TEXT: CC11
  Gothic
  Grimoires
  Book Four:
  Spellbones of the
  Devourer
  by Jason nelson
  with the legendary games design team
  Gothic
  Grimoires
  Book Four:
  Spellbones of the
  Devourer
  by Jason nelson
  with the legendary games design team
  Make Your GaMe LeGendarY!
  A rules supplement delving into a particularly unsavory branch of the ancient mysteries, the cannibal cults of the dawn people. 
  A relic of a savage prehistory at the birth of civilization, reborn through an academic curiosity into lore better left forgotten, 
  the Spellbones of the Devourer are an ideal talisman for unfolding a dark corner of a Gothic Adventure Path, or any game 
  wherein humanity and its cousins sink into the depths of depravity and callous consumption of their own kind. 
  
  Jason Nelson
  Jason Nelson
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  Credits
  Author: Jason Nelson
  Art: Frank Hessefort
  Layout & Design: Timothy K. Wickham and Liz Courts
  Legendary Games Design Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Rob 
  Lazzaretti, Jason Nelson, Neil Spicer, Russ Taylor, Greg Vaughan, Timothy K. Wickham, and Clark Peterson
  speCial thanks
  Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent  Carrion Crown and Council of Thieves 
  Adventure Paths.
  about legendary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc.  
  Legendary Games uses a cooperative, team-based approach to bring you,  the Paizo Publishing fan, the best expansion 
  material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check 
  us out, and Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @legendary_games.
  Spellbones of the
  Devourer
  Gothic Grimoires: Book Four
  Spellbones of the
  Devourer
  Gothic Grimoires: Book Four
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. Open 
  Game Content may only be Used under and in terms of the Open Game License.
  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 (names of skills, etc., taken from the Pathfinder 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 than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, 
  Seection 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Gothic 
  Grimoires, Spellbones of the Devourer, as well as all trademarks, registered trademarks, proper names (including the names of 
  each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, 
  and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others 
  is not a challenge to their ownership and is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent 
  that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this 
  License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all 
  of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Spellbones of the Devourer © 2013, Legendary Games; Author Jason Nelson.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, 
  Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game: Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, 
  Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Gothic Grimoires: Spellbones of the Devourer. Copyright 2013, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found below.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the  
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC,  and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with 
  Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary 
  Games product, you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. 
  The all-star team of designers here at Legendary Games is committed to bringing you—the busy GM or player—the 
  absolute best third party support for your Pathfinder campaign. To deliver on that commitment, we’ve assembled 
  the best of the best of current gaming authors, designers and layout experts so that you can feel comfortable that 
  Legendary Games products will be the most creative, rules-legal and well-designed content you can find. Though 
  Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they are designed to be easily 
  incorporated into your home game regardless of what campaign you may be running.
  What You Will Find Inside These Gothic Grimoires
  This supplement is a departure from the larger products Legendary Games has produced for our Adventure Path 
  Plug-Ins, a way to capture the creative energies (and logistical realities) of our team and provide you with a steadier 
  stream of content for your Gothic Adventure Path campaigns or any game where horror, madness, or tragedy play 
  a central theme. Each Gothic Grimoire is evocative and richly detailed, with history and character that makes them 
  far more than a collection of dusty pages that deliver intriguing possibilities for introducing novel applications of 
  the rules of your favorite role-playing game. These are Tomes of Ancient Knowledge and Meditations of the Imperial 
  Mystics, dialed up to eleven.
  Rather than gathering a number of different magical tomes, often with somewhat dissimilar themes, into a 
  single compilation, the Gothic Grimoires product line takes each tome singly, expanding its lore and developing its 
  mechanical and conceptual uniqueness more robustly. We think every one of these tomes is terrific and deserving of 
  this expansive treatment and we hope you’ll agree, but even if a given Gothic Grimoire is not your cup of tea, we hope 
  you’ll be looking forward to the next one! 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 product is the latest in 
  that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  Jason nelson
  Hey, WHat’s WitH tHe Names?
  You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may see 
  us use the names “Raven” for the town or “the temple” instead of the regular proper names of specific locations and 
  characters from those adventures. There are legal reasons for this. While we can create compatible products under 
  the Open Game License, we still have to be respectful of certain content that Paizo Publishing owns. Because we 
  want to be very respectful of their content and work in partnership with them we use these “replacement phrases” 
  for certain content. Plus, this helps the product have a more general appeal to those who may be running a home 
  campaign that fits the same themes. In any event, we are 100% confident you know what we are talking about and 
  will have no problem making the required connection. So enjoy Gothic Grimoires in your gothic Adventure Path, 
  set in a small gothic town, helping the Professor’s Daughter and cleansing the unquiet spirits in the ruins of the 
  local prison. See, that wasn’t so hard, now was it.
  special electroNic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the Pathfinder 
  Reference Document, the official online compendium of game rules (when not present there, we also used the 
  d20PFSRD). If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. The point is 
  not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially those 
  from newer books or that you may not have memorized.
  
  Jason Nelson
  Jason Nelson
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  Spellbones of the Devourer: Arcane/
  Divine Mythos Tome
  This grotesque trophy is not as ancient as its 
  appearance would suggest. Resembling the tribal 
  fetishes of the witch doctors and savage sachems 
  of prehistoric times, the Spellbones of the Devourer 
  is a product of terrible obsession. The researcher 
  who created it began as an ordinary antiquarian 
  named Muham Shab, who less than a century ago 
  had collected bits and pieces of such tiny relics and 
  became fascinated with the scoring and carving on 
  these fragmentary fetishes from what she and her 
  colleagues had believed was a preliterate society. 
  However closely she came, though, Muham could 
  never puzzle out the meaning of the shards she tried 
  to assemble. Conducting lengthy expeditions in the 
  field, she came at last into forgotten valleys seeking 
  clues and happened upon an elderly hermit who 
  invited her to share in a smoke tent where they could 
  breathe in the vapors of the valley's poppies, granting 
  visions of the past and the bloody rites the dawn 
  people offered up to propitiate the Devourer. 
  Whatever Muham saw in that sweat lodge, or 
  whatever tales the old man told her in the long 
  months she dwelt in the high valleys, Muham 
  returned to her academic post a changed woman. She 
  shared her new theories with no one, stating she had 
  a few more experiments to perform. When a curious 
  colleague broke into her offices, he interrupted a 
  grisly feast as Muham had eviscerated several humans, one of 
  whom lay still trembling and barely alive though with much of 
  its skeleton removed. Muham was not able to stop the interloper 
  from fleeing, and she fled into the hills without her copious notes. 
  Saddened and dismayed at the loss of her researches, just when 
  she felt so close to uncovering the secrets of her fragmentary 
  relics, she resolved to record her findings somewhere no one 
  could ever find or take away. She would reconstruct the ancient 
  rites inscribed on the skulls of her spiritual forebears, as she had 
  come to think of them, and she would do it upon the only wholly 
  intact skull she could get her hands on: her own. 
  Over the course of years, with grave delicacy and consummate 
  mania, she sliced open her own flesh in order to engrave the 
  secrets of the ancients onto her cranium, one pictogram at a time, 
  the sanguine flow of her life's blood stanched by magic to allow 
  her to peel back the hair and flesh and chip away the mystical 
  pictograms and inscriptions so painstakingly assembled from the 
  fragmentary records of the dawn people. With every rune, she 
  became more and more the primitive creature she had studied so 
  long. Her intellect dimmed as she slipped further into madness 
  and self-mutilation, but the occult power she had concentrated 
  called out like a beacon to those in which the blood of the dawn 
  people still ran strong, and they came to learn from her, each of 
  them taking on a part of her scrivening on living bone, hidden 
  beneath scarred flesh. Every secret brought a further descent into 
  madness, awakening in them a timeless hunger for the flesh of 
  the living and the dead. In time, she became a shell of her former 
  brilliance, scarcely remembering the eldritch secrets she had 
  sacrificed so much to record, as the disciples she had first drawn 
  into study of the ancients degenerated into a pack of cannibalistic 
  savages. 
  In time, Muham Shab and her cultists was destroyed and their 
  bodies burned for the sacrilege and horrors they had perpetrated. 
  Their bodies were burned and the remains left for the crows, 
  their slayers had no idea of the awful truths left behind, inscribed 
  on the blackened bones of the fallen. Vagabond scavengers who 
  discovered the strangely carved bones that survived the pyres 
  thought to sell them as curios but found themselves enraptured by 
  their darkling mystery, founding a cannibal cult that has endured 
  through generations, often destroyed but never truly eradicated 
  as long as the relics of Muham Shab and her first disciples linger, 
  along with the last record of the atavistic savagery of the ancient 
  rites.
  Reading
  The reader must use comprehend languages or a DC 20 Linguistics 
  check to decipher the primitive preliterate symbology of the dawn 
  people that Muham Shab inscribed into her skull and the bones 
  she extracted from her followers. If using the Madness score rules 
  in Tomes of Ancient Knowledge treat this book as a mythos tome 
  and treat each feat contained within as learning a mythos spell 
  for the purpose of gaining Madness. A creature that becomes 
  insane while reading the Spellbones of the Devourer develops 
  psychosis, and each month the insanity endures she takes 1 point 
  of Intelligence drain. Once a reader takes 6 points of Intelligence 
  drain from this psychosis, she devolves into a mythos ghoul 
  (thoul).
  Benefits
  The Spellbones can be worn like a magical item, occupying the 
  head slot. The wearer is immune to ghoul fever and the stench 
  ability of ghasts, the initial attitude of ghouls and ghasts to the 
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  wearer is always indifferent, and they will not attack the wearer 
  unless magically controlled. The wearer may treat ghouls and 
  ghasts as though they had the mythos subtype for the purpose of 
  any abilities or effects that specifically affect mythos creatures. In 
  addition, a spellcaster of any class wearing the Spellbones of the 
  Devourer can prepare and cast create undead using a 5th-level 
  spell slot; however, she can create only ghouls or ghasts with this 
  spell. 
  Feats
  Studying the Spellbones for 24 hours allows the reader to learn the 
  following feats, selecting them when she gains future feat slots.
  eater oF tHe DeaD (combat)
  You are not bothered by consumption of carrion, and in fact have 
  a great appetite for it. 
  Prerequisite: Knowledge (religion) 3 ranks, and you must have 
  consumed the flesh of a dead humanoid
  Benefit: You gain a +1 bonus on attack and damage rolls with 
  claw or bite attacks made against undead creatures or objects 
  made of dead flesh or bone. You gain a +1 bonus to saving 
  throws against disease, ingested poisons. You are so inured to 
  the presence of the dead that you ignore the unnatural aura and 
  stench ability of certain undead creatures and gain a +1 bonus 
  to saving throws against fear effects created by undead creatures, 
  as well as against any effect that would cause you to become 
  nauseated or sickened. 
  NecropHagic spell (metamagic, mytHos)
  Your spells infuse the dead with a ghastly hunger for flesh. 
  Prerequisite: Spell Focus (necromancy), Knowledge (religion) 
  5 ranks
  Benefit: When you cast a necrophagic spell, any humanoid 
  or monstrous humanoid killed by the spell effect is temporarily 
  reanimated as a flesh-eating zombie. The zombies reanimate 1d4 
  rounds after death, and they remain animated for a number of 
  rounds equal to the adjusted level of the spell, including the level 
  modifier for this feat (or until destroyed). These zombies are 
  uncontrolled and attack the nearest creature, living or undead, 
  though they ignore the caster as well as constructs, oozes, plants, 
  vermin, and any creature that lacks a body made of flesh and/
  or bone. If targets are equidistant, determine randomly which it 
  chooses. 
  Zombies created by a necrophagic spell are fast zombies, but 
  they gain a bite attack rather than a slam attack, dealing damage 
  as a creature one size larger. The spell can create a maximum 
  number of Hit Dice of zombies equal to twice your caster level, 
  regardless of how many creatures are slain by it, beginning with 
  creatures with the lowest number of Hit Dice. If insufficient Hit 
  Dice of effect remain to fully animate a creature, it is unaffected. 
  A necrophagic spell uses up a spell slot three levels higher than 
  the spell's actual level.
  spells
  Studying the Skullbones allows the reader to learn the following 
  spells (whenever spell slots of the appropriate level are available, 
  if a spontaneous caster): animate dead, call cannibals**, cannibal 
  compulsion**, create undead, dermal flensing*, devouring maw*, 
  ghoul touch, greater devouring maw*, hungry are the damned*, 
  hungry dead*.
  * See spell descriptions below.
  ** Spell described in Tomes of Ancient Knowledge. If you do 
  not have this product, replace these spells with moonstruck and 
  transformation.
  Dermal Flensing
  School necromancy [pain]; Level antipaladin 3, cleric 4, 
  inquisitor 3, witch 4
  Casting Time 1 standard action
  Components V, S, M (a drop of blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You shred and peel the target's skin and outer tissues. laying 
  bare the raw and bloody flesh, muscle, and fat layers beneath. 
  This deals 2 points of Dexterity damage, 2 points of Constitution 
  damage, and 2 points of Charisma damage to the target and 
  causes 1d4 points of bleed damage. In addition, until the target's 
  ability damage is healed the target's natural armor bonus to 
  Armor Class is reduced by an amount equal to half your caster 
  level (this bonus cannot be reduced below +0), and critical hit 
  confirmation rolls against the target gain a +2 circumstance 
  bonus. In addition, until this ability damage is healed, any time 
  the target takes hit point damage from any effect, he takes an 
  additional 1d6 points of nonlethal damage from the pain. As 
  long as he has at least 1 point of nonlethal damage, he is sickened 
  by pain. 
  This spell does not affect constructs, oozes, plants, vermin, 
  or amorphous or incorporeal creatures, nor elementals or 
  other creatures without flesh or skin. Dermal flensing can 
  affect undead creatures, but only fleshy undead such as ghouls, 
  vampires, wights, and zombies. Undead do not take bleed 
  damage or become sickened with pain. Skeletal and incorporeal 
  undead are entirely unaffected. 
  Devouring Maw
  School necromancy [evil]; Level cleric 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (the fangs of a ghoul or ghast)
  Range personal
  Target you
  Duration 1 minute/level (D)
  You cause your mouth to fill with rotting but razor-sharp fangs 
  granting you a bite attack dealing 1d6 points of damage (for a 
  Medium caster; adjust bite damage as appropriate for larger or 
  smaller casters). Your bite is treated as a magical weapon for 
  the purpose of overcoming damage reduction. Your bite also 
  inflicts ghoul fever on a successful attack; a Fortitude save (DC 
  10 + 1/2 your caster level + the ability modifier for your primary 
  spellcasting ability score) negates this disease. If the target 
  contracts ghoul fever, additional failed saves do not accelerate 
  the onset of the disease but instead cause the target to become 
  sickened for 1d6 rounds; this duration stacks for multiple failed 
  saves. The devouring maw can be used as a secondary natural 
  
  Jason Nelson
  Jason Nelson
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  Spellbones of the Devouer
  Gothic Grimoires: Book Four
  weapon in conjunction with weapon attacks or as a primary 
  natural weapon if making no other attacks. 
  As a full-round action, you can make a single swallowing 
  attack with your devouring maw. This attack deals 2d6 points 
  of damage and grants you the grab and swallow whole special 
  attacks. A swallowed creature takes damage equal to your bite 
  damage each round and must make a Fortitude save (DC as 
  above) at the beginning of each round or be nauseated until 
  the beginning of its next turn. If you swallow a creature of your 
  size, your torso distends grotesquely and you are treated as if 
  carrying a heavy load. Swallowing a creature on size smaller 
  than you bloats you less severely but still causes you to be treated 
  as if carrying a medium load. You cannot swallow additional 
  creatures while a creature remains inside your gullet. You can 
  regurgitate a swallowed creature as a move action, depositing 
  them prone in an adjacent square. If you are killed while having 
  swallowed a creature, that creature takes half as much damage as 
  you do from the attack that dealt the killing blow.
  Devouring Maw, Greater
  School necromancy [evil]; Level cleric 6, witch 6
  Casting Time 1 standard action
  Components V, S, M (the fangs of a ghoul or ghast)
  Range personal
  Target you
  Duration 1 minute/level (D)
  This spell functions as devouring maw, dealing 1d8 points of 
  damage for a Medium caster, but the ghoul fever conferred by 
  your bite attack takes effect immediately, as the contagion spell. 
  Your swallowing attack deals 2d8 points of damage and you can 
  perform it as a standard action. If you choose to perform your 
  swallowing attack as a full-round action, it deals 4d6 points of 
  damage and you may use the fast swallow special attack at any 
  point prior to the end of your turn. If a humanoid creature dies 
  while swallowed in your greater devouring maw, it is immediately 
  transformed into a ghoul or ghast, as if it had died of ghoul fever. 
  You may regurgitate this creature as a move action. It remains 
  under your control for 1 round per level, after which it becomes 
  uncontrolled, though a ghoul or ghast you create with this spell 
  never attacks you unless you attack it first. 
  Ghoulish Devolution
  School enchantment (compulsion) [curse, mythos]; Level cleric 
  7, sorcerer/wizard 7, witch 7
  Casting Time 8 hours
  Components V, S, M (the heart of a humanoid or monstrous 
  humanoid and the heart of a ghoul or ghast)
  Range touch
  Targets one humanoid or monstrous humanoid
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You strip sanity and reason from the target's mind, replacing it 
  with a blasphemous awakening to eldritch secrets beyond time 
  and space and unleashing in them an insatiable hunger for the 
  flesh of the living and the dead, granting your target the mythos 
  ghoul (thoul) template.
  Hungry Are the Damned
  School enchantment (compulsion) [mythos]; Level antipaladin 
  2, cleric 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a jawbone)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one evil creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell functions as hungry dead, but it affects creatures with 
  the evil subtype, an aura of evil (such as antipaladins or evil 
  clerics), or the mythos subtype. 
  Hungry Dead
  School necromancy; Level cleric 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a jawbone)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one undead creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You compel a single undead creature to abandon its normal 
  modes of attack and savagely try to bite the nearest creature, 
  using its teeth to the exclusion of other attacks. If the target 
  undead does not have a bite attack, this is treated as an unarmed 
  strike dealing piercing damage; this unarmed attack provokes 
  an attack of opportunity unless the undead has the Improved 
  Unarmed Strike feat. If the target undead has a bite attack, its 
  bite attack deals 1 point of bleed damage on each hit; this bleed 
  damage stacks if it hits the same target more than once with its 
  bite.
  creature templates
  mytHos gHoul (tHoul)
  A mythos ghoul or "thoul" is a bloodthirsty horror obsessed with 
  the urge to consume and devour living flesh to a far greater degree 
  than its ghoulish kindred. What makes a thoul's appetite so much 
  more horrifying is that it is not undead but rather a living creature 
  driven to cannibalistic madness and remade body and soul by 
  forces from beyond into a flesh-craving abomination. Thouls 
  are outwardly identical to other members of their race, save for 
  their oversized jaws and fanged mouths. Thought not intelligent, 
  they often rise to prominence in their tribes for their savagery. 
  Thoul is an acquired template that can be applied to a humanoid 
  or monstrous humanoid with Intelligence of 7 or higher that has 
  given itself body and soul to the alien powers of the Elder Gods.
  Challenge Rating: As the base creature +1 for base creatures 
  without class levels, spells, or spell-like or supernatural abilities. 
  The CR for thouls that once had class levels, spells, or spell-like 
  abilities is 1 higher than the CR for a zombie created from the 
  base creature.
  Alignment: Always chaotic evil. 
  Type: The creature's type is unchanged.
  Armor Class: A thoul gains a +2 natural armor bonus to its 
  Armor Class. 
  Hit Dice: Drop HD gained from class levels (minimum of 1), 
  but other Hit Dice are retained. A thoul of size Small or larger also 
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  gains bonus Hit Dice as if it were a zombie. 
  Saves: As the base creature.
  Defensive Abilities: A thoul's warped mind grants it immunity 
  to confusion, fear, and insanity, while its tainted body gains 
  immunity to disease, poison, and effects that would cause it to 
  become nauseated or sickened. It retains defensive supernatural 
  abilities that do not require an action (even a free action) but loses 
  all other supernatural abilities. 
  Speed: As the base creature.
  Attacks: A thoul retains all the natural weapons of the 
  base creature, though it loses all armor, shield, and weapon 
  proficiencies. It also gains a primary bite attack that deals damage 
  as a creature one size category larger, and 2 secondary claw attacks 
  that deal damage as a creature of its size. 
  Special Attacks: A thoul retains any exceptional special attacks 
  but loses all spellcasting ability and spell-like abilities. It retains 
  supernatural special attacks that do not require an action (even 
  a free action) to activate, but it forfeits all other supernatural 
  abilities. In addition, thouls gain the following special attacks. 
  Bleed (Ex): A thoul's bite attack deals 1 point of bleed damage 
  on every hit. This bleed damage stacks with itself and other 
  sources of bleed damage. A thoul gains Bleeding Critical as a 
  bonus feat, though this feat applies only to its bite attack.
  Bloody Frenzy (Ex): If a creature adjacent to a thoul (including 
  the thoul itself) takes bleed damage from any source, the thoul 
  flies into a blood frenzy at the beginning of its next turn. This 
  frenzy grants it a +4 profane bonus to Strength and Constitution, 
  but it takes a -2 penalty to Armor Class. If a creature adjacent to 
  a thoul is reduced below 0 hit points, the thoul can make a bite 
  attack against the target as an immediate action. When making 
  this special attack, its critical threat range with its bite is increased 
  to 18-20 and its critical multiplier to x3. 
  If the target is killed by this attack, the target is affected as if the 
  thoul had cast death knell, with a caster level equal to the thoul's 
  Hit Dice (though this is an extraordinary ability and does not 
  require spellcasting). In addition, allies of the slain creature that 
  are adjacent to the thoul or the deceased character are shaken and 
  sickened for 1 minute by the carnage. A Will save prevents the 
  shaken effect and a Fortitude save the sickened effect; the DC for 
  both saves is equal to 10 + 1/2 the thoul's Hit Dice + its Charisma 
  modifier. 
  Cannibal Curse (Su): A thoul has an especial savor for the flesh 
  of its own kind, gaining a +1 morale bonus to attack and damage 
  rolls against creatures of its own type, increased to +2 against 
  creatures of its own subtype (or its specific kind, for monstrous 
  humanoids). These bonuses are doubled if the target is taking 
  bleed damage.
  Disease (Su): A thoul's bite carries the disease of ghoul fever. 
  Ghoul fever: bite; save Fort DC = 10 + 1/2 the thoul's Hit Dice + 
  its Constitution modifier; onset 1 day; frequency 1 day; effect 1d3 
  Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid 
  who dies of ghoul fever rises as a ghoul the next night (or a ghast, 
  if it has 4 HD or more).
  Abilities: Str +2, Dex +2, Con +2, Int -6.
  BAB: As the base creature.
  Skills: A thoul treats Acrobatics, Climb, Fly, Intimidate, 
  Perception, Survival, and Swim as class skills. A thoul loses all 
  skill ranks and class skills related to class levels.
  Feats: A thoul loses any feats related to class levels and may 
  select new feats based on its adjusted Hit Dice.
  Special Qualities: A thoul gains the following special qualities:
  Bloodscent (Ex): Thouls gain the scent special quality, and 
  they gain the benefits of the Blind-Fight feat with respect to any 
  creature taking bleed damage. 
  Fast Healing (Ex): Thouls gain fast healing 1.
  Ghoulish Sympathy (Su): Ghouls and ghasts ignore thouls and 
  do not attack them unless first attacked by them. 
  Mythos Minion (Su): Thouls take a -10 penalty to saving 
  throws against charm and dominate effects used by creatures 
  with the mythos descriptor. However, they are immune to the 
  effects of auras and gaze attacks used by mythos creatures and 
  gain improved evasion against spell with the mythos descriptor 
  that allows a Reflex save as well as any effect created by a mythos 
  creature that allows a Reflex save.
  Shocked Sanity (Su): A thoul targeted with an effect that cures 
  insanity, such as heal or greater restoration, is dazed for 1d4 
  rounds as its mind tries to reconcile its actions, following which 
  it is affected as terrible remorse for 1d4 additional rounds (DC 16 
  Will save each round) and crushing despair for the next 24 hours. 
  At the end of every 24 hours, the thoul must make an additional 
  Will save each day, beginning at DC 16 and increasing by 1 each 
  day thereafter. As long as each save succeeds, the mythos ghoul 
  begins to recover fragments of its memory and need not act upon 
  its accursed compulsions. Once a save is failed, however, the 
  madness returns in force and the creature becomes a thoul again. 
  Only a miracle or wish can permanently remove this template 
  from a creature.
  
  CC11
  Coming soon From legendary games!
  Look for these other titles from Legendary Games, coming soon to the Paizo.com store!  
  Use the links on the front cover/home page to find out more, to discuss them on the Paizo boards and  
  to purchase them when available at paizo.com!
  imperial Heroes
  A set of 8 rules-legal, fully fleshed out, ready to play pregenerated 1st level characters created  specifically to 
  shine in an imperial-themed Adventure Path campaign, using 20-point-buy method (with notes for 15-point 
  builds), includes advancement notes, roleplaying tips and more! Useable by players as PCs, by GMs as NPCs or 
  rival adventurers.
  also From legendary games!
  Spellbones of the Devourer
  Gothic Grimoires: Book Four
  by Jason nelson
  with the legendary games design team
  Spellbones of the Devourer
  Gothic Grimoires: Book Four
  by Jason nelson
  with the legendary games design team
  gotHiC adventure patH plug-ins
  Treasury of the Macabre
  Gothic Heroes
  The Murmuring Fountain 
  The Fiddler’s Lament 
  Tomes of Ancient Knowledge
  Construct Codex
  Gothic Visions
  Gothic Grimoires: Book One, The Necrotic Verses
  Gothic Grimoires: Book Two, On the Inverse Calculus 
  of Unseen Refraction
  Gothic Grimoires: Book Three, The Sepulchral Swaths 
  of Tanoth-Gha
  imperial adventure patH plug-ins
  Under Frozen Stars
  The Baleful Coven
  The Way of Ki
  Meditations of the Imperial Mystics
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC11 - Gothic Grimoires Book 4 - Spellbones of the Devourer.pdf