TEXT: 1
  Monster Advancement
  Enhanced Undead
  Julian Neale
  
  2
  Monster Advancement
  Enhanced Undead
  Compatibility with the Pathfi nder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfi nder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Monster Advancement: Enhanced Undead is copyright 2015; Purple Duck Games.
  Credits
  Author: Julian Neale
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Art: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  
  3
  Author’s Introduction
  With this project I wanted to develop a template for 
  skeletal champions and zombie lords that would enable 
  them to have very different special qualities from skele-
  tons and zombies, but thought that calling it “Enhanced 
  Skeletal Champions and Zombie Lords” might have 
  been a bit niche. The concept of the template is broad 
  enough to apply to other undead creatures, hence the 
  title “Enhanced Undead”. The aim of this book is still 
  to provide a bit of glory for skeletal champions, to help 
  restore them to their iconic status of yesteryear, while al-
  lowing GMs to create an endless variety of undead foes.
  The book presents the enhanced undead creature tem-
  plate, and follows with a brief discussion on applying 
  it. Finally, several stat blocks are provided with notes to 
  demonstrate how the stat blocks match the CR. 
  Knowledge Checks
  Personally, I am not a fan of allowing players to have 
  their characters look at a creature, make a Knowledge 
  check and tell them all about the creature. This should 
  especially be the case for creatures with this template. An 
  enhanced undead could have any special quality and be 
  fundamentally different to the base creature, especially if 
  it also has class levels or other templates.  Player charac-
  ters should discover the creature’s capabilities the hard 
  way... But one way to enhance an adventure is through 
  research. If a particular creature has been encountered 
  by others before, then information about them might be 
  discovered through rumours (whether true or false) if the 
  encounters are recent, or through library research, if the 
  encounters happened in the past and survivors recorded 
  the information. Alternatively, if a particular creature 
  or group of creatures has never been encountered, then 
  there should be zero chance of PCs discovering informa-
  tion about them.
  Enhanced Undead Creature Template
  “Enhanced Undead Creature” is an inherited or acquired 
  template that can be added to any corporeal undead 
  creature with a minimum CR of 2 (before applying this 
  template) and an Intelligence score of 4 or more. At the 
  GM’s discretion, the template might be added to incor-
  poreal undead creatures as well.
  CR: Base CR 9 or less, as base CR +1, base CR 11 or 
  more, as base CR +2. For creatures with a base CR of 
  10, GMs can choose to increase the CR by +1 or +2, to 
  11 or 12.
  Defensive Ability: The undead creature gains DR or 
  better DR, depending on the base creature.  The side-
  bar explains what these improvements are (see p.4 for 
  enchanced DR). DR can be further enhanced with the 
  improved DR and greater DR special qualities below.
  Special Abilities: An enhanced undead retains all the 
  special attacks of the base creature. In addition, an en-
  hanced undead gains one special quality from the list be-
  low for every 3 points of CR, rounding down. The save 
  DC against an undead creature’s special attack is equal to 
  10 + 1/2 undead creature’s HD + undead creature’s Cha-
  risma modifier unless otherwise noted. Minimum CR 
  means the creature’s CR *with* this template modifier 
  included. Additional enhanced undead abilities beyond 
  these can be designed at the GM’s discretion.
  Ability Damage (Su) The undead creature deals 
  ability damage with each of its successful melee 
  strikes, as per the universal monster ability. The 
  ability score affected and amount of ability damage 
  should be chosen when the undead creature’s stat 
  block is created.  Ability score damage dealt by suc-
  cessful hit should be fixed at 1, 2, 4, 6, or 8, which-
  ever is most appropriate for the CR and creature’s 
  damage potential; it should not be multiplied on a 
  critical hit. In any case, a creature with this ability 
  cannot deal more than eight points of damage per 
  round to any particular ability score; if more might 
  be dealt, it should be ignored. This damage is a nega-
  tive energy effect. Do not give the creature ability 
  damage if it has ability drain.
  Ability Drain (Su) The comments about ability 
  damage apply here. However, ability drain is much 
  harder to heal. Do not use it if your PCs do not have 
  access to restoration. Minimum CR of 6.
  Alien Presence (Ex) The undead creature has been 
  exposed to the energies of the Void, or has been 
  created by forces of the Void. As such, it exhibits 
  strange power. Upon gaining this ability, the undead 
  creature chooses one of four alien presence types: 
  idiocy, dizziness, space bending, or staggering. These 
  types are discussed below. Once chosen the type of 
  alien presence cannot be changed. Alien presence has 
  a radius in feet which varies with the undead crea-
  ture’s size and CR. Opponents within the area suffer 
  the listed effect for 5d6 rounds unless they succeed 
  on the saving throw (Will negates). An opponent 
  
  4
  that succeeds on the saving throw is immune to that 
  same creature’s alien presence for 24 hours. The aura 
  can be activated or deactivated at will as a free ac-
  tion. Minimum CR of 12.
  • 
  Dizziness: An opponent that fails its Will save is 
  overcome with dizziness, becoming sickened (or 
  nauseated for creatures with 4 or fewer HD).
  • 
  Idiocy: An opponent that fails its Will save is af-
  fected as touch of idiocy (or as feeblemind for 
  creatures with 4 or fewer HD).
  • 
  Space Bending: An opponent that fails its Will save 
  treats all other creatures as if they were under the 
  effects of blur (or as displacement for creatures 
  with 4 or fewer HD).
  • 
  Staggering: An opponent that fails its Will save is 
  staggered (or stunned for creatures with 4 or fewer 
  HD).
  Creature
  Aura Radius
  Size
  CR 12-14
  CR 15-17
  CR 18+
  Tiny
  15 ft.
  20 ft.
  25 ft.
  Small
  20 ft.
  30 ft.
  40 ft.
  Medium
  30 ft.
  40 ft.
  50 ft.
  Large
  40 ft.
  50 ft.
  60 ft.
  Huge
  50 ft.
  60 ft.
  70 ft.
  Gargantuan
  60 ft.
  70 ft.
  80 ft.
  Colossal
  70 ft.
  80 ft.
  90 ft.
  This special quality can be taken only once.
  All-Around Vision (Ex) The undead creature, either 
  at the time of creation or due to some other factor 
  such as mutation or the influence of otherworldly 
  figures, has additional eyes on its body. It sees in all 
  directions at once. It cannot be flanked. This op-
  tion can only be gained by zombie lords and other 
  “fleshy” undead, not those which are skeletal.
  Bind Spirit (Su) The undead creature can seal pacts 
  with pact spirits. Its binder level equals its CR, and 
  it binds pact spirits as an occultist of the same level, 
  but can only bind one such spirit at a time. It can 
  bind spirits from the Dark Beyond, Fiend, and Skull 
  constellations. The undead creature cannot have this 
  ability if it already has levels in the occultist class 
  and vice versa. To use this special quality you need 
  to have Pact Magic Unbound, Volume 1 (which will 
  be replaced by Pact Magic Unbound: Grimoire of Lost 
  Souls later in 2015.)
  Breath Weapon (Su) Upon gaining this ability, the 
  undead creature chooses one of four attack forms: 
  diseases breath, negative energy damage, weakening 
  breath, or poison breath (assuming that the mini-
  mum CR criteria are met). These attack forms are 
  discussed below. Once chosen the type of breath 
  weapon cannot be changed. Using a breath weapon 
  is a standard action. An undead creature can use 
  Enhanced DR
  Undead with DR add “and [factor]” to their DR (at 
  CR 8 or lower) or +5 and “and [factor]” (if CR 9 or 
  higher). The factor can be alignment-based, epic*, 
  magic, material-based (eg, adamantine*, cold iron, 
  silver, wood**), or weapon damage type (eg. slash-
  ing). For example, a skeletal champion could add 
  “and magic” and have DR 5/slashing and magic at 
  CR 8 or lower, and DR 10/slashing and magic at 
  CR 9 or higher. Juju zombies could add the “and 
  good” modifier to their DR; thus, they could have 
  DR 5/good and magic and slashing at 10 or fewer 
  HD, and DR 10/good and magic and slashing at 
  11 or higher HD.
  * Do not add adamantine or epic as a factor unless the un-
  dead creature is CR 12 or higher.
  ** “Wood” includes all wood-shafted weapons such as arrows, 
  crossbow bolts, spears, and javelins, even if the weapon’s actual 
  head is made of another material.
  Mummies, mummified creatures and mummy lords 
  with DR 5/- gain DR 10/- at CR 9 or higher.
  Fleshy undead without DR, such as ghouls, gain 
  DR 5/slashing (if CR 8 or lower) or DR 10/slash-
  ing (if CR 9 or higher). Bony undead without 
  DR, such as mohrgs, gain DR 5/bludgeoning (if 
  CR 8 or lower) or DR 10/bludgeoning (if CR 9 
  or higher). If it’s unclear whether an undead crea-
  ture without DR is fleshy or bony, the GM should 
  decide which type it is.
  If a particular undead creature does not fit the 
  guidelines above, the GM should use their discre-
  tion to enhance DR appropriately.
  
  5
  its breath weapon once every 1d4 rounds, even if it 
  possesses more than one breath weapon. A breath 
  weapon always starts at an intersection adjacent to 
  the undead creature and extends in a direction of 
  the undead creature’s choice. Breath weapons have a 
  cone form, whose areas vary with the undead crea-
  ture’s size. An undead creature can use its breath 
  weapon when it is grappling or being grappled.
  Creature Size
  Cone Size
  Tiny
  15 ft.
  Small
  20 ft.
  Medium
  30 ft.
  Large
  40 ft.
  Huge
  50 ft.
  Gargantuan
  60 ft.
  Colossal
  70 ft.
  • 
  Disease Breath: This cone is a hideous gray cloud 
  of disease particles. Any creature in the area 
  must succeed at a Fortitude save or contract a 
  disease (blinding sickness, bubonic plague, cackle 
  fever, leprosy, mindfire, or shakes). The disease 
  is contracted immediately (the onset period does 
  not apply) and is an instantaneous effect. On-
  going saving throws against the disease use the 
  same DC instead of those listed in the Pathfinder 
  Roleplaying Game Core Rulebook. The disease 
  inflicted can always be the same for a particular 
  undead creature, or change randomly each time 
  the breath weapon is used; GM’s choice.
  • 
  Negative Energy Damage: This cone of negative 
  energy deals damage as indicated in the ac-
  companying table (Ref save half). This breath 
  weapon does not heal or harm undead creatures. 
  Minimum CR of 6.
  • 
  Poison Breath: This cone of horrid, stinking gas 
  is poison. Breath—contact; save Fort negates; 
  frequency 1/round for 6 rounds; effect 1d6 Con 
  damage; cure 3 consecutive saves. Minimum CR 
  of 12. 
  • 
  Weakening Breath: The gaseous cone weakens 
  creatures. Creatures within the cone must suc-
  ceed on a Fortitude save or take a number of 
  points of Strength damage equal to half the 
  undead creature’s CR (Will save half). Minimum 
  CR of 9.
  This special quality can be taken up to three times, 
  granting an additional breath weapon type each 
  time. 
  Negative Energy Breath Weapon Table
  Breath Weapon Damage*
  CR
  Smoothed
  Swingy
  Average
  3
  4+2d6
  3d6
  11
  4
  7+2d6
  4d6
  14
  5
  7+3d6
  5d6
  17.5
  6
  11+3d6
  7d6-3
  21.5
  7
  15+3d6
  8d6-2
  26
  8
  20+3d6
  9d6-1
  30.5
  9
  21+4d6
  10d6
  35
  10
  25+4d6
  12d6-3
  39
  11
  26+5d6
  13d6-2
  43.5
  12
  27+6d6
  14d6-1
  48
  13
  28+7d6
  15d6
  52.5
  14
  32+7d6
  17d6-3
  56.5
  15
  33+8d6
  18d6-2
  61
  16
  42+8d6
  20d6
  70
  17
  47+9d6
  23d6-3
  78.5
  18
  56+9d6
  25d6
  87.5
  19
  61+10d6
  28d6-2
  96
  20
  70+10d6
  30d6
  105
  * The values given produce results that are close to the mean 
  (smoothed column) or produce a wide range of results (swingy 
  column). Both give the same average damage. Use one column 
  and stick with it as best fits your game. The “Average” column 
  gives the mid-point of damage between high and low damage 
  from the “Monster Statistics By CR” table from the Pathfinder 
  Roleplaying Game Bestiary.
  Channel Negative Energy (Su) The undead creature 
  can use the channel negative energy ability like an 
  antipaladin (see the Pathfinder Roleplaying Game Ad-
  vanced Players Guide), as though it were an antipala-
  din of a level equal to its CR. The undead creature 
  must have the touch of corruption template option 
  before gaining this ability. 
  Cursed Wound (Su) The damage an undead crea-
  ture deals with its natural weapons does not heal 
  naturally and resists magical healing. A character 
  attempting to use magical healing on a creature 
  damaged by an undead creature must succeed on a 
  caster level check, or the healing has no effect on the 
  injured creature and the spell or effect is wasted. The 
  
  6
  DC for the caster level check is equal to 10 + half 
  undead creature’s HD + undead creature’s Charisma 
  modifier.
  Death Throes (Su) When the undead creature is 
  reduced to 0 or fewer hit points, its body combusts 
  in a flash of violet flame. This acts like a fireball that 
  deals negative energy damage to all creatures within 
  a 20-foot-radius burst. The amount of damage dealt 
  is equal to a blast from the negative energy breath 
  weapon of an amount indicated in that table for the 
  correct CR (Reflex save half). The undead creature’s 
  gear and treasure are unaffected by this explosion. 
  This special quality cannot be taken if it has the reju-
  venation special quality.
  Despair (Su) All creatures within a 30-foot radius 
  that see an enhanced undead must make a Will save 
  or be paralyzed by fear for 1d4 rounds. Whether or 
  not the save is successful, that creature cannot be af-
  fected again by the same enhanced undead’s despair 
  ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect. Minimum CR of 6. 
  Devour Soul (Su) The undead creature can take a 
  standard action to devour the soul of an adjacent 
  dead or dying creature. A dying creature can resist 
  this attack with a Fortitude save. If it fails, the target 
  is instantly slain. If the creature is already dead, it 
  does not make a saving throw, although the body 
  cannot be more than 1 hour dead. A creature sub-
  jected to this attack cannot be brought back to life 
  via raise dead (resurrection and more powerful effects 
  work normally). When the undead creature devours 
  a soul in this way, it heals 5d6+10 points of damage 
  and becomes hasted for 4 rounds (as if affected by 
  haste). The amount healed increases by 1d6+2 for ev-
  ery 2 CR above CR 9. This is a death effect.  Mini-
  mum CR of 9.
  Dimension Lock (Su) The undead creature emits 
  an aura in a 20-foot radius that completely blocks 
  extradimensional travel (as the spell dimensional lock) 
  and moves with it. Unlike the spell, this aura does 
  not create a shimmering emerald barrier (see the 
  spell description). It can be activated or deactivated 
  at will as a free action.
  Diseased Pustules (Ex) When the undead creature 
  takes damage from a piercing or slashing weapon, 
  some of its boils rupture, squirting the attacker with 
  puslike fluids. The noxious secretions carry a potent 
  contact disease that causes those infected to break 
  out into painful necrotic boils. This option can only 
  be gained by zombie lords and other “fleshy” un-
  dead, not those which are skeletal.
     Necrotic Boils: Disease—contact; save Fort; onset 1 
  day; frequency 1/day; effect 1d4 Con; cure 1 save (2 
  saves at CR 6+).
  Energy Drain (Su) The undead creature bestows one 
  negative level with each successful natural weapon 
  strike, as per the universal monster ability. 
  Enhance Armour (Su) The undead creature can 
  enhance a suit of armour or a shield in the same way 
  that an antipaladin can enhance a weapon using 
  fiendish boon, as though it were an antipaladin of a 
  level equal to its CR. However, the undead creature 
  does not “call upon the aid of a fiendish spirit”, the 
  armour or shield is enhanced by the creature’s in-
  nate evil. The undead creature can select any special 
  armour or shield properties (as appropriate to align-
  ment and type of equipment), as well as choosing to 
  improve the item’s enhancement bonus if it wishes.
  Enhance Weapon (Su) The undead creature can 
  enhance a weapon or natural weapon like an anti-
  paladin using fiendish boon, as though it were an 
  antipaladin of a level equal to its CR. However, 
  the undead creature does not “call upon the aid of 
  a fiendish spirit”, the weapon is enhanced by the 
  creature’s innate evil. The undead creature can select 
  any special weapon properties (as appropriate to 
  alignment), not those merely listed in the antipala-
  din class feature, as well as choosing to improve the 
  weapon’s enhancement bonus if it wishes.
  Faith-Stealing Strike (Su) When the undead 
  creature’s natural attack or melee weapon damages a 
  creature capable of casting divine spells, that creature 
  must make a Will saving throw or be unable to cast 
  any divine spells for 1 round. Once a creature makes 
  this save, it is immune to further faith-stealing strikes 
  from that particular undead creature for 24 hours.
  Fast Healing (Ex) The undead creature gains fast 
  healing at a value equal to half its CR.
  Frightful Moan (Su) The undead creature can emit 
  a frightful moan as a standard action. All living crea-
  tures within a 30-foot spread must succeed on a Will 
  
  7
  save or become panicked for 2d4 rounds. This is a 
  sonic mind-affecting fear effect. A creature that suc-
  cessfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. Minimum 
  CR of 6.
  Gaseous Form (Su) As a standard action, the un-
  dead creature can assume gaseous form at will (caster 
  level 5th or creature’s CR, whichever is higher), but 
  it can remain gaseous indefinitely and has a fly speed 
  of 20 feet with perfect maneuverability. 
  Gaze Attack (Su) Upon gaining this ability, the 
  undead creature chooses one of three gaze attacks: 
  corrupting gaze, death gaze, or dominate (assuming 
  that the minimum CR criteria are met). These gaze 
  attacks are discussed below. Once chosen the type of 
  gaze attack cannot be changed. An undead creature 
  can use only one type of gaze attack at a time, even if 
  it possesses more than one type. 
  • 
  Corrupting Gaze: The undead creature has a gaze 
  attack with a range of 30 feet that deals 2d10 
  damage and 1d4 Charisma damage (Fortitude 
  save negates Charisma damage but not physical 
  damage). Minimum CR of 6.
  • 
  Death Gaze: The undead creature has a gaze at-
  tack with a range of 30 feet that deals 1d4 nega-
  tive levels; Fortitude save negates. This is a death 
  effect. Minimum CR of 9.
  • 
  Dominate: The undead creature can crush a 
  humanoid opponent’s will as a standard action. 
  Anyone the undead creature targets must succeed 
  on a Will save or fall instantly under the undead 
  creature’s influence, as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet. At the GM’s discretion, some 
  undead creatures might be able to affect different 
  creature types with this power. Minimum CR of 
  6.
  This special quality can be taken up to three times, 
  granting an additional gaze attack type each time. 
  Greater Damage Reduction (Ex) The undead 
  creature’s DR becomes 15/— at CR 15-17, and 
  DR 20/— at CR 18 and higher. Liches, mummies, 
  mummified creatures and mummy lords instead gain 
  DR 20/— at CR 15-17, and DR 25/— at CR 18 
  and higher. This special quality requires Improved 
  Damage Reduction. Minimum CR of 15. 
  Greater Master of the Undead (Su) All commanded 
  undead within 100 feet of one another share the 
  same senses. Thus, if one individual perceives some-
  thing (for example, with a successful Perception 
  check), all others within range are immediately aware 
  of it. Senses are instantly relayed from one com-
  manded undead to the next, allowing for the senses 
  of a single commanded undead to potentially spread 
  through and inform an entire army instantly. It is 
  still possible for a commanded undead to be flat-
  footed for other reasons even if other commanded 
  undead nearby are not. The undead creature counts 
  as a commanded undead for purposes of this special 
  quality. This special quality requires Improved Mas-
  ter of the Undead. 
  Greater Master of Vermin (Su) All commanded 
  vermin within 100 feet of one another share the 
  same senses. Thus, if one individual perceives some-
  thing (for example, with a successful Perception 
  check), all others within range are immediately aware 
  of it. Senses are instantly relayed from one com-
  manded vermin to the next, allowing for the senses 
  of a single commanded vermin to potentially spread 
  through and inform an entire swarm instantly. It is 
  still possible for a commanded vermin to be flat-
  footed for other reasons even if other commanded 
  vermin nearby are not. This special quality requires 
  Improved Master of Vermin. 
  Heretical Soul (Ex) The undead creature gains a 
  +4 bonus on saving throws against divine spells. In 
  addition, any attempts to scry on the undead creature 
  using divine magic automatically fail. The caster can 
  see the scryed area normally, but the undead creature 
  simply does not appear.
  Improved Ability Drain (Su) When the undead 
  creature uses ability drain, it heals 5 hit points or 
  gains 5 temporary hit points for 1 hour (up to a 
  maximum number of temporary hit points equal to 
  its full normal hit points). This option requires Abil-
  ity Drain.
  Improved Damage Reduction (Ex) The undead 
  creature’s DR becomes X/—, where x is the number 
  value (most likely 10). Liches, mummies, mummi-
  
  8
  fied creatures and mummy lords instead gain DR 
  15/— at CR 12 and higher. Minimum CR of 12. 
  Improved Master of the Undead (Su) The undead 
  creature gains an empathic link with all of her com-
  manded undead. This functions like an empathic 
  link with a familiar. In addition, as a swift action the 
  undead creature can shift her perception to one of 
  these commanded undead, allowing her to experi-
  ence what it sees, hears, and so on. She can maintain 
  this connection as long as she likes (as long as the 
  commanded undead is within 1 mile) and end it as 
  a free action. The undead creature can only use this 
  ability on one vermin at a time, and cannot see, hear, 
  or smell with her own body while maintaining this 
  connection. This special quality requires Master of 
  the Undead.
  Improved Master of Vermin (Su) The undead 
  creature gains an empathic link with all of her com-
  manded vermin. This functions like an empathic link 
  with a familiar. In addition, as a swift action the un-
  dead creature can shift her perception to one of these 
  vermin (or vermin swarms), allowing her to experi-
  ence what it sees, hears, and so on. She can maintain 
  this connection as long as she likes (as long as the 
  vermin is within 1 mile) and end it as a free action. 
  The undead creature can only use this ability on one 
  vermin at a time, and cannot see, hear, or smell with 
  her own body while maintaining this connection.
  Improved Spell Resistance (Su) The undead crea-
  ture’s SR increases to become CR +15. This ability 
  requires spell resistance, either as the template option 
  or as some innate ability of the base creature. 
  Infectious Laughter (Su) As a full-round action, 
  the undead creature can emit a scornful laugh ring-
  ing out in a 60-foot burst. A creature that hears the 
  laughter must succeed at a Will saving thrown or 
  be affected as the hideous laughter spell (at a caster 
  level equal to its CR), except that a laughing crea-
  ture is considered helpless to the undead creature. 
  A creature that successfully saves against the undead 
  creature’s scornful laughter can’t be affected by that 
  same undead creature’s laughter for 24 hours. This 
  is a mind-affecting effect that can be countered with 
  the countersong class feature. Minimum CR of 12.
  Master of Acid (Su) The undead creature can gener-
  ate various acid-related effects. These are supernatu-
  ral effects therefore DCs are calculated as supernatu-
  ral abilities, not as if they are spells. The undead 
  creature may create burning hands 3/day (at will at 
  CR 15 or higher), lightning bolt 1/day (3/day at CR 
  15 or higher), and wall of fire 1/day (3/day at CR 
  15 or higher), except that these effects all deal acid 
  damage, not their usual type of damage. Caster level 
  is equal to the undead creature’s CR. This ability re-
  quires a base creature which is one of the following: 
  acid* skeletal champion, acid* zombie lord, grave-
  knight with ruinous revivification (acid), or other 
  undead creature with the earth subtype. Minimum 
  CR of 9.
  Master of Cold (Su) The undead creature can gener-
  ate various cold-related effects. These are supernatu-
  ral effects therefore DCs are calculated as supernatu-
  ral abilities, not as if they are spells. The undead 
  creature may create burning hands 3/day (at will at 
  CR 15 or higher), lightning bolt 1/day (3/day at CR 
  15 or higher), and wall of fire 1/day (3/day at CR 
  15 or higher), except that these effects all deal cold 
  damage, not their usual type of damage. Caster level 
  is equal to the undead creature’s CR. This ability re-
  quires a base creature which is one of the following: 
  frost* skeletal champion, frost* zombie lord, grave-
  knight with ruinous revivification (cold), or other 
  undead creature with the cold subtype. Minimum 
  CR of 9. 
  Master of Darkness (Su) The undead creature gains 
  the see in darkness universal monster ability and can 
  create deeper darkness at will (at a caster level equal to 
  its CR).
  Master of Electricity (Su) The undead creature can 
  generate various electricity-related effects. These are 
  supernatural effects therefore DCs are calculated as 
  supernatural abilities, not as if they are spells. The 
  undead creature may create burning hands 3/day (at 
  will at CR 15 or higher), lightning bolt 1/day (3/day 
  at CR 15 or higher), and wall of fire 1/day (3/day at 
  CR 15 or higher), except that these effects all deal 
  electricity damage, not their usual type of damage. 
  Caster level is equal to the undead creature’s CR. 
  This ability requires a base creature which is one of 
  the following: electric* skeletal champion, electric* 
  zombie lord, graveknight with ruinous revivification 
  (electricity), or other undead creature with the air 
  
  9
  subtype. Minimum CR of 9. 
  Master of Fire (Su) The undead creature can gener-
  ate various fire-related effects. These are supernatural 
  effects therefore DCs are calculated as supernatural 
  abilities, not as if they are spells. The undead crea-
  ture may create burning hands 3/day (at will at CR 
  15 or higher), lightning bolt 1/day (3/day at CR 15 
  or higher), and wall of fire 1/day (3/day at CR 15 or 
  higher), except that these effects all deal fire damage, 
  not their usual type of damage. Caster level is equal 
  to the undead creature’s CR. This ability requires a 
  base creature which is one of the following: burning* 
  skeletal champion, burning* zombie lord, grave-
  knight with ruinous revivification (fire), or other 
  undead creature with the fire subtype. Minimum CR 
  of 9.
  * The acid, burning, electric, and frost variant skeletal cham-
  pions and zombie lords are described in 100% Crunch: Skeletal 
  Champions and 100% Crunch: Zombie Lords.
  Master of the Undead (Sp) The undead creature can 
  use command undead and inflict light wounds at will 
  (at a caster level equal to its CR). 
  Master of Vermin (Su) The undead creature is im-
  mune to swarm distraction and damage from vermin 
  swarms, and can use command vermin* at will (at a 
  caster level equal to its CR).
  * As command undead, but this affects vermin instead, and can 
  affect vermin swarms as well as individual vermin. 
  Misfortune (Su) A creature struck by the undead 
  creature’s melee attacks must make a Will save or 
  become permanently cursed with misfortune. The 
  victim of this curse takes a –4 penalty on all attack 
  rolls, saving throws, and skill checks, and any criti-
  cal threat against the victim automatically confirms. 
  If the undead creature hits a target already suffering 
  from this curse, the victim must make a Will save or 
  be staggered for 1 round. This is a curse effect. This 
  special quality cannot be used more than times per 
  round, if the undead creature has more than three 
  attacks.
  Regeneration (Ex) The undead creature gains 
  regeneration at a value equal to half its CR. The 
  GM should pick two factors that the regeneration is 
  overcome by, such as an energy type (cold, fire etc), 
  a material, good spells, and/or good subtype. If the 
  undead creature has resistance or immunity to a par-
  ticular factor, it should not be selected as something 
  that overcomes regeneration. For example, do not 
  pick good spells if the undead creature has the resist 
  holy energy special quality. 
  Rejuvenation (Su) The undead creature has the 
  ability to rejuvenate. This takes one of two forms: 
  armour-related, or location-related. The GM must 
  decide which of these two types the undead creature 
  has.
  • 
  Rejuvenation (armour) One day after the un-
  dead creature is destroyed, its armour begins to 
  rebuild the undead creature’s body. This process 
  takes 1d10 days-if the body is destroyed before 
  that time passes, the armour merely starts the 
  process anew. After this time has elapsed, the 
  undead creature wakens fully healed. This ability 
  requires special armour.
  • 
  Rejuvenation (location) An undead creature with 
  this type of rejuvenation is tied to a particular 
  location. It might be as large as a city, a castle, or 
  a much smaller area, but it should be whatever 
  best fits the GM’s campaign.  One day after the 
  undead creature is destroyed, its body begins to 
  reform; this occurs where the creature died origi-
  nally or where it was created, as appropriate. This 
  process takes 2d4 days-if the body is destroyed 
  before that time passes, the process begins anew. 
  After this time has elapsed, the undead creature 
  wakens fully healed.
  Rend (Ex) As long as the undead creature has two 
  or more claw attacks, it gains a rend attack as the 
  universal monster ability. 
  Resist Holy Energy (Su) The undead creature is 
  resistant to holy energy, whether as a result of a truly 
  iron will, or because of a stronger connection to the 
  Negative Energy plane. This has two effects:
  1. The undead creature can avoid channelled 
  energy, lay on hands, and healing effects. If the 
  creature makes a successful Will saving throw 
  against channelled energy, lay on hands (even 
  though this does not normally allow a saving 
  throw), and healing effects that would normally 
  deal half damage on a successful save, it instead 
  takes no damage.
  
  10
  2. The undead creature gains protection from 
  magical effects that deal damage based on the 
  target creature’s alignment, such as holy smite, 
  order’s wrath, a paladin’s smite evil attack, or a 
  holy weapon. The undead creature takes 5 fewer 
  points of damage from effects that specifically 
  harm evil creatures. The value of the protection 
  increases to 10 points at CR 7-10, 15 points at 
  CR 11-15, and 20 points at CR 16 or higher. 
  This resistance protects the undead creature’s 
  equipment as well. This protects against spells, 
  spell-like abilities, and special abilities, not physi-
  cal attacks. It only protects against damage, and 
  the creature can still suffer side effects from such 
  attacks.
  Ruinous Strikes (Ex) The undead creature’s natural 
  attacks are extremely hard and adept at breaking 
  things. The undead creature’s natural attacks do 
  double damage against objects and walls, and so on, 
  and are treated as steel for the purposes of overcom-
  ing hardness. From CR 10 they count as mithril, and 
  as adamantine from CR 15 and higher.
  Sacrilegious Aura (Su) The undead creature con-
  stantly exudes an aura of intense evil and negative 
  energy in a 30-foot radius. This aura functions as the 
  spell desecrate and uses the undead creature’s armour 
  as an altar of sorts to double the effects granted. The 
  undead creature constantly gains the benefits of this 
  effect (including the bonus hit points, as this aura is 
  part of the undead creature’s creation). In addition, 
  this miasma of fell energies hinders the channel-
  ling of positive energy. Any creature that attempts 
  to summon positive energy in this area—such as 
  through a cleric’s channel energy ability, a paladin’s 
  lay on hands, or any spell with the healing subtype—
  must make a concentration check with a DC equal 
  to 10 + 1/2 the undead creature’s Hit Dice + the 
  undead creature’s Charisma modifier. If the character 
  fails, the effect is expended but does not function. 
  This ability requires special armour.
  Smite Good (Su) The undead creature can use the 
  smite good ability like an antipaladin (see the Path-
  finder Roleplaying Game Advanced Players Guide), 
  as though it were an antipaladin of a level equal to 
  its CR. Note: If the undead creature has antipala-
  din levels, track the two types of smite good ability 
  separately; in addition, such an undead creature may 
  not use both types of smite at the same time on the 
  same creature.
  Spell-Like Abilities (Sp) The undead creature gains 
  a number of spell-like abilities. It gains a number of 
  spell levels equal to half its CR, rounding up. The 
  number of times per day a spell-like ability can be 
  used is shown on the table below, depending on its 
  spell level.  A particular spell can be selected more 
  than once to stack the number of uses per day, if the 
  GM desires; for example, at CR 3 the undead crea-
  ture can have two 1st level SLAs each useable two 
  times per day, or it can have one 1st level SLA use-
  able four times per day. Spells must be chosen from 
  the cleric, druid or wizard spell lists; where spells 
  are of different levels, they must be taken from the 
  wizard spell list. Caster level is equal to the undead 
  creature’s CR.
     This special quality can be taken up to three times, 
  granting additional spell-like abilities each time. It 
  can be taken a second time at CR 12, and a third 
  time at CR 18. 
  Spell-Like Ability Table
  Uses per day of each SLA
  CR
  1
  2
  3
  4
  5
  6
  3
  2
  —
  —
  —
  —
  —
  4
  2
  1
  —
  —
  —
  —
  5
  2
  1
  —
  —
  —
  —
  6
  2
  2
  —
  —
  —
  —
  7
  2
  2
  1
  —
  —
  —
  8
  2
  2
  1
  —
  —
  —
  9
  3
  2
  2
  —
  —
  —
  10
  3
  2
  2
  1
  —
  —
  11
  3
  2
  2
  1
  —
  —
  12
  3
  3
  2
  2
  —
  —
  13
  3
  3
  2
  2
  1
  —
  14
  3
  3
  2
  2
  1
  —
  15
  3
  3
  3
  2
  2
  —
  16
  3
  3
  3
  2
  2
  1
  17
  3
  3
  3
  2
  2
  1
  18
  3
  3
  3
  3
  2
  2
  19
  3
  3
  3
  3
  3
  2
  20
  3
  3
  3
  3
  3
  3
  Spell Resistance (Su) The undead creature gains SR 
  equal to the undead creature’s CR +11.
  
  11
  Stench (Ex) The stink of death and corruption 
  surrounds the undead creature, granting them the 
  stench ability (10-foot radius, Fort save negates, sick-
  ened for 1d6+4 minutes). This option can only be 
  gained by zombie lords and other “fleshy” undead, 
  not those which are skeletal.
  Superior Two Weapon Fighting (Ex) An undead 
  creature usually fights with a one-handed weapon 
  in each hand. It does not take a penalty on attack 
  or damage rolls for attacking with two weapons. 
  Mudra* skeletal champions instead gain the benefit 
  of superior multi-weapon fighting. This option can 
  only be gained by skeletal champions. 
  * Mudra variant skeletal champions are described in 100% 
  Crunch: Skeletal Champions.
  Telekinesis (Su) The undead creature can use tele-
  kinesis as a standard action once every 1d4 rounds 
  (caster level 12th or equal to the undead creature’s 
  CR, whichever is higher). Minimum CR of 6.
  Tongue (Ex) The undead creature gains a vile long 
  tongue that strikes as a secondary attack. It deals no 
  damage on a successful hit, but those struck must 
  make a Fortitude saving throw or be paralyzed for 
  1d4 minutes. Minimum CR of 9. 
  Touch Of Corruption (Su) The undead creature can 
  use the touch of corruption ability like an antipala-
  din (see the Advanced Players Guide), as though it 
  were an antipaladin of a level equal to its CR. It 
  does not gain the ability to use cruelties. Note: If the 
  undead creature has antipaladin levels, track the two 
  types of touch of corruption ability separately. 
  Flaws
  The undead creature gains an extra defensive special 
  quality for each flaw gained.
  • 
  Vulnerability to: acid, cold, electricity, or fire. Cannot 
  gain vulnerability to an energy type to which it has 
  immunity or resistance, or to which it already has 
  vulnerability against.
  • 
  Vulnerability to holy energy. It takes +50% extra dam-
  age from holy energy. The creature cannot have the 
  resist holy energy special quality if it has this flaw.
  Special Armour
  In death, the undead creature’s life force lingers on in 
  its armour, not its corpse, in much the same way that a 
  lich’s essence is bound within a phylactery. Unless every 
  part of the undead creature’s armour is ruined along 
  with its body, the undead creature can rejuvenate after 
  it is destroyed. A typical suit of full plate special armour 
  has hardness 10 and 45 hit points, though armour with 
  enhancements or made of special materials proves more 
  difficult to destroy. Merely breaking the undead crea-
  ture’s armour does not destroy it; it must be ruined, such 
  as by being disintegrated, taken to the Positive Energy 
  Plane, or thrown into the heart of a volcano.
  Other Options
  Here are some other additions the GM can give an 
  undead creature. These options do not count as special 
  quality choices.
  Skill Bonus Pick up to 5 undead skills (see the glos-
  sary in Pathfinder Roleplaying Game Bestiary 1). The 
  undead creature gains a +4 racial bonus with those 
  skills (at CR 11 or lower), or a +8 racial bonus (at 
  CR 12 or higher). If the undead creature already 
  gains a racial bonus with a particular skill, such as a 
  graveknight with Intimidate, do not give it an extra 
  skill bonus on that skill.
  Subtype The undead creature gains a subtype such as 
  air, earth, fire, or water. Only give the undead crea-
  ture a subtype if it makes sense for where it “lives” 
  and/or other abilities.
  Applying The Template
  Once you know what base creature you want to use, 
  simply select the special qualities you want,  perhaps 
  adding one or more extra defensive abilities by adding 
  one or more flaws. You know the CR of the undead 
  creature, but now you must ensure that it matches the 
  statistics for the CR that it has. Compare the statistics 
  with the Monster Statistics By CR table in appendix 1 of 
  the Pathfinder Roleplaying Game Bestiary.
     When calculating average damage for the creature, if it 
  has ability damage or energy drain, apply the following 
  modification. Count each point of ability damage/drain 
  dealt as 3 points of hit point damage, and each negative 
  level bestowed as 10 points of hit point damage. Con 
  damage/drain is handled differently though; multiply the 
  Con damage for the round by the target’s level x 0.5. For 
  example, 4 Con damage on a level 6 PC should be treat-
  ed as 12 damage; 8 Con damage on a level 20 PC should 
  be treated as 80 points of damage. Another example: an 
  undead creature with 2 natural attacks that each deal 
  
  12
  1d4+5 hp plus 2 Dexterity damage should be regarded 
  as dealing 27 hp average damage (15 for the two attacks, 
  plus 12 for the Dexterity damage); this would be suitable 
  average damage for a creature of CR 7 or 8. 
  Final example: an undead creature with 4 natural attacks 
  that each deal 1d8 hp plus one negative level should be 
  regarded as dealing 58 hp average damage (18 for the 
  four d8s, plus 40 for the four negative levels); this would 
  be suitable average damage for a creature of between 
  CRs 13-15. If these qualities require a save to negate 
  the damage or drain, do not count the damage/drain 
  towards average hp damage; for example, ignore corrupt-
  ing gaze and death gaze for this calculation.
  To adjust the statistics, increase the undead creature’s 
  natural armour bonus and ability scores as appropriate, 
  and compare the result with the Monster Statistics By 
  CR table mentioned above. As long as the numbers are 
  in line with those for the relevant CR, the stat block 
  should be fine. Make further adjustments if needed. 
  Optionally, test the creation against the player characters 
  in a practice fight or fights.
     One particularly tricky aspect to balance is Charisma 
  score. The undead creature should have roughly the 
  right amount of hit points, but perhaps more important 
  is having saving throw DCs that are in line with that 
  table. If DCs are too high, reduce Charisma. If DCs 
  are too low, raise Charisma. Fortunately, there are some 
  handy ways to boost hit points that don’t raise Cha-
  risma. Adding extra hit points is more important as CR 
  levels increase. The sacrilegious aura special quality is 
  one method, as is Toughness. The creature could have 
  false life or greater false life as a spell-like ability, provided 
  through the spell-like ability special quality. The creature 
  could also have been created inside a desecrated area, 
  with double effect if necessary; this method can’t be used 
  in conjunction with sacrilegious armour, though. Of 
  course, if the creature has no special qualities that have 
  DCs dependent on Charisma, it doesn’t matter how 
  high Charisma is; but don’t create a stat block with 40+ 
  Charisma! 
  Example Enhanced Undead
  Presented now are several stat blocks meant to illustrate 
  how the template can be applied. These stat blocks are of 
  course ready to be used in games against player charac-
  ters! Design notes are provided to indicate extra adjust-
  ments needed to make the creature’s statistics appropri-
  ate for the CR. Note also that favoured class bonuses are 
  not included.
  Dwarf Skeletal Champion (CR 3; XP 800)
  Enhanced dwarf skeletal champion warrior 1 
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +7 (+9 vs. 
  unusual stonework)
  Defense
  AC 21, touch 13, flat-footed 18; +4 vs. giant 
  (+6 armour, +2 Dex, +1 dodge, +2 natural)
  hp 23 (2d8+1d10+9)
  Fort +5, Ref +2, Will +3; +2 vs. spells and spell-like 
  abilities 
  DR 5/bludgeoning and magic; Defensive Abilities 
  channel resistance +4; Immune cold, undead traits
  Offense
  Speed 20 ft.
  Melee 2 claws +5 (1d4+2 plus 1 Strength) 
  Ranged thrown item +4 (by item)
  Special Attacks +1 attack vs. orcs and goblins
  Statistics
  Str 15, Dex 14, Con —, Int 9, Wis 13, Cha 16
  Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush or 
  trip)
  Feats Dodge, Improved Initiative, Weapon Focus (claws)
  Skills Appraise -1 (+1 nonmagical metal and gem-
  stones), Intimidate +7, Perception +7 (+9 vs. unusual 
  stonework), Sense Motive +7
  Languages Common, Dwarven
  SQ enhanced undead quality (ability damage 
  [Strength]), weapon familiarity (dwarven)
  Combat Gear tanglefoot bag (4), potions of inflict moder-
  ate wounds (2); Gear mwk breastplate, pouch with 499 
  gp worth of mixed coins, gems, and jewellery
  Design Notes To ensure that it fits within the CR 
  parameters, +2 Dex and +6 Cha have been added. AC 
  is higher than usual and potential damage only slightly 
  higher, but hp are lower than usual.
  
  13
  Cairn Wight Rogue (CR 6; XP 2,400)
  Enhanced cairn wight rogue 2 
  LE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +17 (+18 to 
  locate traps)
  Aura stench (10-foot radius, sickened for 1d6+4 min-
  utes, DC 17 Fort save negates)
  Defense
  AC 20, touch 14, flat-footed 16 
  (+4 Dex, +6 natural)
  hp 60 (6d8+30)
  Fort +5, Ref +8, Will +9
  DR 5/magic; Defensive Abilities evasion; Immune 
  undead traits
  Vulnerable resurrection
  Offense
  Speed 30 ft.
  Melee +1 longsword +11 (1d8+8/19-20 plus energy drain 
  [1 level, W-DC 16]) or slam +9 (1d4+7 plus energy 
  drain [1 level, W-DC 16]) 
  Ranged mwk compsite short bow +9 (1d6+6/x3 plus 
  energy drain [1 level, W-DC 16])
  Special Attacks corrupting gaze (30-foot radius, 2d10 
  damage and 1d4 Charisma damage, F-DC 17), create 
  spawn, sneak attack +1d6
  Statistics
  Str 20, Dex 18, Con —, Int 17, Wis 21, Cha 19
  Base Atk +4; CMB +19; CMD 23
  SQ create spawn, enhanced undead qualities (corrupting 
  gaze, stench), rogue talents (weapon training), trapfind-
  ing +1
  Feats Blind-Fight, Skill Focus (Perception), Toughness, 
  Weapon Focus (longsword)
  Skills Acrobatics +14, Climb +12, Diplomacy +13, 
  Intimidate +13, Knowledge (local) +12, Knowledge (re-
  ligion) +10, Perception +17 (+18 to locate traps), Sense 
  Motive +14, Stealth +21
  Language Common, Infernal, Giant
  Combat Gear arrows (20), potions of inflict moderate 
  wounds (3); Gear +1 longsword, mwk compsite short 
  bow, elixir of hiding (2), enamelled bronze bracelet 
  (worth 50 gp), pouch with 53 gp worth of mixed coins
  Design Notes A cairn wight is an advanced wight which 
  fights with a weapon that channels its energy drain at-
  tack through it (see Pathfinder Roleplaying Game Besti-
  ary). This particular stat block doesn’t need any special 
  adjustments to ensure it meets the CR.
  Elf Zombie Lord (CR 9; XP 6,400)
  Enhanced elf zombie lord wizard 8 
  NE Medium undead
  Init +8; Senses darkvision 60 ft., low-light vision, see in 
  darkness; Perception +21
  Defense
  AC 17, touch 15, flat-footed 12 
  (+4 Dex, +1 dodge, +2 natural)
  hp 99 (2d8+8d6+60; 112 with false life) 
  Fort +8, Ref +7, Will +11; +2 vs enchantment spells and 
  effects
  DR 10/magic and slashing; Defensive Abilities channel 
  resistance +4; Immune undead traits
  Offense 
  Speed 30 ft.
  Melee mwk rapier +7 (1d6+1/18-20), or slam +6 
  (1d6+1)
  Ranged mwk composite longbow +10 (1d8+1/x3)
  Special Attacks acid dart (6/day), dimensional steps 
  (240 ft./day)
  Spell-Like Abilities (CL 9th; concentration +14 (+18 
  defensive) 
     At will—command undead (W-DC 17), deeper dark-
  ness, inflict light wounds (W-DC 16)
  Wizard Spells Prepared (CL 8th; concentration +12 
  (+16 defensive)
     4th—black tentacles, fear (W-DC 18), greater invisibil-
  ity
     3rd—dispel magic (2), fly, nondetection (W-DC 17), 
  stinking cloud (F-DC 19)
     2nd—false life (2), fox’s cunning, glitterdust (W-DC 
  18), web (R-DC 18)
     1st—disguise self, mage armor (2), protection from good, 
  shield, ventriloquism (Wd-DC 15)
     0th (at will)—acid splash, detect magic, message, read 
  magic
  School Conjuration; Opposition enchantment, evoca-
  tion
  Statistics
  Str 12, Dex 18, Con —, Int 18, Wis 12, Cha 20
  Base Atk +5; CMB +6; CMD 20
  Feats Dodge, Combat Casting, Greater Spell Focus 
  (conjuration), Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (conjuration), Toughness, Widen Spell
  Skills Fly +17, Knowledge (arcana, history, religion) 
  +17, Perception +21, Sense Motive +14, Spellcraft +17 
  (+19 identifying magic item properties), Stealth +17
  Languages Celestial, Common, Draconic, Elven, Sylvan 
  SQ arcane bond (ring), arcane school (conjuration), 
  enhanced undead qualities (improved master of the 
  
  14
  undead, master of darkness, master of the undead), sum-
  moner’s charm, weapon familiarity (elven)
  Combat Gear wand of enervation (8 charges), wand of 
  fireball (CL 8th, 6 charges); Gear cloak of resistance +2, 
  eyes of the eagle, ring (worth 10 gp; arcane focus), spell 
  component pouch, pouch with 193 gp worth of mixed 
  coins
  Spellbook As above (enchantment, evocation) plus GM 
  determined
  Design Notes This is an enhanced version of one of the 
  CR 8 zombie lords from 100% Crunch: Zombie Lords, 
  but with some changes. To ensure that it fits within the 
  CR parameters, +2 Int and +4 Cha have been added. 
  Note that the wizard can bring its AC up to a more ap-
  propriate level for its CR through spell casting.
  Lamia Juju Zombie (CR 12; XP 19,200)
  Enhanced lamia juju zombie inquisitor 6
  CE Large undead
  Init +13; Senses darkvision 60 ft., low-light vision; 
  Perception +22
  Defense
  AC 27, touch 18, flat-footed 21 
  (+2 deflection, +5 Dex, +1 dodge, +10 natural, -1 size)
  hp 146 (15d8+75); regeneration 7 (acid, silver)
  Fort +12, Ref +13, Will +15
  DR 10/good and magic and slashing; Defensive Abili-
  ties channel resistance +4; Immune cold, electricity, 
  magic missile, undead traits; Resist fire 10
  Offense 
  Speed 60 ft.
  Melee slam +20 (1d6+8), 2 claws +20 (1d4+8), touch 
  +18 (1d4 Wis drain), and tongue +18 touch (paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bane (6 rounds/day), caging strike (10/
  day), cursed wound (DC 23), paralysis (1d4 minutes, 
  F-DC 21), judgement 2/day, rend (2 claws, 1d4+12), 
  solo tactics, teamwork feats (Duck and Cover, Out-
  flank), wisdom drain
  Inquisitor Spell-Like Abilities (CL 6th; concentration 
  +10) 
     At will—detect alignment
     6 rounds/day—discern lies
  Lamia Spell-Like Abilities (CL 9th; concentration +13) 
     At will—disguise self, ventriloquism (Wd-DC 15)
     3/day—charm monster (W-DC 18), major image (Wd-
  DC 17), mirror image, suggestion (W-DC 17)
    1/day—deep slumber (W-DC 17)
  Inquisitor Spells Known (CL 6th; concentration +10)
     2nd (4/day)—corruption resistance, invisibility, see 
  invisibility, undetectable alignment
     1st (5/day)—alarm, comprehend languages, expeditious 
  retreat, litany of sloth
     0th (at will)—acid splash, detect magic, message, read 
  magic 
  Statistics
  Str 26, Dex 20, Con —, Int 13, Wis 19, Cha 18 
  Base Atk +13; CMB +22; CMD 38 (42 vs. trip)
  Feats Ability Focus (cursed wound), Combat Reflexes, 
  Dodge, Improved Initiative, Lightning Stance, Mobility, 
  Multiattack, Spring Attack, Toughness, Wind Stance
  Skills Acrobatics +5 (+22 jumping), Bluff +21, Climb 
  +19, Diplomacy +16, Disguise +18, Intimidate +22, 
  Knowledge (religion) +7, Perception +22, Sense Mo-
  tive +10, Stealth +23, Survival +19 (+22 when following 
  tracks)
  Languages Abyssal, Common
  SQ domain (imprisonment inquisition), enhanced 
  undead qualities (cursed wound, regeneration, rend, 
  tongue), monster lore +4, stern gaze (+3), track (+3), 
  undersized weapons
  Combat Gear necklace with pearls of wisdom (level 1 (6), 
  level 2 (1)); Gear ring of jumping, ring of protection +2, 
  ten necklaces (worth 395 gp altogether), enamelled gold 
  unholy symbol (worth 100 gp), spell component pouch
  Design Notes This particular stat block doesn’t need any 
  special adjustments to ensure it meets the CR.
  Mummy (CR 15; XP 51,200)
  Enhanced mummy cleric 13
  LE Medium undead
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +25
  Aura aura of despair 30 ft., aura of protection 30 ft. 
  Defense
  AC 30, touch 12, flat-footed 28 
  (+8 armour, +1 Dex, +1 Dodge, +10 natural) 
  hp 182 (21d8+84; 197 with false life)
  Fort +16, Ref +12, Will +24
  DR 10/—; Defensive Abilities rejuvenation; Immune 
  undead traits; SR 30
  Vulnerable fire
  Offense 
  Speed 20 ft.
  Melee slam +24 (2d6+12 plus mummy rot [F-DC 23; 
  onset 1 minute; frequency 1 day; effect 1d6 Con and 
  1d6 Cha; cure —])
  Special Attacks breath weapon (30 ft. cone, 8d6+33 
  
  15
  negative energy, R-DC 23), channel negative energy 6/
  day (F-DC 19, 7d6), death gaze (30 ft., 1d4 negative 
  levels, F-DC 23), killing blow 2/day (6 bleed), smite 
  good 5/day (+3 attack, +15 damage, +3 AC)
  Cleric Spells Prepared (CL 13th; concentration +20 
  (+24 defensive)
     7th—ethereal jaunt, repulsionD (W-DC 24), waves of 
  ecstasy (W-DC 24)
     6th—antimagic fieldD, harm (2; W-DC 23), word of 
  recall
     5th—dispel good, spell resistanceD, true seeing, wall of 
  stone (2)
     4th—air walk (2), dimensional anchor, freedom of 
  movement, spell immunityD (2)
     3rd—dispel magic (2), invisibility purge, magic circle 
  against good, protection from energyD (2), wind wall
     2nd—calm emotions (2; W-DC 19), death knellD (2; 
  W-DC 19), silence (2; W-DC 19), undetectable alignment 
  (W-DC 19)
     1st—death watch, forbid action (2; W-DC 18), obscur-
  ing mist (2), sanctuaryD (2; W-DC 18)
     0th (at-will)—bleed (W-DC 17), detect magic, message, 
  read magic 
  Domains Death (Murder), Protection
  Domain Spell-Like Abilities (CL 13th; concentration 
  +16 (+20 defensive))
     10/day—bleeding touch (+23 melee touch, 1d6 bleed, 
  6 rounds), resistant touch (Grant ally +3 resistance bonus 
  to saves for 1 minute)
  Spell-Like Abilities (CL 15th; concentration +18 (+22 
  defensive))
     3/day—false life, haste, quickened displacement
  Statistics
  Str 26, Dex 12, Con —, Int 10, Wis 25, Cha 16
  Base Atk +15; CMB +23; CMD 34
  Feats Combat Casting, Dodge, Fleet (2), Greater Spell 
  Penetration, Improved Initiative, Quicken Spell-Like 
  Ability (displacement), Skill Focus (Perception), Spell 
  Penetration, Toughness, Weapon Focus (slam)
  Skills Knowledge (arcana, nobility, planes, religion) +11, 
  Perception +25, Sense Motive +10, Stealth +20
  Languages Common 
  SQ enhanced undead qualities (breath weapon [negative 
  energy], death gaze, rejuvenation [location], smite good, 
  spell-like abilities)
  Combat Gear oil of magic fang (2), pearls of power (levels 
  1, 2, and 3; 1 of each level), scrolls of greater spell immu-
  nity (2); Gear +2 mithril breastplate, headband of inspired 
  wisdom +4, enamelled gold unholy symbol (worth 100 
  gp), spell component pouch, eye ointment (worth 250 
  gp; for true seeing), pouch with 299 gp worth of mixed 
  coins and gems
  Design Notes This particular stat block doesn’t need any 
  special adjustments to ensure it meets the CR.
  Skeletal Champion (CR 18; XP 153,600)
  Enhanced skeletal champion fighter (brawler) 16
  NE Medium undead
  Init +8; Senses darkvision 60 ft., low-light vision; Per-
  ception +23
  Aura sacrilegious aura (30 ft.; DC 25) 
  Defense
  AC 33, touch 13, flat-footed 30 
  (+11 armour, +3 Dex, +3 natural, +6 shield)
  hp 263 (2d8+16d10+162)
  Fort +21, Ref +14, Will +14
  DR 20/—; Defensive Abilities channel resistance +4, 
  resist holy energy; Immune cold, undead traits, 50% 
  chance to ignore extra critical hit or sneak attack dam-
  age; SR 33
  Vulnerable acid
  Offense 
  Speed 30 ft., 20 ft. in armour
  Melee +4 heavy mithril shield +32/+27/+22/+17 
  (1d8+17/19-20) and +2 adamantine scimitar +28/+23 
  (1d6+9/15-20)
  Special Attacks breath weapon [poison], close combat-
  ant, menacing stance -3/-6, no escape, stand still +8
  Statistics
  Str 20, Dex 18, Con —, Int 12, Wis 14, Cha 22
  Base Atk +17; CMB +22 (+26 bull rush, drag and repo-
  sition); CMD 36 (40 vs. bull rush, drag and reposition)
  Feats Blind-Fight, Blinding Critical, Critical Focus, 
  Combat Reflexes, Double Slice, Disruptive, Exhausting 
  Critical, Greater Weapon Focus (scimitar), Improved 
  Critical (heavy shield, scimitar), Improved Initiative, 
  Improved Shield Bash, Improved Two-Weapon Fighting, 
  Shield Master, Shield Slam, Spellbreaker, Stand Still, Tir-
  ing Critical, Toughness, Two-Weapon Fighting, Weapon 
  Focus (scimitar)
  Skills Climb +10, Diplomacy +24, Knowledge (nobil-
  ity) +9, Perception +23, Sense Motive +17, Stealth +14, 
  Swim +10
  Languages Common, Infernal
  SQ bravery +5, enhanced undead qualities (breath 
  weapon [poison], greater DR, improved DR, improved 
  SR, resist holy energy, sacrilegious aura, spell resistance), 
  flaw (vulnerable to acid), special armour
  Combat Gear potion of haste (CL 18; 2); Gear +2 
  
  16
  moderate fortification mithril full plate, +4 heavy mithril 
  shield, +2 adamantine scimitar, amulet of natural armour 
  +1, cloak of protection +3, headband of inspired wisdom 
  +4, pouch with 64 gp worth of mixed coins
  Special Abilities
  Breath Weapon (Su) Every 1d4 rounds the skeletal 
  champion can breathe a 30 ft. cone of poison gas.    
     Breath—contact; save Fort DC 23 negates; frequency 1/
  round for 6 rounds; effect 1d6 Con damage; cure 3 con-
  secutive saves. The skeletal champion can use the breath 
  weapon while grappling.
  Design Notes To ensure that it fits within the CR pa-
  rameters, +8 Cha has been added.
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  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 Bestiary, © 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on mate-
  rial by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2, © 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 Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Ste-
  phen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Ultimate Combat. © 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.
  Pathfinder Roleplaying Game Ultimate Magic. © 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.
  Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCreary, F. 
  Wesley Schneider.
  Pathfinder Adventure Path #29: Mother of Flies ©2010, Paizo Publishing, LLC; Author: James Jacobs.
  Pathfinder Adventure Path #45: Broken Moon © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock. 
  Pathfinder Adventure Path #84: Pyramid of the Sky Pharaoh © 2014, Paizo Inc.; Authors: Mike Shel, with Tyler 
  Beck, Adam Daigle, F. Wesley Schneider, and Amber E. Scott.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Guy Shearer. 
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Peterson and 
  Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based 
  on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells. 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Ian McDowall. 
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  
  17
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Brian Jaeger and Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
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  original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Philip Masters. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax. 
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Tillbrook. 
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Phantasm from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene. 
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Sandman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Roger Musson. 
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Roger Musson. 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Neville White. 
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica 
  Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick 
  Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  100% Crunch: Liches ©Raging Swan Press 2012; Author: Julian Neale.
  100% Crunch: Skeletal Champions ©Raging Swan Press 2013; Author: Julian Neale.
  100% Crunch: Zombie Lords. ©Raging Swan Press 2013; Author: Julian Neale
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. 
  Schwalb. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, 
  Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, 
  Richard Pett, and Stan! 
  Midgard Bestiary for Pathfinder RPG © 2012 Open Design LLC; Authors: Adam Daigle with Chris Harris, 
  Michael Kortes, James Mackenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, 
  Christina Stiles, James Thomas, and Mike Welham.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  Pact Magic Unbound, Vol. 1. © 2012 Radiance House; Authors: Alexander Augunas and Dario Nardi.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, 
  and Sean K Reynolds. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  The Book of Experimental Might. ©2008, Malhavoc Press; Author: Monte Cook. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Tomb of Horrors. ©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 by TSR.
  Monster Advancement: Enhanced Undead. Copyright 2015, Purple Duck Games; Author: Julian Neale.
  Pathfinder is a registered trademark of Paizo Inc., and 
  the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  All text is open game content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monster Advancement - Enhanced Undead.pdf