Against most other forms of confinement the bloody
bones gains a +15 racial bonus to Escape Artist checks.
Tendril (Ex) A bloody bones can fire up to 4 sinewy tendrils
from its body at a time, launching them to a range of 30
feet. A bloody bones’s attacks with its tendrils resolve as
ranged touch attacks. These tendrils are quite strong (10
hp) but can be severed with a slashing weapon or a sunder
combat maneuver. Attacking a bloody bones’s tendril
does not provoke an attack of opportunity. If the tendril is
currently wrapped around a target, the bloody bones takes
a –4 penalty to CMD to resist the sunder attempt. Severing a
tendril deals no damage to a bloody bones.
Bloody bones are evil undead spirits that haunts caverns, caves, and
other desolate places. Their true origins are unknown, but they are
believed to be the undead remains of those who desecrate evil
temples
and are punished by the gods for their wrongdoings.
From a distance, they are likely to be mistaken for skeletons, but
those
that make this mistake often regret it, for the bloody bones is far
worse
than the undead creature it resembles.
A bloody bones stands about 6 feet tall. It is unknown if they can
speak.
A bloody bones prefers to hide in the shadows and wait for its prey
to
pass nearby. It then leaps to the attack, entwining its opponents
with its
tendrils and clawing its prey until dead.
Black Skeletons
Black skeletons were first encountered in Rappan Athuk (see the
adventure, Rappan Athuk Reloaded from Necromancer Games).
Much more powerful than standard skeletons, these minions of evil
are
often employed as guardians or protectors to keep sealed some
ancient
knowledge best left undiscovered. They are intelligent monsters and
are
not subject to the mindless commands that can be given to such
undead as
skeletons or zombies. They have a clear mind, and sometimes go
against
the commands and wishes of those they serve, if it benefits the
black
skeleton in question.
Black skeletons are the remnants of living creatures slain in an
area
where the ground is soaked through with evil. The bodies of fallen
heroes
are contaminated and polluted by such evil and within days after
their
death, the slain creatures rise as black skeletons, leaving their
former
lives and bodies behind. Black skeletons are intelligent and do
maintain
some memories of their former lives.
Black skeletons wear any clothes or armor they had in life, and some
still carry their gear or weapons (most discard their weapons in
favor of
two short swords as soon as they can).
Black skeletons attack with two short swords in battle with little
more
than the intention of cutting their foes to pieces. They are
intelligent
opponents and will use tactics during battle, often sending several
of their
number against a foe’s front, while the others move into position to
flank
their adversaries. Black skeletons are smart enough to know when the
battle is lost and withdraw from combat, though rarely. Most simply
fight
to the death, driven by some unseen hatred for the living.
Cadaver
This monster resembles a humanoid dressed in tattered rags. Rotted
flesh reveals corded muscles and sinew stretched tightly over its
skeleton. Hollow eye sockets flicker with a hellish glow. Broken and
rotted teeth line its mouth, and its hands end in wicked claws.
XP 600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (2d8); reanimation
Fort +0; Ref +1; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1
plus disease)
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved InitiativeB
Environment any
Organization solitary or gang (2–5)
Treasure standard
Disease (Ex) Filth fever: Claw and bite—injury; save Fort DC 11;
onset 1d3 days; frequency 1/day; effect 1d3 Dex
damage and 1d3 Con damage; cure 2 consecutive saves.
The save DC is Charisma-based.
Reanimation (Su) When reduced to 0 hit points or less, a cadaver is
not destroyed; rather it falls inert and begins the process of
reanimating by regaining 1 hit point per round. Hit points lost to
magical weapons or spells are not regained. When the creature
reaches its full hit point total (minus damage dealt by magical
attacks and weapons), it stands up, ready to fight again.
If the creature is destroyed by channeled positive energy, it cannot
reanimate. If a cleric casts gentle repose on the cadaver when it is
reduced to 0 hit points, it cannot reanimate. A bless spell delays
the reanimation, causing the creature to regain hit points at half
the normal rate (i.e. 1 hit point every other round).
Cadavers are the undead skeletal remains of people who have been
buried alive or given an improper burial (an unmarked grave or mass
grave for example). They can be found haunting graveyards and
cemeteries.
Cadavers are infused with a hatred that rivals many other undead
creatures. This hatred includes its own existence as well as the
existence of all living creatures. Thus, the cadaver attacks all
creatures it encounters. They have a distinct hatred for light, but
it does not damage them. All encounters with cadavers are at night
or places cloaked in darkness. Encounters are most often with a
solitary creature. Multiple cadavers do not work in concert with
each other; being mindless they simply charge into combat, killing
all creatures they can. Cadavers are sometimes found in the employ
of greater undead (such as wights or ghasts).
A cadaver attacks by raking with its filthy claws or biting with its
sharp, disease-infested teeth. They often lie in shallow graves
waiting for potential victims to wander too close, where they
immediately spring to the attack, raking and biting until destroyed
or until all foes are dead.
Darnoc
This entity appears as a translucent humanoid whose face is twisted
in
an evil scowl. Its eyes burn with a hellish red glow.
XP 2,400
LE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +12
Aura frightful presence (30 ft.)
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural); In ghost
form AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 52 (8d8+16)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2, ghost form;
Immune undead traits
Speed 30 ft.
Melee slam +7 (1d6+1 plus curse of the grave)
Special Attacks create spawn, symbol of discord
Str 12, Dex 14, Con –, Int 12, Wis 12, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Blind-Fight, Combat Reflexes, Improved Initiative,
Persuasive
Skills Bluff +13, Diplomacy +10, Intimidate +14, Perception
+12, Sense Motive +11, Stealth +12
Languages Common
Environment any
Organization solitary or gang (2-4)
Treasure standard
Create Spawn (Su) Any humanoid slain by a darnoc becomes a darnoc in
1d4 rounds. Spawn are under the command of the darnoc that created
them and remain enslaved until its death. They do not possess any of
the abilities they had in life.
Curse of the Grave (Su) Any damage dealt by a darnoc’s slam attack
does not heal naturally and resists all magical healing (potions,
cure spells, and so on). Before the
damage can be healed, the curse must first be broken with a break
enchantment or remove curse spell (requiring a DC 20 caster level
check for either spell).
Ghost Form (Su) As a standard action, a darnoc can become
incorporeal for up to 10 minutes each day. While incorporeal, the
darnoc has AC 14 (+2 Dex, +2 deflection) and can use its slam attack
as an incorporeal touch against corporeal targets dealing 1d6+1
points of negative energy damage as well as curse of the grave.
Symbol of Discord (Su) Once per day as a standard action, a darnoc
can scribe a symbol in the air. All creatures with an Intelligence
score of 3 or higher within 60 feet who see the symbol must succeed
on a DC 16 Will save or immediately fall into loud bickering and
arguing.
Meaningful communication is impossible. If the affected creatures
have different alignments, there is a 50% chance that they attack
each other. Bickering lasts 5d4 rounds.
Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds.
Once triggered, the symbol lasts 2 hours. This is a mind-affecting
effect. The save DC is Charisma-based.
The darnoc is a corrupting evil presence whose very touch sucks the
life from an opponent bit by painful bit. The darnoc are said to be
the restless spirits of oppressive, cruel, and power hungry
individuals cursed forever to a life of monotony and toil, forbidden
by the gods to taste the spoils of the afterlife they so desperately
craved in life. Often seen in the clothes and guise it wore in life,
a darnoc often walks the same halls and repeats the same actions of
its insipid existence over and over again. Due to their
great greed, a darnoc may be found within its treasury endlessly
counting its coins, or within a graveyard noting the headstones of
its vanquished foes with cruel mirth. When distracted from its
reverie of its remembered past life, the creature flies into an
inconsolable rage, often lashing out without warning or provocation
at the first individual who attempts to speak to it.
Shadow Rat
This creature appears as a rat with rotting flesh, torn and matted
fur,
and reddish blazing eyes. Its semi-translucent skin shows discolored
bones and muscles.
XP 200
N Tiny undead
Init +2; Senses darkvision 60 ft., scent; Perception +8
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8+1)
Fort +1; Ref +2; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune
undead traits
Speed 40 ft., climb 15 ft.
Melee bite +4 (1d3–2 plus 1d2 Strength damage plus
disease)
Space 2–1/2 ft.; Reach 0 ft.
Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8,
Stealth +14; Racial Modifiers +4 Stealth. Shadow rats use
their Dexterity modifier for Climb checks.
Environment underground
Organization pack (6–11) or swarm (12–20)
Treasure none
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11, onset
1d3 days, frequency 1/day, effect 1d3 Dex damage and
1d3 Con damage, cure 2 consecutive saves. The save DC is
Charisma-based.
Incorporeal Form (Su) A shadow rat can, as a standard
action, assume an incorporeal form for up to 1 hour per
day. In this form, the shadow rat loses its natural AC bonus
but gains a +2 deflection bonus to AC. While in this form, the
shadow rat is AC 16 (+2 deflection, +2 Dex, +2 size), touch
15, flat-footed 13. The shadow rat can still attack corporeal
opponents while in its incorporeal form, but its attack
only inflicts Strength damage and cannot cause physical
damage. The shadow rat gains the incorporeal subtype
while using this ability.
Shadow Blend (Ex) A shadow rat can disappear into the
shadows as a move action, gaining total concealment in all
levels of illumination save bright light.
Strength Damage (Su) A shadow rat deals Strength damage
to living foes it bites. A creature reduced to 0 Strength
cannot move but does not die—at least, not until the
shadow rat’s physical damage takes its toll.
Dire Shadow Rat
XP 400
N Small undead
Init +3; Senses darkvision 60 ft., scent; Perception +8
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 7 (1d8+3)
Fort +3; Ref +3; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune
undead traits
Speed 40 ft., climb 20 ft.
Melee bite +4 (1d4 plus 1d3 Strength damage plus disease)
Special Attacks disease (DC 13)
Str 10, Dex 17, Con —, Int 2, Wis 12, Cha 16
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +3 (+7 jump), Climb +8, Perception +8,
Stealth +11; Racial Modifiers +4 Stealth
Environment underground
Organization solitary or pack (6–11)
Treasure none
Shadow rats are undead rats that can assume an incorporeal form.
Other
than their semi-translucent form (which they maintain regardless of
their
incorporeality or not), they resemble their earthly counterparts in
all
respects.
Shadow rats attack relentlessly with their bite attack. Unlike
normal
shadows, shadow rats do not create spawn.
Fye
This creature resembles a translucent humanoid whose face is
contorted
and twisted as if frozen in an eternal scream, though it makes no
sound.
XP 1,200
N Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +2
Aura despair (10 ft, DC 15)
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
hp 30 (4d8+12)
Fort +4; Ref +3; Will +6
Defensive Abilities incorporeal; Immune undead traits
Speed fly 50 ft. (perfect)
Melee incorporeal touch +5 (1d6 plus possession)
Special Attacks possession
Spell-Like Abilities (CL 4th)
At will—detect thoughts (DC 15)
3/day—cause fear (DC 14)
1/day—feeblemind (DC 18)
Str —, Dex 17, Con —, Int —, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 18
Skills Fly +10
Environment any
Organization solitary
Treasure none
Aura of Despair (Su) A fye continually emanates an aura of
despair in a 10-foot radius. Any creature within or entering
this area must succeed on a DC 15 Will save or take a
–2 penalty on attack rolls, saving throws, ability and skill
checks, and weapon damage rolls for as long as they
remain within the area. A creature that successfully saves is
immune to the aura of despair of that fye for one day. The
save DC is Charisma-based.
Possession (Su) Once per round by making a successful
incorporeal touch attack, a fye can merge its body with
a creature on the Material Plane. This ability is similar
to a magic jar spell, except that it does not require
a receptacle. The target can resist the possession by
succeeding on a DC 15 Will save. If the save fails, the fye
disappears and enters the target’s body. The save DC is
Charisma-based.
When a traumatic event occurs within the vicinity of a temple or
other
holy place, energy often lingers in the area polluting and
contaminating
an object or the ground itself. This sometimes leads to the
formation of
a mindless entity—the fye. A fye has no memories because it was
never
alive, nor does it feel emotions toward any creature living, dead,
or
undead. Fye do not communicate nor reason, they simply exist. Though
it is not bound to the area where it was created, a fye rarely moves
more
than 100 feet or so away from its “birthplace”.
A fye appears as a translucent humanoid about 6 feet tall whose
lower
torso tapers off around the knees into vaporous nothingness. Its
face
always has the appearance that the creature is screaming or howling
though it never utters any sound.
A fye usually does not enter combat unless it is directly approached
or
molested. In combat, a fye uses its cause fear spell-like ability
against
its closest target, followed in the next round by its feeblemind
ability.
If opponents continue to harass the fye it uses its incorporeal
touch and
possession ability.
Grave Risen
This rotting, worm-ridden corpse is draped in tattered and loosely
fitting
rags and dented and armor. Blackened eye sockets serve as its eyes,
and
the stench of death clings to its body. Its nails are long and
filthy, caked
with dirt and soil from the grave.
XP 1,200
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +10
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (5d8+15 plus 5)
Fort +4; Ref +3; Will +6
Defensive Abilities channel resistance +2; Immune undead
traits
Spd 30 ft.
Melee 2 claws +6 (1d4+2 plus blood poisoning)
Spell-like Abilities (CL 5th):
1/day—animate dead
Str 14, Dex 15, Con —, Int 13, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Toughness, Weapon Focus (claw)
Skills Acrobatics +7, Climb +10, Escape Artist +7, Perception
+10, Stealth +10
Environment any
Organization solitary or troupe (1 grave risen plus 2–5
zombies)
Treasure none
Blood Poisoning (Ex) A creature hit by a claw attack must
succeed on a DC 15 Fortitude save or contract blood
poisoning. This deals 1 point of Constitution damage to the
victim per minute until the victim dies or the blood poisoning
is healed. A neutralize poison or remove disease spell rids
the victim of blood poisoning, as does a DC 15 Heal check.
Multiple wounds to the same foe do not result in multiple
instances of blood poisoning. The save DC and check DC
are both Charisma-based.
Grave risen are rotting undead creatures that upon first glance
resemble
zombies. They are created from a normal corpse in an area where the
blood of a spellcaster is spilled and permeates the ground. The
blood fuses
with a corpse which sometimes animates as a grave risen. These
creatures
rarely wander far from the area where they were risen, preferring
the
stench of death and the serenity of death that lingers in the air.
Grave risen have no love for the living and attack living creatures
on
sight. Living creatures slain by a grave risen are clawed and
mutilated
and then buried in a shallow grave by the grave risen as a mockery
of its
own current existence.
Grave risen do not speak or communicate; only occasionally loosing
guttural tones from their rotting vocal organs.
Since grave risen are rarely encountered anywhere but cemeteries,
burial
grounds, or the like, they usually begin combat by animating corpses
and sending them against their aggressors. After animating corpses,
the
grave risen attempts to down its foes with its filthy claws. Slain
foes are
destroyed (as detailed above) and are not consumed by a grave risen
Haunt
This entity appears as a translucent humanoid floating about a foot
off
the ground. Its eyes flash with pure hatred.
XP 1,200
N Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1
dodge)
hp 32 (5d8+10)
Fort +3; Ref +3; Will +6
Defensive Abilities rejuvenation; Immune channel energy,
undead traits
Weakness vulnerability to dispel evil/good/law/chaos
Speed 20 ft., fly 30 ft. (perfect)
Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex)
Special Attacks Dexterity damage, malevolence (DC 14),
strangle
Str —, Dex 15, Con —, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Blind-Fight, Dodge, Improved Initiative
Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
Languages Common
SQ alternate form
Environment any
Organization solitary
Treasure none
Alternate Form (Su) A haunt’s natural form is that of a
translucent image appearing much as the person did in life.
As a standard action, it can alter its form so as to appear as
a floating, luminescent ball of light (possibly being mistaken
for a will-o’-wisp in this form). In this form, it cannot use its
Dexterity damage attack or its malevolence attack. It
retains its incorporeal form and can make an incorporeal
touch attack that deals normal damage (but not Dex
damage).
A haunt remains in one form or the other until it chooses
to assume a new one (as a standard action). A change in
form cannot be dispelled. A haunt cannot change forms
while using its malevolence attack (that is, while possessing
a host).
Malevolence (Su) Once per round, a haunt can merge its
body with a creature on the Material Plane whose Dexterity
has been reduced to 0 (either through the haunt’s touch
or by some other means). This ability is similar to a magic jar
spell (caster level 10th or the haunt’s Hit Dice, whichever
is higher), except that it does not require a receptacle. To
use this ability, the haunt must be adjacent to the target.
The target can resist the attack with a successful DC 14 Will
save. A creature that successfully saves is immune to that
same haunt’s malevolence for 24 hours.
If the save fails, the haunt vanishes into the target’s
body (whose Dexterity temporarily returns to normal) and
attempts to complete its unfinished task.
If the haunt completes its task, it leaves the host and fades
away forever. When the haunt leaves the host, the host’s
Dexterity drops back to 0. If the host body is slain while the
haunt is in possession of it, the creature becomes tied to
that area and can never leave. Its unfinished task remains
the same.
Rejuvenation (Su) In most cases, it’s difficult to destroy a
haunt through simple combat: the “destroyed” spirit restores
itself in 1d4 days. Even the most powerful spells are usually
only temporary solutions. The only way to permanently
destroy a haunt is to use dispel evil/good/law/chaos
(depending on the haunt’s alignment) or determine the
reason for its existence and set right whatever prevents it
from resting in peace. The exact means varies with each
spirit and may require a good deal of research, and should
be created specifically for each different ghost by the GM.
Strangle (Su) If a creature possessed by a haunt has an
alignment opposite to that of the haunt on either the law/
chaos or good/evil axis, it attempts to strangle the host
using its own hands (i.e., the hands of the host body).
Unless precautions are taken to restrain the possessed
victim’s hands, they immediately reach for the throat and
begin strangling the haunt-possessed body. An opponent
takes 1d4 points of damage each round until its hands are
forcibly restrained with a successful CMB check, the haunt is
ejected from the body, or the victim dies.
Vulnerability (Ex) A haunt can be forcibly ejected from a
host if hold person is cast on the victim and the haunt fails its
Will save. A dispel evil/good/law/chaos spell (depending on
the haunt’s alignment) instantly ejects the creature from the
host and deals 1d6 points of damage per caster level to the
haunt. A haunt slain in such a manner cannot rejuvenate
and is permanently destroyed.
The haunt is the spirit of a person who died before completing some
vital task. A haunt inhabits an area within 60 feet of where its
body died
and never leaves this area. (Note—a haunt in possession of a
material
body can in fact leave its area and must do so in order to finish
its task.)
It desires but one thing its final rest. To accomplish this, it must
possess
a living creature and finish the task that prevents it from
achieving
everlasting slumber. A haunt only attacks humanoid creatures.
A haunt attacks with its incorporeal touch. It concentrates on a
single
foe, attempting to render it helpless by draining its Dexterity.
Once that
victim reaches Dexterity 0, the haunt uses its malevolence ability
to
possess the body and then attempts to complete the task that binds
it to
this plane. If the haunt is attacked while possessing a body, it
uses all the
abilities of the host to defend itself.
Hellstoker Devil
This man-sized creature has loosely hanging, rubbery flesh,
grayishblack
in color, and its entire body is smeared with a yellowish-brown
mucus. Its head is ovoid, devoid of hair, and sports upward curving
horns. A hardened ridge of bone runs from its brow, across the top
of
its head, and disappears into its spine. Its long, serpentine tail
is dark
grayish-red.
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 37 (5d10+10)
Fort +3, Ref +5, Will +6
DR 5/good and silver; Immune fire, poison; Resist acid 10,
cold 10; SR 16
Defensive Abilities fiery body, oily hide
Speed 30 ft.
Melee longspear +7 (1d8+3/x3) or 2 claws +7 (1d6+2)
Ranged ranged touch +6 (bellows)
Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 10th)
At will—magic circle against good, greater teleport (self
plus 50 pounds of objects only)
1/day—maximized burning hands (DC 11), summon (level 5,
2d8 lemures 50% or 1 hellstoker 35%)
Str 15, Dex 13, Con 15, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Iron Will, Maximize Spell-like Abilities (burning hands),
Power Attack
Skills Climb +10, Escape Artist +11, Intimidate +8, Perception
+8, Survival +8; Racial Modifiers +10 Escape Artist
Languages Infernal; telepathy 100 ft.
Gear longspear, bellows
Environment any (Hell)
Organization solitary, team (4–7), or retinue (8–13)
Treasure standard
Bellows (Ex) A hellstoker can use its burning hands to light
its bellows as a standard action. This allows the hellstoker to
fire a jet of flame from its bellows in a line to a range of 30
feet, once per round as a standard action. It must make
a successful ranged touch attack to hit a foe. A creature
hit by the fire takes 1d8 points of fire damage and must
succeed on a DC 15 Reflex save or catch on fire.
Fiery Body (Ex) The oil coating a hellstoker’s body is highly
flammable. As such, a hellstoker hit with a fire effect bursts
into flames. This deals no damage to the hellstoker, and
deals 1d6 points of fire damage to any creature touching or
grappling the hellstoker. The fire burns for 10 rounds before
extinguishing. This does not damage the hellstoker’s oily
hide; therefore, it still retains its racial bonus to Escape Artist
checks (see oily hide below), and it can be caught on fire
again.
Oily Hide (Ex) Hellstokers do not secrete oil naturally, but
their constant contact with it leaves them coated with
a thick layer of the substance at all times. This grants
hellstokers a +10 racial bonus to Escape Artist checks
(included in the statistics block). The oil cannot be washed
off or removed.
Additionally, if a hellstoker is hit with a fire effect, it bursts
into
flames. See the hellstoker’s fiery body above for details.
Hellstokers (or marnasoths) maintain the oil, made from the flesh of
mortals, in the infernal boilers located on the lowest region of
Hell. They
are rarely encountered anywhere else, though on occasion a team or
retinue of hellstokers enters the Material Plane in search of fuel.
Most
just wait for the foolhardy mortals that enjoy plane-hopping to pop
into
their realm where any number of devils finish them off, leaving
their
rotting carcasses to the hellstokers. When fuel is running low and
the
hellstokers are short on mortals, they form bands that hunt down and
kill
the least ranking devils (such as lemures), tossing their slain
bodies into
the boilers.
Hellstokers attack using their longspears or natural weapons. They
sometimes use burning hands to set one another on fire, or they use
it to
ignite the oil in their bellows. When outnumbered, hellstokers
usually use
burning hands against their foes and then teleport away to safety.
Skull Spider
This tiny creature appears to be a humanoid skull with eight spidery
legs.
XP 100
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
AC 20, touch 17, flat-footed 15 (+5 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2; Ref +5; Will +0
Immune mind-affecting effects
Speed 20 ft., climb 10 ft.
Melee sting +0 (1d2–2 plus poison)
Space 2–1/2 ft.; Reach 0 ft
Str 6, Dex 20, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 11(23 vs. trip)
Skills Climb +13, Perception +4, Stealth +13; Racial Modifiers
+4 Perception
Environment any
Organization swarm (2–20)
Treasure none
Poison (Ex) Sting—injury; save Fort DC 10, frequency 1/round
for 4 rounds, then 1/ten minutes until cured, effect 1d2 Con,
cure 2 consecutive saves
Skull spiders are tarantula-like creatures that reside in the skulls
of their
victims. The two front legs of a skull spider contain poisoned barbs
that
they use to sting their victims. The weak and fleshy body of a skull
spider
is about the size of a grapefruit and is easily damaged. Its eyes
grow on
the end of long, slender stalks. Skull spiders take up residence
within
skulls as a means of protecting themselves in a manner similar to
hermit
crabs.
Their eyestalks protrude through the empty eye sockets of their
skull,
and their legs have a backwards curve in the first joint that
enables them
to extend out of the bottom of the skull to allow rapid locomotion.
Skull
spiders can also fold their legs under their skull so they cannot be
seen.
Many an adventurer has been unnerved by the sight of dozens of
skulls
seemingly sprouting long, spidery legs and skittering toward them.
A colony of skull spiders is led by a king and queen, which are the
only
two members of the colony that are capable of reproducing. After a
victim
is subdued, the queen deposits an egg in the skull. Queen skull
spiders
are always 3 HD. The larva hatches, consumes the brain over a period
of weeks, and then enters a pupae stage. After several months, when
the
corpse is sufficiently deteriorated, the new skull spider hatches,
uses its
strong legs to detach the skull, and goes to join its colony.
Skull spiders always attack en masse, swarming over their victims in
great numbers and stinging them repeatedly.
Phantasm
This entity appears as a translucent humanoid with faintly
discernable
facial features twisted and corrupted by evil. Its arms are long and
thin
and trail off in wisps of immaterial matter.
XP 4,800
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +21
Aura desecrating aura (10 ft.), unnatural aura (30 ft.)
AC 18, touch 18, flat-footed 13 (+3 deflection, +5 Dex)
hp 114 (12d8+36 plus 24)
Fort +11; Ref +11; Will +12
Defensive Abilities incorporeal; Immune undead traits
Speed fly 60 ft. (perfect)
Melee incorporeal touch +17 (1d6+2 plus energy drain)
Special Attacks energy drain (1 level, DC 19), possession
Str —, Dex 21, Con —, Int 15, Wis 15, Cha 16
Base Atk +9; CMB +9; CMD 24
Feats Ability Focus (possession), Alertness, Blind-Fight, Great
Fortitude, Improved Initiative, Weapon Focus (incorporeal
touch)
Skills Bluff +15, Fly +28, Intimidate +18, Perception +21, Sense
Motive +21, Stealth +20
Languages Abyssal, Common
Environment any
Organization solitary or gang (2–5)
Treasure none
Possession (Su) Once per round, by making a successful
incorporeal touch attack, a phantasm can merge its
body with a creature on the Material Plane. This ability is
similar to a magic jar spell, except that it doesn’t require a
receptacle. If the attack succeeds, the phantasm’s body
vanishes into the opponent’s body. The target can resist the
attack with a successful Will save (DC 21). A creature that
successfully saves is immune to that phantasm’s possession
ability for one day.
A possessing phantasm automatically deals one negative
level (from its energy drain ability) each round. A possessed
creature can attempt a Will save (DC 19) each round
to force the phantasm out of its body. If successful, the
phantasm is ejected from the host and cannot attempt to
possess the same host for 1 minute. If turned or subjected
to a dismissal spell while possessing a host, the phantasm is
likewise ejected. The save DCs are Charisma-based.
Phantasms are malevolent and sinister spirits that delight in the
destruction of good-aligned creatures. While many undead creatures
are
the undead form of once living creatures, phantasms have no real
material
connection to living creatures; they are spirits born of pure evil.
They
are most often found haunting ruined temples or churches dedicated
to
evil gods, or dungeons constructed by evil creatures; any place
where the
stench of evil permeates the very air.
Phantasms are sometimes employed by other, more powerful undead,
such as liches or vampires, though for the most part they are
solitary
creatures (though sometimes they are encountered with other
phantasms).
Phantasm gangs, while rare, work together to bring about the
destruction
of their foes, using their abilities to destroy and corrupt as many
opponents
as they can.
Phantasms appear as translucent humanoid-shaped creatures with
faintly discernable facial features resembling a human face twisted
and
corrupted by evil. Hair, if present, is formed of the immaterial
stuff the
phantasm is composed of. Their arms are long and thin and end in
wisps
of the very stuff they are made of. Likewise, their lower torso
trails off
into the same misty substance.
A phantasm is a dangerous foe because of its ability to possess and
control a living creature. It begins battle by attempting to possess
a foe,
and if successful, it then controls the host like a puppet. In
addition, while
possessing a foe, it is constantly sapping its life energy. When the
host
is destroyed, the phantasm leaves the body and attempts to repeat
the
process with any aggressors still around.
Poltergeist
A presence seems to haunt this place.
XP 600
LE Medium undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura unnatural aura 30 ft.
AC 13, touch 13, flat-footed 12 (+2 deflection, +1 Dex)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Defensive Abilities incorporeal, natural invisibility,
rejuvenation; Immune undead traits
Speed 10 ft., fly 20 ft. (good)
Melee telekinesis (see below)
Ranged telekinesis (see below)
Special Attacks fear, telekinesis
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 15
Base Atk +2; CMB +2; CMD 15
Feats Ability Focus (fear), Skill Focus (Perception)
Skills Fly +5, Perception +9
Languages Any one (see below)
Environment any
Organization solitary or haunting (4–7)
Treasure none
Fear (Su) A creature hit by a thrown object (see telekinesis
below) must succeed on a DC 15 Will save or flee in terror
for 2d6 rounds. A creature that successfully saves is immune
to the fear effect of the same poltergeist for 24 hours. The
save DC is Charisma-based.
Natural Invisibility (Su) This ability is constant, allowing a
poltergeist to remain invisible even when attacking. This
ability is inherent, cannot be dispelled or negated, and is
not subject to the invisibility purge spell.
Rejuvenation (Su) Like ghosts, it’s difficult to destroy a
poltergeist through simple combat: the “destroyed” spirit
restores itself in 2d4 days. Unlike ghosts, powerful spells
such as dispel evil usually are effective. Short of that,
however, the only way to permanently destroy a poltergeist
is to determine the reason for its existence and set right
whatever prevents it from resting in peace. The exact
means varies with each spirit and may require a good deal
of research, and should be created specifically for each
different poltergeist or group of poltergeists by the GM.
Telekinesis (Su) A poltergeist can create a telekinetic effect
to hurl one object or creature within 10 feet to a distance
of 60 feet (no range increment). This ability functions as
the violent thrust version of the telekinesis spell (caster level
10th) with the following exceptions: the poltergeist can hurl
only one object or creature per round; the poltergeist uses
its Charisma modifier (usually +2) to modify its base attack
bonus. A creature targeted by this ability can make a DC
13 Will save to avoid being hurled by the poltergeist. The
save DC is Charisma-based.
Unnatural Aura (Su) Both wild and domesticated animals
can sense the unnatural presence of a poltergeist at
a distance of 30 feet. They will not willingly approach
nearer than that and panic if forced to do so; they remain
panicked as long as they are within that range.
Poltergeists are undead spirits that haunt the area where they died.
A
poltergeist has no material form and cannot manifest on the Material
Plane. Most poltergeists are evil, as they are “trapped” in the area
where
they were killed and can never leave this area unless they are
destroyed.
This “prison” drives them mad and they come to hate all living
creatures.
Poltergeists cannot manifest on the Material Plane and attack by
picking
up objects and hurling them at opponents.
Rawbones
Rawbones Skulking towards you is what appears to be a freshly
skinned and cleaned corpse. It is a bloody, skeletal creature with
its of flesh and muscle still clinging to its wet bones. Its
entrails and organs hang loosely in its torso, sometimes even
dropping out entirely. Its eyes roll about in its eye sockets as it
seeks its prey.
XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +16
Aura nauseating aura (20 ft., DC 19)
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 91 (14d8+28)
Fort +8, Ref +8, Will +10
Defensive Abilities channel resistance +2; DR 10/magic or silver;
Immune cold, undead traits
Speed 30 ft.
Melee 2 slams +15 (1d8+4) or entrails lash +14 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with entrails lash)
Special Attacks strangulation, vomit gore
Str 19, Dex 14, Con —, Int 12, Wis 12, Cha 14
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative,
Improved Natural Attack (slam), Lightning Reflexes, Power Attack,
Weapon Focus (slam) Skills Acrobatics +13, Climb +18, Escape
Artist +14, Intimidate +17, Perception +16, Stealth +17
Languages Common, Infernal
Environment any land
Organization solitary or gang (2–4)
Treasure standard
Nauseating Aura (Su) A rawbones emanates a sickening aura
that reeks of death in a 20-foot radius. Any creature that comes
within that area must succeed on DC 19 Fortitude save or become
nauseated for as long as they remain within the area a 1 minute
after leaving the area. A creature that makes a successful save is
immune to the nauseating aura of that rawbones for one day. The
save DC is Charisma-based.
Strangulation (Ex) When a rawbones hits an opponent of up
to one size larger with its entrails lash, it can then attempt to
start a grapple as a free action without provoking attacks of
opportunity. If it succeeds on its grapple check, it establishes a
hold and deals 1d4 points of strangulation damage per round in
addition to normal damage to the grappled opponent each round that
the hold is maintained.
Vomit Gore (Su) Three times per day, a rawbones can spit a blast
of blood and gore in a 20-foot cone that deals 7d6 points of
damage (DC 19 Reflex save for half). The save DC is
Charisma-based.
A rawbones is an undead creature that comes into being when a
tortured person rises from the grave. Rawbones are commonly found
in ancient dungeons that hold old torture chambers and prison
cells. Some are also found haunting the local cemeteries where a
tortured person was laid to rest. While disgusting in appearance,
there is something in the magic (or evil) of a rawbones that keeps
it looking ‘fresher’ that most of its other undead kin. Like many
undead, rawbones despise the living and seek to harm such
creatures whenever they can. A rawbones is generally a solitary
creature though it is possible more than one could be encountered
together (e.g., an ancient dungeon where a mass torture/execution
took place or a mass grave where tortured and broken bodies where
laid to rest). A rawbones stands 6 to 6-1/2 feet tall and weighs
roughly 140 pounds.
Its bones are stained red with fresh blood which seems to
continually weep from the creature’s body. Bits of flesh and
muscle fall away from it as it moves about and its entrails often
drag the ground behind it or are wrapped around the creature’s
forearms. A rawbones speaks Common and at least one other
language. A rawbones attacks primarily with its powerful fists,
but it has other weapons at its disposal. It can vomit forth a
horrifying spray of blood and gore or use its entrails as a ranged
weapon which it loops around an opponent’s neck in an attempt to
strangle it. While battling its foes, it attempts to keep them
within range of its nauseating aura. A rawbones’ natural weapons
are treated as magic weapons for the purpose of overcoming damage
reduction.
Skulleton
This being looks like a humanoid skull with several small gems inset
in
its eye sockets and mouth.
XP 800
NE Tiny undead
Init +0; Senses darkvision 60 ft.; Perception +11
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 26 (4d8+8)
Fort +3; Ref +1; Will +5
Immune undead traits
Speed fly 10 ft. (perfect)
Melee bite +5 (1d3–2 plus disease)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks dust
Str 6, Dex 10, Con —, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 9 (can’t be tripped)
Feats Dazzling Display, Weapon FinesseB, Skill Focus
(Intimidate)B, Weapon Focus (bite)
Skills Fly +19, Intimidate +12, Perception +11, Stealth +16
Languages Common (cannot speak)
Environment underground
Organization solitary
Treasure standard
Disease (Ex) Filth fever: Bite—injury; save Fort DC 12, onset
1d3 days, frequency 1/day, effect 1d3 Dex damage and
1d3 Con damage, cure 2 consecutive saves.
Dust (Ex) The skulleton can use its crumbled remains to
attack any creature that comes within 10 feet. Twice per
day as a standard action, it can billow forth a cloud of dust
that surrounds it in a 10-foot radius. Creatures caught within
the area must succeed on a DC 14 Fortitude save or be
nauseated for 6 rounds. The dust cloud remains for 2 rounds
and can be affected by wind. The save DC is Charisma based.
Skulletons are undead creatures believed to have been created by a
lich or demilich, for the creature greatly resembles the latter in
that it
is nothing more than a pile of dust, a skull, and a collection of
bones.
The gemstones inset in its eye sockets and in place of its teeth are
not
gemstones at all, but painted glass (worthless). The skulleton is
thought to
have been created to frighten off would-be tomb plunderers, or
convince
them they have defeated the skulleton’s creator rather than a minor
servitor and tomb guardian.
A skulleton lies in wait for its prey. When a living creature
touches a
skulleton, it uses its dust attack to incapacitate and confuse the
intruders.
Then it rises in the air, pivoting to face its prey and glowering in
a display
of fearsome presence, using its Dazzling Display feat as a
full-round
action to attempt to demoralize those near it. If the intruders have
not
fled, it moves in to bite with its gem-encrusted teeth.
Construction
A skulleton’s body consists of a humanoid skull and the bones and
dusty remains of its body. The false jewels are worthless, but do
require a
jeweler of some skill to properly cut and mount them to lend them an
air
of authenticity. Additional rare powders and incense worth 3,500 gp
are
also needed to complete the process.
CL 9th; Price 8,000 gp
Requirements animate dead, contagion, fly, stinking cloud,
creator must be caster level 9th; Skill Craft (jeweler) DC 15;
Cost 4,000 gp
Juju Zombie
Juju Zombie Fighter
This creature looks like a desiccated humanoid with grayish,
leathery
flesh. It is dressed in filthy rags, and its eyes are small
pinpoints of
crimson light. An odor of death hangs in the air around the
creature.
XP 800
Male human juju zombie fighter 3
NE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Perception +2
AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3
natural)
hp 28 (3d10+18 plus 6)
Fort +5; Ref +4; Will +1
Defensive Abilities channel resistance +4; DR 5/magic and
slashing; Immune cold, electricity, magic missile, undead
traits; Resist fire 10
Speed 30 ft.
Melee longsword +9 (1d8+5/19–20) or slam +8 (1d6+7)
Str 20, Dex 16, Con —, Int 4, Wis 10, Cha 14
Base Atk +3; CMB +8 (+10 sunder); CMD 21 (23 vs. sunder)
Feats Alertness, CleaveB, Improved InitiativeB, Improved
SunderB, Power AttackB, ToughnessB, Weapon Focus
(longsword)
Skills Acrobatics +0, Climb +13, Perception +2, Ride +0,
Sense Motive +2; Racial Modifiers +8 Climb
Languages Common
SQ armor training 1
Gear chainmail, longsword
Environment any
Organization solitary, pair,
band (3–7), or company
(10–20)
Treasure standard
Blood Reaver Devil
This tall reddish-bronze colored humanoid has leathery flesh and
gleaming, gold eyes. Its hands end in blood-stained claws, and a
long
snake-like and forked tail trails behind it. The smell of fresh
blood hangs
in the air. It wields a wicked dual-headed flail.
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19–20 plus stun) or 2
claws +15 (2d6+6)
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 pounds of objects only),
invisibility (self only), wall of fire
1/day—lightning bolt (DC 15), summon (level 6, 2d10
lemures 50% or 1 blood reaver 35%)
Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (dire flail),
Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge
(planes) +14, Perception +14, Sense Motive +14, Stealth +14,
Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail
Environment any (Hell)
Organization solitary, team (2–4), or squad (5–9)
Treasure standard
Siphoning Aura (Su) Blood reavers can radiate an aura in
a 20-foot radius as a free action that causes a creature
to bleed from its mouth, nose, eyes, and ears. Affected
creatures must succeed on a DC 19 Fortitude save each
round or take 1 point of Constitution damage from blood
loss. The save DC is Constitution-based.
Stun (Su) Whenever a blood reaver hits with a dire flail
attack, the opponent must succeed on a DC 20 Fortitude
save or be stunned for 1 round. The save DC is Strengthbased.
This ability is a function of the blood reaver, not the
dire flail.
Blood reavers, also known as garugins, are dangerous and vile
creatures
that stalk the Hells searching for mortal plane jumpers. They
believe no
living mortal has the right to step into Hell; the only mortals that
should
be in Hell are the ones whose souls are corrupted in the afterlife
or evil
mortals that deserve to be there through actions and sins committed
while
still alive. All other mortals are trespassers and should be dealt
with
accordingly.
Blood reavers have a neutral relationship with most other devils;
they
can take them or leave them. They do seem to have a good rapport
with
bone devils, perhaps because the wicked bone devil is just as evil
and
corrupt as they are or perhaps because the bone devil shows no mercy
when dispatching an enemy.
A blood reaver stands 8 feet tall and is never without its special
barbed
dire flail. The heads are wickedly crafted with oversized and
strongly
curved barbs so they do as much tissue damage as possible when they
hit.
Blood reavers despise mortals and attack them on sight. They prefer
to hide or stand nearby while invisible and let their siphoning aura
drain
a person of its blood, though the telltale sign that something is
wrong
is when the victim’s eyes, ears, nose, and mouth begin to bleed for
no
apparent reason.
In combat, they attack with their barbed flails, relentlessly
hammering
away at their enemies and freely unloading with walls of fire to
separate
allies from one another. Being immune to fire, the blood reaver
simply
walks through the wall and attacks the creature standing on the
other side.
Hellstoker (Devil)
This man-sized creature has loosely hanging, rubbery flesh,
grayishblack
in color, and its entire body is smeared with a yellowish-brown
mucus. Its head is ovoid, devoid of hair, and sports upward curving
horns. A hardened ridge of bone runs from its brow, across the top
of
its head, and disappears into its spine. Its long, serpentine tail
is dark
grayish-red.
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 37 (5d10+10)
Fort +3, Ref +5, Will +6
DR 5/good and silver; Immune fire, poison; Resist acid 10,
cold 10; SR 16
Defensive Abilities fiery body, oily hide
Speed 30 ft.
Melee longspear +7 (1d8+3/x3) or 2 claws +7 (1d6+2)
Ranged ranged touch +6 (bellows)
Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 10th)
At will—magic circle against good, greater teleport (self
plus 50 pounds of objects only)
1/day—maximized burning hands (DC 11), summon (level 5,
2d8 lemures 50% or 1 hellstoker 35%)
Str 15, Dex 13, Con 15, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Iron Will, Maximize Spell-like Abilities (burning hands),
Power Attack
Skills Climb +10, Escape Artist +11, Intimidate +8, Perception
+8, Survival +8; Racial Modifiers +10 Escape Artist
Languages Infernal; telepathy 100 ft.
Gear longspear, bellows
Environment any (Hell)
Organization solitary, team (4–7), or retinue (8–13)
Treasure standard
Bellows (Ex) A hellstoker can use its burning hands to light
its bellows as a standard action. This allows the hellstoker to
fire a jet of flame from its bellows in a line to a range of 30
feet, once per round as a standard action. It must make
a successful ranged touch attack to hit a foe. A creature
hit by the fire takes 1d8 points of fire damage and must
succeed on a DC 15 Reflex save or catch on fire.
Fiery Body (Ex) The oil coating a hellstoker’s body is highly
flammable. As such, a hellstoker hit with a fire effect bursts
into flames. This deals no damage to the hellstoker, and
deals 1d6 points of fire damage to any creature touching or
grappling the hellstoker. The fire burns for 10 rounds before
extinguishing. This does not damage the hellstoker’s oily
hide; therefore, it still retains its racial bonus to Escape Artist
checks (see oily hide below), and it can be caught on fire
again.
Oily Hide (Ex) Hellstokers do not secrete oil naturally, but
their constant contact with it leaves them coated with
a thick layer of the substance at all times. This grants
hellstokers a +10 racial bonus to Escape Artist checks
(included in the statistics block). The oil cannot be washed
off or removed.
Additionally, if a hellstoker is hit with a fire effect, it bursts
into
flames. See the hellstoker’s fiery body above for details
New Monsters
XP 600
N Small ooze
Init +0; Senses blindsight
60 ft.; Perception
-5
DEFENSE
AC 14, touch
10, flat-footed
14 (+4 natural)
hp 12 (2d8+3)
Fort +4, Ref +1, Will -4
Immune ooze
traits
OFFENSE
Speed 20 ft., climb 20
ft.
Melee 4 tendrils +2 (1d4 plus 1d4 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks acid
STATISTICS
Str 11, Dex 10,
Con 17, Int --, Wis 1, Cha
1
Base Atk +2; CMB +2; CMD 12
(can't be tripped)
Skills Climb
+8
SPECIAL
ABILITIES
Acid (Ex)
A jumping jelly secretes a
deadly acid that quickly dissolves organic matter but
does not harm metal or stone. They typically lie hidden
in a container then leap toward any noise they hear. Any
melee hit deals acid damage. Non-metal armor or clothing
dissolves and becomes useless immediately unless it
succeeds on a DC 14 Reflex
save. A wooden weapon that strikes a jumping jelly
dissolves immediately unless it succeeds on a DC 14
Reflex save. The save DCs are Constitution-based.
|
|
ECOLOGY
Environment underground
Organization solitary
Treasure incidental
A jumping jelly, like most oozes,
is a creature that lives off of flesh as their food.
A jumping jelly looks like a pale pink quivering pile of goo with
four short slimy tendrils jutting from the bottom of its blobish
form. The creature's body is rather thick and resilient (hence the natural
armor bonus, usually unheard of for ooze creatures). Its
tendrils are a bit darker in color than its main body. Shoots
of dark blue and black through its body give the appearance of
veins.
Small Animal Skeleton
Small Animal Skeleton |
CR 1/3 |
XP 55
NE Small undead
Init +6; Senses darkvision
60 ft.; Perception +0
DEFENSE
AC 13, touch
10, flat-footed
14 (+1 armor,
+1 Dex,
+1 natural)
hp 3 (1d6)
Fort +0, Ref +1, Will +1
DR 5/bite; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee Bite –3 (1d4+1)
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis
2, Cha 1
Base Atk +0; CMB +2; CMD 14
Any animal that walks into the House of
Stone and dies becomes an undead creature. This is a generic stat
block for any small animal like a fox, squirrel, rabbit, or
rodent.
XP 1,400
N Medium construct
Init –1; Senses darkvision
60 ft., low-light
vision; Perception
+0
DEFENSE
AC 19, touch
9, flat-footed
19 (–1 Dex,
+10 natural)
hp 44 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities conductivity, heat shimmer; DR
5/adamantine;
Immune construct
traits, electricity, fire; SR
17
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d8+4 plus 1d6 fire)
Special Attacks heat, molten destruction
STATISTICS
Str 18, Dex 9, Con —, Int —,
Wis 11, Cha 1
Base Atk +8; CMB +12; CMD 21
SPECIAL
ABILITIES
Conductivity (Ex)
A magical attack that deals electricity damage speeds up a
silver guardian (as the haste spell) for 1d4 rounds. A
silver guardian gets no saving
throw against electricity effects.
Heat (Ex)
A silver guardian’s body generates intense heat, dealing 1d6
points of fire damage whenever it hits in melee, or in each
round it grapples. Creatures attacking a silver guardian with
unarmed strikes or natural
weapons are also subject to the golden guardian’s heat.
Molten Destruction (Ex)
When reduced to 0 hit
points, a silver superheats and instantly melts into a
pile of molten silver. All creatures within a 10-foot-radius
spread take 4d6 points of fire damage; a DC 14 Reflex
save halves the damage. The save DC is Constitution-based.
Once cooled, there is 0lbs of silver remaining.
Heat Shimmer (Ex)
The intense heat radiating from a golden guardian’s body
creates a wavering shimmer in the air that makes the construct
difficult to see clearly. This functions as a blur spell (CL 8th), except it
cannot be dispelled.
Vengfull Zombies
This walking corpse wears only a few soiled rags, its flesh rotting
off its bones as it stumbles forward, arms outstretched.
Human Zombie CR 1/2
XP 800
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 20 (4d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
Offense
Speed 30 ft.
Melee 2 claws +7 (1d6+5 plus grab),
bite +7 (1d6+5)
Statistics
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered
Vengful Zombies were created when the two families warred for
possession of the house. The many slaves fled to places they
thought were safe only to find their lives stolen from them. They
seek to even the score but killing any living thing that
encounters them. The spell that killed them also made their hands
grow claws and their teeth turned into daggers. Otherwise they are
like normal zombies.
Zombies are the animated corpses of dead creatures, forced into
foul unlife via necromantic magic like animate
dead. While the most commonly encountered zombies are
slow and tough, others possess a variety of traits, allowing them
to spread disease or move with increased speed.
Zombies are unthinking automatons, and can do little more than
follow orders. When left unattended, zombies tend to mill about in
search of living creatures to slaughter and devour. Zombies attack
until destroyed, having no regard for their own safety.
Although capable of following orders, zombies are more often
unleashed into an area with no command other than to kill living
creatures. As a result, zombies are often encountered in packs,
wandering around places the living frequent, looking for victims.
Most zombies are created using animate
dead.
Characters
4 Priests of Gloomera - The Grand Ballroom, store room and the Hat
room
huecuva (punished clerics)
1 Undead Priest of Rahsee - The new Baracks
Yanic Normad - 5th level Necromancer - Children's Bedrooms, Old
Kitchen and Master Bedroom
Danic Normad - 7th level fighter - War Room
Ouptah Ga'lean - 10th level Priest of Rahsee - New and Old Barraks
Undead Dwarfs - Wandering and in the new stable
Undead Humans - Wandering and in the slave quarters
Normal "Good" humans - Old Throne room
Normal "Evil" humans - Wandering and in the New Kitchen
Demons - Victory hall and grand entrance
Elementals (they just like to hang out there)- Wandering and in the
New Guestrooms
Undead
- Stroking
Spectres - HOS Entry points
- Shadow
- Spectre
- Wraith
- Animate
Dream
- Banshee
- Poltergeist
- Witchfire
- Bhuta
- Dybbuk
- Yuki-Onna
- Allip
- Bhuta
(Violent Death) CR 111
- black
skeleton (Guardian)
- bloody
bones (Temple Defiler)
- cadaver
(Low level)
- Crypt
Thing (Guardian)
- darnoc
(Greedy Ghost)
- dire shadow
rat (wandering monster)
- fye (Temple
Undead)
- grave
risen (rise from graves)
- haunt
(wandering monster)
- Skull
Spider (wandering monster)
- poltergeist
(in a well furnished room)
- Rawbones
(in rtorture room)
- skulleton
(guardian)
- JuJu
Zombie (Zombie closets)
- Hungry
Fog
- Shadows
Constructs
Caryatid Column
Crystone
Blood Golem (Wandering Monster)
Iron Maiden Golumn
Dirt Golems
Golem, dirt
This lumbering figure is made from a body buried in soft dirt. It
wears whatever clothes it was buried in and crude jewelry. Its
twisted face is only vaguely humanoid.
dirt Golem CR 10
XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste
Statistics
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a dirt golem enters combat, there is a cumulative
1% chance each round that its elemental spirit breaks free and the
golem goes berserk. This chance resets to 0% after one minute of
inactivity. A berserk golem attacks the nearest living creature or
smashes some object smaller than itself if no creature is within
reach. Once it goes berserk, no known method can reestablish
control.
Cursed Wound (Ex) The damage a dirt golem deals doesn't heal
naturally and resists magical healing. A character attempting to use
magical healing on a creature damaged by a dirt golem must succeed
on a DC 26 caster level check, or the healing has no effect on the
injured creature.
Haste (Su) After it has engaged in at least 1 round of combat, a
dirt golem can haste itself once per day as a free action. The
effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex) A dirt golem is immune to any spell or
spell-like ability that allows spell resistance. In addition,
certain spells and effects function differently against the
creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12
points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6
rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a dirt golem stops it from
moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a dirt golem that deals acid damage
heals 1 point of damage for every 3 points of damage it would
otherwise deal. If the amount of healing would cause the golem to
exceed its full normal hit points, it gains any excess as temporary
hit points. A dirt golem gets no saving throw against magical
attacks that deal acid damage.
A dirt golem wears no clothing except for a metal or stiff leather
garment around its hips. It stands over 8 feet tall and weighs 600
pounds.
Construction
A dirt golem's body must be sculpted from a single block of dirt
weighing at least 1,000 pounds, treated with rare oils and powders
worth 1,500 gp.