TEXT: Ravages of the
  Qlippoth
  By Matt Daley
  
  Ravages of the
  Qlippoth
  
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. and headed up by 
  Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring you the best expansion material for your game. We 
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  Credits
  Author: Matt Daley
  Artists: Simon Aan, Luka Arh, Bruno Balixa, Kenneth Camaro, Guillermo Cartay, Tyler Clark, Victor Perez Corbella, 
  Ivan Dixon, Cristian Huerta, Michael Jaecks, Jethro Lentle, Chris McFann, Beatrice Pelagatti, Dylan Reader, 
  Arrahman Rendi, Julio Rocha, Tanyaporn Sangsnit, Bob Storrar, Takashi Tan, Jon Tonello, Rian Trost
  Editing and Development: Jason Nelson
  Design and Layout: Guthrie Ward
  Legendary Games Team Members: Anthony Adam, Michael Allen, Alex Augunas, Kate Baker, Jesse Benner, Siobhan Bjorknas, 
  Clinton J. Boomer, Savannah Broadway, Robert Brookes, Russ Brown, Benjamin Bruck, Liz Courts, Carl Cramer, Paris Crenshaw, 
  Matt Daley, Joel Flank, Naomi Fritts, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston Hillman, Tim 
  Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Patrick N.R. Julius, Deborah Kammerzell, Jonathan H. Keith, Michael 
  Kortes, Jeff Lee, Lyz Liddell, Nicolas Logue, Luis Loza, Ron Lundeen, Will McCardell, Mike Myler, Julian Neale, Jason Nelson, Jen 
  Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw, 
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  Ventura, Ben Walklate, Mike Welham, George Loki Williams, Landon Winkler, Linda Zayas-Palmer, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Arcforge Campaign Setting: Ravages of the Qlippoth 
  © 2019, Legendary Games; Author Matt Daley.
  ISBN: 9781089012429
  First printing August 2019.
  Printed in USA.
  Legendary Games
  524 SW 321st St.
  Federal Way, WA 98023
  makeyourgamelegendary.com
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open 
  Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the Starfinder Reference Document) as defined in 
  the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts 
  of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other 
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are 
  not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Arcforge Campaign Setting: Ravages of the qlippoth, 
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  to their ownership and is used under Fair Use.
  
  Introduction
  2
  Rules                                                              2
  A History of Vandara                                                  2
  The Twelve Injunctions                                               5
  Magic on Vandara                                                  5
  Psychic Magic                                                    5
  Divine Magic                                                     6
  Arcane Magic                                                     6
  Akasha                                                          6
  Psionics                                                         6
  Magic and the Planes                                             6
  Souls                                                             7
  Other Features of Vandara                                           8
  Science, Industry and Magic                                       8
  The Network                                                     8
  Mechs                                                          8
  Major Locations
  9
  TheAshfield                                                       9
  Prominent Classes                                              10
  Coeusel                                                          10
  Prominent Classes                                               11
  Dorukalad                                                          11
  Prominent Classes                                               12
  The Erebine                                                         12
  Prominent Classes                                               14
  The Gray Ocean                                                    14
  TheSajacFortifications                                             15
  Prominent Classes                                               16
  The Silicon Barrier                                                   16
  Prominent Classes                                              18
  Monsters of Vandara
  19
  Kyton, Apostle                                                     19
  Sample Apostle Kyton                                            20
  Qlippoth, Psionic                                                21
  Sample Aristeian Qlippoth                                        22
  Qlippoth-Corrupted CreatureS                                       32
  Creating a qlippoth-Corrupted Creature                            32
  Sample qlippoth-Blighted Creature                                33
  Qlippoth Lords                                                     34
  Aristeian Qlippoth Lords                                          34
  Character Options
  44
  Archetypes                                                       44
  Apostate (DreadUP Archetype)                                    44
  Chainmaster (SoulknifeUP Archetype)                               44
  Depthlord (Oracle Archetype)                                    45
  Eldritch Doom (Antipaladin Archetype)                             45
  Reshaper (Cryptic Archetype)                                    46
  Rustworn Hunter (Slayer Archetype)                               47
  Steelduster (Ranger Archetype)                                   47
  Feats                                                              48
  Psionic Powers                                                     49
  Table of Contents
  
  What You Will Find Inside
  Ravages of the Qlippoth
  When the otherworldly horrors known as the qlippoth descended from the depths of space, they brought unimaginable devastation 
  in their wake, an apocalypse for the world of Vandara. As entire continents lie in ruin, Vanadara’s people have adapted to this cosmic 
  threat, wielding the psionic mysteries and alien technologies of these beings against them to turn the tide! In their desperate bat-
  tle, the Vandarans have unearthed twisted secrets about the very origins of their planet that may shape the future of their world!
  Ravages of the Qlippoth brings you some of Vandara’s most powerful and legendary monsters, including 15 types of psionic qlippoth and 
  the seven CR 20+ qlippoth lords! Plus explore the lore of the lost lands devastated by the nightmare host from beyond the stars, from the 
  once-prosperous Dorukalad to the death-stalked tunnel-runs of the Erebine. Harness the horrific powers of the qlippoth infestation with 
  new templates or battle them with archetypes like the desperate apostate, the uncanny bio-experiments of the reshaper, or the war ma-
  chines of the steelduster or rustworn hunter! As absolute destruction gazes down on you, what choice is there but to fight?
  Legendary Games was founded on the principle of delivering first-class product for your Pathfinder Roleplaying 
  Game experience, brought to you by the very authors who design and contribute to the adventures, hardbacks, 
  and campaign supplements you are already using. The Legendary Games tradition is to combine rich story and 
  background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. This prod-
  uct is the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!
  The following superscript notations are used to denote references to 
  official Pathfinder Roleplaying Game rulebooks and other content:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  AM = Akashic Mysteries 
   
  APA = Arcforge: Psiber Ascendancy 
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  ATE = Arcforge: Technology Expanded 
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B4 = Pathfinder Roleplaying Game Bestiary 4
  B5 = Pathfinder Roleplaying Game Bestiary 5
  B6 = Pathfinder Roleplaying Game Bestiary 6
  BF = Bloodforge 
  BotB = Official Pathfinder companion for characters with the blood 
  of beasts. 
  Co7SAT = City of Seven Seraphs: Akashic Trinity
  CoB = Official Pathfinder companion for characters who champion 
  the balance.
  CoC = Official Pathfinder companion for characters who champion 
  corruption.
  CoP = Official Pathfinder companion for characters who champion purity.
  CotS = Champions of the Spheres
  DA = Official Pathfinder anthology for divine characters.
  HotS = Official Pathfinder companion for heroes from the streets.
  ISG = Guide to gods of the Inland Sea region of the official 
  Pathfinder setting. 
  ISM = Guide to magic of the Inland Sea region of the official 
  Pathfinder setting. 
  ISR = Guide to races of the Inland Sea region of the official 
  Pathfinder setting. 
  ISR = Guide to the world of the Inland Sea region of the official 
  Pathfinder setting. 
  MA = Pathfinder Roleplaying Game Mythic Adventures
  OA = Pathfinder Roleplaying Game Occult Adventures
  OB = Official softcover bestiary of occult creatures.
  PA2 = Psionics Augmented: Compilation 2
  PAO = Psionics Augmented: Occult
  PAV = Psionics Augmented: Voyager
  PASP = Psionics Augmented: Seventh Path
  PFU = Pathfinder Roleplaying Game Pathfinder Unchained
  PoW = Path of War
  PoWE = Path of War Expanded
  SoM = Spheres of Might
  SoP = Spheres of Power
  TftI = Terrors from the Id: The Book of Psionic Horror
  TG = Official Pathfinder Roleplaying Game guide to technology
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UI = Pathfinder Roleplaying Game Ultimate Intrigue
  UM = Pathfinder Roleplaying Game Ultimate Magic
  UP = Ultimate Psionics
  UW = Pathfinder Roleplaying Game Ultimate Wilderness
  
  2
  Arcforge: Ravages of the Qlippoth
  Introduction
  The planet of Vandara has ever brimmed with magical potential, 
  its numerous resources, planar connections, and divine interests 
  propelling it in a rapid and immensely sophisticated advancement. 
  However, things changed when the Vandarans made their first con-
  tact with beings which were not of this world, beings not meant to 
  come into contact with mortal beings. These creatures came to be 
  known as the qlippoth, wielders of alien power which carved im-
  mense swaths of devastation across Vandara. In order to counter 
  this threat, which proved not only resistant to but also intimately 
  familiar with magic, the greatest minds of Vandara unified to create 
  a mechanism strong enough to power the great war machine which 
  would end the qlippoth scourge. This tool came to be known as 
  the Arcforge, a wonder of technology and magic which amplified 
  the power of the Vandaran’s equipment. Thanks to the Strength of 
  the Arcforge, the peoples of Vandara were finally able to repel the 
  great qlippoth scourge, reclaiming much of the land that was taken. 
  However, this victory came at a great cost, and soon the formerly 
  united nations and peoples began to turn against each other in the 
  interest of claiming the Arcforge’s power. With each faction armed 
  with magical and technological innovations which pose immense 
  potential to create as well as destroy, the world of Vandara teeters 
  on the brink of either a new age of progress or the end of everything.
  Rules
  The Arcforge Campaign Setting is designed to be used with either the 
  Pathfinder or Starfinder Roleplaying Games, using rules from Arcforge: 
  New Age of Legends to bridge the gaps between any content specifi-
  cally designed for one game or the other (of course, it is completely 
  possible to play a campaign on Vandara using only Pathfinder or 
  Starfinder rules). It is also assumed that the following variant rules 
  are used when using both systems
  • Psionics as Advanced TechnologyATE: Psionics is a very distinct 
  force from magic, operating on a series of physical laws (al-
  beit poorly understood ones) which diverge heavily from the 
  emotion-focused and chaotic nature of many magical abilities 
  and operations.
  • Akasha as CybertechATE: In spite of its mystical name (a product 
  of tradition), the art of Akashic veilweaving and essence manipu-
  lation is a well-documented science which is well-understood 
  by some Vandarans. Hence, it is treated as technology rather 
  than magic.
  A History of Vandara
  Rather than being gradually forged by natural events, as most planets 
  are, Vandara was a construct of powerful magic, crafted by among the 
  most ancient races in the universe, the dragons. With their incredible 
  talent for magic, these dragons formed a massive planet out of ma-
  terials taken from across the multiverse, mountains erected from the 
  plane of earth and oceans drawn from the plane of water. At last, to 
  fortify the planet completely, the dragons fabricated a complex matrix 
  of spells which flowed through the entire body, infusing a powerful 
  source of magic throughout Vandara in its entirety which facilitated 
  great ease with all feats of arcana. With their paradise established, 
  the Dragons ruled over Vandara unrivaled, no intelligent creatures 
  existing to challenge their supreme dominion. For centuries, Vandara 
  persisted in this manner, but eventually the rule of the Dragons was 
  challenged by the coming of the Outer Lords.
  The first of the Outer Lord’s immense warships appeared to blot 
  out the sun over Vandara when it arrived, the sheer force of its gravity 
  ripping mountains from the earth and warping the oceans across the 
  surface of the planet. Furious, the most powerful of the dragons called 
  upon their great magical abilities to turn back these invaders, only to 
  discover that the Outer Lords possessed Strength and knowledge in 
  equal measure to them. As more warships arrived, all of Vandara was 
  consumed in a war unparalleled in scope or devastation, the surface 
  of the planet drenched in weapons biological, technological, and 
  magical which twisted the draconic utopia into a realm of madness.
  As the planet grew too ravaged to be worth fighting over, as both 
  Dragons and Lords grew exhausted of combat and too weak to mount 
  much more of a fight, an armistice was forged between the two great 
  factions. The remaining dragons retreated to the remote recesses of 
  the world, forfeiting their control over much of it. The Outer Lords, 
  meanwhile, retreated from Vandara itself, many of their ships de-
  parting the system and those few Lords on the surface of the planet 
  likewise relegating themselves to the shadows. Both sides worked 
  their powers to cleanse the world of records of their war, entombing 
  their darkest and most destructive secrets deep within the earth. 
  With both sides exhausted by what became known as the Maker’s 
  War, it was left to a certain very prolific biological creation to inherit 
  the planet: a race known as humans.
  It was not Strength or Intelligence that enabled humanity to seize 
  control of Vandara, as there were many other creatures which sur-
  passed the race in both regards. Rather, humans were differentiated by 
  their capacity to adapt and learn. Science and logical understanding 
  came easily to mankind, and over time the race learned to harness 
  the myriad resources of the planet to their advantage. Wood from 
  the forests, stone from the mountains, metals from the earth, and 
  magic from the predecessors all played a role in sculpting the first 
  human empires in what is now Cidalac and New Estaria. As the race 
  slowly fought back the tides of monsters and threats which had been 
  left behind in the Maker’s War, they came to eventually conquer 
  the world, establishing their presence and their varied cultures all 
  across Vandara.
  It was in this great conquest that humanity first began to experiment 
  with itself, harnessing magic and technology to produce men and 
  women optimized for specific roles. Over time, these “demihuman” 
  races acquired titles and cultures of their own, from the stalwart 
  dwarves, built for harsh labor and intense warfare, to the haughty 
  
  3
  Introduction
  and cultured elves, a noble caste created to live long lives of optimal 
  pleasure and reason. Not all of these experiments were successful, 
  however, and the rapid-breeding goblins of Valtross are testament 
  to the unpredictable dangers which irresponsible genetic tinkering 
  can bring about. Still other new species have been created through 
  the crossbreeding of humans with other entities, producing beings 
  such as tieflings and aasimar. Although classical humans remain the 
  most common race on Vandara, the impacts these “abnormal” races 
  have left upon the planet cannot be discounted.
  Perhaps inevitably, this genus which was created for conflict turned 
  upon itself, its myriad cultures levelling their coveted knowledge 
  against each other. Weaponry and warfare began to define the men-
  talities of many nations, all of which were determined to claim what 
  their neighbors owned. Perhaps, given time, Vandara would have 
  faced a second instance of the Maker’s War, but fate decreed that a 
  different cataclysm befall the world.
  Just as the Vandarans had begun to take to the stars, an enemy 
  emerged from the cosmic reaches which threatened to purge the 
  planet of life. Declining all attempts at communication, negotiation, 
  or reason, these entities which came to be known as the qlippoth 
  launched a warpath across many Vandara-held planets, savaging 
  and butchering all life and civilization before eventually converg-
  ing on Vandara itself and ripping the space elevator known as the 
  Silver Citadel from its orbit. This event, which became known as The 
  Sundering, forever changed the perception of Vandarans on conflict, 
  and when the sun rose across the city of Maytar that day the entire 
  planet had entered a state of total war.
  Within hours, the entire southern continent of Coeusel had been 
  compromised, lost to the qlippoth horde. However, those hours were 
  all the time needed for every nation on Vandara to put aside their 
  hostilities and rally against this mutual foe. Truly, with their incred-
  ible power, immense Intelligence, vast numbers, and inscrutable 
  abilities, the qlippoth were any enemy which none could challenge 
  alone, and one which would not rest until the entirety of Vandara 
  was bleached clean of life. Every industry in every nation became 
  committed to building better weapons with which to combat the 
  qlippoth; Cidalac constructing monumental warships which carried 
  enough firepower to ravage a country in minutes, Estaria producing 
  
  4
  Arcforge: Ravages of the Qlippoth
  robotic legions armed with countless weapons, Balyn turning the 
  qlippoth’s advanced technology against them, the Scaled Monarchs 
  invoking their most powerful magics to call forth otherworldly ar-
  madas, and Taurun bringing into the world atomic weapons which 
  could annihilate a any city worldwide in an instant. These and more 
  were all deployed against the qlippoth, but it seemed like even they 
  were not enough to halt impending armageddon.
  As the conflict grew exceedingly dire, the surviving nations of 
  Vandara realized that their independent conquests against the qlip-
  poth were futile; if they wished to turn back the invaders, then they 
  would be forced to combine their technologies and share their secrets. 
  Eventually, the many nations agreed to combine their knowledge, 
  and together they created a wonder of magic and technology which 
  at last offered them a spark of hope: the Arcforge.
  Powered by the Arcforge, the Vandaran war machine slowly began 
  to turn the tide of the war, fighting back the qlippoth armies and 
  regaining ground which had once been lost. After nearly thirty years 
  of fighting, it seemed as if the qlippoth horde had been exhausted, its 
  numbers a fraction of their former Strength and its might stretched 
  thin across the planet. Refusing to go undefended but unable to 
  deliver the finishing blow, the remaining Vandarans organized to keep 
  the alien threat contained, creating the colossal Sajac Fortifications 
  to halt the qlippoth advance by land and the White Ocean Fleet to 
  deter their progress by sea. There would be continued conflict for 
  centuries to come, most likely, but the threat of utter annihilation 
  had subsided for now.
  This victory did not come without cost, however, and much of 
  Vandara which had been lost to the qlippoth could likely never be 
  reclaimed. Estaria, although the country itself had survived, had had 
  its entire population slaughtered when it was taken by the invaders. 
  Dorukalad was not so fortunate, condemned to total destruction 
  by magic and atomics and spawning a new god of brutality and 
  devastation from the holocaust. Countless more nations were oblit-
  erated utterly by the qlippoth, their collective remains forming the 
  continent-wide desert known as the Ashfield. Not a country existed 
  which had not had its resources and population severely diminished 
  by the war, and rebuilding seemed like it would be a more arduous 
  and exhaustive endeavor than fighting ever was. Finally, many nations 
  still controlled great military power, and without an enemy at their 
  gates became increasingly inclined to turn their awesome firepower 
  on their neighbors.
  In order to try and preserve peace, a group known as the Council 
  of Nations was formed, composed of representatives from each of 
  the surviving nations and most of the surviving races. The Council of 
  Nations was tasked with putting Vandara back together and ensuring 
  its long-term survivability, for a world with so many philosophically 
  opposed and heavily armed empires would inevitably slip back into 
  conflict without a body of mediation. Diplomatic measures were 
  established to mitigate the risk of warfare, and a series of interna-
  tional laws known as the Twelve Injunctions were levied to ensure 
  that any further development by nations would be performed in an 
  ethical and stable manner. Although far from perfect, the Council of 
  Nations was the most stable international structure of peace which 
  could be created, and in the fifteen years following no open warfare 
  between countries has occurred.
  The lack of flying missiles has not meant an end to global hostilities, 
  
  5
  Introduction
  however, and the so-called Age of Shrouds is rife with mistrust and 
  espionage. Many secret technologies from the qlippoth War have 
  been reclaimed by their host nations, and quite a few are willing to 
  risk life and limb to ensure that these secrets either stay buried or 
  wind up in the hands of others. Most of all, every nation covets the 
  Arcforge, which offers the potential to make whomever possesses it 
  the assured victor. War is a possibility wanted by nobody, but if it ever 
  comes to be each nation wants to have the upper hand. Combined 
  with the ever-present qlippoth threat and the unstable path to re-
  covery, the Age of Shrouds could perhaps be a more dangerous time 
  for Vandara than any prior.
  The Twelve Injunctions
  Following the destruction laid down in the qlippoth war, the nations 
  of Vandara convened to agree upon a set of accords for keeping the 
  world safe as increasingly dangerous technologies and magics began 
  to overwhelm it. These agreements became known as the twelve 
  injunctions and are enforced by every nation which allied against 
  the qlippoth (although to varying degrees). In most cases, violation 
  of any one injunction is punishable by death or even invasion. They 
  are as follows.
  1. Creation of nonsapient undead such as skeletons and zombies 
  or self-replicating creatures such as wights and shadows is 
  forbidden, as such creatures pose a potentially infinite threat 
  to all sapient beings
  2. Use of poison or disease in warfare, especially that created by 
  magic, poses immense risk and inflicts a great deal of undue 
  pain upon subjects. It is hence forbidden.
  3. Intelligent synthetics, including androids, robots, AIs, and awak-
  ened golems, cannot be allowed to learn the secrets of arcane 
  magic, for the potential of their ability to understand and exploit 
  the hidden patterns of magic.
  4. Domination and Mind Control effects, regardless of source, are 
  not permitted to be used upon sapient creatures. No intelligent 
  creatures may likewise be created with the express purpose of 
  slavery or subjugation.
  5. Private proliferation of extraplanar military or workforces through 
  the use of binding or summoning magic or psionics is forbid-
  den, as the induction of such creatures invites dangerous levels 
  of power into the hands of individuals. Only a select quota of 
  summoners are allowed to be trained and must operate under 
  the jurisdiction of a nation.
  6. Employment of orbital weaponry or attempt to control any part 
  of the Silicon Expanse is forbidden.
  7. Targeting of civilians, hostages, or other entities unable or 
  unwilling to fight with military force is prohibited.
  8. Execution of prisoners or hostages by any body outside of the 
  Council of Nations is forbidden unless it is demonstrably impos-
  sible for them to be detained.
  9. Sanctioned use of armed or supernatural force by any nation 
  within the boundaries of any other nation will be viewed as a 
  declaration of war.
  10. Attempted extermination or marginalization of any specific 
  race, intelligent, biological, or otherwise, shall be viewed as a 
  declaration of war against other nations which house the race.
  11. Employment of atomic weaponry in any circumstance will be 
  viewed as an invitation of war by all other nations.
  12. Worship of Ristymal, Shargoda, or any of the qlippoth Lords is 
  forbidden, for veneration of these inscrutable dark beings will 
  bring nothing but devastation upon Vandara and its denizens.
  In rare cases, the Council of Nations may levy what is known as a 
  Terminus Ultimatum, in which one or more of the Injunctions can be 
  violated when combating a specific enemy. However, the destruction 
  of Dorukalad by Vandaran hands has made most nations incredibly 
  reluctant to even suggest such a measure in most cases.
  Magic on Vandara
  Given its unusual origin, Vandara has always been a planet blooming 
  with magical energies. The external planes of existence once con-
  verged upon Vandara’s location, enabling those upon the world to 
  easily gather power from a wide variety of sources. Hence, whereas 
  most beings of the cosmos could only obtain magical powers from 
  years of study and more than a bit of good fortune, Vandarans have 
  shown a predisposition to develop magical abilities naturally, often-
  times manifesting their abilities in unusual ways given their limited 
  understanding of the supernatural forces they wield. Magical research 
  has of course developed a great deal from the erratic psychic chan-
  neling which once defined the practice, in some cases evolving to a 
  point where it rivals even the grand wonderworking of the primordial 
  dragons. Nonetheless, the old ways still hold value in the eyes of many 
  Vandarans, offering unique abilities which more sophisticated forms 
  of magic struggle to understand. The three traditions of magic are 
  referred to as Arcane, Divine, and Psychic magic, each operating in 
  a unique manner. Of course, this is not to say that magic is the only 
  source of immense power on Vandara, given the rise of technology 
  both Vandaran and qlippoth in nature. However, magic is the oldest, 
  most ubiquitous, and most infamous manner of bending nature to 
  a creature’s whims.
  Psychic Magic
  Drawing directly from Vandara’s internal magical energies, psychic 
  spellcasters channel their emotions and thoughts in ways that act 
  as conduits for supernatural energy. Psychic magic possesses the 
  greatest deal of history and tradition among the humanoid races, as 
  it was the first to see widespread use by humankind and as a result 
  influenced the genus’ early development much more than any other 
  kind of magic. Practitioners of psychic magic are most frequently 
  gifted individuals who stumbled across their abilities by accident, 
  channeling magical power in rudimentary ways without much formal 
  technique. However, the more sophisticated psychic mages of the 
  world are often students of history, seeking to preserve the older 
  traditions of magic in a constantly changing world or to replicate the 
  experiments and feats of ages long past. Although kineticists, spiritu-
  alists, mesmerists, and mystics appear rather erratically across the 
  
  6
  Arcforge: Ravages of the Qlippoth
  entire world, the vast majority of mediums, psychics, and occultists 
  hail from Mariton and Cidalac, where the ancient legacies of magic 
  are held in high regard.
  Divine Magic
  A strange product of Vandara’s immense war between the Dragons 
  and the Outer Lords was the creation of a power source referred to 
  as the Convictus. A source of magic drawn from the collective will 
  and values of many creatures, the Convictus supplies magical energy 
  from across the multiverse to strongly held ideals, enabling those 
  who embody these ideals to channel great magical power through 
  raw devotion. In some cases, the power of the Convictus has enabled 
  devoted individuals to perform magical feats which even magical 
  scholars cannot replicate. The most fascinating ability of the Convictus, 
  however, is its ability to transcend mortality in certain ways. When a 
  creature of fantastic renown and respect passes away, they sometimes 
  become one with the Convictus, developing into an aspect of it which 
  can communicate with mortals who seek to preserve the deceased’s 
  ideals. Although they lack the omnipotence which the title implies, 
  these aspects are commonly referred to as deities, and those who 
  draw their magical power from them are known as divine spellcasters. 
  Those who tap into the power of the Convictus are typically those 
  of great faith and are known based on their specialty and powers 
  as either clerics, warpriests, druids, paladins, antipaladins, oracles, 
  inquisitors, rangers, hunters, or shamans. Divine spellcasters come 
  from all nations and categories, looking at the world in very different 
  ways based on the aspects they embody.
  Arcane Magic
  Referred to most often as Scholar’s Magic, Arcane Magic relies upon 
  a scientific understanding of planar forces and a studied analysis 
  of magical energy. Relying upon precise gestures and incantations 
  to work miracles, arcane spellcasters most often hail from the great 
  academies of Cidalac, Taurun, and Eigenel. Arcanists, technomanc-
  ers, magi, and wizards are the most common of this type, and their 
  expertise is often sought out by leaders looking for sage advice on 
  the matters of magic. Although less common, many other arcane 
  spellcasters exist who developed arcane skill naturally, beings upon 
  whom knowledge of the arcane is bestowed by alien forces. These 
  entities, known to many as sorcerors, bards, bloodragers, and sum-
  moners, are infused with a sort of instinctual muscle memory which 
  enables them to channel specific aspects of the arcane, even though 
  they do not fully comprehend the consequences of the forces they 
  invoke. Such cases occur most often in areas prominently infused with 
  magic, most notably Valtross, Utala, the Ashfields, and the Erebine.
  Akasha
  Akasha is not in fact magic at all, but rather a particularly advanced 
  form of cybernetic technology which was given a mystical title by 
  the historically rooted Cidalac. Wielded by cybernetically enhanced 
  soldiers and advanced mechanical entities, Akasha enables creatures 
  to interact with technology and the world in ways which even mages 
  find difficult to grasp or counter. Although many nations have been 
  slow to adapt this technology, Cidalac has displayed the immense 
  rewards which come with its mastery, with the nations Viziers, Daevics, 
  and Helmsmen being feared across the world. Elsewhere, independent 
  practitioners have unveiled other secrets of Akasha, applying their 
  skills as Gurus. Unlike psionics, akasha is trusted and liked by all but 
  the most hostile luddites, as the origin of this advanced technology 
  is Vandaran in origin rather than otherworldly.
  Psionics
  Psionics is not truly a form of magic but is so alien to many that 
  it may well be considered one. The term comes from the esoteric 
  sciences used by the qlippoths, and what the scholars of Vandara 
  have derived from it. As a result of this bizarre genesis, psionics is 
  misunderstood and mistrusted by many, who view the use of qlip-
  poth technology as inherently destructive to the natural order. Most 
  knowledge of psionics is consolidated in Balyn, but the Select has 
  accommodated many psionicists and Mariton has invested a great 
  deal in studying the science as to advance its dream of the Silicon 
  Elysium. The Scaled Monarchs have also taken an interest in psion-
  ics, with certain members of their ranks acquiring great skill in the 
  discipline. Most of these trained practitioners are Psions, Cryptics, 
  or Vitalists, utilizing comprehensive study to make sense of the 
  esoteric science and employ it to better the world. Elsewhere, many 
  qlippoth bioweapons still roam free, employing the psionic abilities 
  invested in them by their creators to survive. The vast majority of 
  these creatures are Elans, and are often referred to as Wilders, Psychic 
  Warriors, Marksmen, Dreads, or Tacticians. Finally, there are some 
  who have utilized qlippoth technology for direct military applications, 
  such as the Aegi of Cidalac or the Soulknives which patrol the Sajac 
  Fortifications. What makes psionics curious is that it is not magical 
  in nature at all, but rather an advanced and poorly understood form 
  of technology. Hence, typical deterrents against magic are not always 
  effective in combating psionics.
  Magic and the Planes
  When the Silicon Barrier came down, many Vandarans were shocked 
  to discover that the outer planes which they had so long tapped for 
  power were no longer accessible. Heaven, hell, the elemental planes, 
  and even the many demiplanes forged by various spellcasters over 
  the years were no longer accessible, meaning that no entity could 
  leave Vandara by means of the multiverse. For a brief period, this 
  change radically inhibited the practice of magic, but the necessity 
  of wartime eventually pushed mages to cobble together solutions 
  for various spells.
  • Summoning spells (such as Summon Monster or Summon Nature’s 
  Ally) draw upon extraplanar creatures which became trapped on 
  Vandara rather than creatures on other planes. When a summon-
  ing spell is cast, an appropriate creature appears from somewhere 
  on Vandara, returning to its original location when the effect’s 
  duration expires or it is dispelled. A summoned creature which 
  is killed cannot easily be replaced, which is why the Twelve 
  Injunctions have imposed limits on the number of summoners 
  in the world. Cidalac and Taurun possess their own reserves of 
  
  7
  Introduction
  summonable creatures which they have gathered and bred for 
  the precise purpose of use by their spellcasters, although both 
  nations fear that a day may come when their supplies run dry and 
  summoning magic ceases to function. Unaffiliated summoners 
  may poach from these collections with their own spells or may 
  call creatures from elsewhere on Vandara.
  • Calling abilities (such as Planar Ally) call extraplanar creatures 
  as they normally do, but like summoning spells will bring them 
  forth from elsewhere on the planet rather than from other 
  planes of existence. As calling is oftentimes more difficult and 
  more time-consuming than summoning, there is less concern 
  about the potential scarcity of callable creatures (a concern 
  diminished even further by the discovery that the souls of de-
  ceased Vandarans eventually materialize into new outsiders). 
  The proliferation of outsiders on the planet is arguably more 
  problematic, especially given that calling spells are a temporary 
  means of controlling them.
  • Effects that would move creatures between 
  planes (such as Banishment or Plane Shift) 
  instead transport their targets to a random 
  location on Vandara, damaging them in the 
  process. A subject randomly teleported by 
  one of these abilities takes 10d6 points of 
  damage upon arriving. It was originally thought 
  that banishment would be an effective tactic 
  to counter the qlippoth, but Vandarans soon 
  discovered that random teleportation gave the 
  creatures an opportunity to move 
  behind their lines.
  • Effects that would 
  open portals to 
  other planes (such 
  as Gate) instead 
  open portals to other 
  locations on Vandara, 
  oftentimes those inhab-
  ited by creatures similar 
  to those which would dwell 
  in the plane normally (for 
  example, rift of ruinBotD would 
  create a portal to a demon-infested 
  area of the Erebine)
  • Effects that interact with the Ethereal Plane 
  function normally, as the Ethereal plane overlaps the mate-
  rial and effectively acts as an extension of it. As a result, it is 
  possible to maneuver through the ethereal plane to reach other 
  locations on Vandara.
  • Effects that interact with the Astral Plane (such as astral projec-
  tion) simply fail, as any contact with the Astral Plane is impos-
  sible to make due to the Silicon Barrier. Effects which would 
  draw material from the Astral Plane or other planes (such as 
  astral constructUP or wall of stone instead draw that material 
  from somewhere else on Vandara or from latent energies left 
  over from expired effects.
  • Effects that would create extradimensional pockets or realms 
  (such as create demiplaneUM or a bag of holding) instead create 
  an area somewhere in the Network.
  • Effects that draw power from the Shadow Plane (such as shadow 
  conjuration) function as normal, drawing upon shadowstuff which 
  has previously been brought onto Vandara. Shadow walk can 
  still be used for transit across Vandara, as it reaches the edge 
  of the Shadow Plane without entering it.
  Souls
  Perhaps the most drastic adaptation forced upon Vandarans by the 
  Silicon Barrier is their reappraisal of the soul and the afterlife given 
  Vandara’s disconnect from the planes. As they are incapable of leav-
  ing the planet, the souls of deceased creatures are subsumed into 
  the Convictus, eventually materializing into outsiders of the souls’ 
  alignment (for example, Chaotic Evil souls may form into a demon 
  or Neutral Good souls into an Angel). As these newly created outsid-
  ers are composed of numerous souls, they do not retain the 
  personality and memories of their component souls 
  but may possess a smattering of their influence. The 
  deaths of powerful individuals often result in 
  the creation of similarly powerful outsiders, 
  and scholars have evaluated this pattern to 
  determine that it takes approximately six 
  months for a collection of souls to merge 
  into an outsider.
  The process of raising the dead 
  through spells such as Resurrection 
  has been altered in several ways 
  by the Silicon Barrier. Most 
  notably, it is impossible 
  to communicate with or 
  raise the souls of crea-
  tures which perished be-
  fore the barrier was formed 
  and hence went on to other 
  planes. This has made undeath 
  and AI increasingly attractive op-
  tions for ensuring one’s legacy con-
  tinues after death.
  When a soul is successfully raised from the 
  dead, it draws itself together from the energies of 
  nearby outsiders, weakening them. All outsiders of the same 
  alignment of the resurrected creature that are within 1 mile of the 
  creature gain 1 negative level which lasts for 24 hours or until the 
  creature dies again, whichever comes first. This effect can inflict a 
  number of negative levels up to the resurrected creature’s hit dice. 
  An outsider which succeeds at a successful Fortitude save (DC 10 + 
  ½ the resurrected creature’s hit dice + the resurrected creature’s 
  Charisma modifier) does not suffer from this negative level. The 
  closest outsiders are targeted first with this effect.
  
  8
  Arcforge: Ravages of the Qlippoth
  Other Features of 
  Vandara
  Detailed below are several other aspects which prominently shape 
  Vandaran Society
  Science, Industry and Magic
  Long ago, there was a time on Vandara where magic was shrouded in 
  mystery, understood only by cloisterd scholars in their enclaves and 
  malfeasant warlords in their fortresses. These individuals harnessed 
  their arcane, divine, and psychic abilities to lord over the unenlight-
  ened, extending their reach over a populace rendered powerless 
  against their eldritch capabilities. Helpless to combat these forces, 
  many people resorted to superstition or else despondency, forcing 
  themselves to accept that they were at the mercy of a world they 
  could not control.
  Nowadays, however, much of Vandara has moved beyond such 
  incapacity. Realizing how their abilities could be used to raise human-
  ity to new heights, many mages have spread their teachings to the 
  masses, instructing them as to the functions, limits, and utilities of 
  magical power. Comprehension of magic has evolved alongside the 
  understanding of more grounded sciences such as physics, chemistry, 
  and medicine, and many a Vandaran student can explain the structure 
  of a Scrying spell as easily as they can recite the laws of motion or 
  diagram the composition of a cell.
  A more scientifically literate society has also produced a high level 
  of industrialization, with governments and companies applying their 
  understanding of magical and scientific laws to create elaborate net-
  works and machines which have increased the security and leisure 
  of citizens substantially. Technological equipment is mass-produced 
  in factories, and although the process is not so easily automated 
  magical equipment is produced in high enough volumes to be easily 
  accessible to most Vandarans. The typical structure in Balyn, Cidalac, 
  or Taurun will possess air conditioning and electrical lighting in addi-
  tion to automated Prestidigitation traps to clean the facility regularly.
  Of course, this is not to say that there are no mysteries on Vandara. 
  Many magical arts employed by the ancient dragons remain lost 
  to the world, pushing mages to continue their research into these 
  esoteric forces. Many mysteries also surround the functions of divine 
  and psychic magic, which are grounded in forces more difficult to 
  empirically understand. Beyond this, the introduction of psionics 
  to Vandara has challenged many assumptions about the universe’s 
  physical laws and forced scholars to correct their models of the 
  universe. These pursuits are not only grounded on scientific curiosity 
  but also on very real fears regarding Vandara’s continued prosper-
  ity. Even a society as technologically advanced as Vandara’s cannot 
  rest easy when the qlippoth and the Silicon Barrier loom so heavily.
  The Network
  As the Silicon Expanse prevents any sort of normal internet from 
  working, Vandara has created an alternative which relies upon the 
  inherent magic of the planet to function. A massive shared conscious-
  ness known as the Network was coded into the planet’s ley lines, and 
  through this consciousness information can be transmitted anywhere 
  in the world inst ntaneously. It is even possible to create entirely new 
  sections of the Network through the Create Mindscape spell or similar 
  psionic powers, which is often employed for simulations or temporary 
  public forums. Wireless signals can also be transmitted through the 
  network to any point in the world, enabling remote operation of 
  technology and even long-distance hacking. When combined with 
  teleportation, the Network becomes a unifying entity which enables 
  easy transit and exchange all across the planet.
  The one limiting factor of the Network is its dependence upon 
  both Magic and Psionics to function. Hence, it will screw up in an 
  area where either is mitigated or altered. Dimensional wards can also 
  seal off Network communication if employed correctly.
  The Network has actually given birth to a sort of pseudo-deity, 
  created not through worship or adoration but rather from sheer 
  assimilation into the cultural consciousness. Its full name is High 
  Artificial Network Deity, Sovereign Over Memetic Exchange, but most 
  call it by the acronym H.A.N.D.S.O.M.E. H.A.N.D.S.O.M.E. is actually 
  capable of granting spells to followers, but such spells only operate 
  within the confines of the Network.
  Finally, a race of outsiders known as Daevas were artificially con-
  structed to preside over this artificial realm. Although they draw their 
  power from all across the multiverse, the Network is their exclusive 
  domain, and they are in control of all that goes on there.
  Mechs
  The power of the Arcforge created a new breed of soldier, one whose 
  inherent Strength and ability was supplemented by a powerful and 
  versatile exoskeleton. Created using a combination of many ad-
  vanced engineering principles, many of which were taken from the 
  qlippoth, the metal exosuits known as mechs were a cornerstone of 
  the Vandaran counterattack, bestowing a wide variety of capabilities 
  to those capable of piloting them. Many historians will agree that 
  the mech has become the quintessential armament of the Age of 
  Shrouds, as it opens up near-infinite possibilities for skilled pilots 
  and engineers.
  The genesis of mechs has also made Balyn an absurdly wealth city. 
  As the sole possessors of the Arcforge, the scientists and engineers 
  of Balyn can create mechs whose calibur dwarfs that of any other 
  nation. Although Cidalac and Taurun have both created substantial 
  fleets of mechs for their own use, their most impressive, top-of-the-
  line mechs are always created in Balyn with the aid of the Arcforge. 
  The capacity to construct superior mechs is one of the main reasons 
  why so many countries desire to control the Arcforge for themselves.
  For all of the power a monopoly would give them, the Silken Psykers 
  of Balyn do not attempt to keep their knowledge of mech construc-
  tion a secret. After all, they know that the powers of the Arcforge give 
  them an incontestable advantage on mech development, and no 
  nations which want mechs for itself would be willing to collaborate 
  long enough with others to create a second Arcforge.
  
  9
  Major Locations
  Major 
  Locations
  The Ashfield
  Major Races: Qlippoth, Humans, Dwarves, DuergarUP, TieflingsARG
  Languages: Common, Dwarven, Aklo
  Nowhere is the ruin the qlippoth War more apparent than in the 
  continent of Halkenir, a once-great Empire whose slow decline was 
  abruptly accelerated by the coming of the qlippoth. Struggling to 
  mount a resistance, the ailing nation was completely overrun by the 
  invaders, settlements large and small reduced to rubble, former pin-
  nacles of civilization buried beneath the tremendous storms of sand 
  and ash whipped up by the tides of ruin which echoed from wherever 
  the qlippoths appeared. The luckiest humans, dwarves, and other 
  residents were slaughtered quickly at the hands of the abominations, 
  with less fortunate ones perishing amidst the countless environmental 
  disasters which followed in their wake. Most tragic of all are the few 
  who lived, the stragglers forced to wander the tremendous expanse 
  of ruin which was once their Fatherland.
  At one point, Halkenir was a utopia etched from the desert sands, 
  a land incredibly rich in mineral resources and secure in its dominion 
  over the world through its leaders’ skill with magic. It was here that 
  the study of arcane magic first developed beyond draconic hands, 
  and later where the first tanks, airplanes, firearms, and modern 
  weapons of war were produced. It’s influence spread across the world 
  in a legacy of violent conquest, and Halkenir is often credited as the 
  force that modernized humanity under penalty of death. However, 
  this conquest was also its downfall, for the constant emphasis on 
  militarization and plunder led to an underdeveloped economy which 
  could not provide for its citizens when there were no more lands to 
  easily conquer. Slowly, more and more Halken fell from a decadent 
  consumerist lifestyle into struggle and eventual squalor. All the 
  while, the many edifices of the luxurious imperial age still stood, as 
  if mocking the nation for its decline.
  After centuries of slow desolation, the government of Halkenir was 
  torn between feuding factions and wallowed in a constant state of 
  unrest and ineffectuality. Tremendous debts bore down upon the 
  country from its allies, and eventually its former colony of Cidalac 
  had laid claim to the few wells of riches which remained within 
  Halkenir’s deserts. What’s more, the magical infrastructures which 
  had sustained many of these cities against the increasingly harsh 
  environments began to prove less and less effective, increasing the 
  risk of drought, sandstorms, and other hazards for Halken who had 
  once trusted their magics to protect against such things.
  These measures proved even less effective against the qlippoth 
  invasion, which levelled the nation in a continent-scale massacre as 
  they pressed northward. Great cities were reduced to rubble, blown 
  apart by immense psychokinetic attacks or simply overrun by the 
  tremendous qlippoth armies. Some settlements, due to sheer dura-
  bility or just as a consequence of being rather out-of-the-way, still 
  stand as abandoned ruins. Abandoned, unfortunately, because there 
  is nowhere near enough people living in the Ashfields to fill them all.
  Shelter, weaponry, and miscellaneous consumer goods such as 
  clothing and appliances are common resources in the Ashfields, 
  for their production was easy in the desert and the qlippoth had 
  no care for such things. Necessities such as food and water, on the 
  other hand, are rarities, and it is because of their scarcity that the 
  Ashfields survivors have become brutal, lawless savages to whom 
  violence is a way of life. The most powerful of these gangs, often led 
  by tieflings or duergar born of the qlippoth’s corrupting influence, 
  will frequently kill or enslave any who cross them. It is for this reason 
  that eking out an existence in an obscure corner of the wasteland is 
  often safer than trying to take refuge in a city.
  Life is short in the Ashfields, and many of the people who now 
  wander the wastes have no knowledge of a life before the destruction 
  of Halkenir. Most are orphaned quickly, and cannot even read the 
  words printed on their clothing. With nobody to teach them, these 
  “children of oblivion” develop fighting styles based around whatever 
  junk they can scrounge together and whatever remnants of civilization 
  that remain. Fascinatingly, denizens of the Ashfields are much more 
  likely than other Vandarans to develop natural magical or psionic 
  abilities, likely as a result of the both the qlippoth influence and the 
  
  10
  Arcforge: Ravages of the Qlippoth
  tremendous destruction which scars the global psyche.
  Much of Halkenir’s wildlife was killed off by the qlippoth, with 
  the remainder being mutated into monstrous and violent horrors 
  capable of killing an entire contingent of soldiers and dispatching a 
  band of vagrants much more easily. The violent storms of sand and 
  ash which whip across the wastes pose immense threat to man and 
  beast alike, and the pollution and debris they carry has been known 
  to poison the rare water supplies or even rip buildings to shreds. The 
  greatest danger of the Ashfields, however, is the qlippoth. Millions of 
  the invaders still roam the land, targeting and obliterating any strag-
  glers they chance upon. The qlippoth seem to have no need to feed 
  to survive, but do not seem to reproduce by their own power either, 
  their numbers changing only by death or emergence from elsewhere. 
  The mightiest qlippoth reside in Halkenir’s once-capital of Isortoch, 
  a place mostly intact but where no humanoid dares to tread.
  Those few survivors who make it North to the Sajac Fortifications 
  find that they are not always welcomed by the rest of the world. 
  Halkenir was viewed as a lost cause before the qlippoth War, and 
  now that it is nothing more than sand and ruin the rest of Vandara 
  has no want for its remnants. The most skilled fighters, psionicists, 
  and mages among these pilgrims are often recruited to help defend 
  the Sajac Fortifications against qlippoth invaders, but their lawless-
  ness and mistrust, traits needed to survive in the wastes, are looked 
  upon with contempt and derision. Those who cannot fight in the 
  Ashfields are swiftly condemned to death, even if they are lucky 
  enough to nearly escape.
  Prominent Classes
  GunslingerUC
  Fighter
  Mystic
  WilderUP
  KineticistOA
  Coeusel
  Major Races: Qlippoth, Frost Giants, Elans, Humans
  Languages: Aklo, Giant, Common
  For all the magical and technological advances which the people of 
  Vandara have accomplished throughout history, there has always 
  been one continent which has remained unconquered by all. With 
  its intense weather, remote location, and deadly fauna, the frozen-
  over region known as Coeusel has always been viewed as forbidden 
  territory for Vandaran explorers. With the advent of the qlippoth War, 
  the frozen continent became something worse than dangerous and 
  desolate: a stronghold for the invaders that obliterated so much of 
  Vandara and still remain mounted for a second wave.
  Coeusel has long been the habitat of the Makers’ more extremophile 
  creations, creatures capable of surviving in a land eternally covered 
  by ice sheets. The most obvious of these entities are the Frost Giants, 
  
  11
  Major Locations
  hulking warlike humanoids who have long compensated with lack of 
  technological sophistication with raw Strength and brutish cunning. 
  These creatures have mastered the ice, fighting atop it as easily as 
  most would stone and forging algific weaponry from glaciers. Of course, 
  the most mythologized denizens of this expanse are not the most 
  dangerous by a long shot. Frost Worms, White Dragons, Remorhaz, 
  and far worse things wait behind every curtain of snow, ready to rip 
  apart anyone brave or stupid enough to traverse the icy desert. Of 
  course, death at the hands of any of these creatures assumes that an 
  individual is able to survive the extreme temperatures and structure-
  shredding blizzards which are constants on the continent. Recent 
  advances in magic and technology have enabled human expeditions 
  to Coeusel and even the establishment of a few research facilities 
  which procured quite a bit of interesting information in their time.
  The lack of settlements made Coeusel the perfect landing ground 
  for the qlippoth, as these creatures could endure the void of space 
  and hence weren’t bothered in the slightest by the continent’s cold. 
  As the orbital defenses rapidly collapsed, several of the southern-
  most research bases were hastily converted into fortifications, but 
  this last-ditch effort did as little to stem the tide of invaders as the 
  tremendous sacrifice laid down by the faithful of Saint Aline. Hence, 
  when the Vandaran mind recollects Coeusel, their immediate thought 
  is the Sundering, seen by those who endured it as the beginning of 
  a hellish age and those who have merely heard of it as the end of 
  Vandara’s glory.
  The hostile environment of Coeusel has made mounting an offense 
  upon it incredibly difficult, even with all of Vandara’s military capac-
  ity dedicated towards eliminating the threats upon its surface. Every 
  day of armed operation on the continent would require extensive 
  technological and magical support, a vulnerability that the qlippoth 
  are well aware of and have exploited extensively whenever an assault 
  on the frozen continent was pressed. Remote robot attacks and bal-
  listic strikes have been employed, but to assume that these tactics 
  would clear the enemy was a severe underestimation of the qlippoth’s 
  Intelligence and preparation. Seemingly, several atomic warheads had 
  been captured mid-flight by the alien threats as they descended on 
  the South Pole, depriving Vandara of yet another advantage.
  The few glimpses that Vandarans have obtained of the qlippoth 
  dominion in Coeusel have been fascinating, demonstrating that the 
  invaders are not mindless beasts but actually possess a coordinated 
  war effort. The qlippoth have taken a systematic approach in corrupt-
  ing the wildlife (which in this context includes humanity, giantkind, 
  and another other intelligent races who serve them), herding these 
  creatures together and warping them into blighted soldiers. Excess 
  material is usually put towards the creation of new Elans, which are 
  then deployed across the world. Although the qlippoth do not seem 
  to have a structured scientific community, they are known to infuse 
  humans and other creatures with unusual forms of psionic energy, 
  producing psionically enhanced individuals who are occasionally 
  released into the wilderness.
  Similar to the Ashfields, Coeusel still possesses pockets of survivors 
  who have so far evaded obliteration by the qlippoth. Strange magical 
  energies still run wild from the death of Saint Aline, and these powers 
  combined with the taxing conditions of the southernmost continent 
  mean that most all “renegades” possess at least a little bit of magical 
  ability. Many other survivors have just narrowly escaped death at the 
  hands of the qlippoth, often by controlling the enigmatic psionic 
  manifestations which surge from the alien abominations. Adrift in 
  the cold, these individuals often hope for little more than another 
  day of survival, the chance to return home having slipped long ago 
  from their stress- and psionics-addled minds.
  Prominent Classes
  Wilder
  ZealotPoWE
  OracleAPG
  Dread
  Cryptic
  Dorukalad
  Capital: Barkhel (Population 1.4 million)
  Major Races: DaemonsB2, Hobgoblins, RobotsB5, MutantsB5
  Languages: Infernal, Common
  Long a centerpiece of Halkenir’s wealth and military Strength, 
  Dorukalad once knew vast cities and revolutionary industries. The 
  people who lived in this country had fabricated it into their own per-
  sonal paradise, terraforming the land to erect their grandiose cities 
  and luxurious gardens. To visit Dorukalad was a privilege for many, 
  and to have a home within its ring of mountains was considered a sign 
  of immense wealth and glory. Alas, nothing is left of this Elysian age, 
  the age before the qlippoth War, before the Daemon armies, before 
  the nuclear armageddon. For a lifetime now, the name Dorukalad 
  has been associated only with oblivion and horror, a testament to 
  the grim truths of Vandara’s modern age.
  During the qlippoth War, Dorukalad was considered a vital loca-
  tion in the protection of Halkenir, a strategic location whose western 
  mountains made land attacks difficult and whose broad coastline 
  enabled the deployment of troops throughout the Black Ocean. 
  Cidali and Halken forces had fortified the location heavily against 
  the qlippoth ground forces, and it was in Dorukalad that many of 
  the nations’ most powerful weapons and vessels resided. As many 
  denizens had made their fortunes in the arms trade, quite a few 
  experimental entities resided in the territory as well, including the 
  soon-to-be infamous hobgoblins and annihilator robots. For months, 
  Dorukalad held out against the qlippoth assault, and it seemed to 
  many Vandarans that the conflict would be finished upon its peaks. 
  What the world did not anticipate, however, was the betrayal of the 
  Aboleths, who surged upon the territory in a massive sea attack that 
  quickly doomed Dorukalad to qlippoth conquest. Perhaps a worse 
  fate than losing the territory, however, was letting military secrets 
  into the hands of the Aboleths. Hence, in their desperation, the 
  government of Cidalac permitted Taurun to deploy its own secret 
  weapon, and a rain of atom bombs poured over the former paradise. 
  Aboleths, qlippoth, soldiers, and civilians alike were consumed in the 
  white-hot explosions of dozens of nukes, and when the dust cleared 
  
  12
  Arcforge: Ravages of the Qlippoth
  the world had nothing to say.
  Dorukalad would have been looked at as an example of war at 
  its most horrific, an event which all of Vandara would remember 
  and think back upon with the words “never again.” The Convictus 
  seemed to have different plans, however, and within a decade the 
  fallen nation had rebuilt itself into a living nightmare. The hobgoblins, 
  having narrowly survived the atomic rain, began to gather the many 
  weapons left behind in Cidalac’s hasty retreat and turn them against 
  the world, leading scrap-wrought armies of robot, biomorph in a 
  violent crusade. Shargoda, a brutal war god which emerged from the 
  violence, augmented this crusade further with his abilities, which not 
  only empowered the hobgoblins but sent Daemon armies rising from 
  the ruin to lead the charge. These creatures of death, wrought from 
  the souls of the slaughtered, ended up comprising the majority of 
  Dorukalad’s population and leadership, resulting in a nation whose 
  sole purpose was to spread violence and devastation.
  In the years since the end of the qlippoth war, keeping Dorukalad’s 
  aggression contained has been a priority of the Sajac and Cidali mili-
  taries. Every year, thousands of troops, tanks, and other armaments 
  have been deployed to the nation’s borders, for invading the heavily 
  secured nation has proven immensely difficult. The radiation-blasted 
  territory is hazardous to all but its inhabitants, and the followers of 
  Shargoda are wise enough to secure the sea borders which spelt the 
  nation’s first defeat. Even more extremely militaristic than Taurun, 
  Dorukalad’s entire society is dedicated to conflict, conquest, and 
  slaughter, with every intelligent creature being utilized as a soldier 
  and every non-intelligent creature a warbeast. The population eats 
  what they kill or steal, and have learned to fight for long durations 
  on few supplies.
  Nonintelligent creatures aren’t hard to come by in the nuke-blasted 
  wasteland of Dorukalad, but their radiation-warped forms are hardly 
  recognizable to most Vandarans. Mutant animals, hobgoblins, qlip-
  poth, dwarves, and even humans wander the ashen desert of the 
  country, devouring each other as all other food grows increasingly 
  scarce. The daemons and hobgoblins live only for war, caring nothing 
  for any pursuit that does not involve conquest or violence. Indeed, 
  Shargoda’s influence has consumed them completely. Some relics 
  of Halken nobility lie in the wastes, but such beauty is wasted on the 
  twisted residents of the country. A grand statue or palace will serve 
  as a large shelter and nothing more.
  The environment of Dorukalad reflects its perverse mindset perfectly, 
  displaying heavily terraformed terrain whose original intents have long 
  been forgotten. The landscape, designed to be aesthetically pleas-
  ing, has become a surreal warzone painted over with debris. Plant 
  life has all but vanished from the country, with radiation-enhanced 
  oozes taking over many of their ecological roles. Finally, every acre of 
  Dorukalad is seemingly lined with mines, foxholes, bunkers, or other 
  fortifications, a representation of how its denizens are prepared to 
  fight over every inch of terrain.
  Prominent Classes
  SlayerACG
  HarbingerPoWE
  Soldier
  WarpriestACG
  Mechanic
  The Erebine
  Capital: Bloodwell (population 50,000)
  Major Races: Aberrations, Demons, Drow ARG, Duergar, 
  Qlippoth, Biomorphs
  Major Religions: Ristymal, Demon Lords, Primordials
  Languages: Undercommon, Aklo, Abyssal
  When the Maker’s War ended in a stalemate, Vandara remained over-
  run with abominations of war, titanic aberrations synthesized through 
  the most advanced and inhuman techniques of the Outer Lords. Many 
  of these entities, designed to combat the most powerful of draconic 
  
  13
  Major Locations
  foes, could lay waste to entire countries with their abilities. Fearing 
  for the existence of their new world and unable to destroy these 
  creatures in totality, the Dragons began a campaign to contain 
  them, using their magic to create an immense labyrinth which 
  ran to the very core of Vandara. The primordial entities were 
  over time forced underground to this nightmarish expanse, 
  where they were sealed deep within on the expectation 
  that they would never be seen again by Vandara. This 
  immense subterranean prison, which spreads over the 
  entire planet, has become known as the Erebine, the land 
  where darkness is a mercy.
  These ancient entities, although the most numerous 
  denizens of the depths, are not the only creatures which 
  have been entombed. Almost every nation has discovered 
  the Erebine on their own through mining operations, 
  and given its dangerous residents have wisely cho-
  sen not to try controlling or colonizing it. This hasn’t 
  stopped,most of them from dumping their own unwanted 
  experiments into the pits, few of which have survived very long. 
  Early biomorphs, faulty constructs, and a number of criminals have 
  been consigned to the Erebine throughout history, and the recesses 
  serve as a unique chronicle of history for any willing to brave them. 
  In the years since the qlippoth War, this dumping has increased 
  substantially, with many nations using the Erebine as a disposal 
  system for corrupted creatures.
  Bizarrely, this constant influx of horrors has resulted in a sustain-
  able ecosystem, albeit a very unusual one. The most basic lifeforms 
  of the Erebine acquire nutrients through geothermal heat, magic, or 
  strange radioactive or psionic processes. These entities are consumed 
  by larger creatures, typically aberrations, and the food chain pro-
  gresses from there by predation. The unnatural caves of the Erebine 
  possess a strange geometry to them, maintaining stability in spite 
  of the massive and oddly shaped tunnels weaving throughout. This 
  does not make them easily traversible-quite the opposite, in fact-so 
  many aberrations have developed wings or unique climbing abilities. 
  Newer races, lacking these assets, have developed a bizarre array 
  of vehicles for driving through the depths, utilizing the tremendous 
  supply of unusual metals which can be procured from the tunnels. 
  Mithral, Adamantine, Cold Iron, Deep Crystal, Uranium, and stranger 
  materials are mined in the depths, and have become the most valu-
  able trade goods of the Erebine.
  In recent times, the Erebine has served as a home for qlippoth-
  blighted races, most notably the Drow and the Duergar. The use of 
  the Erebine as a transport system during the qlippoth War led to 
  many soldiers become corrupted, and so many countries began 
  sealing their warped battalions in the land below. As more and more 
  territories were taken, corrupted civilians were exiled to the Erebine 
  as well, many having their memories wiped so as to stop them from 
  coming back for revenge. A number of the corrupted retained their 
  magical and technological expertise, however, and utilized them to 
  create a unique society whose industrial capabilities are on par with 
  many surface nations. The vast majority of Drow are skilled mechan-
  ics and drivers, and these abilities have served them well in fighting 
  the ancient horrors which dwell in the Erebine.
  Demons make up the final cornerstone of the Erebine, the Silicon 
  Barrier having prevented many from returning to the Abyss. Like most 
  other beings which could not sustainably remain upon Vandara’s 
  surface, they were exiled below, to a place where their vast numbers 
  could be thinned by the only entities capable of challenging them. 
  Although the strongest demons can hold their own against the Makers’ 
  nastiest creations, even Balors are no longer the monolithic power-
  houses they often ended up being on the surface. Hence, they have 
  found the most effective survival strategy to be leadership, acquir-
  ing large numbers of followers to fend off enemies and spread their 
  influence across the darkness. In time, some suspect, these Erebine 
  demons may become something entirely distinct from the abyssal ones.
  Most of the Erebine is a frantic underground wilderness, the tun-
  nels crawling with countless entities which will eviscerate travelers 
  on the spot. A few spots of civility exist in the depths, however, cit-
  ies where the inhuman residents of the depths have maintained a 
  certain degree of social trust to obtain a mutual advantage. To most 
  surface-dwellers, these are known as the Dark Markets, places where 
  any weapon or service can be bought for the right price. Demons have 
  ways of acquiring things, after all, and Drow are the fastest and most 
  skilled couriers on Vandara if the price is right. These places are most 
  frequently ruled by mighty demons or ancient aberrations, beings 
  who call themselves the Underlords and whose followers prowl the 
  alleyways of the Markets feeding upon any who let their guard down.
  The eldest denizens of the pits, the powerful primordials deemed too 
  dangerous to remain on Vandara’s surface, lie in the deepest recesses 
  of the Erebine. Many of these are shackled or eternally lost, having 
  been deemed too dangerous and volatile by the Dragons and the 
  Outer Lords alike and hence bound where they can never reach other 
  creatures. While some of these creatures’ raging spasms can be felt 
  from the higher levels and on rare occasions from Vandara’s surface, 
  there exist others which have remained completely silent, perhaps 
  content to escape lives of conflict and live in isolation. Regardless of 
  
  14
  Arcforge: Ravages of the Qlippoth
  temperament, these “buried ones” are among the most worshipped 
  creatures by the aberrations, and the cults dedicated to them have 
  expanded to accommodate Drow and Duergar. Whether these cult-
  ists wish simply to harness the buried ones’ power or whether they 
  desire to unleash these abominations upon Vandara is unknown.
  The qlippoth, finally, remain a presence in the Erebine, many of 
  them having retreated to the underground during the later days of 
  the war. As there has never been a coordinated effort to eliminate 
  them, the qlippoth have persisted and multiplied in the depths, a 
  result of the qlippoth Lord Zelovoth’s mastery of psychometabolism. 
  Perhaps, given time, the invaders will be able to overrun the the 
  Erebine and use its vast tunnel networks to mount an assault from 
  inside Vandara, an attack which will almost certainly result in victory.
  Prominent Classes
  Dread
  Slayer
  Oracle
  Helmsman
  Sorcerer
  The Gray Ocean
  Major Races: Qlippoth
  Languages: Aklo
  Up until the qlippoth War, Vandara’s oceans were divided into 
  two parts: Black and White. The southern seas were simply 
  an extension of their northern counterparts, with bustling 
  trade to the west of Halkenir and ancient nightmares to 
  the west. When the qlippoth touched down, however, very 
  little was able to escape their taint. Even as the hostility 
  of these abominations has diminished in recent decades, 
  the seas which they stormed across and continue to domi-
  nate are viewed as beyond humanity’s reach for centuries to come.
  Despite their spacefaring nature, the qlippoth seemed to adapt 
  quickly to sea combat, infiltrating the depths and seizing control of 
  numerous islands and ships with surprise attacks from beneath the 
  waves (the influence of the Aboleths upon these tactics and victo-
  ries is disputed). Just as the nations of Vandara poured all of their 
  fleets into forming the Silicon Barrier, they proceeded to launch 
  their ocean fleets southward in the hopes of containing the alien 
  menace. This endeavor ultimately proved unsuccessful, and the 
  endless flotillas of wreckage which now fill the southern seas 
  have earned this domain its title of “The Gray Ocean”.
  As the qlippoth have nestled into their plundered territory, 
  Vandara has watched attentively, in the process learning many 
  things about how the qlippoth alter their environments. Every crea-
  ture in the Gray Ocean eventually succumbs to qlippoth Corruption, 
  and many scientists were astonished to discover how prosperous 
  these mutated ecosystems have proved to be. Even in the 
  (intentionally) heavily polluted and wreck-ridden waters, 
  qlippoth-blighted reefs thrive, oftentimes assimilating 
  the toxins and heavy metals into their natural processes. 
  The qlippoth themselves have taken root not only within the waves, 
  but also among the ruined ships and the skies over them. Although 
  they seem unable to reproduce on their own, their Strength and 
  numbers are enough to make all Vandarans fear their re-mobilization.
  Stranger still is the odd hierarchy which battle footage and re-
  connaissance has produced regarding the qlippoth. Although they 
  appear to be nothing more than rampaging beasts on the battlefield, 
  the abominations of the Gray Ocean have shown themselves to be 
  cooperative, calculating, and conscientious in the territory they 
  have claimed. Now that they are certain of their rule, the process of 
  corruption has become methodical, with untainted life being sought 
  out and mutated wherever it appears. This has led many to deduce 
  that the qlippoth conceal some intention for Vandara beyond simple 
  conquest and destruction.
  The combination of danger, fear, and mystery has made the Gray 
  Ocean a popular subject of speculation, with academics and story-
  tellers alike spreading bizarre tales of what they think might linger 
  in these forgotten waters. Some posit that not all of Vandara’s ships 
  were lost in the conflict, and that some lost 
  marines may still sail 
  
  15
  Major Locations
  the seas as they fight back the alien scourge. Other tales tell of lost 
  colonies tribal societies who have embraced the qlippoth invaders, 
  willingly taking on their corruption in a pseudo-religious ritual. The 
  most disturbing of conversations about the Gray Ocean inevitably 
  turn towards what unknown horrors might linger in the tainted seas: 
  corrupted Aboleths, undiscovered qlippoth variants, and perhaps an 
  eighth qlippoth Lord.
  In spite of the immense danger, many ships still venture into the Gray 
  Ocean in search of profit. Some attempt to smuggle goods beyond the 
  reach of the Cidali navy, while others search through wrecked ships 
  and lost islands in the pursuit of exotic materials and technologies. 
  Other ventures are more scientific in nature, pursuing truths about 
  the qlippoth and their impact on the environment. The most tragic 
  of these expeditions are made by those seeking to take the territory 
  back from the invaders, launching privately funded crusades from 
  the Freemen’s Lands. These ventures often possess the lowest rates 
  of survival of any expedition type into the Gray Ocean, though not 
  for lack of competition.
  The Sajac 
  Fortifications
  Capital: Sentinel Peak Fort (Population 2 million)
  Major Races: Dwarves, Humans, Elves, Half-Elves, Biomorphs
  Major Religions: Agradior, Gaynh, Moloch, Nerusa, Shargoda
  Languages: Common, Dwarven, Elven
  Although it is presumptuous to say that the qlippoth War has been 
  won, the people of Vandara are not as heavily burdened with the fear 
  of total annihilation as they once were. The faith of Saint Aline was 
  considered a bulwark of civilization in the time before the invasion, 
  a symbol of unwavering resolve and military might which exists to 
  protect the innocent from oblivion. When the goddess was massacred 
  alongside her faithful, a void was torn open in Vandara’s collective 
  psyche, a void which persisted for the duration of the war. With the 
  arrival of the Arcforge, however, there was finally an opportunity to 
  restore people’s sense of safety, to build a new shield for Vandara. 
  This shield, which has come to be known as the Sajac Fortifications, 
  has certainly accomplished its task of asserting military Strength, 
  but in place of crusading fervor has filled Vandarans with a sense of 
  cold horror, a sense that warfare has ascended to a new paradigm 
  which will consume the planet once again.
  The name Sajac is an ancient Halken word meaning “shield”, and 
  the mountainous stripe of land has certain acted as a potent shield 
  in its time. The ancient Halken and Cidali alike saw the mountain 
  range as a barrier between them, capable of deterring most any 
  attack from the adversary on the opposite side. To cross the treach-
  erous landscape was a feat few would dare to attempt, and for this 
  reason the two nations were intensely isolated from one another in 
  the days before advanced technology. During the qlippoth War, the 
  mountainous terrain of Sajac once again developed tactical value, 
  and it was from its peaks that the Vandaran forces made their stand 
  against the nigh-infinite alien onslaught. From the highest peak on 
  the mountain range was the Great Morning Charge made, an Arcforge-
  powered offensive which changed the course of the war in Vandara’s 
  favor. Although it had not stopped much of Cidalac from falling into 
  ruin, the mountains of Sajac were a dam that held back the qlippoth 
  flood, and it was on their peaks that Vandara decided to create the 
  barrier that would deter any future qlippoth attacks.
  With the power of the Arcforge, the people of Vandara were enable 
  to accomplish a feat of engineering deemed impossible in the olden 
  times: erect fortifications not only atop the mountains of Sajac, but 
  across and within them. The mountains were transformed into the 
  largest military encampment Vandara had ever witnessed, the deep 
  veins of adamantine within providing ample resources for construction. 
  With the Arcforge accelerating creation substantially and the nations 
  of the world all banding together in this tremendous project, the Sajac 
  Fortifications were finished within two years, a castle bristling with 
  Vandara’s most advanced weaponry and spanning Cidalac’s entire 
  southern border. So large is this military base that it has become 
  its own country in the eyes of the world, providing for its nation of 
  soldiers and dedicated to the stoppage of any further qlippoth attack.
  As people of all stripes had lost a great deal in the qlippoth War, 
  soldiers came to the walls from every corner of Vandara. Many of 
  Cidalac and Taurun’s highest-ranking generals took positions of 
  power in this encampment, their ranks filled with many thousands of 
  human, android, and dwarven soldiers from not only these nations but 
  also New Estaria and what was once known as Halkenir. Quite a few 
  entered service in the Fortifications to genuinely protect Vandara or 
  to experiment with the new weapons technologies employed on the 
  front, but the majority traverse the walls because they have nowhere 
  else to go, their livelihoods and families having been destroyed by 
  the war. A typical tour of duty along the walls is ten years, although 
  most soldiers willingly choose to stay longer. Entering the Grand 
  Army of Sajac requires that the soldier swear off all allegiances to 
  any specific nation, and in an age of escalating tension such veterans 
  are viewed as traitors should they return home.
  In a country where every citizen is a soldier, training and combat 
  exercises make up much of the activity in Sajac. Although material 
  aid is provided from a variety of countries, most of the food, weap-
  onry, and other goods used in the war effort are created within the 
  fortifications. As soldiers are forced to renounce all ties to their 
  homelands, society within the walls is very meritocratic, caring little 
  for the circumstances of one’s birth or creation. The current Supreme 
  Commander of the Sajac Fortifications, Kroa Rodun, was born a 
  dwarven slave in Halkenir, and is looked upon by the world as an 
  emblem of egalitarianism in the wake of the qlippoth War. Even on the 
  more personal level, soldiers are often willing to cross national and 
  racial boundaries in their camaraderie. Images of humans, androids, 
  dwarves, biofaun, and elves all fighting together is often presented 
  in propaganda, alongside the phrase “if you can carry your weight, 
  you are welcome in Sajac.”
  The armaments employed in Sajac are unlike any elsewhere in the 
  world, completely forsaking efficiency and style in order to augment 
  raw durability and firepower to the most obscene levels possible. Most 
  soldiers are trained in the use of heavy weaponry and adorned in 
  
  16
  Arcforge: Ravages of the Qlippoth
  durable mechs or armor suits, adhering to a combat style of extensive 
  brute force in the face of the qlippoth hordes. A Sajac-made mech, 
  although it may not be of the highest quality, will almost certainly 
  possess enough firepower to level a city. Mages and Psionicists, 
  although rather rare amongst the martial specialists, provide sub-
  stantial support through the creation of advanced equipment, for 
  the abilities of these individuals are often too valuable to risk on 
  the battlefield. The greatest weapons of Sajac, however, were those 
  created with the power of the Arcforge, vessels of such spectacular 
  power and scope that all of Vandara stands awestruck. These include 
  the Combat Worms, miles-long tanks which tunnel through the earth 
  as if it were water, the Adamant Stars, flying battleships whose crews 
  number in the tens of thousands, and the Ruin Battalion, a horde 
  of mechs so powerful that they could be said to stand against the 
  wrath of a qlippoth Lord.
  The mountains of Sajac have been converted into a massive 
  wall, standing hundreds of feet tall and reinforced with Arcforged 
  Adamantine along its entire surface. Wildlife is practically nonexist-
  ent, save for the domesticated animals and plants which are used 
  to feed and supply the soldiers. Tunnels run deep into the mountain 
  range, where adamantine and uranium are regularly mined to manu-
  facture more arms. Not an acre of land is wasted in Sajac, with every 
  measure of terrain being put towards some militarized purpose. All 
  of this contrasts starkly with the wasted Ashfields, and one needs 
  only look south to observe how little influence Vandaran civilization 
  possesses beyond the border.
  Although the purpose of the Sajac Fortifications and their tremen-
  dous arsenal is chiefly defensive, it is common for brigades to range 
  south into the Ashfields with intents of reclamation, suppression, or 
  finding survivors. Dorukalad is a particular focus for many military 
  engagements, its belligerent population posing an incredibly active 
  threat to Vandara. The qlippoth, oddly, have remained more passive 
  since the creation of the fortifications, spacing out their assaults much 
  more and not swarming northward as they often did during the war. 
  Nonetheless, the creatures are numerous and powerful enough in 
  the Ashfields that they have stopped progress southward and remain 
  a dangerous enemy whenever the fortifications are assaulted. Many 
  generals suspect the qlippoth are waiting for something, content to 
  remain in this stalemate until something eventually turns in their favor.
  This turning, many fear, could come sooner than most anticipate. 
  Many nations have become concerned with how much military power 
  the Sajac fortifications have amassed, fearing that a sufficiently cor-
  rupt individual may utilize this power in a less-than-neutral manner. 
  For this reason, international aid to the fortifications has declined 
  in recent years to a fraction of what it once was, an act which has 
  also forced the fortifications to increase recruitment efforts. Risk of 
  infiltration by the Aboleths, the Elans, or even Ristymal is another 
  concern of Vandara, for what would become of Vandara if its first line 
  of defense was compromised to the enemy? Finally, there are those 
  who fear that Sajac could result in another Sundering, a moment 
  where the qlippoth deploy some new tactic to utterly overwhelm 
  the planet and complete their conquest.
  Prominent Classes
  Fighter
  Ranger
  Soldier
  Helmsman
  Mechanic
  The Silicon Barrier
  Major Races: Qlippoth, Robots, Kytons, Androids
  Major Religions: Shargoda, qlippoth Lords, Ristymal
  Languages: Aklo, Common
  Encircling all of Vandara is a momento to the world’s most horrific 
  defeat, a thick layer of space junk which perpetually stains the skies 
  gray. Although some of it reaches as far back as the Maker’s War (“iron 
  clouds”, they were called in olden times), the vast majority of orbital 
  debris is recent, tracing back to a single night which horrified the 
  
  17
  Major Locations
  world, shattered all Vandaran feelings of invincibility, slaughtered a 
  goddess, and condemned the world to never experience the light of 
  the stars ever again. The wounds of the qlippoth War are still fresh 
  in the minds of many Vandarans, but the Silicon Barrier seems to 
  declare that every generation to come shall live under the cloud of 
  defeat. The barrier fills Vandara’s stratosphere like an immense battle 
  scar, sealing it off from the rest of the universe.
  Although some may question the defense of the extraplanetary 
  colonies against the qlippoth invasion, none will deny that the 
  Vandarans did everything they could to make sure the invaders never 
  reached their home planet. Cidalac, Taurun, Estaria, and many other 
  nations had made preparations for warfare on an interstellar scale, 
  and in the face of such an overwhelming extraplanetary enemy un-
  leashed their entire stellar armadas upon the qlippoth. During what 
  became known as the Battle of the Silicon Barrier, tens of thousands 
  of tremendous starships clashed with the immense qlippoth horde, 
  blotting out the sky over the entire planet with their battle. Just as 
  it seemed the repulsion could be successful, the qlippoth Lords 
  began to emerge, beings which dwarfed all other qlippoth in size, 
  power, and Intelligence. Concentrating their forces, the qlippoth 
  lords destroyed the Silver Citadel and left the fleet stranded in orbit. 
  Over the next few days, the ships began to give out, being reduced 
  to wrecks as they were torn apart by the invaders. The final blow of 
  the loss was dealt when the entire congregation of Saint Aline was 
  brutally slaughtered as they fruitlessly tried to stop the qlippoth from 
  touching the ground, the mournful rage of their goddess creating a 
  violent discharge of magic over the entire planet.
  Due to the combination of erratic, powerful arcana and the vast 
  collections of debris which now orbit the planet, passage on or off 
  Vandara has been rendered impossible. Even by magical, psionic, or 
  extradimensional means, the barrier keeps the Vandarans contained 
  and any hope of cosmic intercession nonexistent. Communications of 
  all sorts are silenced as well, effectively quarantining the planet for 
  eternity. Many attribute this confinement to an effect laid down by 
  
  18
  Arcforge: Ravages of the Qlippoth
  the Convictus, a subconscious horror of the cosmos which erupted 
  as the qlippoth came surging down upon the planet as an unbeat-
  able and incomprehensible enemy. The destruction of Saint Aline’s 
  entire faith magnified this fear and horror by a factor of a thousand, 
  and the result created a magical coffin which binds an entire world.
  The effects upon Vandara’s functions were immediate in many ways. 
  Industries based upon offworld travel and intergalactic enterprise 
  perished overnight, for even the most powerful magics such as Wish 
  and Gate were helpless to circumvent the Silicon Barrier. Those who 
  attempted to use the planes to maneuver around the barrier found 
  passage beyond the material plane impossible, as if Vandara was 
  sealed off completely from. Psionics has also proven useless in vio-
  lating the barrier, which has the beneficial side effect of keeping any 
  further qlippoth invasions out. What’s more, outsiders on Vandara 
  found it impossible to return to their home planes, a fact which has 
  led to several Empyreal and Demon Lords as well as the Archdevil 
  Moloch taking up residence across the planet. Beyond the shock of 
  confinement, the people and governments of Vandara were forced 
  to deal with several other paradigm shifts, most of which have only 
  heightened tensions rather than smoothing them over.
  Interestingly, agriculture and environment upon Vandara has not 
  changed much as a result of the Barrier. The magical safeguards of 
  the planet, forged by the dragons so long ago, were designed to 
  compensate for lack of sunlight, likely a defense mechanism im-
  plemented against Outer Lords seeking to blot out the sun. These 
  draconic magics even go so far as to replicate seasons and day-night 
  cycles which would be familiar to most Vandarans, sustaining life 
  as normal in most ways. However, these spells are ancient and may 
  eventually fade, which is a fate many dragons and humanoids alike 
  are actively seeking to prevent.
  The fact that the Silicon Barrier obstructs all communication and 
  travel has made it a safe haven for a certain unsavory lot, wealthy 
  and powerful criminals who hide amongst the wreckage to deter 
  any investigation or pursuit. The fact that material moves constantly 
  throughout the barrier makes tracking activity impossible, so the bold 
  and desperate often think to use the anomalous territory to their 
  advantage. Unfortunately for them, the Silicon Barrier is perhaps the 
  most dangerous place to be in all of Vandara. Hordes of qlippoth still 
  wander its floating depths, shredding any intruders with their typical 
  brutality. Furthermore, many robots, starships, and androids used in 
  the qlippoth War have remained up there going absolutely haywire, 
  the majority of them turning their weapons on anything they see. The 
  most horrifying entities of the Silicon Expanse, however, are the Kytons, 
  qlippoth-corrupted humans who have transformed themselves into 
  biomechanical psionic horrors determined to either kill or corrupt 
  any they encounter. The fact that they are somehow confined to the 
  Silicon Barrier raises many questions, but he majority of Vandarans 
  are grateful for their inability to touch down upon the world.
  Attempts to destroy the Silicon Barrier have been exhaustive but 
  unsuccessful. Every combination of weapons from atom bombs to 
  psionic assaults to the collective firepower of hell has proven useless 
  against the magically fortified space junk. Attempts to locate a path 
  through the Barrier have proven equally fruitless, as all pathways 
  into the Barrier are exceedingly dangerous and no explorers of the 
  Barrier have ever returned with their bodies or minds intact. Some 
  younger Vandarans are starting to simply accept that they will never 
  see the night sky or explore the cosmos, embracing their imprison-
  ment upon their world as a fact of existence. The number of people 
  who hold onto a dream of Vandara’s intergalactic future decrease 
  every year as the world grows grimmer, and perhaps one day the 
  Silicon Barrier will destroy interstellar dreams entirely.
  Prominent Classes
  Soldier
  Dread
  Wilder
  Oracle
  Cryptic
  
  19
  Monsters of Vandara
  Monsters of 
  Vandara
  T
  he following are some of Vandara’s more dangerous deni-
  zens, unusual entities with incredible and varied abilities. 
  As the Pathfinder statistics for monsters provide a more in-
  depth explanation of their abilities and offer greater customizability 
  and compatibility, the monsters below use Pathfinder’s formatting 
  (and skills) rather than Starfinder’s.
  ** after a psi-like ability means that the psi-like ability can be 
  augmented in any variety of ways, chosen by the manifester at the 
  time of manifestation.
  Feats, powers, and spells followed by an M use the mythicMA ver-
  sion of the ability, detailed in either Mythic Adventures or Psionics 
  Augmented: Mythic Psionics.
  Kyton, Apostle
  “Apostle kyton” is an acquired template that can be added to any living 
  creature of the humanoid or monstrous humanoid type (referred to here-
  after as the base creature). Typically, it is only applied to humans, but 
  circumstances could lead to the genesis of Apostle Kytons of other races. 
  An apostle kyton uses the base creature’s statistics and abilities 
  except as noted here.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Lawful evil.
  Type: The apostle kyton’s type changes to outsider (kyton, na-
  tive, psionic). Do not recalculate Hit Dice, BAB, or saves. It gains the 
  augmented subtype.
  Senses: An apostle kyton gains darkvision 60 feet.
  Armor Class: Natural armor bonus increases by 4.
  Defensive Abilities: An apostle kyton gains immunity to cold, 
  power resistance equal to 11 + its total CR, and regeneration equal 
  to 1/2 its Hit Dice that is negated by good weapons, good spells, and 
  silver weapons.
  Special Attacks: An apostle kyton gains the following special attacks.
  Agonizing Prayer (Su): As a full-round action that provokes attacks 
  of opportunity, an apostle kyton can orate a prayer so profane that 
  it causes any non-kyton listening to erupt in bleeding wounds. Any 
  non-kyton listener must succeed at a Will save (DC = 10 + 1/2 the 
  apostle kyton’s Hit Dice + its Charisma modifier) or take 1d6 points of 
  nonlethal damage per Hit Die of the apostle kyton, take bleed dam-
  age as if struck by the apostle kyton’s bleeding touch, and become 
  staggered for 1 round. Creatures that succeed on this save halve the 
  nonlethal damage and negate the staggered effect, but they still 
  take the bleed damage. A creature that has taken nonlethal dam-
  age greater than or equal to its current hit points is not normally 
  rendered unconscious by this ability, but such a creature is still 
  helpless, rendering it susceptible to the apostle kyton’s seductive 
  oration ability. This is a sonic pain effect.
  Bleeding Touch (Su): An apostle kyton that touches a creature 
  deals 1 point of damage plus 1d6 points of bleed damage for every 
  10 Hit Dice of the kyton. If an apostle kyton attacks with natural or 
  manufactured weapons, its weapons also deal this bleed damage.
  Seductive Oration (Su): An apostle kyton has a unique perspective 
  due to her transition into her current form. As a full-round action 
  that provokes attacks of opportunity, an apostle kyton can speak to 
  the pleasures and wonders it experienced during its transformation. 
  Any creature that listens to this speech for 1 continuous minute must 
  succeed at a Will save (DC = 10 + 1/2 the apostle kyton’s Hit Dice + the 
  apostle kyton’s Charisma modifier) or take 1d6 points of Wisdom 
  damage. This Wisdom damage increases by 1d6 for every 8 Hit Dice 
  of the apostle kyton. A creature that succeeds at its save can’t be 
  affected by that apostle kyton’s seductive oration ability for 24 hours.
  After failing the save to resist the apostle kyton’s seductive oration, 
  the target begins to question the definitions of morality, physicality, 
  and life. Once per week, as long as the affected creature remains 
  in communication with the apostle kyton, it must attempt a saving 
  throw against seductive oration again or have its alignment shift one 
  step toward lawful evil and take 1d6 additional points of Wisdom 
  damage. The save DC increases by 1 per consecutive week of contact 
  with the apostle kyton. A successful save prevents the alignment shift. 
  A creature can’t take Wisdom damage from seductive oration more 
  
  20
  Arcforge: Ravages of the Qlippoth
  than once per week, even if it encounters multiple apostle kytons.
  When the target’s alignment completely shifts to lawful evil (or if the 
  target is lawful evil when first seduced), the target must immediately 
  succeed at a Will save (with the same DC as seductive oration, includ-
  ing any increases from extended contact) or gain a greater madness.
  If your campaign uses the sanity system, then instead of dealing 
  Wisdom damage, seductive oration deals sanity damage equal to 1/2 
  the apostle kyton’s CR. If the target is turned lawful evil, the greater 
  madness it gains is in addition to any madness it might gain from 
  the sanity damage itself.
  Creatures that are warped by an apostle kyton often eventually 
  become broken souls, but some rare individuals gain the shadow-
  bound corruption or even transform into apostle kytons themselves.
  Unnerving Gaze (Su): An apostle kyton’s unnerving gaze (see the 
  kyton subtype) causes those who fail their saving throws to be fas-
  cinated by the apostle kyton. The apostle kyton’s seductive oration 
  doesn’t break this fascination effect, but other attacks break the 
  effect as normal.
  Psi-Like Abilities: An apostle kyton of 11 Hit Dice or higher can 
  manifest Ectoplasmic VoyagerTftI at will as a psi-like ability, with a 
  manifester level equal to her Hit Dice.
  Ability Scores: Strength +6, Dexterity +4, Constitution +6, Intelligence 
  +2, Wisdom +6, Charisma +6.
  Skills: An apostle kyton gains a +4 racial bonus on Bluff, Heal, and 
  Intimidate checks.
  Languages: An apostle kyton learns Aklo as a bonus language.
  Sample Apostle Kyton
  Lost Explorer 
  CR 12
  Apostlekytonhumancryptic11
  XP 19,200
  LE Medium Outsider (kyton, native, psionic)
  Init +9;SensesDarkvision60feet;Perception+16
  DEFENSE
  AC22,touch18,flat-footed19(+3armor,+5Dex,+4natural)
  hp119(11d8+66),regeneration5(goodweapons,goodspells,silverweapons)
  Fort +8,Ref +12,Will+9;
  Defensive Abilitiesaltereddefense3,evasion,rapiddefense;Immune 
  cold;PR23
  OFFENSE
  Speed30ft.
  Meleesilverrapier+12/+7(1d6+4/18-20plusbleedingtouch)
  Rangeddisruptpattern+15(6d6+7)
  Special Attacksagonizingprayer(DC19),bindingpattern,bleedingpattern,
  bleedingtouch1d6+1,claimpattern,dislocatingpattern,disruptpattern
  6d6,seductiveoration(DC19),shatterpattern,Swifttrapper,trapmaker,
  unnervinggaze(DC19)
  Psi-Like Abilities(ML11th;Concetration+15)
  At Will—ectoplasmic voyager
  Powers Known(ML11th;63pp;DC15+powerlevel;Concentration+16)
  Talents—detect psionics, far hand
  1st—deja vu, minor metamorphosis, vigor
  2nd—body adjustmentUP, cloud mind, defy gravityUP
  3rd—dispel psionics, ectoplasmic grapnelUP, greater concealing amorphaUP
  4th—hidden body, disrupting strikesUP
  STATISTICS
  Str 18,Dex 20,Con 20,Int 20,Wis 14,Cha 18
  Base Atk+8;CMB+12;CMD27
  Feats: Burrowing PowerUP, Greater Psionic ShotUP, Improved Initiative, One 
  PatternUP, Psionic Meditation, Psionic ShotUP, Quicken Power, Scribe TattooUP
  Skills:Heal+20,Knowledge(arcana,dungeoneering,engineering,nature,
  planes,religion)+19,Perception+16,Stealth+19
  Languages: Aklo, Common, Elven, Celestial, Infernal, Synthic, Draconic
  SQ: hidden pattern +6, hide in plain sight, pattern designs, trapfinding
  Combat Gear: belt of physical perfection +2, InssuitTG
  Papinijuwari 
  CR 13
  XP 25,600
  NE Huge humanoid (giant, psionic)
  Init +8;Sensesdarkvision120ft.,low-lightvision,sensedecay;Perception+4
  DEFENSE
  AC28,touch11,flat-footed25(+8armor,+3Dex,+9natural,–2size)
  hp187(15d8+120)
  Fort +17,Ref +11,Will+11
  Immune disease, poison
  OFFENSE
  Speed20ft.,fly60ft.(average),shootingstar
  Meleeclub+25/+20/+15(2d6+24)or2slams+25(2d6+16)
  Space15ft.;Reach15ft.
  Special Attacks devour disease
  Psi-Like Abilities(ML10th;concentration+12)
  3/day—metamorphosis (augmented however the manifester wishes)
  STATISTICS
  Str 42,Dex 18,Con 27,Int 17,Wis 18,Cha 15
  Base Atk+11;CMB+29(+31bullrush);CMD43(45vs.bullrush)
  Feats: Awesome Blow, Flyby Attack, Improved Bull Rush, Improved Initiative, 
  ImprovedIronWill,IronWill,LightningReflexes,PowerAttack
  Skills:Climb+31,Fly+15,Intimidate+20,Knowledge(engineering)+18,
  Knowledge(nature)+18
  Languages: Aklo, Auran, Giant
  SPECIAL ABILITIES
  Devour Disease (Su): As a standard action, a papinijuwari can suck the life 
  forceoutofadiseasedcreaturewithin30feetasarangedtouchattack.
  An affected creature must immediately succeed at a saving throw against 
  one disease affecting it or suffer that disease’s effect This saving throw 
  does not count against the number of saves required to cure the disease 
  Ifitfailsthesavingthrow,thepapinijuwarigains30temporaryhitpoints.
  Sense Decay (Su): A papinijuwari is under the constant effects of death-
  watch and can detect creatures currently infected by disease as if by 
  the scent ability
  Shooting Star (Su): As a full-round action that provokes attacks of opportunity, 
  apapinijuwaricanflyataspeedof300feet.Thepapinijuwaricanuse
  thisabilityonlyoutsideatnightandmustbeatleast500feetabovethe
  groundtodoso.Itmustalsoholdalittorchwhiledoingso;thetorchneed
  notbemagical,andwhileheldbythepapinijuwari,thetorch’sflameis
  
  21
  Monsters of Vandara
  notsubjecttomundaneeffectsthatwouldextinguishit,suchasthewind.
  Qlippoth, Psionic
  Qlippoth in the Arcforge Campaign Setting are different from 
  Pathfinder’s normal qlippoth in several notable ways.
  The following abilities are granted by the qlippoth Subtype
  • Qlippoth are outsiders with the psionic and qlippoth subtypes.
  • Immunity to cold, mind-affecting effects, and poison.
  • Resistance to acid 10, electricity 10, and fire 10.
  • Horrific Appearance (Su): All qlippoth have such horrific and 
  mind-rending shapes that those who gaze upon them suffer all 
  manner of ill effects. A qlippoth can present itself as a standard 
  action to assault the senses of all living creatures within 30 feet. 
  The exact effects caused by a qlippoth’s horrific appearance vary 
  by the type of qlippoth. A successful Will save (DC 10 + 1/2 the 
  qlippoth’s Hit Dice + the qlippoth’s Charisma modifier): reduces 
  or negates the effect. This ability is a mind-affecting gaze attack.
  • Qlippoth Corruption (Su): Most qlippoth contaminate the life 
  around them with their touch, warping the minds of any being 
  they make contact with. Any creature struck by a qlippoth’s 
  natural attack risks becoming affected with a disease known as 
  qlippoth Corruption. Any creature whose Wisdom or Charisma 
  score is reduced to 0 by qlippoth Corruption is permanently 
  transformed into a new being after 1 day, their alignment mov-
  ing three steps towards chaotic evil and their race changing as 
  indicated on Table: qlippoth Corruption Transformations. These 
  creatures, whose ability drain is healed upon rebirth, retain any 
  skills, feats, and levels they possessed in their previous life, 
  unless the racial shift causes them to lose the prerequisites.
  • Violent Destruction (Su): When a qlippoth is reduced to 0 hit 
  points, it detonates violently, spraying gore and raw psionic 
  energy everywhere. This ability has a radius of 10 feet, plus an 
  additional 10 feet for every size the qlippoth is above medium. 
  Creatures within this radius take 1d8 points of force damage 
  for every hit die the qlippoth possesses and risks contracting 
  the qlippoth’s qlippoth Corruption. A successful Reflex save 
  (DC 10 + ½ the qlippoth’s hit dice + the qlippoth’s Constitution 
  modifier) halves this damage and causes the creature not to 
  risk qlippoth Corruption.
  • Telepathy
  • Except where otherwise noted, qlippoth speak Aklo.
  Qlippoth, Aristeian 
  CR varies
  Seemingly, any qlippoth or qlippoth-blighted creature possesses the 
  ability to enter a terrifyingly potent, phenomenally aggressive, and 
  nigh-immortal state which has been dubbed “Aristeia” by scholars 
  and “certain doom” by those who have fought against it. Nobody 
  knows what triggers this state or why qlippoth cannot remain in it 
  constantly, but the people of Vandara have learned to be constantly 
  vigilant of the telltale glow which emerges from a qlippoth whenever 
  it ascends to this level of power.
  Aristeian is a template which can be applied to any qlippoth or 
  qlippoth-blighted creature. An aristeian qlippoth uses the base 
  creature’s statistics and abilities except as noted here.
  Challenge Rating: +1 plus and additional 1 for every 2 mythic tiers 
  beyond the second (maximum of +5 at 10 ranks).
  Mythic Tiers: An Aristeian qlippoth gains mythic tiers equal to half 
  it’s original CR, to a maximum of 10 mythic tiers. This grants the qlip-
  poth bonuses to natural armor, hit points, damage reduction, power 
  resistance, and ability scores as normal for a mythic creature. This 
  Table: Qlippoth Corruption Transformations
  Affected Creature
  Transformation Result
  Human
  On Vandara: Dies and cannot be resurrected by any means, including divine intervention, wish, and true resurrection
  In space or in the Silicon Barrier: Apostle Kyton
  Elf
  Drow
  Dwarf
  Duergar
  Halfling
  Wayang (alignment moves towards LE rather than CE)
  Goblin
  Blue
  Gnome
  Svirfneblin
  True Dragon
  Psionic DragonPB (type is chosen based on the dragon’s personality and power level rather than subspecies)
  Nagaji, Reptoid, Vesk
  Ophiduan or Troglodytes (type is chosen based on the gherigo’s personality rather than subspecies)
  Cyclops
  Papinijuwari
  Serpentfolk
  Psionic Serpentfolk
  Any creature not listed
  As base race, but gains the Qlippoth-Blighted Template
  
  22
  Arcforge: Ravages of the Qlippoth
  also grants the Aristeian qlippoth mythic feats as normal.
  Senses: An Aristeian qlippoth gains blindsight out to 30 feet and 
  can see through surfaces as if wearing a ring of x-ray vision. If the 
  qlippoth already possessed blindsight, the range is doubled.
  Defensive Abilities: An Aristeian qlippoth gains the following 
  defensive abilities
  Undying: An Aristeian qlippoth gains regeneration (lawful weapons 
  and spells) equal to its mythic rank. If it already possessed regeneration, 
  that regeneration can only be suppressed by deific or mythic effects.
  Special Qualities: An Aristeian qlippoth gains the following spe-
  cial qualities
  Horrific Rampage: While in an Aristeian state, a qlippoth’s horrific 
  appearance becomes a constant sensory barrage which assaults all 
  who get too close. At the start of the Aristeian qlippoth’s turn, all 
  creatures within 30 feet of the Aristeian qlippoth must make a saving 
  throw against the effects of the qlippoth’s horrific appearance ability.
  Imposing Mutation: If the Aristeian qlippoth has at least 3 mythic 
  ranks, it gains one of the following universal monster abilities plus an 
  additional one for every additional mythic rank beyond 3rd: Constrict, 
  Dual Initiative, Feral SavageryMA, Fortification, Frightful Presence, Grab 
  (one type of attack), Natural Invisibility, Pounce, Powerful Blows, 
  Rend (one type of attack), Second Save, Swallow Whole, Trample, 
  and Unstoppable.
  The abilities selected should be appropriate for the qlippoth’s abili-
  ties. At GM discretion, an Aristeian qlippoth may gain other abilities 
  or improvements to its existing abilities in place of these mutations.
  Temporary Ascent: An Aristeian qlippoth only maintains the Aristeian 
  template for a number of days equal to its hit dice, after which the 
  template is removed until some unknown event activates it again. 
  Every time an Aristeian qlippoth gains this template, the abilities it 
  gains may be changed.
  Sample Aristeian Qlippoth
  Qlippoth, ylyRgoi 
  cR 16/MR 6
  XP 76,800
  CEHugeoutsider(chaotic,evil,extraplanar,mythic,psionic,qlippoth)
  Init +7;Sensesall-aroundvision,blindsight30ft.,darkvision60ft.,trem-
  orsense60ft.,x-rayvision;Perception+25
  Auragestation(30ft.)
  DEFENSE
  AC34,touch11,flat-footed31(+3Dex,+23natural,−2size)
  hp248(13d10+177);Regeneration8(LawfulWeaponsandSpells)
  Fort +17,Ref +11,Will+9
  Defensive Abilitiesundying;DR10/epicandlawful;Immune cold, mind-
  affectingeffects,poison;Resistacid10,electricity10,fire10
  OFFENSE
  Speed40ft.,climb20ft.,swim40ft.
  Melee4stings+20(1d8+9/19-20/x3plusimplant),4tongues+15touch(pull),
  tailslap+15(2d6+4plusgrab)
  Space15ft.;Reach15ft.(30ft.withtongues)
  Special Attacksconstrict(2d6+9),drainingmaws,horrificappearance(DC20),
  mythicpower(6/day,surge+1d8),pounce,pull(tongue,15feet),stunning
  shriek,violentdestruction(30feet,DC25,13d8)
  Psi-Like Abilities(ML13th;concentration+17)
  At Will—psionic blast(DC21,5rounds)
  3/day—quickened psionic blast(DC18,2rounds), sense minds(DC16)
  1/day—fold space, ultrablastUP(13d6,DC21), wrenchUP
  STATISTICS
  Str 28,Dex 16,Con 28,Int 11,Wis 20,Cha 18
  Base Atk+13;CMB+24(+28grapple,+28pull);CMD37(can’tbetripped)
  Feats:CombatReflexes,Critical FocusM, Improved CriticalM (sting), Improved 
  Initiative, Metapsionic Ability (psionic blast, Quicken), Power AttackM, 
  Staggering Critical
  Skills:Acrobatics+19(+23jump),Climb+17,EscapeArtist+19,Intimidate+20,
  Perception+25,Stealth+11,Swim+17,UseMagicDevice+20
  Languages:Abyssal;telepathy100ft.
  SQ:horrificrampage,regeneratesting,ylyrgoitraits
  SPECIAL ABILITIES
  Disease (Su) qlippoth Corruption:naturalattack—injury;saveFortDC20;
  onset1day;frequency1/day;effect1d6Wisand1d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Draining Maws (Ex): The fanged maws that cover an ylyrgoi’s body automati-
  callydeal2d4+4pointsofdamageplus1d4pointsofConstitutiondamage
  per round to any creature the ylyrgoi constricts
  Gestation Aura (Su): An ylyrgoi’s aura accelerates diseases and biological 
  infestations,includingpregnancies.Allsuchafflictionsandconditions
  activewithintheylyrgoi’s30-footaurahavetheonsettimereducedto
  1roundandthefrequencyreducedto1/minute.Impregnatedcreatures
  insidethisauragestatecompletelyin2d4minutes.Asaswiftactiononce
  perround,anylyrgoicanexpendoneuseofmythicpowertoaccelerate
  the frequency of all diseases and biological infestations, and the gestation 
  periodofimpregnatedcreaturesby1minute.Iftheafflictionisstillduring
  its onset period, the onset period automatically ends, and the creature 
  immediatelysufferstheaffliction’seffects.Savesmadeduetotheylyrgoi’s
  gestation aura ability do not count toward curing a creature’s original 
  affliction,nordofailurescountwhendeterminingconsecutivesaves.
  Horrific Appearance (Su):Creaturesthatsuccumbtoanylyrgoi’shorrificap-
  pearancebecomecaptivatedfor1d4+1roundsbythescintillatingrainbow
  of colors that cascades across its form as hundreds of its eyes blink in an 
  array of mind-bending patterns A captivated creature takes no actions 
  save to approach the ylyrgoi, which it does not regard as a threat, via the 
  most direct route possible and remain adjacent to it If this path leads 
  itintoadangerousarea,suchasthroughfireoroffacliff,thatcreature
  receives a second saving throw to end the effect before moving into 
  peril A victim that is attacked by the ylyrgoi gets a new saving throw as 
  a free action during each of the ylyrgoi’s attacks to overcome the effect 
  A captivated creature’s ally may attempt to shake it free of the effect as 
  a standard action, which provides the captivated creature another saving 
  throw to end the effect
  Implant (Ex): An ylyrgoi’s stingers contain eggs that it can inject into Medium 
  or larger creatures when it strikes with a sting attack The target can 
  resistbeingimplantedwithasuccessfulDC24Fortitudesave.Ifthesave
  is unsuccessful, the egg gestates and becomes a fetal shoggti qlippoth 
  that begins consuming its host after the onset period When the host is 
  reducedto0Con,ashoggtiburstsfromthehost’sbodyinashowerof
  
  23
  Monsters of Vandara
  viscera and gore, as much a transformation of the host body as a destruc-
  tion of it Creatures killed in this fashion can only be restored to life by 
  miracle, wish, or similar magic The egg or fetal shoggti can be cut free 
  ofthehost’sbodywithasuccessfulDC25Healcheck,whichtakes1hour
  anddeals3d6pointsofslashingdamagetothehostcreatureregardless
  ofsuccessorfailure.Removedisease(oranysimilareffect;DC24)also
  kills an implanted egg or fetal shoggti
  Ylyrgoi Egg:Infestation—injury;saveFort24;onset1day;frequency1/day;
  effect1d4Condamageuntilhostdies,thenashoggtiemerges.Whenthe
  shoggtiemergesfromthehost,itisstunnedfor1round.ThesaveDCis
  Constitution-based
  Regenerate Stinger (Ex): When an ylyrgoi’s stinger is severed, two stingers 
  regrowin1d2rounds.Aylyrgoicannothavemorethantwiceitsoriginal
  number of stingers at any one time To prevent new stingers from grow-
  ing,atleast16pointsofacidorfiredamagemustbedealttothestump
  (a touch attack to hit) before they regrow Attackers must overcome the 
  ylyrgoi’sresistancetothesetypesofenergytoinflictthisdamage.Acid
  orfiredamagefromareaattackscanaffectstumpsandthebodysimul-
  taneously An ylyrgoi doesn’t die from losing its stingers until all are cut 
  offandthestumpssearedbyacidorfire.Asanimmediateaction,an
  ylyrgoicanexpendoneuseofitsmythicpowertoimmediatelyregrow
  two stingers from a stump
  Regeneration (Ex): An ylyrgoi’s regeneration ability is equal to twice its 
  currentnumberofstingers(minimum8).ThisRegenerationappliesonly
  todamageinflictedontheylyrgoi’sbody.
  Stunning Shriek (Su):Anylyrgoicanemitastunningshriekina30-foot-radius
  burst centered on itself as a standard action All creatures in the area, 
  otherthantheylyrgoi,mustsucceedonaDC24Fortitudesavetoavoid
  beingstunnedbyintensepainfor1roundanddeafenedfor1d6rounds.
  Anylyrgoicanexpendoneuseofmythicpowertoemitastunningshriek
  as a swift action The save DC is Constitution-based
  Tongues (Ex):Allofthemawsthatcoveranylyrgoi’sbodycanextendathin,
  sticky tongue These tongues are secondary attacks with reach equal to 
  twicetheylyrgoi’snormalreach(30feetforahugeylyrgoi).Atonguedeals
  no damage on a hit but can be used to pull Large or smaller creatures 
  closer While it has a tongue attached, a creature cannot move away from 
  the ylyrgoi As a standard action, a creature can escape from a tongue 
  withasuccessfulDC20Strengthcheck,DC25EscapeArtistcheck,or
  byseveringthetongue.AtonguehasAC21,12hp,andDR10/epic,
  lawful, and slashing At any one time, an ylyrgoi can only use a 
  number of its tongues equal to its current number of stings As a 
  free action, an ylyrgoi can chew through a tongue that has caught 
  a creature Severed from the ylyrgoi’s maw, the tongue wraps 
  around the captured creature and attaches to the ground or 
  other nearby hard surface or object (such as a wall, large rock, 
  or tree) The creature is no longer subject to that tongue’s pull 
  attackbutmustsucceedataDC24Reflexsaveorbeentangled
  for1d6rounds.Evenwithasuccessfulsave,thecreaturecanmove
  only at half speed Huge or larger creatures are unaffected by this 
  attack.Aflyingcreatureisnotimmobilized,butitmustsucceedat
  aDC24Reflexsaveorbeunabletofly(assumingituseswingsto
  fly)andfalltotheground.ThesaveDCisConstitution-based.Anylyrgoi
  regeneratesaseveredtongueoverthecourseof24hours.
  Ylyrgoi Traits (Ex): An ylyrgoi can be killed by severing all of its stingers 
  or slaying its body Any attack that is not an attempt to sever a stinger 
  affects the body, including area attacks or attacks that cause piercing or 
  bludgeoning damage To sever a stinger, an opponent must succeed at a 
  sunder attempt with a slashing weapon A stinger is considered a separate 
  targetwithhardness10andhitpointsequaltotheylyrgoi’sHD;slashing
  weapons that are both epic and lawful ignore the sting’s hardness To 
  severastinger,anopponentmustinflictenoughdamagetoreducethe
  stinger’shitpointsto0orless.Severingastingerdealsdamagetothe
  ylyrgoi’s body equal to the ylyrgoi’s current HD An ylyrgoi can’t attack 
  with a severed stinger but takes no other penalties If a severed stinger 
  remainswithinthegestationauraofaylyrgoifor1round,oneoftheeggs
  itcontainsgestates.Thegestationperiodis1day;iftheseveredstinger
  remains within the aura for another round, however, it transforms into a 
  shoggtiinanexplosionofichor.
  
  24
  Arcforge: Ravages of the Qlippoth
  Qlippoth, Augnagar 
  CR 14
  XP 38,400
  CEHugeoutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +3;Sensesblindsight30ft.,darkvision60ft.,scent,pierce the veils;
  Perception+22
  DEFENSE
  AC29,touch7,flat-footed29(–1Dex,+22natural,–2size)
  hp203(14d10+126)
  Fort +18,Ref +10,Will+9
  DR10/lawful;Immunecold,poison,mind-affectingeffects;Resistacid10,
  electricity10,fire10;
  OFFENSE
  Speed50ft.,climb50ft.,fly50ft.(average)
  Meleebite+22(2d6+12plus1d8bleed,disease,androttingcurse),3claws
  +22(1d8+12plus1d8bleedanddisease)
  Space15ft.;Reach15ft.(30ft.withclaws)
  Specialattackshorrificappearance(DC21),violentdestruction(30feet,
  DC26,14d8)
  Psi-Like Abilities(ML14th;concentration+18)
  Constant—pierce the veils
  3/day—fold space, inertial armor
  1/day—ultrablast(14d6,DC21)
  STATISTICS
  Str 32, Dex 9, Con 28, Int 5, Wis 20, Cha 19
  Base Atk+14;CMB+27;CMD36(44vs.trip)
  Feats:FlybyAttack,Hover,ImprovedInitiative,LightningReflexes,Power
  Attack, Psionic Fist, Unavoidable StrikeUP
  Skills:Climb+19,Fly+12,Perception+22,Stealth+24;RacialModifiers+16Stealth
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC21;
  onset1day;frequency1/day;effect1d8Wisand1d8ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoanaugnagar’shorrific
  appearancearedrivenmomentarilyinsanewithfear.Thisresultsin2
  pointsofCharismadamageandleavesthevictimconfusedfor1d3rounds.
  Rotting Curse (Su):Bite—injury;saveFortDC26;frequency1/day;effect1d6
  Con drain plus constant stench A creature that suffers the rotting curse 
  imparted by an augnagar’s bite displays hideous, festering wounds that 
  exudeahorrificstench.Thisfunctionsasthestenchuniversalmonster
  rule,savethatitaffectsallcreaturesexceptthosethatareimmuneto
  poison The victim of this curse receives no saving throw to avoid becoming 
  sickenedbythestench,butothercreaturescanattemptaDC26Fortitude
  save to negate this condition—those who fail remain sickened as long as 
  theyremainwithin30feetofthecursedvictim.Thehorrificstenchalso
  impartsa–8penaltyonallStealthchecksmadebythecursedvictim.The
  save DC is Constitution-based
  Qlippoth, Behimiron 
  CR 13
  XP 25,600
  CEHugeoutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +9;Sensesdarkvision60ft.;Perception+23
  DEFENSE
  AC28,touch13,flat-footed23(+5Dex,+15natural,–2size)
  hp189(14d10+112)
  Fort +17,Ref +11,Will+15
  Defensive Abilitiesspines;DR10/lawful;Immune cold, mind-affecting ef-
  fects,negativeenergy,poison;Resistacid10,electricity10,fire10;PR24
  OFFENSE
  Speed30ft.
  Meleebite+24(4d6+12plusdisease),slam+24(2d8+17plusdisease),4
  antennae+22touch(rot)
  Space15ft.;Reach15ft.(20ft.withslam)
  Special Attackscreatespawn,horrificappearance(DC20),rot,violent
  destruction(30feet,14d8,DC25)
  Psi-Like Abilities(ML13th;concentration+16)
  At Will—malefic metamorphosisTftI(2effects,closerange,DC20)
  3/day—mindwipeUP(4negativelevels,DC18), psionic blast(5rounds,DC20)
  1/day—true terrorUP(3rounds,20-footarea,DC20)
  STATISTICS
  Str 32,Dex 21,Con 26,Int 7,Wis 22,Cha 17
  Base Atk+14;CMB+27;CMD42(can’tbetripped)
  Feats:Blind-Fight,CombatReflexes,ImprovedInitiative,LightningReflexes,
  Multiattack, Power Attack, Psionic Fist
  Skills:Climb+28,Knowledge(engineering)+15,Perception+23,Stealth+14
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Create Spawn (Ex): Once per day, a behimiron can plunge its trunk into a 
  Small or larger corpse to swiftly consume the body’s entrails, muscles, 
  and skeleton, then shed its trunk in the hollowed-out body This takes 
  only1round,duringwhichtimethebehimironcanactivateitshorrific
  appearanceasafreeaction(creaturestakea–4penaltyonsavesagainst
  this activation of this ability) After this, the behimiron loses its slam attack 
  for1hour,atwhichpointthebehimironisaffectedbyHeal Injuries (ML 
  13th)andgrowsanewtrunk.Duringthecourseofthishour,thecorpse
  swells and bloats, then rises as a fully grown, freewilled behimiron A 
  corpse savaged in this way can be restored to life only via wish, miracle, 
  or true resurrection
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC20;
  onset1day;frequency1/day;effect1d6Wisand1d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoabehimiron’shorrific
  appearancebecomenauseatedfor1d4roundsastheyimaginethehideous
  sensationofthemonster’strunkdiggingthroughtheirflesh.
  Powerful Slam (Ex): The behimiron’s trunk can make a slam attack with 
  areachof20feet.Attacksfromthistrunkalwaysapply1-1/2timesthe
  qlippoth’sStrengthmodifiertodamage.
  Rot (Su): A behimiron’s antennae are secondary natural touch attacks A 
  creaturetouchedbyanantennamustsucceedataDC25Fortitudesave
  orportionsofitsfleshrotaway.Thisdeals1pointofStrengthdamage
  and1pointofConstitutiondamage.ThesaveDCisConstitution-based.
  Spines (Ex): When a creature makes a non-reach melee attack against a be-
  himiron,itmustattemptaDC22Reflexsave.Acreaturethatfailsthissave
  takes1d8pointsofpiercingdamageastheqlippoth’sspinesreflexively
  stabattheattacker.ThesaveDCisDexterity-based.
  
  25
  Monsters of Vandara
  Qlippoth, Cataboligne 
  CR 16
  XP 76,800
  CEGargantuanoutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +9;Sensesblindsight120ft.,darkvision60ft.;Perception+26
  DEFENSE
  AC31,touch31,flat-footed26(+5Dex,+20natural,–4size)
  hp241(21d10+126)
  Fort +18,Ref +17,Will+9
  Defensive Abilitiesdeflectivecarapace;DR15/coldironandlawful;Immune 
  cold,mind-affectingeffects,poison;Resistacid10,electricity10,fire
  10;PR27
  OFFENSE
  Speed50ft.
  Meleebite+26(4d8+7pluspoisonanddisease),2slams+31(3d6+14plus
  disease/19–20)
  Space20ft.;Reach20ft.
  Special Attacksdemolish,devastatingstrike,disintegrationbeam,horrific
  appearance(DC24),violentdestruction(40feet,21d8,DC25)
  STATISTICS
  Str 38,Dex 21,Con 22,Int 3,Wis 14,Cha 19
  Base Atk+21;CMB+39(+41bullrush,+43sunder);CMD54(56vs.bullrush
  and sunder)
  Feats:AwesomeBlow,CombatReflexes,CriticalFocus,FocusedSunder,
  Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved 
  Initiative, Improved Sunder, Power Attack, Psionic Sunder
  Skills:Perception+26,Swim+38
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Bite (Ex): A cataboligne’s bite is a secondary attack
  Deflective Carapace (Su):Acataboligne’stouchACismodifiedbyarmorand
  natural armor bonuses, and the cataboligne ignores any armor penetra-
  tion attacks against it may possess
  Demolish (Ex):Asafull-roundaction,acatabolignedeals12d6+28pointsof
  damage to an adjacent structure
  Devastating Strike (Ex):Acataboligne’sslamattacksignorethefirst10
  points of hardness of objects and creatures it damages A creature struck 
  withacriticalhitfromacataboligne’stailslapmustsucceedataDC34
  Fortitudesaveorbestunnedfor1round.ThesaveDCisStrength-based.
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC24;
  onset1day;frequency1/day;effect1d10Wisand1d10ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Disintegration Beam (Su):Asastandardactiononceevery1d4rounds,a
  cataboligne can unleash a concentrated beam of pure obliteration from 
  the spiky growth on its back The cataboligne makes a separate ranged 
  touchattackrollagainsteachcreatureina60-footline.Rolltoconfirm
  each critical threat separately A creature or object hit by the disintegra-
  tionbeamtakes20d6pointsofdamage.Anaffectedcreaturecanreduce
  thedamageto5d6withasuccessfulDC26Fortitudesave.Anycreature
  reducedto0hitpointsorfewerbythedisintegrationbeamisturnedto
  dust and killed, as per disintegrate The save DC is Constitution-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoacataboligne’shorrific
  appearance feel as though their bodies were falling to pieces Affected 
  creaturestake1d4pointsofDexteritydamage.
  Poison (Ex):Bite—injury;saveFortDC26;frequency1/roundfor6rounds;
  effect1d4Constitutiondrainplusstunnedfor1round;cure2consecutive
  saves The save DC is Constitution-based
  Qlippoth, Chernobue 
  CR 12
  XP 19,200
  CELargeoutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init +4;Sensesdarkvision60ft.,scent;Perception+18;
  Auramisfortune(30ft.)
  DEFENSE
  AC27,touch13,flat-footed23(+4Dex,+14natural,–1size)
  hp150(12d10+84)
  Fort +15,Ref +10,Will+11
  DR10/lawful;Immunecold,poison,mind-affectingeffects;Resistacid10,
  electricity10,fire10;PR23
  Weaknesses light vulnerability
  OFFENSE
  Speed40ft.,fly60feet(good)
  Melee2slams+19(1d6+8/19–20plus1Con damageanddisease),bite+19
  (2d6+8plusdiseaseandpoison),2tentacles+14(1d6+4plusdisease)
  Space10ft.;Reach5ft.(10ft.withslamsandtentacles)
  Special Attackshorrificappearance(DC20),violentdestruction(20feet,
  DC23,12d8)
  Psi-Like Abilities(ML12th;concentration+16)
  Constant—aura sight(80feet), flightUP
  At Will—phantasmagoriaPASP(DC17,confusesallcreatureswhofailtheir
  saving throw), mental disruptionUP(30feet,DC17), control light
  3/day—dispel psionics, ward the mindPASP(10minutes/level,+3bonus,
  10-footradius), quickened control light
  1/day—planar travelUP(DC21)
  STATISTICS
  Str 26,Dex 18,Con 24,Int 13,Wis 17,Cha 19
  
  26
  Arcforge: Ravages of the Qlippoth
  Base Atk+12;CMB+21;CMD35(39vs.trip)
  Feats:Blind-Fight,ImprovedCritical(slam),LightningReflexes,PowerAttack,
  Multiattack, Metapsionic ability (control light, quicken)
  Skills:Acrobatics+19(+23jump),EscapeArtist+19,Intimidate+19,Knowledge
  (engineering)+16,Perception+18,SenseMotive+18,Stealth+15
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Aura of Misfortune (Su): A chernobue radiates an aura of evil malaise to a 
  radiusof30feet.Alllawfulorgoodcreaturesinthisareatakea–1penalty
  on attack rolls and weapon damage rolls Lawful good creatures take a 
  –3penaltyanduponfirstenteringtheauramustmakeaDC20Fortitude
  save or be sickened for as long as they remain in the area This ability 
  is Charisma-based
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC20;
  onset1day;frequency1/day;effect1d6Wisand1d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific appearance (Su):Creaturesthatsuccumbtoachernobue’shorrific
  appearancebecomeparalyzedwithdisgustfor2d6rounds;aparalyzed
  creature gets a new save each round to recover from the effect, provided 
  heisnolongerawareofthechernobueorwithin30feetofit.
  Light Vulnerability (Ex):Achernobuewithinanareaofbrightlighttakes1
  point of Constitution damage per minute it remains in the area
  Poison (Su):Bite—injury;saveFortDC23;frequency1/roundfor6rounds;
  effect1d2Condrain;cure1save.Thethick,orangepoisoninjectedbya
  chernobue is semi-alive As soon as the poisoned victim is cured of the 
  poison (by making a save, being targeted with an effect like neutralize 
  poison,orenduringthefulldurationofthepoison),theorangefluidbursts
  fromthevictim’sbody,causing1d6Charismadamageandrenderingthe
  victimunconsciousfor2d6roundsunlesshemakesafinalDC23Fortitude
  save The save DC is Constitution-based
  Qlippoth, Cythnigot 
  CR 2
  XP 600
  CETinyoutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +1;Sensesdarkvision60ft.,detect hostile intent,detectpsionics;
  Perception+5
  DEFENSE
  AC14,touch13,flat-footed13(+1Dex,+1natural,+2size)
  hp16(3d10)
  Fort +1,Ref +6,Will+2
  DR5/coldironorlawful;Immunecold,poison,mind-affectingeffects;Resist 
  acid10,electricity10,fire10
  OFFENSE
  Speed40ft.,Fly60ft.(good)
  Meleebite+6(1d6+1plusspores)
  Space2-1/2ft.;Reach0ft.
  Specialattackshorrificappearance(10feet,DC9),violentdestruction(10
  feet,3d8,DC11)
  Psi-Like Abilities(ML7th,concentration+5)
  Constant—detect hostile intent, detect psionics, flight, matter agitationUP
  1/day—modify matterUP, guidance of the ancestorsPASP(+8), hypercognition 
  (ML15th)
  STATISTICS
  Str 12,Dex 12,Con 11,Int 11,Wis 8,Cha 7
  Base Atk+3;CMB+2;CMD13(21vs.trip)
  Feats:LightningReflexes,WeaponFinesse
  Skills:Acrobatics+7(+11jump),Fly+15,Knowledge(engineering)+6,Knowledge
  (nature)+6,Perception+5,Stealth+15
  Languages:Aklo;telepathy(touch)
  SPECIAL ABILITIES
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC9;
  onset1day;frequency1/day;effect1d2Wisand1d2ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoacythnigot’shorrificap-
  pearancebecomesickenedfor1round—acythnigot’shorrificappearanceonly
  functionstoarangeof10feet.Onceacreaturemakesasavingthrowagainst
  aparticularcythnigot’shorrificappearance,thatcreatureisimmuneto 
  thehorrificappearanceofallcythnigotsfor24hours.Aspellcaster
  thathasacythnigotasafamiliarisimmunetothehorrificappearance
  ofallcythnigots,andalsogainsa+4bonusonsavingthrowsmade 
  againstanyqlippoth’shorrificappearance.
  Spores (Su):AnycreaturebittenbyacythnigotmustmakeaDC11Fortitude
  save or become infested by the creature’s otherworldly spores These 
  spores cause twitching spikes and hideous pallid growths of hair-like 
  fiberstoeruptfromthebitewoundandtowritheandwraparoundthe
  target’s limbs A creature suffering from these spores is entangled and can 
  attemptanewDC11Fortitudesaveinlaterroundsasastandardaction
  to rip the tendrils free and escape the entangled condition The effects of 
  multiple cythnigot bites on a creature do not stack Plant creatures take 
  a–4penaltyonsavesagainstthiseffect.Thisisadiseaseeffect.Thesave
  DC is Constitution-based
  
  27
  Monsters of Vandara
  Qlippoth, Deinochos CR 5
  XP 1,600
  CESmalloutsider(aquatic,chaotic,evil,extraplanar,psionicqlippoth)
  Init +4;Senses aura sight60ft,blindsense30ft.,darkvision60ft.,scent;
  Perception+10
  DEFENSE
  AC18,touch11,flat-footed18(+7natural,+1size)
  hp51(6d10+18)
  Fort +8,Ref +4,Will+6
  Defensive Abilitiesshell;DR5/coldironorlawful;Immuecold,mind-affecting
  effects,poison;Resistacid10,electricity10,fire10
  OFFENSE
  Speed20ft.,burrow20ft.,climb20ft.,swim20ft.
  Meleebite+10(1d6+2plusgrab),3talons+9(1d3+2)
  Special Attacksgnaw,horrificappearance,tenaciousgrab,violentdestruc-
  tion(10feet,6d8,DC16)
  Psi-Like Abilities(ML7th;concentration+8)
  Constant—aura sight, cloud mind(3targets,DC15)
  STATISTICS
  Str 15,Dex 10,Con 17,Int 6,Wis 13,Cha 12
  Base Atk+5;CMB+7;CMD17(can’tbetripped)
  Feats:ImprovedInitiative,LightningReflexes,WeaponFocus(bite)
  Skills:Climb+19,Perception+10,Stealth+13,Swim+19
  Languages:Aklo;telepathy100ft.
  SQ: amphibious
  SPECIAL ABILITIES
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC14;
  onset1day;frequency1/day;effect1d4Wisand1d4ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Gnaw (Ex): When a deinochos grappling a creature succeeds at a combat 
  maneuver check to continue the grapple and deal damage, it deals twice its 
  normalbitedamage(2d6+4)andthegnawedfoeissickenedfor1d4rounds.
  Horrific Appearance (Su):Acreaturethatsuccumbstoadeinochos’shorrific
  appearance endures a strange form of mental numbness that halves all 
  ofitsspeedsfor1d4rounds.
  Shell (Ex): As a swift action, a deinochos can withdraw into its shell If it does 
  sowhenitisgrapplingacreature,itremainsaffixedtothecreature.While
  itremainsinthisstate,itcannotmove,activateitshorrificappearance,
  orattackexcepttocontinuegrapplingacreature,butitsarmorbonus
  fromnaturalarmorincreasesby4aslongasitmaintainsitsretraction.
  Emerging from its shell is a move action
  Tenacious Grab (Ex): A deinochos can use its grab ability against a target 
  of any size A Medium or smaller creature grappled in this way gains the 
  grappled condition, whereas a Large or larger target does not gain the 
  grappled condition
  Qlippoth, Gongorinan  
  CR 11
  XP 12,800
  CEMediumoutsider(chaotic,qlippoth,evil,extraplanar,psionic)
  Init +10;Sensesall-aroundvision,darkvision60ft.;Perception+18
  Aurahorrificappearance(30ft.,DC20)
  DEFENSE
  AC26,touch16,flat-footed20(+6Dex,+10natural)
  hp137(11d10+77)
  Fort +14,Ref +13,Will+7
  DR10/lawful;Immuecold,acid,mind-affectingeffects,polymorpheffects;
  Resistacid10,electricity10,fire10;PR22
  OFFENSE
  Speed40ft.,climb40ft.
  Melee +1 scimitar+20/+15/+10(1d6+7/15–20),claw+17(1d8+6plusdisease
  andbleed),sting+15(1d4+3plusdiseaseandpoison),pincer+15(1d6+3
  plus disease and grab)
  Special Attacksbleed(1d6),constrict(1d6+7),oviposition,violentdestruction
  (10feet,11d8,DC22),web(+17ranged,DC22,11hp)
  Psi-Like Abilities(ML15th;concentration+16)
  Constant—defy gravity, slip the bonds
  At Will—suspend lifeUP
  3/day—fuse fleshUP(DC23), defensive precognitionUP(+4bonus,swiftaction)
  1/day—fold space, brutalize wounds(DC21), matter manipulation(DC23)
  STATISTICS
  Str 23,Dex 23,Con 24,Int 13,Wis 18,Cha 20
  Base Atk+11;CMB+17(+21grapple);CMD34(42vs.trip)
  Feats:CombatReflexes,PsionicFist,ImprovedCritical(scimitar),Improved
  Initiative, Multiattack, Power Attack, Greater Psionic Fist
  Skills:Acrobatics+20(+24whenjumping),Climb+28,Disguise+16(+24asa
  boulderwhileinstatueform),Knowledge(engineering)+15,Perception
  +18,Stealth+20(+28amongrocks),Swim+17;RacialModifiers+4Acrobatics
  whenjumping,+8Disguiseasaboulderwhileinstatueform,+8Stealth
  among rocks
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC20;
  onset1day;frequency1/day;effect1d6Wisand1d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoagongorinan’shorrific
  appearancebecomeconfusedfor1d4rounds.
  Oviposition (Su): A gongorinan can implant a stony egg the size of a human 
  heart in the body of any Small or larger pinned, helpless, or willing 
  creature as a full-round action that provokes an attack of opportunity 
  Thisactiondeals1d4pointsofConstitutiondamagetothevictim.Ifthe
  victim survives this damage, the egg takes root deep in the victim’s body, 
  linkstohismind,andbeginsgestating.Theegggrowsrapidly,dealing1
  pointofIntelligencedraineverydaytoaminimumscoreof1.Oncethis
  Intelligence drain affects a creature that already has an effective Intelligence 
  scoreof1,theegg“hatches”insideofthevictim.Thiscausesthevictim
  to immediately transform into a horrid animal, aberration, magical beast, 
  orvermin(theexactchoiceismadebythegongorinanaccordingtoits
  strange goals and unknowable desires), whereupon it begins living out 
  its new life via pure instinct—this effect otherwise functions as if it were 
  baleful polymorph to which the creature had failed its secondary Will 
  save to retain its personality A gongorinan can command the actions of 
  a creature that has undergone this transformation as if the victim had 
  been affected by dominate monster (this works even on creatures that 
  are normally immune to such effects as a result of being mindless) as 
  longasthegongorinaniswithin120feetofthecreature.Theeffectcan
  bereversedbybreakenchantment(DC22—treatthegongorinan’sHitDice
  
  28
  Arcforge: Ravages of the Qlippoth
  as it caster level), but cannot be dispelled
  Poison (Ex):Sting—injury;saveFortitudeDC22frequency1/roundfor6rounds
  effect1d3Strengthdamageandstaggeredfor1round;cure2consecutive
  saves The save DC is Constitution-based
  Qlippoth, Hydraggon 
  CR 3
  XP 800
  CEMediumoutsider(aquatic,chaotic,evil,extraplanar,psionic,qlippoth)
  Init +4;Sensesdarkvision60ft.;Perception+8
  DEFENSE
  AC15,touch10,flat-footed15(+5natural)
  hp34(4d10+12)
  Fort +7,Ref +4,Will+2
  Immunecold,mind-affectingeffects,poison;Resistacid10,electricity10,
  fire10
  OFFENSE
  Speed10ft.,swim40ft.
  Meleemwkshortsword+7(1d6+2/19–20),mwktrident+7(1d8+4),tongue+2
  (1d3+1pluscloudmemory)or3tongues+2(1d3+1pluscloudmemory)or
  bite+7(1d6+4pluscloudmemoryanddisease)
  Special Attackshorrificappearance(DC15),violentdestruction(10feet,
  4d10,DC15)
  STATISTICS
  Str 17,Dex 10,Con 16,Int 10,Wis 12,Cha 16
  Base Atk+4;CMB+7;CMD17
  Feats: Improved Initiative, Psionic Weapon, Two-Weapon Fighting
  Skills:EscapeArtist+11,Knowledge(engineering)+7,Perception+8,Stealth
  +7,Survival+8,Swim+18;RacialModifiers+4EscapeArtist
  Languages:Aklo;telepathy100ft.
  SQ: amphibious, beacon
  SPECIAL ABILITIES
  Beacon (Su): Once per day as an immediate action, a hydraggon can emit 
  atelepathicwarningofdangertoallhydraggonsina100-mileradius.A
  qlippoth that receives this warning during or just before an initiative 
  checkgainsa+4bonusonthatcheck.
  Bite (Ex): A hydraggon cannot make a bite attack during a round in which it uses 
  its tongue to attack (either with weapons or as a secondary tongue attack)
  Cloud Memory (Su): When a hydraggon hits a creature with its tongue or bite 
  attack,thetargetmustsucceedataDC15Willsaveorhaveitsmemories
  cloudedfor1d6rounds(thecreaturetakesa–3penaltyonthissaveif
  it was bitten instead of being struck by a tongue) During this time, the 
  creaturetakesa–2penaltyonallattackrollsandskillchecks,andit
  cannot use thought components when casting psychic spells The save 
  DC is Charisma-based
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC15;
  onset1day;frequency1/day;effect1d3Wisand1d3ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Acreaturethatsuccumbstoahydraggon’shorrific
  appearance becomes distracted by the monster’s slithering coils and 
  undulatingtongues,andtakesa–4penaltyonPerceptionchecksand
  rangedattacksfor1d6rounds.
  Tongue (Ex): A hydraggon’s strange tongue splits into three tentacles, each 
  of which is capable of feats of manipulation equal to that of a human 
  hand A hydraggon can wield weapons in these tongues, but if it wields 
  morethanoneweapon,itmustfightasifusingthetwo-weaponfighting
  option Although most hydraggons opt to wield a one-handed weapon 
  and a light weapon, some choose instead to wield a two-handed weapon 
  and a one-handed or light weapon—doing so uses all three of its tongues 
  and doesn’t leave one free to make a tongue attack When a hydraggon 
  wieldsatwo-handedweaponinthismanner,ittakesa–4penaltyonat-
  tackswiththetwo-handedweaponanda–8penaltyonattackswithits
  “off-hand”weapon.Ifahydraggonhasafreetongue,itcanuseittomake
  asecondarynaturalattackthatdeals1d3pointsofbludgeoningdamage
  and clouds a victim’s memory (see above)
  Qlippoth, Iathavos 
  CR 20
  XP 307,200
  CEColossaloutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init –1;Sensesall-aroundvision,darkvision60ft.,low-lightvision;Perception 
  +37
  Aura affinityfieldUP,stench(DC32,10rounds),
  DEFENSE
  AC33,touch3,flat-footed33(-1Dex,+2insight,+30natural,–8size)
  hp372(24d10+240);fasthealing15
  Fort +35,Ref +22,Will+35
  Defensive Abilitiesichor,neversurprisedorflat-footed;DR15/coldiron
  andlawful;Immuecold,poison,mind-affectingeffects;Resistacid30,
  electricity10,fire10;PR31
  OFFENSE
  Speed20ft.,fly50ft.(perfect)
  Melee2claws+31(4d6+17/19–20plusdiseaseandgrab),4wings+29(2d8+9
  plus disease)
  Space30ft.;Reach30ft.
  Special Attacksabominabletransformation,entropicbeams,horrificap-
  pearance(DC30),violentdestruction(50feet,24d8,DC32)
  Psi-Like Abilities(CL20th;concentration+28)
  Constant—affinity field, fortify, slip the bonds, pierce the veils
  At Will—fold space, phantasmagoria(DC21,confusescreaturesthatfail
  their save), dispel psionics**, concussive onslaughtUP(8d6,DC26,may
  move location), planar travel(DC26), greater teleport, soul feastPASP, 
  fuse flesh(DC28)
  3/day—divert teleportUP, mass ectoplasmic cocoonUP(DC25,35-footradius), 
  matter manipulation(DC26), psychosisUP(DC28,affects4targets), 
  ultrablast(20d6,DC27), quickened fuse flesh(DC25), assimilate (DC 
  28), time regressionUP
  STATISTICS
  Str 40,Dex 8,Con 31,Int 29,Wis 30,Cha 27
  Base Atk+24;CMB+47(+51grapple);CMD62(can’tbetripped)
  Feats: Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical 
  (claw),Multiattack,LightningReflexes,PowerAttack,Metapsionicability
  (fuse flesh, Quicken), Spell Penetration, Staggering Critical, Psionic Fist, 
  Greater Psionic Fist
  Skills:Bluff+35,Craft(Mechanical)+26,EscapeArtist+23,Fly+26,Intimidate
  +35,Knowledge(engineering)+36,Knowledge(arcana)+33,Knowledg
  (dungeoneering)+33,Knowledge(geography)+33,Knowledge(history)
  +33,Knowledge(nature)+33,Perception+37,SenseMotive+37,Spellcraft
  
  29
  Monsters of Vandara
  +36,Stealth+10
  Languages:Aklo;telepathy300ft.
  SPECIAL ABILITIES
  Abominable Transformation (Su): If an iathavos establishes a hold on a 
  creature of Large or smaller size, it can place that creature deep within 
  thebristlyfoldsofitsflesh.Treatthisasanengulfattack,exceptthatat
  thestartoftheiathavos’sturn,anengulfedcreaturemustmakeaDC30
  Fortitude save or be transformed into a nyogoth qlippoth that immediately 
  squirms out of the iathavos’s body to serve its new master Creatures 
  transformed into nyogoths are not controlled by the iathavos, but function 
  and behave as if they were typical members of that species—they retain 
  no memories or abilities they may have possessed in their previous lives 
  Items held or worn by the unfortunate victim remain lodged within the 
  folds of the iathavos’s body and can only be retrieved if the iathavos is 
  helpless or dead A creature transformed into a nyogoth in this manner 
  can be restored to its true shape via cleanse spiritUP or reality revisionUP 
  Otherwise, slaying the nyogoth allows the poor soul to be restored to life 
  via reality revision The save DC is Charisma-based
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC30;
  onset1day;frequency1/day;effect3d6Wisand3d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Entropic Beams (Su): As a standard action once every minute, an iathavos 
  canfirebeamsofentropicenergyfromits10eyes.Eachofthesebeams
  ofenergycanbedirectedatasingletargetwithin300feetoftheiathavos,
  but no more than one beam may be directed at any one Creature Beams 
  that are not directed at a creature are wasted The qlippoth must make a 
  +15rangedtouchattacktohitwitheachbeam.Eachbeamhasthesame
  effectasaML20thdisintegrationUP(40d6damage,DC35Fortitudepartial
  for5d6damage),exceptacreaturekilledbythisdamageexplodesina
  5-footburstofenergy,flesh,shadow,andsmokeinsteadofturninginto
  dust.AnyCreatureinthisburstmustmakeaDC32Willsaveorbestag-
  geredfor1round.ThesaveDCsareConstitution-based.
  Horrific Appearance (Su):Creaturesthatsuccumbtotheiathavos’shorrific
  appearance are affected by a Mental EvolutionTftI power’s effect (save 
  thatitdoesnotfunctiononcreatureswithlessthan3Intelligence)and
  permanently blinded
  Ichor (Su): As long as the iathavos has taken any hit point damage, thick 
  andstringyropesofblackichorweepfromthefissuresandfoldsinits
  bristlyhide.ThisichorextrudesfromtheCreature’sbodyinawrithing
  nimbusoffilamentsatarateof5feetperround,toamaximumrange
  equaltoitsreach(30feet).Atthestarttheiathavos’sturn,allCreaturesin
  reachofthesestrandsofichormustmakeaDC32Reflexsaveorbecome
  entangled At the start the iathavos’s turn, all Creatures entangled by the 
  ichortake4d6pointsofaciddamage.Iftheqlippothendsitsturnwith
  no hit point damage, the ichor melts away into harmless mist, releasing 
  all entangled creatures The save DC is Constitution-based
  Stench (Su): The iathavos’s stench ability is supernaturally disgusting—crea-
  tures that succumb to this ability are nauseated, while those that save 
  are still sickened
  Qlippoth, Nyogoth 
  CR 10
  XP 9,600
  CEMediumoutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init +5;Sensesdarkvision60ft.;Perception+17
  Auracorrosiveaura(10d6,DC18),untouchable auraUP(DC18)
  DEFENSE
  AC24,touch15,flat-footed19(+5Dex,+9natural)
  hp125(10d10+70)
  Fort +14,Ref +12,Will+7
  Defensive Abilitiesacidspray;DR10/lawful;Immueacid,cold,poison,
  mind-affectingeffects;Resistelectricity10,fire10
  OFFENSE
  Speed5ft.,fly30ft.(good)
  Melee4bites+15(1d6+4/19–20plus1d4acidanddisease),bite+15(2d6+4/19–20
  plus1d4acidanddisease)
  Special Attackshorrificappearance(DC18),violentdestruction(10feet,
  10d8,DC22)
  Psi-Like Abilities(ML10th;concentration+13)
  Constant-corrosive Aura, untouchable aura
  At Will—exhalation of the black dragonUP(5d6)
  7/day—true terror(DC18,20-footradiusspread,stunnedfor2rounds)
  1/day—fold space
  STATISTICS
  Str16,Dex21,Con24,Int9,Wis19,Cha16
  BaseAtk+10;CMB+13;CMD28(can’tbetripped)
  Feats:CombatReflexes,ImprovedCritical(bite),PowerAttack,PsionicFist,
  Weapon Finesse
  Skills:Craft(mechanical)+12,Fly+22,Knowledge(engineering)+12,Perception
  +17,Stealth+18
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Acid Spray (Su):Anyogoth’sbodyisfullofhighlycorrosivedigestivefluid.
  Every time a nyogoth is damaged by a piercing or slashing weapon, all 
  creaturesadjacenttothenyogothtake1d6pointsofaciddamage(2d6
  acid damage if the attack is a critical hit)
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC18;
  onset1day;frequency1/day;effect1d6Wisand1d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoanyogoth’shorrific
  appearancebecomenauseatedfor1d8rounds.
  Qlippoth, Shoggti 
  CR 7
  XP 3,200
  CELargeoutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init +7;Sensesdarkvision60ft.;Perception+18
  DEFENSE
  AC21,touch12,flat-footed18(+3Dex,+9natural,–1size)
  hp80(7d10+42)
  Fort +11,Ref +5,Will+9
  Defensive Abilitiesuncannydodge;DR10/coldironorlawful;Immuecold,
  poison,mind-affectingeffects;Resistacid10,electricity10,fire10
  OFFENSE
  Speed30ft.
  Meleebite+12(1d8+6plusdisease),4tentacles+8(1d4+3plusdiseaseandgrab)
  Space10ft.;Reach10ft.
  Special Attacksbraincloud,horrificappearance(DC15),psionicstudy,constrict
  
  30
  Arcforge: Ravages of the Qlippoth
  (1d4+6),violentdestruction(20feet,7d8,DC19)
  Psi-Like Abilities(ML7th;concentration+9)
  At Will—empathic connectionUP(DC16,canaffecthumanoids,animals,fey,
  magical beasts, monstrous humanoids, dragons, aberrations, elementals, 
  and outsiders), natural linguist
  3/day—compelling voice(DC16,affectsupto3creatures), feat leechUP 
  (DC16,3Feats:)
  1/day—fold space
  STATISTICS
  Str 22,Dex 16,Con 23,Int 12,Wis 19,Cha 15
  Base Atk+7;CMB+14(+18grapple);CMD27(31vs.trip)
  Feats:CombatReflexes,ImprovedInitiative,PowerAttack,WeaponFocus
  (tentacles)
  Skills:Craft(mechanical)+11,EscapeArtist+13,Intimidate+16,Knowledge
  (engineering)+11,Perception+18,SenseMotive+14,UseMagicDevice
  +16;RacialModifiers+4Intimidate,+4Perception,+4UseMagicDevice,
  Languages:Aklo;telepathy100ft.
  SPECIAL ABILITIES
  Braincloud (Su): Once per round, in place of a melee attack with a tentacle, 
  a shoggti can make a melee touch attack with the pincer on the end of 
  thattentacle.Ifithits,thetargettakes1d4pointsofWisdomdamage.
  Shoggti use this ability to mentally debilitate their victims so they can 
  more easily use their Psi-Like Abilities against them
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC15;
  onset1day;frequency1/day;effect1d4Wisand1d4ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoashoggti’shorrific
  appearance become fascinated by the creature’s hypnotically wriggling 
  tentacles and the strange, shimmering colors in its eyes This effect persists 
  for1d6rounds(butcanbeendedbythenormalmethodsofdefeating
  the fascinated condition)
  Psionic Study (Su): Shoggti are adept at using psionic items and can activate 
  power trigger and power completion items as if they knew and could 
  manifest the powers stored within
  Qlippoth, Thognorok 
  CR 4
  XP 1,200
  CEMediumoutsider(aquatic,chaotic,evil,extraplanar,qlippoth,psionic)
  Init –1;Sensesdarkvision60ft.;Perception+9
  DEFENSE
  AC16,touch9,flat-footed16(–1Dex,+7natural)
  hp37(5d10+10)
  Fort +6,Ref +0,Will+5
  Defensive Abilitiesall-aroundvision;amorphous,DR5/coldironorlawful;
  Immuecold,mind-affectingeffects,poison;Resistacid10,electricity
  10,fire10;PR15
  OFFENSE
  Speed20ft.,swim30ft.
  Melee3bites+7(1d6+1plusdiseaseandpoison)
  Special Attacksacidweb(+4ranged,DC16,5hp),horrificappearance,poison,
  violentdestruction(10feet,5d8,DC14)
  Psi-Like Abilities(CL5th;concentration+6)
  3/day—corrosive aura(DC14,5d6), dissolving touchUP(5d6), expose 
  weakness(DC14)
  1/day—phantasmagoria(DC14,510-footcubes)
  STATISTICS
  Str 13,Dex 8,Con 15,Int 8,Wis 13,Cha 12
  Base Atk+5;CMB+6;CMD15(can’tbetripped)
  Feats: Ability Focus (acid web), Skill Focus (Stealth), Weapon Focus (bite)
  Skills:Climb+9,Intimidate+9,Knowledge(geography)+7,Perception+9,
  Stealth+10,Swim+9
  Languages:Aklo;telepathy100ft.
  SQ: amphibious, compression
  SPECIAL ABILITIES
  Acid Web (Su): This ability functions like the web universal monster ability, 
  exceptacreatureentangledbyathognorok’swebalsotakes1pointof
  acid damage each round
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC13;
  onset1day;frequency1/day;effect1d3Wisand1d3ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Anycreaturethatwitnessesathognorok’shorrific
  appearancecouldfinditselfoverwhelmedwithrevulsionattheqlippoth’s
  constantlysproutingandwavinginsectilelegs,becomingsickenedfor1d6
  rounds(WillDC13negates).ThesaveDCisCharisma-based.
  Poison (Su):Bite—injury;saveFortDC14;frequency1/roundfor4rounds;
  effect1d2Str;cure2consecutivesaves.
  Qlippoth, Thulgant 
  CR 18
  XP 153,600
  CELargeoutsider(chaotic,evil,extraplanar,qlippoth)
  Init +12;Sensesdarkvision60ft.,pierce the veils;Perception+31
  DEFENSE
  AC29,touch21,flat-footed17(+12Dex,+8natural,–1size)
  hp290(20d10+180);fasthealing10
  Fort +32,Ref +37,Will+25
  Defensive Abilitiesevasion,greaterconcealingamorpha,slipthebonds;DR 
  15/coldironandlawful;Immueacid,cold,poison,mind-affectingeffects;
  Resistacid10,electricity10,fire10;PR25
  
  31
  Monsters of Vandara
  OFFENSE
  Speed40ft.,climb40ft.,fly60ft.(good)
  Melee3stings+27(1d6+10/19–20plusabilitydrainanddisease),5tentacles
  +22(1d6+6plus2d6acidanddisease)
  Space10ft.;Reach10ft.
  Special Attackshorrificappearance(DC27),savagestingers,violentdestruc-
  tion(20feet,20d8,DC29)
  Psi-Like Abilities(ML18th;concentration+25)
  Constant—greater concealing amorpha, fortify, slip the bonds, pierce 
  the veils
  At Will—fold space, dispel psionics**, fold space, phantasmagoria(DC20,
  also causes confusion), telekinetic force(575lbs)
  3/day—energy waveUP(DC26,18d6), fuse flesh(DC26), quickened brutalize 
  wounds(DC23), quickened fold space
  1/day—planar travel, psychokinetic sphereUP(DC25), tornado blastUP (DC 
  26), unravel psionics(DC26)
  STATISTICS
  Str 26,Dex 34,Con 29,Int 24,Wis 27,Cha 25
  Base Atk+20;CMB+29;CMD55(71vs.trip)
  Feats:CombatReflexes,CriticalFocus,Dimensional AgilityUM, Greater Psionic 
  Fist,ImprovedCritical(sting),LightningReflexes,Metapsionicability
  (brutalize wounds, Quicken), Metapsionic ability (fold space, Quicken), 
  Psionic Fist, Psionic Meditation
  Skills:Acrobatics+35(+39jump),Bluff+30,Climb+36,Craft(Mechanical)
  +30,Fly+33,Intimidate+27,Knowledge(engineering)+30,Knowledge
  (nature)+30,Knowledge(geography)+30,Perception+31,SenseMotive
  +31,Spellcraft+27,Stealth+31
  Languages:Aklo;telepathy100ft.
  SQ: kinslayer
  SPECIAL ABILITIES
  Ability Drain (Su): A thulgant’s stingers each drain a different ability score on 
  ahit.Onestingerdrains1d4pointsofStrength,anotherdrains1d4points
  ofDexterity,andthethirddrains1d4pointsofCharisma.Anysting’sdrain
  isnegatedbyaDC29Fortitudesave.ThesaveDCisConstitution-based.
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC27;
  onset1day;frequency1/day;effect2d6Wisand2d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):Creaturesthatsuccumbtoathulgant’shorrificap-
  pearancearestunnedfor1d4roundsandtake1d6pointsofWisdomdamage.
  Kinslayer (Su):Athulgantgainsa+10racialbonusonmanifesterlevelchecks
  to penetrate power resistance Its attacks are treated as cold iron and 
  lawful for the purpose of overcoming damage reduction
  Savage Stingers (Su): If a thulgant hits a single target with all three stings in 
  thesameround,ittearsthroughthevictim’sbody,dealinganextra3d6+12
  pointsofdamageanddraininganadditional2abilitypointsfromallsix
  ofthevictim’sabilityscores.AsingleDC29Fortitudesavenegatesallof
  this additional ability drain The save DC is Constitution-based
  Qlippoth, Utukku 
  CR 8
  XP 4,800
  CEMediumoutsider(chaotic,evil,extraplanar,psionic,qlippoth,shapechanger)
  Init+9;Sensesdarkvision60ft.;Perception+17
  DEFENSE
  AC21,touch15,flat-footed16(+5Dex,+6natural)
  hp103(9d10+54)
  Fort +9,Ref +11,Will+13
  DR10/coldironorlawful;Immuecold,mind-affectingeffects,poison;Resist 
  acid10,electricity10,fire10;PR19
  OFFENSE
  Speed30ft.
  Melee2slams+16(2d6+7plusconsumehumanityanddisease)ortouch
  +16(consumehumanity)
  Special Attackscalmingtouch(1d6+8),consumehumanity,horrificappear-
  ance(DC18),rebukedeath(1d4+4),violentdestruction(10feet,9d8,DC20)
  Psi-Like Abilities(CL8th;concentration+12)
  Constant—escape detectionUP
  3/day—empathic condition reliefUP(1d2+3rounds), false sensory input 
  (2targets,DC17), forced share pain(DC14), moment of terror(DC18), 
  psychic bodyguardUP(3saves), shared mend body(4d8)
  1/day—incite passionUP(DC18), planar travel
  STATISTICS
  Str 25,Dex 20,Con 23,Int 18,Wis 21,Cha 18
  Base Atk+9;CMB+16;CMD31
  Feats: Deceitful, Improved Initiative, Harmonic Resilience, Iron Will, Metapsionic 
  Ability (mend body, Shared)
  Skills:Bluff+18,Craft(Mechanical)+16,Diplomacy+13,Disguise+18,Knowledge
  
  32
  Arcforge: Ravages of the Qlippoth
  (engineering)+16,Knowledge(planes)+16,Knowledge(religion)+16,
  Perception+17,SenseMotive+17,UseMagicDevice+16
  Languages:Aklo,Celestial,Common;telepathy100ft.
  SQ:changeshape(consumehumanitytarget;minormetamorphosis,ML
  8th),falseprophet(Community,Healing),healer’sblessing,unity(1/day)
  SPECIAL ABILITIES
  Consume Humanity (Su): When an utukku hits a humanoid with a slam at-
  tack, it siphons away some of that creature’s humanity, leaving its victim 
  warpedanddeformed.ThevictimmustsucceedataDC18Fortitudesave
  ortake1d4pointsofCharismadrain.Anutukkucanconsumehumanity
  as a touch attack instead It can use change shape only to assume the 
  appearance of the last humanoid it used this ability on The save DC is 
  Charisma-based
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC18;
  onset1day;frequency1/day;effect2d3Wisand2d3ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  False Prophet (Su): An utukku gains access to the granted powers of any two 
  domainsasperaclericofalevelequaltoitsCR(8thlevelforthetypical
  utukku) The sample utukku possesses the community and healing domains
  Horrific Appearance (Su):Creaturesthatsuccumbtoanutukku’shorrific
  appearancearestaggeredfor1d4rounds.
  Qlippoth, Wilbopik 
  CR 15
  XP 51,200
  CEHugeOutsider(Aquatic,Chaotic,Evil,Extraplanar,Psionic,qlippoth)
  Init +8;Senses aura sight80ft,darkvision60ft,pierce the veils,scent;
  Perception+32
  DEFENSE
  AC30touch12,flat-footed26(+4dex,+18natural,-2size)
  hp217(15d10+135)fasthealing10
  Fort +18,Ref +9,Will+15(+23vsmind-affectingeffects);
  DR15/lawful;Immuecold,poison,mind-affectingeffects;Resist10acid,
  10electricity,10fire
  OFFENSE
  Speed20feet,swim80feet
  Melee6tentacles+25(1d8+7plusdiseaseandgrab)
  Space15ft.,Reach15ft
  Special Attackshorrificappearance(DC23),violentdestruction(30feet,
  15d8,DC27)
  Psi-Like Abilities(ML15,concentration+20)
  Constant—aura sight, barred mindUP, cloud mind(17targets,DC23), pierce 
  the veils
  At Will—complex false sensory inputTftI(3senses,3targets,DC23), greater 
  psychoportUP(selfplus50poundsofmaterialonly), mind thrust(15d10,
  DC23), moment of terror(DC19,penaltyevenonsuccessfulsave), wrench
  3/day—alienationUP(5targets,DC23), anchored navigationUP, psionic blast 
  (6rounds,DC23), quickened wrench, remote viewing(40feet,DC19), 
  sensory cascade(DC19,permanent)
  1/day—beckoningTftI(500miles,grantspassage), mindhunterUP
  STATISTICS
  Str 30,Dex 18,Con 29,Int 19,Wis 22,Cha 21
  Base Atk+15;CMB+27(+31grapple);CMD41(can’tbetripped)
  Feats: Greater Psionic Fist, Improved Initiative, Metapsionic Ability (wrench, 
  Quicken), Power Penetration, Psionic EndowmentUP, Psionic Fist, Psionic 
  Meditation, Unavoidable Strike
  Skills:Autohypnosis+24,Craft(mechanical)+22,Intimidate+23,Knowledge
  (engineering)+22,Knowledge(geography)+19,Knowledge(local)+19,
  Perception+32,Stealth+19,Survival+24,Swim+36RacialBonus+8Perception,
  +4Stealth,+8Swim
  Languages:Aklo,telepathy1mile
  SQ: Amphibious, Anomaly Field, Plague Sense
  SPECIAL ABILITIES
  Anomaly Field (Su):TheareaouttoonemilearoundaWilbopikisdifficult
  to interact with using magic or psionics Scrying abilities used in the area 
  automaticallyfail,andextradimensionaltravelwithintheareaisbarred
  as per Dimensional Lock A Wilbopik can suppress or reactivate this ability 
  as a standard action
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC23;
  onset1day;frequency1/day;effect2d4Wisand2d4ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):CreaturesthatsuccumbtoaWilbopik’sHorrific
  Appearancetake1d6pointsofWisdomdrainandarestaggeredfor3rounds.
  Plague Sense (Su): When a Wilbopik detects a creature with its scent abil-
  ity, it automatically knows whether that creature has been corrupted by 
  qlippoth Corruption, is currently affected by qlippoth Corruption, or is 
  not affected by qlippoth Corruption
  Qlippoth-Corrupted 
  CreatureS
  Qlippoth Corruption can have unpredictable and deadly effects 
  upon creatures, warping them into dangerous abominations with 
  an inclination towards extreme violence. Among humanoids, they 
  are often intelligent, but their unbridled malice makes them impos-
  sible to negotiate with. Bestial Corrupted are even worse, shredding 
  the environments around them in their mad hunger for devastation. 
  Mages and scholars have been attempting for decades to find a cure 
  for this affliction, but no such treatment seems within reach. Vandara 
  has grown exponentially more dangerous since the qlippoth arrived, 
  and that danger looks to escalate further with every infection.
  Creating a qlippoth-Cor-
  rupted Creature
  “Qlippoth-corrupted” is an acquired and inherited template that 
  can be added to any non-Qlippoth living creature (hereafter re-
  ferred to as the base creature). The creature retains all the base 
  creature’s statistics and special abilities except as noted here. 
  Challenge Rating: As base creature +1.
  Alignment: Always chaotic evil.
  Armor Class: A qlippoth-Corrupted creature’s natural armor bonus 
  improves by +3
  Attacks: A qlippoth-Corrupted creature gains two tentacles which 
  deal 1d4 points of damage (1d3 for small creatures, 1d6 for large 
  creatures) as secondary natural attacks, In addition, all of a qlip-
  poth-Corrupted creature’s natural attacks spread Lesser qlippoth 
  
  33
  Monsters of Vandara
  Corruption on each successful hit. The 
  save DC of the disease is 10 + half the 
  qlippoth-Corrupted creature’s hit dice 
  + the creature’s Charisma modifier.
  Lesser Qlippoth Corruption: natural 
  attack—injury; save Fort DC varies; onset 1 
  day; frequency 1/day; effect 1d6 Wis and 1d6 Cha Drain; cure 1 save.
  Senses: A qlippoth-Corrupted creature gains the scent universal 
  monster ability
  Defensive Abilities: A qlippoth-Corrupted creature gains resist 10 
  to acid, cold, and electricity
  Special Attacks: A qlippoth-Corrupted creature gains the follow-
  ing special attack:
  Warped Snarl (Ex): A qlippoth-Corrupted creature can move or 
  stare in a certain way that normal creatures simply cannot, putting 
  a foe off-guard. The creature is capable of making intimidate checks 
  as a swift action rather than a standard action.
  Abilities: +4 Con, +2 Str, -2 Wis (minimum 1)
  Sample qlippoth-Blighted 
  Creature
  Qlippoth-Blighted Gnoph-Keh 
  CR 12
  XP 19,200
  CE Large magical beast (cold)
  Init +1;Sensesdarkvision60ft.,low-lightvision,snowvision;Perception+21
  Auracold(30ft.)
  DEFENSE
  AC28,touch10,flat-footed27(+1Dex,+18natural,–1size)
  hp161(14d10+84)
  Fort +16,Ref +12,Will+11
  Immune cold Resist10acid,10electricity
  Weaknessesheatsusceptible,vulnerabletofire
  OFFENSE
  Speed40ft.
  Melee4claws+20(1d6+8plusdisease),gore+20(1d8+8plusdisease/19–20/×3),
  2tentacles+15(1d8+4plusdisease
  Space10ft.;Reach10ft.
  Special Attacksblizzard,powerfulcharge(gore,2d8+14/19–20/×3),warpedsnarl
  STATISTICS
  Str 26,Dex 13,Con 24,Int 13,Wis 18,Cha 21
  Base Atk+14;CMB+22;CMD33(41vs.trip)
  Feats: Bleeding Critical, Critical Focus, Improved Bull Rush, Improved Critical 
  (gore),IronWill,LightningReflexes,PowerAttack
  Skills:Climb+24,Perception+22,Stealth+14(+22insnoworonice);Racial
  Modifiers+8Stealthinsnoworonice
  Languages: Aklo
  SQ: icewalking
  SPECIAL ABILITIES
  Blizzard (Su): Once per hour as a standard action, a gnoph-keh can create a 
  stationaryblizzardthatfillsa20-foot-radiusspread.Thegnoph-kehcan
  place the center of this blizzard at any point within its reach Multiple 
  gnoph-kehs can use the aid another action to help a single gnoph-keh 
  create a much larger blizzard—every additional gnoph-keh who aids the 
  firstincreasestheareaoftheblizzard’sradiusby20feet.Allgnoph-kehs
  wishing to aid the primary creature must be within the area of that gnoph-
  keh’scoldaura.Oncecreated,theblizzardremainsactivefor1hourifit
  wascreatedinacoldenvironment,orfor1minuteifcreatedanywhere
  
  34
  Arcforge: Ravages of the Qlippoth
  else The wind in the blizzard’s area blows in a clockwise circular pattern 
  at windstorm speeds, restricts visibility as fog does, and makes the region 
  countasdifficultterrain.Agnoph-kehcanmovethroughablizzard(either
  one created by magic or a naturally occurring blizzard) without penalty
  Cold Aura (Su):Agnoph-kehradiatesanauraofblisteringcoldina30-foot
  radius.Anycreaturethatendsitsturnwithinthisareatakes2d6points
  of cold damage While in a blizzard (either one created by magic, such 
  as the gnoph-keh’s blizzard power, or a naturally occurring blizzard), any 
  creature that takes damage from a gnoph-keh’s cold aura must make a 
  DC24Fortitudesavetoavoidbeingstaggeredbythenumbingcoldfor1
  round The save DC is Constitution-based
  Heat Susceptible (Su):Agnoph-kehtakesa–4penaltyonallsavingthrows
  made to resist the effects of high temperatures When a gnoph-keh takes 
  damage from heat in this way, and the damage is from temperatures in 
  excessof90ºF,thedamagethecreaturetakesisalwayslethaldamage.
  In these conditions, the gnoph-keh’s cold aura does not function at all
  Icewalking (Su): This ability works like the spider climb spell, but the sur-
  faces the gnoph-keh climbs must be icy The beast can move across icy 
  surfaces without penalty and does not need to make Acrobatics checks 
  to run or charge on ice
  Snow Vision (Su): A gnoph-keh can see perfectly well in snowy conditions, 
  and does not take any penalties on Perception checks while in snow
  Qlippoth Lords
  A qlippoth lord is a powerful and unique qlippoth with special abili-
  ties. They are widely considered leaders of the qlippoth, although 
  this position is dubious.
  Qlippoth Lord Traits: Qlippoth lords possess the following traits.
  • Immunity to cold, death effects, mind-affecting effects, and poison.
  • Resistance to acid 30, electricity 30, and fire 30.
  • Horrific Appearance (Su) This ability functions similarly to the 
  typical qlippoth ability, save that qlippoth lords’ horrific ap-
  pearances often create physical effects and changes in their 
  victims. Despite these physical effects, a qlippoth lord’s horrific 
  appearance remains a mind-affecting effect.
  • Summon qlippoth (Sp) Once per day, a qlippoth lord can summon 
  any qlippoth or combination of qlippoth whose total combined 
  CR is 20 or lower. This ability always works, and is equivalent 
  to a 9th–level power.
  • Telepathy 300 feet.
  • A qlippoth lord’s natural weapons, as well as any weapon 
  it wields, are treated as chaotic, epic, and evil for the 
  purpose of overcoming damage reduction.
  • Qlippoth lords can grant spells to their worshipers. 
  Granting spells does not require any specific action on the qlip-
  poth lord’s behalf. All qlippoth lords grant access to the domains 
  of Chaos, Evil, and Psionics; in addition, they grant access to two 
  other domains and a favored weapon that vary according to 
  each qlippoth lord’s themes and interests. Each qlippoth Lord 
  also grants access to four subdomains.
  Aristeian Qlippoth Lords
  Although the aristeian state of any qlippoth is terrifying (see the 
  Aristeian qlippoth template), a rampaging qlippoth Lord spells ca-
  tastrophe wherever and whenever it emerges. It is only in their 
  aristeian state that the qlippoth Lords will leave their seclusion and 
  go on the offensive, striking all across Vandara with their enhanced 
  abilities. In addition to the normal benefits of the aristeian template, 
  the qlippoth Lord gains the following abilities (with the exception of 
  the mythic ability, the statistics presented on the following pages do 
  not include these abilities).
  • Mythic: An aristeian qlippoth lord functions as a 10th-rank 
  mythic creature, including having the mythic power ability (10/
  day, surge +1d12). It can expend uses of mythic power to use the 
  mythic version of any psi-like ability denoted with a superscript 
  “M,” just as if the ability were a mythic power.
  • Rejuvenation: The mind of a qlippoth lord that is somehow slain 
  while aristeian merges with a qlippoth of the lord’s choosing, 
  selected from any living qlippoth on the same planet as the 
  qlippoth lord. This functions as per the true mind switch power, 
  except there is no save to avoid its effect and the typical qlip-
  poth immunity to mind-affecting effects offers no protection. 
  After 1d10 years, the qlippoth transforms into a new incarnation 
  of its previous body as a qlippoth lord, but if slain before this 
  transformation, the qlippoth lord is forever dead.
  • Supreme Psi-Like Abilities: A qlippoth lord can use the following 
  Psi-Like Abilities once per day, augmented however they wish: 
  beckoning, cosmic perspectiveATE, greater modify matter, metafac-
  ulty, reality revision (limited to physical effects that manipulate 
  the sanctum or to effects that are relevant to the qlippoth lord’s 
  interests), shared greater metamorphosis (ML 18th) (when used 
  on objects or creatures that are native to the sanctum, the 
  polymorph duration factor increases by 6), true creationUP, and 
  violate identityTftI. Certain qlippoth lords are capable of using 
  some of these abilities outside their sanctum, and if so they 
  are capable of using any of these psi-like ability they normally 
  could use a limited number of times per day at-will instead.
  Qlippoth Lord, Askyjoth 
  CR 24
  XP 1,228,800
  CEHugeoutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init +10;Senses all-around vision, aura sight, pierce the veils, see in dark-
  ness;Perception+37
  Aura phrenic overloadTftI(80feet,DC29)
  DEFENSE
  AC41,touch14,flat-footed35(+6Dex,+27natural,–2size)
  hp351(26d10+208);regeneration15(lawful)
  Fort +28,Ref +21,Will+16
  Defensive Abilities:multidimensionalbeing,negativeenergyaffinity,slip 
  the bonds DR15/coldironandlawful;Immuecold,deatheffects,mind-
  affectingeffects,poison;Resistacid30,electricity30,fire30;PR35
  DEFENSE
  Speedfly60ft.(perfect)
  Melee6Bites+35(3d8+10plusdisease)
  Space15ft.,Reach15ft.
  
  35
  Monsters of Vandara
  Special Attacksconsumespirit,desolationecho,horrificappearance(DC
  33),spiritualdominion,veilofruin(DC33),violentdestruction(26d8,30
  feet,DC36)
  Psi-Like Abilities(ML20th;concentration+29)
  Constant—aura sight, phrenic overload(DC29,causesACpenaltyand
  confusion and automatic mind-reading), pierce the veils, slip the bonds
  At Will—accelerated entroyM, PA2(DC29,objectupto2,000lbs), aura 
  of decayPASP(DC23), death pactPASP**, dispel psionics**, ghostwardM, 
  PA2, greater psychoport, inverse possessionPASP**, modify matter, 
  phantasmagoria(DC22,causesconfusion), scales of damnation**, 
  shaken the mortal coilPASP(200damage,DC29) telekinetic force(625
  lbs), telekinetic maneuver(+6bonus)
  3/day—horrid transformationPASP**, heartbindingPASP**, living haunterPASP**, 
  quickened moan of the sorrowful deadPASP**(ML16)
  1/day—rending the veilPASP(DC28), summon(level9,anyqlippothor
  combinationofqlippothwhosetotalcombinedCRis20orlower100%)
  (doesnotincludethe+2bonusfromGreaterPsionicEndowment)
  STATISTICS
  Str 30,Dex 22,Con 36,Int 26,Wis 26,Cha 28
  Base Atk+26;CMB+38;CMD54
  Feats:CombatExpertise,Dodge,Greater Psionic EndowmentUP, Harmonic 
  Resilience, Improved Initiative, Lightning Stance, Metapsionic Ability 
  (moan of the sorrowful dead, Quicken), Power Attack, Psionic Endowment, 
  Wind Stance
  Skills:Acrobatics+33,Craft(Mechanical)+37,Fly+33,Intimidate+38,Knowledge
  (dungeoneering)+37,Knowledge(engineering)+37,Knoweldge(religion)
  +37,Knowledge(history)+37,Knowledge(geography)+37,Knowledge
  (planes)+37,Perception+37,SenseMotive+37,Spellcraft+37,Stealth+33
  Languages:Aklo;telepathy300ft.
  SQ: qlippoth lord traits, spiritual dominion
  SPECIAL ABILITIES
  Consume Spirit (Su):Anycreaturethatdieswithin300feetofAskyjothhas
  their soul destroyed violently, fueling the qlippoth lord’s powers Such 
  creaturesexplodeintoaburstofnegativeenergywhichdeals10d6points
  ofdamagetothenearestcreature(DC33Willsavehalf),beforearcingto
  thenext-closestcreatureanddealingthesameeffect,continuinguntilit
  has affected a number of creatures equal to the destroyed creature’s hit 
  dice.Ifnocreatureiswithin60feetofanaffectedcreature,itdoesnot
  arc No creature can be affected more than once by the same instance 
  of this ability The save DC is Charisma-based
  Once this effect is completed, Askyjoth takes the soul of the fallen creature 
  intoitself,gaining50temporaryhitpointsandendinganyonepower,
  spell, or condition that it is currently affected by These temporary 
  hit points stack with each other The deceased creature’s soul is 
  destroyed and cannot be resurrected by any means
  Disease (Su):qlippothCorruption:naturalattack—injury;save Fort DC 
  32;onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;
  cure2consecutivesaves.ThesaveDCisCharisma-based.
  Desolation Echo (Su): Askyjoth is immune to as well as capable 
  of using any psi-like ability possessed by any undead creature 
  under its control
  Horrific Appearance (Su):: Creatures that succumb to Askyjoth’s hor-
  rificappearancegainthecoweringconditionfor1d6roundsastheyare
  overcomewithrawexistentialterror.Thisabilityaffectsanyintelligent
  creature, even those normally immune to fear At the start of each round 
  thereafter,acreaturestunnedinthiswaycanmakeachoice—fightthe
  overwhelmingchaosandhorrorandattemptanewDC33Willsaveto
  end the effect and act normally on that round, or accept the chaos into 
  its soul and ignore any further incapacitation from this effect This latter 
  option immediately shifts the creature’s alignment one step closer to 
  chaoticevil.Thisshiftinalignmentcanbefixedviaatonement, but counts 
  as a voluntary alignment shift for the purposes of atonement’s material 
  component requirements A creature that becomes chaotic evil as a result 
  of this also becomes a willing minion and ally of Askyjoth
  Multidimensional Being (Su):Askyjothexistssimultaneouslyintheethereal
  and material planes, mitigating threats from both realms All damage that 
  Askyjoth takes from any weapon or ability that does not deal full damage 
  tocorporealorincorporealcreaturesishalved(forexample,Askyjoth
  would take full damage from a ghost touchweapon,butnota+5weapon).
  This damage is halved after applying damage reduction As a swift action, 
  Askyjoth can choose to alternate between being multidimensional, wholly 
  corporeal, or wholly ethereal While ethereal or corporeal, Askyjoth loses 
  the damage resistance that comes from this ability However, Askyjoth 
  becomes immune to incorporeal effects (such as incorporeal touch at-
  tacks)whilecorporealandgainsallbenefitsoftheGreater Ethereal FormUP 
  power while ethereal
  Spiritual Dominion (Su):Anyevilorchaoticlivingcreatureswithin300
  feet of Askyjoth is bound to the land of the living by profane means, 
  compelling their body and soul to remain active in spite of their destruc-
  tion Immediately after they die and Consume Spirit is activated, such 
  
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  Arcforge: Ravages of the Qlippoth
  creatures return to life with the Forsaken Lich template and are completely 
  under the control of Askyjoth If the creature’s body was destroyed or 
  rendered unusable by the attack that killed it, the creature returns as a 
  ghost under Askyjoth’s control, save that the ghost lacks the rejuvena-
  tionabilityandisdestroyedautomaticallyafter24hours.Inaddition,
  any creature created by Askyjoth’s Death Pact psi-like ability is under its 
  control regardless of how the power is augmented
  Veil of Ruin (Su): As a full-round action, Askyjoth can conjure up to three 
  20-footradius,300-foottallcylinderswithin300feet.Thesecirclesmove
  with Askyjoth, and it may rearrange them as a standard action A creature 
  who is moved into a veil of ruin or is in the location where a veil would 
  movetoisallowedaDC33Reflexsavetomoveoutoftheway.Creatures
  that would be inside a veil of ruin when it manifests are not allowed a 
  save The area inside of a veil of ruin is considered another plane and can 
  only be escaped using an ability that allows planar travel Effects that do 
  not work across planar boundaries do not function from outside the veil 
  to the inside, or vice versa If a veil moves while a creature or object is 
  inside, those entities move with the veil Askyjoth as well as any undead 
  it has created may move freely in and out of a veil of ruin, however
  Whileinsidetheveil,acreatureorobjecttakes100pointsofdamageper
  round that ignores damage reduction and hardness Those who die within 
  the veil are subject to Askyjoth’s Consume Spirit and Spiritual Dominion 
  abilities When inside its own veil, Askyjoth’s regeneration increases from 
  15to40.Askyjothcankeepitsveilsactivefor3consecutiverounds,after
  which it must spend another action to reactivate them
  Qlippoth Lord, Estidoth CR 24
  XP 1,228,800
  CEHugeOutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +21;Senses all-around vision, aura sight,darkvision60ft.,pierce the 
  veils;Perception+36
  Aura phrenic overload(80feet,DC28)
  DEFENSE
  AC42,touch18,flat-footed32(+9Dex,+1Dodge,+24natural,–2size)
  hp351(26d10+208);regeneration15(lawful)
  Fort +28,Ref +24,Will+15
  DR15/coldironandlawful;Immuecold,deatheffects,mind-affectingeffects,
  poison;Resistacid30,electricity30,fire30;PR34
  OFFENSE
  Speed240ft.,fly240ft.(perfect)
  Melee8slams+37(4d6+13plusdisease)
  Space15ft.,Reach15ft.(seespacialreach)
  Special Attacksexilestrike,interplanarblows,horrificappearance(DC31),
  spacialreach,violentdestruction(26d8,30feet,DC36)
  Psi-Like Abilities(ML20th;concentration+28)
  Constant—phrenic overload(DC28,causesACpenaltyandconfusionand
  automatic mind-reading), aura sight, flight, slip the bondsM, pierce the 
  veils, catfall, adapt body
  At Will—borrowed future selfPA2, dispel psionics**, interplanetary 
  psychoportATE, hustle, liftM, PA2(DC21), sidestepUP, fold spaceM (move 
  action), greater ethereal form, trace psychoportUP, reposition**
  3/day—quickened wrench, banishM, UP(DC27,+4bonus), retrieveUP(DC25,
  290lbs), ethereal passageM, UP, cosmic perspective (may manifest powers)
  1/day—time regressionM, summon(level9,anyqlippothorcombination
  ofqlippothwhosetotalcombinedCRis20orlower100%)
  STATISTICS
  Str 36,Dex 28,Con 36,Int 22,Wis 24,Cha 26
  Base Atk+26;CMB+41;CMD60
  Feats:CombatReflexes,DirtyFightingPAO, Dodge, Greater Psionic Fist, Improved 
  Initiative, Metapsionic Ability (wrench, Quicken), Mobility, Power Attack, 
  Psionic Fist, Snatch, Spring Attack, Unavoidable Strike, Whirlwind Attack
  Skills:Acrobatics+36,Bluff+34,Craft(Mechanical)+35,EscapeArtist+33,
  Knowledge(dungeoneering)+32,Knowledge(engineering)+35,Knowledge
  (geography)+32,Knowledge(planes)+35,Perception+36,SenseMotive
  +36,Spellcraft+35,Stealth+33
  Languages:Aklo;telepathy300ft.
  SQ: qlippoth lord traits, spacial dance, violate restrictions
  SPECIAL ABILITIES
  Disease (Su):QlippothCorruption:naturalattack—injury;saveFortDC31;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Exile Strike (Su): When Estidoth makes an attack against a creature, that 
  creaturemustmakeaDC31Willsaveorbetransportedtoanotherloca-
  tionwithin1200feet.Creaturesthatarenotnativetowhateverplane
  Estidoth is attacking them on are instead affected as if by Banish On a 
  critical hit, a creature must instead save or be transported to a plane of 
  Estidoth’s choice
  Horrific Appearance (Su):Estidoth’shorrificappearancescramblesthevery
  fabricofspace.AnycreaturethatsuccumbstoEstidoth’shorrificappearance
  isteleportedtoalocationoftheqlippothlord’schoicewithin300feet
  ofEstidoth.Atthestartofeachroundthereafterfor5rounds,acreature
  teleportedinthiswaycanmakeachoice—fighttheoverwhelmingchaos
  andhorrorandattemptanewDC31Willsavetoavoidbeingteleported5d20
  feetinarandomdirection(rolld8todeterminedirection),oracceptthe
  chaos into its soul and ignore any further teleportations from this effect 
  This latter option immediately shifts the creature’s alignment one step 
  closertochaoticevil.Thisshiftinalignmentcanbefixedviaatonement 
  but counts as a voluntary alignment shift for the purposes of atonement’s 
  material component requirements A creature that becomes chaotic evil 
  as a result of this also becomes a willing minion and ally of Estidoth
  Interplanar Blows (Su): Estidoth’s attacks deal full damage to ethereal and 
  incorporeal creatures, and never suffer from miss chance as a result of 
  concealment or effects such as blink and concealing amorpha In addition, 
  Estidoth’sslamattacksthreatenacriticalhitfrom19-20,andhaveax4
  critical damage multiplier
  Spacial Dance (Su): As a move action, Estidoth may transport itself to anywhere 
  in the multiverse, as the greater psychoport power if it is moving within the 
  same plane or the planar travel power with zero chance of mishap if it is 
  movingbetweenplanes.IfEstidothexpendsitspsionicfocus,itmayuse
  this ability as a swift action If it has any creatures grappled or otherwise 
  in physical contact with it, it may take them with it when it uses this ability
  Due to the limitations of the Silicon Barrier, Estidoth is limited to travel on 
  Vandara so long as the barrier remains in place
  Spacial Reach (Su): Estidoth’s attacks reach through space, defying con-
  ventional limits of activity Estidoth may make melee attacks against any 
  targetoutto1200feetawayfromhim,andthreatensanysquaresoutto
  
  37
  Monsters of Vandara
  300feet.IntheeventthatEstidothgrapplesatargetstruckbythisability,
  it may pull the target to any other square within its reach In addition, 
  Estidoth can make an additional number of attacks of opportunity each 
  roundequaltohisCharismamodifier.
  Violate Restriction (Su):Whenusinghorrificappearance,spacialdance,
  spacial reach, or any psychoportation effect, Estidoth ignores any effects 
  such as wrench, dimensional lock, or other effects that would inhibit 
  teleportation or psychoportation effects In addition, Estidoth adds its 
  Charismamodifiertoinitiativechecks.ThisdoesnotallowEstidothto
  violate the Silicon Barrier
  Qlippoth Lord, Kazeyoth 
  CR 23
  XP 819,200
  CEColossaloutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init -1;Senses all-around vision, aura sight, blindsight special, darkvision 
  60ft.,pierce the veils;Perception+32
  Aura phrenic overload(80feet,DC30)
  DEFENSE
  AC40,touch1,flat-footed40(+30natural,+9shield-1dex,–8size)
  hp526(24d10+378);regeneration15(lawful)
  Fort +33,Ref +16,Will+19
  Defensive Abilities:amorphous,ectoplasmicbody,indomitableadvance;
  DR15/coldironandlawful;Immuecold,criticalhits,deatheffects,
  mind-affectingeffects,poison;Resistacid30,electricity30,fire30;PR35
  OFFENSE
  Speed40feet,climb40feet
  Meleeslam+35(8d6+30plusdisease)
  Space60ft.,Reach60ft.
  Special Attacksengulf(DC41,10d6damage),mightytrample(18d6+28,DC41),
  violentdestruction(24d8,60feet,DC41),warpingchannel,warpterrain
  Psi-Like Abilities(ML20th;concentration+26)
  Constant—adapt body, aura sight, crystalline auraPA2** (currently in 
  defensivemodewith19ppinvested), greater concealing amorpha, 
  phrenic overload(DC30,causesACpenaltyandconfusionandautomatic
  mind-reading), pierce the veils, slip the bonds
  At Will—atmospheric generationATE**, dispel psionics**, ecoplasmic carpetM, 
  PA2**, ectoplasmic creationM, UP, ectoplasmic obeliskM, PA2**, greater 
  ethereal form, greater modify matterM, greater psychoport, holographic 
  projectionATE**, pummelling barragePA2**, telekinetic force(625lbs), 
  telekinetic maneuver(+6bonus)
  3/day—ectoplasmic shamblerM, UP, major ectoplasmic creationM, mass 
  ectoplasmic cocoonM(DC27,35feet), quickened holographic projection** 
  (ML14th)
  1/day—summon(level9,anyqlippothorcombinationofqlippothwhose
  totalcombinedCRis20orlower100%), true creationM
  STATISTICS
  Str 48,Dex 8,Con 48,Int 25,Wis 21,Cha 30
  Base Atk+24;CMB+51;CMD81(can’tbetrippedorbullrushed)
  Feats: Cornugon SmashAM, Furious Focus, Greater Vital Strike, Greater Psionic 
  Fist, Harmonic Resilience, Improved Vital Strike, Metapsionic Ability 
  (holographic projection, Quicken), Power Attack, Psionic Fist, Snatch, 
  Unavoidable Strike, Vital Strike
  Skills:Climb+52,Craft(Mechanical)+34,Craft(weapons)+34,Intimidate+37,
  Knowledge(dungeoneering)+31,Knowledge(engineering)+34,Knowledge
  (geography)+31,Knowledge(nature)+31,Knowledge(planes)+34,Perception
  +32,SenseMotive+32,Spellcraft+34
  Languages:Aklo;telepathy300ft.
  SQ: massive, qlippoth lord traits
  SPECIAL ABILITIES
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC32;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Ectoplasmic Body (Su): Kazeyoth’s massive body is made of ectoplasm For 
  the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), Kazeyoth counts as both an outsider 
  and a construct It is immune to death effects, disease, mind-affecting 
  effects, necromancy effects, paralysis, poison, sleep, stun, and any effect 
  that requires a Fortitude save (unless the effect also works on objects, or 
  is harmless) Kazeyoth is not subject to nonlethal damage, ability dam-
  age,abilitydrain,fatigue,exhaustion,orenergydrain,andisnotatrisk
  of death from massive damage
  Indomitable Advance (Su):Kazeyothignoresalldifficultterrainandisnever
  affected by its own Warp Terrain effects In addition, Kazeyoth adds its 
  ConstitutionmodifiertoitsCMD.
  Massive (Su): Kazeyoth possesses the Massive ability of the KaijuB4 subtype
  Mighty Trample (Su): Kazeyoth does not need to take an action to trample 
  
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  Arcforge: Ravages of the Qlippoth
  creatures, it need merely move over them In addition, Kazeyoth’s trample 
  deals18d6+28damage,andanycreaturethatistrampledbyKazeyothis
  automatically engulfed without a saving throw
  Horrific Appearance (Su):CreaturesthatsuccumbtoKazeyoth’shorrific
  appearance slowly begin to crystallize, their form being subsumed by 
  ectoplasm.Thecreaturebecomesstaggered,andifexposedtothisef-
  fect for more than three consecutive rounds becomes an entity of solid 
  crystal, as if affected by the crystallize power At the start of each round 
  thereafter,acreatureaffectedinthiswaycanmakeachoice—fightthe
  overwhelmingchaosandhorrorandattemptanewDC32Willsaveto
  end the effects of this power and act normally on that round or accept 
  the chaos into its soul and automatically succeed at the save to recover 
  from the effect This latter option undoes any effects that this ability has 
  caused, but immediately shifts the creature’s alignment one step closer 
  tochaoticevil.Thisshiftinalignmentcanbefixedviaatonement but 
  counts as a voluntary alignment shift for the purposes of atonement’s 
  material component requirements A creature that becomes chaotic evil 
  as a result of this also becomes a willing minion and ally of Kazeyoth
  Warp Terrain (Su): Kazeyoth is capable of reshaping the terrain around it 
  with ease, transforming the environment into a deadly threat through 
  creative shaping of ectoplasm As a standard action, Kazeyoth can alter 
  terrainarounditouttoan100-footradius,producingoneofthefollow-
  ing effects or transforming one effect into another For each round that 
  Kazeyothrepeatsthesameuseofwarpterrain,theradiusextendsbyan
  additional50feet.Damagefromthisabilityisconsideredchaotic,evil,
  magic, adamantine, and ghost touch for the purpose of striking creatures 
  and bypassing damage reduction The save DCs for these abilities are 
  Charisma-based(typically32).Theeffectsarepermanent,andareasfollows:
  -reshape the terrain as per the Greater Modify Matter power, save that it can 
  affect any amount of material within the area and the changes only take 
  thedurationoftheaction.Creaturesthatarewithin5feetofaneffect
  that would capture them (such as terrain which would swallow them up 
  orwallsthatwouldcreateaprisonaroundthem)areallowedaReflex
  save to escape the enclosure If a creature is trapped inside an object, 
  theybecomeentangleduntiltheycanmakeaDC32Strengthcheckor
  Escape Artist check to escape A creature already entangled by this ability 
  who is affected by this ability on an upcoming turn must save or become 
  helpless, unable to move in any way but capable of taking mental actions 
  This ability never does damage to creatures
  -cause the area to erupt into spikes, blades, and other hazardous edges All 
  creatureswithin5feetofasolidsurface(excludinganycreaturesorany
  equipmenttheyarecarrying)take10d6pointsofpiercingdamage(reflex
  half).Movingalongasurfaceaffectedbythisabilitydeals4d6pointsof
  piercingdamageper5feetofmovement,andaffectedsurfacesarealways
  considereddifficultterrain.Kazeyothcanusethisabilitytodealdamageto
  creatures which are entangled by its abilities, and such creatures instead 
  take20d6pointsofpiercingdamagewithnosavingthrow.
  -filltheareawithectoplasminvariousforms.Allsolidsurfacesinthearea
  (excludinganycreaturesoranyequipmenttheyarecarrying)become
  coatedinaneffectsimilartotheEctoplasmicSheenpower(DC32Reflex
  save and must succeed on a Strength check to stand) In addition, Kazeyoth 
  maycreate5walls of ectoplasm(ML20th)acrossanywhereinthearea.
  Although this ability is still permanent, it can be removed with a successful 
  manifestationofdismissectoplasm(DC31).
  -stabilizeordestabilizeanystructuresinthearea(excludinganycreaturesor
  any equipment they are carrying), increasing or decreasing their hardness 
  by5.Anyobjectthatwouldbereducedtobelow0hardnessexplodes
  violently,dealing2d6pointsofslashingdamagetoallelseina10-foot
  radius(reflexsaveforhalf).Thedamageincreasesby4d6andtheradius
  by20feetforeachsizetheobjectisabovemedium(max18d6and90
  feet for colossal entities) Such destruction may also cause events such 
  as cave-ins or collapses
  Warping Channel (Su): Kazeyoth can manifest any of its Psi-Like Abilities 
  at any range within the effect of its Warp Terrain Ability In addition, it 
  perceives everything within warped terrain as if it had blindsight out 
  through wherever is affected
  
  39
  Monsters of Vandara
  Qlippoth Lord, Liktruoth 
  CR 23
  XP 819,200
  CELargeoutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +13;Senses all-around vision, aura sight,darkvision60ft.,pierce the 
  veils, steadfast perceptionUP;Perception+37
  DEFENSE
  AC44,touch34,flat-footed19(+13Dex,+10natural,+12monk,–1size)
  hp484(25d10+347);regeneration15(lawful)
  Fort +29,Ref +22,Will+14(+12vsmind-affectingeffects)
  Defensive Abilities:acbonus,eaterofmagic,fearlessrage,flawlessmind,
  improved evasion, improved uncanny dodge, indomitable Will, perfect 
  self,purityofbody,stillmind,superstition,timelessbody,trapsense+6
  DR15/coldironandlawful,5/-;Immuecold,criticalhits,deatheffects,
  mind-affectingeffects,poison;Resistacid30,electricity30,fire30;PR35
  OFFENSE
  Speed160ft.,fly60ft.(good)
  Melee4unarmedstrikes+42/+42/+42/+42/+42/+42/+37/+37/+37/+37/+32/+32
  /+32/+32/+27/+27/+27/+27(3d10+27plusdisease/19-20)or4+5 adamantine 
  scimitars+42/+42/+42/+42/+37/+37/+37/+37/+32/+32/+32/+32/+27/+27/+2
  7/+27(1d8+18/18-20)or4claws+37(5d6+13plusdisease)
  Space10ft.,Reach10ft.
  Special Attacks abundant step, assassin’s path, come and get me, dervish 
  path,disruptive,emptybody,eternalwarrior,expandedpath,flurryof
  blows,formlessmastery,kihurricane,kipool(19),kistrike(lawful,magic,
  cold iron, silver, and adamantine), light steps, martial power, mighty 
  rage(+8StrandCon,+4Will,55rounds/day),onetouch,pathweaving,
  psionicproficiency,qinggongpower(greaterblind-Fight),quivering
  palm,spellbreaker,stunningFist,stylestrike2/round(flyingkick,foot
  stomp, knockback kick, spin kick), twisting path, unarmed strike, violent 
  destruction(25d8,20feet,DC35),windjump,worldserpentspirit,world
  serpent totem, world serpent totem unity
  Psionic Powers Known (ML20th;218PP;basesaveDC20+powerlevel;
  concentration+29)
  Talents—detect psionics, lesser fortify
  1st—call weaponryUP, distractUP, force screenUP, metaphysical weaponUP, 
  prevenom weaponUP, stompUP, vigor
  2nd—hustle, repositioning strikeUP, strength of my enemy
  3rd—ectoplasmic grapnel, empathic feedback, vampiric bladeUP
  4th—backlashUP, thundering stepUP, vanishing strikeUP, zealous furyUP
  5th—biting coldUP, bonding strikeUP, psychofeedback, summoning strikeUP
  6th—brutalize wounds, dispelling bufferUP, upheavalUP
  Psi-Like Abilities(ML20th;concentration+26)
  Constant—aura sight, danger senseUP (improved uncanny dodge), flight, 
  greater precognitionM, lifeseekerTftI(85feet,sensesnonlivingcreatures,
  grants line of sight and effect), personal barred mind, pierce the veilsM, 
  slip the bonds, steadfast perception
  At Will—deflectUP, dispatchUP**, dispel psionics**, feat leechM, greater 
  psychoport, improviseM, PA2(21rounds), second chanceUP(+3), sidestep, 
  tactical precognition**
  3/day—bullet timeM, PA2**, cosmic awarenessM, hypercognition, mind palaceM, 
  PA2(10dice) quickened feat leech(DC25,8Feats:)
  1/day—metafacultyM, summon(level9,anyqlippothorcombinationof
  qlippothwhosetotalcombinedCRis20orlower100%)
  STATISTICS
  Str 36,Dex 36,Con 36,Int 26,Wis 28,Cha 24
  Base Atk+25;CMB+39;CMD74
  Feats: Advanced Dervish PathUP,CatchOff-Guard,CombatReflexes,Deep 
  FocusUP, Dirty Fighting, Double Slice, Dragon FerocityUP, Dragon StyleUC, Greater 
  Psionic Fist, Greater Trip, Hustle Power, Improved Critical (Unarmed Strike), 
  Improved Disarm, Improved Trip, Improved Unarmed Strike, Medusa’s 
  Wrath, Metapsionic Ability (feat leech, Quicken), Overchannel, Power Attack, 
  Power ChannelerUP, Psionic BodyUP, Psionic DisarmUP, Psionic Fist, Psionic 
  Meditation, Quicken Power, Stunning Fist, TalentedUP, Throw Anything, 
  Unavoidable Strike
  Skills:Acrobatics+41,Autohypnosis+37,Bluff+35,Craft(mechanical)+36,
  Craft(weapons)+36,Fly+35,Intimidate+35,Knowledge(engineering)+35,
  Knowledge (martialPoW)+35,Knowledge(planes)+35,Perception+37,Sense
  Motive+37,Spellcraft+36,Stealth+37
  Languages:Aklo,TongueofSunandMoon;telepathy300ft.
  SQ: ability mimicry, boundless knowledge, fast movement, fuelled by venge-
  ance, meditative adaptation, psionic concentration, qlippoth lord traits, 
  tireless rage, versatile combatant
  Combat Gear:4+5 adamantine scimitars
  SPECIAL ABILITIES
  Ability Mimicry (Su): Liktruoth is capable of replicating the skills and talents 
  of other creatures to a perfect degree At the start of the day, Liktruoth 
  gainstheabilitiesofthree20th-levelcharacterseachusingwhatever
  combinationofclassestheydesire(forexample,a20th-levelbard,a
  7th–levelwizard/3rd–levelcleric/10th-levelmystictheurge,anda20th-
  level nightmare constructor dread) These abilities do not include hit dice, 
  baseattackbonus,savingthrows,feats,orskills,butdoincludeprofi-
  ciencies, bonus feats and any other class features (including spellcasting 
  and manifesting) that the class possesses Liktruoth treats its effective 
  class level as however many levels it is treated as having in that class, 
  and cannot have the same class selected multiple times, but can select 
  archetypes If Liktruoth selects any prestige classes to replicate using 
  this ability, it must meet any prerequisites for those prestige classes 
  Liktruoth can change its selected classes using its meditative adaptation 
  ability Each time it selects a class, it can change any options that it has 
  (spells known, rage powers selected, etc) Likrtuoth is able to manifest 
  whatever resources are needed in order to use its class features (such as 
  a wizard’s spellbook, a witch’s familiar, a bladesworn magus’ black blade, 
  or an occultist’s implements) Liktruoth can select classes even if their 
  alignments would be incompatible or if Liktruoth is not of the proper 
  alignment, such as bard and paladin In the statblock above, Liktruoth 
  isreplicatinga20th-levelunchainedmonk,a20th-levelpsychicwarrior,
  anda20th-levelbarbarian.
  Boundless Knowledge (Su): Liktruoth considers all skills to be class skills 
  andcantake10onanyskillcheck
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC29;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su):CreaturesthatsuccumbtoLiktruoth’shorrificap-
  pearance are completely read and understood completely by the qlippoth 
  lord, unable to combat it All attacks made by an individual affected by this 
  ability against Liktruoth automatically miss, and Liktruoth automatically 
  
  40
  Arcforge: Ravages of the Qlippoth
  succeeds on any saving throws made against effects generated by a 
  creature affected by this ability At the start of each round thereafter, a 
  creatureaffectedinthiswaycanmakeachoice—fighttheoverwhelming
  chaosandhorrorandattemptanewDC29Willsavetoendthiseffect
  and act normally on that round or accept the chaos into its soul and 
  automatically succeed at the save to recover from the effect of this ability 
  This latter option immediately shifts the creature’s alignment one step 
  closertochaoticevil.Thisshiftinalignmentcanbefixedviaatonement 
  but counts as a voluntary alignment shift for the purposes of atonement’s 
  material component requirements A creature that becomes chaotic evil 
  as a result of this also becomes a willing minion and ally of Liktruoth
  Meditative Adaptation (Su):Inaprocessthattakes8hours,Liktruothcan
  reorient its mind and body to take on a new set of abilities This allows 
  Likruoth to reselect its feats, skill point allocation, and emulated classes 
  from the ability mimicry ability
  Psionic Concentration (Su): Liktruoth is capable of regaining psionic focus 
  asafreeaction,andmayevenexpendandregainpsionicfocusmultiple
  timesinthesameactiontoapplymultipleeffects(forexample,applying
  the effects of both greater psionic weapon and deep impact), but cannot 
  apply the same effect more than once to the same action
  Versatile Combatant (Su):Liktruothisproficientwithallweaponsandarmor,
  andtakesnopenaltyforfightingwithmultipleweaponsineachofits4
  arms In addition, it can make iterative attacks with any weapons it uses 
  regardless of what hands are wielding it This counts as the two-weapon 
  fightingandimprovedtwo-weaponfightingfeatsforthepurposeof
  meeting prerequisites
  Qlippoth Lord, Nyorbadoth 
  CR 25
  XP 1,638,400
  CEColossaloutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +5;Senses all-around vision, aura sight,darkvision60ft.,pierce the 
  veils, touchsight140ft.;Perception+37
  AurainterferencefieldTftI(35feet,nosave,automaticfailure)
  DEFENSE
  AC45,touch15,flat-footed40(+8Deflection,+5Dex,+40natural,–8size)
  hp602(28d10+448);regeneration15(lawful)
  Fort +32,Ref +21,Will+15
  Defensive Abilities: energy absorption, power immunity DR15/coldironand
  lawful;Immuecold,deatheffects,mind-affectingeffects,poison;Resist 
  acid30,electricity30,fire30,sonic30;
  OFFENSE
  Speed50ft.,burrow50ft.,fly60ft.(good)
  Meleebite+39(7d12+20plusdisease),4claws+38(5d8+20plusdisease)
  Space30ft.,Reach30ft.
  Special Attackshorrificappearance(DC32),masterkineticist,violentde-
  struction(28d8,50feet,DC40)
  Psi-Like Abilities(ML20th;concentration+28)
  Constant—aura sight, energy retort, flight, interference field(35feet,no
  save), mental barrierUP, pierce the veils, selective negation fieldTftI** (may 
  change powers as swift action), slip the bonds, touchsight
  At Will—concussion blast**, concussive onslaught(8d6,mayredirect), 
  dispel psionics**, energy ballM, UP(DC28,20d6), energy boltM, UP(DC28,
  20d6), energy burstM, UP(DC28,20d6), energy currentM, UP(DC28,20d6), 
  energy daggerPA2**, energy missileM, UP(DC28,20d6), energy pushM, UP 
  (DC28,20d6), energy ringsM, PA2**, energy stunM, UP(DC28,20d6), energy 
  touchPA2**, energy wallM, UP, energy waveM(DC28,20d6), greater psychoport, 
  upheaval, retarget powerM, PA2(DC28)
  3/day—disintegration(DC28,40d6), null psionics fieldM, quickened energy 
  ball, reddopsi
  1/day—unravel psionicsM, summon(level9,anyqlippothor
  combinationofqlippothwhosetotalcombinedCRis20
  orlower100%)
  STATISTICS
  Str 46,Dex 21,Con 42,Int 15,Wis 23,Cha 26
  Base Atk+28;CMB+52(+56grapple);CMD71(can’tbetripped)
  Feats:CombatReflexes,DazzlingDisplay,DishearteningDisplayACG, 
  Furious Focus, Ghost AttackUP, Greater Psionic Fist, Harmonic Reslience, 
  Metapsionic Ability (energy ball, Quicken), Power Attack, Psionic Fist, 
  Psionic Meditation, Snatch, Unavoidable Strike, Weapon Focus (Bite)
  Skills:Autohypnosis+37,Craft(mechanical)+33,Intimidate+39,Knowledge
  (engineering)+33,Knowledge(planes)+33,Perception+37,SenseMotive
  +37,Spellcraft+33
  Languages:Aklo;telepathy300ft.
  SQ: qlippoth lord traits
  SPECIAL ABILITIES
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC32;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Energy Absorption (Su): Whenever Nyorbadoth would be targeted by an 
  
  41
  Monsters of Vandara
  effect that deals energy damage of his active energy type (including those 
  which would be negated by his power immunity or resistances), he takes 
  no damage from the energy and instead uses it to bolster himself Until 
  theendofhisnextturn,wheneverNyorbadothusesapsi-likeability
  which deals the same type of damage as the energy absorbed, he may 
  affectitwithoneofthefollowingmetapsionicfeats:Maximizepower,
  empower power, persistent power, burrowing power, concussive power, 
  rime power, thundering power, widen power, selective power, malleable 
  power,lingeringpower,focusedpower,flaringpower,explosivepower,
  ectoplasmic power, chain power, redirect power, sickening power, split 
  psionic ray, toppling power, or enlarge power
  Horrific Appearance (Su):CreaturesthatsuccumbtoNyorbadoth’shorrific
  appearancetake10d6pointsofdamageofNyorbadoth’sactiveenergytype
  (fortitude half) At the start of each round thereafter, a creature damaged 
  inthiswaycanmakeachoice—fighttheoverwhelmingchaosandhorror
  andattemptanewDC32Willsavetoavoidtakingthisdamageagainor
  accept the chaos into its soul and ignore any further damage from this 
  effect This latter option immediately shifts the creature’s alignment one 
  stepclosertochaoticevil.Thisshiftinalignmentcanbefixedviaatonement 
  but counts as a voluntary alignment shift for the purposes of atonement’s 
  material component requirements A creature that becomes chaotic evil 
  as a result of this also becomes a willing minion and ally of Nyorbadoth
  Master Kineticist (Su): Nyorbadoth’s abilities ignore all energy resistance or 
  power resistance that targets may possess What’s more, Nyorbadoth can 
  change its active energy type as a free action once per round In addition, 
  Nyorbadoth can choose force, positive energy, and negative energy as 
  active energy types in addition to normal energy types, causing powers 
  to deal damage of that type without any additional effects by virtue of 
  type(suchasthedamagebonusfrombeingfiredamage).
  Power Immunity Nyorbadoth is immune to any psionic effects that are 
  subject to power resistance
  Qlippoth Lord, Remaloth 
  CR 25
  XP 1,638,400
  CELargeOutsider(chaotic,evil,extraplanar,psionic,qlippoth)
  Init +15;Senses all-around vision, aura sight,darkvision60ft.,pierce the 
  veils;Perception+40
  Auraphrenicoverload(80feet,DC30)
  DEFENSE
  AC43,touch29,flat-footed32(+11Dex,+9Insight,+14natural,–1size)
  hp462(28d10+308);regeneration15(lawful)
  Fort +36,Ref +36,Will+27
  Defensive Abilitiesimproveduncannydodge,prescienttactician;DR15/
  coldironandlawful;Immuecold,deatheffects,mind-affectingeffects,
  poison;Resistacid30,electricity30,fire30;PR36
  OFFENSE
  Speed40ft.,fly120ft.(perfect)
  Melee6wings+36(1d10+11plusdisease)
  Space10ft.,Reach10ft.
  Special Attackshorrificappearance(DC36),usurpmind,violentdestruction
  
  42
  Arcforge: Ravages of the Qlippoth
  (28d8,20feet,DC30)
  Psi-Like Abilities(ML20th;concentration+32)
  Constant—aura sight, cloud mind(DC32,25targets), lifeseeker(105feet,
  gives line of effect) phrenic overload(DC30,causesACpenaltyand
  confusion and automatic mind-reading), personal barred mind, pierce 
  the veils, slip the bonds
  At Will—alienation(DC26), battlesense**, compelling voiceM**, complex false 
  sensory input**, coordinate as one**, dispel psionics**, disruptionPA2** 
  (DC25), ego whipM**, empathic connectionM**, greater psychoport, 
  hallucinationPA2**(DC23), hostile empathic transferM**(DC25), memory 
  modificationM(DC26), mind controlM**, mind probeM**(DC27), obsessionTftI 
  (DC25,1day/level,moresevere), prowess as one**, psionic blastM (DC 
  32,8rounds), psychosisM**, remote viewing(DC26,40feet), sense as 
  one**, Skills: as one**, tactical suppressionTftI**, technique as one**, 
  withstand as one**
  3/day—awestrikeTftI**, contagious assign imperativeTftI**(ML18), deadly 
  fearUP**, incarnate, latent programmingTftI**, mental contagionPA2** 
  (DC28), metaconcert**, psychic reformationM (no penalty), quickened 
  insurrectionTftI**(ML14th), violate identity**
  1/day—ardent legionUP, last standUP, microcosmM, UP**, summon(level9,
  any qlippoth or combination of qlippoth whose total combined CR is 
  20orlower100%)
  (doesnotincludethe+2bonustosaveDCsfromgreaterpsionicendowment)
  STATISTICS
  Str 24,Dex 32,Con 32,Int 28,Wis 28,Cha 34
  Base Atk+28;CMB+36;CMD57
  Feats: Cushion the BlowUP, Flyby Attack, Greater Cushion the BlowUP, Greater 
  Psionic Endowment, Harmonic Resilience, Improved Cushion the BlowUP, 
  Improved Initiative, Killing MadnessTftI, Metapsionic Ability (insurrec-
  tion, Quicken), Metapsionic Ability (assign imperative, contagiousTftI), 
  Opportunistic ConscriptionPA2, Overchannel, Psionic Endowment, Psionic 
  Meditation
  Skills:Autohypnosis+40,Bluff+43,Craft(mechanical)+37,Diplomacy+40,
  Intimidate+43,Knowledge(dungeoneering)+37,Knowledge(engineering)
  +40,Knowledge(history)+37,Knowledge(local)+37,Knowledge(planes)
  +40,Perception+40,SenseMotive+40,Spellcraft+40,Stealth+35
  Languages:Aklo;telepathy300ft.(seemastermind’scollective)
  SQ: mastermind’s collective, qlippoth lord traits
  SPECIAL ABILITIES
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC31;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Horrific Appearance (Su): All creatures that fall victim to the Remaloth’s 
  horrificappearancebecomeentrancedbyherappearance,gainingthe
  fascinated condition and automatically being inducted into her collective 
  While fascinated in this way, no threat can allow the creature another sav-
  ing throw or chance to break free Only an active awakening by another 
  individual is capable of liberating a creature from this effect
  Mastermind’s Collective (Su):Remalothpossessesacollectiveasa20th-level
  vitalist, as well as the telepathy, spirit of many, and health sense abilities 
  of the vitalist class Remaloth may have any number of creatures in her 
  collective and treats all of her Psi-Like Abilities as if they had the network 
  descriptor In addition, creatures entered into Remaloth’s collective cannot 
  leave for any reason unless actively freed by an aura alterationUP, bend 
  reality, or psychic chirurgeryUP power or by similarly powerful magic In 
  addition, Remaloth suffers no penalties for creatures in her collective dying
  Prescient Tactician (Su):RemalothaddsherIntelligencemodifierasanin-
  sight bonus to AC and saving throws In addition, she gains the improved 
  uncanny dodge class feature
  Usurp Mind (Su): Creatures inside the Remaloth’s collective are never al-
  lowed a saving throw against her Psi-Like Abilities In addition, when 
  manifesting a power with the mind-affecting descriptor, Remaloth may 
  expendpsionicfocustoforceallcreaturesthatfailtheirsavingthrows
  to be inducted into her collective
  Qlippoth Lord, Zelovoth 
  CR 24
  XP 1,228,800
  CEGargantuanoutsider(chaotic,evil,extraplanar,qlippoth,psionic)
  Init +11;Senses all-around vision, aura sight,darkvision60ft,pierce the 
  veils;Perception+35
  Auraphrenicoverload(80feet,DC26)
  DEFENSE
  AC40,touch15,flat-footed31(+7Dex,+2dodge,+25natural,–4size)
  hp542(27d10+394);regeneration15(lawful)
  Fort +29,Ref +22,Will+14
  DR15/coldironandlawful;Immuecold,deatheffects,mind-affectingeffects,
  poison;Resistacid30,electricity30,fire30;PR35
  OFFENSE
  Speed30ft.,fly60ft.(good)
  
  43
  Monsters of Vandara
  Meleemaw+36(2d10+13/19–20),4bites+36(2d8+13/19–20),6tentacles+34
  (2d6+6/19–20plusgrab)
  Space20ft.,Reach20ft.(30ft.withtentacles)
  Special Attacksconstrict(2d6+13),gazeweapon,horrificappearance(DC29),
  polymorphplague,rend(any2attacks,2d6+19),vicioustransformation,
  violentdestruction(27d8,40feet,DC37)
  Psi-Like Abilities(ML20th;concentration+26)
  Constant—aura sight, flight, phrenic overload(DC26,causesACpenalty
  and confusion and allows mind-reading), pierce the veils, slip the bonds, 
  true metamorphosisM(currently+3naturalarmor,2biteattacks,rend,
  +6Con,+6Dex,+2Str,Cleave,ImprovedCritical,Poison), affinity fieldM
  At Will—bloodfountainM, PA2**, caustic transfusionPA2**, dispel psionics**, 
  fracture patternPA2**, greater ethereal form, greater psychoport, 
  involuntary body functionPA2(DC17,20targets,nauseated), major 
  metamorphosisM(3fromeachformenusC), malefic metamorphosis**, 
  modify matter, sympathetic drainPA2(DC26,10rounds), telekinetic force 
  (625lbs), telekinetic maneuver(+6bonus), temporary blindnessPA2 (DC 
  26,20targets,permanent,only1save), vascular disrptionPA2**
  3/day—captivity bondM, PA2**, cloned twinPA2**, epidermal fissurePA2**, fuse 
  fleshM(DC26), fusionM, UP, fissionM, UP, hidden body (able to take mental 
  actions), incarnate, quickened malefic metamorphosis**(ML14)
  1/day—summon(level9,anyqlippothorcombinationofqlippothwhose
  totalcombinedCRis20orlower100%)
  STATISTICS
  Str 36,Dex 25,Con 38,Int 25,Wis 21,Cha 22
  Base Atk+27;CMB+44(+48grapple);CMD66(can’tbetripped)
  Feats:CombatReflexes,DeepFocus,Dodge,GreaterPsionicFist,Harmonic
  Resilience, Improved Initiative, Improved Metamorphosis, Metapsionic 
  Ability (malefic metamorphosis, quicken), Multiattack, Power Attack, Psionic 
  Body, Psionic DodgeUP, Psionic Fist, Psionic Meditation
  Skills:Autohypnosis+35,Craft(mechanical)+35,Fly+45,Intimidate+36,
  Knowledge(dungeoneering)+34,Knowledge(engineering)+37,Knowledge
  (history)+34,Knowledge(nature)+34,Knowledge(planes)+37,Perception
  +35,SenseMotive+35,Spellcraft+37,Stealth+25;RacialModifiers+10Fly
  Languages:Aklo;telepathy300ft.
  SQ: biomorphic adaptation, qlippoth lord traits
  SPECIAL ABILITIES
  Biomorphic Adapatation (Su): Zelovoth is capable of using its Fusion Psi-like 
  ability on creatures of any type, rather than those that are just its own type
  Disease (Su):qlippothCorruption:naturalattack—injury;saveFortDC29;
  onset1day;frequency1/day;effect4d6Wisand4d6ChaDrain;cure2
  consecutive saves The save DC is Charisma-based
  Gaze Weapon (Su): As a free action at the start of his turn, Zelovoth can gape 
  hiscentralmawwidetoexposethehorrificredeyelodgedinwhatshould
  behisthroat.Thisgazeweaponhasarangeof30feet,andaffectsthem
  simultaneously with Greater Metamorphosis and Malefic Metamorphosis 
  effects(ML20onboth,FortitudeDC37resists).Zelovothchooseswhat
  effects of these powers take effect on the targets If Zelovoth so chooses, 
  it may affect a target with only one of these powers These powers are 
  permanentuntildispelled.Zelovothcankeephismawopenforupto3
  consecutive rounds, after which his throat-eye closes and this gaze weapon 
  cannotbeusedagainfor1minute.ThesaveDCisConstitution-based.
  Horrific Appearance (Su):CreaturesthatsuccumbtoZelovoth’shorrific
  appearance are stunned At the start of each round thereafter, a creature 
  stunnedinthiswaycanmakeachoice—fighttheoverwhelmingchaos
  andhorrorandattemptanewDC29Willsavetoendthestuneffectand
  act normally on that round or accept the chaos into its soul and auto-
  matically succeed at the save to recover from the stun effect This latter 
  option immediately shifts the creature’s alignment one step closer to 
  chaoticevil.Thisshiftinalignmentcanbefixedviaatonement but counts 
  as a voluntary alignment shift for the purposes of atonement’s material 
  component requirements A creature that becomes chaotic evil as a result 
  of this also becomes a willing minion and ally of Zelovoth
  Maw (Su): Zelovoth’s central maw is a primary attack that threatens a criti-
  calhitonarollof19–20.AcreaturehitbyZelovoth’smawwhilehisgaze
  weaponisactivetakesa–4penaltyonitsnextsavingthrowagainstthe
  gaze attack
  Polymorph Plague (Su): Any creature that has been affected by one of 
  Zelovoth’spsychometabolismeffectsbecomes“contagious.”For24hours
  after the creature’s initial transformation, any other creature that touches 
  or is touched by the affected creature must succeed at a Fortitude save (DC 
  =10+1/2theaffectedcreature’sHD+theaffectedcreature’sConstitution
  modifier)toresistassumingthesamepsychometabolismeffectasthe
  affected creature
  Vicious Transformation (Su): When Zelovoth changes form using True 
  Metamorphosis, it may choose to create weapons of the following type 
  rather than the normal natural weapons allowed by the power It may 
  choose one of the following, which all of the natural weapons (between 
  1and3)become.
  Blade:talon+36(3d6+13/19-20)
  Clawed Hand:claw+36(2d6+13plusbleeddamageequaltothedamage
  dealt by the claw)
  Serpent Head:bite+36(1d8+13pluspoison:bite—injury;saveFortDC37;
  frequency1/roundfor12rounds;effect1d4Dexdrainandslowedfor1
  round;cure3consecutivesaves)
  
  44
  Arcforge: Ravages of the Qlippoth
  Character 
  Options
  The following chapter contains additional options for characters 
  in the Vandara Setting.
  Archetypes
  Unless otherwise noted, archetypes function as described in the 
  Pathfinder Roleplaying Game Advanced Class Guide.
  Apostate (DreadUP 
  Archetype)
  The power of the qlippoth is doubtless great and mysterious, but 
  one of its most mysterious aspects did not emerge until after their 
  contact with the Vandarans. The fear that the gods cannot or will not 
  intervene in the lives of mortals, the fear that one’s mortal life has 
  no meaning in the face of a greater universe, is a potent tool used 
  by those willing to face such truths head-on.
  Blasphemous Philosopher: The apostate adds Diplomacy and 
  Knowledge (Arcana, Planes, and Religion) to his class skills, but loses 
  Acrobatics, Climb, Stealth, and Swim as class skills.
  Spook (Su):: When an apostate of 11th level has a shadow twin 
  active, all enemies within 30 feet of the dread or shadow twin must 
  make concentration checks to successfully cast a spell or manifest a 
  power (DC 10 + the dread’s level + the dread’s Charisma modifier). If a 
  creature in the area failed this check since the end of the apostate’s 
  last turn, the shadow twin uses a separate action pool instead of 
  sharing the round’s actions with the dread for that round. This means 
  that it and the dread could both make attacks in the same round.
  At 15th level, if any creature within 30 feet of the dread or shadow 
  twin fails their check, the dread and shadow twin may project an 
  antimagic field or null psionics fieldUP centered on them which they 
  themselves are unaffected by for 1 round.
  This ability replaces twin fear
  Apostate’s Deliverance (Su):: At 18th level, the apostate can expend 
  2 uses of terrors to cast mage’s disjunction as a spell-like ability or 
  unravel psionicsUP as a psi-like ability, with a caster or manifester 
  level equal to his dread level. By expending 3 uses of terrors, he can 
  use both abilities at once so long as they target the same area. This 
  ability replaces the terror gained at 18th level.
  Terrors: The following new terrors are designed to complement 
  the Apostate but can be selected by any dread.
  Severance: When the dread strikes a creature with an attack, he 
  may affect the target with a dispel magic or dispel psionics effect 
  with a caster or manifester level equal to his dread level. This effect 
  improves from dispel magic to a targeted greater dispel magic starting 
  at 11th level. The dread must be at least 6th level to select this terror.
  Shake Faith: When the dread strikes a creature with his devastating 
  touch, the target must make a Will save or have their casting and 
  manifesting abilities impaired for 1 minute. While impaired in this 
  way, the creature must attempt a concentration check whenever they 
  cast a spell or use a power (DC 10 + the dread’s level + the dread’s 
  Charisma modifier). Failure means that they lose the spell or power.
  Chainmaster (SoulknifeUP 
  Archetype)
  The kytons are among the most mysterious horrors known to Vandarans, 
  their powers and philosophy still poorly understood even by vet-
  ted scholars. That said, there are a select few who have glimpsed 
  the madness of these beings and turned their gaze away, obtaining 
  hints of the profane goals which drive these corrupted beings. In 
  the process, they have acquired a great deal of skill with the Kyton’s 
  abominable fighting style.
  Mind Chains: When forming their mind blade, a chainmaster’s 
  blades are less damaging than normal, being treated as one size 
  smaller than normal for the purpose of determining damage dice. 
  However, a chainmaster’s mind blade possesses the reach and trip 
  properties regardless of form and can be used to attack adjacent 
  creatures as well. The chainmasters mind blades always appear to 
  be some sort of chain. Any feats or abilities that may be applied to 
  a spiked chain can be applied to a mind chain. This ability replaces 
  mind blade but counts as mind blade for the purpose of how class 
  features function with it and for meeting prerequisites (as well as 
  for being modified by other archetypes).
  Dancing Chains (Su):: At 5th level, the chainmaster learns to 
  
  45
  Character Options
  manipulate his mind chains more dexterously. He may wield and 
  manipulate objects as well as creatures with his mind chains as if 
  they were hands and gains a +2 bonus on all combat maneuvers made 
  with his mind chains. Finally, the chainmaster’s mind chains gain the 
  grappleAPG quality. This ability replaces quick draw.
  Grievous Wounds (Su):: Starting at 8th level, the chainmaster 
  learns to inflict great pain on himself to intensify the suffering of his 
  enemies. If his mind chain possesses the vicious weapon property, 
  the bonus damage as well as the backlash damage increases by 1d6. 
  These increase by 1d6 again at 12th level and every 4 levels thereafter. 
  At 16th level, any attacks made with a vicious mind chain ignore the 
  DR and Hardness of any targets they strike and increase their critical 
  hit damage multiplier by 1 (to a maximum of x6). This ability replaces 
  the blade skills gained at 8th and 16th levels.
  Soul Bondage (Su):: At 20th level, the mind chains of the chainmaster 
  feed off the souls of those they bring down. Any creature reduced 
  to 0 hit points or fewer by a chainmaster’s mind chain has it’s soul 
  trapped in the chainmaster’s body (as per Soul Bind with a save DC 
  equal to 10 + half the chainmaster’s level + the Chainmaster’s Wisdom 
  modifier). Any creature which has its soul trapped in this way grants 
  bonuses to the Chainmaster as if it had been completely assimilated 
  with an assimilateUP power. Finally, a chainmaster can manifest and 
  maintain his mind chains in a null psionics field without having to 
  make a Will save, although it still loses any enhancement bonuses 
  and special abilities. This ability replaces Mind Blade Mastery.
  Depthlord (Oracle 
  Archetype)
  The deepest recesses of the Erebine are host to strange and ancient 
  magics untapped since the Maker’s War. There are beings who at-
  tempt to harness this strange esoterica and others who find it forced 
  upon them by fortune. Nonetheless, these Depthlords are known and 
  feared by all who dwell in the darkness.
  Class Skills: A Depthlord adds Knowledge (dungeoneering), 
  Knowledge (engineering), and Use Magic Device to her list of class skills. 
  This replaces the bonus skills the Depthlordgains from her mystery.
  Deep Arcana (Ex): At 2nd level, the Depthlord’s connection to the 
  Erebine infuses her mind with strange and powerful magic. She selects 
  one spell from the psychic spell list that is at least one level lower 
  than the highest-level oracle spell she can cast. The Depthlord gains 
  this as a bonus spell known. The spell is treated as one level higher 
  than its true level for all purposes. The Depthlord may choose an 
  additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.
  This ability replaces the bonus spells she would normally gain at 
  these levels from her chosen mystery.
  Revelations: A Depthlord can select the following revelations 
  regardless of her chosen mystery
  Maker-Forged Resilience: The Depthlord gains Spell Resistance and 
  Power Resistance equal to 11 + her Depthlord level. She can lower or 
  reactivate this spell resistance as a move action
  Outertech Infusion: When casting a spell, the Depthlord can cause 
  the spell to interact with other effects as if it was a psionic power 
  rather than a spell. The effective number of power points spent on 
  the spell is equal to twice the spell’s level -1 (minimum 0).
  Mysteries: The following oracle mysteries complement the Depthlord 
  archetype: Apocalypse, Battle, Dark Tapestry, Dragon, Lore, and Metal
  Eldritch Doom (Antipaladin 
  Archetype)
  The alien powers of the qlippoth distort the minds and bodies of 
  all they touch, imbuing these creatures with knowledge so horrible 
  that the victims are quickly driven to madness. Unable to cope with 
  the oblivion of existence in the void, some of these soldiers take up 
  arms in the name of their insane, all-powerful patrons. The beings 
  known as eldritch doom spread the truth of the outer powers wher-
  ever they may travel, ripping apart the minds of all who attempt to 
  resist the will of the void.
  Smite Abomination (Su): The powers of the beyond imbue the 
  eldritch doom with the ability to combat other tainted creatures. 
  This ability functions as smite good, but instead works on crea-
  tures of the aberration type, worshippers of outer gods, great old 
  ones, or qlippoth Lords, or creatures with the psionic subtype, 
  dealing double damage if a creature is more than one of these. 
  This ability replaces smite good, and counts as smite good for the 
  purpose of meeting prerequisites.
  Detect Good: The eldritch doom can manifest detect psionicsUP as 
  
  46
  Arcforge: Ravages of the Qlippoth
  a psi-like ability in place of detect good, although he can still use 
  detect good as normal.
  Touch of the Void (Su): Starting at 3rd level, whenever the eldritch 
  doom strikes a creature with an attack, he may have the target take 
  a -1 cumulative penalty to AC and Will saves for a number of rounds 
  equal to the eldritch doom’s Charisma Modifier. At 6th level and every 
  4 levels thereafter, this penalty increases by 1 (to a maximum of -5 at 
  18th level). The eldritch doom may use this ability a number of times 
  per day equal to ½ his eldritch doom level + his Charisma modifier.
  Starting at 4th level, the eldritch doom may expend two uses 
  of this ability to affect every creature within 30 feet with Touch of 
  the Void. The targets are allowed a will saving throw (DC 10 + ½ the 
  user’s eldritch doom level + the eldritch doom’s Charisma modifier) 
  to negate this effect.
  This ability replaces touch of corruption and channel negative 
  energy but counts as both for the purpose of meeting prerequisites.
  Cruelties
  An eldritch doom channels his cruelties through his Touch of the 
  Void ability rather than Touch of Corruption. In addition, the eldritch 
  doom may select the following cruelties in addition to the regular 
  cruelties starting at each level.
  6th level
  Confused: The target becomes confused, as by the Confusion spell, 
  using the eldritch doom’s level as the caster level
  12th level
  Insane: The target becomes permanently insane, as by the Insanity 
  spell, using the eldritch doom’s level as the caster level.
  Mindshattered: The target is subject to the deadly fearUP power, 
  using the eldritch doom’s level as the manifester level and the save 
  DC of this cruelty as the DC of the power.
  Manifesting
  At 4th level, the eldritch doom gains manifesting as a gifted blade 
  of one level lower.
  This ability replaces spells.
  Eldritch Augmentation (Su): At 5th level, the eldritch doom gains 
  the ability to call upon the powers of his dark patron in a more 
  visceral manner. A number of times per day equal to his Charisma 
  modifier, the eldritch doom may manifest minor metamorphosisUP 
  as a psi-like ability with a manifester level equal to his antipaladin 
  level. This improves to metamorphosis at 11th level. At 15th level, the 
  eldritch doom may manifest either greater metamorphosis or form 
  of doomUP as a psi-like ability.
  This ability replaces Fiendish Boon
  Reshaper (Cryptic 
  Archetype)
  As cryptics learn about the myriad bizarre patterns that fill the 
  universe, some begin to realize how limited their own forms are. 
  These individuals take to modifying themselves with psionics, be-
  coming unrecognizable as they willingly accept strange corruptions 
  to their patterns.
  Warped Appearance (Ex): Rather than tattoos, a reshaper’s pow-
  ers manifest in various deformities, mutilations, and discolorations 
  across her body. The reshaper’s known powers can be identified via 
  Knowledge (Dungeoneering or Engineering) checks with a DC equal 
  to 15 + double the power’s level.
  When a cryptic manifests one of her powers, it creates a visual 
  or auditory pattern of energy during the action taken to manifest 
  the pattern. While the reshaper’s powers have the normal displays 
  for psionic powers – auditory, mental, and the like – this pattern 
  unique to the reshaper cannot be suppressed as normal displays 
  can be suppressed.
  This ability replaces pattern designs.
  Aberrant Restructuring: Whenever she would gain a cryptic insight, 
  a reshaper may instead gain 2 customization points which can be 
  used to select aberrant aegis customizations. A reshaper uses her 
  cryptic level as her aberrant level for the purpose of determining 
  what customizations she can select.
  Metamorphic Insight: At 7th level, the reshaper adds metamor-
  phosis to her list of powers known. At 16th level, she adds greater 
  metamorphosis to her list of powers known.
  This ability replaces the powers known gained at 7th and 16th levels.
  Supreme Insight: A reshaper gains access to the following su-
  preme insight.
  Reshaped Perfection: The reshaper has achieved a bodily pat-
  tern which stands above all others. Her type changes to outsider 
  
  47
  Character Options
  (native), she gains DR 10/psionic, and she treats her manifester 
  level as 4 higher for all manifestations of metamorphosis or greater 
  metamorphosis powers.
  Rustworn Hunter (Slayer 
  Archetype)
  In extreme conditions, hunters must adapt to contend with their 
  prey. In the case of those in Dorukalad, adaptation means learning 
  to utilize more potent armaments and extensive strategy in order 
  to succeed in battle.
  Weapon and Armor Proficiencies: In addition to normal proficiencies, 
  a rustworn hunter is proficient with heavy armor and sniper weapons
  Delayed Study: A rustworn hunter does not gain the studied target 
  class feature until 5th level, and the bonus from studied target is 
  always one less than it would be for normal slayers.
  Armored Blending (Ex):: At 6th level, a rustworn hunter has learned 
  to adapt to stalking prey while heavily armored. He does not suffer 
  any armor check penalties on stealth checks.
  This ability replaces the slayer talent gained at 6th level.
  Wasteland Sentinel (Ex):: At 12th level, a rustworn hunter can use 
  their armor to insulate themselves from environmental threats. While 
  wearing heavy armor, the rustworn hunter gains fire, cold, and acid 
  resistance equal to his rustworn hunter level. This ability replaces 
  the slayer talent gained at 12th level.
  Steelduster (Ranger 
  Archetype)
  Among the many pilots of Sajac, few are more respected than the 
  Steeldusters, scouts and explorers who venture into the Ashfields 
  aboard their mechs to fight the qlippoth on their own ground and 
  scavenge the wastes for whatever survived the alien onslaught.
  Class Skills: A steelduster gains Piloting and Engineering (or Fly 
  and Knowledge (engineering) if using Pathfinder skills) as class skills, 
  losing Life Science and Mysticism (or Handle animal and Spellcraft).
  Bonded Mech: Starting at 1st level, the steelduster gains a mech 
  as described in “Mech Rules and Body Types”
  This ability replaces Wild Empathy and Spellcasting
  Mech Expertise (Ex): Starting at 2nd level, whenever the Steelduster 
  would gain a combat style feat, he may select feats from the following 
  list in addition to feats he could normally select: Cockpit Jacker, Craft 
  
  48
  Arcforge: Ravages of the Qlippoth
  Mech, Craft Technological Arms and Armor, Cybernetic Integration, 
  Extra Mech Enhancement, Field Mechanic, Pilot Render, Salvage 
  Crafter, Technologist, and Vehicle Expert. He does not need to meet 
  the prerequisites for these feats to select them.
  Mechanical Scout: At 4th level, if the steelduster selects an animal 
  companion for his hunter’s bond class feature, his companion gains 
  the synthetic companion archetype. In addition, the steelduster may 
  have his animal companion merge into his mech as per an unaug-
  mented hidden bodyUP power.
  Starting at 11th level, the steelduster’s companion becomes aware 
  of everything the host is aware of while piloting the mech, although 
  the companion can still take no actions while fused.
  Starting at 19th level, while the steelduster’s animal companion 
  is fused with his mech, the animal companion can pilot the mech 
  in place of the steelduster. While piloting the mech in this way, the 
  animal companion uses its own ability scores which are modified 
  by the mech.
  This ability replaces quarry and improved quarry and modifies 
  Hunter’s Bond. This does not make the steelduster incompatible 
  with other archetypes that modify Hunter’s Bond.
  Feats
  Boon Mech
  Your dabbling in other disciplines has not reduced your piloting skill
  Prerequisite: Mech or Companion Vehicle, Pilot level 3rd
  Benefit: The abilities of your mech or companion vehicle are 
  calculated as though your class were 4 levels higher, to a maximum 
  effective pilot level equal to your character level. If you have more 
  than one mech or companion vehicle, choose one to receive this 
  benefit. If you lose or replace your mech or companion vehicle, you 
  can apply this feat to the replacement.
  Special: You can select this feat more than once. The effects do 
  not stack. Each time you take the feat, it applies to a different mech 
  or companion vehicle.
  Harmonic Resilience
  Powers and Spells alike fail to penetrate your defenses
  Benefit: Any spell resistance or immunity that you possess also 
  applies against psionic powers that allow power resistance, and 
  vice versa.
  
  49
  Character Options
  Killing Madness
  Creatures cannot live with the effects your powers place upon 
  their mind
  Benefit: Whenever you reduce a creature to 0 sanityHA or deal 
  enough damage to a mental ability score that the damage exceeds 
  that ability score, the creature dies rather than suffering from the 
  normal effects. Creatures killed in this way cannot be raised by any 
  effect save for Reality Revision or similarly powerful magic.
  Mechanical initiate
  You have acquired skill with mechs in an unorthodox manner
  Prerequisite: Technologist, Skill Focus (Engineering, Craft 
  (Mechanical), Ride, Fly, Piloting, or Knowledge (Engineering), Vehicle 
  ExpertATE, Knowledge (Engineering) or Engineering 5 ranks
  Benefit: You gain access to a bonded mech as a pilot of your 
  character level -4. If you later gain a mech through another source, 
  the effective pilot level granted by this feat stacks with that granted 
  by other sources, up to your total character level.
  Metapsionic Ability [Psionic]
  You have learned to enhance your innate psionic abilities to more 
  dramatic effect.
  Prerequisites: Ability to use at least one psi-like ability.
  Benefits: Choose one psi-like ability that the creature possesses 
  and one metapsionic feat. Three times per day, the creature may 
  manifest this psi-like ability as if it were affected by this metapsionic 
  feat. When they do so, the manifester level for the psi-like ability 
  is reduced by a number of levels equal to the number of additional 
  power points the metapsionic feat would normally cost. This can-
  not cause the manifester level of the psi-like ability to go below 
  the minimum manifester level needed to manifest the power, and 
  if this happens then the psi-like ability cannot be affected by that 
  particular metapsionic feat. The creature need not expend psionic 
  focus in order to apply the metapsionic feat to the psi-like ability.
  Soul Keeper
  You subsume the metaphysical essence of your victims
  Prerequisite: Outsider type
  Benefits: Whenever you kill a creature, you absorb its soul into 
  your body. You gain a +1 sacred or profane bonus (chosen when 
  taking this feat) to attack rolls and saving throws for 1 round after 
  you kill a creature, and these bonuses are increased by 1 if the 
  creature you killed was another outsider. In addition, if somebody 
  attempts to resurrect a creature you killed, they must succeed at a 
  caster level check (DC 8 + ½ your hit dice + your Charisma modifier) 
  or else the spell fails.
  Psionic Powers
  The following psionic powers were originally printed in Terrors from 
  the Id: The Book of Psionic Horror. They have been reprinted here for 
  use alongside several of the monsters in this book.
  Assign Imperative
  Discipline: Telepathy (curse, mind-affecting)
  Level: Telepath 6
  Display: Auditory and Mental
  Manifesting Time: 10 minutes
  Range: close (25 feet + 5 feet/level)
  Target: One creature
  Duration: Permanent
  Saving Throw: None; Power Resistance: yes
  Power Points: 11
  One of the most terrifying abilities of any telepath, this power distorts 
  the ambitions of a target for a permanent duration. You command 
  the target to perform or refrain from specific action, forcing the target 
  to follow the given instructions until the job is completed, no mat-
  ter how long it takes. If the instructions involve some open-ended 
  task that the recipient cannot complete through his own actions, 
  the power remains in effect for a maximum of 1 day per manifester 
  level. A clever recipient can subvert some instructions. This power 
  cannot be dispelled as normal, and only a cleanse spirit, bend real-
  ity, or similarly powerful instance of magic can end its effects. Even 
  still, these effects require a successful manifester level check (DC 
  10 + your manifesting ability score modifier + the number of power 
  points spent on this power) in order to dispel this power. However, 
  a psychic chirurgery power is strong enough to end the effects of 
  this power automatically.
  Augment: In addition to the ways that mind control can be aug-
  mented, this power can be augmented in the following ways.
  1. If you spend 4 additional power points, you may manifest this 
  power as a standard action. If you do, the target is allowed a 
  Will save.
  2. If you spend 4 additional power points, you may force a creature 
  under the effects of this power to perform actions against its 
  nature, including self-destructive actions. The creature is allowed 
  a saving throw to break away from this effect if subjected to a 
  flagrant command of this manner.
  3. If you spend 2 additional power points, you may deteriorate the 
  mind and body of the targeted creature should their efforts prove 
  insufficient. Once per day, you may cause a target to take a -3 
  penalty to all of its ability scores. These penalties are cumulative 
  but can never reduce an ability score below 1.
  Awestrike
  Discipline: Telepathy (mind-affecting)
  Level: Dread 6, Psion/Wilder 7, Tactician 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Area: 60-foot spread centered on you
  Duration: 1 round/level, see text
  Saving Throw: Will partial, see text; Power Resistance: yes
  Power Points: 11 dread, 13 psion/wilder and tactician
  You unleash a telepathic shockwave that overtakes the minds of tar-
  gets, forcing them to stunned silence before your awesome presence. 
  
  50
  Arcforge: Ravages of the Qlippoth
  All creatures that fail their saving throws against this effect become 
  helpless for 1 round/level, unable to comprehend the full extent of 
  power they are witnessing. Each round on its turn, a creature affected 
  by this power may attempt a new saving throw to end the effect; this 
  is a full-round action that does not provoke attacks of opportunity.
  Augment: This power can be augmented in the following ways
  1. For every 2 power points you spend augmenting this power, the 
  range increases by 10 feet and the DC increases by 1.
  2. If you spend 2 additional power points and expend psionic 
  focus, this power has a persistent effect. For 1 round/level, any 
  creature that enters the area of this power must save against 
  this power’s effects.
  3. If you spend 4 additional power points, a creature that recov-
  ers from this power early after being affected by it for at least 
  1 round is staggered for 1d4 rounds. A creature that makes the 
  initial save to resist this spell is merely staggered for 1 round.
  Beckoning
  Discipline: Clairsentience (Calling)
  Level: Seer 1
  Display: Mental
  Manifesting Time: 1 minute
  Range: 100 miles
  Target: up to 20 entities of 6 HD or fewer; see text
  Duration: instantaneous
  Saving Throw: none; Power Resistance: no
  Power Points: 1
  A psychic signal emanates to all creatures of specific type out to an 
  100-mile radius, which can be delivered to up to 20 such creatures, 
  starting with the nearest creatures until the limit has been met. This 
  power can’t contact creatures with more than 6 Hit Dice. You can’t 
  send a specific message, but this power can be characterized as 
  an open invitation to make contact and establish communication. 
  If there is an appropriate entity within range, the power suc-
  ceeds automatically. You don’t know whether the message was 
  received, nor any specific details about what creatures received it 
  or how many. Creatures that receive the message know the loca-
  tion and distance from where the power was manifested. Because 
  this power doesn’t call or summon the target, the target must 
  have its own way to reach the place where the spell was cast. 
  How creatures respond to a beckoning power is circumstantial and 
  it is possible the creatures will simply ignore the power. Creatures 
  that come and investigate do so in their own time. They usually 
  arrive cautiously, aware of the potential for ambush. Targets of the 
  power might inform their organization or community if they have 
  one. There are no restrictions on how the creatures react to being 
  contacted, and they might respond with hostility, parley, entertain 
  an alliance, or subjugate the manifester and their related community. 
  Using this power counts as mentally contacting the creature for 
  the purpose of any of its special abilities (such as the star-spawn 
  of Cthulhu’s overwhelming mind). For the purpose of powers like 
  remote viewing, the creature has firsthand knowledge of you and a 
  connection similar to if it possessed a likeness of you.
  Augment: This power can be augmented in the following ways
  1. If you spend 2 additional power points, the range of this power 
  increases to 200 miles. 4 points increases the range to 500 miles, 
  while 6 points increases the range to infinite on the same plane. 
  8 points enables this power to work across planes
  2. If you spend 10 additional power points, you may choose to 
  have this power act not only as a signal, but as a passage for 
  creatures you contact. One creature that hears this ability may 
  teleport immediately to the location of the manifester as an 
  immediate action if it so chooses. This causes the power to 
  gain the [teleportation] descriptor. For every 2 power points you 
  spend beyond this, you may transport one additional creature
  3. If you spend 6 additional power points, you may manifest this 
  power as an immediate action
  4. For every additional power point you spend augmenting this 
  power (including as part of other augments), you may beckon 
  creatures with 2 additional hit dice
  Ectoplasmic Voyager
  Discipline: Psychometabolism
  Level: Dread 6, Egoist 6, Psychic Warrior 6
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: touch
  Target: you and one touched creature per three levels
  Duration: 1 hour/level (D); see text
  Saving Throw: no and Will negates (harmless); Power Resistance: 
  no and yes (harmless)
  Power Points: 11
  This power functions as Ectoplasmic Form, save that the manifester 
  can affect others and also travel at a much greater speed. As a free 
  action, a creature affected by this ability can change the fly speed 
  granted by this power from 20 feet (perfect) to 600 feet (poor) or 
  back to 20 feet (perfect). A creature can regain its physical form as 
  desired and later resume the ectoplasmic form. Each change to and 
  from ectoplasmic form takes 5 rounds, which counts toward the 
  duration of the power (as does any time spent in physical form). As 
  noted above, you can dismiss the power, and you can even dismiss 
  it for individual characters and not others.
  Augment: If you spend 4 additional power points, you may reduce 
  the time needed to change between physical and ectoplasmic form 
  to one move action.
  False Sensory Input, Complex
  Discipline: Telepathy (mind-affecting)
  Level: Telepath 5
  Display: Mental
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 9
  
  51
  Character Options
  
  52
  Arcforge: Ravages of the Qlippoth
  This power functions as False Sensory Input, save that the effects are 
  more potent and can take more forms. Two senses rather than 1 are 
  affected by this power, and it is possible to create sensations where 
  none exist or alter the perceived size of an entity by more than 50%.
  Augment: In addition to using the augments of False Sensory Input, 
  this power can be augmented in the following ways
  1. For every 2 additional power points you spend, you may affect 
  an additional sense with this power.
  2. If you spend 2 additional power points, you may use this power 
  to interfere with clarifying abilities. Any creature affected by this 
  power loses any insight bonuses they possess. If you spend 2 
  additional power points beyond this, any insight bonuses it 
  possesses become penalties of equal amount.
  3. For every 2 additional power points you spend on this power 
  (including as part of another augment), the save DC increases by 1.
  Insurrection
  Discipline: Telepathy (mind-affecting)
  Level: Dread 4, Psion/Wilder 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 feet + 5 feet/level)
  Target: 1 creature/2 manifester levels within range
  Duration: 1 round/level
  Saving Throw: Will negates; Power Resistance: yes
  Power Points: 7
  You sow discord and tension in your opponent’s mind, stemming 
  them to violence against their former allies. The affected creature 
  has a 50% chance to attack the nearest target each round. (Roll to 
  determine each creature’s behavior every round at the beginning of 
  its turn.) A creature that does not attack its nearest neighbor is free 
  to act normally for that round. Creatures forced by an insurrection to 
  attack their fellows employ all methods at their disposal, choosing 
  their deadliest spells and most advantageous combat tactics. Affected 
  creatures will continue to attack unconscious allies until they are 
  dead and may go beyond killing them if the character knows that 
  resurrection is easily obtainable. If there are no creatures which the 
  creature would be able to attack while acting abnormally, it moves 
  in a random direction that turn.
  Augment: This power can be augmented in the following ways
  1. For every 2 power points you spend, the save DC increases by 
  1 and an additional target may be selected with this power. 
  Additional targets must be within 15 feet of the original
  2. If you spend 6 additional power points, the target has a 75% 
  chance to attack the nearest target each round rather than 50%.
  Interference Field
  Discipline: Psychokinesis
  Level: Psion/Wilder 4, Psychic Warrior 4, Tactician 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 20 feet
  Area: 20-foot emanation centered on you
  Duration: 1 round/level
  Saving Throw: Fortitude partial; Power Resistance: no
  Power Points: 7
  Psychokinetic static floods the area, making it difficult for foes 
  to focus or utilize their abilities. Creatures within this aura that fail 
  their Fortitude save take a -8 penalty on all concentration checks 
  made while inside the area of this effect and may not concentrate 
  on powers or spells while in the area. Those that succeed on their 
  save take only a -4 penalty on such checks.
  Augment: This power can be augmented in the following ways
  1. If you expend psionic focus, you may exempt yourself from the 
  effects of this power
  2. If you spend 6 additional power points, you may cause this 
  power to not have a Fortitude save, treating all creatures inside 
  the area as if they had failed their save.
  3. For every 2 power points spent augmenting this power (including 
  as part of other augments), the save DC increases by 1 and the 
  range increases by 10 feet
  Latent Programming
  Discipline: Telepathy (mind-affecting)
  Level: Dread 6, Psion/Wilder 6, Tactician 6, Vitalist 6
  MANIFESTING
  Display: Mental, Auditory
  Manifesting Time: 1 hour
  EFFECT
  Range: Close (25 feet + 5 feet/level)
  Target: One Creature
  Duration: permanent until discharged
  Saving Throw: see text; Power Resistance: yes
  Power Points: 11
  Delicately, you place a trigger inside the target’s mind, setting it to 
  take effect when certain conditions are met. This power functions 
  as trigger powerUP, save that the power you set to trigger is placed 
  in the target creature’s mind rather than on your body and that the 
  power cannot have a range of personal. You must still manifest the 
  power you wish to set to trigger, and if its normal manifesting time 
  is longer than 1 hour, the manifestation time for that power is used 
  instead. The target is allowed a save against that power at the time 
  of its initial manifesting, but the power does not take effect unless 
  the trigger (set at the moment the creature is affected) occurs.
  A creature can only be affected by one Latent Programming power 
  at a time, but a single manifester can have multiple instances of this 
  power active upon multiple creatures. In addition, this power can 
  be made permanent with an incarnate power (minimum ML 19th) at 
  a cost of 27,500 gp. If this is done, the power becomes latent again 
  when its duration expires, and can be reactivated by the same trigger 
  an infinite number of times.
  Augment: This power can be augmented in the following ways
  1. If you spend 2 additional power points, you may use latent 
  programming to set a power that would otherwise have a range 
  of personal.
  2. If you spend 2 additional power points, you may have this power 
  
  53
  Character Options
  affect a creature or object that the target is touching rather than 
  the target itself. For example, you could force a creature to make 
  a save against malefic metamorphosis as soon as it shakes hands 
  with the target creature.
  Lifeseeker
  Discipline: Athanatism
  Level: Cryptic 5, Dread 5, Marksman 4, Psychic Warrior 5, Psion/Wilder 
  5, Tactician 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: personal
  Area: 60-foot radius spread centered on manifester
  Duration: 10 minute/level
  Saving Throw: none; Power Resistance: no
  Power Points: Marksman 7, Others 9
  Reaching out, you probe the area around you for any signs of life, 
  detecting all souls or other entities that wander your vicinity. You 
  automatically detect any living creatures that are in the area, knowing 
  their exact location. This ability works even through physical barriers, 
  and line of effect is not required in order to sense an entity with this 
  ability. This ability only works on living creatures, so undead, objects, 
  and constructs are not detected.
  Augment: This power can be augmented in the following ways
  1. If you spend 4 additional power points, you automatically pos-
  sess line of effect with your psionic powers on any creature that 
  you detect, even if it would otherwise be on the other side of 
  some obstacle.
  2. If you spend 4 additional power points, this power also works 
  on undead and constructs.
  3. For every additional power point you spend, the range of this 
  ability increases by 5 feet
  Malefic Metamorphosis
  Discipline: Psychometabolism
  Level: Psion/Wilder 3, Vitalist 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: 1 creature
  Duration: permanent
  Saving Throw: Fortitude Negates; Power Resistance: yes
  Power Points: 5
  While enhancing one’s abilities with psychometabolic power is dif-
  ficult, inhibiting those of an opponent are a technique that many find 
  easier to gain a grasp upon. On a failed Fortitude save, the target 
  creature is affected by one of the following penalties
  • A -6 penalty to one ability score
  • Size is decreased by up to 2 size categories
  • Target loses use of a limb. If this limb is a leg, fin, wing or other 
  method of mobility, the target’s speed that uses that limb is 
  halved. If it loses all such limbs, it cannot use that method of 
  movement. If this limb is an arm, the target loses the ability to 
  manipulate anything (including weapons) with that arm. If all 
  arms are disabled in this way, the target cannot apply somatic 
  components to spells.
  • The target becomes blind or deaf, as chosen by the manifester.
  • The target’s natural armor decreases by 3 (minimum 0)
  • The target’s damage reduction is reduced by 5 (minimum 0)
  • Any regeneration or fast healing the target possesses is reduced 
  by 5 (minimum 0). If the target’s regeneration cannot be bypassed, 
  it cannot be reduced below 1.
  • The target’s fly maneuverability is reduced by 2 steps. If it would 
  go below poor, the target loses the ability to fly.
  • The target takes a -4 penalty on all attack rolls, skill checks, 
  ability checks, and saving throws
  • Each turn, the target has a 50% chance to act normally; other-
  wise, it takes no action. This ability can only be selected up to 
  twice. The second time, it causes the target to only have a 25% 
  chance of acting normally
  This power cannot be dispelled normally, but any effect that would 
  remove ability damage is capable of removing the effects of this power.
  Augment: This power can be augmented in the following ways
  1. For every 4 additional power points you spend, you may select 
  another effect to apply to a creature. The same effect can be 
  applied any number of times unless stated otherwise.
  2. If you spend 2 additional power points, the range increases from 
  touch to close (25 feet + 5 feet/level). For every 2 points you spend 
  on top of this, you may select an additional target within range.
  3. If you spend 4 additional power points, you gain the ability to 
  affect a creature with multiple manifestations of this power.
  4. For every 2 power points you spend augmenting this power 
  (including as part of other augments), the save DC increases by 1.
  Mental Evolution
  Discipline: Psychometabolism
  Level: Cryptic 5, Dread 5, Psion/Wilder 5, Tactician 5, Vitalist 5
  Display: Olfactory, Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: one creature
  Duration: Instantaneous
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 9
  Reaching into a creature’s mental faculties, you radically alter the think-
  ing capacity of your target, enhancing it to sophisticated Intelligence 
  or reducing it to animalistic instinct.
  If this ability is used on a creature with an Intelligence score of 2, 1, 
  or -, the manifester rolls 3d6 and changes the creature’s Intelligence 
  score to the result. In addition, the creature’s Charisma score increases 
  by +1d6, or +2d6 if the creature was originally mindless. The creature 
  gains feats and skills as appropriate to its new Intelligence score and 
  gains the ability to understand one language that the manifester 
  knows plus an additional number equal to its Intelligence modifier. 
  The affected creature is friendly toward you and is of an alignment 
  chosen by the manifester. However, the manifester has no special 
  
  54
  Arcforge: Ravages of the Qlippoth
  empathy or connection with a creature affected in this way.
  If this power is used on an intelligent creature (intelligence score 
  of 3 or higher), the power instead has a degrading effect. The target 
  creature’s Intelligence and Charisma scores each drop to 1. The af-
  fected creature is unable to use Intelligence- or Charisma- based skills, 
  cast spells, manifest powers, understand language, or communicate 
  coherently. Still, it knows who its friends are and can follow them 
  and even protect them. The subject remains in this state until a heal, 
  limited wish, miracle, or wis
  The effects of this power can only be removed via psychic chirurgery, 
  bend reality, cleanse spirit, or similarly powerful magic.
  Augment: This power can be augmented in the following ways
  1. If you expend 2 additional power points, you may give a creature 
  whose Intelligence score you increase the ability to speak any 
  language that it understands.
  2. If you spend 2 additional power points, this power ignores 
  power resistance
  3. For every 2 additional power points you spend (including 
  those spent as part of other augments), the DC of this power 
  increases by 1
  Obsession
  Discipline: Telepathy (Mind-Affecting)
  Level: Psion/Wilder 3
  Display: Auditory and Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 5
  Placing an overwhelming compulsion in the target’s mind, you guide 
  them towards a certain mission, object, or entity. If the target of the 
  creature’s obsession is an object, place, or creature, the creature 
  will pursue that entity and not allow it to leave their sight, resisting 
  violently if they are forcibly separated. If the target of the creature’s 
  obsession is an objective or quest, they will work ardently to com-
  plete that objective so long as they remain affected by this power. 
  This power does not cause the creature to perform any actions that 
  would be suicidal or otherwise heavily detrimental to itself (killing a 
  powerful ally is normally considered detrimental in this manner but 
  sabotaging their weapon or otherwise interfering with their activity 
  would not). However, the creature takes a -2 penalty on all attack 
  rolls, skill checks, and saving throws when acting in opposition to 
  their obsession.
  When you manifest this power, you may choose to have instill it 
  with either loving or hateful emotions. If the target’s obsession is 
  fueled by love, it will try to safeguard and protect the target of its 
  obsession however it can. If the target is fueled by hateful emotions, 
  it will do everything in its power to inhibit or interfere with the target 
  of its obsession. You have no special influence over a creature af-
  fected by this power, but this effect may cause a target to do things 
  that would normally be out of its nature.
  Augment :This power can be augmented in the following ways
  1. If you spend 4 additional power points, this power’s duration 
  increases to 1 day/level
  2. If you spend 4 additional power points, the penalty from this 
  power becomes more severe. For every hour that the target spends 
  acting against its obsession (or for every day, if the duration of 
  the power is 1 day/level), the target takes 2 points of Wisdom 
  damage. This damage can be healed by acting in accordance with 
  the obsession in a major way (such as finding the item you are 
  obsessed with or grievously harming the reputation of someone 
  you hate) or by acting on the obsession for at least 10 minutes.
  Phrenic Overload
  Discipline: Telepathy (mind-affecting)
  Level: Dread 6, Telepath 7, Tactician 7
  Display: Auditory, Mental
  Manifesting Time: 1 standard action
  Range:: personal
  Area:: 40-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will partial (see text); Power Resistance: Yes
  Power Points: 13 telepath and tactician, 11 dread
  Psychic signals bombard all those nearby as the erratic and complex 
  thoughts of their fellows unrelentingly flood the minds of all inside 
  the field. Creatures inside the area of this power (excluding the 
  manifester) struggle to operate in the maelstrom, taking a -4 penalty 
  on all attack rolls, saving throws, and skill checks. In addition, by 
  making a concentration check as a move action (DC 10 + the number 
  of power points spent on this power + your manifesting ability score 
  modifier), a creature (including the manifester) can pick out the 
  thoughts of a particular creature, as the Read Thoughts power with 
  no saving throw allowed.
  Augment: This power can be augmented in the following ways.
  1. If you expend psionic focus, you may omit a number of creatures 
  within the area from the effects of this power equal to your 
  Intelligence modifier.
  2. If you spend 4 additional power points, creatures affected by 
  this power must succeed on a Will save or be confused so long 
  as they remain in the area and for 1 round after they leave.
  3. If you spend 2 additional power points, you may also impose a 
  -4 penalty on the AC of all affected creatures as well as to the 
  save DCs of all of their abilities.
  4. If you spend 2 additional power points, you automatically suc-
  ceed on any concentration checks made to read the minds of 
  creatures within the effects of this power and may read thoughts 
  as a swift action.
  5. For every 2 power points you spend augmenting this power 
  (including as part of other augments), its range increases by 10 
  feet and the save DC increases by 1.
  Selective Negation Field
  Discipline: Psychokinesis
  Level: Cryptic 6
  
  55
  Character Options
  Display: Auditory and Olfactory
  Manifesting Time: 1 standard action
  Range: 10 feet
  Area: 10-foot radius emanation, centered on you
  Duration: 1 minute/level
  Saving Throw: none; Power Resistance: no
  Power Points: 11
  Having learned to identify and understand the unique patterns of 
  each individual psionic power, you suppress only certain signals to 
  prevent the utility of certain tactics. Choose one psionic power. This 
  ability functions as a null psionics field, but only for that particular 
  power. Only the exact power mentioned is affected—a selective ne-
  gation field set to prevent the manifesting of concealing amorpha 
  would not prevent manifesting of greater concealing amorpha. If you 
  move into an area where a previously manifested power you have 
  selected as a suppressed power is in effect, that power is affected 
  as if by null psionics field.
  This power can even negate a null psionics field, another selective 
  negation field, or any power that specifies immunity to null psionics 
  field. Multiple instances of this power can overlap. Their effects stack, 
  preventing the functioning of every power targeted by any of the 
  multiple emanations. Power effects created by artifacts or deities 
  cannot be suppressed by Selective negation field.
  Augment: This power can be augmented in the following ways
  1. For every additional power point you spend, you may choose 
  an additional power to be affected by this power.
  2. If you expend 4 additional power points, the duration of this 
  power extends to 1 hour/level.
  3. For every 2 additional power points you expend, the range of 
  this power increases by 5 feet.
  Tactical Suppression
  Discipline: Telepathy (mind-affecting) (network)
  Level: Cryptic 3, Dread 3, Psion/Wilder 3, Psychic Warrior 3, Tactician 
  3, Vitalist 3
  Display: Mental and Olfactory
  Manifesting Time: standard action
  Range: Close (25 feet + 5 feet/level)
  Target: 1 creature
  Duration: 1 minute/level
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 5
  Forcing your will on an opponent, you mentally block one of their 
  abilities from use. When you manifest this power, choose one feat, 
  power, or skill. On a failed save, the target may not use that selected 
  ability for the duration of this power, nor any abilities that require it 
  as a prerequisite (if a skill is selected, treat the target as if they had no 
  ranks in that skill). This power does not give you knowledge of what 
  feats, powers, or skills that the target possesses; if you choose to sup-
  press an ability that the creature does not have, the effect is wasted.
  Augment: This power can be augmented in the following ways
  1. For every 2 additional power points you spend, you may select 
  another target within 15 feet of the original target and may 
  suppress one additional ability that each target possesses. You 
  may suppress different abilities for each target.
  2. If you spend 6 additional power points, you learn what powers, 
  skills, and feats the target possesses once they fail their Will 
  save. You may then choose which abilities to suppress from 
  those that you know the target has.
  3. If you spend 6 additional power points, you gain the benefits 
  of any feats or skills that you suppress, as well as the ability to 
  manifest any powers you suppress, for the duration of this power.
  4. For every 2 power points you spend augmenting this power 
  (including as part of other augmentations), the save DC in-
  creases by 1.
  Violate Identity
  Discipline: Telepathy (mind-affecting)
  Level: Telepath 8
  Display: Mental
  Manifesting Time: 1 standard action
  Range: close (25 feet + 5 feet/level)
  Target: 1 creature
  Duration: permanent
  Saving Throw: Will negates; Power Resistance: yes
  Power Points: 15
  You delve deep into the mind of your target, learning everything 
  that they know and sculpting their worldview to your liking. When a 
  creature fails a saving throw, you immediately understand all of their 
  thoughts and memories and why they view the world as they do. You 
  may rearrange, delete, or otherwise rewrite the creature’s memories 
  however you wish, altering their memories, teachings, ideas, and any 
  other concepts that you desire to be changed. While this may be used 
  to alter the targets opinions and knowledge, you may not directly 
  cause an alignment shift by tinkering with the target’s memories, 
  nor may you alter the creature’s class levels, feats, or other abilities 
  in any way. This power’s effects can be reversed only by a psychic 
  chirurgery or reality revision power, or by similarly power magic. The 
  target has no idea that its memory has been altered once the power 
  has been manifested.
  Augment: This power can be augmented in the following ways
  1. For every 2 power points you spend, the save DC of this power 
  increases by 1
  2. If you spend 2 additional power points, you may change the 
  target’s alignment with this power
  3. If you expend psionic focus, you may leave the target permanently 
  insane, afflicting them with a single madness of your choice 
  when the power is completed. You may choose the specifics of 
  this madness, such as what the character incorrectly perceives 
  when afflicted by a delusion or hallucination madness.
  
  Destroyers of
  Worlds!
  When the otherworldly horrors known as the qlippoth descended from the depths of space, they brought 
  unimaginable devastation in their wake, an apocalypse for the world of Vandara. As entire continents lie 
  in ruin, Vanadara’s people have adapted to this cosmic threat, wielding the psionic mysteries and alien 
  technologies of these beings against them to turn the tide! In their desperate battle, the Vandarans have 
  unearthed twisted secrets about the very origins of their planet that may shape the future of their world!
  Ravages of the Qlippoth brings you some of Vandara’s most powerful and legendary monsters, including 
  15 types of psionic qlippoth and the seven CR 20+ qlippoth lords! Plus explore the lore of the lost lands 
  devastated by the nightmare host from beyond the stars, from the once-prosperous Dorukalad to the 
  death-stalked tunnel-runs of the Erebine. Harness the horrific powers of the qlippoth infestation with new 
  templates or battle them with archetypes like the desperate apostate, the uncanny bio-experiments of 
  the reshaper, or the war machines of the steelduster or rustworn hunter! As absolute destruction gazes 
  down on you, what choice is there but to fight? Grab this amazing 58-page Pathfinder Roleplaying Game 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Arcforge - Campaign Setting Ravages of the Qlippoth.pdf