TEXT: 1
  
  2
  Vathak Terrors:
  Denizens of the      
  Silver Tower
  Author: Brian Duckwitz
  Editors: John Bennett and Landon Winkler
  Copyeditor: Lucus Palosaari
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jacob W. Michaels, Jason 
  Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim 
  Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus 
  Palosaari, Rick Hershey, and Troy Daniels
  Line Developer: Landon Winkler
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Vathak Terrors: Denizens of  the Silver Tower © 2017 Fat Goblin Games 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo 
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  Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the 
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  3
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded 
  in 2011 to create Pathfinder Roleplaying Game compatible products. 
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  Shadows over Vathak 
  Contents
  Introduction 
  4
  Monsters 
  5
  Riven 
  5
  Skrianix 
  7
  Zworoam Swarm 
  9
  
  4
  Introduction
  Long ago, yithiansB3 built the Silver Tower 
  in what is now Telgotha Forest in the north of 
  The Colonies of the lands of Vathak. Despite 
  abandonment by its builders, the Silver Tower 
  continues to function as a portal, perhaps 
  even a magnet, for beings from other times, 
  realities, and places.
  By design or accident, this confluence 
  of portals only seems to work one way. 
  Creatures, strange gases, valuable materials, 
  and even pockets of terrain are regularly 
  deposited in the tower but no way has been 
  found to reverse the routes. Intelligent 
  creatures finding themselves trapped on 
  Antikthon form strange alliances in the 
  tower, but even those desperate searches have 
  found no escape other than the doors into 
  Telgotha Forest.
  In the winding lower levels of the tower, 
  zworoam swarms endlessly search for food. 
  Eager to escape their imprisonment, a pod 
  of riven on the ground floor lure in and 
  consume unwary travelers to steal their 
  identities. Finally, families of skrianix move 
  throughout the facility; climbing the walls 
  and squeezing through forgotten access 
  tunnels in search of prey.
  Beyond these new threats, almost anything 
  could be found in the Silver Tower’s halls, 
  even bizarre creatures like dwiergethB4, 
  gryphsB2, and yrthaksB2. Creatures with 
  affinities for time, like the Hounds of 
  TindalosB2, are naturally attracted to the 
  tower’s strange curves and angles. Dinosaurs 
  and megafauna claim some of the tower’s 
  ancient yithian libraries. Hibernating 
  monstrosities like bonethornsB6 and 
  carnivorous blobsB2 lurk in the deep halls, 
  waiting for new prey. Even technological 
  terrors like clockworks, gray gooB4, and robots 
  can be found within the tower at the GM’s 
  discretion.
  Monsters marked B2 are found in Pathfinder 
  Roleplaying Game Bestiary 2, B3 are found in 
  Pathfinder Roleplaying Game Bestiary 3, B4 are 
  found in Pathfinder Roleplaying Game Bestiary 
  4, and B6 are found in Pathfinder Roleplaying 
  Game Bestiary 6.
  For more on the Telegotha Forest, The 
  Colonies, and the Silver Tower, see the 
  Shadows over Vathak: The Colonies — Game 
  Master’s Guide.
  
  5
  Monsters
  The following monsters are all-new 
  inhabitants of both the Silver Tower and can 
  be found in the lands around it, plaguing The 
  Colonies.
  Riven
  Above a pair of humanoid legs, their body splits open 
  into a vast maw revealing a leaf-like interior and 
  lashing vines.
  Riven  
   
   
       CR 7
  XP 3,200
  LE Large plant (shapechanger)
  Init +1; Senses low-light vision; Perception 
  +11
  Defense
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 
  natural, -1 size)
  hp 85 (10d8+40)
  Fort +12, Ref +4, Will +5
  Immune electricity, plant traits; Resist fire 
  10
  Offense
  Speed 30 ft.
  Melee bite +12 (1d8+6 plus grab), 2 tendrils 
  +6 (1d6+3 plus paralysis)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume identity, paralysis 
  (1d6+1 rounds, DC 17), spore cloud (DC 
  20), swallow whole (6d6 acid damage, AC 
  15, 9 hp)
  statistiCs
  Str 22, Dex 13, Con 20, Int 13, Wis 14, Cha 16
  Base Atk +5; CMB +12 (+16 
  grapple); CMD 23
  Feats Combat Reflexes, Deceitful, Power 
  Attack, Skill Focus (Diplomacy), Weapon 
  Focus (bite)
  Skills Bluff +14 (+18 against humanoids), 
  Diplomacy +15 (+19 against 
  humanoids), Disguise 
  +14, Perception +11, Sense 
  Motive +11
  Languages Common, Sylvan
  SQ change shape (any humanoid, alter self), 
  pheromones, social chameleon
  eCOlOgy
  Environment any
  Organization solitary, pair, or pod (3-6)
  Treasure standard
  speCial abilities
  Consume Identity (Ex) If a creature dies 
  while swallowed by a riven, that riven 
  gains access to the deceased creature’s 
  memories, mannerisms, and personality 
  for one week. This grants the riven an 
  insight bonus equal to that creature’s 
  Hit Dice on Bluff and Disguise checks 
  related to impersonating that individual 
  and on any Craft, Knowledge, Perform, 
  and Profession skills the individual was 
  trained in. Finally, a riven gains the ability 
  to speak in the voice of the consumed 
  individual with perfect accuracy.
  Pheromones (Ex) A riven constantly 
  exudes pheromones which make it more 
  attractive and likeable to humanoids, 
  granting it a +4 alchemical bonus on 
  Bluff, Diplomacy, and Intimidate skill 
  checks against such creatures. The 
  riven does not gain this bonus against 
  humanoids who are breathing through 
  a filter or otherwise unable to smell the 
  pheromones.
  Social Chameleon (Ex) A riven is highly 
  adept at understanding social norms 
  of other creatures despite its own plant 
  mind, and it treats Bluff, Diplomacy, 
  Disguise and Sense Motive as class skills.
  Spore Cloud (Ex) Once per day as a 
  standard action, a riven can emit a cloud 
  of paralytic spores in a 20 ft. radius burst 
  centered on itself. Humanoids in the 
  area of effect who fail a DC 20 Fortitude 
  save become paralyzed for 1d4 rounds. 
  The save DC is Constitution-based.
  A species of extraterrestrial 
  shapeshifting plants, riven seek 
  out and consume humanoids in 
  order to take their forms. While 
  
  6
  transformed, only the subtle seam 
  that marks the edges of the creature’s 
  mouth (running across both the 
  “head” and “torso” of its disguised 
  form) can serve as a warning of its 
  true nature.
  Riven tend to be devious, meticulous, and 
  careful. They strive to make long-term plans 
  and can usually hold off their desire to eat if 
  it will help them achieve those goals. They 
  have a highly-structured society led by the 
  most eloquent and clever among their kind, 
  and work to end internal disagreement 
  through complex games of deception rather 
  than violence.
  Although the riven on Vathak are currently 
  restricted to the Silver Tower, their oral 
  history includes the invasion of many 
  worlds. Never satisfied to merely subsist 
  upon lower-class victims, they instead seek 
  out those in positions of power. With their 
  understanding of societal graces and their 
  pheromone-powered allure, they are able 
  to quickly ingratiate themselves into the 
  upper echelons of any humanoid society. 
  Unfortunately, rather than risk exposure 
  when they lose access to their victim’s 
  memories, they tend to cycle quickly 
  through the upper echelons of society and 
  tear out the most important threads of their 
  prey’s social fabric. A notable exception 
  to this pattern are subterranean societies, 
  which generally escape riven’s attentions as 
  the accompanying lack of sunlight leaves 
  riven uncomfortable and listless.
  When it pursues a victim, a riven uses its 
  ability to disguise itself as a member of the 
  same race. Luring this creature close with 
  pheromones and polite conversation, a riven 
  attempts to isolate its prey from 
  its companions, then paralyzes 
  it with a touch. Once the victim 
  is helpless, the riven’s body 
  splits from the waist up and expands into a 
  massive, gaping mouth that reaches out and 
  swallows the victim whole. 
  A riven in its natural form is 8 feet tall, but is 
  largely hollow, weighing around 200 pounds.
  
  7
  skRiAnix
  This gaunt creature has four long, insectile arms 
  ending in claws, tough chitin over most of its body, 
  and an eyeless, vaguely reptilian head.
  skRianix   
   
     CR 12
  XP 19,200
  CE Large aberration 
  Init +11; Senses blindsight 120 ft.; 
  Perception +21
  Defense
  AC 27, touch 17, flat-footed 19 (+7 Dex, +1 
  dodge, +10 natural, -1 size)
  hp 161 (17d8+85); fast healing 5
  Fort +10, Ref +12, Will +11
  Defensive Abilities split (acid, 10 hp; see 
  below); DR 5/magic; Immune acid, 
  poison; Resist cold 5, fire 5
  Offense
  Speed 50 ft., climb 50 ft.
  Melee 4 claws +19 (1d6+5/19-20 plus grab), 
  bite +13 (1d8+2 plus acidic saliva)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acidic saliva, pounce, 
  rake (2 claws +19, 1d6+5/19-20)
  Spell-Like Abilities (CL 12th; 
  concentration +14)
  At will—ghost sound (DC 12), 
  ventriloquism (DC 13)
  statistiCs
  Str 21, Dex 
  24, Con 20, Int 12, Wis 13, Cha 15
  Base Atk +12; CMB +18 (+22 
  grapple); CMD 35
  Feats Combat Reflexes, Dodge, Improved 
  Critical (claw), Improved Initiative, 
  Mobility, Power Attack, Spring Attack, 
  Stealthy, Weapon Focus (claw)
  Skills Acrobatics +27, Climb +34, Escape 
  Artist +31, Perception +21, Stealth +27 
  Languages Aklo, Skrianix
  SQ compression
  eCOlOgy
  Environment jungle or underground
  Organization individual, pair, hunting 
  pack (3-6), family (7-24)
  Treasure standard
  speCial abilities
  Acidic Saliva (Ex) A skrianix’s teeth are 
  coated with powerful enzymes that begin 
  to digest its opponent immediately. A 
  victim hit by skrianix’s bite attack takes 
  an additional 3d6 acid damage each 
  round until he makes a DC 23 Fortitude 
  save or the acid is neutralized.
  Split (Ex) A skrianix exposed to acid 
  (other than skrianix saliva) splits 
  into two identical skrianixes, each with 
  half of the original’s current hit points 
  (round down). A skrianix with 10 hit 
  points or fewer cannot be further split 
  and dies if reduced to 0 hit points. 
  Descended from a race of powerful hunters 
  from a noxious jungle where the air itself 
  erodes the land, a skrianix is a tall, gangly 
  mixture of insect and reptile. It has four 
  muscular arms, each of which ends in six 
  cruelly-hooked fingers. A skrianix spends 
  much of its time hunched over, and can 
  comfortably contort itself to half its full 
  height. Born without eyes, skrianix use a 
  form of echolocation to understand their 
  surroundings. When they speak, their voices 
  are reminiscent of the low chirping of crickets.
  A skrianix views itself as the ultimate 
  predator and hunter, sometimes pursuing 
  prey for days at a time before finding the 
  perfect place for an ambush. Although it 
  enjoys the taste of recently killed humanoids 
  above all else, the thrill of the hunt and the 
  feeling of power it gains from a stealthily-
  executed kill is what truly drives its behavior. 
  A skrianix usually hunts alone, 
  although their definition of alone 
  can include freshly-split versions of 
  itself working in coordination.
  
  8
  Skrianix society is based around family 
  groups that trace their lineage back to a 
  single original, with the most successful 
  hunter being recognized as that original and 
  others’ rank being determined by the number 
  of splits between them. Another member of 
  the family can challenge the original at any 
  time, often throwing the tribe into chaos. 
  This challenge is typically resolved by the 
  challenger and challenged hunting each 
  other to the death, with the loser’s skull taken 
  as a trophy. 
  The original marks their rank with a 
  storehouse of trophies from the tribe’s past. 
  The few outsiders who have seen these 
  treasure halls have spoken of a variety of 
  bones, weaponry, and armor from an array of 
  victims, but the species’s rulership disputes are 
  always visible as walls of of skrianix heads.
  The largest skrianix families in the Silver 
  Tower are built around sources of acid, such 
  as malfunctioning yithian equipment or 
  portals that vent acidic gas. Less powerful 
  families stage daring raids for the vital 
  resource or grudgingly cultivate zwororam 
  swarms (see below).
  A skrianix looks at all encounters with 
  other creatures as a hunt, and it will take as 
  much time as it can to first observe its prey 
  and study its behavior. It uses ghost sound 
  and ventriloquism to distract, confuse, and 
  terrorize foes while it watches from a high 
  corner of the ceiling or compressed into a 
  small tunnel, crawl space, or vent. In combat 
  a skrianix prefers hit and run tactics. It loves 
  nothing more than snatching an individual 
  from among a group and climbing away to 
  kill that person in private.
  A skrianix is 9 feet tall and 
  weighs 500 pounds.
  
  9
  ZwoRoAm swARm
  This floating mass of jelly-like creatures fills the 
  air, occasionally flashing with pale pink light. 
  ZwOROam swaRm  
       CR 4
  XP 1,200
  N Diminutive magical beast (swarm) 
  Init +8; Senses lifesense; Perception +8
  Defense
  AC 18, touch 18, flat-footed 14 (+4 Dex, 
  +4 size)
  hp 32 (5d10+10)
  Fort +6, Ref +8, Will +2
  Defensive Abilities swarm traits; 
  Immune weapon damage
  Offense
  Speed 10 ft., fly 20 ft. (poor)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 
  14), engulfing swarm (DC 14), 
  consuming cloud
  statistiCs
  Str 1, Dex 18, Con 14, Int 3, Wis 13, Cha 15 
  Base Atk +5; CMB --; CMD --
  Feats Improved Initiative, Skill Focus 
  (stealth)
  Skills Fly +10, Perception +8, Stealth +21; 
  Racial Modifiers +5 Stealth
  Languages Aklo (cannot speak)
  eCOlOgy
  Environment any underground
  Organization solitary, pair, infestation 
  (3-5 swarms)
  Treasure standard
  speCial abilities
  Consuming Cloud (Ex) As a standard 
  action, a zworoam swarm can excrete 
  digestive juices from its component 
  bodies. This deals 4d6 acid damage to 
  all creatures unable to move due to its 
  engulfing swarm ability.
  Engulfing Swarm (Ex) Any 
  creature starting its turn in a 
  space occupied by a zworoam 
  swarm risks becoming engulfed by 
  the swarm. These creatures can make 
  attacks of opportunity against the 
  zworoam swarm, but if they do so. 
  Those who do not attempt attacks 
  of opportunity can instead attempt 
  a DC 14 Reflex save to avoid being 
  engulfed. Creatures making an attack 
  of opportunity or failing the Reflex 
  save cannot move from their location 
  until the beginning of their next turn. 
  The DC is Constitution-based.
  A single zworoam appears as a floating 
  blob of viscous fluid around the size of a 
  human fist. Although individually weak, its 
  prodigious reproductive rate makes even one 
  a serious threat given the right environment. 
  A lone zworoam is effectively mindless, but 
  once enough individuals are present to form 
  a swarm, they develop a rudimentary hive 
  mind and begin to prowl dark underground 
  tunnels and damp caves where they lie in wait 
  for prey. Swarms that have been together for 
  more than a few days become territorial and 
  rarely tolerate the presence of other creatures.
  A zworoam swarm is an ambush predator, 
  and prefers to lie in wait in a thin layer 
  on walls, floors, and ceilings until another 
  creature walks through the area, whereupon 
  it immediately surrounds and tries to 
  immobilize its prey. Often the only warning 
  sign intruders note before this happens is a 
  slight slickness on the floor. When frustrated 
  by the passing of prospective prey, the 
  zworoam will sometimes flicker with pink 
  light to attract their prey’s attention.
  These swarms care little for anything 
  beyond its own needs for food, water, and 
  darkness. A zworoam swarm tends not to 
  form a unique personality, with 
  one exception: sometimes the 
  swarm will shape and organize 
  itself into what looks like a three-
  
  10
  dimensional symbol or letter 
  that flashes with patterns 
  of pink luminescence from 
  within the zworoam bodies. 
  The few sages who have had 
  the opportunity to study these 
  creatures speculate that each 
  individual swarm spells out 
  a letter of some larger word 
  or story. The truth of this 
  hypothesis remains to be seen, 
  as no attempts to communicate 
  with the creatures on this topic 
  have met with success.
  Some faithful of the Church 
  of the Unspeakable Masses 
  (for more on the Church, see 
  the Shadows over Vathak: The 
  Colonies — Game Master’s 
  Guide) believe the zworoam 
  hail from Vathak’s distant 
  future, the sole survivors of the 
  Old Ones’ predations. These 
  faithful secretly gather, raise, 
  and feed the swarms in hopes 
  that the zworoam patterns will 
  reveals hints of the future or 
  weaknesses of the Old Ones.
  Even without that aid, swarms 
  of zworoam have begun to 
  spread into the Telgotha Forest. 
  These surface swarms will often hunt by 
  floating on the surface of ponds, dissolving 
  animals or humanoids that approach to drink 
  or in response to the swarms’ lights. The 
  sunken skeletons of the zworoam’s previous 
  meals is often the last things their prey sees.
  
  11
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  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; 
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  Author: Brian Duckwitz
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Shadows over Vathak/Vathak Terrors - Denizens of the Silver Tower.pdf