TEXT: 1
  
  2
  Vathak Terrors:
  Cured of Ursatur
  Author: Landon Winkler
  Editors: Lucus Palosaari
  Copy Editor: Troy Daniels
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Jeff Collins, Kristopher Cruz, Ben Dowell, Kim 
  Frandsen, Scott Gladstein, J Gray, Taylor Hubler, Jacob W. Michael, Jennifer R. Povey, Matt Roth, Rodney 
  Sloan, Jessie Staffler, Jeffrey Swank, Landon Winkler, Lucus Palosaari, Troy Daniels, and Rick Hershey.
  Line Developer: Landon Winkler
  Publisher: Fat Goblin Games
  Vathak Terrors: Cured of  Ursatur © 2018 Fat Goblin Games 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. 
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  About FAt Goblin GAmes
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  Shadows over Vathak 
  Contents
  Introduction 
  4
  Monsters 
  5
  Anna’s Forgotten 
  5
  Extergeist 
  7
  Plague Cymoth 
  8
  
  4
  Introduction
  Centuries ago Ursatur stood as the capital of 
  Ina’oth and a shining symbol that the natives 
  of Vathak might survive the storm of vindari 
  aggression. But the vindari were stopped short, not 
  by the strength of bhriota martial traditions or the 
  subtle cunning of romni tactics, but by the rise of 
  the Plague of Shadows.
  For the intervening three hundred years, 
  Ursatur’s population declined in waves as the 
  Plague of Shadows killed peasants and nobles 
  alike, even emptying the palace of the royal family. 
  Apothecaries and churches were overwhelmed, 
  leaving the people of Ursatur to find their own 
  solutions. The Dedicants to the Miasma rose to 
  prominence in this period, but they were far from 
  the only people searching for a cure or offering 
  one up for a price.
  The acclaimed vinari healer Anna Schafer, now 
  known to the Church as St. Anna, worked from 
  an abandoned villa overlooking the city to find a 
  cure. Whether she allowed non-vindari patients to 
  die or a lot of orphans were just 
  unlucky, Anna’s forgotten haunt 
  the hills around Ursatur.
  Those who believed in 
  Anna’s methods began to wash 
  themselves regularly, some 
  taking it to greater extremes 
  than others. The extergeists 
  are all that remains of those 
  whose cleaning rituals lead to 
  exposure to deadly chemicals or 
  starvation in the name of purity. 
  Despite the plague’s passing, 
  her overzealous followers 
  and headstrong Dedicants to 
  the Miasma alike still find 
  themselves trapped in Vathak by 
  their quest to escape sickness.
  Among those who mistrusted her, many 
  residents drank water contaminated with plague 
  cymoth eggs, intentionally infecting themselves 
  with the parasite in the hopes that it would crowd 
  out the Plague of Shadows. Even today in Ursatur, 
  many residents cover their lower faces in cloth 
  to prevent the cymoth’s tell-tale mandibles from 
  becoming visible.
  Beyond these creatures, many who fought 
  to survive the plague still haunt the streets 
  of Ursatur. When plague cymoth eggs were 
  unavailable or not enough to fight off the plague, 
  some citizens turned to infecting themselves 
  with ghoulB1 fever. Other methods of becoming 
  undead were likewise sought, with several cabals 
  of vampiresB1 and at least one lichB1 tracing their 
  origin to those desperate times.
  Memory of the Plague of Shadows still twists 
  the actions of Lord Kanaras, encouraging his 
  Physicians to burn those suspected of carrying 
  diseases. Theses efforts are popular with 
  the citizens, but often leave behind burning 
  skeletonsB1 and worse. The experiments of the 
  Dedicants are even more dangerous, 
  venting into the city as vampiric 
  mistsB2 or belkersB2. Even their 
  successes take the form of warped 
  creatures like the kirrixMC.
  Monsters marked B1 Pathfinder 
  Roleplaying Game Bestiary, those 
  marked B2 are found in Pathfinder 
  Roleplaying Game Bestiary 2, and 
  the one marked MC is found in 
  Pathfinder Roleplaying Game 
  Monster Codex.
  For more about Ursatur 
  and Ina’oth as a whole, see the 
  Gamemaster’s Guide to Ina’oth.
  
  5
  Monsters
  The following monsters are all-new inhabitants 
  that can be found in Ursatur, the surrounding 
  nation of Ina’oth, or anywhere you feel their 
  themes fit a disease-ravaged land.
  AnnA’s ForGotten
  Sickly mists fill the air with a sharp, medicinal scent. 
  Buried somewhere deep in the mists you can faintly 
  pick out a shadowy form and the muffled chime of a 
  child’s laughter.
  AnnA’s Forgotten 
  Cr 13
  XP 25,600
  NE Small undead
  Init +8; Senses darkvision 60 ft., mist sight; 
  Perception +25
  Aura failed treatment (30 ft., DC 23)
  DeFense
  AC 28, touch 20, flat-footed 23 (+4 armor, +4 Dex, +1 
  dodge, +1 natural, +4 profane, +1 size)
  hp 180 (19d8+95)
  Fort +18, Ref +18, Will +19
  Defensive Abilities unholy grace; DR 20/evil or 
  good; Immune acid, undead traits
  oFFense
  Speed 20 ft.
  Spell-Like Abilities (CL 19th; concentration +23)
  Constant—mage armor
  3/day—glibness, invisibility, quickened acid fog, 
  quickened gaseous form
  1/day—cloudkill (DC 20), finger of death (DC 21)
  stAtistiCs
  Str 6, Dex 19, Con —, Int 10, Wis 11, Cha 19
  Base Atk +14; CMB +11; CMD 30
  Feats Combat Reflexes, Dodge, Improved Critical 
  (slam), Improved Initiative, Quicken Spell-Like 
  Ability (acid fog, gaseous form), Skill Focus (Bluff, 
  Stealth), Toughness, Weapon Finesse
  Skills Acrobatics +23, Bluff +26, Perception +25, 
  Sense Motive +22, Stealth +36
  Languages Aklo, Sylvan
  eCology
  Environment urban
  Organization solitary or family (3–6)
  Treasure normal
  speCiAl Abilities
  Mist Sight (Su) Anna’s forgotten can see without 
  difficulty through all forms of fog and mists, 
  ignoring Perception penalties and concealment 
  from them.
  Failed Treatment (Su) Anna’s forgotten are eternally 
  surrounded by a fine mist, which serves to 
  obscure their features and offers concealment 
  as fog cloud. Any diseased creature that comes 
  into contact with the mist must attempt a Will 
  save. Creatures that succeed are immune to the 
  effects of the mist until the start of their next 
  turn. Creatures that fail instead suffer ill effects 
  as though they failed a save against each disease 
  they are suffering and those diseases no longer 
  respond to magical treatment other than miracle.
  Unholy Grace (Su) Anna’s forgotten gain a bonus 
  on saves and a profane bonus to AC equal to 
  their Charisma modifier.
  In the hills above Ursatur, a vindari doctor 
  named Anna Schafer worked frantically to find a 
  cure for the Plague of Shadows. From the city’s 
  poorest corphans to members of ancient noble 
  houses, everyone approached Doctor Schafer for 
  treatment. Some blame her for the deaths of many 
  poor bhriota and romni children as she tried 
  experimental treatments, while others choose to 
  focus on the children she saved and believe each 
  time she failed was a personal tragedy.
  In either case, hundreds of children under 
  Schafer’s care eventually died either from the 
  Plague of Shadows or from side effects of her 
  treatments. Although the death toll has long 
  haunted the memories of Ina’oth, darker rumors 
  began stirring following Doctor Schafer’s 
  canonization as St. Anna.
  Ursatur whispered of children’s forms wrapped 
  in sickly mists and of a mysterious fog that 
  wears away even the heartiest souls, leaving them 
  diseased corpses in minutes. It’s rare for Anna’s 
  
  6
  forgotten to be seen directly, and rarer still for 
  the viewer to live through the experience, but the 
  forgotten resemble the well-preserved corpses of 
  children, staring out with cold, expressionless eyes.
  Unable to understand or accept what happened 
  to them, Anna’s forgotten lash out. They envy 
  and hate the living, but most satisfy themselves 
  with cruel pranks and outbursts of deadly anger 
  against apparently happy families. The largest 
  group of forgotten instead seeks to make the living 
  suffer as they did, replicating half-remembered 
  experiments with cruel twists.
  
  7
  exterGeist
  This woman picks and scrubs at her already bloody 
  hands, staring down at them with a look of intense 
  concentration.
  extergeist Cr 5
  XP 1,600
  LN Medium undead (incorporeal)
  Init +6; Senses darkvision 60 ft.; Perception +10
  DeFense
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, 
  +1 dodge)
  hp 52 (7d8+21)
  Fort +4, Ref +4, Will +5
  Defensive Abilities incorporeal; Immune 
  undead traits 
  Weaknesses disease touched
  oFFense
  Speed fly 30 ft. (perfect) 
  Melee cleansing touch +7 (5d6, Fort DC 15 half)
  stAtistiCs
  Str —, Dex 15, Con —, Int 11, Wis 10, Cha 15
  Base Atk +5; CMB +7; CMD 20
  Feats Dodge, Improved Initiative, Skill Focus 
  (Heal), Toughness
  Skills Bluff +9, Fly +10, Heal +10, Intimidate +12, 
  Perception +10
  Languages Common
  eCology
  Environment any urban
  Organization solitary
  Treasure normal
  speCiAl Abilities
  Cleansing Touch (Su) The touch of the extergeist 
  unravels living creatures, scrubbing away the 
  imperfections of life. A Fortitude save halves 
  the damage inflicted, but targets infected with a 
  disease always take full damage.
  Disease Touched (Su) Any weapon (manufactured 
  or natural) that can inflict a contact or injury 
  disease harms an extergeist as though it had the 
  ghost touch special property. For example, a dire 
  rat’s bite and a sword dipped in diseased blood 
  would both deal full damage to the extergeist.
  During the Plague of Shadows, Inaothians tried 
  many rituals to ward off the disease, but among 
  the most effective was simply staying clean and 
  washing regularly. However, even cleanliness can 
  be dangerous in large amounts and the horrible 
  pressure of the Plague of Shadows was not 
  conducive to measured responses.
  Many who died as a result of their own attempts 
  to avoid the plague linger as extergeists, bound 
  to Vathak by their desire to avoid diseases that 
  can no longer take hold in their bodiless forms. 
  Although many extergeists applied questionable 
  tonics or applied harsh alchemical agents to 
  clean themselves, others simply couldn’t bring 
  themselves to eat possibly contaminated food or 
  suffered an accident trying to avoid the infected.
  Extergeists generally remain where they lived, 
  doing their best to keep away from the living. 
  However, the spirits often panic and attack visitors 
  who might bear disease (and, in their minds, 
  everyone is potentially infected). A few 
  extergeists attempt to treat others 
  despite their own fears, but their 
  cleansing touch never spares 
  those they attempt to cure.
  Despite the passing of the 
  Plague of Shadows, more and more 
  extergeists arise in 
  Ursatur. The fear of the 
  plague has become an 
  uncertain thing and 
  many dive even further 
  into their rituals. Dedicants 
  of the Miasma (see 
  Player’s Guide 
  to Vathak) 
  are often 
  already on the route to 
  become extergeists, 
  with some members 
  seeing these spirits as 
  guides or patrons.
  
  8
  PlAGue Cymoth
  Mandibles poke out of the dead man’s mouth, following 
  by scuttling legs as the creature tears itself free with a 
  meaty sound and a gout of blood.
  plAgue Cymoth Cr 1/2
  XP 200
  N Fine vermin (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +0
  DeFense
  AC 18, touch 18, flat-footed 18 (+8 size)
  hp 5 (1d8+1)
  Fort +3, Ref +0, Will +0
  Immune disease
  oFFense
  Speed 15 ft., swim 15 ft.
  Melee bite +6 (1d4–2)
  Space 1/2 ft.; Reach 0 ft. 
  Special Attacks spawning
  stAtistiCs
  Str 6, Dex 10, Con 13, Int —, Wis 11, Cha 10
  Base Atk +0; CMB –8; CMD 0 (8 vs. trip)
  Skills Swim +8
  SQ amphibious, rooted
  eCology
  Environment temperate freshwater
  Organization solitary, mating pair, or symbiosis 
  (plague cymoth and host)
  Treasure none
  speCiAl Abilities
  Disease (Ex) Cymoth growth is a multi-stage 
  disease (see Gamemaster’s Guide to Ina’oth 
  for further details). During the first stage, the 
  infected victim’s tongue grows bloated and 
  numb, slowly turning white then transparent 
  as the growing cymoth can be seen under the 
  skin. Upon reaching the second stage, the plague 
  cymoth consumes the tongue and takes its place.
  Cymoth Growth (stAGe 1)
  Type disease (ingested); Save Fort 11
  Onset 1 day; Frequency 1/day (2d6 days before 
  moving to stage 2)
  Effect 1d4 points of Charisma damage; Cure 2 
  successful saves
  Cymoth Growth (stAGe 2)
  Type disease; Save Fort 14
  Frequency 1/day (final stage)
  Effect After the first failed save, the victim’s tongue 
  is permanently replaced by a rooted plague 
  cymoth. After that, the disease itself is cured but 
  the symbiote remains until removed.; Cure 2 
  successful saves or cymoth becomes rooted
  Removing a rooted plague cymoth from a willing 
  or helpless patient requires a DC 15 Heal check 
  as a full round action. On a failed check, the 
  cymoth automatically hits the its host with bite 
  attacks and can attempt an attack of opportunity 
  on the failed healer. If successfully removed, 
  the cymoth begins its independent life (using 
  the statistics listed here). Removing the cymoth 
  unfortunately does nothing to replace the 
  victim’s tongue.
  Spawning (Ex) Plague cymoth lay tiny eggs in still or 
  stagnant water. Any creature drinking water from 
  a pond, pool, or container with a mating pair of 
  plague cymoths is exposed to cymoth growth.
  Rooted (Ex) A rooted plague cymoth replaces its 
  host’s tongue. It functions poorly as a substitute, 
  giving a –4 racial penalty to Bluff, Diplomacy, 
  and Intimidate checks and inflicting a 20% spell 
  failure chance for spells with verbal components. 
  However, the victim can roll twice on saves 
  against other diseases, taking the higher result.
  As much a disease as a living creature, plague 
  cymoths have become frighteningly common in 
  the wake of the Plague of Shadows. A creature 
  drinking tainted water suffers from a bout of 
  unpleasant swelling and listlessness followed, in 
  many cases, by the adult plague cymoth consuming 
  and replacing their tongue.
  Cymoths seem content to remain with their 
  hosts, grabbing bits of food while the host is 
  chewing. When the host dies, the cymoth detaches 
  itself and leaves to search for a mate and a pool 
  of water to lay eggs and complete their life cycle. 
  However, particularly if the host died suddenly, the 
  cymoths will lash out in self defense.
  Plague cymoths were imported to Ursatur from 
  bhriota villages high in the Black Sky Mountains, 
  
  9
  although no one alive remembers why anyone 
  thought of them as a possible solution. During 
  the height of the plague, many intentionally drank 
  contaminated water for protection no matter the 
  cost. Although this trend began with nobles, it 
  extended to all walks of life in the land.
  With the death of hosts and the release of 
  captive breeding pairs following the end of the 
  plague, contaminated waters have begun to spread 
  throughout Ina’oth. Even in Ursatur, almost 
  as many have rooted cymoths by accident as 
  originally gained them intentionally.
  inFeCted FeAts
  Hosts of the plague cymoth have discovered 
  the following feats, either available to choose 
  if “living with the disease” or gained as if 
  templates (Gamemaster’s choice). 
  Cymoth mAnDibles
  You’ve learned to control your cymoth guest enough to 
  use its mandibles in combat.
  Prerequisites: Host of a plague cymoth.
  Benefit: You can gain a bite natural attack 
  dealing 1d4 damage.
  Special: Even if you already have a bite attack, 
  you gain an additional bite attack dealing 
  1d4 damage. When you use your other bite 
  as a standard attack action, you may make an 
  attack with this cymoth mandibles against the 
  same target as a free action.
  Cymoth speeCh
  Your delicate partnership with your cymoth guest has 
  made you more sensitive to other vermin.
  Prerequisites: Handle Animal 3 ranks, 
  Linguistics 3 ranks, host of a plague cymoth.
  Benefit: You can communicate with vermin 
  once per day, as speak with plants using 
  your character level as the caster level and 
  communicating with any creature of the 
  vermin type.
  
  10
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