Professional Documents
Culture Documents
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Press Release
Mystic Eye Games to publish for Ambient, Inc.
01-22-2002, Austin, Texas: Mystic Eye Games is thrilled to
announce that we have reached an agreement with Ambient, Inc.
to be their publishing partner for several titles over the next 18
months.
The first of these will be a print version of the highly acclaimed,
Librum Equitis, volume one, and will be slated for release in May
2002. The print version will have new additions and an increased
page count with art to be done by a few of the industry's finest. This
book will be a fantastic resource for your d20 game and we are
very proud to be working with the fine folks at Ambient.
As we strive to bring the finest in quality products to third edition
we want to assist in delivering the best of the electronic publishers'
products to print and into the hands of the consumers. 2002 is
going to be a big year for Mystic Eye Games as we expand our
product offering and work to constantly increase the quality of the
products we deliver. Our new relationship with Ambient is a fine
example of MEG's desire to deliver only the best of d20 to the community.
Mystic Eye Games was founded in 2000 by Doug Herring and
Andrew Thompson as one of the early adopters of the d20 system.
Since their first release, The Pit of Loch-Durnan, the product line
has continued to grow and the focus was on creating a quality
offering at an extremely affordable price point. This has remained
one of the company's primary goals.
With the success of The Hunt: Rise of Evil line of products MEG
has branched out in 2002 with two new series, Foul Locales and
Arcane Mysteries. In addition, Mystic Eye Games also helped to
bring the fantastic Interludes: Brief Expeditions to Bluffside to
press as a print partner. MEG wanted to assist Thunderhead
Games in order to get the finest PDF adventure produced to date
to a larger print market.
In 2002 Mystic Eye Games' product line will expand to over twenty books to include the great new products that will come from
Ambient, Inc.
About Ambient, Inc.: The nights of the Canadian winter are dark
and cold, but they create a hardier people with a firm grasp of d20
mechanics. Librum Equitis is the first foray of Ambient, Inc., in
Eastern Ontario, Canada, into publishing d20 material, although
gamers on the Net may be familiar with Ambient's
dreadgazebo.com and the Blackhammer Cyberpunk Project.
CEO Denise Robinson and partner M. Jason Parent are very
glad to see LE be printed and see distribution in its expanded format. "To think my mother thought the pinnacle of my writing career
was the Health Canada Infection Control Guidelines for Body
Piercing and Tattooing!" laughs Robinson. "My parents are proud
to see my gaming addiction... err.. obsession paying off," boasts
Jason, "and why not? Both of our parents were the ones responsible for introducing us to gaming."
When not writing role-playing game materials during long
Canadian nights, the two occupy themselves, bettering the world
by breeding and raising the next generation of little gamers.
THIS
UNDER VERSION
DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT
IDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION 1.0A: ALL
SPELL NAMES AND SPELL FLAVOR TEXT (MATERIAL IN ITALICS BETWEEN THE SPELL NAME AND THE
SCHOOL OF THE SPELL). ALL REFERENCES TO GAR'UDOK THE NECROMANCER., MONSTER NAMES AND
DESCRIPTIONS (EVERYTHING FROM JUST BENEATH "ADVANCEMENT" AND BEFORE "COMBAT" IN EACH
MONSTER ENTRY IN CHAPTER 2), ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS AND
TRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT
LIMITED TO: THE AMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, THEE COMPLEAT LIBRUM OV
GAR'UDOK'S NECROMANTIC ARTES; ANY LOCATIONS, GODS, HISTORIC EVENTS, MAGIC ITEMS, ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARACTERS, THEMATIC ELEMENTS, FICTION
AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY
APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT.
DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLTHEE COMPLEAT LIBRUM OV NECROMANTIC ARTES ARE DESIGNATED AS OPEN
GAME CONTENT: ALL SPELL ENTRIES EXCEPT FOR THE SPELL NAME AND THE DESCRIPTIVE TEXT IN ITALICS BEFORE THE SPELL SCHOOL. ALL MONSTER ENTRIES EXCEPT FOR THE MONSTER NAME AND THE
DESCRIPTIVE TEXT LOCATED BETWEEN THE ADVANCEMENT ENTRY AND THE COMBAT SECTION OF THE
MONSTER ENTRY AND THE FLAVOR TEXT IN ITALICS. ALL PRESTIGE CLASSES IN CHAPTER 3 EXCEPT
THE DESCRIPTIVE TEXT BETWEEN THE CLASS NAME AND THE HIT DIE TYPE. ALL FEATS IN CHAPTER 4.
THE POWERS AND CONSTRUCTION RULES FOR MAGIC ITEMS IN CHAPTER 5. THE DOMAINS AND
ALIGNMENT LISTINGS FOR THE DEITIES AS WELL AS THE COMPLETE DOMAINS AND SPELL LISTS PROVIDED FOR THEM IN CHAPTER 6.
MINOR MENDINGS OF THE FALLEN, OSSEOUS STAFF, RISEN ARMIES, SKELETAL STRENGTH, WALL OF
THE GRAVE). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM THE ENCYCLOPEDIA
ARCANE: NECROMANCY - BEYOND THE GRAVE AND IS 2001 MONGOOSE PUBLISHING., AND IS USED
UNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER 1 SPELLS: PET CEMETERY, SKELETAL
COHORT, ZOMBIE COHORT, GRAFTED ARMAMENT, AGELESS, NECROPOLIS, DEAD EYES, ONE WITH
THE DEAD ). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM LIBRUM EQUITIS VOL 1 AND
IS 2001 AMBIENT INC., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER
3 CLASSES: ZOMBIE MASTER). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM THE 3E
TOWER AND IS 2001 JOHN T DODSON., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION
1.0A, (CHAPTER 3 CLASSES: PROPHET). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM
THE PRIMAL CODEX AND IS 2001 NETHERLAND GAMES, INC., AND IS USED UNDER THE OPEN GAME
LICENSE, VERSION 1.0A, (CHAPTER 2 INHALATION ANTHRAX, SHELLFISH NEUROTOXIN; CHAPTER 3
CRYPTOSPORIDIOSIS). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM DRAGONS AND IS
2001 ALDERAC ENTERTAINMENT GROUP, INC., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A (CHAPTER 4 DRACONIC ROGUE).
SPELL NAMES IN CHAPTER 6
2001 CLARK PETERSON
ARE
ALL CONTENTS OF THIS PUBLICATION, REGARDLESS OF DESIGNATION, ARE COPYRIGHTED YEAR 2002
AMBIENT INC. ALL RIGHTS RESERVED. REPRODUCTION OR USE WITHOUT THE WRITTEN PERMISSION OF
THE PUBLISHER IS EXPRESSLY FORBIDDEN, EXCEPT FOR THE PURPOSE OF REVIEW.
LOWING PORTIONS OF
SOME OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED OGC ORIGINATE FROM THE SYSTEM
REFERENCE DOCUMENT AND ARE 2000 WIZARDS OF THE COAST, INC. THE FOLLOWING OPEN
GAME CONTENT ORIGINATES FROM UNDEAD AND IS 2001 ALDARAC ENTERTAINMENT GROUP, INC.,
AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER 1 SPELLS: ACIDIC VITAE,
CHANNELING WARD, GAR'UDOK'S AURA, GAR'UDOK'S BLESSING, GAR'UDOK'S GREATER BLESSING,
GAR'UDOK'S MINOR BLESSING, HOLD THE SLAIN, LIFE'S VEIL, MASK DEATH, MEND THE FALLEN,
THE MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGE
TO THE TRADEMARK OR COPYRIGHT CONCERNED.
"D20 SYSTEM" AND THE "D20 SYSTEM LOGO" ARE TRADEMARKS OWNED BY WIZARDS OF THE COAST
SYSTEM LICENSE VERSION 1.0A. A COPY OF
LICENSE CAN BE FOUND AT WWW.WIZARDS.COM.
ARE
REGISTERED TRADEMARKS
ANY
OF
REPRODUCTION OR
AMBIENT INC.
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A lot of the work that went into this book was finally put to
type due to the many creative minds at Realms of Evil (ww.realmsofevil.net) - a website dedicated to the villains of
fantasy roleplaying, and seemingly primarily to necromancy,
at least based on the contents of their site and message
boards (where I can be found posting regularly). They
reminded me of the mighty GarUdok and his necromantic
armies, and thus he was reborn from his icy grave to wander the north of the D20 world once again.
Finally, this book has been assembled to provide a venue
for the wonderful art of Squidhead (as well as a few of my
own line illustrations). Tony has been a great friend and
enthusiastic help, having provided illustrations to many great
roleplaying sessions as well as volunteering his art for the
DreadGazebo website. Heres hoping the spotlight shines
brighter on him.
Many thanks have to go out to my ancient gaming groups
in the old fantasy RPG days of the early 80s... to Darcy
Burgess, Drummond Fraser, Hunter Fraser, John Golding,
Glenn Hall, Steven Howes, Darrel Lalonde, Luc Landriault,
Gabe Laundriault, Kristin McNulty, Sam Parent. To my 90s
team - Andrew Keyworth, Gab, Leonard Briden, Chuck,
Marcel Malenfant, Andrew Navratil, and Tymen Van Dyk.
And of course to my new D20 groups - Greg Cameron,
Leonard Briden, Tim Brown, Alex Kovacs, Kristan Roberge,
Denise Robinson, Genevieve Robinson, Chrystine
Robinson and Jason Sooch.
Prologue
GarUdok and the North
Over one thousand years past, a man changed the northBut his conquest of these ancient lands would never last.
lands to his will. His name was Gar'Udok, a fell necromancer The cities he raised upon the ruins begin to fall as the
and priest of undeath. He
Southern neighbors
came with his allies, his
of his new empire
The GarUdok Timeline
Fallen Priesthood, and -1,740 GarUdok takes up the mantle of priesthood
became
worried
armies that grew after -1,712 The destruction of the True Mummies and creation of the disabout his incessant
each battle instead of
expansion and finalease golems. GarUdok seeks eternal unlife.
shrinking. He changed the -1,694 Joining forces with Sahinn the necromancer
ly rose up in force
face of the north for all
against him.
-1,411 Meeting and conquering Torexis, the Cairn Wyrm. Torexis
time, capturing citadels
Most likely these
shares information about the ancient catacombs in the north
that had lain mostly abanattacks would have
and the necromantic lore stored there.
doned by the barbarian
ended in tragic
-1,404 The Fallen Priesthood is assembled.
tribes for generations, and
defeats for the
turning them into the cen- -1,390 Initial forays into the North teach new lessons about undeath,
Southern Nations,
and GarUdok targets them for conquest.
ters of his new empire.
but under the stress
Gar'Udok was a necro- -1,372 Meetings with the Blood Druids and obtains their quiet backing
of the battles, the
of his conquering armies.
mantic overlord cut from
Fallen Priesthood
the whole cloth. He wor- -1,351 Conquers the majority of the tribal-controlled Northlands, estab- began to fragment
lishing bases and trade cities in the ancient ruined cities that
shiped no god, instead
under the tutelage
predate the barbarian tribes.
considered himself above
of their various high
such concerns. He sought -1,202 Renewed search for ancient necromancies - chooses the path
priests. In the midst
of the True Mummy for immortality.
out all forms of undeath,
of their fractious
finally choosing a form of -1,080 Discovers and frees Caramina
attempts at indeundeath that suited him, -1,065 Undead armies begin conquering the city-states around the
pendence, Sahinn
to continue his reign of
the necromancer
Northlands already under his control
terror. He had thralls -1,060 Chondri the Dark, high-priestess in the Fallen Priesthood,
made his longremove his brain, heart
delayed play for
becomes a prophet of Bulboros. Her preachings end with her
and tongue to craft his
GarUdoks title.
death at the claws of a dark beast summoned by GarUdok.
new, perfect form. He kept -1,040 Caramina travels to the Island Nations to discuss tribute to the
Suddenly without
company with a small
the backing of the
northlands and changes to their burial rites
corps of arcane necro- -1,038 The Southern Nations rise up to strike back against GarUdoks
Priesthood
and
mancers, a dragon who
Sahinn,
GarUdoks
expansion attempts.
ate the dead, and a beau- -1,035 Battles tear apart the Northlands. Cities fall on both sides, but
armies began to
tiful
ancient
undead
crumble. They were
the fallen soldiers in lost battles soon become part of
medusa. Commanding
pursued
from
GarUdoks armies.
and building his undead -1,023 As cities fall, GarUdoks armies are torn apart by internal strife
fortress to fortress
forces was the Fallen
as they retreated to
between the faiths of the Fallen Priesthood.
Priesthood - clerics of -1,002 Seeing the sundering of the Priesthood, Sahinn seeks to usurp
the ruins of Mires
many gods of death,
Ford.
power from GarUdok, and is slain and his conspiracy
undeath and disease; and
There the final
destroyed.
later clerics of pure death -1,001 GarUdoks armies dwindle without the support of the
battle was joined,
and undeath who followed
the holy armies of
Priesthood and Sahinn. A tactical retreat towards Mires Ford is
in Gar'Udok's steps worthe South striking
begun. The armies of the south burn all bodies they encounter
shipping no deity but the
to prevent their rising as undead and to destroy members of the hard to crush the
forces of death themremnants
of
Fallen Priesthood hiding among them.
selves.
GarUdoks
undead
-1,000 GarUdoks last stand at Mires Ford, the scattering of his survivTogether they waged a
forces. But the final
ing followers
quick conquest of the
battle was far from
northlands, wresting control of the lands from the many frac- one-sided. One of GarUdoks last powerful necromancers
tious barbarian tribes who held the lands in those times. They loyal to him brought forth the dead of the entire ruined city
built an empire in the ancient cities that predated the barbar- state for one final act of carnage so great that even the gods
ian elders, and spread the worship of death across the world took note.
and even the planes.
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Assassin Spells
Level 1 Spells
Deep Shadows - shadows give concealment and +4 hide
Level 2 Spells
Bone Field - produce a field of bone caltrops
Level 3 Spells
SkinWalking - target can assume likeness of someone slain
Bard Spells
Level 5 Spells
Hold the Slain - hold person vs undead
BlackGuard Spells
Level 1 Spells
Deep Shadows - shadows give concealment and +4 hide
Skeletal Cohort - animates a single skeleton
Weeping Wounds - attacks on target deal +1d6 damage
Level 2 Spells
Visceral Wounds - all wounds on target bleed 1 dmg/rnd
Zombie Cohort - animates a single zombie
Cleric Spells
Druid Spells
Level 4 Spells
Charnel Blight - target's skeleton decays from disease
Mortification of the Flesh - partial immunity to critical hits
Level 6 Spells
Plague - infects all creatures in 30 feet with a disease
Scattered Escape - become a swarm of insects
Level 0 Spells
Pet Cemetery - animates one tiny animal skeleton
Renew the Tide of Unlife - preps a corpse for animation
Level 1 Spells
Minor Mendings of the Fallen - heals damage to undead
Skeletal Cohort - animates a single skeleton
Level 2 Spells
Aura of Death - +2 intimidate, -2 on enemy will saves
Channeling Ward - gives undead turn resistance
Dark Aura - 10% miss chance, -1 to be hit, +4 intimidate
Dead Eyes - provides sensory link with undead
IV
Ranger Spells
Level 1 Spells
Deep Shadows - shadows give concealment and +4 hide
Acidic Vitae
Finally Ink-Fingers landed a telling blow on the Gar'Udok's
guardian beast through it's tough hide. But the rewards she
received were as bad as the claws of the beast itself; a
splash of vitriolic blood sprayed from the wound, burning into
her face and chest and sending her reeling in a cloud of acrid
fumes.
Transmutation
Level: Sor/Wiz 3, Plague 4, Rot 4
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell causes the target to bleed acid, burning anyone
wounding them.
While under the effect of this spell, any wounds the target
takes causes acid to splash around them. While the target of
the spell is immune to the damage from their own blood,
those around them are not so fortunate. While affected by
this spell, any piercing or slashing damage taken causes an
acid splashing the direction from which the attack came.
Characters within 5 feet must make a Reflex save (DC 10 +
amount of damage done), or suffer 1d4 points of acid damage +1 point for every 2 damage dealt to the target in the
attack that triggered the splash (1d4+20 max). The acid automatically deals damage to any normal weapon that breaks
the undead's skin, and magic weapons are afforded the
same save as the attacker.
Material Components: a small vial (1 dram) of acid.
Ageless
By the time Gar'Udok became one of his own creations, it
was said that he had already lived a thousand years as a
mortal human in these realms. But these tales are oft dismissed because such age is never seen among any of the
races of the New Kingdoms
Necromancy
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 hour
Range: Touch
Target: Creature Touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell completely stops ageing for it's duration.
This spell negates the effects of ageing on the recipient for
a period of one day. It has no effect on ageing caused by
magical or divine means. Multiple Ageless spells cast within
the same day have no additional effect. Cast each day, this
spell does, of course, grant the recipient immortality of a type
- they will no longer age whilst the spell is in effect, though
death of less pleasant means is always possible.
Material Component: One pint of blood from a creature of
the same race, but at least half the age of the recipient of this
spell.
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Aura of Death
A certain uneasiness accompanied her as Chondri was
carried upon her litter to inspect those troops under her command. As her gaze settled on someone, they would twinge,
or look away or otherwise wither under her passing inspection.
Necromancy (mind-affecting)
Level: Clr 2, Sor/Wiz 2
Components: V,S,F/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Area: Close range radius around caster
Duration: 10 minutes / level
Saving Throw: Will negs
Spell Resistance: Yes
This spell gives the caster an aura that is creepy and
unsettling and that can be concentrated on one target for
greater effect.
The Aura of Death surrounds the caster, subtly touching
all who enter the area of effect (that travels with the caster).
The caster gains a +2 circumstance bonus to intimidate
checks. All those within the area of the Aura of Death
receive a -2 morale penalty on will saves against spells cast
by the caster of the Aura of Death (a successful will save
negates this effect). If the caster decides to concentrate the
effects of the Aura on a single target, that target must make
a will save or suffer a -2 morale penalty on all rolls as long
as they are the sole target and within the area of the Aura.
While the Aura is being concentrated in this way, others
within the Aura are no longer penalized on their will saves.
Arcane Focus: an eyeball.
VI
Bone Arrow
With a flick of the wrist, Sahinn cast a bone towards
Regus, then turned and ran. The bone flew straight as a
shaft of a longbow, striking Regus on the shoulder. Regus
would have ignored it, but then the bone began to shiver and
split and somehow formed a complete, animated skeleton
which jumped upon him.
Conjuration
Level: Sor/Wiz 3, Bone 4
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: Ray
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No
This spell enchants a bone to act as a missile weapon and
then into a skeleton.
The spellcaster throws the bone at an enemy as a ranged
touch attack, inflicting 1d4 damage per caster level (max
10d4). As soon as it strikes, the bolt conjures forth a medium-sized skeleton that it seems to morph into. If the bolt fails
to strike a living target, the skeleton does not manifest. The
skeleton appears in an adjacent square as close to the facing closest to the spellcaster that it can without appearing in
an occupied square. If all squares around the target are
occupied, it appears in the facing closest to the caster,
prone, and the person in that square must make a Reflex
save to avoid falling prone also. The skeleton (unless it is
conjured prone) can attack this round. It remains for 2
rounds per caster level and automatically attacks the caster's enemies.
Material Component: A single bone at least 8 inches long.
Bone Field
As SkinDancer ran, shedding the face of her latest victim,
it seemed that the dead trailed her, as shards of bone broke
through the cobblestones and pierced the feet of her pursuit.
Conjuration
Level: Sor/Wiz 3, Ass 2, Bone 5
Components: V,M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: One 5 ft square / level
Duration: 1 minute / level
Saving Throw: Reflex negates (see below)
Spell Resistance: No
Shards of bone jut up from the ground, slowing pursuit.
Regardless of the material of the local floor or ground, it
sprouts small fragments of bone that seem to push up
through it. Any time someone moves into an area affected
by this spell or spends a round fighting while standing in
such an area, they must make a Reflex save to avoid stepping on the bone fragments. Failure causes 1d4 physical
damage (treat as a +2 weapon for damage reduction) and
counts as exposure to the disease Filth Fever (see the
System Resource Document for information on disease).
Caustic Spray
With a quick swig from the flask, the half-naked sorcerer
suddenly exhaled a massive blast of noxious, fuming acid
upon the advancing skeletons, reducing half of them to a thin
smoking paste across the flagstones.
Conjuration
Level: Sor/Wiz 5, Vermin 6
Components: M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex half (see below)
Spell Resistance: Yes
This spell allows the caster to spew forth a blast of potent
acid.
The spellcaster exhales a blast of caustic acid in a shortrange cone dealing 1d8 acid damage per level, max 10d8
damage with victims allowed a Reflex save for half damage.
In addition, anyone failing the Reflex save is nauseated for 1
round from the noxious fumes unless they succeed at a
Fortitude save.
Arcane Material Component: A big sip of acid during the
spellcasting, consuming one half of a 20gp vial of acid (as
per the System Reference Document). When consumed in
this way in the spellcasting, the acid deals no damage to the
caster.
Channeling Ward
As the soldiers fell about him, Regus the Holy set about
with his holy symbol and pure divine energies. But the zombies continued their deadly assaults upon the fortress walls,
finally crushing Regus underfoot, ignoring the symbol of his
deity, still clutched in his hand, jutting up from his crushed
body..
Necromancy
Level: Sor/Wiz 3, Clr 2, Undead 2
Components: V,S,M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Area: 30 ft radius spread
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No
This spell bolsters the negative energy animating undead
creatures, making them more resistant to turning.
All undead in range receive a +4 profane turn resistance
bonus, increasing their effective hit dice by 4. This only
applies to turning checks. If the caster is undead, he may target himself with it. This is markedly different from desecrate,
Charnel Blight
When the Prophet Chondri the Dark took displeasure in
someone, they would be lucky if they were slain in the night
as was her final end. Instead, most shambled about as their
bones decayed within them from a potent disease she had
been granted by her master Bulboros.
Necromancy
Level: Clr 4, Drd 4
Components: V,S,DF
Casting Time: 1 full round
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fort negs
Spell Resistance: Yes
This spell gives the target an immediate case of a strong
wasting disease.
The target of Charnel Blight immediately contracts a case
of Bulboros' own wasting disease with no incubation period.
This disease is treated as any disease in the System
Resource Document, with a DC equal to two higher than the
spell DC for the spellcaster and with a damage of 1d6 Con.
In addition, for every 3 Con lost this way, the target must
make another save against the disease or suffer one of the
Con loss as permanent and also take 1 point of permanent
Strength loss.
Construct of Viscera
Gar'Udok leaned down over the fallen form of Sahinn, slain
at his hand. He reached down and pulled up a mass of viscera which quickly took form as a monster of blood and muscle which then moved towards Sahinn's followers.
Necromancy
Level: Clr 5
Components: V,S,M
Casting Time: 1 full round
Range: Touch
Effect: Creates one Visceral Construct
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
This spell draws forth a construct of viscera from a fresh
corpse.
The spellcaster raises a Visceral Construct from the body
of a freshly-slain creature of medium-size or larger, animating the viscera (bones, sinew and muscle) with a portion of
his own life force. The Visceral Construct attacks your enemies until ordered to cease, the spell's duration ends, or the
construct is slain. If the construct is reduced to 0 hp or the
spell ends, the construct is reduced to dust. The spellcaster
can give the construct simple commands such as guard or
carry. The Construct will always attempt to remain within 60
feet of the spellcaster in melee, and within 30 feet outside of
melee.
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When the Visceral Construct strikes a living foe, the spellcaster receives magical healing of 1 point for every 3 points
of damage the construct deals (any healing greater than the
damage received by the spellcaster is lost). When the
Visceral Construct is damaged, the spellcaster takes 1 point
of damage for every 5 points of damage the construct has
taken. Curative magics have no effect on the Visceral
Construct.
Material Component: The skull of a celestial or infernal
creature (small specimens can be purchased in some major
cities for approximately 200gp).
Dark Aura
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Dark Forces
The elite guards of the Fallen Priesthood practically
swooped into the chamber, wrapped in cold darkness, to
drag Binford from his audience.
Illusion
Level: Sor/Wiz 5, Clr 6
Components: V,S,F/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / level)
Target: 1 creature per level within range
Duration: 10 minutes / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell is a version of Dark Aura that targets multiple
creatures, it is in all other ways identical to the Dark Aura
spell above.
Dead Eyes
Although the priesthood was almost never seen in the
streets, the folk had long ago learned that even the walking
corpses that went to and fro on dark errands could hear
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them and watch them, and then the priesthood would arrive
to investigate.
Divination
Level: Sor/Wiz 2, Clr 2
Components: V,S
Casting Time: 1 action
Range: Touch
Target: One Undead
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: No
This spell allows the caster to "piggyback" on one of his
undead's sensory apparatus.
By casting this spell, the necromancer becomes able to
see and hear through the "eyes" and "ears" of a controlled
undead creature he has animated or raised. No other communication of senses is permitted through the use of this
spell, nor are special sight or hearing qualities such as darkvision. Only one such sensory link may be maintained at any
one time. Dead eyes operates at a range of up to one mile
after being cast.
Deep Shadows
As Sahinn entered the room, it seemed to darken around
him, as if the sun retreated from his very presence. From
inside those deep shadows, SkinDancer crept in, unseen for
now.
Illusion
Level: Ass 1, Blk 1, Rgr 1, Sor/Wiz 1
Components: S,M
Casting Time: 1 action
Range: Touch
Area: 60 ft radius from touched target
Duration: 10 minutes / level (D)
Saving Throw: None
Spell Resistance: No
This spell creates deep, dark shadows in the area.
This spell doesn't actually create shadows, it just makes
existing shadows much larger and darker, and enhances
them so they even interfere with low-lite vision and darkvision. The shadows created by this spell provide one quarter
concealment to anyone within them (providing a 10% miss
chance) or one-half concealment to anyone seeking the
cover of the enhanced darkness (providing a 20% miss
chance) as well as a +4 circumstance bonus on hide rolls.
It the spell is cast on a small object that is then placed
inside or under a lightproof covering, the spell's effects are
blocked until the covering is removed.
Deep Shadows is countered by any light spell of equal or
greater level.
Material Component: Anything small that can be burned to
produce black smoke (such as a small piece of cork)
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: One creature / level, no two of which can be more
than 30 ft apart.
Duration: Concentration, up to 1 round/level
Saving Throw: Special
Spell Resistance: Yes
Each round, the spellcaster concentrates on one undead
subject, which must be in range. If the subject has less than
6 hit dice, it becomes instilled with massive amounts of positive energy and is instantly destroyed. From that point on,
necromantic spells are useless against the destroyed subject.
Further, once an undead subject is destroyed in this manner, its controller suffers positive energy feedback and must
make a Will save (DC 17) or lose an amount of hit points
equal to the destroyed subject's hit dice. Controllers
destroyed in this fashion are purged from humanity and suffer an additional -4 penalty to any spells or effects that can
raise them in any manner.
Exoskeletal Animation
Kurosh laughed as Silverthorne collapsed from the strike of
his steed, a long-dead giant scorpion. Instead of losing it's
potency, the poison delivered by the fatal sting was strong
and dark, aged to perfection.
Necromancy
Level: Clr 4, Sor/Wiz 6
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: One or more vermin corpses
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell animates Giant Vermin skeletons.
This spell turns the exoskeletons of slain giant insects into
undead exoskeletons that follow the caster's spoken commands. The exoskeletons can follow the caster, or can
remain in an area and attack any creature (or just a specific
type of creature) entering the place. The undead remain animated until they are destroyed.
Treat this spell exactly as Animate Dead (in the System
Reference Document) except that it only works on the
corpses of giant insects (mostly classified as Vermin).
(Animate dead only creates skeletons from creatures with
bones, so it doesn't work on any of the Vermin in the System
Reference Document as they are all invertebrates with a
chitinous exoskeleton). See chapter 2 for information on
Exoskeletons.
Material Component: The caster must place one or more
black gemstones worth at least 50gp into the mouth or eye
socket of each corpse. The magic of the spell consumes the
gems.
Final Glimpse
Gar'Udok learned late in life of the infinite possibilities associated with fear. He believed Final Glimpse worthy to wipe
Gar'Udok's Aura
Tales are that whenever Gar'Udok travelled, the dead rose
up to walk with him. More detailed accounts indicate that it
was only those slain in his presence (thousands by the end
of his tyranny) that would rise to shamble along beside him
Necromancy
Level: Clr 5, Death 5, Wiz/Sor 7
Components: V,S,F/DF
Casting Time: 1 full round
Range: 100 ft / level
Area: 100 ft / level radius spread centered on you
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: No
This spell creates a field in which any creature that dies is
immediately animated as a zombie.
Any creature that dies within this spell's are of effect rises
as a zombie after 1d4 rounds, under the caster's control.
Corpses that are brought into the circle are not reanimated,
nor are ones that predate the spell (i.e., casting this spell in
a graveyard does not cause all of the residents to rise). Note
also that undead created by this spell count against the maximum number that can be controlled.
Arcane Focus: A vial of the caster's own blood.
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Grafted Armament
Gar'Udok's High Guard were terrible indeed - skeletons
perhaps, but with mighty swords and axes in the place of
their forearms or hands, all said to be potent magic weapons
in their own right.
Transmutation
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 hour
Range: Touch
Target: One or more skeletons or zombies touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell grafts weapons to the body of a skeleton or zombie.
Life's Veil
Mask Death
With the prevalence of Detect Undead among the northerners once Gar'Udok began his rise to power, he had to seek
ways to conceal his risen agents from them. Many of his
agents passed in public wearing the protection of this spell
along with Life's Veil.
Illusion (Figment)
Level: Clr 2, Sor/Wiz 2, Undead 2
Components: V,S,M/DF
Casting Time: 1 action
Range: Touch
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Necropolis
Gar'Udok reached to his belt and with but an arcane gesture, his hands came away wielding an ivory staff of palpable
evil that smote down Koran.
Conjuration (Creation)
Level: Clr 2, Sor/Wiz 2, Death 2, Bones 2
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: One touched chip of bone
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
This spell creates a staff of bone in the caster's hand. The
bone staff created by this spell is unusually effective. It
becomes a weapon with a +2 enhancement bonus to attack
and damage rolls. It deals 2d6 points of damage (+2 for the
enchantment) with a critical threat range of 19-20 when the
caster wields it. If the caster does not wield the staff it crumbles to dust, just as it does at the end of the spell duration.
Material Component: A chip of bone, which enlarges into
the staff.
Pet Cemetery
Osseous Staff
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Risen Armies
The "passing" of Chondri the Dark didn't only spell the end
of Bulboros' voice in the northlands, but also of a large number of the halfling populace in Gar'Udok's encampment.
Strange disease ripped through their ranks, decimating
them by the time healing magics were brought to bear.
Necromancy
Level: Clr 6, Drd 6, Sor/Wiz 7
Components: V,S
Casting Time: 1 action
Range: 30 feet
Target: All creatures in a 30 ft radius sphere around caster
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
This spell causes a mass of infectious diseases to strike
within it's area.
Everyone within the radius except for the spellcaster
immediately contracts a disease, which strikes immediately
(without an incubation period). Except as indicated above,
this spell acts identically to the Contagion spell in the
System Reference Document.
Scattered Escape
Drelga led the rush into the fell necromancers lair. They
had caught him by surprise as he was making his way to the
vault he slept in. But the surprise was quickly theirs as he
seemed to shatter into a thousand tiny insects that rushed
away through holes in the floor.
Transmutation
Level: Drd 6, Vermin 8
Plague
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Components: V,S
Casting Time: 1 action
Range: Personal
Effect: You
Duration: 20 minutes / level (D)
This spell turns the caster into a swarm of insects.
The Scattered Escape spell transforms the caster (and all
equipment and carried possessions) into a swarm of minutes
insects which carpet the area - the caster can select either
spiders or flying beetles as the plural form. Casting the spell,
like any polymorphing, initially restores lost hit points as if the
caster had rested for a full day.
The caster retains control over his new plural form, and it
acts under his control, moving as a single creature. In this
way, the plural form acts identically to the swarm from a summon swarm spell.
In the plural form, the caster is subject to magic that affects
vermin. Spells that target one creature or total hit dice less
than the casters character level have no effect. The plural
form cannot be fought with weapons, but area effect spells
and attacks deal damage as normal to the caster. The caster cannot cast spells with somatic, material or focus components while in this form.
If the swarm is scattered in any way (through the effects of
a gust of wind or stinking cloud spell as per the summon
swarm spell description or through the voluntary choice of the
spellcaster), it shatters from a swarm into one thousand individual insects which all depart in different directions. Of these
insects, one group of 100 insects contains the life-force of the
spellcaster. This group has 10% of the casters remaining hit
points, and travels (as do the other insects) at a speed of 30
feet for spider or 90 feet for flying beetles. Once an insect is
more than 180 feet from the central life-force of the swarm, it
dissipates harmlessly in a puff of acrid smoke. The group of
100 insects that contains the casters life force can be detected as being different from the rest of the swarm only through
a true seeing effect.
When the spell ends, or the caster desires, the swarm (or
the life-force carriers if the swarm has scattered) reforms into
the spellcaster and all his equipment and possessions.
Skeletal Cohort
Gorath the Cursed stared down once again at his mangled
legs before summoning his manservant to carry him downstairs for the meeting. The manservant, Aaron, had been with
him for years, and only thought of the needs of Gorath. Aaron
had even become ever so thin, obviously not taking proper
care of himself this past while.
Necromancy
Level: Sor/Wiz 1, Clr 1, Blk 1, Bones 1
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: One corpse or skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the body or bones of a person or creature
into a skeleton.
This spell will only animate dead creatures of medium-size
or smaller. The skeleton can follow you and follows your commands or can remain in an area and attack any creature (or
just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again. Regardless of the number
of times this spell is cast, only a single skeleton from this
spell may be controlled at any one time by a single caster. If
another skeleton is animated using this spell whilst another is
already under your control, the original becomes uncontrolled. This undead does not count against your HD limit of
controlled undead.
An undead skeleton can be created only from a mostly
intact skeleton or corpse. If a skeleton is made from a corpse,
the flesh falls off the bones. Statistics for skeletons based on
size can be found in the System Resource Document.
Material Component: A small black onyx worth 50gp,
placed in the skeleton or corpse's eye socket or mouth. It is
destroyed in the casting.
Skeletal Strength
Shrapnel
With a blast the bone in his hand exploded, raining sharp
fragments across the armored ranks that faced him down.
Evocation (Force)
Level: Clr 3, Sor/Wiz 2, Bones 3
Components: V,S,M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Cone
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
This spell detonates a piece of bone, spraying fragments
over a small area.
All targets in the area of effect take 1d10 piercing damage
+1 force damage / caster level (max 1d10+10) from the
shrapnel of magically-propelled bone fragments projected by
the spell. A reflex save reduces the damage by half.
Material Component: A sizeable (1lb) chunk of bone.
Even once destroyed, bereft of the animating forces of negative energy, Binford found the bones of the skeletal legion
were incredibly heavy and hard, nearly impossible to break
between his hairy hands.
Transmutation
Level: Sor/Wiz 3, Undead 2
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: One 10 ft cube / level or 1 Hit Die of Creatures / level.
Duration: 1 minute / level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
This spell makes bone harder and more resistant to damage.
This spell enchants bone. Mostly used to bolster skeletons
and undead, even bone armor and walls can be strengthened by this enchantment. Some common bone targets and
the effects upon them are listed below.
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Visceral Wounds
Witnesses to the third death of Lord Gareth indicate that a
single pin-prick started him to bleed, and twenty more finished him off in a pool of his hot vitae..
Necromancy
Level: Sor/Wiz 2, Blk 2
Components: V,S,F/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Ray
Duration: 2 rounds / level
Saving Throw: Fort partial
Spell Resistance: Yes
A more potent form of Weeping Wounds, below.
This spell accelerates injuries to living tissue and makes
wounds more serious. With this spell, even a small pin prick
can cause a subject to bleed to death, as the wound resists
all attempts to halt the flow of blood.
A ranged touch attack must be made against the subject.
If the target succeeds at a Fortitude save, then he is affected as if struck by a Weeping Wounds spell, but should he
fail, the subject will suffer one point of damage each round
from blood loss and rapid decomposition, for the duration of
the spell, for every attack that is augmented by the weeping
wounds effect (for example, a target struck three times during the spell duration will suffer 3 damage per round from
blood loss and decomposition). Stopping this damage
requires the application of any form of magical healing or a
Heal check at DC 15. This spell has no effect on undead,
constructs, animated objects, outsiders and oozes.
Arcane Focus: autopsy tools or a sacrificial dagger.
Weeping Wounds
With each slash, the creature's blade seem to strike deeper and closer to the bone, and soon Mikael was splattering
blood across the floor and walls with each thrust and parry in
this macabre ballet.
Necromancy
Level: Sor/Wiz 1, Blk 1
Components: V,S,F/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Ray
Duration: 2 rounds / level
Saving Throw: None
Spell Resistance: Yes
This spell accelerates injuries with small amounts of
negative energy.
By infecting the target with a minute amount of negative energy, this spell accelerates injuries to living
tissue and makes wounds more serious. Even a small
knife wound can be made to bleed more heavily, the
flesh around it turning septic as the spell works its
dark magic.
A ranged touch attack must be made against the
subject. If successful, the subject will take an additional 1d6 damage every time it takes damage from
any weapon or non-energy damage source (so not
from spells that deal energy damage, or breath
weapons), for the duration of the spell. This spell has
no effect on undead, constructs, animated objects,
outsiders or oozes.
Arcane Focus: a small bonesaw.
Zombie Cohort
General Sahinn was never seen in public without
the corpse of his latest concubine shambling around
with him. As they grew older and began to decompose to the extent of losing limbs, he would replace
them from the slave pits.
Necromancy
Level: Sor/Wiz 2, Cleric 2, Blk 2
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the body of a creature into a zombie.
This spell will only animate dead creatures of mediumsize or smaller. The zombie can follow you and follows your
commands or can remain in an area and attack any creature
(or just a specific type of creature) entering the place. The
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Special Attacks: Deadly Gaze, Poison
Special Qualities: Undead, Darkvision 60 ft, Damage
Reduction 10/+3, Turn Resistance +2, Magic Vulnerability
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 13, Cha 20
Skills: Bluff +14, Diplomacy +7, Disguise +10, Intimidate +8,
Listen +12, Move Silently +11, Spot +12
Feats: Alertness, Toughness, Weapon Finesse (Snakes)
Climate / Terrain: Any Land or Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Lawful Evil (usually)
Advancement: By character class
The first Alabaster Maiden is said to have been created by
an Arch-Devil who had fallen in love with a Medusa who was
later struck by her own gaze and turned to stone. Rather
than bring her back to flesh, the Arch-Devil in question had
her re-sculpted and then animated her now-statuesque form
to be his eternal consort.
The procedure has since been reproduced on several
occasions, always producing these beautiful, infernal monsters. The form of the Alabaster Maiden is that of a beautiful, pale white woman with serpentine hair, seemingly made
of actual alabaster (as she is). Her eyes are pure black,
appearing as pits into the void to those few who survive her
gaze. Because her skin tone and form is more closely
human, the Alabaster Maiden has a much easier time than
normal medusas insinuating themselves into cities.
Alabaster Maidens prize art, jewellery, and wealth,
although their unlives do not revolve around these goals as
much as they did in life.
Alabaster Maiden
"She was beautiful in a sense that mortals wouldn't dare.
Purest white skin, tall, fierce, with eyes that would strike a
man dead at 30 paces."
"Come now, skald, surely beauty can be described as less
than fatal!"
"For your bride-to-be, certainly. But not for this young creature of the night. She wooed and loved, but when angered,
death was sure to follow in her wake. This is the story of
Caramina, the only woman ever to find herself in fell
Gar'Udok's eyes."
Medium-size Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2 (Dex)
Speed: 30 ft
Armor Class: 22 (+2 Dex, +10 Natural Armor)
Attacks: 1 Slam +6 (melee), Snakes +1 (melee)
Damage: Slam 1d8+3, Snakes 1d4+1 and Poison
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COMBAT
Alabaster Maidens disguise their true form until victims are
within range of it's attacks, using subterfuge and bluffing to
convince it's victim that they are not in danger. They rarely
carry any weapons, unless highly appropriate to their class
or mission (or a particularly prized magic item). Their magically stony form prevents most weapon damage, and being
undead they are immune to their own gaze, and are therefore usually more brave in combat than most medusae.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, disease and similar effects. Not
subject to critical hits, subdual damage, ability damage,
energy drain or death from massive damage.
Deadly Gaze (Su): Slay living, 30 foot range, resisted with
a Fortitude Save (DC 18)
Darkvision (Ex): Alabaster Maidens have 90 foot darkvision.
Poison (Ex): Persons struck by the Alabaster Maiden's
snakes are also injected with their lethal poison. Fortitude
Save (DC 18), initial damage 1d8 temporary Strength, sec-
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COMBAT
While the Bloody Lords don't shirk from combat, they tend
to leave a majority of the work to any Graveborn they can
raise to attack for them. When a Bloody Lord or one of their
enemies falls on the battlefield, it is almost immediately
raised as a Graveborn the next round.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, disease and similar effects. Not
subject to critical hits, subdual damage, ability damage,
energy drain or death from massive damage.
Raise Graveborn (Su): Bloody Lords in combat will raise
the bodies of their allies and enemies alike to attack their
foes. As a simple action (which does not provoke an attack
of opportunity), a Bloody Lord can turn any corpse within
short range (25 ft plus 5 ft per 2 HD, normally 35 feet) into a
Graveborn. Treat a Graveborn as a Zombie of the appropriate size level for the corpse animated, except that
Graveborn do not suffer from the Partial Actions Only weakness of regular zombies, and they deal damage 2 dice higher than indicated for a zombie of their size (so a mediumsized Graveborn would deal 1d10+1 damage in combat).
Graveborn only remain animated for 2 rounds per hit die,
disintegrating back to the earth afterwards, unable to be
reanimated in this way or into another undead form by other
means.
Create Spawn (Ex): Anyone with levels of Barbarian slain
by a Bloody Lord or a Graveborn will rise in 1d4 days as a
Bloody Lord unless their corpse is anointed with a bless or
spell.
Bonus Feat (Ex): Bloody Lords gain the Toughness feat
as a bonus feat.
Crypt Angel
The stink of battle was thick and oppressive. The charnel
stink and black smoke of burning corpses, the smell of
sweat, blood, and burnt oil. The constant noise of the carrion
birds, already picking at the bodies while the battle still went
on near the old Palace of Mire Ford.
Quickly, as a crow flies, something evil swooped across
the carnage towards the last battle signs - in it's wake the
corpses began to move again, shedding the rictus of their
demise. It's black blade crashed through a silver-armored
form on the back ranks. Then with black feathers scattering
about him, the Crypt Angel set about the rear lines of the
battle, attacking the wounded and the clerical aides tending
to them, as new undead, intent only on destruction, began
the assault from behind.
Medium-size Outsider (Evil, Fallen Angel)
Hit Dice: 12d8+48 (102 hp)
Initiative: +8 (+4 Dex, Improved Initiative)
Speed: 50 ft, fly 100 ft (good)
Armor Class: 29 (+4 Dex, +15 Natural Armor)
Attacks: +3 Bastard Sword of Wounding +21/+16/+11
melee
Damage: +3 Bastard Sword of Wounding 1d10+12 and cripple
Face/Reach: 5 ft x 5 ft / 5 ft
Disease Golem
Disgusted by the dark paths of unlife that evil gods confer
upon their loyal followers, Garu'dok began an epic campaign
of slaughter. His first target - every recorded mummy of the
desert lands. He raided their tombs and other resting places,
battling them to the death of undeathbut his task wasn't
complete there. Spitting in the faces of the dark gods themselves, Garu'dok gathered together the bodies of every
mummy slain in combat against him and returned to his
sanctuary - intent on giving these dolts a path of immortality
that only he could provide
Large Construct
Hit Dice: 14d10 (77 hp)
Initiative: -1 (Dex)
Speed: 20 ft (can't run)
Armor Class: 24 (-1 Size, -1 Dex, +16 natural)
Attacks: 2 Slams +18 (melee)
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CONSTRUCTION
A disease golem's body comprises numerous pieces of
mummies - a very daunting task indeed. Like the flesh
golem, the assembly of the disease golem requires a minimum of 6 different medium-sized bodies, one for each limb,
the torso, and the brain. Depending on the initial success or
failure of the creator (and sizes larger than the norm), more
bodies may be necessary.
The golem costs 100,000 gp to create, which includes
1,500 gp for the construction of the body. Assembling the
body requires a successful Craft (leatherworking) or Heal
check (DC 17).
The creator must be at least 16th level and able to cast
arcane spells. This process requires the following spells:
mixture and the following spells must be used to finish the
process: geas/quest, limited wish, poison, polymorph any
object, and contagion. This creation also drains 1,600 XP
from the caster.
Obsidian Golem
One large 10-foot humanoid form made of sharp-edged,
rough-cut obsidian stood in the middle of the courtyard. It's
glassy gaze seeming to watch over the smashed statuary all
about it, silent testimony to the power of it's rough-hewn
fists.
Large Construct
Hit Dice: 12d10 (66 hp)
Initiative: -1 (Dex)
Speed: 20 ft (can't run)
Armor Class: 25 (-1 Size, -1 Dex, +17 Natural Armor)
Attacks: 2 Slams +16 (melee)
Damage: Slam 2d10+8 and Petrification
Face/Reach: 5 ft x 5 ft / 10 ft
Special Attacks: Petrification
Special Qualities: Construct, Darkvision 60 ft, Magic
Immunity, Damage Reduction 25/+2
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 26, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate / Terrain: Any Land
Organization: Solitary or Gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Neutral (always)
Advancement: 13-19 HD (Large), 20-40 HD (Huge)
The Obsidian Golem is a rare variant of the Stone Golem.
COMBAT
The Obsidian Golem is a formidable and terrifying monstrosity, physically powerful, difficult to harm, and able to dispatch foes in a single blow through petrification.
CONSTRUCTION
An Obsidian Golem's body is chipped from a single block
of purest volcanic obsidian, weighing at least 3,000 pounds.
The golem costs 100,000 gp to create, which includes 2,000
gp for the body. Assembling the body requires a successful
Craft (sculpting) check (DC 20). The creator must be 16th
level and able to cast arcane spells. Completing the ritual
drains 1,600 XP from the creator and requires geas/quest,
limited wish, polymorph any object and flesh to stone.
Poison Golem
Gar'udok smiled a horrific rictus grin as each thrust of the
assassin's poison-coated dagger arced towards his longdead throat - inspired now, those fools that sent this retch in
this failed coup would soon have their own worries to contend with
Large Construct
Hit Dice: 12d10 (66 hp)
Initiative: +1 (Dex)
Speed: 30 ft (can't run)
Armor Class: 22 (-1 Size, +1 Dex, +12 natural)
Attacks: 2 Slams +15 (melee)
Damage: Slam 2d8+7
Face/Reach: 5 ft x 5 ft / 10 ft
Special Attacks: Berserk, Improved Grab, Poison Breath,
Wound
Special Qualities: Construct, Darkvision 60 ft, Magic
Immunity, Damage Reduction 15/+1, Poison, Fear
Saves: Fort +4, Ref +5, Will +4
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Abilities: Str 25, Dex 12, Con -, Int -, Wis 11, Cha 1
Climate / Terrain: Any Land or Underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Neutral (always)
Advancement: 13-18 HD (Large), 19-33 HD (Huge)
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Restless Ghoul
With one final slash from his rapier, Ruha cut down the last
of the wolves. Steam from their blood on the snow mingled
with his breath, caught in the still winter air. It had been a
harsh winter, food was scarce and was driving the wolves to
attack hunters in the wild.
While he caught his breath, Ruha didn't hear the frozen
corpse rise up behind him, feeding off the death around it,
and was unaware of it's presence until it's thin, cold claws
grasped him by the neck.
Medium-size Undead
Hit Dice: 2d12 (13 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
Armor Class: 15 (+3 Dex, +2 Natural Armor)
Attacks: 1 Bite +4 (melee), 2 Claws +2 (melee)
Damage: Bite 1d4+3 and paralysis
Claws: 1d6+1 and paralysis
Face/Reach: 5 ft x 5 ft / 5 ft
Special Attacks: Paralysis, Create Spawn
Special Qualities: Undead, Darkvision 60 ft, +2 turn resistance, Rise Again
Saves: Fort +0, Ref +3, Will +6
Abilities: Str 16, Dex 16, Con -, Int 13, Wis 16, Cha 16
Skills: Balance +4, Climb +8, Escape Artist +5, Hide +8,
Intimidate +8, Jump +7, Listen +6, Move Silently +8, Ride
+5, Search +5, Spot +8
Feats: Improved Initiative, Multiattack
Climate / Terrain: Any Land
Organization: Solitary, Gang (2-4) or Pack (3-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Evil (always)
Advancement: 3-4 HD (Medium-size)
The origin of the Restless Ghouls is unknown to this day,
although they appear to be a creature unique to the northlands. Restless Ghouls appear initially no different than a
normal ghoul, appearing more or less humanoid with mottled decaying flesh drawn tight across clearly visible bones.
Most Restless ghouls still have their hair from life, now matted and dirty. Their eyes burn with a cold fire in their sunken
sockets.
They are feared among the northerners who know of them
(and few haven't heard the tales around the hearth over the
long winters) because they rise again once slain, feeding off
the deaths of others nearby. Worse still, they can be animated even by the destruction of other undead in the area, even
other Restless Ghouls. Because of this, all ghouls are usually burned upon being slain, for fear that they might be of
the Restless. There are tales of battles where Restless
Ghouls were awoken to run amok amongst the combatants,
and of murders most foul that have awoken these creatures
long ago buried in the ground.
Restless Ghouls still speak the languages they spoke in
life. Some rare specimens have also been known to
advance in level in a character class.
COMBAT
Relying on their great speed, Restless Ghouls try to strike
with surprise whenever possible, often bursting from a shallow grave.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, disease and similar effects. Not
subject to critical hits, subdual damage, ability damage,
energy drain or death from massive damage.
Paralysis (Ex): Those hit by a Restless Ghoul's natural
attacks must succeed at a fortitude save (DC 14) or be
paralysed for 1d6+2 minutes. Elves are immune to this
paralysis.
Create Spawn (Su): In almost all cases Restless Ghouls
devour those they kill. From time to time, however, the bodies of the victims lie where they fell, to rise as regular ghouls
Visceral Construct
Medium-size Construct
Hit Dice: 8d10 (44 hp)
Initiative: -1 (Dex)
Speed: 20 ft (can't run)
Armor Class: 16 (-1 Dex, +7 Natural Armor)
Attacks: 1 Slam +10 (melee)
Damage: Slam 1d10+6
Face/Reach: 5 ft x 5 ft / 5 ft
Special Qualities: Construct, Darkvision 60 ft, Bloodlink
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Climate / Terrain: Wherever Created
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral (always)
Advancement: None
Visceral Constructs are the short-lived creation of the
Construct of Viscera spell, one of Gar'Udok's trademarked
endings for his personal enemies.
Visceral Constructs are made of the bones and entrails of
a recently-slain corpse, animated for a limited time by the
life-force of the spellcaster. This sharing of life-energies
between the construct and the spellcaster result in the
strange link between the state of the construct and the state
of the caster.
COMBAT
The Visceral Construct follows simple orders. When
ordered to the attack, it always attacks the enemy nearest
the caster until slain, then it moves on to the next enemy. If
another enemy becomes closer to the caster while it's attack
the first, it will attempt to change targets on it's next action.
Regardless, it remains within 60 feet of the caster at all
times. The construct strikes with massive blows of it's bloodied fists and feet.
Construct (Ex): Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits,
subdual, ability damage, energy drain or death from massive
damage.
Bloodlink (Su): Whenever the Visceral Construct deals
damage in melee combat, the spellcaster is healed 1 hit
point for every 3 dealt by the Construct. Whenever the
Construct is damaged, the spellcaster takes 1 point of dam-
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Cairn Wyrm
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Age
Sz
HD (hp)
AC
Att
For
Ref
Wil
Breath
(DC)
Fear
SR
Wyrmling
5d12+10 (42)
+7
+5
+7
+4
1d4
(13)
Very Young
8d12+16 (68)
+10
+8
+9
+6
3d4
(16)
Young
11d12+22 (93)
+13
+9
+9
+8
5d4
(17)
14
Juvenile
14d12+42 (133)
+17
+12
+11
+10
6d4
(20)
16
Young Adult
17d12+51 (161)
+21
+13
+12
+12
7d4
(21)
18
17
Adult
20d12+80 (210)
+25
+16
+14
+14
9d4
(24)
20
19
Mature Adult
23d12+92 (241)
+30
+17
+15
+16
10d4
(25)
22
20
Old
26d12+130 (299)
+33
+20
+16
+18
12d4
(28)
24
22
Very Old
29d12+145 (333)
+37
+21
+17
+20
13d4
(29)
26
23
Ancient
32d12+192 (400)
+41
+24
+19
+22
14d4
(32)
28
25
Wyrm
35d12+245 (472)
+45
+27
+21
+25
15d4
(34)
30
26
Great Wyrm
38d12+304 (551)
+47
+29
+21
+26
17d4
(37)
32
28
Speed
Str
Dex
Con
Int
Wis
Cha
Wyrmling
Age
11
16
13
10
11
Very Young
13
16
14
11
11
Young
15
15
15
12
13
Juvenile
17
15
16
12
13
Young Adult
19
15
17
14
15
Adult
23
14
18
14
Mature Adult
27
14
19
16
Old
29
13
20
Very Old
31
13
Ancient
33
Wyrm
Great Wyrm
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Special
Darkness
Caster
-
Doom
10
15
11
Deeper Darkness
17
12
16
17
13
Bone Field
21
18
19
14
12
23
18
19
15
11
35
12
25
20
21
16
13
37
11
27
20
21
17
Charnel Blight
15
COMBAT
Cairn Wyrms attack from ambush whenever possible. They
usually try to stay underground or in built-up areas where
they can find cover. They are not particularly brave examples
of the draconic breed, and will run at the first sign that they
are losing a battle.
Consume the Dead (Ex): Cairn Wyrms subsist on a diet of
the dead and decomposing. In times of trouble, they can
swallow the entire corpse of a creature up to one size smaller as a move-equivalent action. As long as they are within it's
reach without moving, it can swallow more as a full round
action as follows: up to 2 creatures 2 sizes smaller, up to 4
creatures 3 sizes smaller, up to 8 creatures 4 sizes smaller,
and so on. It's stomach can hold up to 4 creatures one size
smaller than itself at most, with progressively smaller creatures each taking one half the space of a larger creature. It
will not eat a living creature except accidentally if they are
completely immobile and helpless. A swallowed living creature takes one half the Cairn Wyrm's breath weapon damage
(no save) and is regurgitated the next turn by the Cairn Wyrm
as a move-equivalent action (and is considered to have failed
his saving throw after been caught in the Cairn Wyrm's
breath weapon attack). It takes about an hour to break down
a body one size smaller than itself into the source for it's
breath weapon (with each reduction in size reducing the time
to dissolve the body by half). Once dissolved, the body takes
up half it's normal space in the Wyrm's stomach.
Breath Weapon (Su): The Cairn Wyrm's breath weapon is
a dark blast of semi-liquid, semi-mystical sputum of the dissolved dead and negative energy. It is a cone attack of black
liquid that stinks of rotten flesh and stomach acids, incredibly
tarry and mucilaginous. Those caught within the cone take
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XXVIII
Exoskeleton
Exoskeletons are the animated husks of long-dead giant
insects and other invertebrates with a chitinous exoskeleton.
They are animated through a specialized version of Animate
Dead, Exoskeletal Animation. Animate dead only creates
skeletons from creatures with bones, so it doesn't work on
vermin and insects as they are all invertebrates with a chitinous exoskeleton.
Appearing much as they did in life, although often lacking
in obvious sensory organs, exoskeletons are frighteningly
agile and often climb to higher ground (including the ceiling)
to achieve a good vantage on their enemies.
Mindless automatons all, they obey the orders of their controllers. They do only exactly what they are ordered to do.
They draw no conclusions of their own and will take no initiative.
COMBAT
Exoskeletons attack mindlessly until their destruction or
victory.
CREATING EXOSKELETONS
Exoskeletal is a template that can be added to any vermin or any invertebrate with a chitinous exoskeleton (hereafter refered to as the base creature).
An Exoskeleton uses all the base creatures statistics and
special abilities except as noted here.
Creature Type: Change to Undead
Hit Dice: Convert to d12, remove Con bonus
Initiative: Improves by 1 due to increased Dex
Ghoul
Ghouls haunt graveyards, battlefields, plague-cities, and
other places rich with the carrion they hunger for. They lurk
where the stench of death hangs heavy, waiting to devour
their prey.
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Sample Ghoul
This example uses a Heavy Warhorse as the base creature.
Hit Dice: 5D12 (32 hp)
Initiative: +3 (+ 3 De x)
Speed: 50 ft.
AC: 19 (-1 size, +3 Dex, +7 natural)
Attacks: 2 Hooves + 7 melee; Bite +4 melee
Damage: Hoof 1d6+5; Bite 1d6+2
Face / Reach: 5 ft. by 10 f t. / 5 ft.
Special Attacks: Paralysis (DC 15), Create Spawn
Special Qualities: Undead, +2 turn resistance
Abilities: 20 Str, 17 Dex, 0 Con, 4 Int, 15 Wis, 10 Cha
Skills: Hide +2, Listen +9, Move Silent +2, Spot +9
Feats: Multiattack, Weapon Finesse (Bite)
Lekassi
Occasionally a male sentient undead under the effects of
the veil of life spell uses his mortal time to engage in acts
other than sabotage and espionage. A female of the same
base species as the undead in question, if impregnated and
brought to term, will invariably give birth to twins - one stillborn and one seemingly alive and normal. But the survivor
bears the mark of his conception, and will always be one of
the Lekassi.
A female undead impregnated under the effects of the veil
of life will miscarry when the spell expires. If the spell is
extended for the full duration of her species gestation period,
she gives birth to a single Lekassi, without the stillborn twin.
Lekassis souls are marred by the taint of their necromantic origins. Some few become powerful necromancers in their
own right, but more often their sensitivity to necromancy
results in a powerful and natural revulsion, leading to their
existence as hunters of the risen dead.
CREATING A LEKASSI
Lekassi is a template that can be added to any living creature that is not an outsider that reproduces sexually. This
creature is hereafter referred to as the base creature.
A Lekassi uses all the base creatures statistics and special
abilities except as noted here.
Special Attacks: The Lekassi retains all the base creatures special attacks, and gains Smite Undead.
Smite Undead (Su): Once per day, a Lekassi can attempt
to smite undead with one normal melee attack. The Lekassi
adds his Charisma modifier (if positive) to his attack roll and
deals 1 extra pint of damage per character level. If the
Lekassi smites a creature that is not undead, the smite has
no effect, but is still used up for that day.
Special Qualities: The Lekassi retains all the base creatures special qualities, and gains Detect Undead and
Necromantic Resistance.
Detect Undead (Sp): The Lekassi has the spell-like ability
to detect undead as a cleric of his character level three times
per day.
XXX
True Mummy
The True Mummy is the pinnacle of the embalmers art.
They are sentient undead, nearly self-created, as powerful as
any lich. The true problem with becoming one is almost all
the vital work for the creation of the True Mummy occurs after
the death of the person to be preserved - and there are no
guarantees that the embalmer will do the job correctly, or that
he will not steal the immortal power of the True Mummy as
his own, leaving the true mummy as a nearly mindless
automaton of the gods of death.
A True Mummy is a preserved corpse animated by divine
necromancies. Unlike traditional mummies (unless their
Sacred Vessels are stolen, see below), the True Mummy
remains in good physical condition, avoiding the fate of the
half-embalmed, withered and dessicated corpses that are
traditional, lesser mummies.
Generally, a True Mummy had an overwhelming goal to
motivate them towards eternal life in this blessed form.
Usually this goal propels them through their unlife. They are
thus usually less scheming and more direct than a Lich in
how they perceive and interact with the world of the living.
CREATING A TRUE MUMMY
True Mummy is a template that can be added to any sentient living creature with a solid physical form as well as the
necessary organs (tongue, heart and brain). The creature
must have been a Divine spellcaster capable of casting resurrection in order to create the Sacred Vessels for his own
transformation. This creature is hereafter referred to as the
base creature.
A True Mummy uses all the base creatures statistics and
special abilities except as noted here. A True Mummy
becomes a Desecrated Mummy if it loses any of its Sacred
Vessels.
Creature Type: Change to undead.
Hit Dice: Increase to d12.
Speed: Same as the base creature. If desecrated, the
speed of the Desecrated Mummy is reduced to 20.
AC: The True Mummy has a +4 natural armor bonus. If the
base creature already has natural armor, it is increased by +2
or increased to a total of +4, whichever is greater. If desecrated, the natural armor of a Desecrated Mummy is twice that of
the True Mummy, as its skin dries and hardens and its body
shrivels and withers.
Attacks: Gains a Slam attack at its normal Base Attack
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Character Races
BlackHand Kobolds
The dragon-folk were said to live below the ruins of the
ancient Steel River settlement. The nearby tribesfolk were
silently hopeful that the tales of the cannibal dragon-kin were
true as GarUdok travelled there in search of the legendary Caramina. Indeed he did find
the dragon-folk in the catacombs
below the city, but instead of
falling before them as their latest meal, they became willing accomplices in his
armies of death.
BlackHand Kobolds
claim to be descended
from a black dragon
necromancer who was the
same who begat the Cairn
Wyrms. They do indeed have a
propensity towards
magic
and
ancient arcana,
and perhaps the
blood of dragons
truly flows thicker
in their veins than
most kobolds.
Like their common ilk,
BlackHand Kobolds are short,
reptilian humanoids. Their skin tone
varies from a pale grey to a rusty beige
colour, generally lighter than most kobolds. They
sport two small, light-colored horns on their dog-like
heads, small red eyes and a non-prehensile tail like
that of a rat, which they sometimes adorn with spiked
weights for combat.
BlackHand Kobolds dress in cloth and leather,
dyed in hues suited to their temperament bone white or grey, pitch black or blood
red. They tattoo themselves extensively, mostly using black and dark blue
pigments - although all adults of the
race bear one tattoo in common the palms of their hands are tattood
black as they come of age, as well as a
single black band tattooed around each
wrist.
While able to eat plants and animals, BlackHand Kobolds
have taken a taste to raw meat in particular, and are known
to eat their own dead as well as the dead of those they defeat
in battle. This reputation, combined with a tendency to look
over strangers as one would examine a poor-tasting meal is
found to be quite unnerving to many who have had to deal
with them in person.
BlackHand Kobolds prefer to live in dark, enclosed spaces,
underground if possible, or in small tents when travelling.
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Ooooh, a lucky find- a mighty religious warrior fallen in battle, left behind for dead! You there! Remove the armor, I
have no use for it- pass it along to those ghouls.
Thank you, oh All-Father, for this, Thy Paladin. Blessed
art Thou for sharing of Thy strength. Grant me his strength
that I may continue to fight better. Grant me his fortitude that
I may withstand the blows of misfortune. As we consume
these parts of his body, let the spirit that animated it inhabit
us and bless us with his gifts.
Careful now, don't damage the heart, mmmmm, yes, still
warm. Perfect. Prepare the Chalice.
Filed, pointed teeth and grisly battle rites: the AnamGlac
have discovered the true cycle of life, and have defiled it.
They draw power from the souls of the dead into themselves, to feed off it and become more powerful. Instead of
returning souls to the circle of life, they consume them and
destroy them.
The AnamGlac is one of the rare orders of druids founded upon this desecration and perversion of the magic of the
circle of life. They recruit and train neutral evil druids to
become, in time, AnamGlac themselves. They are known
as the Blood Druids to some, or the Dark Circle. They barely hold onto their beliefs as worshippers of nature, more
often worshipping dark nature gods and godlings. There are
supposedly other, smaller druidic groups that have
embraced this path to power, but none are as well organized
or as politically powerful as the AnamGlac.
The most ancient AnamGlac is an ancient druid, master
of nature who attained the power of timeless body, effectively immortal through the mixture of Druidic magics and the
souls of those he has consumed. Most, however, are corrupt
younger druids desiring the quick fix to power through the
souls of their victims. In this way, the elders ensure that they
remain the elders as the young die away beneath them. The
candles that burn twice as bright...
Table 3-1: The AnamGlac
Class
Base
Fort
Level Attack Bonus Save
1
2
3
4
5
6
7
8
9
10
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+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Spellcasting
+1 spellcaster level
+1 spellcaster level
+1 spellcaster level
+1 spellcaster level
Cryptosporidios
A disease that strikes persons eating in unsanitary conditions. Symptoms of cryptosporidios include abdominal
cramps, mild nausea, vomiting, headache and loss of
appetite.
Incubation Period: 1d12 days
Damage: 1d2 Con
DC: 16
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The Khukuri
(exotic weapon)
Khukuri are curved bladed weapons based on the most
primitive hooked swords. Because of the curvature and
the heavy head, a Khukuri chops with exceptional strength,
dealing significant damage when aimed properly. Full
decapitations are not unknown using these weapons.
Khukuri come in three sizes in game terms, small blades
(15 inches long), Medium blades (21 inches long) and the
enormous 36 inch Large balde. All are exotic weapons.
Small Khukuri, 1d4 damage, critical range: 19-20/x3
Medium Khukuri, 1d6 damage, critical range 19-20/x3
Large Khukuri, 2d4 damage, critical range 19-20/x3
+2, Will +16; Str 16, Dex 7, Con 20, Int 12, Wis 18, Cha 13.
Skills and Feats: Concentration +17 (12), Diplomacy +9 (8),
Intimidate +13 (12), Knowledge Religion +9 (8), Listen +10
(6), Spellcraft +11 (10), Sense Motive +10 (6), Spot +8 (4);
Endurance, Great Fortitude, Improved Unarmed Strike,
Exotic Weapon Proficiency (Whip), Combat Casting, Iron Will
Cleric Spells Prepared (5/4/3/2) : 0-detect magic, detect poison, inflict minor wound, light, read magic; 1-cause fear, command, doom, protection from good; 2-augury, desecrate,
endurance; 3-animate dead, bestow curse.
Cleric Domain Spells (Raltehkos - Greed, Strength): 1-command; 2-bulls strength.
Corpulent Domain Spells (Greed & Souls): 1-command,
sleep; 2-locate object, gentle repose; 3-nondetection, speak
with dead; 4-lesser geas, reincarnation.
Legion
In the midst of the churning
mass of the undead army there
were specks of incongruity. One
of the greatest were the standardbearers, mounted atop emaciated, rabid chargers, their bronze
plate mail reflecting the blood-red
of the setting sun. They sat upon
their mounts unmoved by the
mass of the undead about them
until the signal was given. Then
they stood strong and tall. With a
crack the banners unfurled in the
wind and it was as if that crack
was also the sound of all the dead
on the plains stepping into position for their final confrontation.
Then the armies began to move
Necromancers are not the greatest leaders of the fallen soldiers
upon the field of battle. Even the
mighty warrior-priests of the
undead are eclipsed by the
Legions. Legions are those
undead warriors who have taken
up the mantle of leadership of
their fellows in battle. A few
Legion among an undead army is
all it takes to prevent the disaster
of a few clerics or paladins within
the ranks of the enemy.
Legion are all intelligent undead,
who have been granted the ability
to manipulate their own negative
energy and that of those around them, to bolster themselves
and their charges against all odds. To win wars. To make the
living into the dead.
These are the unholy knights and heavy cavalry of the
undead armies.
Hit Die: d12
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Requirements
To qualify to become Legion (Lgn), a character must fulfill
all the following criteria.
Race: Any Intelligent Undead
Base Attack Bonus: 6+
Alignment: Any Evil
Feats: Cleave, Power Attack, Mounted Combat
Knowledge (Arcana): 4 ranks
Knowledge (Undead): 4 ranks
Class Skills
The Legion's class skills (and the
key ability for each skill) are
Intimidate (Cha), Knowledge
(Arcana)
(Int),
Knowledge
(Religion) (Int), Knowledge
(Undead) (Int), and Ride (Dex)
XXXVIII
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0+d
1+d
2+d
2+d
3+d
The Lotahm
Gentle rise, slight temperature difference, the joy of riding
the thermal. Armwings outspread, wind rushing across fingerfeathertips. Silence of the heights, almost still while
speeding, exhilaration and freedom at last. Soaring just
above the misty white coldness, then dive through the
clouds- we have work to do. Below- there- yes, small specks
resolving into distinct forms, the target, the hunted- the supply train. Just past the forest fording the river, approaching
the pass between the mountains- a perfect ambush location.
Must notify the dirtbound then we can fly again.
The sudden loss of the joined mind, the jarring return to
flesh, sluggish grime encrusted fingers rub blue eyes in an
effort to refocus. The weight of armor and obligation weighs
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Fort
Save
Ref
Save
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2
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4
5
6
7
8
9
10
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
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cost. He also discovers the Glide power if he hadnt discovered this power already.
Endurance (Ex): At level 6 the Lotahm and his Mystic Birds
gain the Endurance Feat as a bonus feat.
Animal Affinity (Su): At level 6 the Lotahm discovers the
Animal Affinity power if he hadnt discovered this power
already.
Birds View (Su): At level 10, the Lotahm gains the ability to extend all his senses through the senses of one of his
Mystic Birds. This ability requires a Remote View skill check
with the DC being 10 plus the distance to the Mystic Bird in
miles.
Speaking Bird (Ex): At level 7 the Lotahms Mystic Birds
gain the ability of speech. It can be used as a messenger,
and can communicate what it has seen to the Lotahm or to
others. It can speak in all the languages the Lotahm can (barring magical assistance).
Improved Bird Evasion (Ex): At level 8, the Lotahms
Mystic Birds gain the Improved Evasion ability as a rogue.
Shield of Prudence (Su): At level 8, the Lotahm discovers
the Shield of Prudence power if he hadnt discovered this
power already.
Bird Shape (Su): At level 10, the Lotahm gains the ability
to change into the form of any avian animal of tiny to huge
size, as per the Wild Shape druidic ability.
Eagle's Claws
Psychometabolism (Str)
Level: Psion 1, Psychic Warrior 1
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour
Power Points: 1
The manifester of this power grows claws that grant a claw
attack (which does not draw an attack of opportunity) with a
base damage of 1d8. The manifester can use this power in
conjuction with feats, powers or spells allowing additional
attacks in 1 round, and it can be used with multiple attacks
gained through level advancement.
Mystic Bird: CR1; Tiny Magical Beast; HD 2d10+2; hp 13;
Init +3 (+3 Dex); Spd 10 ft, fly 80 ft (good); AC 17 (+2 Size,
+3 Dex, +2 Natural Armor); Melee claw +7 (1d4), bite +2
(1d4); Face 2 1/2 ft x 2 1/2 ft; Reach 0 ft; SQ Darkvision 60
ft., Low-light vision; AL N; SV Fort +4, Ref +6, Will +2; Str 10,
Dex 17, Con 12, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +5 (3), Spot +5 (3); Weapon Finesse
(Claw, Bite)
Table 3-3: The Pale Rider
Class
Base
Fort
Level Attack Bonus Save
1
+1
+2
2
+2
+3
3
+3
+3
4
+4
+4
5
+5
+4
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+0
+0
+1
+1
+1
Pale Riders
They rode all night, and then that day and again as such
for a fortnight. Neither themselves nor their fell steeds suffering from the exertion of such a forced march. The three riders bore the dark news to their lord GarUdok, giving him time
to mount defenses against the coming invasion.
The Eternal Order was founded by priests of a demon who
lies in torpor, awaiting those who would awaken him from his
dark slumber to rise above the world once again. Steeped in
dark traditions and blood cults, the Eternal Order feigns a
face of respectability, but they are usually closely watched by
those who remember that their military order, the Pale Riders
of the Eternal Order, were knights and cavalry in the service
of GarUdok as well as his representatives in many southern
cities.
Most members of the Pale Riders of the Eternal Order
come from the ranks of Warriors and Fighters, but they are
not exclusive, even taking in those who would not be accepted into the Eternal Order itself because of a lack of faith in
their dark god.
Hit Die: d10
Requirements
To qualify to become a Pale Rider (Prd), a character must
fulfill all the following criteria.
Alignment: Any non-chaotic evil.
Base Attack Bonus: 6+
Feats: Mounted Combat, Power Attack, Trample
Ride: 10 ranks
Class Skills
The Pale Rider's class skills (and the key ability for each
skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (Undead) (Int), Ride (Dex)
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the Pale Riders
prestige class.
Weapon and Armor Proficiency: Pale Riders are proficient with all simple and martial weapons, with all armors and
with shields.
Ghoulish Steed: Upon becoming an Initiate of the Pale
Riders of the Eternal Order, the Pale Rider is bestowed with
a gift of a ghoulish warhorse. The steed uses the stats of a
heavy warhorse from the system reference document with
the Ghoul template from the monster chapter of this volume.
Special
Ghoulish Steed
Smite Living (1/day)
Undeath
Turn Resistance, Mounted Feat
Smite Living (2/day)
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It has maximum hit points for its first two hit dice, with the
remainder rolled as normal. Should the Steed be destroyed,
any warhorse or other mount ridden to death by the Pale
Rider will rise the next night as a Ghoul, under the command
of the Pale Rider. If the Pale Rider has no steed when he
goes up a level in this class, he gains another Ghoulish
Steed identical to one granted to a new Pale Rider at level
1.
Smite Living (Su): Once per day a Pale Rider can make
a single melee attack against a living foe with a +4 attack
bonus and a damage bonus equal to twice his level in this
prestige class (if he hits). The Pale Rider must declare the
smite before making the attack. If the Smite attack targets a
non-living target, there is no effect, and the smite attempt is
lost. At level 5, the Pale Rider gains the ability to Smite the
Living twice per day.
Undeath (Su): Upon reaching level 3, the Pale Rider is
granted the ability to serve the Eternal Order for all time, in
the form of a skeletal knight. The Pale Rider loses his Con
stat, his creature type changes to undead, and all hit dice
accumulated
to this point
are converted
to
d12s
(although hit
dice gained
from
class
levels
after
this point are
granted
as
normal).
Piercing and
Slashing
weapons now
only deal half
damage to the
Pale
Rider.
Finally,
the
Pale
Rider
gains all the
abilities of the
undead creature
type
(immunity to
mind-influencing
effects,
poison, sleep,
paralysis,
stunning, disease and similar
effects.
Not subject to
critical hits,
subdual damage,
ability
d a m a g e ,
energy drain
or death from
massive damage).
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+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Priest of Bone
"Servants of the Bones they call themselves" muttered
the guard as the Priests walked past. Each one was frail,
their eyes sunken, those with open robes had ribs that could
be counted at 20 paces. They looked dry and brittle, like they
would snap if pushed the wrong way. Along with them were
their retinue of skeletons, carrying banners and swords.
The gods of bones bless their servants who avoid the flesh.
The Priests of Bones are tough, their flesh just a thin covering over their sacred skeletons. Few are the diseases that
can affect the bones, fewer again the poisons. They give
silent witness to the ages, revering bleached bones of
ancient followers of their even more ancient gods.
Bone is primordial. The first tools are made of bone, and
the first weapons. The gods of bones are at least as old as
these, and their followers claim the powers commensurate
with the age of their worship.
The Priests of Bone are granted incredible toughness and
the ability to command the bones of the dead. Their near
immunity to poison allows them specialize in spells that use
it to great effect. As they grow in power, they come to resemble the skeletons they revere until one day a seeming of
unlife is finally granted to their once mortal bones.
Hit Die: d8
Requirements
To qualify to become a Priest of Bones (Prb), a character
must fulfill all the following criteria.
Alignment: Any non-good
Feats: Augment Animations, Spell Focus (necromancy),
Toughness
Knowledge (Arcana): 6 ranks
Knowledge (Undead): 10 ranks
Spellcasting: Ability to cast animate dead
Class Skills
The Priest of Bone's class skills (and the key ability for each
skill) are Alchemy (Int), Concentration (Con), Intimidate
(Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int),
Knowledge (Undead) (Int), Profession (Int), and Spellcraft
(Int).
Skill Points at Each Level: 4 + Int modifier.
Spellcasting
Class Features
All of the following are features of the Priest of Bones
prestige class.
Weapon and Armor Proficiency: Priests of Bones are
proficient with all simple weapons, but not with armor or
shields.
Spellcasting (Su): At the indicated levels, the character
gains new spells per day as if he had also gained a level in
the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a a
character of that class would have gained (improved chance
of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the
prestige class, and so on), except for an increased effective
level of spellcasting. If a character had more than one spellcasting class before becoming a Priest of Bones, he must
decide to which class he adds the new level for purposes of
determining spells per day.
Arcane Casting (Su): Spellcasting for a Priest of Bones is
never a simple process, involving extensive somatics with
bone wands and knuckles. All spells with somatic components cast by a Priest Of Bones suffer from arcane spell failure based on armor worn. Because of this, few Priests of
Bone wear any serious amount of armor. This applies to
Divine spellcasters as much as for arcane casters.
Bone Spells (Su): Priests of Bones can cast one additional spell at each spell level per day as long as they are normally capable of casting spells of that level. These spells are
drawn from the Bones Domain spell list (see the Bones
Domain in chapter 6, Gods & Domains). Effectively this is the
same as a cleric's domain spell, but is in addition to any
domain spells a cleric Priest of Bones may have.
Fasting (Ex): The Priest of Bones can survive for long
times without food or water. A Priest of Bones can go without
water for one additional day per class level before feeling the
effects of thirst, and 2 additional days per class level before
feeling the effects of starvation.
Shriveling 1 (Ex): As the Priest of Bones gains in power,
his form begins to decay and harden. At this point he looks
emaciated and leathery, and his eyes have begun to sink into
their sockets. The Priest gains a Damage Reduction of 3/-,
and loses 2 points of Constitution and 2 points of Charisma.
Rebuke Undead (Su): Beginning at level 2, the Priest of
Bones gains the ability to rebuke or control undead as a negative energy channeling cleric of one half his level. This abil-
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ity can be used 3 plus Charisma bonus times per day. If the
Priest of Bones already has the ability to rebuke undead, his
effective level for rebuking undead is increased by one half
his Priest of Bones level.
Shriveling 2 (Ex): At level 5, the Priest of Bones now looks
like a mummified corpse - blackened skin stretched taught
over protruding bones. The Priest of Bones gains an immunity to critical hits, but his Strength and Charisma both drop
by 2 points.
Mastery of Bones: At level 5, the Priest of Bones gains
the ability to control three times his caster level in HD of
undead (instead of the normal limit of twice his level), but at
least half the undead controlled in this manner must be
skeletons, exoskeletons or other skeletal undead.
Shriveling 3 (Ex): At level 8 the Priest of Bones is so
shriveled that he has no signs of internal organs. His skin is
so tight over his bones that his spinal column can be seen
from the front. By this time most, if not all, his hair has fallen
out, and his eyes are deeply sunken. At this point he no
longer needs food, water does enough to nourish his fragile
form. Now the Priest of Bones only takes half damage from
Piercing and Slashing weapons, but his Constitution is
reduced by another 2 points.
Supreme Master of Bones (Su): At level 8, all skeletons
animated or summoned by the Priest of Bones gain +2 hit
points per die and a +2 competence bonus on attack and
damage rolls. In the case of animated skeletons, this stacks
with the bonuses given by the Augment Animations feat.
Walking Bones (Ex): The flesh is weak. Upon reaching
level 10, the Priest of Bones sheds his skin and few remaining tatters of muscle and tissue and begins his existence as
a pseudo-undead. His creature type changes to aberration,
his damage reduction increases to 5/-, and he gains darkvision to 90 feet if he didn't have it already.
Prophet
It was no secret that Gar'Udok had no love of the Gods of
Death. He was a cleric of the ideal of undeath, who sought
chaos and destruction and cared little for the comings and
goings of the Gods. But when Chondri The Dark, one of
Gar'Udok's High Priests of the "Fallen Priesthood", took on
the mantle of prophet for his lord Bulboros, God of
Pestilence, it became too much. After a private conference
Table 3-5: The Prophet
Class
Fort Ref
Will
Level BAB Save Save Save Special
1
+0
+0
+0
+2 Spellcasting, Domain
2
+1
+0
+0
+3 Innate Spell (2)
3
+1
+1
+1
+3 Domain Mastery
4
+2
+1
+1
+4 Metamagic Feat
5
+2
+1
+1
+4 Innate Spell (4)
6
+3
+2
+2
+5 Domain
7
+3
+2
+2
+5 Domain Mastery
8
+4
+2
+2
+6 Innate Spell (6)
9
+4
+3
+3
+6 Metamagic Feat
10
+5
+3
+3
+7 Power of God
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1
d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
2
d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
3
d
1+d
1+d
1+d
1+d
1+d
1+d
1+d
Spellcasting (Su): As the Prophet gains levels, his effective spellcasting level increases for his divine spellcasting
class as well as for his Prophet spells. For both spells from
his original class and for spells gained as a Prophet, his caster level is equal to the sum of his Divine Spellcasting class
level and his Prophet class level. For example, a level 7
Cleric / level 4 Prophet casts his Cleric spells and his Prophet
spells as a level 11 spellcaster. The Prophet has his own
spellcasting progression, and gains additional bonus spells
for Charisma. The DC of the Prophet's spells is also based
on his Charisma. Prophet spells are divine and must be prepared from the Cleric spell list. The +d at each level is a
domain spell that must be prepared from one of the Prophet's
domains.
Domain (Ex): At the indicated levels the Prophet gains
access to another Clerical domain from his deity's domains,
as well as the granted power that comes with the additional
domain. Prophet levels stack with the character's previous
Divine Spellcasting class to determine Domain abilities for
domains gained as a Prophet and domains already possessed prior to being a Prophet. If the Prophet already has
access to all of his Deity's domains, he gains no benefit from
this power.
Innate Spell (Sp): The prophet selects one of his domain
spells. The spell's level cannot be greater than the level listed. Once the spell is chosen it cannot be changed. The spell
may be a metamagic version of itself, but its total spell level
still cannot exceed the level listed and the metamagic applied
to it is also permanent. The prophet may cast this spell for
free once per day and does not need to prepare it. Any components with a GP cost or XP costs needed to cast the spell
are still required.
Domain Mastery (Ex): - The prophet chooses one of his
domains and gains mastery over it. He can now spontaneously cast his domain spells by converting prepared spells
of the domain spell's level or higher. The prophet may only
do this if the domain spell also appears on the Cleric Spell
list. This works similar to a good cleric's ability to spontaneously cast cure spells.
Metamagic Feat (Ex): - The prophet gains a free metamagic feat.
Power of God (Su): Once per day the prophet can invoke
the power of his god to increase the power of his spells. The
prophet gains an effective caster level 2 levels higher than
his actual level, and the DC of his spells increase by 2. Using
this ability is a free action and the effect lasts a number of
rounds equal to 3 plus his Charisma bonus.
+0
+1
+1
+2
+2
+2
+3
+3
+4
+4
Ref
Save
+0
+0
+1
+1
+1
Zombie Master
Cradahos looked askance at Sahinn, Gar'Udok's general. The necromancer was outfitted in bone armor and wielded a greatsword slung effortlessly over his shoulder. But the
regalia of his station could not conceal that the flesh of his
face was rotting he had taken the choice to become one
like his own creations another undead under the governance of Gar'Udok.
The paths of the necromancer are many, but few are as single-mindedly devoted as that of the Zombie Master. While the
true necromancer and many other lords of the dead work with
the many varieties of animated corpses and life beyond
death, the Zombie Master focuses on the simpler to control
animated corpses of his namesake.
Many arcane necromancers have come to this path, while
it remains significantly less common among divine spellcasters who gain access to more powerful undead creations at
higher levels.
Some Zombie Masters become so familiar with the undead
that they seek the transformation themselves...
Hit Die: d6
Requirements
To qualify to become a Zombie Master (Zmb), a character
must fulfill all the following criteria.
Alignment: non good
Spellcasting: Ability to cast Animate Dead
Knowledge (undead): 8 Ranks
Heal: 5 Ranks
Special: Must surround self with animated dead for at least
one month, never separated from them for the duration.
Class Skills
The Zombie Master's class skills (and the key ability for
each skill) are Alchemy (int), Concentration (Con), Craft (Int),
Knowledge (Arcana) (Int), Knowledge (Undead) (Int),
Profession (Wis), and Spellcraft (Int). See the System
Resource Document for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the Zombie Master
prestige class.
Weapon and Armor Proficiency: The Zombie Master
receives no additional training in armor or weapon use.
Spell Advancement: Each time the character gains a level
of Zombie Master, she gains additional spell slots and cast-
Will Special
Save
+2
+3
+3
+4
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+1
+1
+1
+1
level
level
level
level
level
of
of
of
of
of
favored
favored
favored
favored
favored
class
class
class
class
class
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Gotanus Keld
Gotanus Keld (got-ah-ness keld) was outcast from his tribe
because of his mixed parentage. While half-orcs were not
unheard of, his mother was the chieftain's third wife, and
such an embarrassment could not be allowed. He was
secreted away with an old wise man who occasionally
advised the tribe and provided them with minor magics.
His youth was spent travelling from village to village with
the old wizard, administering to the sick occasionally, but
more frequently acting as a news service and message system between tribes that would otherwise never communicate. During the journeys the old man would search for signs
and ruins from the wars that scoured the lands centuries
before, and slowly he taught Gotanus the wizardly arts.
Finally, years later, only Gotanus remained, inheriting his
masters travels, spellbooks, and more importantly his maps
and diaries. Scouring these hand-scrawled papers during
cold winter nights, Gotanus deduced the probable location of
the ancient ruins of Mires Ford.
The next summer, he began a journey that would lead him
to the very stone where GarUdok was finally slain and
reduced to dust. In the catacombs beneath the city he found
runes scribed during the last days of the battle of Mires Ford,
and finally greater magics of animating and controlling the
corpses of the dead.
Gotanus Keld clutches these dark secrets as he continues
XLVI
his travels from village to village, but now he seeks any more
information he can gather about the fallen citadels that
GarUdok conquered and then lost, in the hopes of discovering more potent magics such as those found at Mires Ford.
Gotanus Keld is a fairly tall but thin Half-Orc, with the
sunken nose and prominent brow consistent with his breed.
His skin is hard and coarse, his eyes dark and shrunken. He
usually travels in thick furs with a bone-white mask depicting
a smiling angel hiding his own dark features. He attempts to
be quiet and reserved in his conversations, but his hatred of
the tribes that exiled him, his self-loathing and his recent
gains in power often make him offensive and he often
speaks before really thinking over what he is saying. The villages no longer welcome him as they did his mentor, instead
they bring him in and feed him out of fear and pity instead of
friendship.
Gotanus Keld, Half-Orc Bbn1/Wiz9/Zmb3: CR13;
Medium-size Humanoid (half-orc); HD 1d12+3d6+9d4+26;
hp 65; Init +0; Spd 40 ft; AC 17 (+4 small mithral shield, +3
ring of protection); Melee Falchion +11/+6 (2d4+5/crit 1520); SQ Orc Blood, Rage 1/day, Summon Familiar, Horde,
Bolster Undead 2/day, Empower Zombies; SR 15; Face 5 ft
x 5 ft; Reach 5 ft; AL NE; SV Fort +10, Ref +4, Will +10; Str
14, Dex 10, Con 14, Int 16, Wis 8, Cha 8.
Skills and Feats: Concentration +12 (10), Craft (bone) +6
(3), Handle Animal +1 (2), Heal +4 (5), Knowledge (arcana)
+11 (8), Knowledge (undead) +13 (10), Ride +6 (6),
Spellcraft +14 (11), Wilderness Lore +1 (2); Scribe Scroll,
Weapon Focus (Falchion), Combat Casting, Iron Will, Craft
Wand, Mounted Combat, Trample
Wizard Spells Prepared (4/5/5/5/3/2/2): 0-detect magic(x2),
read magic, arcane mark; 1-deep shadows*, endure elements, protection from good, shield, true strike; 2-dark
aura*, endurance, one with the dead*, shrapnel*, web; 3bone arrow*, dispel magic, haste, invisibility sphere, phantom steed; 4-emotion, evards black tentacles, wall of ice; 5animate dead, cloudkill; 6-circle of death, flesh to stone.
Equipment: +3 small mithral shield of spell resistance (SR
15), +3 ring of protection, +3 keen falchion, wand of fear (48
ch), 2 potions of Bull Strength, 2 potions of cure serious
wounds, potion of invisibility, 2 scrolls of animate dead, cold
weather clothes.
Chapter 4 - Feats
This chapter details a selection of new feats, suitable for
insertion into just about any campaign, not just those dealing
with necromancy or GarUdok (although some are more suited for such a game such as Dark Summons and
Necromantic Familiar). The entire content of the Feats
(except the italicized flavor text) is Open Game Content.
General Feats
Augment Animations - more powerful animated undead
Dark Summons - summon undead with summon monster
Latent Powers - discover 2 level 0 psionic powers
Natural Focus - gain 1 power point, psion is a favored class
Special Feats (Class Specific)
Additional Domain - access to one
more clerical domain
Necromantic Familiar - familiar is
a diseased undead
Metamagic Feats
Maintain Spell - sustain spell duration with concentration
Wight
Summon Monster VI
Gargantuan Zombie
Gargantuan Skeleton
Vampire Spawn
Wraith
Summon Monster VII
Spectre
Summon Monster VIII
Alabaster Maiden*
Colossal Skeleton
Summon Monster IX
Colossal Zombie
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nition fired. If the missile hits the target it was aimed at, the
spell is immediately cast with the impact point as the target
point of the spell. The weapon can only be recharged by a
spellcaster purposefully casting the spell into the weapon
with a DC 15 spellcraft check.
Caster Level: 11th; Prerequisites: Craft Magic Arms and
Armor, Contingency; Market Price: +2 bonus
Filthy
Kessa survived the battle against the Pale Riders, but the
wounds left by their filthy gore-encrusted axes burned with
unholy fires through her body for the next week, nearly killing
her.
A weapon with the Filthy enchantment is always splattered
with gore, and metal surfaces are perpetually rusty. They can
never be truly cleaned. Any person wounded by a Filthy
weapon is exposed to Filth Fever (as per the System
Reference Document section on diseases). A save to avoid
contracting the disease must be made for each wound suffered from these weapons. Missile weapons with the Filthy
enchantment deliver the special ability upon the ammunition
fired.
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, Contagion; Market Price: +1 bonus.
Flaming Skulls
His bone bow raised, he loosed a hail of arrows upon the
advancing lines. Each arrow became a screaming skull
wreathed in flame that panicked the horses and chased the
men from the field of battle.
A missile weapon (only missile weapons which fire ammunition such as bows, crossbows and slings can be so
enchanted) with the Flaming Skulls enchantment creates an
illusion of a flaming skull that travels along with the missile,
emitting a long, high-pitched screaming sound. Anyone
attacked by a weapon with this enchantment (whether struck
by the missile or not) must make a Will save (DC 14) or
become panicked for 1d4 rounds. Panicked targets suffer a 2 morale penalty on saving throws and they flee from combat. Once panic passes, they remain shaken for 1d6 further
rounds.
Caster Level: 5th; Prerequisites: Craft Magic Arms and
Armor, Fear, Ventriloquism; Market Price: +1 bonus.
Spell-Launcher
Where the sling stones struck, a whirling mass of swords
and scimitars appeared, striking against the target of the
stone and all those nearby.
A missile weapon (only missile weapons which fire ammunition such as bows, crossbows and slings can be so
enchanted) with the Spell-Launcher enchantment can hold
up to five copies of a single ranged spell within it. The spell
in question must be selected when the weapon is enchanted.
When fired, one of the spells can be attached to the ammu-
Bone Lances
Each of the 24 cavalry of the Grey Legion sat upon their
dead charger, with a lance of purest-white bone in raised up
in the sunset, their banners flapping in the wind.
The bone lances are laces constructed of WhiteBone (see
below) crafted from the femurs of huge or larger beasts (supposedly the original six were crafted from slain dragons, but
others afterwards were crafted from whatever bones were
long enough for the task). They are finely-wrought Heavy
Lances, with jagged tips that constantly shiver and leave cold
splinters of death within their victims. They are treated as +2
lances with the keen enchantment. Anyone suffering a critical hit from a Bone Lance has a piece of the tip dislodge within them. This causes the target to suffer two negative levels
as long as the bone splinter remains in him. Regenerating
creatures will push the splinter out naturally as soon as the
wound heals. Other creatures require a DC 20 heal check to
find and remove the splinter. If the splinter remains in the target for more than 24 hours, it can cause permanent level
loss.
Caster Level: 13th; Prerequisites: Craft Magic Arms and
Armor, Enervation, Keen Edge; Market Price: 42,010 gp
Magic Rings
Sahinns apprentice Jurdon was known for his love of the
forge and the fine work that went into the crafting of magical
rings from their origin as molten metal to the final magical
product worn by his allies.
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his level. This does not improve his ability on rebuke or control attempts, just the number of hit dice of undead he may
control or animate. Each skull on the circumference of the
ring allows for 2 extra hit dice of undead that the wearer can
control.
Caster Level: 5th; Prerequisites: Forge Ring, ability to
rebuke / control undead, Animate Dead; Market Price: 2,000
gp (1 skull), 4,000 gp (2 skulls), 9,000 gp (3 skulls), 16,000
gp (4 skulls), 25,000 gp (5 skulls).
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Wondrous Items
Many strange artifacts surfaced in the possession of
GarUdok. Many more necromantic trinkets were made by
Eternal Symphony
The Priests of Krondheir took to the streets in their merry
attire. They danced and sung, but their eyes were bleak and
hopeless. Along with them came the dead for their weekly
festivities, cavorting through the streets, really no more than
puppets to the sounds of the eternal symphony.
These instruments are made of bone and skin, always
taken from sentient creatures. When played, each instrument can animate up to 12 hit dice of undead (skeletons and
zombies, as per the animate dead spell). These undead will
dance and cavort as long as the instruments are played,
doing all in their power to remain within 30 feet of the instruments. Should they leave the area of effect or should the
instruments cease being played, the undead revert back to
their dead state. This form of animate dead does not make
the corpse unsuitable for being animated or raised, as the
undead in this case are merely dancing puppets, manipulated by the instruments and the song, unable to attack or
defend themselves. These undead also do not count against
the maximum hit dice of undead that the user can control.
Caster Level: 7th; Prerequisites: Craft Wondrous Item,
Animate Dead; Market Price: 35,000 gp
Final Amulet
Drelga rushed headlong into the battlefield, her vision red
with the blood of her rage. She knew no fear, and knew that
with the amulet around her neck, her death could never be
in vain. She would never stand again to turn against her
friends after falling in battle to these half-dead beasts.
Worn about the neck, the Final Amulet must be activated
by the wearer with a short prayer or litany (a free action) to
trigger its power for 6 hours. If, during those six hours, the
wearer is reduced below -10 hit points or is killed by any
effect, the wearer is instantly reduced to ash, scattering
across the field of battle. This prevents all but the most
potent of resurrections, but it also prevents the enemy from
using the fallen warriors corpse as an undead or as a target
for any other spells or effects.
Caster Level: 13th; Prerequisites: Craft Wondrous Item,
Destruction; Market Price: 4,550 gp
Sacred Vessels
It is said that few of the True Mummies
ever came to consciousness in their new
form. All too often, the power of the
mummys spirit trapped in the sacred vessels was enough to make even loyal
embalmers flee with one or two of the
powerful artifacts they had helped create...
The core element of becoming a True Mummy is the
removal of three organs during the embalming process and
placing them into specially prepared Sacred Vessels, which
in turn store the True Mummys essential soul and persona.
Unless the True Mummy is separated from these Sacred
WhiteBone
WhiteBone is magically prepared
bones that are then crafted into
weapons and armor, or into any other
craft where it can replace wood or
metal. It is nearly as hard as Iron, and
half as heavy. Items normally made of
wood remain the same weight, while
items normally made of iron or metal
are half as heavy as normal when crafted from WhiteBone.
Items crafted from WhiteBone are always masterwork.
WhiteBone armor can be crafted into Shields, Scale Mail,
Breastplates, Splint, Banded and Full Plate Armor. Armor
check penalties for armor crafted of WhiteBone are reduced
by 1, and arcane spell failure chances are reduced by 10%.
Medium armor is treated as Light, and Heavy armor is treated as Medium.
WhiteBone weapons can be crafted into any weapon, and
the weapons are always treated as masterwork. The critical
multiplier on a WhiteBone weapon is increased by 1 multiple.
Market Price: Shield +1,500gp, Medium Armor +3,000gp,
Heavy Armor +7,000gp, Weapons up to 1d8 damage
+3,000gp, Weapons over 1d8 damage +6,000gp.
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Bulboros
Bulboros is a seldom-worshiped god, a joyful thought to
those who know of his existence. He is a lord of gluttony and
disease. Of rotting flesh, consumed by endless hunger. Few
fall to his service, but when they do, they often spawn small
LII
Dowlan Ilmligg
The verminous one, Dowlan Ilmligg is always depicted as
a gaunt figure, sometimes one of the undead, surrounded
and followed by flies and vermin. Insects crawl over his skin,
in and out of his mouth, and sometimes even his eyes are
represented by beetles.
The church of Dowlan Ilmligg is a quiet, somber, dirty affair.
Organized churches are flocked to by those who would seek
to have the affections of his priesthood turned elsewhere
than upon themselves. The Priesthood traditionally wear
beggars cowls and slip quietly through the city alleys,
shunned and often hunted because of the pestilence they
bear with their passing. Some hide the scars of leprosy
behind bandages wrapped loosely about hands and face.
Alignment: Neutral Evil
Bones Domain
Lepers,
Outcasts,
Disease Domain
Granted Power: Immunity to the damage caused by all nonmagical diseases.
1 Curse Water - makes unholy water
2 Summon Swarm - summon swarm of small flying insects
3 Contagion - Infect subject with chosen disease
4 Charnel Blight - target's skeleton decays from disease
5 Insect Plague - bugs limit vision, do damage, cause fear
6 Plague - infects all creatures in 30 feet with a disease
7 Destruction - kills subject and destroys remains
8 Horrid Wilting - deals 1d8/lvl within 30 ft
9 Insanity - target suffers continuous confusion
Greed Domain
Granted Power: When bartering for something that looks
precious or that the cleric wants, the cleric gains a +4 circumstance bonus to appraise and diplomacy rolls.
Appraise is a class skill.
1 Command - target obeys one-word command for 1 round
2 Locate Object - senses direction towards object
3 Nondetection - hides subject from divination and scrying
4 Lesser Geas - commands subject of 7 HD or less
5 Leo's Secret Chest - hides chest on the ethereal
6 Heroes' Feast - food for one creature / level and blesses
7 Limited Wish - alters reality, within limits
8 Discern Location - Exact location of creature or object
9 Wish - alters reality, with fewer restrictions
Insanity Domain
Granted Power: Cast all mind-affecting spells at +1 caster
level.
1 Random Action - creature acts randomly for one round
2 Tashs Hideous Laughter - lose actions for 1d3 rnds
3 Confusion - subject behaves randomly for 1 rnd / lvl
4 Modify Memory - change 5 minutes of targets memory
5 Mirage Arcana - hallucinatory terrain with structures
6 Contact Other Plane - ask questions of planar entity
7 Word of Chaos - kills, confuses, stuns non-chaotic
8 Insanity - continuous confusion
9 Ottos Irresistible Dance - subject forced to dance
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Lust Domain
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Souls Domain
Granted Power: Touch Soul (Su): You can detect if a body
has a soul within it by touching it as a standard action that
does not provoke an attack of opportunity. This ability can be
used once per day per cleric level.
1 Sleep - 2d4 HD of creatures become comatose
2 Gentle Repose - preserve one corpse
3 Speak with Dead - answers one question / 2 levels
4 Reincarnation - bring dead back in a random body
5 Slay Living - touch attack causes death
6 AntiLife Shell - 10 ft field hedges out living creatures
7 Magic Jar - Enables possession of another creature
8 Soulstrike (From Relics & Rituals) - drain Con
9 Soul Bind - traps dead soul to prevent resurrection
Undead Domain
Granted Power: You make turning checks as a character
one level higher.
1 Skeletal Cohort - animates a single skeleton
2 Zombie Cohort - animates a single zombie
3 Animate Dead - create skeletons and zombies
4 Mortification of the Flesh - partial immunity to critical hits
5 Unhallow - designate area as unholy
6 Create Undead - create ghouls, shadows, wraiths...
7 Gar'Udok's Greater Blessing - boosts undead's abilities
8 Create Greater Undead - create mummies, vampires...
9 Energy Drain - subject gains 2d4 negative levels
Vermin Domain
Granted Power: Ability to cause a "Vermin Friendship"
effect once per day. Vermin friendship is identical to animal
friendship, but only affects rodents and vermin, and can
affect a maximum of the caster's level in HD.
1 Summon Monster I - fiendish dire rat only
2 Summon Swarm - summons flying or crawling bugs
3 Contagion - inflict subject with a disease
4 Giant Vermin - turns insects into giant vermin
5 Insect Plague - bugs limit vision, do damage, cause fear
6 Caustic Spray - spray a blast of acid
7 Creeping Doom - carpet of insects attack
8 Scattered Escape - caster breaks up into a pile of insects
9 Summon Monster IX - d3 fiendish gargant. centipedes
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Epilogue
What to do with GarUdok
So, now youve got 50+ pages of GarUdok digested,
what are you going to do with it? Here are some options
and opinions.
Perhaps the story of GarUdoks rise to power and subsequent fall at Mires Ford has rung a bell and seems like
something more along the style of campaign your players
would enjoy. With a little work, GarUdok could be detailed
at his various levels, along with his allies and companions.
This would provide for a long campaign of mass warfare,
politics and quests, desperate gambits and hopeless odds.
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Librum Equitis Vol 1 Copyright 2001, Ambient Inc.; Author Matthew Jason
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