TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Bonetongue, Steward of Dead 
  Bonetongue, Steward of Dead 
  Bonetongue, Steward of Dead 
  Bonetongue, Steward of Dead 
  Dreams
  Dreams
  Dreams
  Dreams    
      
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editors): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Rick Hershey 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Rick Hershey, Arthur Wang, Joe Calkins,  
  James “Devin Night” Hazelett and Arthur Rackham 
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  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. 
   
  Faces of the Tarnished Souk: Bonetongue, Steward of Dead Dreams © 2011 Steven D. Russell, Open Gaming License Copyright © 
  2007 Wizards of the Coast. All rights reserved, 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.     
  
  Bonetongue,
  Bonetongue,
  Bonetongue,
  Bonetongue,    
  Steward of Dead Dreams
  Steward of Dead Dreams
  Steward of Dead Dreams
  Steward of Dead Dreams    
   
  For as long as corpses have fallen on the bloody sands 
  of 
  the 
  Coliseum 
  Morpheuon, 
  the 
  old 
  goblin 
  Bonetongue has shuffled out after the crowd's roars 
  fade to gather up the dead and give them the final 
  kindness of a decent burial. Small, withered, and 
  dressed like a rotting corpse himself, the unassuming 
  undertaker does his grisly work with a wheezing 
  whistle and a toothy rictus grin. Growing more in tune 
  with the power of the grave with each passing century, 
  the ageless Bonetongue is a master of commanding 
  and communing with the dead. As a white 
  necromancer, Bonetongue's practice of the dark arts  
  is based on harmonious stewardship of the cycle of life 
  and death, not its perversion, and he places a high 
  value on respecting the dead. Too meek and polite to 
  really be pushy about it, Bonetongue urges people to 
  stop and contemplate the rampant killing that fills the 
  Khan's gutters with blood, often shaking his head with 
  sad resignation at the cavalier attitude with which 
  most gladiators disregard the value of both their own 
  lives and the lives of others. However, his memory is 
  far from perfect, Bonetongue's habit of genially 
  conversing with the corpses he collects has left him 
  with a vast and unique trove of information amassed 
  from the graveside confessions of thousands upon 
  thousands of fallen warriors and others of the 
  Coliseum's dead. The old goblin appears and acts the 
  same, decade after decade, steadily hefting dirt with 
  his trusty gravedigger's shovel. Secretly, Bonetongue's 
  growing disgust with the Khan's never-ending rain of 
  bodies has caused him to bend his principles 
  regarding the timing of one's final rest; instead of 
  ushering fallen gladiators on to their awaiting 
  afterlives immediately, the necromancer has been 
  animating the corpses of “volunteers” dissatisfied with 
  their deaths, amassing what is by now a veritable 
  army of powerful – and perturbed – undead 
  concealed in catacombs beneath the Coliseum. 
   
  Dreamburning and Old Bonetongue
  Dreamburning and Old Bonetongue
  Dreamburning and Old Bonetongue
  Dreamburning and Old Bonetongue    
  Bonetongue has the Dream-Barren trait, and has no 
  dreams of his own; his hopes and fancies faded away 
  long ago like color from a bleached bone. Left with 
  only vacant serenity in his heart, he is closer in spirit 
  to the dead he tends than to living dreamers. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  Bonetongue tends a small, mist-shrouded graveyard 
  surrounded by a rickety picket fence formed from the 
  twisted spines of great beasts. The graveyard appears 
  to hold only a few dozen plots, but Bonetongue is 
  always filling a fresh grave. The secret: over time, the 
  oldest graves meld downward into vast catacombs 
  that run beneath the  city and extend westward out 
  under the ghoul-infested Plain of Twisting Laments. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge 
  (Local) skill checks: 
  DC 15 – The old goblin Bonetongue is an undertaker 
  and tender of the Coliseum's dead. 
  DC 20 – He is a “white” necromancer and has some 
  ogre blood. He is rumored to be immortal. Others say 
  “He's the only one around here who respects losers.” 
  DC 25 – He is a white necromancer who can raise the 
  dead but also lend life to the living. He is well-
  respected for his calm, quiet professionalism. 
  DC 35 – He is a pacifist and rarely gets involved in 
  conflicts; his respect for the dead keeps him from 
  using them as weapons as other necromancers might. 
  DC 45 – Few believe a shocking rumor – that some of 
  Bonetongue's recently-dug graves are empty! Dead 
  men he supposedly put to rest have been glimpsed 
  shambling about in catacombs beneath the Souk. 
   
   
  How To Us
  How To Us
  How To Us
  How To Use Bonetongue
  e Bonetongue
  e Bonetongue
  e Bonetongue    
  •
  Bonetongue 
  highlights 
  the 
  softer 
  side 
  of 
  necromancy. He respects the dead, cherishes the 
  living, and can be used to impart solemn wisdom 
  about mortality in a place where life is cheap. 
  Surprise your players by playing this goblin as 
  deep, civilized, and somber instead of as comic 
  relief. By playing against type, the contrast will 
  highlight what wise old Bonetongue has to say. 
  •
  Adventurers, outsiders, oneirobound, natives, 
  projecting dreamers – each dies differently in 
  Dream, and keeping planar metaphysics straight 
  can be tricky. Bonetongue can explain to the PCs 
  why some deaths yield a corpse and some don't. 
  •
  Hold a funeral for a fallen ally – or enemy. Even 
  if the person died friendless, Bonetongue knows 
  the funeral rites of thousands of cultures and he 
  guilts the PCs into attending and paying respects. 
  •
  Bonetongue can tell the PCs many secrets long 
  buried, since in his presence dead men do tell 
  tales; present Bonetongue as a 'translator' who 
  can help the PCs interview dead gladiators, 
  murder victims, or roaming ghosts. The goblin 
  requires no payment for himself, but will insist 
  that the PCs aid the deceased by resolving 
  unfinished business, or at least paying tribute. 
  •
  If playing “Destroying the Umbral Blot” or 
  “Sympathy for the Devil” (Coliseum Morpheuon, 
  Chapter 10): Bonetongue's “army” of undead 
  gladiators stands ready to take revenge on the 
  Khan, but premature discovery of the shambling 
  horde threatens to alert the Khan to the 
  impending insurrection. 
  •
  Bonetongue's graveyard and vast catacombs are 
  filled with magic items and treasures buried with 
  their deceased owners. Unscrupulous PCs could 
  be tempted to grave-rob, or Bonetongue might 
  implore virtuous PCs to aid him in recovering 
  riches wrongfully pilfered by greedy looters. 
   
  
  Bonetongue, 
  Steward 
  of
  Bonetongue, 
  Steward 
  of
  Bonetongue, 
  Steward 
  of
  Bonetongue, 
  Steward 
  of    
  Dead 
  Dead 
  Dead 
  Dead 
  Dreams
  Dreams
  Dreams
  Dreams    
  CR 16
  CR 16
  CR 16
  CR 16    
  XP 76,800 
  Male eternal ogrekin goblin white necromancer 15 
  N Small humanoid (giant, goblinoid) 
  Init +1; Senses darkvision 60 ft., low-light vision, 
  life sight 20 ft.; Perception +1 
   
  Defense
  Defense
  Defense
  Defense    
  AC 21, touch 12, flat-footed 20 (+6 armor, +1 Dex, +3 
  natural, +1 size) 
  hp 130 (15d6+75); regeneration 19 
  Fort +9, Ref +6, Will +10 
  Defensive Abilities death ward +7; Immune 
  ability damage, ability drain, disease, energy drain, 
  paralysis, petrification, poison, polymorph, any ability 
  that deals damage which doesn’t heal by normal 
  means 
  Weaknesses proper burial (DC 41) 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee rod of the walking dead +9 (1d8+6), bite +4 
  (1d3+2) or touch spell +12 (by spell) 
  Ranged touch spell +9 (by spell) 
  Special Attacks grasp of the dead (2/day, DC 23, 
  15d6 slashing), power over undead (9/day, DC 23) 
  White Necromancer Spells Known (CL 15th; 
  concentration +23) 
  7th (4/day)—control undead (DC 24), resurrection 
  6th (7/day)—create undead, disintegrate (DC 22), 
  harm (DC 23), true seeing (DC 22), undead 
  anatomy III** 
  5th (7/day)—cone of cold (DC 21), magic jar (DC 22), 
  rest eternal*, waves of fatigue 
  4th (7/day)—animate dead, enervation, inflict critical 
  wounds (DC 21), summon the dead IV 
  3rd (7/day)—cure serious wounds (DC 19), gentle 
  repose 
  (DC 
  20), 
  phantom 
  steed, 
  undead 
  anatomy I** 
  2nd (8/day)—bone swarm (DC 18), false life, 
  invisibility (DC 18), silence (DC 18), summon the 
  dead II 
  1st (8/day)—cure light wounds (DC 17), deathwatch, 
  mage armor (DC 17), restore corpse**, sanctify 
  corpse** 
  Cantrips (at will)—arcane mark, bleed (DC 17), detect 
  magic, disrupt undead, guidance (DC 16), 
  mending (DC 16), read magic, resistance (DC 
  16), stabilize (DC 16) 
  *See 
  Pathfinder 
  Roleplaying Game: Advanced 
  Player's Guide, Chapter 5. 
  **See 
  Pathfinder 
  Roleplaying Game: 
  Ultimate 
  Magic, Chapter 5. 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Bonetongue is a pacifist and detests 
  combat – he sees more than enough death already. If 
  he sees a fight brewing, he sighs and uses his ghost 
   
   
  walk ability to fade through a wall or floor, then casts 
  invisibility to remain invisible for longer. If a dear ally 
  looks to be in trouble instead of Bonetongue himself, 
  he begins a life bond to improve their chances of 
  survival. 
  During Combat Bonetongue first attempts to 
  discourage aggressors with waves of fatigue and 
  enervation, then harries opponents with grasp of the 
  dead and bone swarm while attempting to withdraw. 
  Bonetongue may attempt to play 'possum by falling 
  prone and possessing a single determined foe with 
  magic jar. Only truly apocalyptic threats engaged in 
  wanton murder of innocents or desecration of the 
  dead warrant Bonetongue resorting to his deadlier 
  spells (cone of cold, disintegrate, harm). Bonetongue 
  rarely summons humanoid undead to fight his battles 
  for him, but undead allies may choose to protect their 
  friend of their own volition. 
  Morale If alone, Bonetongue withdraws from combat 
  immediately without pride, but if engaged in the 
  protection of an innocent or a dear ally, he remains 
  steadfast until “slain” - rising later per his eternal 
  creature template features. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 19, Dex 12, Con 19, Int 10, Wis 12, Cha 23 
  Base Atk +7; CMB +10; CMD 21 
  Feats Counterspell Feedback, Craft Wand, Craft 
  Wondrous 
  Item, 
  Eschew 
  MaterialsB, 
  Expanded 
  Arcana, Forge Ring, Improved Counterspell, Skill 
  Focus 
  (Knowledge 
  [history]), 
  Spell 
  Focus 
  
  (necromancy)B, ToughnessB, Turn UndeadB, Undead 
  Master 
  Skills Heal +15, Knowledge (arcana) +20, Knowledge 
  (history) +16, Knowledge (religion) +13, Ride +5, 
  Spellcraft +20, Stealth +9, Use Magic Device +16; 
  Racial Modifiers +4 Ride, +4 Stealth 
  Languages Common, Goblin; voice of the grave 
  SQ deformities, enhanced NPC, evil necromancy 
  spells, ghost walk (1/day, 15 rounds), life bond, lore of 
  life and death (Knowledge [religion] +1, Heal +7), 
  necrotic transfer (44 hp), pacifist, rebuke death 
  (9/day, 1d4+7), traits, white necromancy +21 
  Combat Gear rod of the walking dead, wand of 
  consecrate (50 charges), wand of desecrate (50 
  charges), wand of restore corpse (50 charges); Gear 
  belt of presence +6 (as headband of alluring 
  charisma), bracers of armor +6, gravedigger's 
  shovel, ring of arcane knowledge +10, ring of ashes, 
  bag of holding II (500 coins of preservation) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Deformities (Ex) Due to his ogre ancestry, 
  Bonetongue’s mouth is far larger than it should be, 
  even for a goblin. This grants him a natural bite 
  attack. Additionally, he is fragile, lacking the +4 racial 
  bonus to Constitution enjoyed by most ogrekin. 
  Enhanced NPC Bonetongue has 25 point buy ability 
  scores. 
  Pacifist (Ex) Bonetongue finds all forms of combat 
  abhorrent, and suffers a -2 penalty to all attack rolls 
  with manufactured and natural weapons. In exchange 
  for these penalties, he gains Skill Focus (Knowledge 
  [history]) and Toughness as bonus feats. These 
  penalties does not apply to melee and ranged touch 
  attacks. 
  Special 
  Weakness 
  (ritual) 
  If 
  the 
  eternal 
  Bonetongue's slain body is given a proper burial in the 
  ancient traditions of his long-forgotten goblin tribe, 
  he will truly be dead and will not later regenerate and 
  rise again. Learning this weakness requires a DC 41 
  Knowledge (history or religion) check; knowing the 
  relevant traditional goblin burial rite requires an 
  additional Knowledge (history or religion) check, DC 
  46. Bonetongue knows his own weakness, but has 
  tried unsuccessfully to forget it. 
  Traits Bonetongue possesses the Dream-Barren and 
  Focused Mind traits. These grant him a +2 trait bonus 
  on all concentration checks, and immunity to the 
  effects of degraded or sacrificed dream effects. He has 
  no dreams, and those who attempt to steal a dream 
  from him are dazed for one round (as the spell), and 
  suffer a -3 penalty to their Will saves for one hour. He 
  never suffers any penalties for having no dreams. 
   
  White Necromancer Abilities
  White Necromancer Abilities
  White Necromancer Abilities
  White Necromancer Abilities    
  Below are the general descriptions of Bonetongue's 
  white necromancer abilities. Where appropriate, the 
  details of the following abilities are listed in each of 
  Bonetongue’s statblocks.  
   
   
   
   
  White Necromancer 
   
  Death Ward (Su) Bonetongue gains a morale bonus 
  to all saves against death spells and death effects 
  equal to half his white necromancer level. He is 
  allowed a save against death spells and death effects 
  even if they don’t normally allow a save. 
  Evil Necromancy Spells Bonetongue is extremely 
  reluctant to cast evil necromancy spells, but is not 
  forbidden from doing so. When casting a necrmancy 
  spell with the evil descriptor, he must use two spell 
  slots of that level. 
  Ghost Walk (Su) As a standard action, Bonetongue 
  can become incorporeal and invisible for up to a 
  number of rounds equal to his white necromancer 
  level, and can return to normal as a standard action 
  early. While under the effects of this ability, he can 
  move in any direction and through any objects (except 
  force effects), but can do nothing but move while this 
  ability is active. 
  Grasp of the Dead (Sp) As a standard action, 
  Bonetongue can summon a swarm of skeletal arms 
  that burst from the ground to rip and tear his foes. 
  The skeletal arms fill a 20 ft. radius area, and must 
  appear from a solid surface, dealing 1d6 points of 
  slashing damage per white necromancer level. Those 
  caught in the arms are allowed a Reflex save (DC 10 + 
  one-half white necromancer level + Charisma 
  modifier) for half damage. Those who fail their save 
  are also unable to move for 1 round. This ability lasts 
  for only 1 round. 
  
  Life Bond (Su) As a standard action, Bonetongue 
  can create a bond between himself and another living 
  creature within 90 ft. He may have has many bonded 
  creatures as he has white necromancer levels. At the 
  start of his turn each round, if a bonded creature is 
  wounded for 5 hp or more below its maximum hit 
  points, the bonded creature heals 5 hp and 
  Bonetongue takes 5 hp of damage. 
  This bond exists until the bonded creature dies, 
  Bonetongue is reduced below 0 hit points, the bonded 
  creature is more than 90 ft. from Bonetongue, or 
  Bonetongue ends the bond as an immediate action. 
  Bonetongue can end any of the bonds he has as part of 
  the same immediate action. 
  Life Sight (Su) For a number of rounds per day 
  equal to his white necromancer levels, Bonetongue 
  gains blindsight that allows him to detect only living 
  and undead creatures, and tells him which the 
  creatures he detects are. These rounds need not be 
  consecutive. 
  Lore of Life and Death (Ex) Bonetongue adds his 
  Wisdom bonus to all Knowledge (religion) checks 
  related to death, burial practices, undead, or the 
  afterlife. When making Heal skill checks, he gains a 
  bonus equal to half his white necromancer level. 
  Necrotic Transfer (Su) As a standard action, 
  Bonetongue can touch a living creature, transferring 
  some of his life essence to them. The touched creature 
  is 
  healed 
  an 
  amount 
  equal 
  to 
  Bonetongue's 
  Constitution score plus his white necromancer level 
  plus 10, but not more that the recipient creature's 
  maximum hit points. Bonetongue takes an equal 
  amount of damage. 
  Power Over Undead (Su) Bonetongue can channel 
  energy as a cleric equal to his white necromancer 
  level, but only to use his Turn Undead bonus feat. 
  Rebuke Death (Sp) As a standard action, 
  Bonetongue can touch a living creature to heal it for 
  1d4 plus 1 for every two white necromancer levels he 
  possesses. He can only use this ability on creatures 
  below 0 hit points. 
  Voice of the Grave (Su) Bonetongue can speak 
  with dead as the spell for a number of rounds per day 
  equal to his white necromancer level. These rounds 
  need not be consecutive. When used by the 10th-level 
  Bonetongue, the dead suffer a -2 penalty on their Will 
  save. When used by the 15th-level Bonetongue, the 
  dead suffer a -8 penalty on their Will save. 
  White Necromancy (Su) Any necromancy spell 
  with the evil descriptor loses this descriptor when cast 
  by Bonetongue. Undead resulting from Bonetongue’s 
  white necromancy are of neutral alignment. 
  Bonetongue gains no specific control over undead 
  created using white necromancy, although he may ask 
  the undead to provide some service or otherwise assist 
  him. To do so, he must make a successful Diplomacy 
  check, rolling 1d20 + his white necromancer level + 
  his Charisma bonus. Mindless undead created 
  through white necromancy have a DC of 15, and a 
  starting attitude of indifferent. While intelligent 
  undead created through white necromancy have a DC 
  of 15 + its Charisma modifier, and starting attitude of 
  friendly. Bonetongue must treat the undead with 
  honor and respect at all times, in many cases agreeing 
  to release the undead once the service or task has 
  been completed. 
  Intelligent undead created through white necromancy 
  might agree to follow Bonetongue for a prolonged 
  period of time, although it will certainly expect to be 
  treated as an honored and respected companion, 
  perhaps even making occasional requests of its own. 
   
  Feats
  Feats
  Feats
  Feats    
  Counterspell Feedback 
  Your counterspells cause your victim to take force 
  damage. 
  Prerequisite Improved Counterspell 
  Benefit When you successfully counter a spell, the 
  caster of the spell takes force damage equal to 1d4 
  force damage/level of the spell countered. 
   
  Expanded Arcana 
  Your research has revealed new spells. 
  Prerequisites Caster level 1st, see Special. 
  Benefit Add one spell from your class's spell list to 
  your list of spells known. This is in addition to the 
  number of spells normally gained at each new level in 
  your class. You may instead add two spells from your 
  class's spell list to your list of spells known, but both 
  of these spells must be at least one level lower than 
  the highest level spell you can cast in that class. Once 
  made, these choices cannot be changed. 
  Special You can only take this feat if you possess 
  levels in a class whose spellcasting relies on a limited  
   
  list of spells known, such as the bard, oracle, and 
  sorcerer. 
  You can gain Expanded Arcana multiple times. 
   
  Undead Master 
  You can marshal vast armies of the undead to serve 
  you. 
  Prerequisites Spell Focus (necromancy), the ability 
  to cast animate dead or command undead. 
  Benefit When you cast animate dead or use the 
  Command Undead feat, you are considered to be four 
  levels higher when determining the number of Hit 
  Dice you animate. When you cast command undead, 
  your duration is doubled. 
   
  Magic Items
  Magic Items
  Magic Items
  Magic Items    
  Coins of Preservation 
  Aura faint necromancy; CL 3rd 
  Slot none; Price 6,000 gp, 1 cp each; Weight — 
  Description 
  When placed over the eyes of a dead creature, these 
  simple copper coins preserve the corpse as gentle 
  repose for as long as they remain over the eyes of the 
  corpse. A separate coin must be placed over each eye 
  the creature possesses. 
  Construction 
  Requirements Craft Wondrous Item, gentle repose; 
  Cost 3,000 gp, 1 cp 
   
  
  Gravedigger's Shovel 
  Aura faint transmutation [earth]; CL 3rd 
  Slot none; Price 3,600 gp; Weight 8 lbs. 
  Description 
  Though it has an iron blade, this shovel has a handle 
  made of bone. When used to dig a grave, the user can 
  dig a 5 ft. cube hole each minute they dig. Up to five 
  times each day, the shovel can be used to create the 
  effects of expeditious excavation (see Pathfinder 
  Roleplaying 
  Game: 
  Advanced 
  Player's 
  Guide, 
  Chapter 5) as a standard action. Medium or smaller 
  creatures are allowed a Reflex save (DC 11) to land 
  harmlessly or hop to an adjacent square if the shovel 
  is used to create a hole under them. 
  Construction 
  Requirements Craft Wondrous Item, expeditious 
  excavation; Cost 1,800 gp 
   
  Ring of Arcane Knowledge 
  Aura moderate divination; CL 10th 
  Slot ring; Price 7,500 gp (+5), 30,000 gp (+10); 
  Weight — 
  Description 
  This silver band bears numerous magical symbols on 
  it outer surface. While worn, this ring grants the 
  wearer a bonus of either +5 or +10 to their Knowledge 
  (arcana) and Spellcraft skill checks. 
  Construction 
  Requirements Forge Ring, creator must have 5 or 
  10 ranks in both Knowledge (arcana) and Spellcraft; 
  Cost 3,750 gp (+5), 15,000 gp (+10) 
   
  Ring of Ashes 
  Aura strong transmutation; CL 17th 
  Slot ring; Price 60,000 gp; Weight — 
  Description 
  Once per day, the wearer of this adamantine-strong 
  black sapphire band can capture the soul of a creature 
  in an urn constructed of their own disintegrated 
  ashes. The target creature must be dead, or 
  unconscious due to damage, and within 50 ft. of the 
  wearer. The target creature is allowed a Will save (DC 
  25) to negate this effect. Dead targets suffer a -5 
  penalty on their Will save against this effect. Should 
  the targeted creature fail their save, their body turns 
  to ash which swirls for 1 round, after which the ashes 
  solidify into an urn containing its soul. The urn 
  holding their soul bears images showing important 
  events in the life of the creature it is made of. The 
  wearer must provide a black sapphire worth 1000 gp 
  per HD of the target creature which is held within the 
  ash urn, otherwise the soul is bound to the ring, and 
  the ring fails to function until the soul is removed. 
  Construction 
  Requirements 
  Forge 
  Ring, 
  Spell 
  Focus 
  (necromancy), Greater Spell Focus (necromancy), 
  disintegrate, soul bind; Cost 30,000 gp 
   
  Rod of the Walking Dead 
  Aura moderate necromancy [evil]; CL 10th 
  Slot none; Price 34,122 gp; Weight 5 lbs. 
  Description 
   
   
  Ring of Arcane Knowledge 
   
  Typically constructed from the spine and skull of a 
  medium humanoid creature, this rod allows its 
  wielder to animate up to 40 HD of skeletons and 
  zombies at a time, but no more than 20 HD each day. 
  As long as the rod is held, the undead are controlled. 
  As a full-round action, the wielder can reverse the 
  animating magic, returning any of the skeletons and 
  zombies they control by virtue of this rod to mundane 
  corpses. This rod can be used in combat as a 
  masterwork heavy mace. 
  Construction 
  Requirements Craft Rod, animate dead; Cost 
  17,217 gp 
   
  Spells
  Spells
  Spells
  Spells    
  Bone Swarm 
  School evocation [force]; Level sorcerer/wizard 2, 
  white necromancer 2 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect 5-ft.-cubic mass of animated bones 
  Duration 1 round/level (D) 
  Saving Throw Reflex half; Spell Resistance yes 
  A 5-ft.-cubic mass of animated bones appears and 
  attacks foes as directed. 
  These bones strike the opponent you designate, 
  dealing 2d6 hp bludgeoning damage plus an 
  additional 1d6 points per four additional caster levels 
  (2d6 at 4th level, 3d6 at 8th, 4d6 at 12th, etc). A 
  successful Reflex save halves this damage. 
  Each round after the first, you can use a move action 
  to redirect the bones to a new target. The bones move 
  60 ft. per round. As part of this movement, they can 
  climb up to 60 ft. or build a tower of bones up to 60 ft. 
  high. If not directed to a new target, the bones 
  continue to attack the previous round’s target. 
  Spellcasting or concentrating on spells while within 
  the area of a bone swarm requires a caster level check 
  (DC 20 + spell level). Using skills that involve 
  patience and concentration requires a DC 20 Will 
  save. 
  
  The bones vanish when the spell ends or if they exceed 
  the spell’s range. 
   
  Summon the Dead I 
  School necromancy (summoning) [evil]; Level cleric 
  1, sorcerer/wizard 1, summoner 1, white necromancer 
  1, witch 1 
  Casting Time 1 round 
  Components V, S, M/DF (fistful of grave dirt, or 
  fragment of tombstone) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one summoned undead creature 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  This spell temporarily infuses the remains of a once-
  living creature with negative energy, animating it in a 
  mockery of its former life. The resulting undead 
  creature acts immediately, on your turn. It attacks 
  your opponent to the best of its ability. If you can 
  communicate with the creature, you can direct it not 
  to attack, to attack particular enemies, or to perform 
  other actions within the limits of the creature to obey 
  or understand. 
  The spell animates one of the creature from the 1st-
  level list on the accompanying table. You choose 
  which kind of undead to animate, and you can change 
  that choice each time you cast the spell. 
  To animate a particular type of undead, the correct 
  remains must be available for each creature created. 
  Remains must be mostly intact. A soul is present in 
  any corporeal remains for which the creature has not 
  been resurrected or previously animated as an 
  undead. A soul can also be obtained from trap the 
  soul, magic jar, or similar magic. 
  Unlike most spells, line of effect is not required to 
  animate the remains, as long as their location is 
  known. This allows a body to be animated in its grave. 
  Any animated undead cannot summon or otherwise 
  conjure another creature, create spawn, or use any 
  teleportation or planar travel abilities. 
  When you use summon undead I to summon a 
  creature with an alignment or elemental subtype, it is 
  a spell of that type. 
  Within the area of a desecrate effect, the duration of 
  summon the dead I is doubled. 
   
  Summon the Dead II 
  School necromancy (summoning) [evil]; Level cleric 
  2, 
  sorcerer/wizard 
  2, 
  summoner 
  2, 
  white 
  necromancer 2, witch 2 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 2nd-level list, 
  or 1d3 of the same option from the 1st-level list. 
   
  Summon the Dead III 
  School necromancy (summoning) [evil]; Level cleric 
  3, sorcerer/wizard 3, white necromancer 3, witch 3 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 3rd-level list, 
  or 1d3 creatures of the same kind from the 2nd-level 
  list, or 1d4+1 of the same option from the 1st-level list. 
   
   
   
  Summon the Dead IV 
  School necromancy (summoning) [evil]; Level cleric 
  4, 
  sorcerer/wizard 
  4, 
  summoner 
  3, 
  white 
  necromancer 4, witch 4 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 4th-level list, 
  or 1d3 creatures of the same kind from the 3rd-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Summon the Dead V 
  School necromancy (summoning) [evil]; Level cleric 
  5, sorcerer/wizard 5, summoner 4, white necromancer 
  5, witch 5 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 5th-level list, 
  or 1d3 creatures of the same kind from the 4th-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Summon the Dead VI 
  School necromancy (summoning) [evil]; Level cleric 
  6, sorcerer/wizard 6, white necromancer 6, witch 6 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 6th-level list, 
  or 1d3 creatures of the same kind from the 5th-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Summon the Dead VII 
  School necromancy (summoning) [evil]; Level cleric 
  7, sorcerer/wizard 7, summoner 5, white necromancer 
  7, witch 7 
  
  This spell functions like summon the dead I, except 
  you can animate one creature from the 7th-level list, 
  or 1d3 creatures of the same kind from the 6th-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Summon the Dead VIII 
  School necromancy (summoning) [evil]; Level cleric 
  8, sorcerer/wizard 8, white necromancer 8, witch 8 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 8th-level list, 
  or 1d3 creatures of the same kind from the 7th-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Summon the Dead IX 
  School necromancy (summoning) [evil]; Level cleric 
  9, sorcerer/wizard 9, summoner 6, white 
  necromancer 9, witch 9 
  This spell functions like summon the dead I, except 
  you can animate one creature from the 9th-level list, 
  or 1d3 creatures of the same kind from the 8th-level 
  list, or 1d4+1 of the same option from a lower level 
  list. 
   
  Spell Level 
  Undead 
  Summon the 
  Dead I 
  Ghoul, Skeleton (2-3 HD), Skeleton 
  (1 HD, 1d3), Zombie (3-4 HD), 
  Zombie (2 HD or less, 1d3) 
  Summon the 
  Dead II 
  Skeleton (4-5 HD), Zombie (5-6 HD) 
  Summon the 
  Dead III 
  Ghast, Shadow, Skeleton (6-7 HD), 
  Wight, Zombie (7-10 HD) 
  Summon the 
  Dead IV 
  Skeleton (8-9 HD), Zombie (11-14 
  HD) 
  Summon the 
  Dead V 
  Skeleton (10-11 HD, Wraith, Zombie 
  (15-16 HD) 
  Summon the 
  Dead VI 
  Skeleton (12-14 HD), Zombie (17-20 
  HD) 
  Summon the 
  Dead VII 
  Skeleton (15-17 HD), Spectre 
  Summon the 
  Dead VIII 
  Mohrg, Shadow, greater , Skeleton 
  (18-20 HD) 
  Summon the 
  Dead IX 
  Devourer, Wraith, dread 
   
  Variant Bonetongues
  Variant Bonetongues
  Variant Bonetongues
  Variant Bonetongues    
  Listed below are the changes to Bonetongue if you’d 
  like to use him with one of the three following 
  templates, all of which can be found below and in 101 
  Not So Simple Templates from Rite Publishing. 
   
  Death-Scavenger: CR 17; XP 102,400; hp 145 
  (15d6+90); regeneration 21; Fort +10; Weaknesses 
  special weakness (DC 42); Special Attacks death 
  devourer (DC 25), power over undead (10/day, DC 
  25), scavenger's knell (+12 melee touch, DC 25); Con 
  21, Cha 27; Skills Use Magic Device +18; SQ rebuke 
  death (11/day) 
   
   
   
   
  Foul: CR 17; XP 102,400; Aura vile stench (30 ft., 
  DC 23); hp 160 (15d6+105); regeneration 23; Fort 
  +11; Weaknesses special weakness (DC 42); Melee 
  bite +4 (1d3+2 plus grab); Special Attacks expel 
  object 
  or 
  creature, 
  swallow 
  whole 
  (1d3+6 
  bludgeoning, AC 11, hp 16); Con 23; CMB +10 (+14 
  grapple); SQ enhanced swallow whole (medium or 
  smaller) 
   
  Mystic: CR 18; XP 153,600; AC 26, touch 17, flat-
  footed 25 (+6 armor, +5 deflection, +1 Dex, +3 
  natural, +1 size); hp 190 (15d6+135); regeneration 27; 
  Fort +13; Immune magic (all 8th level and below 
  spells); Weaknesses special weakness (DC 43); 
  Special Attacks grasp of the dead (3/day, DC 27), 
  power over undead (14/day, DC 27); White 
  Necromancer Spells (CL 15th; concentration +25): 
  7th (5/day), 6th (8/day), 5th (8/day), 4th (8/day), 3rd 
  (8/day), 2nd (9/day), 1st (9/day), All spell DC's +4; 
  Con 27, Cha 31; CMD 26; Skills Use Magic Device 
  +20; SQ rebuke death (14/day), white necromancy 
  +25 
   
  
  Bonetongue, 
  Shepherd 
  of 
  the 
  Bonetongue, 
  Shepherd 
  of 
  the 
  Bonetongue, 
  Shepherd 
  of 
  the 
  Bonetongue, 
  Shepherd 
  of 
  the 
  Shambling Horde
  Shambling Horde
  Shambling Horde
  Shambling Horde        
  CR 11
  CR 11
  CR 11
  CR 11    
  XP 12,800 
  Male eternal ogrekin goblin white necromancer 10 
  N Small humanoid (giant, goblinoid) 
  Init +1; Senses darkvision 60 ft., low-light vision, 
  life sight 10 ft.; Perception +1 
   
  Defense
  Defense
  Defense
  Defense    
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 
  size) 
  hp 87 (10d6+50); regeneration 19 
  Fort +7, Ref +4, Will +8 
  Immune ability damage, ability drain, disease, 
  energy 
  drain, 
  paralysis, 
  petrification, 
  poison, 
  polymorph, any ability that deals damage which 
  doesn’t heal by normal means 
  Weaknesses proper burial (DC 36) 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee rod of the walking dead +7 (1d8+6), bite +2 
  (1d3+2) or touch spell +10 (by spell) 
  Ranged touch spell +7 (by spell) 
  Special Attacks power over undead (8/day, DC 20) 
  White Necromancer Spells Known (CL 10th; 
  concentration +17) 
  5th (4/day)—rest eternal* 
  4th (6/day)—animate dead, summon the dead IV 
  3rd (7/day)—cure serious wounds (DC 18), gentle 
  repose (DC 19), undead anatomy I** 
  2nd (7/day)—false life, invisibility (DC 17), silence 
  (DC 17), summon the dead II 
  1st (8/day)—cure light wounds (DC 16), deathwatch, 
  mage armor (DC 16), restore corpse**, sanctify 
  corpse** 
  Cantrips (at will)—arcane mark, bleed (DC 16), detect 
  magic, disrupt undead, guidance (DC 15), 
  mending (DC 15), read magic, resistance (DC 
  15), stabilize (DC 15) 
  *See 
  Pathfinder 
  Roleplaying Game: Advanced 
  Player's Guide, Chapter 5. 
  **See 
  Pathfinder 
  Roleplaying Game: 
  Ultimate 
  Magic, Chapter 5. 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Bonetongue is a pacifist and detests 
  combat – he sees more than enough death already. If 
  he sees a fight brewing, he sighs and retreats with 
  invisibility. If a dear ally looks to be in trouble instead 
  of Bonetongue himself, he begins a life bond to 
  improve their chances of survival. 
  During Combat Bonetongue casts summon the 
  dead spells to call up undead to fight defensively and 
  intervene on his behalf, but he does not direct the 
  undead to attack any enemy not actively attacking 
  him. Bonetongue's other undead allies, if present, may 
  choose to protect their friend of their own volition. 
  Morale If alone, Bonetongue withdraws from combat 
  immediately without pride, but if engaged in the 
  protection of an innocent or a dear ally, he remains 
  steadfast until “slain” - rising later per his eternal 
  creature template features. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 19, Dex 12, Con 19, Int 10, Wis 12, Cha 20 
  Base Atk +5; CMB +8; CMD 19 
  Feats Craft Wand, Craft Wondrous Item, Eschew 
  MaterialsB, Forge Ring, Improved Counterspell, Skill 
  Focus 
  (Knowledge 
  [history]), 
  Spell 
  Focus 
  (necromancy)B, ToughnessB, Turn UndeadB 
  Skills Heal +10, Knowledge (arcana) +10, Knowledge 
  (history) +6, Knowledge (religion) +13, Ride +5, 
  Spellcraft +15, Stealth +9, Use Magic Device +15; 
  Racial Modifiers +4 Ride, +4 Stealth 
  Languages Common, Goblin; voice of the grave 
  SQ deformities, enhanced NPC, evil necromancy 
  spells, life bond, lore of life and death (Knowledge 
  [religion] +1, Heal +5), necrotic transfer (39 hp), 
  pacifist, rebuke death (8/day, 1d4+5), traits, white 
  necromancy +15 
  Combat Gear rod of the walking dead, wand of 
  consecrate (25 charges), wand of desecrate (25 
  charges), wand of restore corpse (50 charges); Gear 
  belt of presence +4 (as headband of alluring 
  charisma), gravedigger's shovel, ring of arcane 
  knowledge +5, ring of ashes, bag of holding I (50 
  coins of preservation) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Enhanced NPC Bonetongue has 25 point buy ability 
  scores. 
  Special 
  Weakness 
  (ritual) 
  If 
  the 
  eternal 
  Bonetongue's slain body is given a proper burial in the 
  ancient traditions of his long-forgotten goblin tribe, 
  he will truly be dead and will not later regenerate and 
  rise again. Learning this weakness requires a DC 36 
  Knowledge (history or religion) check; knowing the 
  relevant traditional goblin burial rite requires an 
  additional Knowledge (history or religion) check, DC 
  41. Bonetongue knows his own weakness, but has 
  tried unsuccessfully to forget it. 
   
  Variant Bonetongues
  Variant Bonetongues
  Variant Bonetongues
  Variant Bonetongues    
  Death-Scavenger: CR 12; XP 19,200; hp 97 
  (10d6+60); regeneration 21; Fort +8; Weaknesses 
  special weakness (DC 37); Special Attacks death 
  devourer (DC 22), power over undead (10/day, DC 
  22), scavenger's knell (+10 melee touch, DC 22); Con 
  21, Cha 24; Skills Use Magic Device +17; SQ rebuke 
  death (10/day) 
   
  Foul: CR 12; XP 19,200; Aura vile stench (30 ft., 
  DC 21); hp 107 (10d6+70); regeneration 23; Fort +9; 
  Weaknesses special weakness (DC 37); Melee bite 
  +2 (1d3+2 plus grab); Special Attacks expel object 
  or creature, swallow whole (1d3+6 bludgeoning, AC 
  11, hp 10); Con 23; CMB +8 (+12 grapple); SQ 
  enhanced swallow whole (medium or smaller) 
  
   
  Mystic: CR 13; XP 25,600; AC 18, touch 15, flat-
  footed 17 (+3 deflection, +1 Dex, +3 natural, +1 size); 
  hp 127 (10d6+90); regeneration 27; Fort +11; 
  Immune magic (all 5th level and below spells); 
  Weaknesses special weakness (DC 38); Special 
  Attacks power over undead (13/day, DC 24); White 
  Necromancer Spells (CL 10th; concentration +19): 
  5th (5/day), 4th (7/day), 3rd (8/day), 2nd (8/day), 1st 
  (9/day), All spell DC's +4; Con 27, Cha 28; CMD 22; 
  Skills Use Magic Device +19; SQ rebuke death 
  (13/day), white necromancy +19 
   
   
  Old Bonetongue, 
  Old Bonetongue, 
  Old Bonetongue, 
  Old Bonetongue,     
  Him with the Rictus Grin
  Him with the Rictus Grin
  Him with the Rictus Grin
  Him with the Rictus Grin    
  CR 6
  CR 6
  CR 6
  CR 6    
  XP 2,400 
  Male eternal ogrekin goblin white necromancer 4 
  N Small humanoid (giant, goblinoid) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +1 
   
  Defense
  Defense
  Defense
  Defense    
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 
  size) 
  hp 36 (4d6+20); regeneration 19 
  Fort +5, Ref +2, Will +5 
  Immune ability damage, ability drain, disease, 
  energy 
  drain, 
  paralysis, 
  petrification, 
  poison, 
  polymorph, any ability that deals damage which 
  doesn’t heal by normal means 
  Weaknesses proper burial (DC 31) 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee rod of the walking dead +4 (1d8+6), bite -1 
  (1d3+2) or touch spell +7 (by spell) 
  Ranged touch spell +4 (by spell) 
  Special Attacks power over undead (6/day, DC 15) 
  White Necromancer Spells Known (CL 4th; 
  concentration +9) 
  2nd (4/day)—summon the dead II 
  1st (7/day)—cure light wounds (DC 14), deathwatch, 
  mage armor (DC 14) 
  Cantrips (at will)—bleed (DC 14), detect magic, 
  guidance (DC 13), mending (DC 13), read magic, 
  stabilize (DC 13) 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Bonetongue is a pacifist and detests 
  combat – he sees more than enough death already. If 
  he sees a fight brewing, he sighs and retreats, casting 
  mage armor, or digs a quick hole with his 
  gravedigger's shovel and hides in it. 
  During Combat Bonetongue casts summon the 
  dead II to call up undead to fight defensively and 
  intervene on his behalf, but he does not direct the 
  undead to attack any enemy not actively attacking 
  him. Bonetongue's other undead allies, if present, may 
  choose to protect their friend of their own volition. 
  Morale If alone, Bonetongue withdraws from combat 
  immediately without pride, but if engaged in the 
  protection of an innocent or a dear ally, he remains 
  steadfast until “slain” - rising later per his eternal 
  creature template features. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 19, Dex 12, Con 19, Int 10, Wis 12, Cha 17 
  Base Atk +2; CMB +5; CMD 16 
  Feats Craft Wondrous Item, Eschew MaterialsB, Skill 
  Focus 
  (Knowledge 
  [history])B, 
  Spell 
  Focus 
  (necromancy), ToughnessB, Turn UndeadB 
  Skills Heal +7, Knowledge (arcana) +10, Knowledge 
  (history) +4, Knowledge (religion) +7, Ride +5, 
  Spellcraft +10, Stealth +9, Use Magic Device +8; 
  Racial Modifiers +4 Ride, +4 Stealth 
  Languages Common, Goblin 
  SQ deformities, enhanced NPC, evil necromancy 
  spells, lore of life and death (Knowledge [religion] +1, 
  Heal +2), pacifist, rebuke death (6/day, 1d4+2), traits, 
  white necromancy +7 
  Combat Gear rod of the walking dead; Gear belt of 
  presence +2 (as headband of alluring charisma), 
  gravedigger's shovel, ring of arcane knowledge +5, 
  ring of ashes, pouch (10 coins of preservation) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Enhanced NPC Bonetongue’s CR is 1 greater due to 
  his 25 point buy ability scores, and special magical 
  items. 
  Special 
  Weakness 
  (ritual) 
  If 
  the 
  eternal 
  Bonetongue's slain body is given a proper burial in the 
  ancient traditions of his long-forgotten goblin tribe, 
  he will truly be dead and will not later regenerate and 
  rise again. Learning this weakness requires a DC 31 
  Knowledge (history or religion) check; knowing the 
  relevant traditional goblin burial rite requires an 
  additional Knowledge (history or religion) check, DC 
  36. Bonetongue knows his own weakness, but has 
  tried unsuccessfully to forget it. 
   
  Variant Bonetongu
  Variant Bonetongu
  Variant Bonetongu
  Variant Bonetongueseseses    
  Death-Scavenger: CR 7; XP 3,200; hp 40 
  (4d6+24); regeneration 21; Fort +6; Weaknesses 
  special weakness (DC 32); Special Attacks death 
  devourer (DC 17), power over undead (8/day, DC 17), 
  scavenger's knell (+7 melee touch, DC 17); Con 21, 
  Cha 21; Skills Use Magic Device +10; SQ rebuke 
  death (8/day) 
   
  Foul: CR 7; XP 3,200; Aura vile stench (30 ft., DC 
  18); hp 44 (4d6+28); regeneration 23; Fort +8; 
  Weaknesses special weakness (DC 32); Melee bite -
  1 (1d3+2 plus grab); Special Attacks expel object or 
  creature, swallow whole (1d3+6 bludgeoning, AC 11, 3 
  hp); Con 23; CMB +5 (+9 grapple); SQ enhanced 
  swallow whole (medium and smaller) 
   
  
  Mystic: CR 8; XP 4,800; AC 16, touch 13, flat-
  footed 
  15 
  (+1 
  deflection); 
  hp 
  52 
  (4d6+36); 
  regeneration 27; Fort +9; Immune magic (all 3rd 
  level and below spells); Weaknesses special 
  weakness (DC 33); Special Attacks power over 
  undead (11/day, DC 19); White Necromancer 
  Spells (CL 4th; concentration +11): 2nd (5/day); 1st 
  (8/day), All spell DC's +4; Con 27, Cha 25; CMD 17; 
  Skills Use Magic Device +12; SQ rebuke death 
  (11/day), white necromancy +11 
   
  Templates
  Templates
  Templates
  Templates    
   
  Death
  Death
  Death
  Death----Scavenger Creature (CR +1)
  Scavenger Creature (CR +1)
  Scavenger Creature (CR +1)
  Scavenger Creature (CR +1)    
  Some creatures feed off the power generated by the 
  moment when a soul leaves a body. A death-
  scavenger creature's quick and rebuild rules are the 
  same. 
  Rebuild Rules: Special Attack death devourer, 
  scavenger’s knell; Ability Scores +2 Con, +4 Cha. 
  Death Devourer (Su): If a creature dies within 60 feet 
  of a death-scavenger creature, the monster absorbs 
  a portion of the death energy that radiates through 
  the area. Immediately upon the victim’s death, all 
  living 
  creatures 
  within 
  60 
  feet 
  of 
  the 
  deathscavenger creature must make Fortitude saves 
  (DC 10 + 1/2 the death-scavenger creature’s Hit 
  Dice + its Charisma modifier) or suffer 1d6 points of 
  damage for every 2 Hit Dice the death-scavenger 
  creature possesses as it gathers the death energy, 
  focuses it, and flashes it across the area. The 
  deathscavenger creature does not gain this benefit 
  when a nonliving creature, such as an undead or a 
  construct, is destroyed. 
  Scavenger’s Knell (Sp): If an opponent could be 
  subject to a coup-de-grace, the death-scavenger can 
  draw forth the life force of that opponent and use it 
  to fuel its own power. It touches a living creature as 
  a swift action (as a touch attack). If the subject fails 
  a Fortitude saving throw (DC 10 + 1/2 the death-
  scavenger creature’s Hit Dice + its Charisma 
  modifier), it dies, and the death-scavenger is either 
  healed for 5 hit points of damage or gains 5 
  temporary hit points (that last 1 hour) for each hit 
  die that the slain creature possessed. This is a death 
  effect. 
   
  Eternal Creature
  Eternal Creature
  Eternal Creature
  Eternal Creature    
  The oldest of desires is to counteract the fleeting 
  nature of existence. The ancient oral traditions, 
  religious teachings, and greatest literary works ingrain 
  this yearning into the collective consciousness of all 
  mortal races. However, the power to defeat death 
  itself sometimes is not a boon for some, but a curse as 
  they watch all those they have ever known and love 
  slip away becoming naught but ash and dust. These 
  accused beings spend the whole of their existence 
  seeking death’s final embrace. These blessed and 
  cursed beings are the eternal creatures. 
   
      
   
  Ladon, 
  the eternal hundred-headed dragon 
      
  Creating an Eternal Creature
  Creating an Eternal Creature
  Creating an Eternal Creature
  Creating an Eternal Creature    
  “Eternal” is an acquired template that can be added to 
  any living creature (referred to hereafter as the base 
  creature). 
  Challenge Rating: Same as the base creature +1. 
  Alignment: Over the years, an eternal creature’s 
  alignment usually changes to Neutral. 
  Defensive Abilities An eternal creature gains the 
  following abilities. 
  Regeneration (Ex) An eternal creature gain 
  regeneration equal to its Constitution score. No form 
  of attack, except for its special weakness (see below), 
  can suppress an eternal creature’s regeneration. It 
  regenerates even if disintegrated, drowned, or slain by 
  a death effect. If the eternal creature fails a save 
  against an effect that would kill or destroy it instantly, 
  it rises from death 3 rounds later with 1 hit point, if no 
  further damage is inflicted upon its remains. It can be 
  banished or otherwise transported, but the method to 
  truly kill or destroy it is only available via its special 
  weakness (see below). 
  Immunities Eternal creatures are immune to ability 
  damage, ability drain, disease, energy drain, paralysis, 
  petrification, poison, polymorph effects, and any 
  ability that deals damage which doesn’t heal by 
  normal means. 
  Weaknesses 
  All 
  eternal 
  creatures 
  possess 
  a 
  weakness as detailed below. 
  Special Weaknesses (Ex) To truly slay an eternal 
  creature, one must use one or more of the following 
  methods. If an attack that is associated with this 
  weakness deals damage, it deals and additional 50% 
  damage, if it allows a save, the eternal creature suffers 
  a -4 penalty to its save. This weakness should be 
  relevant to the creature’s history or species. 
  Breath/Eat/Drink The eternal creature must 
  still eat, drink, or breath. Another option is that a 
  specific 
  diet 
  must 
  be 
  maintained 
  (vegetarian, 
  carnivorous, etc.). For example, an eternal creature 
  could only die by being starved to death or by having 
  meat secretly mixed into its meal. 
  
  Causing Death The eternal creature loses this 
  template if it kills any creature, including self-defense. 
  Destroy the Mark This could be a rune, glyph, 
  heraldic crest, sigil, or tattoo on its body. It requires a 
  successful sunder attempt dealing 1% of the eternal 
  creature's maximum hit point total to destroy it. 
  Energy Type One of the basic energy types 
  (acid, cold, electricity, fire, and sonic) deals lethal 
  damage, but only in its natural form or magical form. 
  Limited Lifespan The eternal creature may 
  have to be killed or destroyed a specific number of 
  times (9 times, 13 times, etc.). This number cannot 
  exceed 101 times. Reducing an eternal creature below 
  its Constitution score in negative hit points counts as 
  killing it. Another option is that the base creature only 
  gains the template for a limited time, the most 
  common being until a certain act is completed, and if 
  it is not completed by a specific date then the creature 
  loses the template. 
  Moonlight/Starlight/Sunlight The eternal 
  creature’s regeneration is negated when exposed to 
  this naturally occurring light. This could be as specific 
  as the coral light of an eclipse or light from a specific 
  star or moon. 
  Music The sound of music itself or the sound of 
  a specific song or melody will negate the eternal 
  creature’s 
  regeneration. 
  Phylactery The creature has part of its soul stored 
  safely in a receptacle that must first be destroyed. 
  Remove Object A special object (philosopher’s 
  stone, vial of platinum dragon’s blood, etc.) must be 
  removed from inside the body of the eternal creature, 
  which requires immobilizing the creature. 
  Rare Substance Animal (dwarf water buffalo, 
  red wolf, etc.) vegetable (snowdonia hawkweed, 
  piratinera gianensis [snakewood], etc.) or mineral 
  (iridium, painite, etc.) this could be close proximity 
  (30 ft.), touch, or perhaps a weapon made from the 
  bone, wood, mineral (see specific weapon). 
  Ritual A special ritual must be performed with 
  the remains of the creature, its head must be 
  removed, a holy wafer placed in its mouth, buried on 
  consecrated ground, cremated and its ashes spread to 
  the four corners of the earth, etc. If a ritual must be 
  performed, the body will not regenerate after death 
  for 1d4 days. 
  Special Date For the duration of a religious 
  holiday, the night of a special phase of the moon, an 
  equinox, a solstice, the base creature loses the benefits 
  of this template. The most uncommon occurrence 
  allowed for a religious holiday or phase of the moon is 
  one specific day every 4 years. 
  Specific Location To slay the creature, it must 
  be lured to a specific location. Examples include its 
  place of birth, original lair, hometown, laboratory it 
  was created in, where it gained this template, 
  consecrated/desecrated ground, etc. 
  Special Weapon This could be a weapon with 
  specific properties, and weapon bears a specific name, 
  and/or forged at a special site, or by a specific person. 
  Specific 
  Affliction 
  Only 
  a 
  specific 
  transmittable disease (common cold), condition 
  (staggered), or poison (belladonna) can affect the  
  eternal creature, causing it to lose the benefits of this 
  template while under its effects. 
  Specific 
  Creature 
  (individual, 
  culture, 
  template, type, or subtype) Perhaps only a single fated 
  enemy can slay the eternal creature, or one born from 
  a specific culture, conceivably only other eternal 
  creatures can slay it, perchance only a dragon can kill 
  it or only a wyrd (half-elf/half ogre mage) can destroy 
  it. 
  Specific Spot The creature is only vulnerable on 
  a specific spot on its body. Only critical hits damage it, 
  or you must hit its eyes, where its scale is missing, its 
  heel, etc. This requires a successful Sunder attempt 
  (+4 to the DC due to its smaller size). 
  Supernatural The regeneration of the eternal 
  creature is supernatural and it can only be killed in an 
  area where supernatural abilities do not function, 
  such as an antimagic field. 
  An example of a combination special weakness 
  would be to truly slay the eternal creature you must 
  destroy the heraldic crest of Questhaven that has been 
  branded on its body, only a weapon made from the 
  tooth of the tarrasque that has been crafted by a fire 
  giant can destroy this crest. This can only be bone on 
  Liberator’s day, the celebration of the overthrow of 
  the Cynmark Dynasty by the Circle of Heroes. You 
  must do this in the former throne hall of the Dark 
  Emperor. You must bury the body according to the 
  teaching of the Great Church of the Pantheon on 
  consecrated ground. 
  The Knowledge DC to learn the creatures special 
  weakness is DC 25 + the eternal creatures CR. The 
  eternal creature does not know its own weakness 
  unless it has made this check. GM’s are encouraged to 
  make this knowledge difficult to obtain and often the 
  result of a special quest. 
  Suppress Regeneration (Ex) As an immediate 
  action, 
  an 
  eternal 
  creature 
  can 
  suppress 
  its 
  regeneration ability. If the eternal creature is killed or 
  destroyed, it can rise from death 1d4 days later with 1 
  hit point if no further damage is inflicted upon its 
  remains. It is still slain or destroyed if it is the result 
  of its special weakness. 
  Ability Scores +10 Con. 
   
  Foul Creature (CR +1)
  Foul Creature (CR +1)
  Foul Creature (CR +1)
  Foul Creature (CR +1)    
  This creature imbues vile substances and excretes 
  toxic and rank-smelling fumes. Its quick rules are 
  the same as its rebuild rules. 
  Rebuild Rules: the foul creature gains a bite attack 
  appropriate for its size (1d4 Small, 1d6 Medium, 
  1d8 Large, etc.) if it does not possess one. Special 
  Attacks grab, swallow whole; Ability Scores +4 
  Con. 
  Enhanced Swallow Whole (Ex): A foul creature can 
  grab and swallow whole an object or creature as if it 
  were two size categories larger than it is. 
  Expel Object or Creature (Ex): Once per round as an 
  immediate action a foul creature can expel a 
  swallowed object or creature as an improvised 
  thrown weapon (–4 to the attack roll.) The expelled 
  creature takes normal slam damage based on the 
  
  foul creature’s size, plus 1 1/2 times the foul 
  creature’s Strength modifier; in addition, any 
  opponent the expelled creature strikes takes this 
  same amount of damage. A creature that is expelled 
  off a mountain, for example, takes this amount of 
  damage 
  or 
  the 
  appropriate 
  falling 
  damage, 
  whichever is greater. A foul creature can hurl the 
  opponent up to five range increments. The size of 
  the range increment is 10 ft. per Hit Die the foul 
  creature possesses. This ability is most often used 
  when a creature in the foul creature’s gullet 
  damages it, but before it escapes. 
  Vile Stench (Ex): This creature secretes an oily 
  chemical that nearly every other creature finds 
  offensive. All living creatures (except those with this 
  ability) within 30 feet must succeed on a Fortitude 
  save (DC 10 + 1/2 the foul creature’s HD + its 
  Constitution modifier) or be nauseated for as long 
  as it’s within the effect’s radius and 1d4 rounds 
  afterwards. A successful save results in the creature 
  being sickened for the same duration. Afterwards, a 
  creature that successfully saves cannot be affected 
  by the same creature’s vile stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from the nauseated or sickened creature. 
  Creatures with immunity to poison are unaffected, 
  and creatures resistant to poison receive their 
  normal bonus on their saving throws. 
   
  Mystic Creature (CR +2)
  Mystic Creature (CR +2)
  Mystic Creature (CR +2)
  Mystic Creature (CR +2)    
  This being is suffused with supernatural power. 
  Quick Rules +4 deflection bonus to AC, add +4 to all 
  spell, spell-like, and supernatural DCs; theses 
  abilities also gain an additional use per day; +4 
  hp/HD. 
  Rebuild Rules Gain deflection bonus to AC equal to 
  one-third the base creature’s total HD (minimum 
  +1); Immune magic (spells of a level equal to or 
  greater than half its CR affect it normally); Special 
  Attacks gain 1 additional use of spells, spell-like, 
  and supernatural abilities each day; Ability 
  Scores +8 Con, +8 Cha. 
   
  Ogrekin
  Ogrekin
  Ogrekin
  Ogrekin    
  Ogres are capable of breeding with nearly as many 
  things as humans. Most often, this results in half-
  ogres, with ogrekin being the result of nearly all other 
  successful births. 
   
  Creating an Ogrekin
  Creating an Ogrekin
  Creating an Ogrekin
  Creating an Ogrekin    
  “Ogrekin” is a template that can be added to any 
  Medium fey, humanoid, or monstrous humanoid, 
  hereafter referred to as the “base creature.” 
  An ogrekin uses all the base creature’s statistics and 
  special abilities except as noted here. 
  Challenge Rating: Same as the base creature +1. 
  Alignment: Usually evil. 
  Size and Type: The base creature gains the giant 
  subtype. Do not recalculate Hit Dice, base attack 
  bonus, or saves. Size is unchanged, although ogrekin  
   
   
   
  Ogre-kin Gnomes 
   
  are generally bulkier and taller than the base creature 
  (but not so much that their size increases). 
  Armor Class: Natural armor bonus increases by +3. 
  Special Qualities: An ogrekin has the special 
  qualities of the base creature, plus low-light vision. 
  In addition, all ogrekin are deformed and hideous, 
  and each bears different mutations and ungainly 
  features as gifts from its brutish parent. Roll once on 
  each of the following tables to determine an ogrekin’s 
  two deformities—one an advantage, and one a flaw. 
   
  d10 
  Advantageous Deformity 
  1 
  Enhanced Senses The ogrekin has unusual or 
  extra sensory organs—like a giant eye, lolling 
  tongue, extra ears, or a powerful sense of smell. 
  They gain a +2 racial bonus on Perception 
  checks. 
  2 
  Fierce Visage The ogrekin is particularly 
  ferocious and deformed. +4 racial bonus to 
  Intimidate. 
  3 
  Oversized Limb The ogrekin can wield 
  weapons one size category larger than normal 
  with no penalty and gains a +2 bonus to its 
  Strength. 
  4 
  Oversized Maw The ogrekin gains a bite attack 
  (1d4). 
  5 
  Quick Metabolism +2 racial bonus on 
  Fortitude saves and heals hit point damage 
  twice as fast. 
  6 
  Thick Skin The ogrekin has particularly dense 
  skin, callused hide, or layers of blubber that 
  provide additional protection. Increase the 
  ogrekin’s natural armor bonus by an additional 
  +2. 
  7 
  Triple-Jointed The ogrekin’s body bends and 
  moves in unsettling ways allowing it to move 
  through areas half its space in size without 
  squeezing. They gain a +4 racial bonus on 
  Escape Artist checks. 
  
  8 
  Vestigial Limb The ogrekin has a vestigial third 
  arm that grants it a +4 racial bonus on grapple 
  checks. The extra limb lacks the strength to 
  wield weapons or shields or the dexterity to 
  perform fine manipulations. 
  9 
  Vestigial Twin A sick little malformed twin 
  (usually a face and one or two limbs) grows off 
  the base creature and acts as a “backup” mind. 
  The ogrekin gains a +2 racial bonus on Will 
  saves and a +2 bonus on any one Knowledge 
  check. 
  10 
  Webbed Digits The ogrekin has thick, flexible 
  webbing between its fingers and toes, gaining a 
  swim speed equal to half its base land speed. 
   
   
  d10 
  Disadvantageous Deformity 
  1 
  Deformed Hand One of the ogrekin’s hands is 
  deformed. It cannot effectively wield weapons 
  with that hand and takes a –2 penalty on attack 
  rolls with two-handed weapons. 
  2 
  Extra Ugly The ogrekin is ugly and foolish 
  looking:–4 penalty on all Charisma-based skill 
  checks. 
  3 
  Fragile The ogrekin is a bleeder, has brittle 
  bones, or is particularly frail and gaunt. It loses 
  its normal +4 racial bonus to Constitution. 
  4 
  Freakish Birth The ogrekin was born lucky and 
  has no disadvantageous deformity. 
  5 
  Light-Sensitive The ogrekin’s eyes are large 
  and protruding. It is dazzled while in areas of 
  bright sunlight or within the radius of a 
  daylight spell. 
  6 
  Obese The ogrekin is hideously fat and has its 
  Dexterity reduced by 2 (minimum score of 1). 
  7 
  Pinhead The ogrekin’s head is comically small. 
  It takes an additional –2 penalty to its 
  Intelligence score. 
  8 
  Speech Impediment The ogrekin’s mouth and 
  throat are deformed, causing it to slur and 
  stutter. It has difficulty speaking, takes a –2 
  penalty on all skill checks that rely upon 
  speech, and has a +20% spell failure chance 
  when 
  casting 
  any 
  spell 
  with 
  a 
  verbal 
  component. 
  9 
  Stunted Legs The ogrekin’s legs are particularly 
  short and its feet clubfooted. Reduce its base 
  speed by 10 feet (to a minimum of 5 feet). 
  10 
  Weak Mind The ogrekin’s head is huge and 
  misshapen with rampant bone growth. -2 
  penalty on Will saves. 
   
  Ability Scores: Change from the base creature as 
  follows: +6 Strength, +4 Constitution, –2 Intelligence, 
  –2 Charisma. 
   
   
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material 
  by 
  E. 
  Gary 
  Gygax 
  and 
  Dave 
  Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte 
  Cook, 
  and 
  Skip 
  Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights 
  reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR.  
  101 Not So Simple Templates, Copyright 2011, Steven D. Russell; 
  Author: Steven D. Russell. 
  Advanced Feats: The Witch's Brew, Copyright 2010, Open 
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  Book of Monster Templates, Copyright 2010, Steven D. Russell; 
  Authors: Steven D. Russell with Ben McFarland, Crystal Fraiser, 
  Jonathan McAnulty, Justin Sluder, and Michael Welham. 
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  Clinton J. Boomer and Jonathan McAnulty. 
  Kobold Quarterly issue 7, Copyright 2008, Open Design, LLC, 
  www.koboldquarterly.com. 
  Kobold Quarterly issue 19, Copyright 2011, Open Design, LLC, 
  www.koboldquarterly.com. 
  Pathfinder 3: The Hook Mountain Massacre, Copyright 2007, 
  Paizo Publishing, LLC; Author: Nicolas Logue. 
  Pathfinder Roleplaying Game Advanced Player's Guide, 
  Copyright 2010, Paizo Publishing, LLC, Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Bestiary, Copyright 2009, Paizo 
  Publishing, LLC; Author Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2, Copyright 2010, Paizo 
  Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K.C. 
  Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Magic, Copyright 2011, 
  Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
   
  Faces of the Tarnished Souk: Bonetongue, Steward of Dead 
  Dreams © 2011 Steven D. Russell; Authors: Matt Banach and Justin 
  Sluder 
  
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