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Other Wonderful Products from Ambient Inc.

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Librum Equitis volume 1


22 Prestige Classes for your D20 Fantasy game - all lovingly handcrafted in 3rd edition-compatible rules. Literally
"the book of the chevaliers / respected class", Librum Equitis
is our flagship D20 product, a book of Prestige Classes suited to any D20 fantasy game environment. Included in LE1
are classic ideas such as the Swashbuckler and the Sniper,
as well as several military classes, to bizzarities such as the
Corpulent (a priest of greed or gluttony who grows... and
grows... and grows...) and the PsychoPyretic (someone who
transforms his rage into psionic heat). The reviews at
d20reviews.com and RPGnow keep flowing in, and within 2
weeks of our release, Librum Equitis became the best-selling electronic product ever on RPGnow.
$5.95 US - 34-page electronic download from RPGnow.com
Librum Equitis volume 2 and more!
More prestige classes! The Librum Equitis series will continue with books of 20 to 25 prestige classes scheduled to
be released every 3 months for the remainder of 2002. Look
to see volume 2 hit the electronic bookstore at RPGnow in
May, 2002.
Portable Hole Full of Beer
(this product contains no alcohol)
Targetted for an April 1st release, Portable Hole Full of
Beer is a lighter look at d20 roleplaying. Not surrendering
our love for all things crunchy, this slim volume includes a
collection of new prestige classes, new uses for old skills,
feats for idiots, strange monsters and more! Look out for the
Reefer Madman class and the Marshmellow Golem making
their first appearances in this book.
deadEarth D20
Only the strong survive
Ambient is pleased to announce that we've obtained permission to convert the gritty and realistic deadEarth postapocalyptic RPG to the d20 system. Intially, two books will
released in electronic format: a Player's Handbook and
Game Master's Guide. Included in dEd20 are new core
classes, new prestige classes, new feats, new skills, several hundred radiations, rules for guns and armour, and many
other rules of interest to any d20 player in any setting.
For more information on Ambient Inc D20 releases and
updates (and the unfortunate pieces of eratta, balanced by
web-enhancements for our existing products), please click
onto the DreadGazebo at www.dreadgazebo.com/dnd
Or you can hunt us down at CanGames in Ottawa or at
GenCon in Milwaukee this year!
Team Ambient

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.

GarUdoks Necromantic Artes

Thee Compleat Librum


Ov Gar'Udok's
Necromantic Artes
Credits
Conceptual Design: M Jason HellHound Parent
Written & Collected by: M Jason HellHound Parent
Additional Material by: Denise Dextra Robinson, Chester Khan the Warlord Douglas II
Typesetting & Layout: M Jason HellHound Parent
Cover Art: Tony SquidHead Monorchio
Cover Layout: M Jason HellHound Parent
Interior Art: Tony SquidHead Monorchio, M Jason HellHound Parent, Denise Dextra Robinson
Dedication
www.realmsofevil.net - the lair of internet scum and villainy, home to a legion of fell necromancers

THIS

THEE COMPLEAT LIBRUM OV GARUDOKS NECROMANTIC ARTES IS PUBLISHED


1.0A OF THE OPEN GAME LICENSE AND THE DRAFT VERSION OF THE D20 SYSTEM
TRADEMARK LICENSE, D20 SYSTEM TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT
BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE, GUIDE AND DOCUMENT.
EDITION OF

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
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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

THAT ARE INDICATED AS ORIGINATING FROM

RELICS & RITUALS

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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
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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
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AMBIENT INC.

COPYRIGHT 2002 AMBIENT INC

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Table of Contents

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Prologue - GarUdok and the North


Chapter 1 - The Necromancies of GarUdok
Spell Lists
New Spells
Chapter 2 - Risen Creatures of the North
Monsters & Creatures
Creature Templates
Player Character Races
Chapter 3 - Dark Lords
Legion Prestige Class
The Lotahm Prestige Class
Pale Riders Prestige Class
Priest of Bones Prestige Class
Prophet Prestige Class
Zombie Master Prestige Class
Fiendish Characters
Chapter 4 - Feats
Chapter 5 - Magic Items
Chapter 6 - Deities and Domains
Fine Print - Open Game License

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XXXVII
XXXVIII
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XLIV
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XLVIII
L

About this Book


Thee Compleat Librum ov GarUdoks Necromantic Artes
details the legacy of an ancient fell necromancer, his conquest of the northlands and his subsequent defeat nearly a
thousand years ago.
The book contains a selection of new and modified spells,
monsters (mostly undead and constructs), new creature
templates, prestige classes, feats, magic items, deities and
domains that are keynotes in the legacy of GarUdok. These
are strung together by the storyline of GarUdoks ascent
and then fall in the Northlands. Each item has a text segment in italics that links it to this storyline.
The material in this book originates from a campaign that
I ran 18 years ago and that has become the legendary backdrop of my campaign world. It has been stripped of some
elements that tied it to the original campaign world it was set
in, allowing it to be more easily dropped into any other published fantasy campaign world with a typically tribal and barbaric norse northlands.
Instead of reinventing the wheel, Ive included open game
content from other sources in various parts of this book why write up conflicting material and rules to cover the same
content that someone else has done admirably? That is one
of the wonders of the Open Game License, the ability to take
and modify material written for the D20 system to better fit in
your own games.

II

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.

GarUdoks Necromantic Artes

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.

www.DreadGazebo.com

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Chapter 1 - The Necromancies of Gar'Udok


These are the bane magicks practiced by Gar'Udok, high
priest of undeath, and by his minions, allies and some say,
even his friends. The following are spell lists indicating what
spells in this supplement have been added to the various
classes spell lists. Additionally, some of these spells are
available to various of the necromantic Prestige Classes in
chapter 3, but their entire spell lists are given in that chapter,
indicating which spells are from this volume and which are
from the System Resource Document.

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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

Gar'Udok's Minor Blessing - boosts undead stats


Mask Death - masks undead from undead detection
One With The Dead - disguise self as a corpse
Osseous Staff - creates a staff of bone
Zombie Cohort - animates a single zombie
Level 3 Spells
Mend the Fallen - heals damage to undead
Shrapnel - cone of shrapnel deals 1d10 +1/lvl (max +10)
Strength of the Dead - d6+2 strength, 1 negative level
Wall of the Grave - forms a wall of bones
Level 4 Spells
Charnel Blight - target's skeleton decays from disease
Exoskeletal Animation - animates giant vermin undead
Hold the Slain - hold person vs undead
SkinWalking - target can assume likeness of someone slain
Level 5 Spells
Construct of Viscera - creates a construct from a corpse
Gar'Udok's Aura - animates creatures slain during the spell
Gar'Udok's Blessing - boosts undead's abilities
Level 6 Spells
Army of Shrapnel - skeletons explode (1d10+1/lvl) if slain
Dark Forces - Dark Aura for 1 target / level
Globe of Negative Energy - globe causes 2d4 negative lvls
Plague - infects all creatures in 30 feet with a disease
Level 7 Spells
Gar'Udok's Greater Blessing - boosts undead's abilities
Risen Armies - animates all corpses in range

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

Sorcerer / Wizard Spells


Level 0 Spells
Pet Cemetery - animates one tiny animal skeleton
Level 1 Spells

GarUdoks Necromantic Artes

Deep Shadows - shadows give concealment and +4 hide


Renew the Tide of Unlife - preps a corpse for animation
Skeletal Cohort - animates a single skeleton
Weeping Wounds - all attacks on target deal +1d6 damage
Level 2 Spells
Aura of Death - +2 intimidate, -2 on enemy will saves
Dark Aura - 10% miss chance, -1 to be hit, +4 intimidate
Dead Eyes - provides sensory link with undead
Mask Death - masks undead from undead detection
One With The Dead - disguise self as a corpse
Osseous Staff - creates a staff of bone
Shrapnel - cone of shrapnel deals 1d10 +1/lvl (max +10)
Visceral Wounds - all wounds on target bleed 1 dmg/rnd
Zombie Cohort - animates a single zombie
Level 3 Spells
Acidic Vitae - acidic spray injures those who attack target
Bone Arrow - ray does 1d4/lvl (max 10d4), creates skeleton
Bone Field - produce a field of bone caltrops
Channeling Ward - gives undead turn resistance
Charnel Blight - target's skeleton decays from disease
Gar'Udok's Minor Blessing - boosts undead stats
Life's Veil - disguises undead as the living
Strength of the Dead - d6+2 strength, 1 negative level
Skeletal Strength - increase toughness of target's bones
SkinWalking - target can assume likeness of someone slain
Wall of the Grave - forms a wall of bones
Level 4 Spells
Grafted Armament - mount weapons on undead limbs
Mortification of the Flesh - partial immunity to critical hits
Level 5 Spells
Army of Shrapnel - skeletons explode (1d10+1/lvl) if slain
Caustic Spray - acid cone deals 1d8 / level (max 10d8)
Dark Forces - Dark Aura for 1 target / level
Final Glimpse - horrific visions drive target mad
Hold the Slain - hold person vs undead
Minor Globe of Negative Energy - globe deals 1d4 neg lvls
Level 6 Spells
Disrupt Negative Energy - destroy weak undead&backlash
Exoskeletal Animation - animates giant vermin undead
Level 7 Spells
Ageless - stops aging for 1 day
Gar'Udok's Aura - animates creatures slain during the spell
Gar'Udok's Blessing - boosts undead's abilities
Globe of Negative Energy - globe causes 2d4 negative lvls
Plague - infects all creatures in 30 feet with a disease
Level 8 Spells
Risen Armies - animates all corpses in range
Level 9 Spells
Gar'Udok's Greater Blessing - boosts undead's abilities
Necropolis - animates all the dead in a destroyed settlement

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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Army of Shrapnel

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"Garu'dok, what in the fires of Hell are you doing sending


that rabble of skeletal minions against a full battalion of highly trained knight-templars? They'll be crushed to a pulp by
the warhorses alone!"
"Yes my dear SahinnI'm counting on it."
Evocation (Force)
Level: Clr 6, Sor/Wiz 5, Bones 6
Components: V,S,M
Casting Time: 3 rounds
Range: Close (25 ft + 5 ft / 2 levels)
Target: 2 skeletons / level
Duration: Destruction of undead or 10 minutes / level
Saving Throw: Will negs, Reflex half
Spell Resistance: Yes
This spell allows the caster to set an augmented version
of shrapnel in skeletons that he targets. Upon either the
skeleton's demise, or the duration listed above, the spell is
released, destroying the skeleton. Unwilling skeletons can
make a Will save to negate the effects of the spell upon
them. The effects are per the shrapnel spell with the following exception: all targets within short range of the skeleton
receive 1d10 piercing damage +1 force damage/caster level
(max 1d10+10) from the shrapnel blasted outwards from the
entire skeleton detonating. A reflex save reduces the damage by half.
Material Component: 10 pounds of bone.

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).

GarUdoks Necromantic Artes

Any creature injured by this spell has it's speed reduced to


one half because it's foot is painfully wounded. This movement penalty lasts until the creature is successfully treated
with a Heal check (DC equal to that of the spell). In addition,
the wound re-opens if the creature fails the initial save
against the Filth Fever after it's incubation period.
Material Component: A piece of bone from someone or
something killed by 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,

as Channeling Ward increases the effective Hit Dice of the


undead, thus even if turning is successful, less undead will
be turned.
Arcane Material Component: A pinch of crushed glass.

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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When Gar'Udok left his chapel of contemplation, he was


always surrounded by a palpable field of darkness that did
nothing to reduce his reputation for evil and dark deeds.
Illusion
Level: Sor/Wiz 2, Clr 2
Components: V,S,F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell gives the target a dark, frightening aura.
The target of this spell radiates a palpable dark aura. The
darkness radiating from the target makes him appear larger
and somewhat indistinct, and grants the benefit of one-quarter concealment (a 10% miss chance). It also takes the target appear more frightening and powerful (providing a +4
circumstance bonus to Intimidate checks and making all
opponents suffer a -1 moral penalty on attacks against the
target).
Arcane Focus: a skull from a slain infernal creature or
fiendish animal.

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

VIII

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)

Disrupt Negative Energy


"To truly master negative energy, one should also prepare
themselves when the dark art can be used against them." Garu'dok
Necromancy
Level: Sor/Wiz 6

GarUdoks Necromantic Artes

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

away his youthful ignorance


Illusion (Phantasm)
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft / level)
Target: One living creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
The wizard that casts this spell must have a clear line of
sight with his intended target. The target must make at a Will
save, with a successful save negating the spell. A failed save
allows the spell's full effects to overwhelm the target. The
subject's vision is altered to an extreme. He sees all living
creatures within view receiving various hideous and sadistic
deaths by gruesome assailants. The victim will witness plants
withering, flesh and muscle dripping from bleached-white
bones, and a host of other types of death. These effects are
entirely illusionary, but the target fully believes what he witnesses. A successful wisdom check allows others around the
victim to notice that his eyes are glazed over in an impenetrable darkness. The spell stays in effect until the target
receives a successful dispel magic cast by someone other
than himself. Otherwise, roll percentile and consult the table
below for the result that such a maddening effect would create in the recipient.
01-30 Faint (lose consciousness for 3d20 minutes)
31-60 Panic (flee from any living creature until exhausted)
61-90 Amnesia (lose 1d12 months of the recent past)
91-00 Death (death from a stroke)
Material Component: A pair of extracted eyes from a creature the caster has slain.

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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Gar'Udok's Blessing

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Never had Binford the Giant seen zombies attack with


such speed and ferocity. But after his companions layed
about themselves to clear the fallen soldiers again from the
field of battle, they saw a fallen priest of Gar'Udok granting
the dead warriors their celerity, a morningstar dripping with
the ichor of battle in one hand, a fresh human skull in the
other.
Necromancy
Level: Clr 5, Death 5, Wiz/Sor 7
Components: V,S,M
Casting Time: 1 action
Range: 100 ft
Target: 2 HD of undead / level in a 100 ft radius spread
centered on you
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
This spell augments the negative energy animating an
undead creature, making it more effective at war.
Up to 2 Hit Dice / caster level of undead within range
receive the caster's choice of one of the following profane
bonuses: +3 to attack and damage, +2 to armor class and
saves, +4 to initiative checks, or 1 additional melee attack at
their full attack bonus. If the caster is undead, he may be a
target of the spell also.
Material Component: A human skull

Gar'Udok's Greater Blessing


At the battle of Corning's Edge, the dead fought with a savagery never before seen. It seemed that even they knew the
end of Gar'Udok's reign was fast approaching. After the battle, of the units of undead that survived, most disintegrated
on their own
Necromancy
Level: Clr 7, Death 7, Wiz/Sor 9
Components: V,S,M
Casting Time: 1 full round
Range: 400 ft
Area: All undead in a 400 ft radius spread centered on you
Duration: 1 minute / level
Saving Throw: Will negs
Spell Resistance: Yes
As Gar'Udok's Blessing, only far more powerful.
All undead within range receive all of the following profane
bonuses: +3 bonus to attack and damage, +2 armor class
and saves, +4 bonus to initiative checks and 1 additional
melee attack at their full attack bonus. The negative material energies channeled through this spell are so great that
any undead still functional at the end of the duration must
make a Will save (with the same DC as the spell) or be
destroyed from the power. The caster of this spell may designate not to be affected by it if undead.
Material Component: A semi-sentient undead (skeleton,
zombie or the like).

Gar'Udok's Minor Blessing


Kieran, a second-circle initiate of Gar'Udok's fallen priest-

hood, stood ready to do battle. With the blessings of


Gar'Udok upon his lips and two of the Bane Zombies at his
sides, there was little he was afraid of.
Necromancy
Level: Clr 2, Death 2, Wiz/Sor 3
Components: V,S,M
Casting Time: 1 action
Range: 60 ft
Target: 1 HD of undead / level in a 60 ft radius spread
centered on you
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
As Gar'Udok's Blessing, only channeling far less negative
energy into the undead charges.
Up to 1 Hit Die of undead per caster level within range
receive the caster's choice of one of the following profane
bonuses: +1 bonus to attack and damage, +1 to armor class
and saves, +2 to initiative checks, or +3 hit points, for the
spell's duration. If the caster is undead, he may target himself with the spell.
Material Component: One ounce of powdered bone.

Globe of Negative Energy


Necromancy
Level: Clr 6, Sor/Wiz 7
Components: V,S,M/DF, XP
Casting Time: 1 action
Range: 10 ft
Target: 10 ft radius emanation centered on you
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes
As Minor Globe of Negative Energy (see below), except
that any subject that comes into contact with the globe
receives 2d4 negative levels. These negative levels do not
drain away as minor globe of negative energy, instead
remaining for 24 hours and follow all rules regarding negative levels as stated in the System Reference Document.
Material Components: An onyx gem worth at least 1,000
gp and 100 XP/amount of negative levels received by subjects affected by this spell.

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.

GarUdoks Necromantic Artes

With this spell, a necromancer can graft all manner of


melee weapons directly onto the forearms of the skeletons
and zombies he has animated, fusing metal and bone to
become one. This, in effect, replaces the hand and forearm
of the skeleton or zombie with the weapon used as the material component, thus greatly enhancing the creature's combat
capabilities. It now fights with the weapon being an extension
of its own body, granting a +1 competence bonus to all rolls
to hit in close combat. The skeleton or zombie also, naturally, now does the damage of the weapon with the same critical threat range instead of its own slam or claw attacks.
Weapons grafted onto undead creatures in this way are considered natural weaponry. Regardless of the amount of times
this spell is cast, a necromancer may only graft weapons
onto 2 hit dice of skeletons or zombies per caster level.
Only weapons of the same size class or smaller may be
grafted onto a skeleton or zombie by the use of this spell.
However, a necromancer may choose to graft two
weapons onto each undead, simply by providing two
weapons for each as a material component. When this
is done, the undead creature so affected will no
longer be able to pick up or manipulate objects,
as their hands are now replaced by
weapons. However, they will be able to
make two attacks per round,
once with each weapon,
without penalty, however
they do lose the competence
bonus
described above.

Hold the Slain


With a glance and a gesture from Gar'Udok, Sahinn's
treachery was ended as he froze in place, sword
raised and a snarl of hate upon his long-dead lips,
even his psionic powers held at bay.
Necromancy
Level: Clr 4, Brd 5, Sor/Wiz 5, Undead 4
Components: V,S,F/DF
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: One undead creature
Duration: 1 round / level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell interrupts the flow of negative energy within an
undead creature, freezing it in place.
While similar in effect to Hold Person, this spell affects the
magical energy animating its target, instead of the mind. The
result is the same, however: the target is frozen in place,
unable to move. However, for this reason, the target is also
unable to take mental actions (unlike with hold person). In
fact, time does not pass for the undead under this spell. The
target is unaware of anything between the casting of this
spell and its cessation. Intelligent undead, such as liches,
may deduce that something has happened however.
Arcane Focus: A miniature iron scroll.

Life's Veil

At first, Gar'Udok's servitors were easy to spot in the


encampments and villages, zombies don't smell too pleasant
after the first day or two. But later they started making sorties
with undead who had the illusion of life about them. If it hadn't been for Kessa Wallacia's well-timed detect evil spell, the
Warlord of Moldar would have been slain by a ghast assassin under this very spell. Some claim that Gar'Udok managed
to use this very spell to enter the villages covertly
for whatever vile purposes perhaps this is
the source of the Lekassi.
Transmutation
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Target: One undead creature
Duration: 10 minutes / level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes
(harmless)
This spell gives a
seeming of life to
an undead creature.
For the duration of this spell,
the target looks,
sounds, smells
and
feels
exactly as it did
in life. The target
regrows
skin, blood and
organs.
While
under the spell's
effect, the target
can eat, drink, breathe, and perform all
other bodily functions. They are identical to whatever they were before
death. Incorporeal undead appear
solid, but do not actually gain substance. Note that this spell does not
confer sentience, and semi-intelligent undead are quickly revealed
under close scrutiny.
Material Component: A vial of human blood drawn less than
one day before casting.

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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Target: One Undead


Duration: 2 hours / level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell renders the target undetectable to all undead
detection methods.
For the spell's duration, the target does not register as
Undead to any spells or spell-like abilities which detect
undead. The target is still completely visible, completely
unchanged to the naked eye. The spell does not make the
target seem to be something else (detect good or detect evil
still detects good or evil undead).
Arcane Material Component: A paper mask.

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Mend the Fallen


No matter the power of the blows stuck, the wounds on
Gar'Udok's champion always sealed shut moments after
they were created by Raijin's sword. It was as if the undead
monstrosity drew it's unholy life force from the chanting
priests around the arena.
Necromancy
Level: Clr 3, Death 3, Undead 3
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Target: One Undead
Duration: Instantaneous
Saving Throw: Will halves (harmless)
Spell Resistance: Yes
This spell refreshes the negative energy animating
undead, completely restoring lesser creations.
More effective for healing undead than inflict serious
wounds, this spell heals up to 3d8 points of damage +1 point
per caster level (up to +15). If cast upon the living, there is
no effect.

Minor Globe of Negative Energy


Necromancy
Level: Clr 4, Sor/Wiz 5
Components: V,S,M/DF
Casting Time: 1 action
Range: 10 ft
Target: 10 ft radius emanation centered on you
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes
A stationary globe of crackling negative energy surrounds
you. Black bolts streak across its surface, while the constant
hissing and popping of negative energy reverberate all
around. Any creature that comes into contact (by physical
touch, attacks by a melee weapon, etc,) with the globe
(including the caster), will receive 1d4 negative levels.
If the subject has at least as many negative levels as HD,
he dies. Each negative level gives a creature the following
penalties: -1 competence penalty on attack rolls, saving
throws, skill checks, ability checks, and effective level (for
determining the power, duration, DC, and other details of
spells or special abilities.) Additionally, a spellcaster loses
one spell or spell slot from her highest available level.

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Negative levels, whether previous or gained in this fashion,


stack.
As enervation, if a subject affected by this spell survives,
he regains lost levels after a number of hours equal to your
caster level.
Material Components: An onyx gem worth at least 1,000
gp.

Minor Mendings of the Fallen


The lowliest of the Fallen Priesthood of Gar'Udok were
able to increase the survivability of their undead troops with
simple profane blessings and the ability to channel the dark
energies of death into their charges.
Necromancy
Level: Clr 1, Death 1
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Target: One Undead
Duration: Instantaneous
Saving Throw: Will halves (harmless)
Spell Resistance: Yes (harmless)
This spell refreshes the negative energy animating
undead.
Specifically designed to heal undead, this spell is more
effective than the traditional inflict light wounds treatment.
The undead recipient is healed of 1d8 points of damage +1
point per level of the caster (up to +5). If cast upon the living, nothing happens.

Mortification of the Flesh


His skin began to draw back across his frame, his stomach sucked in and any resemblance to a living being was
quickly replaced by his suddenly mummified appearance.
Transmutation
Level: Drd 4, Sor/Wiz 4, Undeath 4
Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour / level
This spell dessicates the casters body, making him tough,
leathery and seemingly without organs.
Upon casting this spell, the casters skin tightens around
his frame, fat seems to almost melt away and internal
organs shrink and atrophy. The skin becomes leathery and
worn, eyes sunken, the body of the caster suddenly taking
on the semblance of a body mummified by dry desert winds.
The spell actually sustains the caster without functional
organs for the duration, becoming almost one of the undead,
a walking husk of a corpse animated by magical energies.
Whenever the caster is subject to a critical threat from any
attack, the check to confirm a critical must also fall within
then critical range for the weapon with the natural result of
the d20 check. This makes critical hits significantly less likely, as the casters corpse is almost entirely without vital
organs besides the brain for the duration of the spell.
Material Component: A scrap of flesh dried in the sun.

GarUdoks Necromantic Artes

Necropolis

Level: Clr 2, Sor/Wiz 2


Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: No
This spell alters the caster to seem as one of the dead.
Through the use of this spell, you can alter your appearance and form to that of a corpse or zombie of the same size
class. Body temperature will feel cold, limbs will stiffen and
flesh will appear putrid and rotting. Although the usual
undead abilities and immunities are not granted by One with
the Dead, the caster gains a +2 resistance bonus to saves
against cold, electrical, sleep and poison attacks. In addition,
the caster no longer needs to breathe whilst the spell is in
effect.
If used to hide among the dead, the spell grants a near
flawless image. Assume the caster has taken 20 with a
Disguise check, adding the caster's level and ranks in
Disguise as additional bonuses. Generally, such a check
need only be taken if the caster is being carefully examined.
The caster may still move freely, however, and will appear
much like an ordinary zombie, though he does not gain any
further benefits other than those outlined above.
Material Component: Dirt from a fresh humanoid grave.

In the ancient city of Mires Ford it is said he made his last


stand against the armies massed against him. The city had
fallen centuries before to a demonic plague during a great
siege, and since then none had travelled there until that final
battle. In the last hours of the war, it is said that all the dead
behind those ancient walls stood up and took arms in the
defense of Gar'Udok..
Necromancy
Level: Sor/Wiz 9, Bones 9
Components: V,S,M
Casting Time: 1 day
Range: Special
Target: Ruined Settlement
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell raises the populace of an entire city as skeletal
warriors.
There are few spells more powerful in a necromancer's
repertoire than the ability to raise an entire civilization from
death. From the ruins of an ancient town or city, the necromancer causes skeletons to claw their way out of the ground,
to rise up in perfect servitude to his every demand.
The spellcaster must be upon the site of a ruined and
deserted settlement to cast this spell successfully. Complete
skeletons are not required for the use of this powerful spell
(scattered dust and bones are just fine) but no sentient creature must have lived within the settlement for at least 50
years.
Once cast, a number of skeletons will animate in accordance with the size of the settlement as it was when it was
inhabited. A small village will yield between 60 and 600
skeletons (1d10x60), a town between 800-8000 (1d10x800),
and a city between 1,000 and 10,000 (1d10x1,000). The
skeletons will be under the necromancer's complete control
until destroyed. These skeletons do not count against the
maximum amount of undead the caster can control. A
destroyed skeleton cannot be reanimated again and once
cast, this spell may never be cast again by another wizard in
the same location.
The skeletons created by this spell are unable to venture
further than 25 miles from the settlement. Any ordered to do
so will instantly crumble to dust and are destroyed.
Material Component: Ruined, deserted settlement and a
collection of items from the ruined settlement worth at least
5,000gp. The items are consumed in the casting, the settlement itself remains intact, but can never be used as a component for this spell again.
XP Cost: 10 XP per skeleton raised.

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.

One with the Dead

Pet Cemetery

As the wars went on, it became necessary to incinerate the


corpses after each battle, as the priesthood would conceal
themselves among the corpses on the field. Soon the armies
marched under a cloud of the black soot of charred human
flesh, through the stench of the ovens running all day, every
day
Transformation

As Mikael settled down to sleep in the only private room in


the Inn, a rat began to root through his backpack. When he
reached in after it, he suddenly jerked back his bloody hand,
with the tiny creature still attached by it's teeth. A quick
smash against the wall killed it, although it proved to be the
poor thing's second passing.
Necromancy

Osseous Staff

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Level Sor/Wiz 0, Clr 0


Components
V,S,M/DF
Casting Time
1 action
Range Touch
Target One tiny animal corpse
Duration
Instantaneous
Saving Throw None
Spell ResistanceNo
This spell turns the body or bones of an animal into an
skeleton or zombie.
This spell will only animate dead animals of tiny-size. The
skeleton or zombie can follow you or can remain in an area
and attack any creature (or just a specific type of creature)
entering the place. The skeleton or zombie remains animated until it is destroyed. A destroyed skeleton or zombie cannot be reanimated again. Regardless of the number of times
this spell is cast, only a single undead animal from this spell
may be controlled at any one time by a single caster. If an
undead animal is animated using this spell whilst another is
already under your control, the original animal becomes
uncontrolled. This undead does not count against your HD
limit of controlled undead.
An undead animal 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 a tiny-sized skeleton or
zombie can be found in the System Resource Document.
Arcane Material Component: A shiny chip of black stone.

Casting Time: 1 action


Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell prepares a corpse for animation as undead.
A corpse touched by this spell becomes ready for animation using an animate dead spell. Normally this makes no
difference for a body, except for slain undead. An undead
that has been reduced to zero hit points is normally
destroyed and cannot be re-animated. Through the use of
this spell, destroyed undead can be made to be animated
once again through animate dead or any other spell that
turns corpses into undead.

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.

Kerrick looked down at the fallen soldiers as he picked his


way across the hills of Loch Ural. Commander Truoc's halforcs had been decimated here it seemed, their corpses left
upon the field, with the carrion birds working them over.
Then suddenly they were beset by a Wyvern with a Fell
Priest upon it's back. As it struck the head of their unit, the
Priest raised her arms, and the fallen half-orcs took up arms
once again, but this time fighting for the necromancer.
Necromancy
Level: Clr 7, Death 7, Sor/Wiz 8
Components: V,S,M/DF
Casting Time: 1 full round
Range: 10 ft / level
Effect: 10 ft / level radius spread centered on caster
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
This spell animates all of the dead within range, for a short
period of time.
Upon completion, every corpse within the spell's area of
effect rises as a skeleton or zombie under the caster's command, as appropriate. This spell ignores all limitations on the
amount of undead that may be controlled at one time, placing (potentially) armies of the undead at the caster's fingertips. However, any undead still functional at the end of the
spell's duration disintegrate, collapsing into piles of dust.
Note that this spell does not supply any form of armament
for the undead it creates. Furthermore, the time it takes to
dig oneself out of the grave is part of the duration, so that it
is most useful on battlefields or in crypts.
In all other respects, this spell acts as animate dead.
Material Component: A black onyx gem worth at least
500gp.

Renew the Tide of Unlife

Scattered Escape

As he moved down the hall where the battle took place,


Gorath the Cursed touched each fallen undead and, in turn,
each stood up as if the wounds of their latest downfall had
never been landed.
Necromancy
Level: Clr 0, Sor/Wiz 1
Components: V,S,F/DF

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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GarUdoks Necromantic Artes

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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Living Creature: +2 Constitution (with Hit Point bonuses),


+2 enchantment bonus to Fort saves.
Skeleton, Lich or Skeletal Undead: +2 hp per hit die.
Other Undead: +1 hp per hit die.
Bone Armor: +2 armor class bonus
Bone Weapon: +2 damage
Inanimate Objects: Increase hardness of parts made of
bone by 5

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Skindancer they called her. She had come in to the


encampment as a commoner with the last prisoners from the
fortress city of North Bay. As the prisoners were paraded
one last time before Nox Ulgi, she reached up and peeled
the old commoners face away from her own. With a black
laugh that seemed to break his face assunder, Nox welcomed her back.
Transmutation
Level: Clr 4, Sor/Wiz 3, Ass 4, Agl 3
Components: V,S,F
Casting Time: 1 full round
Range: Touch
Target: Touched creature
Duration: 3 hours / level
Saving Throw: Will negs (harmless)
Spell Resistance: Yes
Through this spell, a person can take on a full semblance
of someone they have slain.
The target of this spell gains a perfect visual disguise of
the slain individual, in addition to their voice and intonation,
tics, mannerisms and so on. This grants a +25 on all disguise checks to imitate the slain individual for the duration of
the spell. The spell can be dispelled by the target by removing the spell focus (see below).
Spell Focus: The skin from the face of the slain individual
to be imitated. The skin must be peeled off and placed over
the face of the target of this spell. The skin is only good for
1 day times the result of a Wilderness Lore roll made by the
person skinning the victim. Persons who rely on this spell
such as the SkinDancer are known to carry three or four
such skins at a time.

Strength of the Dead


A dark energy coursed through his veins, lifting his arms
high, imbuing his fists with the power to tear down cities.
Necromancy
Level: Sor/Wiz 3, Clr 3
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 20 minutes / level
Saving Throw: Fort negates
Spell Resistance: Yes
A more potent form of Bulls Strength, drawing upon the
energies of the negative energy plane.
The target of this spell gains 1d6+2 Strength for the duration of the spell. Once the duration expires, the target suffers
from the ravages of the negative energy, and gains the effect

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of a negative level for the same duration as the duration of


the spell. This negative level is short-lived enough that it
never results in actual level loss.

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.

Wall of the Grave


Mikheal caught himself just before colliding with the wall of
bones that was suddenly before him where none was
before. Jurgosh the ogre wasn't so skillful and smashed
straight into it, sending bones and fragments flying. They
were of all sorts, human and animal, strange and hauntingly familiar, forged from death.
Conjuration (Creation)
Level: Clr 3, Sor/Wiz 3
Components: V,S,M/DF
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Area: 5 ft sq / level
Duration: 10 minutes / level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a wall formed of bones into existence.
Similar to other wall spells, this conjuration causes a wall
formed of tightly-packed human bones to appear. Up to 5 ft
square per caster level can be created with this spell. The
wall is 1 inch thick per 4 caster levels, and like other walls,
can be thickened at the expense of area. Doubling thickness
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GarUdoks Necromantic Artes

spell is more useful for slowing an enemy down than outright


stopping him. Each 5-ft segment has 8 hit points per inch of
thickness and a hardness of 4. If a section of the wall is
reduced to 0 hit points, it is breached and crumbles.
Arcane Material Component: A femur.

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 remains animated until it is destroyed. A destroyed


zombie cannot be reanimated again. Regardless of the number of times this spell is cast, only a single zombie from this
spell may be controlled at any one time by a single caster. If
another zombie 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.
A zombie can be created only from a mostly intact corpse.
Statistics for zombies based on size can be found in the
System Resource Document.
Material Component: A small black onyx worth 50gp,
placed in the corpse's eye socket or mouth. It is destroyed in
the casting.

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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Chapter 2 - Risen Creatures of the North

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This chapter details a selection of creatures (mostly


undead and constructs) from the era of GarUdok. All creature stats (from the size of the creature through to the
advancement range) as well as everything after the COMBAT entry is open game content. Creatures are arranged
alphabetically, standard creatures first, then creature templates and finally the BlackHand Kobolds, a new character
race of draconic kobolds. Creature statistics (everything
starting at the creatures size and type and ending at the
Advancement range) are Open Game Content, as is all
material after the COMBAT header until the next creature
begins (or the sample character is presented). Stat blocks
for the sample creatures are also Open Game Content.

Face/Reach: 5 ft x 5 ft / 5 ft
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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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
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ondary damage 2d8 temporary Strength. Unlike most


Strength damage, if Strength is reduced to or below zero by
this poison, the victim is struck dead, as if they had been
reduced to zero Constitution.
Magic Vulnerability (Ex): A transmute rock to mud spell
slows an Alabaster Maiden (as the slow spell) for 2d6
rounds with no saving throw, while transmute mud to rock
heals all of her lost hit points. A stone to flesh spell makes
her vulnerable to any normal attack for the next 1d4 rounds.

Caramina, The White Maiden


Caramina was one of the most beautiful women of the
northlands. Skalds once travelled the north telling tales of a
most beautiful princess trapped forever in a curse of stone.
Great men quested for her, and the fables grew greater with
each telling. But none remembered her origin, a fell creature
indeed, doomed to immortality as living stone as penance

for her trickeries in life.


Finally, during the dark times of Gar'Udok's rule, she was
released from her prison, the spell broken by the kiss of a
paladin. She thanked him with the bite of her snakes and
stepped out of legend and into the den of evil.
As Gar'Udok's consort in his later years, she travelled with
him as he toured the citadels that had fallen before his
undead might. She worked as a courtly liaison when his
bluntness would be dangerous to his goals. And perhaps, it
is said, they shared something
deeper than a mutual love of evil
and tyranny.
Just before the invasion which
shattered Gar'Udok's reign,
Caramina travelled to the Island
nations to discuss their burial
rites and tribute arrangements.
When the war started she was
trapped there for a year, and
only made it back to the
Northlands as Gar'Udok made
his last stand at Mires Ford. She
travelled to the ruined city a
week after the battle, and sat
watching the carrion beasts eat
away at all that remained of her
purpose.
Now it is said that she travels
as a nomadic succubus, avoiding the Northlands and the pain
left there, leaving a subtle wake
of dead bodies in her path. She
is unaware of her old ally
Torexis' survival after the war,
nor of his recent grave-robbing
forays.
Caramina, The White Maiden,
Female Alabaster Maiden
Ftr3/Blk4:
CR15;
HD
7d10+6d12; hp 82; Init +5; Spd
30ft; AC 31 (+5 Dex, +10 Natural
Armor, +6 Bracers of Armor);
Melee
thornbite
dagger
+18/+18/+13 (1d4+5), snakes
+10 (1d4+1, Poison); Ranged
dagger +15/+10 (1d4+2); Face 5
ft x 5 ft; Reach 5 ft; SA deadly
gaze, poison, smite good, sneak
attack +1d6, spells; SQ undead,
darkvision, DR 10/+3, turn
resistance +2, magic vulnerability, detect good, command undead, aura of despair; AL LE;
SV Fort +16, Ref +16, Will +14; Str 14, Dex 20, Con -, Int 14,
Wis 12, Cha 24.
Skills and Feats: Bluff +16 (9), Craft (sculpture) +10 (8),
Diplomacy +20 (13), Disguise +13 (6), Handle Animal +11
(4), Ride +13 (8), Intimidate +12 (5), Listen +12 (9), Move
Silently +14 (9), Spot +12 (9); Alertness, Toughness,
Weapon Finesse (Snakes), Weapon Finesse (Dagger),
Power Attack, Cleave, Sunder.

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Blackguard Spells Prepared (2/1):1 - inflict light wounds,


weeping wounds; 2 - darkness
Equipment: Bracers of Armor +6, "Thornbite" Dagger +3,
speed, usually envenomed with a shellfish neurotoxin - DC
16 poison, primary damage 1d2 Dex, secondary damage
1d4 Dex - causing diarrhea, muscle pain (cannot run or
charge), and tingling in the extremities (reflex check DC 12
to handle spell components, -2 penalty on pick pocket and
open lock attempts), ring of invisibility.

Bloody Lords

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As Gar'Udok walked away from the meeting of the Blood


Druids, he smiled. Behind him walked some of the oldest
dead of the Northlands. The Druids had refused to back his
bid for power, but they granted him the friendship and locations of the Old Lords, ghouls of the barbarian tribes.
The Old Lords strode tall and strong, some still wearing
the iron crowns of their rule as kings. Their ancient desire to
rule and command was still strong. Strong enough to pull
the dead from the ground to fight once again. These would
be strong allies indeed.
Medium-size Undead
Hit Dice: 4d12+6 (32 hp)
Initiative: +0
Speed: 30 ft
Armor Class: 13 (+3 Natural Armor)
Attacks: 1 Slam +3 (melee) or 1 Weapon +3 (melee)
Damage: Slam 1d6+1 or by weapon
Face/Reach: 5 ft x 5 ft / 5 ft
Special Qualities: Undead, Darkvision 60 ft, Raise
Graveborn, Create Spawn
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 13, Dex 10, Con -, Int 10, Wis 10, Cha 13
Skills: Climb +7, Hide +7, Intimidate +8, Jump +5, Listen +4,
Move Silently +5, Spot +3
Feats: Toughness x2
Climate / Terrain: Cold Land
Organization: Solitary, Gang (2-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral Evil (usually)
Advancement: 5-8 HD (Medium-size), 9-12 HD (Large)
The Bloody Lords are a race of ghoulish dead raised from
the corpses of the northern barbarian tribes. They appear
zombie-like initially, but are intelligent, motivated, and significantly quicker in action.
They are often found haunting old battlegrounds or villages struck by famine or disease, where they can animate
the bodies of the dead to form a quick army of Graveborn to
defend themselves. They will sometimes feign the existence
of nomadic hunters or tribesmen to lure in unsuspecting
travellers.
It is said that the first Bloody Lords were created by an
ancient tribal shaman as his revenge against another tribe
that attacked and razed his village while he was on a visionquest in the deep snows of the sunless days.

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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
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Special Attacks: Cripple, Spell-Like Abilities


Special Qualities: Damage Reduction 10/+1, SR 30, Fallen
Qualities, Aura of Undeath
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 16, Cha 20
Skills: Concentration +19, Escape Artist +19, Hide +19,
Knowledge (religion) +17, Listen +20, Move Silently +19,
Sense Motive +18, Spot +20, Any 2 Knowledges or Crafts
+17
Feats: Alertness, Cleave, Improved Initiative, Power Attack
Climate / Terrain: Any land or underground
Organization: Solitary, Pair or Chorus (3-5)
Challenge Rating: 14
Treasure: No coins, double goods, standard items
Alignment: Any Evil (always)
Advancement: 13-18 HD (Medium-size), 19-36 HD (Large)
Fallen, charnel Devas destroyed in the presence of a
major immortal of the sphere of Undeath can be returned to
their form in an effort of darkest infernal necromancy. What
comes back three days later is the Crypt Angel.
Still an iconic beautiful supple and lithe human, the Crypt
Angel has a darker complexion than their celestial counterparts and black or blue-black hair. Their large feathery wings
remain, but become dark as blackest pitch, and their eyes
are hollow and white, never showing real emotion. They can
be of any evil alignment. Deep beneath their cold demeanor,
some still pine for their lost divinity.
Crypt Angels can only cross into the prime material in
places of carnage or charnel, where at least 100 hit dice of
creatures have died recently.
COMBAT
Crypt Angels are not afraid to enter melee combat. They
attack in a cold fierceness, striking down foes with their powerful +3 bastard swords of wounding.
The following are standard Fallen Qualities:
Aura of Menace (Su): A horrific aura surrounds the fallen
that fight or get angry. Any hostile creature within a 20-foot
radius of a Crypt Angel must succeed at a Will save (DC 21)
to resist its effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the Angel that generated the aura. A creature
that has resisted or broken the effect cannot be affected
again by that Crypt Angel's aura for one day.
Magic Circle against Good (Su): A magic circle against
good effect always surrounds the fallen, identical with the
spell cast by a sorcerer whose level equals the fallen's Hit
Dice. The effect can be dispelled, but the fallen can create it
again during its next turn as a free action. (The defensive
benefits from the circle are not included in the statistics
block.)
Protective Aura (Su): As a free action, fallen can surround themselves with a nimbus of shadow having a radius
of 20 feet. This acts as a double-strength magic circle
against good and as a minor globe of invulnerability, both as
cast by a sorcerer whose level equal to the fallen's Hit Dice.
The aura can be dispelled, but the fallen can create it again
as a free action on its next turn.
Tongues (Su): All fallen can speak with any creature that

has a language, as though using a tongues spell cast by a


14th-level sorcerer. This ability is always active.
Immunities (Ex): All fallen are immune to electricity and
petrification attacks. Fallen Angels are also immune to cold
and acid.
Resistances (Ex): Non-angelic fallen have cold and acid
resistance 20. Fallen Angels have fire resistance 20. All fallen receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All fallen have low-light vision and 60foot darkvision.
The following are special abilities of the Crypt Angel:
Aura of Undeath (Su): When a Crypt Angel travels into
the Prime Material it must be done in an area of carnage and
charnel. Immediately upon appearing, 48 Hit Dice of zombies are animated from the corpses littering the area (within
300 ft of the Angel). These corpses will serve the goals of
the Crypt Angel (or at least of the Angel's patron deity, who
may have other plans, even the destruction of the Crypt
Angel in question), although they are not under it's immediate control.
Further, whenever the Angel travels it "builds up a charge"
of undeath at a rate of 1 HD per hour. Whenever it travels
within 55 feet (close range) of a suitable recently-dead
corpse (must have enough flesh to be animated as a zombie), that corpse rises from the grave and it's new Hit Die
total is subtracted from the Aura of Undeath "charge"@.
These zombies also serve the goals of the Angel's patron
deity.
Cripple (Ex): If a Crypt Angel strikes an opponent twice in
one round with its sword, that creature must succeed at a
Fortitude save (DC 22) or be crippled, able to make partial
actions only until healed of all damage.
Spell-Like Abilities (Sp): At will - continual flame, darkness, detect good, dispel good, dispel magic, unholy aura,
polymorph self, remove curse, curse, disease, fear; 7/day invisibility purge and cause light wounds; 1/day - animate
dead, harm, heal (self only)
Thanks to: Taylor the Mage, Village Idiot, Bahamut, (Card Challenge 2)

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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Damage: Slam 2d10+9


Face/Reach: 5 ft x 5 ft / 10 ft
Special Attacks: Despair, Disease, Wound
Special Qualities: Construct, Magic Immunity, Damage
Reduction 25+2, Resistant to Blows, Fire Vulnerability
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate / Terrain: Any Land and Underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral (always)
Advancement:15-21 HD (Large), 22-42 HD (Huge)

A disease golem is a collection of mummy remains and the


dark sorceries of Garu'dok. Standing an incredible 12 feet in
height and weighing close to 1,500 pounds, these collections
of decaying flesh, bandages, and pure negative energy are
the perfect catalysts of disease and death. As even more of
an insult to the undead, Garu'dok fashioned the bodies of the
golems to resemble that of their former undeath: a somewhat
humanoid shape, complete with a stooped stance and lumbering gait. The mummies now no longer serve their dark
masters, instead existing as the mindless automations of
Garu'dok the Faithless.
COMBAT
Disease golems are almost certainly
the demise of any but the most powerful
of heroes. They have most of the powers
of mummies, but are enhanced by size,
greater endurance, and spell immunity
common to constructs. Because of their
inherent gift of disease, it isn't a question
of whether or not a party can defeat a
disease golem, but of whether the golem
truly wins in the end.

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Despair (Su): Upon the first sighting of


a disease golem, the viewer must succeed at a Will save (DC 18) or be paralyzed with fear for 1d4 rounds. Any viewings from the character following the first
do not constitute another saving throw.
Disease (Su): When struck by the
attacks of a Disease Golem, victims are
exposed to a strain of Mummy Rot, a
supernatural disease (see the System
Reference Document for more information on Mummy Rot). Treat as a normal
disease, with an incubation period of 24
hours, a Fort save DC of 20 plus 2 per
consecutive hit from the Disease Golem
(so a victim struck once must make the
save at DC 20, while a target struck six
times would have to make the save at
DC 30), that deals 1d6 Con damage.
Unlike normal diseases, Mummy Rot
continues until the victim reaches 0 Con
and dies or receives a remove disease
spell or similar magic.
Wound (Ex): The damage a disease
golem deals doesn't heal naturally. Only
a heal spell or a Healing spell of 6th level
or higher can heal it.
Resistant to Blows (Ex): Physical
attacks deal only half damage to disease
golems. Apply this effect before damage
reduction.
Construct: Immune to mind-influencing effects, poison, disease and similar
effects. Not subject to critical hits, subdual damage, ability damage, energy
drain or death from massive damage.

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Magic Immunity (Ex): Disease golems are immune to all


spells, spell-like abilities, and supernatural effects, except as
follows. A remove curse slows the golem (as per the slow
spell) for 3 rounds with no saving throw. A Heal spell saps
half of the golem's current hit points. A contagion spell doubles the golem's current hit points (but does not raise it
above the golem's maximum amount of hit points).
Fire Vulnerability (Ex): A disease golem takes double
damage from fire attacks (except for spells and spell-like
abilities) unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Gar'Udok's lieutenant Sahinn is said to have invented the


process of it's creation, although it is quite likely that the
method was actually discovered during one of his digs in the
buried city of Tarkid. It is 8 feet tall and weighs around 2,000
pounds. Its body is of roughly formed stone with jutting protrusions.

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.

Construct: Immune to mind-influencing effects, poison,


disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from
massive damage.
Petrification (Su): The touch of the Obsidian Golem turns
its victim to stone permanently. It can be resisted with a
Fortitude save (DC 12). Each touch requires a separate
save to resist.
Magic Immunity (Ex): An Obsidian Golem is immune to
all spells, spell-like abilities, and supernatural effects, except
as follows. A transmute rock to mud spell slows it (as the
slow spell) for 2d6 rounds with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to
flesh spell makes it vulnerable to any normal attack for the
next 1d4 rounds (this does not include spells, except those
that cause damage).

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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A poison golem is a combination of the rarest poisons and


the unholy (and highly toxic), blood of fiends. This horrid construct normally stands 7 feet tall and weighs roughly 1,200
pounds. The exact dimensions and general shape of the
golem may vary, depending on the whims of its creator. Most
favor a humanoid appearance, but the golem may resemble
any creature-type the creator has seen or even take a form
born from the creator's twisted imagination. Unlike the size
and shape of the construct, the color cannot be altered. The
"flesh" of the golem is of the darkest green, with wild surges
of black coursing through the body. The various poisons and
fiend-blood used in the creation of the golem over-power any
chance of changing this appearance. It's hide smells of rotted
meat, while wisps of smoke dance across the frame of the
construct - two ways of easily discerning the major components used in its creation.
The sight and terrible smell of the creature will repel any
creature or humanoid of 7 HD or less. If the creator deigns to
place any adornments upon the golem, they become ruined
within one week and will only add to the natural fear-effect
the construct possesses. The poison golem has no possessions, weapons, or treasure. It is unable to speak and is in
fact incapable of any sound whatsoever.
The golem moves with a fluid-like motion and natural swiftness unlike its other-typed brethren. The reasoning behind
this lies in the composition of the golem: the material components essential in its creation are the most rare and dangerous poisons and fiendish blood. The golem retains the fluidlike substance and doesn't possess any solid parts at all.
Dark magics keep the stability of the golem, but also allows
for the better ease of movement.
COMBAT
Poison Golems are in a league of their own in terms of combat. They are somewhat difficult to harm and can be very
intimidating, even to the most hardy of adventurers.
Construct: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain or death from massive
damage.
Berserk (Ex): When a poison golem enters combat, there
is a cumulative 1% chance each round that the fiendish
nature of the construct breaks free and goes berserk. Treat
this berserk state as that of a clay golem in System Resource
Document.
Magic Immunity (Ex): Poison golems are immune to all
spells, spell-like abilities, and supernatural effects, except as
follows. A Purify Food and Drink spell drives the golem back
120 feet and deals 3d6 points of damage to it. A Delay
Poison spell slows the golem for 1d6 rounds and deals 1d10
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points of damage. On a side note, if a Poison spell is cast


directly on the golem, the construct heals 5d10 points of
damage.
Improved Grab (Ex): After a successful slam attack, the
Poison Golem can attempt to initiate a grapple as a free
action without provoking an attack of opportunity. Anyone
grappled by or grappling a Poison Golem is pressed against
it's poisonous "flesh" and must make a Fort save (DC 16) or
suffer primary and secondary damage of 2d3 Con.
Poison Breath Weapon (Su): The Poison Golem can
exhale a noxious blast of deadly poisons in a 40 foot cone.
Each time the construct utilizes it's breath weapon, the golem
loses 10 hp - a sacrifice of it's body that can only be healed
by it's creator. Victims of the breath weapon take 6d6 damage (Reflex save DC 17 reduces damage by half) and must
make a Fort save (DC 16) against the deadly bouquet of toxins or suffer primary and secondary damage of 3d6 Con and
1d6 Strength. The body of a person slain by the breath
weapon directly or it's poisonous damage will (unless quickly treated or disposed of), act as a repository for the poison
and any future contact with the exposed flesh will constitute
as the poison attack under the Improved Grab listed above.
Wound (Ex): The damage a poison golem deals doesn't
heal naturally. Only a heal spell or a Healing spell of 6th level
or higher can heal it.
Fear (Su): The sight of a poison golem with it's roiling body
of toxins causes all those who view it for the first time to roll
a Will saving throw (DC 11) or flee for 1d4 rounds.
CONSTRUCTION
A poison golem's body is comprised of poisons and fiendish
blood. A 5 ft. by 5 ft. by 10 ft. pit must be filled with the mixture and the following spells must be used to finish the
process: geas/quest, limited wish, poison, polymorph any
object, and commune. The creator must be at least 16th level
and able to cast both arcane and divine spells (at least commune). A successful Alchemy check (DC 18) is required to
assemble the body. The total cost for the creation could very
well exceed the hundreds of thousands if one were to simply
purchase the various poisons and fiend-blood. Both substances are often used in the most rare of spells and are not
easily garnered. Capable spellcasters should attempt to create the poisons and extract the blood necessary from fiends
themselves.

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)

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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

themselves in 1d4 days. Casting protection from evil on a


body before the end of that time averts the transformation.
To create an Restless Ghoul requires that these spawn be
created on unholy ground.
Rise Again (Su): If three creatures of 1HD or larger are
slain within 60 feet of where an Restless Ghoul's corpse
rests, the Restless Ghoul rises from the dead once again
with full hit points, ready to fight that very round. There is no
time-limit on this ability, sometimes it can take a century or
more to fulfill the requirements, but sooner or later it eventually comes to pass. If a Restless Ghoul corpse is disintegrated or blessed once slain, it will never rise again.

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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age for every 5 dealt to the construct.

Cairn Wyrm

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Of the followers and allies of Gar'Udok, none would be


remembered as the fell dragon Torexis. Tales to this day
remain of their unholy allegiance, but even moreso of Torexis'
insatiable hunger for the dead. Until the days of the war
against Gar'Udok, the northerners buried their lost - wood
was burned to heat the lodge, not to cremate the dead. But
Torexis would travel from cairn to cairn, grave to grave, digging up the dead to consume them. Now the burial rites of
even the lowliest peasant includes cremation upon the funeral pyre.
Dragon (Earth)
Climate/Terrain: Any underground
Organization: Wyrmling, very young, young, juvenile: solitary or clutch (2-4); young adult, adult, mature adult, old, very
old, ancient, wyrm, great wyrm: solitary, pair or family (1-2
and 2-4 offspring).
Challenge Rating: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very
old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Neutral Evil (usually)
Advancement: Wyrmling 6-7 HD (Tiny); very young 9-10 HD
(Small); young 12-13 HD (Medium-size); Juvenile 15-16 HD
(Medium-size); young adult 18-19 HD (Medium-size); Adult

21-22 HD (Large); mature adult 24-25 HD (Large); old 27-28


HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD
(Huge); wyrm 36-37 HD (Huge); great wyrm 39+ HD
(Gargantuan)
Cairn Wyrms are scavengers, carrion birds and hyenas of
the dragons. When the draconian race is haughty and strong,
the Cairn Wyrms crawl through catacombs looking for dead
bodies to devour in secret. In southern climates they are
known as Mausoleum Drakes, Grave Dragons and Crypt
Dragons, but in the northlands they are the Cairn Wyrms, a
name dating back to villagers seeing one tearing apart a
fresh burial cairn to eat the buried chieftain within.
They are visually similar to black dragons in colour, with a
blue-black hide which is glossy at hatching and losing luster
as it ages. Their legs are longer, ending in wide scooping
claws, suited for tearing apart stone constructions and rapid
movement across rough terrain, and their body more sinuous, almost designed for slinking and crawling. It is a smaller breed of dragon than most, growing slower. Their wings
are smaller also, but their manoeuverability is excellent, suited to flight in smaller areas.
Cairn Wyrms devour corpses for more than just food, the
dead are the source of a Cairn Wyrm's breath weapon, a
massive heave of black liquid sputum and dissolved dead. It
is a cone attack, with the size of the cone based on the dragon's size (see the System Resource Document under dragons). The substance stinks of rotten flesh and stomach acids,
and is incredibly tarry and mucilaginous.

Age

Sz

HD (hp)

AC

Att

For

Ref

Wil

Breath

(DC)

Fear

SR

Wyrmling

5d12+10 (42)

19 (+2 size, +3 Dex, +4 natural)

+7

+5

+7

+4

1d4

(13)

Very Young

8d12+16 (68)

21 (+1 size, +3 Dex, +7 natural)

+10

+8

+9

+6

3d4

(16)

Young

11d12+22 (93)

22 (+2 Dex, +10 natural)

+13

+9

+9

+8

5d4

(17)

14

Juvenile

14d12+42 (133)

25 (+2 Dex, +13 natural)

+17

+12

+11

+10

6d4

(20)

16

Young Adult

17d12+51 (161)

28 (+2 Dex, +16 natural)

+21

+13

+12

+12

7d4

(21)

18

17

Adult

20d12+80 (210)

30 (-1 size, +2 Dex, +19 natural)

+25

+16

+14

+14

9d4

(24)

20

19

Mature Adult

23d12+92 (241)

33 (-1 size, +2 Dex, +22 natural)

+30

+17

+15

+16

10d4

(25)

22

20

Old

26d12+130 (299)

34 (-2 size, +1 Dex, +25 natural)

+33

+20

+16

+18

12d4

(28)

24

22

Very Old

29d12+145 (333)

37 (-2 size, +1 Dex, +28 natural)

+37

+21

+17

+20

13d4

(29)

26

23

Ancient

32d12+192 (400)

40 (-2 size, +1 Dex, +31 natural)

+41

+24

+19

+22

14d4

(32)

28

25

Wyrm

35d12+245 (472)

43 (-2 size, +1 Dex, +34 natural)

+45

+27

+21

+25

15d4

(34)

30

26

Great Wyrm

38d12+304 (551)

43 (-4 size, +37 natural)

+47

+29

+21

+26

17d4

(37)

32

28

Speed

Str

Dex

Con

Int

Wis

Cha

Wyrmling

Age

50 ft, fly 100 ft (good)

11

16

13

10

11

Very Young

50 ft, fly 100 ft (good)

13

16

14

11

11

Young

50 ft, fly 100 ft (good)

15

15

15

12

13

Juvenile

50 ft, fly 100 ft (good)

17

15

16

12

13

Young Adult

50 ft, fly 100 ft (good)

19

15

17

14

15

Adult

50 ft, fly 100 ft (good)

23

14

18

14

Mature Adult

50 ft, fly 100 ft (good)

27

14

19

16

Old

50 ft, fly 150 ft (poor)

29

13

20

Very Old

50 ft, fly 150 ft (poor)

31

13

Ancient

50 ft, fly 150 ft (poor)

33

50 ft, fly 150 ft (poor)


50 ft, fly 200 ft (clumsy)

Wyrm
Great Wyrm

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Special
Darkness

Caster
-

Doom

10

Damage Reduction 5/+1

15

11

Deeper Darkness

17

12

Damage Reduction 10/+1

16

17

13

Bone Field

21

18

19

14

Damage Reduction 15/+2

12

23

18

19

15

Wall of the Grave

11

35

12

25

20

21

16

Damage Reduction 20/+3

13

37

11

27

20

21

17

Charnel Blight

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GarUdoks Necromantic Artes

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

damage according to the Wyrm's age category and must


make the listed Reflex save to reduce the damage by half.
Those failing the save find themselves coated in the ichor of
death, and also take 1 negative level of damage from the
negative energy extracted from the corpses it has fed upon.
Those who fail their save by 10 or more are trapped within
the tarry mass as if by an entangle spell, except they are also
considered to be drowning and therefore cannot cast spells
with verbal components at all until they escape. The DC to
escape from the mass is the same as the DC to avoid the full
damage of it. In addition, anyone taking damage from the
breath weapon is exposed to Filth Fever. Those failing their
save against it are exposed to Inhalation Anthrax in addition
to Filth Fever. In addition, those caught within the entangle
effect reduce the incubation time of the diseases to zero.
Unlike most dragons, the Cairn Wyrm's breath weapon can
be used on successive turns as long as he has digested
creatures in it's stomach. It takes the equivalent of one
corpse of one size smaller than the Cairn Wyrm to use the
breath weapon once. Since a Cairn Wyrm can hold the dissolved corpses of up to 8 creatures of one size smaller than
itself, a full Cairn Wyrm can use this power many times in
rapid succession if needed.
Inhalation Anthrax: Persons breathing in Anthrax spores
will contract Anthrax if they fail their first Fortitude save
against it (DC 21). Anthrax causes lesions on the lungs,
which result in respiratory congestion leading to death (1d6
Con damage, DC 21). Anthrax is not transmittable from one
person to another. These symptoms usually appear 1d6 days
after exposure. There is no medicinal cure for anthrax and
infected creatures can not recover on their own with Fortitude
checks - a successful Fortitude check only prevents the damage from the disease for that day. Only magic can save a

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character infected with anthrax.


Frightful Presence (Ex): Because of their link to negative
energy and their misanthropic livelihood, Cairn Dragons
develop the frightful presence ability at the Young age category, significantly earlier than most dragons.
Hover (Ex): A Cairn Wyrm with the Hover feat is at a disadvantage compared to other dragons. The cloud of debris
created by this feat is only 20 foot radius per age category
instead of a 30 foot radius, due to their smaller wings.
Spell-Like Abilities (Sp): 3 / day - Darkness, Doom; 1/day
- Deeper Darkness, Bone Field, Wall of the Grave, Charnel
Blight. (spells in italics appear in this volume, others are in
the System Reference Document).
Spellcasting: At the indicated age categories, Cairn
Wyrms gain the spellcasting abilities of a Sorcerer of the
indicated level. In addition to the standard Wizard and
Sorcerer spell-list, they can cast spells from the clerical
domains of Evil, Death and Decay.

dancing lights, detect magic, light, mage hand, mending,


open/close, read magic; 1-alarm, cause fear, magic missile,
ray of enfeeblement, shield; 2 - arcane lock, mirror image,
resist elements, summon swarm; 3-acidic vitae*, charnel
blight*, vampiric touch; 4-contagion, enervation.
Rules for the Draconic Rogue character class can be
found in Alderac Entertainment Group's "Dragons" sourcebook. Spells known with an asterisk are from this volume,
others are from the System Reference Document.

Template Creatures

Torexis the Catacomb Drake


Torexis is a very old albino Cairn Wyrm who appears
throughout histories of the Northlands over the past few millennia. He was one of GarUdoks first allies, and supposedly told GarUdok about the existence of the True Mummy
transformation rituals. If he werent reviled enough for being
an eater of the dead, he would be for having brought
GarUdoks attention to the North. In the end, Torexis fled
during the battle of Mires Ford as the southern armies began
to crush GarUdok under their heel. One more betrayal that
led to GarUdoks fall that day.
Now, a thousand years later, Torexis has returned to the
Northlands, searching for what he can find of GarUdoks
legacy. He has already found two of GarUdoks Sacred
Vessels and now quests diligently for the third. His new use
for grave robbing has required that he seek out new skills
that were never important to him before, and he has become
a draconic rogue. Should he find the third Sacred Vessel, the
Northlands will suddenly be reminded of the harsh rule of
GarUdok a millennia ago.
Torexis the Catacomb Drake, male very old cairn wyrm
Draconic Rogue 4: CR 23; Huge Dragon (Cairn Wyrm,
Earth); HD 29d12+4d6+165; hp 461; Init +7; Spd 50 ft, fly
150 ft (poor); AC 39 (-2 size, +3 Dex, +28 natural); Melee
bite +39 (2d8+9), 2 claws +34 (2d6+4), 2 wings +34 (1d8+4),
tail slap +34 (2d6+13) or crush (2d8+13); SA breath
weapon, frightful presence, sneak attack +1d6, spell-like
abilities, spells; SQ blindsight, DR 15/+2, immunities, keen
senses; SR 23; AL NE; SV Fort +22, Ref +23, Will +21; Str
29, Dex 16, Con 21, Int, 18, Wis 19, Cha 16.
Skills and Feats: Appraise +22 (18), Bluff +23 (20), Climb
+29 (20), Concentration +20 (15), Diplomacy +20 (18),
Escape Artist +13 (10), Hide +9 (15), Intimidate +26 (23),
Knowledge (arcana) +19 (15), Knowledge (undead) +19
(15), Knowledge (history) +19 (15), Listen +39 (33), Move
Silently +35 (33), Search +37 (33), Sense Motive +20 (18),
Spot +39 (33); Alertness, Cleave, Combat Reflexes, Great
Cleave, Hover, Improved Initiative, Power Attack, Spell
Focus (Necromancy), Spell Focus (Evocation).
Sorcerer Spells Known (cast 6/7/7/7/4): 0-arcane mark,

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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

GarUdoks Necromantic Artes

Speed: Loses any flight ability


AC: Improves by 1 due to increased Dex
Attacks: Unchanged. Creatures with weapon finesse gain
+1 due to increased Dex.
Special Attacks: If the base creature had a poisonous
attack the Exoskeleton gains the Deadly Poison ability
Deadly Poison (Ex): The exoskeletons poisonous attack
has become deadlier with the infusion of negative energy
and the aging of the toxins within it. The DC of the poison
remains the same as the base creature, but the primary and
secondary damage is converted to Con damage.
Special Qualities: Add following qualities to those of the
base creature: Undead, Immunities, Spider Climb.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain, or death
from massive damage.
Immunities (Ex): Exoskeletons have cold immunity.
Because they lack flesh and internal organs, they take only
half damage from piercing or slashing weapons.
Spider Climb (Ex): Exoskeletons can climb on nearly any
surface, as if constantly under the effect of a Spider Climb
spell.
Saves: Same as base creature, fort save modified due to
loss of Con stat, +1 Reflex save due to increased Dex.
Abilities: +2 Dex, Con Skills: None
Challenge Rating: Same
Sample Exoskeleton
This example uses a Large Monstrous Scorpion as the base
creature. It is equipped for use as a steed by an undead
knight.
Hit Dice: 4d12 (26 hp)
Initiative: +1 (Dex)
Speed: 40 ft (run 3x move instead of 4x)
AC: 23 (-1 Size, +1 Dex, +5 Natural, +8 Full Plate Barding)
Attack: 2 Claws +5 melee, Sting +0 melee
Damage: Claw d6+3, Sting d6+1 and Poison
Face/Reach: 5 ft x 10 ft / 5 ft
Special Attacks: Improved Grab, Squeeze, Deadly Poison
Special Qualities: Vermin, Undead, Immunities, Spider
Climb
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 17, Dex 12, Con -, Int -, Wis 10, Cha 2
Challenge Rating: 2
Improved Grab (Ex): To use this ability, the exoskeletal
monstrous scorpion must hit with its claw attack. If it gets a
hold, it hangs on and stings.
Squeeze (Ex): An exoskeletal monstrous scorpion that
gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full
attack value.
Deadly Poison (Ex): DC 18, 1d6 Con damage.

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.

Ghouls are sometimes created upon the death of one who


savored the taste of the flesh of people. Others claim that
anyone of exceptional debauchery and wickedness runs the
risk of becoming a ghoul. Regardless, it only seems to manifest in non-evil races (ie, those for whom these acts would
be considered ab normal or heinous.)
Although ghouls appear more or less as they did in life,
their mottled, decaying flesh is drawn tight across their clearly visible skeletal structure. The transformation from living
beings into fell carrion feeders has turned them into cunning
and feral monsters. Their eyes burn like hot coals in their
sunken sockets.
While most ghouls act generally mute, they still understand
the languages they spoke in life and some few of them will
communicate in this way also.
COMBAT
Ghouls try to attack with surprise whenever possible.
CREATING GHOULS
Ghoul is a template that can be added to any living creature type, not just humanoids (hereafter referred to as the
base creature).
A Ghoul uses all the base creatures statistics and special
abilities except as noted here.
Creature Type: Undead
Hit Dice: Increase by 1, Convert to d12, remove Con bonus
AC: Natural AC bonus of +1 per HD added to of base
creatures natural armor.
Attacks: Use natural attack types of base creature. May
add Bite and Claw attacks if appropriate. Use base creatures
attack bonuses (+ 1 for increased Strength).
Damage: Use natural attack types of base creature (+ 1 for
increased Strength ). Bite damage is increased by 1 die type
if creature had a bite attack. Bite damage is otherwise as a
monk of 1 size level higher than the base creature.
Special Attacks: Add Paralysis and Create Spawn abilities
to those of the base creature.
Paralysis (Ex): Those hit by a ghouls natural attacks must
succeed at a fortitude save (DC 10 + of GhouL's s Hit D
ice + Ghouls Cha modifier) or be paralyzed for 1d6+HD minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases ghouls devour those
they kill. From time to time, however, the bodies of the victims
lie where they fell, to rise as ghouls themselves in 1d4 days.
Casting protection from evil on a body before the end of that
time averts the transformation.
Special Qualities: Add Undead and +2 turn resistance to
base creatures abilities, loses Scent ability if it had it.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain, or death
from massive damage.
Abilities: +2 Str, +4 Dex, 0 Con, +2 Int, +2 Wis, +4 Cha
Saves: Will becomes strong, Reflex weak
Skills: +2 Bonus to Hide, Escape Artist, Listen, Move
Silent, Spot
Feats: Multiattack, Weapon Finesse (Bite)
Spells : All spellcasters lose all their spellcasting a bilities

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as a ghoul, with the exception of exalted Clerics of undead


deities who can still cast spells as a Cleric of one half their
level.
Challenge Rating: +1

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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

Necromantic Resistance (Ex): The Lekassis necromantic


origin makes him resistant to other necromantic effects. The
Lekassi gains a +4 racial bonus on all saves against necromantic spells and effects such as level drain, any undeads
special attacks and negative energy effects.
Abilities: +2 Wisdom. Lekassi seem almost unnaturally
alert and sensitive and wise beyond their years.
Skills: +2 racial bonus on Intimidate checks. A Lekassis
stare is unnerving and cold, seeming to inspect a persons
very soul.
Challenge Rating: no change
Lekassi Characters: Lekassi characters have a +1 ECL
added to any ECLs they may have for other racial traits.

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

GarUdoks Necromantic Artes

Bonus. If desecrated, this Slam attack becomes the only


attack the Desecrated Mummy can use.
Damage: Slam attack deals damage as a level 1 monk of
the True Mummys size level, plus one and a half times the
True Mummys Strength bonus. If desecrated, the
Desecrated Mummys Slam attack also acts as a carrier for
Mummy Rot.
Special Attacks: The True Mummy retains all the base
creatures special attacks, and gains Gaze of Despair. If desecrated, the Desecrated Mummy loses all special attacks
from the Base Creature, and the gradual rotting that encompasses them with the breaking of the spell gives them the
dreaded Mummy Rot.
Gaze of Despair (Su): Under the withering gaze of the
long-dead mummy, living victims must succeed at a Will save
(DC equal to 10 plus one half the True Mummys Hit Dice
plus his Charisma bonus) or be paralyzed with fear for 1d6+1
rounds and then remain shaken for the next 3d6 rounds.
Mummy Rot (Su): Supernatural disease, transmitted by
the Desecrated Mummys Slam attack. Fortitude save (DC
20), incubation period of 1 day; damage 1d6 temporary
Constitution. This disease continues until the victim reaches
Constitution of 0 or receives a remove disease spell.An
afflicted creature that dies shrivels away into sand and dust
that blows away into nothing at the first wind unless both a
remove disease and raise dead are cast on the remains within 6 rounds.
Special Qualities: The True Mummy retains all the base
creatures special qualities, and gains Damage Reduction
15/+2, Fast Healing, Immunities, Resistant to Blows, Turn
Resistance and Undead. If desecrated, the Desecrated
Mummy reduces his Damage Reduction to 5/+1, loses the
Fast Healing ability and gains Fire Vulnerability.
Fast Healing (Ex): As long as the Greater Mummy is in
possession or proximity to his Sacred Vessels, he regains hit
points at an exceptionally fast rate, even when reduced
below zero hit points. Each round the Greater Mummy heals
10 points of damage.
Immunities (Ex): The Greater Mummy is immune to cold,
electricity, polymorph and mind-affecting attacks.
Resistant To Blows (Ex): Physical attacks deal only half
damage to the True Mummy. Apply this effect before applying Damage Reduction.
Turn Resistance: The True Mummy has +4 turn resistance
(see the system reference document for more information). If
desecrated, the Desecrated Mummys turn resistance is
reduced by 2, to a +2 Turn Resistance.
Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain, or death
from massive damage.
Fire Vulnerability (Ex): A Desecrated Mummys form
shrivels and dries, making it vulnerable to fire. A Desecrated
Mummy takes double damage from fire attacks unless a
save is allowed for half damage. A successful save halves
the damage and a failure doubles it.
Saves: Same as the base creature, adjusted for the modified abilities.
Abilities: Increase from the base creature as follows: +8
Strength, +4 Wisdom, +4 Charisma. As an undead creature,
the True Mummy has no Constitution score. The base crea-

ture loses all hit points and save modifiers based on


Constitution. If desecrated, the Desecrated Mummy loses 2
points of Strength and Dexterity, and Intelligence drops to
one third of its normal value. Wisdom and Charisma are
reduced as if the base creatures Wisdom and Charisma
were both 10 (thus becoming 14 and 14).
Skills: As the base creature. If desecrated, the Desecrated
Mummy is usually too unintelligent to use most skills effectively.
Feats: As the base creature, plus the True Mummy gains
Alertness as a bonus feat. If desecrated, the Desecrated
Mummy also gains Toughness as a bonus feat.
Challenge Rating: Same as the base creature +2.
Treasure: Standard coins; double goods; double items.
Alignment: Any.
Advancement: By character class.

The Sacred Vessels


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
Vessels, no mere physical attacks can ever slay him due to
his Fast Healing.

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skill check of the Master


Embalmer as long as the helper
made a successful DC 10 Craft
(Embalming) check. The Master
Embalmer or the Overseer must
cast
Death
Ward
and
Dimensional Anchor during this
time, and must also expend
1,000 XP in the sacred ritual of
embalming. If the Embalming
roll is failed or the XP cost is not
paid, the ritual fails and the
corpse rises in one week as a
normal mummy (as detailed in
the
System
Reference
Document). If the ritual is a success, the corpse rises in one
week as a True Mummy (or as a
Desecrated Mummy if he has
already
lost
the
Sacred
Vessels). See chapter 5 for more
information
regarding
the
Sacred Vessels.
Sample True Mummy
This sample True Mummy uses
a level 19 Cleric
called
GarUdok as the base creature.
It represents GarUdoks abilities
when he first underwent the
transformation to a True
Mummy.

Each True Mummy must make his own three Sacred


Vessels, which requires the Craft Wondrous Item feat. The
character must be a divine spellcaster able to cast
Resurrection. The Sacred Vessels cost 100,000 gp and
4,000 XP to create and have a caster level equal to that of
their creator at the time of their creation. The Sacred Vessels
are most often small stone or clay jars (sometimes metal)
just large enough to contain the dessicated organs to be
placed within. Many also have rings mounted upon their top
in order to be hung from a rope or cord.
Once the Sacred Vessels are crafted, the person to
become a True Mummy must die, allowing his body to be
embalmed and the necessary organs removed to be placed
in the Sacred Vessels. The act of embalming the corpse
requires a DC 25 Craft (Embalming) check under the supervision of an Overseer with at least 10 ranks of Knowledge
(Religion) (although this second requirement can be fulfilled
by one of the Embalmers). Up to three embalmers may work
on a single corpse, with each helper giving a +2 bonus to the

XXXII

GarUdok (True Mummy)


Medium-Size Undead
Hit Dice: 19d12 (123 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: (+1 Dex, +4 natural)
Attacks: ; or Slam +21 melee
Damage: ; Slam 1d6+7
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks:Spells, Gaze of Despair
Special Qualities: Damage Reduction 15/+2, Fast Healing,
Immunities, Resistant to Blows, Spells, Turn Resistance +4,
Undead
Saves: Fort +11, Ref + 7, Will +17
Abilities: Str 24, Dex 12, Con -, Int 17, Wis 22, Cha 23
Skills: Concentration +15, Craft (Bone) +18, Craft
(Embalming) +8, Diplomacy +21, Heal +16, Intimidate +11,
Knowledge (arcana) +18, Knowledge (religion) +13,
Spellcraft +18
Feats: Alertness, Additional Domain (Undeath), Additional
Domain (Destruction), Additional Domain (Disease), Craft
Wondrous Item, Extra Turning, Maintain Spell, Martial
Weapon Proficiency (GreatAxe), Spell Focus (Necromancy)
Challenge Rating: 21
Spellcasting: (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1)
Domains: Death, Destruction, Disease, Evil, Undeath

GarUdoks Necromantic Artes

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.

Unlike most of their kin, they have no knack for mining,


instead searching out pre-existing subterranean abodes such
as catacombs, crypts and natural caves.
Racial Abilities:
- +2 Dexterity, -4 Strength. BlackHand Kobolds are small and
fast, but their small frames are not very strong.
- Small size (+1 size modifier to AC and attack rolls, +4 size
modifier to hide checks)
- BlackHand Kobold base speed is 30 ft
- Darkvision. BlackHand Kobolds can see in the
dark up to 60 feet. Darkvision is black and white
only, but is otherwise like normal sight, and
BlackHand Kobolds can function just fine with
no light at all.
- +2 racial bonus on Craft (trapmaking),
Hide and Move Silently rolls. BlackHand
Kobolds are as notorious at trap-building
as all their kin, and are practiced at
keeping out of sight.
- +2 racial bonus on Initiative
checks - BlackHand Kobolds
are quick to act and to take
advantage of an opening or a
flat-footed opponent.
- Dragons Blood (Ex): For all
special abilities and effects, a
BlackHand Kobold is treated
as a dragon. Additionally, due
to this draconic heritage,
BlackHand Kobolds without
arcane spellcaster levels can use
spell-trigger and spell-completion items as if they were a sorcerer of half their character
level.
Those
BlackHand
Kobolds with arcane spellcaster levels can use spell-trigger
and spell-completion items of
any class as a member of that
class of half their character
level.
Light
Sensitivity (Ex):
BlackHand Kobolds suffer a -1
penalty to attack rolls in bright sunlight or within the radius of a daylight
spell.
- Traps (Ex): BlackHand Kobolds have a
hereditary eye for traps, allowing them to make
Search rolls to detect traps that have a DC greater than 20,
as per the Rogue traps ability in the System Reference
Document.
- Automatic Languages: Common and Draconic. Bonus
Languages: Giant, Goblin, Orc, Undercommon. BlackHand
Kobolds are familiar with the languages of their closer neighbors underground.
- Favored Class: Sorcerer. A multiclass BlackHand Kobolds
sorcerer class does not count when determining whether he
suffers an XP penalty for multiclassing. BlackHand Kobold
society is traditionally a magocracy, ruled by those with the
most magical power.

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Chapter 3 - the Dark Lords


The Dark Lords details a selection of prestige classes
essential to the allies and armies of GarUdok, followed by
descriptions and stats on some key characters that have
existed beyond the era of GarUdok.

AnamGlac

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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

And even then it doesnt end. With their cannibalistic ways,


rare indeed is the AnamGlac who does not rise once again
from the grave as a fell ghoul. It is as if in response to their
abandoning of the circle of life, the circle will no longer
accept them back.
Hit Die: d8
Requirements
To qualify to become one of the AnamGlac (Agl), a character must fulfill all the following criteria.
Alignment: Any Evil
Spellcasting: Ability to cast reincarnation
Special: Be initiated into the secrets of the AnamGlac
Class Skills
The AnamGlacs class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge
(nature) (Int), Move Silent (Dex), Scry (Int), Spellcraft (Int),
Swim (Str) and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are features of the AnamGlac prestige
class.
Weapon and Armor Proficiency: The AnamGlac receive
no additional training with armor, but learns to use the
Khukuri, a curved short-sword designed for its ability to cut
exceptionally deep because of its axe-like design (see the
sidebar on page XXXVI for stats on the Khukuri).
Spellcasting: The AnamGlacs training focuses on the
power of the consumed soul over that of magical perfection.
With every three levels of AnamGlac the character gains,
they also gain new spells per day as if he had also gained a
level in the spellcasting class he belonged to before he
added the prestige class (that was able to cast the reincarnation spell). He does not, however, gain any other benefit a
character of that class would have gained (improved chance
of controlling or rebuking undead, metamagic or item creation feats, and so on). An AnamGlac cannot cast spells of
an alignment opposed to his own.
Craft the Dead (Ex): At level 1 the AnamGlac learns how
to invest the head of a slain enemy with divine energies. He

Will
Save Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Craft the Dead


Affinity for the Dead, Skinwalking
Eating Souls - Physical
Eating Souls - Mental
Eating Souls - Memories
Eating Souls - Skills
Eating Souls - Feats
Eating Souls - Life
Eating Souls - Feast of the Dead
Eating Souls - Magic

GarUdoks Necromantic Artes

Spellcasting
+1 spellcaster level

+1 spellcaster level

+1 spellcaster level

+1 spellcaster level

Affinity for the Dead


Necromancy
Level: Agl 2
Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour / level (D)
The AnamGlac draw upon his knowledge and familiarity
with the ancient dead - kings, heroes, sages and mighty
shaman - in order to gain an inkling of their power. This
power manifests as a bonus to one ability score of the casters choice. Each casting can only benefit one ability score,
although multiple castings can in turn affect multiple ability
scores. Each casting provides an enhancement bonus to
one ability score of 1d3+1 points, or 1d4+1 points if the
material component was freshly cut from someone slain
within the day.
Material Component: A piece of flesh from a sentient dead
to remind the ancient dead of their connection with the living.
can invest any necromantic, divination or evil spell that you
can cast into the dried skin cut from a sentient creatures
head. Triggering the spell invested in a dried head takes a
standard action as a spell-trigger device (although only persons with the Craft the Dead ability can trigger them).
Investing a spell into a dried head takes 1 day per 1,000 gp
in its base price. The base price of such a dried head is its
spell level multiplied by its caster level multiplied by 25 gp. To
invest the spell into a dried head, the AnamGlac must harvest and dry the skin himself from a sentient creature, and
then spend 1/25 of the base price in XP and use up ritual
materials costing one fifth of the base price. Any head that
has a spell with costly material component or an XP cost
invested in it also carries a commensurate cost. In addition to
the costs derived from the base price, the AnamGlac must
expend the material component or pay the XP cost when
investing the spell.
Affinity for the Dead, Skinwalking (Ex): At level 2, the
AnamGlac gains access to two new Divine Spells. Affinity for
the Dead reflects their affinity for great heroes, fallen warriors, rulers and sages all dead. Skinwalking allows them to
take the skin of someone slain to assume their shape and
appearance. They can prepare these spells as any other
level 2 spell (in the case of Affinity for the Dead) or level 3
spell (in the case of Skinwalking) in their spell list.
Eating Souls (Su): When given (or having taken) the body
of a sentient creature recently slain (within 12 hours), the
AnamGlac can cannibalize the corpse to gain some of its
anima, or essential mystical power. In order to gain this
power, the AnamGlac must consume the vital organs of the
dead, consuming the soul symbolically with the consumption
of the flesh. At higher levels, this power actually destroys the
soul of the person consumed. Removing and consuming the
vital organs of a corpse always takes at least 30 seconds (ten
full-round actions) and it provokes an attack of opportunity.
Most AnamGlac would prefer to savor their dark meals,
some even cook them, but sometimes ritual is discarded to
necessity. Any benefit gained from Eating Souls lasts for 12
hours per hit die of the victim. The AnamGlac cannot have

the benefits of more than his level of uses of Eating Souls at


one time (an ability score bonus from the physical or mental
abilities, a single persons memories, 1/2 the characters
class levels of skill bonuses from the skills ability, a single
feat from the feats ability, or a spell level from the spellcaster
levels ability each count as one benefit).
An AnamGlac can consume at most four meals of this type
in a day. A meal of a creature one size smaller than the
AnamGlac counts as one-half a meal (and two sizes smaller
counts as one-quarter, and so on). A meal of a creature one
size larger than the AnamGlac counts as two meals (and two
sizes larger counts as four meals).
Eating the dead comes with its own risks. The price you
pay is far dearer than the two coppers for the ferrymans fee.
Technically, cannibalism is often the cause of Prion infections, which cause serious and fatal neurological disorders.
In game terms, every second character level (in this class or
any other) the AnamGlac goes up after achieving level 3, he
must select an ability score to subtract one point from, either
Intelligence or Dexterity, as the neurological damage sets in.
Five character levels later, the AnamGlac becomes delusional, suffering a -4 insanity penalty to Sense Motive rolls
and a -2 insanity penalty to spot and listen checks.
Additionally, many of the dead can be a source of parasites
and other diseases - there is a 10% chance per corpse that
the AnamGlac is exposed to a disease or parasite, rolling for
the exact type on the following table:
1
2
3
4

Filth Fever (System Reference Document)


The Shakes (System Reference Document)
Slimy Doom (System Reference Document)
Cryptosporidios (see below)

Physical: An AnamGlac of third level has learned the


basics of consuming the soul. In the process of eating the
soul of the dead, he consumes a part of their physical
prowess. As long as the consumed body had an ability modifier in the targeted stat (thus an ability score of 12 or
greater), the AnamGlac gains a 1d6+1 profane bonus to the
targeted physical ability score. This power can only target
Strength, Dexterity and Constitution. A person who is resurrected or otherwise returned from the dead after being the
victim of this power loses half of the ability score in question
as temporary ability damage, with an additional two points of
ability drain to the same stat.
Mental: At level 4, the AnamGlac can consume the mental abilities of the victim as well. This is identical to Eating
Souls, Physical (above) except that it can also target
Intelligence, Wisdom and Charisma.

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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Memories: At level 5, the AnamGlac can consume some


of the victims memories. For each persons memories the
AnamGlac currently holds, he can make a recall roll (1d20
plus class level plus Intelligence bonus) to gather forth a
memory that he is searching for (no rerolls are allowed for
this roll). This ability has no serious long-term after-effects
on the victim should he be brought back from the dead,
although he will initially suffer from complete amnesia for 1
day per level of the AnamGlac.

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DC 10 - Routine Activities, activities, people, places and


abilities the victim knew intimately, such as their employers
face, the way to their house, names and habits of close family and friends, etc.
DC 15 - Common Knowledge, things most people know
that the victim may have known, such as common rumors
and gossip, the location of the kings castle, the best inn in
town.
DC 20 - Specific Minutia, little things the victim knew well,
such as command words, passwords, secret hiding places,
and other things the victim knew but didnt use regularly.
DC 25 - Lost Knowledge, minutia that the victim only knew
vaguely, such as a password he was once told, or the taxation rate in the kingdom.
Skills: At level 6, the AnamGlac can draw from the skills
of his victims. Select a number of skills equal to the
AnamGlacs class level from those that the victim had ranks
in. The AnamGlac gains a +4 profane bonus when using
any of these skills. At level 10, the AnamGlac can choose
any skill to take the bonuses in, not just skills the victim had,
as he transforms the victims potential into the skill bonus
instead of drawing from the victims innate skills. A victim of
this power who is later returned from the dead suffers a -4
profane penalty on skill checks involving these skills until
both 1 day passes per level of the AnamGlac and the victim
receives a restoration spell.
Feats: At level 7, the AnamGlac can gain one of the victims feats (or more, but each feat gained counts as one benefit gained from the Eating of Souls). This feat must be chosen from those the victim has. A victim of this power who is
later returned from the dead cannot use these feats (or any
feats which require these feats as a prerequisite) until both
1 day passes per level of the AnamGlac and the victim
receives a restoration spell.
Life: At level 8, the AnamGlac gains one of the most horrific of his powers. By consuming the soul of one who is rich
in life, the AnamGlac can extend his own lifespan. This does
nothing to ease the pains and ravages of time, as the
AnamGlac is still subject to all the ability modifications for
old age, but it pushes back the eventual time of his death. To
determine how much time has been added to the
AnamGlacs final age of death, subtract the victims age
from 20 and divide the result by 5. This is the number of
years added to the AnamGlacs lifespan. This power completely consumes the soul of the victim, and the AnamGlac
cannot use the soul to gain any other abilities with the Eating
Souls powers, nor can the victim ever be returned from the
dead.
Feast of the Dead: At level 9, the AnamGlac learns how
to extract energy from the soul of the dead and to share it

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with his fellows. By preparing a feast of the dead, the


AnamGlac can provide a bonus to any one chosen ability
score (as per the Physical and Mental abilities above) to all
those who partake of the feast (up to the AnamGlacs class
level plus his Charisma bonus). This profane ability score
bonus only lasts for 4 hours per hit die of the victim, and
each use of this power counts as two abilities gained from
the Eating Souls power. Alternately, the AnamGlac can prepare a feast for the entire community. This version can feed
a number of people equal to the AnamGlacs class level
plus his Charisma bonus, all multiplied by the Hit Dice of the
victim. This provides a +1 profane bonus to all attack rolls,
saving throws and skill checks for 1 week. For either of
these abilities, the entire body of the victim must be consumed, down to the jelly of the eyes and cracking the bones
to suck out the marrow. The victim can never be brought
back from the dead, as his entire soul has been consumed.
Magic: At level 10, the AnamGlac can draw raw magical
power from the souls of those he consumes. The victim must
have had some magical ability - either a spellcasting ability,
a supernatural power, or a spell-like ability for this power to
take effect. Immediately the AnamGlac regains a number of
spent spell-levels equal to half the victims hit dice.
Additionally, the AnamGlac has gained an additional spellcaster level for the duration of this ability, and all benefits
derived therefrom (additional spells per day, ability to access
higher level spells, but no addition to hit points, saving
throws or other special abilities).

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

GarUdoks Necromantic Artes

Sulianne the Voracious


Sulianne found her way to the AnamGlac the long way. The
only child of a worshipper of the Devourer of Souls, she survived her depraved upbringing, but the touch of Raltehkos
was upon her. She grew up as one of his priestesses, eventually sacrificing her own father to his endless appetite.
Through the worship of the devourer she learned the true
power of greed and strength. She ate all that appealed to her,
seeking every greater consumption. And she became
blessed by her consumption, growing larger every year until
she was barely mobile under her own power.
Finally, in the visions of the insanity of Raltehkos, she
learned of the cycle of life and how to manipulate it - how to
return souls to the cycle in order for them to be reborn in
another body. But instead of using this knowledge to do that,
she used it to take power from the souls the only way she
knew how, by consuming them. Thus she joined the ranks of
the AnamGlac.

Sulianne the Voracious, large female aberration Cleric3 /


Corpulent5 / AnamGlac6: CR 14; HD 14d8+70; hp 133; Init
-2; Spd 10 ft; AC (-1 size, -2 Dex); Melee unarmed +12/+7
(1d6+3 subdual); Ranged whip +7/+2 (1d2 subdual);SA
Envelop, Spells; SQ Bludgeoning Reduction, Craft the Dead,
Domain Spells, Rebuke Undead, Eating Souls (Physical,
Mental, Memories, Skills); DR 2/-; AL CE; SV Fort +14, Ref

+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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Table 3-1: Legion


Class
Base
Fort Ref Will
Level Attack Bonus Save Save Save Special
1
+1
+0
+0
+2 Bolster Troops, Command Undead, Spellcasting
2
+2
+0
+0
+3
3
+3
+1
+1
+3 Ride-by-Attack
4
+4
+1
+1
+4
5
+5
+1
+1
+4 Lord of Battle

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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)

Spells per day


2
3
4
5
0+d 1+d 0+d 2+d 1+d 0+d 2+d 2+d 1+d 0+d

based on their Charisma stat to determine spell DC and


bonus spells per level. To be able to cast spells of a given
level, the Legion must have a Charisma of 10 plus the spell
level. For determining spellcaster level for spell effects, their
Charisma bonus is also added to their Legion level. (For
example, a level 4 Legion with 16 Charisma would have a
caster level of 6 for all Legion spells). In addition, each
Legion can select one of the following domains, and receive
the ability to cast spells from it as well as gaining the
Granted Power; Chaos, Law, Evil, Death, Destruction.
Ride-by-Attack (Ex): At level 3, Legion gain the Ride-byAttack feat as a bonus feat if they do not already have it.
Lord of Battle (Ex): At level 5, Legion gain the ability to
make a 5 foot-step between cleave attacks, when fighting
from the ground or from their mount (in the case of fighting
from their mount, the mount makes the 5 foot steps).
Level 1 Legion Spells
Channeling Ward - gives undead turn resistance
Gar'Udok's Minor Blessing - boosts undead stats
Minor Mendings of the Fallen - heals damage to undead

Skill Points at Each Level: 2


+ Int modifier.
Class Features
All of the following are features of the Legion
prestige class.

Level 2 Legion Spells


Channeling Ward - gives undead turn resistance
Shield Other - take half of subject's damage
Weeping Wounds - all attacks on target deal +1 damage

Weapon and Armor


Proficiency: Legion are proficient
with all simple and martial weapons,
all types of armor and all shields.
Bolster Troops (Su): The Legion can
bolster undead to prevent turning / rebuking or to cancel a
successful turning / rebuking as a negative-energy-channeling cleric of three times his Legion level. This power can be
used (three plus charisma modifier) times per day, and is in
addition to any other bolstering / rebuking abilities the Legion
may have from other classes. These bolstering uses cannot
be used to control undead or for any other use that requires
negative energy channeling.
Command Undead (Ex): The Legion can control undead,
up to 10 hit dice of undead per level of Legion. The Legion
does not inherently have any ability to take control of undead
(rebuking / controlling) nor to animate them. Instead, other
necromancers can transfer undead to the Legion's charge,
freeing up their ability to control undead, and granting the
Legion troops at the same time. The Legion's undead controlling ability stacks with any other ability granted by another class (such as cleric or wizard levels).
Spellcasting (Su): As paragons of undeath, Legion are
granted the ability to cast a limited number of divine spells,
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XXXVIII

1
0+d
1+d
2+d
2+d
3+d

Level 3 Legion Spells


Gar'Udok's Blessing - boosts undead's abilities
Mend the Fallen - heals damage to undead
Wall of the Grave - forms a wall of bones
Level 4 Legion Spells
Visceral Wounds - all wounds on target bleed 1 dmg/rnd
Magic Circle vs Good - protection from good 10 ft rad.
Prayer - allies gain +1 on most rolls, enemies suffer -1
Level 5 Legion Spells
Gar'Udok's Greater Blessing - boosts undead's abilities
Dispel Good - +4 bonus against attacks by good creatures
Circle of Doom - Deals 1d8+1/lvl in all directions
Spells in italics are from this volume, others are in the
System Reference Document.

GarUdoks Necromantic Artes

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

heavily, making movement sluggish. Senses bombarded


with smoke of the camp, stench of burning, unwashed bodies, clanging of weapons repaired. Must report.
"Captain, Sir. I've spotted them."
The Lotahm are an ancient order of psions who bond with
a bird that they enhance with their own psionic energy. They
take on traits of their birds, psionically bonding with them as
extensions of themselves.
The Lotahm were an ancient order even in the days of
GarUdok. He discovered them when two joined his camp
with their swooping black birds and their eye for distance.
They became his most prized scouts, and he began searching out those who had the abilities to become a Lotahm those with latent psionic abilities and an affinity for animals.
Most Lotahm are Rangers and Nomads, and a very few are

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Table 3-2: The Lotahm

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Lvl

BAB

Fort
Save

Ref
Save

1
2
3
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

Bird Companion, Bird Evasion, Bird Empathy, Manifesting


Eye Strike, Eagles Claws
Birds Eyes, Bigger Bird
Speed of Flight
2 Bird Companions, Bigger Bird
Endurance, Animal Affinity
Birds View, Speaking Bird, Bigger Bird
Improved Bird Evasion, Shield of Prudence
3 Bird Companions, Bigger Bird
Bird Shape

Druids. In GarUdoks camp almost all were Rangers with


latent psychic ability instead of Nomads, who would have
been more suited to the task. But the Lotahm can be of any
alignment, not just the black, evil Lotahm that people associate with GarUdok. A characters alignment is reflected in
the colour of his Mystic Bird. They range in colour from
white, silver and gold to bloody, rusty blacks and dark,
metallic grey.
Hit Die: d8
Requirements
To qualify to become Lotahm (Lot) a character must fulfill
all the following criteria.
Feats: Skill Focus (Handle Animal)
Handle Animal and Animal Empathy: 8 ranks in one, 4
ranks in the other (you choose which to have at 8 ranks).
Manifesting: Ability to manifest at least one psychometabolic and one clairsentient psionic power.
Class Skills
The Lotahm's class skills (and the key ability for each skill)
are Concentration (Con), Handle Animal (Cha), Intimidate
(Cha), Intuit Direction (Wis), Knowledge (Nature) (Int), Move
Silently (Dex), Remote View (Int), Spot (Wis), Wilderness
Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are features of the Lotahm prestige
class.
Weapon and Armor Proficiency: Lotahms are proficient
with all simple weapons, all bows and crossbows, light and
medium armor but not with shields.
Manifesting (Su): The Lotahm are minor psions, able to
manifest their unique abilities as psionic powers. They gain
Power Points at each level equal to their Class Level. For
example, a level 5 Lotahm has gained 15 Power Points from
Lotahm levels, in addition to whatever Power Points he may
have had from previous classes.
Bird Companion (Ex): Upon becoming a Lotahm, the
character calls a Mystic Bird to serve him. The Mystic Bird
has stats as given below, and gains abilities based on the
level of the Lotahm. At level 5 the Lotahm gains a second

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Mystic Bird, and at level 9 he gains a third. If a Mystic Bird is


slain, it cannot be replaced until the character gains a level
(in any class) at which point the slain birds are replaced.
Bird Evasion (Ex): The Mystic Bird companion of a
Lotahm gains the Evasion ability. If it is subjected to an
attack that normally allows a Reflex saving throw for half
damage, it takes no damage on a successful saving throw.
Bird Empathy (Su): The Lotahm has a psionic empathic
link with his bird companion(s) out to a distance of up to onehalf mile per class level. This limits communication to strong
feelings, such as confidence, fear, uncertainty, resolve and
so on, so misunderstandings are always possible.
Eye Strike (Ex): The Lotahm as well as his Mystic Birds
gain the ability to strike an opponents eyes. As a full round
action, they can make a single melee attack at their normal
attack bonus, this attack provokes an attack of opportunity,
but only from the target of the eye strike. If the attack hits,
the target must make a Reflex save (DC equal to the attack
roll) or suffer damage to one eye. Damage to an eye results
in a -2 penalty to Spot, Search, Appraise, Alchemy, Forgery,
Decipher Script, Open Lock, Disable Device, Craft, Read
Lips, Scry, Sense Motive and Spellcraft checks, Wilderness
Lore checks (for tracking only), Initiative checks, Reflex
saves and Dexterity checks. Damage to all eyes results in
blindness. This damage is only healed when the victim is
healed of all damage.
Eagles Claws (Su): At level 2, the Lotahm discovers the
Eagles Claws power if he hadnt discovered this power
already.
Bird's Eyes (Sp): At level 3, the Mystic Bird doubles the
range of its darkvision and low-lite vision. The Lotahm at this
point discovers the powers of Elfsight, Darkvision,
Expanded Vision and Vigilance (if he hadn't discovered
these powers already).
Bigger Bird (Ex): At the indicated levels, the Lotahms
Mystic Bird(s) gain one additional hit die and all commensurate benefits (increased BAB, base saves, +1 skill point per
hit die). In addition its natural armor improves by 2 and its
intelligence improves by 2.
Speed Of Flight (Su): At level 4 the Lotahms Mystic
Bird(s) increase their speed to: Spd 10 ft, fly 100 ft (good).
At this level the Lotahm discovers the Burst power (if he
hadnt discovered this power already) and gains the ability to
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GarUdoks Necromantic Artes

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).

XLII

Turn Resistance (Ex): At level 4, the Pale Rider gains +2


Turn Resistance.
Mounted Feat: At level 4, the Pale Rider gains one of the
following virtual feats that he can only use while mounted:
(Cleave, Combat Reflexes, Exotic Weapon Proficiency,
Great Cleave, Improved Critical, Mounted Archery, PointBlank Shot, Rapid Shot, Ride-by-Attack).
Ex-Pale Riders: A Pale Rider who falls out with the Eternal
Order or who changes alignment to any non-evil or chaotic
alignment can no longer advance as a Pale Rider, but loses
none of their abilities granted by levels of this class.
Generally, Pale Riders are granted a significant amount of
autonomy in their operations as the Eternal Order is a very
patient group.

GarUdoks Necromantic Artes

Table 3-4: The Priest of Bones


Class
Base
Fort
Level Attack Bonus Save
1
2
3
4
5
6
7
8
9
10

+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

Arcane Casting, Bone Spells, Fasting


Shriveling 1, Rebuke Undead

+1 level of favored class


+1 level of favored class
+1 level of favored class

Shriveling 2, Mastery of Bones


+1 level of favored class
+1 level of favored class
Shriveling 3, Supreme Master of Bones
Walking Bones

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

+1 level of favored class


+1 level of favored class

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

XLIV

with Gar'Udok, where Chondri explained that no Cleric has


the option to turn down their own God's blessings, Chondri
was slain by a dark form in the night, and Bulboros was without voice in the North.
Sometimes a god needs more than his clerics to achieve
his goals. When such times arise, the god taps one of his
followers and gives him more specific direction, making the
follower a prophet. This is usually done by direct communication from one of the god's minions (such as an angel) or
even by appearing himself. The god may continue to give
direction during the prophet's quest. By serving his god
under such circumstances, the prophet becomes less militant and gains greater access to his god's power. If the
prophet completes his quest then the god will usually give
him assign him to another task. If for some the reason the
god no longer needs the prophet then the character retains
his prophet abilities but can no longer gain prophet levels.
Hit Die: 1d6
Requirements
To qualify to become a Prophet (Prp), a character must fulfill all the following criteria.
Alignment: Same as Deity
Feats: Any two metamagic feats
Knowledge (religion): 8 Ranks
Spellcraft: 8 Ranks
Concentration: 8 Ranks
Spellcasting: Can cast level 3 divine spells
Special: Has access to at least one divine domain from
their patron deity.
Class Skills
The Prophet's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha),
Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the Prophet
prestige class.
Weapon and Armor Proficiency: The Prophet receives
no additional training in armor or weapon use.

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

GarUdoks Necromantic Artes

Spells per day


4
5
6
7
8
9
d
1+d d
1+d 1+d d
1+d 1+d 1+d d
1+d 1+d 1+d 1+d d
1+d 1+d 1+d 1+d 1+d 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.

Table 3-6: The Zombie Master


Class
Base
Fort
Level Attack Bonus Save
1
2
3
4
5

+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
+4

Horde, Bolster Undead


Returning Dead, Zombie Doctor
Empower Zombies
Spontaneous Animation
Army of Darkness

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Spellcasting
+1
+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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A
S
S
E
S

C
L
A
S
S
E
S

ing ability as if going up a level in her original or favored


spell-casting class that meets the class prerequisites.
Horde (Su): The Zombie Master has the ability to control
three times his spellcaster level in Hit Dice of undead
(instead of the usual limit of twice his spellcaster level).
Bolster Undead (Su): The Zombie Master can bolster
undead to prevent turning / rebuking or to cancel a successful turning / rebuking as a negative-energy-channeling cleric
of three times his Zombie Master level. This power can be
used (three plus charisma modifier) times per day, and is in
addition to any other bolstering / rebuking abilities the
Zombie Master may have from other classes. These bolstering uses cannot be used to control undead or for any other
use that requires negative energy channeling.
Returning Dead (Su): Zombies animated by the Zombie
Master which later fall in combat can be re-animated with
another application of the Animate Dead spell (normally
slain undead creatures cannot be re-animated).
Zombie Doctor (Su): Zombie Masters can cast Inflict
Wounds spells upon zombies under their control within close
range.
Empower Zombies (Su): Zombies created by the Zombie
Master can (at the Zombie Master's choice) be animated
with 50% more hit dice than a normal zombie of it's size, and
with a +4 Strength bonus.
Spontaneous Animation (Su): The Zombie Master
always has access to the tricks of his trade, being able to
spontaneously convert any spell slot or memorized / prepared spell of the same level or higher into an Animate Dead
spell.
Army of Darkness (Su): The Zombie Master has the ability at level 5 to control four times his spellcaster level in Hit
Dice of undead (superseding the Horde ability).

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.

GarUdoks Necromantic Artes

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

spells) gain +1 hit point per die and a +1 competence bonus


on attack and damage rolls.

Dark Summons [General]


After his journey through the Black Portal, Gorath returned
to the Fallen Priesthood a cripple and perhaps even less
sane than before. But he had learned something there he
began to call undead as if from nowhere to aid him in times
of need. And when they were done, they didn't leave, they
just disappeared.
You have made mystical contact with the negative energy
plane, and can now summon undead in addition to outsiders.
Prerequisites: Spellcaster level 4+, Evil Alignment
Benefit: You can summon the
listed undead types with your
Summon Monster spells (you can
still select creatures from the
standard lists also). Monsters in
italics with an asterisk are from
this volume, the remainder can be
found in the System Reference
Document.
Summon Monster I
Medium-size Skeleton
Small Zombie
Summon Monster II
Large Skeleton
Medium-size Zombie
Summon Monster III
Ghoul
Huge Skeleton
Large Zombie
Summon Monster IV
Allip
Ghast
Huge Zombie
Restless Ghoul*
Shadow
Summon Monster V
Bloody Lord*
Mummy

Additional Domain [Special]


It is said that Gar'Udok was once
a cleric of undeath. As his powers
grew, so did his dark mission until
he was spreading plague, death
and destruction through his undead
armies, bringing the Northlands
under the sway of evil and hatred
You have access to another facet
of your Deity's power.
Prerequisite: Cleric level 5+
Benefit: You gain access to
another clerical domain (clerics of a
deity must select one of their deity's
domains), allowing you more choices for your domain spell, and the
granted power of the additional
domain.
Special: This feat may be taken an additional time every 5
cleric levels (so a second time at or after level 10, again at
level 15 and once more at level 20).

Augment Animations [General]


Sahinn once traded a portion of his soul to something dark,
beyond sanity. In exchange the dead he raised clawed forth
from the grave stronger and more eager than those of the
Fallen Priesthoods.
Your animated undead are more powerful than normal.
Prerequisite: Spellcaster level 4+
Benefit: Undead you create through your spells (animate
dead, create undead, etc., but not through summoning

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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Latent Powers [General]


Throughout his reign, GarUdoks agents sought those with
latent psionic ability to be brought up closely with birds in the
hopes of forming the psychic link required to become one of
the Lotham.
You have some latent psionic powers
Benefit: Choose two level 0 psionic powers from any class
list. You can manifest these powers once each per day at no
cost. Additional usage costs 1 Power Point per use. This feat
provides no Power Points.

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Maintain Spell [Metamagic]


As Gar'Udok smiled down upon his undead champion in
the arena, his Blessing was Law. The champion fought with
all the power of Gar'Udok, slaying and maiming until finally
Gar'Udok looked away for other entertainment, his champion reduced to dust in the wake of his approval.
You can sustain a spell through concentration
Prerequisite: Concentration skill: 5 ranks
Benefit: When you cast a non-instantaneous spell with the
Concentration metamagic, you can extend the spell duration
by concentrating upon it. The amount of time that you concentrate on the spell is not counted against the total duration
of the spell. Once your concentration is broken (purposefully or otherwise) the regular duration ensues. Effectively, the
spell has a duration of Concentration + (normal duration).
Example: Kreshin (a level 19 cleric) casts Repulsion with the
Concentration metamagic. After casting it, he maintains his
concentration upon it for the next 9 rounds before casting
another spell (thus breaking his concentration). The regular
duration of the spell (1 round / level) then ensues. A
Concentration spell uses up a spell slot one level higher than
the spell's actual level. Any metamagic feat that requires the
Extend spell feat can use this feat as a prerequisite instead.

remains tied to you as a familiar - most animated familiars


become standard zombies or skeletons, losing their mystic
link to the spellcaster that they serve. It gains the Undead
special quality as well as gaining the Infectious Attack special attack on all its natural attacks (if any). The Necromantic
Familiar can be turned or rebuked as an undead with Hit
Dice equal to its masters class level.
Undead: As an undead creature, the familiar is granted
immunity 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
Infectious Touch (Ex): Any creature wounded by the
Necromantic Familiars natural attacks is also exposed to
Filth Fever (as per the disease rules in the System
Reference Document).

Natural Focus [General]


Psions were often hard to train, especially those who had
already made a career in some other field. But for Binford,
the powers of the mind seemed to come as easily to the
stout halfling as his obviously natural talents as a rogue.
You are a natural psionic, more versatile of mind than
most.
Prerequisite: Ability to manifest psionic powers
Benefit: You gain 1 Power Point and your choice of Psion
or Psychic Warrior becomes a favored class to you.

Necromantic Familiar [Special]


With great care, Sahinn broke the neck of his familiar, its
black feathers seeming to caress his hands as he did it. He
laid it down in the center of the circle and conducted the rituals needed to bring it back to be his companion in immortality.
Your familiar is now undead.
Prerequisite: Must have a familiar (WIzard or Sorcerer)
Benefit: Your familiar (and any subsequent familiars you
gain that you also use this ritual on) becomes undead, but

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GarUdoks Necromantic Artes

Chapter 5 - Magic Items


These weapon special abilities are available in addition to
the special abilities listed in the System Reference
Document. Many of the followers of GarUdok were known to
wield strange magical armament enchanted by the Fallen
Priesthood.

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

Specific Magic Weapons

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.

The following specific weapons are preconstructed with


exactly the qualities described here. Some are considered
minor artifacts in that only one of its kind currently exists, but
others could well be made by someone who wanted such a
weapon.

Weapon Special Abilities

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.

Bone Lords Band


Members of the Fallen Priesthood who worshiped undeath
instead of one of the gods were often blessed with the Bone
Lords Bands - rings which augmented their ability to control
the dead, allowing them to take up larger portions of the fell
armies under their control for the glory of GarUdok.
An iron ring fashioned with between one and five miniature
skulls along the circumference, the Bone Lords Band allows
its wearer to control more undead than normally allowed by

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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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Necromancers of all persuasions have created staffs to


further their abilities in the field. Staffs normally have 50
charges and can be used to trigger a variety of different but
related spells.

It had been years ago, Sulianne reflected,


when she had crafted the haft of this staff
from the gallows tree in her home town.
Ages long past when she was svelte and still
mobile under her own power. She then
reached down with its black wood tip to draw
the life from the wounded soldier before her.
Made of dark, twisted wood with the head carved to the
shape of a naked humanoid form twisted over and foetal,
this staff allows use of the following spells:

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- Death Knell (1 charge)


- Destruction (2 charges)
- Slay Living (1 charge)

Caster Level: 13th; Prerequisites: Craft Staff, Death Knell,


Destruction, Slay Living; Market Price: 30,794 gp

Gathas, Priest of Bones, walked alone across the tundra.


The battle at Mires Ford would be lost, but that was all he
was certain of. Even the staff of bone in his hand, capable of
bringing forth the dead to fight for him or defend him,
brought little comfort in this long journey.
Crafted from two or more bones lashed together by leather
or skin with a skull at its head, this staff allows the use of the
following spells:
- Animate Dead (1 charge)
- Exoskeletal Animation (1 charge)
- Wall of the Grave (1 charge)

Caster Level: 7th; Prerequisites: Craft Staff, Animate


Dead, Exoskeletal Animation, Wall of the Grave; Market
Price: 20,344 gp

Wondrous Items
Many strange artifacts surfaced in the possession of
GarUdok. Many more necromantic trinkets were made by

his followers and worshippers.

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

GarUdoks Necromantic Artes

Vessels, no mere physical attacks can ever slay him due to


his Fast Healing.
Each True Mummy must make his own three Sacred
Vessels, which requires the Craft Wondrous Item feat. The
character must be a divine spellcaster able to cast
Resurrection. The Sacred Vessels cost 100,000 gp and
4,000 XP to create and have a caster level equal to that of
their creator at the time of their creation. The Sacred Vessels
are most often small stone or clay jars (sometimes metal) just
large enough to contain the
dessicated organs to be placed
within. Many also have rings
mounted upon their top in order
to be hung from a rope or cord.
Magically enchanted, a Sacred
Vessel has a hardness of 20 and
20 hit points. It cannot be struck
while being worn, even by a
sunder attack.
The Sacred Vessel contains
some of the essential energies
of the embalmed True Mummy.
Each jar contains one organ,
and each organ is linked to a
specific ability. The Brain is
linked to Intelligence, the Heart
to Wisdom and the Tongue to
Charisma. Taking possession of
one of these jars drops the ability in question in the True
Mummy to that of a Desecrated
Mummy. If two or three jars are
taken, then the True Mummy
becomes an actual Desecrated
Mummy.
For creatures other than the
mummy,
these
essential
aspects of the mummy can be
put to great use. Owning one or
two of the vessels provides a
sacred bonus to the stats they
are linked to by one half of the
mummys ability bonus in that ability. For example, the heart
of a mummified cleric with a wisdom of 22 (+6 bonus) would
provide a +3 sacred bonus to the wisdom of the person bearing it.
If a creature should gain possession of all three vessels,
however, he gains the option of taking the original mummys
ability scores in all three abilities, replacing his own with
them. Regardless, at this point (and again every day that the
creature is in possession of the three vessels) the creature
and the original mummy can make opposed Will saves. If the
mummy wins, he gains complete and permanent control over
the creature with the jars, and begins the metamorphosis into
a true mummy once again, applying the True Mummy template to that creature (but not receiving the Wisdom bonus
normally inherent in that template).
Caster Level: see above; Prerequisites: Craft Wondrous
Item, Resurrection, Soul Bind; Market Price: 50,000 gp per
jar minimum (depending on the embalmed mummy).

Unholy Symbol of Gar'Udok


Thought of by many to be a minor artifact, there are in fact
no fewer than a dozen (if not more) of these unholy symbols
scattered about the Northlands. A living creature who wears
the unholy symbol immediately suffers 1d4 negative levels
(these negative levels go away 24 hours after the unholy
symbol is removed, but each one requires a check to see if if
causes level loss in the creature). The unholy symbol grants
the bearer all the benefits of
GarUdoks Greater Blessing as long
as he bears the symbol. This gives all
of the following profane bonuses: +3
bonus to attack and damage, +2 armor
class and saves, +4 bonus to initiative
checks and 1 additional melee attack
at their full attack bonus. Removing the
symbol or losing it in any way incurs
the same results as the end of the
Greater Blessing spell (the negative
material energies channeled through
this spell are so great that any undead
still functional at the end of the duration
must make a Will save (DC 20) or be
destroyed from the power).
Caster Level: 13th; Prerequisites:
Craft Wondrous Item, GarUdoks
Greater Blessing, Desecrate; Market
Price: 364,000gp

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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Chapter 6 - Gods & Domains

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Gar'Udok was a pragmatic man. When ascending to his


state of power, he was quick to understand that there were
few with enough faith in an ideal to be able to gather power
from the faith alone. Many looked to deities for their power,
worshipping death or undeath diluted, through the filter of
some nearly human entity. These were the clerics of the
Gods of Undeath. But regardless of this crutch that supported them, Gar'Udok welcomed them to his gathering armies,
worshippers of many dark faiths and long-dead deities.
These clerics became the Fallen Priesthood - united by a
vision of death ascendant and under the mantle of
Gar'Udok, who worshiped none.
These are their gods, many forgotten to aeons past, some
few unfortunately remembered and revered in dark places to
this day.

Grengal, the Duke of Bones


Nothing is remembered of the religion or culture that
spawned Grengal. For many ages, all that remained of his
cult was their divination method of casting bones across a
drum to read the future. But some diviners gained enough
power to look back to the time when Grengal was worshiped
and his divine bones would not only tell of the future and
past, but would come to the defense of his worshippers.
Thus, his cult was brought back from the brink, and is worshiped quietly throughout the world to this day. Fortunetellers and grave-diggers are known to pay him homage,
and his shrines get built in basement dwellings and goblin
caves.
The Duke of Bones is a skeletal figure dressed in strange
finery, although exactly what is defined as finery depends on
the culture of the worshipper - many goblinoid shamans
show him dressed in feathers and skins with bones dangling
from all his dress, while human fortune-tellers dress him in
stiff black pants and jacket. But all cultures dress him with a
tall hat or head dress.
He seems to keep a distance from his worshippers, blessing their divinations, and guiding all dead to proper burial
resting places, but not rarely involving himself in their lives
beyond that. His priesthood, however, keeps the flock aware
of their goals, quietly adding to the number of persons buried
in every graveyard nearby. On his holy days, skeletal dead
are known to climb out of their crypts to join in the feasts,
often consuming a living sacrifice in his name before returning to their graves.
Alignment: Neutral Evil
Domains: Bones, Divination, Evil, Knowledge
Favored Weapon: Bone cane with a skull handle (club)
Typical Worshippers: Goblinoid Shamans, Necromancers,
Fortune-Tellers

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
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cannibal cults based on his worship. The cannibalism and


his own dark blessing of course brings with it pestilence and
disease, and most of the cults die off within a few years as
their friends, family and businesses become haven to, and
eventually succumb to a plague of diseases. Many who are
drawn to his worship are gluttonous people who have fallen
very ill and see nothing to lose in a diseased god. He feeds
their avarice, their need for power, and the disease rotting
away their insides. Soon the worship turns to cannibalism,
Bulboros' favored meal, and the diseases spread through
the community - at this point, a priest of Bulboros will often
approach those who are well-off financially, but who are
being most injured by the pestilence to offer them respite in
the worship of their repugnant god. And thus the cycle continues until the cult is discovered or it finally dies out when
there are no survivors to convert to the faith.
Some of the most devout worshippers of Bulboros become
Corpulents (see Librum Equitis vol 1 for the Corpulent prestige class).
Alignment: Chaotic Evil
Domains: Chaos, Disease, Evil, Greed
Favored Weapon: Whip
Typical Worshippers: Rich, Diseased, Desperate, Greedy,
Corpulents

Krondheir, Lord of the Dance


Krondheir's worship is full of gaiety and celebration. Bright
colors and almost weekly celebrations mask a clergy that
has surrendered to these celebrations of undeath. Most of
the celebrants aren't even of the faith, but are shambling
corpses risen from their graves for their weekly outings.
The celebrations and finery lure many to the shrines of
Krondheir. Wine and coin flows freely through these establishments, as do the dead. The temples of Krondheir are
usually nomadic things, travelling from city to city. Many sentient undead flock to these temples as an easy camouflage
for themselves.
Alignment: Chaotic Neutral
Domains: Chaos, Death, Trickery
Favored Weapon: Morningstar
Typical Worshippers: Downtrodden, Elderly, Party People

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

GarUdoks Necromantic Artes

Domains: Disease, Evil, Vermin


Favored Weapon: Pincer Staff
Typical Worshippers: Diseased,
Scavengers, Vagabonds, Vengeful

Bones Domain
Lepers,

Outcasts,

Giannan, Queen of Lust


Giannan is the insane queen of lust. She seeks complete
domination over everything and anything in order to satisfy
her unknowable lusts. She is depicted as a fantastically
obese woman with a beautiful face, usually adorned with fine
jewelry and makeup, depending on the cultural bias of the
worshippers. She often wields a whip with which to reach out
and lash her servants who fail to procure her every desire.
Her temples are dens of iniquity, slave markets, drug
havens and home to those who would consume all they can
put their greasy fingers around. Her worshippers are usually
short-sighted, trying to have everything here and now, rarely
making plans for the future. Those that do plan, however,
often have such convoluted and Machiavellian plans they
even they lose track of them long before the reach fruition.
Alignment: Chaotic Evil
Domains: Chaos, Evil, Greed, Insanity, Lust
Favored Weapon: Whip
Typical Worshippers: Rich, Madams, Drug Lords, Slave
Merchants, Narcotic Addicts, Corpulents.

Raltehkos, Devourer of Souls


Raltehkos is also known as the Devourer, a mad force of
destruction and consumption in the spiritual realm. It is a
shapeless chaotic mass that lashes out at all it can reach in
order to devour their souls.
The Devourer of Souls is a mad beast, stronger than the
walls of the dimensions themselves. Occasionally it manages
to tear holes into inhabited realms. Its own chaotic lashing
nature prevents it from taking true advantage of these tears,
but the reminder of its presence exists for millennia, and
there are those who will remember its presence and destruction in nightmares and dreams. And some of them worship it,
if only to keep it at bay.
The secret priesthood of Raltehkos seeks out souls to take
or destroy, sacrifices to keep Raltehkos at bay instead of trying to summon him to this realm. They are greedy creatures
seeking to fed their need for power and to keep Raltehkos at
bay with their sacrifices.
Alignment: Chaotic Evil
Domains: Chaos, Evil, Greed, Insanity, Souls, Strength
Favored Weapon: None
Typical Worshippers: None, secret priesthood only.

Granted Power: Rebuke or command skeletons, constructs


made of bone and other skeletal undead as an evil cleric
rebukes undead, up to 3 times per day plus the cleric's
Charisma modifier.
1 Skeletal Cohort - animates a single skeleton
2 Osseous Staff - creates a staff of bone
3 Shrapnel - cone of shrapnel deals 1d10 +1/lvl (max +10)
4 Bone Arrow - 1d4/lvl (max 10d4) ray, create skeleton
5 Bone Field - produce a field of bone caltrops
6 Army of Shrapnel -skeletons explode (1d10+1/lvl) if slain
7 Control Undead - undead don't attack you
8 Summon Monster VIII - Colossal Skeleton only
9 Necropolis - animate all dead in a destroyed settlement

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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Granted Power: You gain a +2 competency bonus on Bluff


and Diplomacy rolls pertaining to or somehow related to
seduction or sex.
1 Charm Person - makes one person your friend
2 Vangals Touch (from Relics & Rituals) - target rages
3 Suggestion - compel subject to course of action
4 Emotion - rage or friendship only
5 Charm Monster - make monster your ally
6 Geas / Quest - geas affects any creature
7 Insanity - subject suffers permanent confusion
8 Sympathy - object or location attracts certain creatures
9 Mass Charm - charm monster on all within 30 ft

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

LIV

GarUdoks Necromantic Artes

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.

Fallen Priesthood or even Caramina or Torexis could make


an interesting villain with a significant amount of history to
add flavor to their evil endeavors.

Grab what you want and run

Its here and now

There are enough crunchy bits in here to drop chunks of


them into just about any campaign world without having to
transport the whole history of GarUdok in with it. The
Lotham and the AnamGlac in particular have existed previous to and since the coming of GarUdok. Better than that,
the Lotham can easily be of any alignment - some highelven cities use the Mystic Birds as messengers. The magic
spells, templates and items can augment any villain. Im
sure youve already come up with new ideas for some of
the items in here just on the first read. So cut up the book
and take what you want into your world. Its your game.

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.

Its ancient history - Whats happening now?


You can run a module or even a campaign based around
the aftermath of GarUdok. Its been a thousand years, and
Torexis the Cairn Wyrm, GarUdoks old ally, has dug up
two of the three Sacred Vessels containing GarUdoks
essence. Not knowing that owning the third will bring
GarUdoks spirit back to take over his body, Torexis is
seeking out the last vessel. If Caramina should discover
that Torexis still exists and has taken to grave-robbing
GarUdoks legacy, shell get involved in the blink of an eye.
Getting the characters involved should be easy, and
mostly depends on your play style. They can find themselves in possession of the third Sacred Vessel and have
the other parties chase them down for it. Or perhaps they
are contacted by a Cleric from the Northlands who is trying
to find and safeguard the final Sacred Vessel to keep it
away from Torexis. This will put the characters into a race
against Torexis and any other forces you wish to introduce.
During the time of the quest for the Vessel, Caramina discovers what is going on and hunts down Skindancer, an
ancient assassin who served GarUdok faithfully until the
very end. Skindancer and Caramina slay the membership of
the temple and impersonate the Cleric who sent the characters out in the first place in order to procure the vessel from
them.
Should Torexis obtain the third Vessel, he is unlikely to
stick around for a fight - instead hell use any means necessary to escape. Within a few years, the undead armies
begin to rise once again...
A less epic adventure is possible also, as many of
GarUdoks allies have a tendency to survive death itself. It
is known that Sahinn had turned himself into one of the
undead before his failed rebellion - for all we know, he
became a lich and without the destruction of his phylactery
he could be walking the world to this day, planning and
scheming. Sahinn or any of the remaining members of the

The best of both worlds - advanced storytelling


The other option is to include both the epic campaign and
the rise and fall of GarUdok in one campaign through the
use of flashbacks. This takes a significant amount of planning and preparation, but can be very rewarding. Between
sessions in the modern game, playing out the epic quest to
prevent Torexis from becoming GarUdok, the players can
be rewarded for their characters discovering hints by playing out actual historical sequences as flashbacks.
Each flashback is a smaller scene where the players take
on characters from the history of the Northlands and the
rise and fall of GarUdok. Each of these scenes should be a
key moment explaining how things have become as they
are now. Most likely these would center around the conquest of specific areas the characters are adventuring in
now, but can also include several of the following scenes.
- The fall of city after city to the armies of GarUdok.
- Encountering the SkinDancer as one of the flashback
characters is replaced by her for a scene.
- Playing GarUdoks own quest to find and awaken dread
Caramina
- GarUdok hunting down the ancient lore of necromancy
stored in the catacombs deep beneath the ruined cities of
the northlands.
- The actual transformation of GarUdok into a True
Mummy
- The final battle at Mires Ford where GarUdoks holy
symbol is torn from his hand and he fails his will save,
being reduced to dust forever.
Other advanced storytelling options include having the
players start the campaign during the last days of the battle
at Mires Ford as warriors of the holy Southern Armies.
Have no mercy, killing off the characters one by one in hard
battles, but have at least one survive to witness the destruction of GarUdok before his death. Then have them "wake
up" in the frozen remains of Mires Ford a thousand years
later with completely new characters, no equipment from
their past experience, but still bearing the memories of the
final battle.

www.DreadGazebo.com

LV

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LVI

GarUdoks Necromantic Artes

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