Darakhul

TM Advanced Races Darakhul

2 MIDGARD TALES 2 Table ofContents Credits compatibility license. Compatibility with Pathfinder® the Roleplaying Game requiresthe Pathfinder® Roleplaying Game from Product Identity, place names, especially character names, locations, elements, story history, and narration. No other portion Roleplaying Game Compatibility http://paizo.com/pathfinderRPG/compatibility License. See for more information the on Pathfinder is a registeredtrademark of Publishing, LLC, theand Pathfinder® Roleplaying Game theand Pathfinder® Paizo Publishing, http://paizo.com/pathfinderRPG LLC. See for more information the on Pathfinder® Roleplaying Game. Cover Art: Cover Editing Development: Harris Chris and Michael Timpe Additional: Wolfgang Design Baur, Stiles Christina Design Open Game Content: Game contentOpen Open The includesthe new feats, equipment. spells, and new new All other material is Traits Roleplaying aDarakhul 4 Darakhul Characters 3 Darakhul: People the 3 Roleplaying Game Compatibility are Logo trademarks of Paizo Publishing, LLC, and are under Pathfinder® the used Good NeighborsGood JustMisunderstood The Cut of YourCloak Into Big the Wide World Giant 7 Lantern Beetle LanternBeetle

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©2013 Open Design LLC. rights reserved. All Design ©2013 Open TM 6 5 5 www.koboldpress.com Publisher: Accounting Graphic and Layout: Design Marc Radle Interior: William Art McAusland, McFann, Chris Hugo Darren Solis, M.Calvert Lich Hound Incantations Spells Ghoulish Magic and Miscellany Wizard’s The School: Focused Necrophage 12 Archetypes Feats Imperial Hunter Quicksilver Alchemist 10

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TM 11

13 Darakhul: The People

n the lightless depths I beneath the ground, an empire of devouring ambition grows and plots and dreams. They call themselves The People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents inflitrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. Their empire maintains complex social structures and forges serious alliances, particularly amongst the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond. They scheme and plot. They hunger for the flesh of the living. They are the darakhul. Darakhul Characters By definition, both ordinary ghouls and darakhul arise from the infected and fallen of other races, but darakhul PCs should start play as lesser darakhul. Any and any special ability that relies on Constitution. These bonuses, penalties, and abilities of the previous race are racial adjustments supersede and replace any previous gone; only their cosmetic features remain, and over time racial adjustments. (When generating a darakhul these pointed ears, long beards, or similar features fade character using a pointbuy system, you must still spend into the bald, fanged features and pale, grey skin of the sufficient points for a Constitution score of 10.) ghoul races. Small or Medium: Reflecting their disparate origins from Many darakhul are defined by their class levels—they other races, darakhul can be Small or Medium creatures. do not have racial HD. All darakhul characters have the If Medium, you have no bonuses or penalties due to your following racial traits. size. If Small, you gain a +1 size bonus to your AC, a +1 +2 Charisma, No Constitution: You have no Constitution. size bonus on attack rolls, a -1 penalty to your CMB and You use your Charisma score in place of your CMD, and a +4 size bonus on Stealth checks. Constitution score when calculating hp, Fortitude saves, No matter your size, you retain some resemblance 3 Advanced Races Darakhul

4 MIDGARD TALES 4 Hunger for You Flesh: must consume of meal raw a small Weakness:Daylight You sufferpenalty a-4 to attacks, Natural Weapons: Your heavy jaw is enough powerful to Resistance:Channel You are susceptible to effects the of Undead: YouDarkvision: dark inthe can up see to 60ft. YouNormal Speed: have of 30ft.if speed abase Medium, darakhul feel identical effects to fatigue.) susceptible to fatigue; hunger, however, make any will until damage the (Undead is healed. are not typically sufferdamage from starvation, youbecome “fatigued” and always sufferdamage lethal from its effects. If you your Charisma making checks when regarding starvation meat each day or sufferthe effects starvation. of use You you as long as you remain affected inthe area. daylight. Adaylightpenalty asimilar -2 to inflicts spell andskill ability checks, and saving throws infull when your bite donot as undead. rise bite not by does transmit killed those darakhul fever; bonescrush to powder. You gain abite attack (1d4).This channel but energy gain channel resistance +2. 20 ft.if Small. You gain a burrow of 10ft. speed immediately apparent. to your stock race, but your nature as darakhul is your stock original race;you donot breathe, eat, or sleep.) and resurrection resurrection and true return you to life as returnedbe to life/undeath by or raise dead reincarnate, damage, but are immediately destroyed at 0hp; you cannot target you undead; are not at risk of death from massive requiring aFortitude save, but are susceptiblethat to effects and damaged you by are positive immune energy; to effects is reversed,energy that is you are by healed negative energy and stunning; your connection to negative and positive damage,effects, nonlethal paralysis, poison, effects, sleep drain, exhaustion/fatigue, energy disease, mind-affecting immunity to ability damage and drain, death effects, with many immunities and You weaknesses. gain traits. provides undead (Being acomplex experience new vs. aGhoul Defining aDarakhul tribes, and nationstribes, to conquer world. the to undead,are willing work social together inclans, vampires.the The difference that is the darakhul ghouls, similar inmany to respects cousins, their aftertransitionthe to undeath. They are greater retainthem memories, their and skills, knowledge a tougher, smarter strain of ghoul, and many of darakhul of Midgard the Campaign are Setting with few or no memories of former their lives. The Most ghouls are fairly mindless, flesh-eating undead Damage from starvation cannot until you healed be You have subtype undead the and its associated murdering abominations at worst. Participating as darakhulthe as scavengers at and best, loathsome as an adventurer. Almost universally, people revile Life and as undead the ravenous comes with challenges Roleplaying aDarakhul play Darakhul Common begin speaking andLanguages: original race’soriginal language. Draconic, Giant, Gnome, or Goblin, as well as their bonuschoose languages from following: the Darakhul, Undercommon. Intelligence Darakhul with high can recovery benefit spell this 24 hours.only every once devouryou gladly any will meat at any time, you can gain enjoying aleisurely, 1-hour long of meal raw meat. While damage. this creature—nota Small evenmagic that restores hp heals spend 1hour consuming an amount of raw meat to equal Darakhul spellcasters may recover only spells their after Do IHavetoBeEvil? Playing theUndead: watch: it’s atradition. up for it. Oh, and always undead middle the take skin more oftenthan so usual, it’s sign they best if of may party the to need save your ivory undead before committing to playing rest the undead; the itDiscuss with other the players and your GM mercenary, spy, the and ghoul. good-guy eventhe for character the you when play. start to rest the of of should part party the your be plan members. Explaining motives those and rationales protecting,liking, and caring about other party is to make sure that have they motives good for best The advice sense). for these antihero characters loner-drama and here sense in abad (inagood a traitor. There’s alot grist of for exile angst and with isfellowthink filled youghouls all who are only place where really understands everyone you options and bad sometimes worse, be will and the have and few friends gather little sympathy. Your for and cruelty evil means your character will black the being sheep from good-guy araceknown or darakhul? Is it idea? agood playerthe wants who to play ghoul agood-aligned a Hellboy-meets-Angel of sort way, but what about misunderstood antihero shtick. That’sfun in good from raceis, of amaligned course, bad-guy the One of great the challenges of playing acharacter This section describes several waysseveral to play describes section theThis Well, maybe. Much drow like acertain ranger, a member of an adventuring company comes with justify such behavior, needing little more than a simple complications. To survive on the surface, a darakhul Bluff check (DC 10 for the Indifferent, +5 for each step must be clever and thorough. towards Hostile; a base DC 15 in places where ghouls are suspected) to explain. INTO THE BIG, WIDE WORLD In cases where a cover identity is impractical, a skillful Some darakhul venture into the wider world on the application of cosmetics and a few gold coins are often business of the Empire. Maintaining their state requires enough to make an eccentric request for privacy much envoys and ambassadors, messengers, scouts, and more reasonable. Getting the raw meat surreptitiously commerce, as well as knowledge of events in the surface delivered is another challenge left to the imagination of world. These relatively diplomatic undead engage with the player. races they might otherwise consider food out of duty and with a specific purpose. However, other members of their kind have no such obligations. For adventuring darakhul, those in self-imposed exile, or those who never belonged to the Imperium, the quest to master their own hunger, to transcend their role as a predator of sentient beings, is as much a part of their journey as the current quest du jour. These characters want to grow beyond their ghoulish appetites and regain some part in the cultures and societies of their former lives, and they cannot overcome their nature unless they confront it. This disparity between the more common intelligence gathering missions or political manuevering and their self-improvement and transcendence— as well as the blind aggression of less controlled undead—means other people view the darakhul with suspicion and hostility. It is difficult, but not impossible, for a darakhul to allay those fears. THE CUT OF YOUR CLOAK A quality disguise remains one of the best tools for a darakhul among the breathing, and almost all ghouls travelling on the surface maintain a masterwork disguise kit and a concealing outfit associated with a cover identity. Depending on the costume, no one may ever challenge a ghoul’s attire. Some suggestions include the wrappings of a leper, the enshrouding robes of arcane casters within the Magocracy of Allain, the veils of the Siwali ladies, or the desert raiders of the Tamasheq. Each of these requires appropriate details to make the deception withstand appropriate scrutiny—certain language skills, knowledge of the region, or common customs. Utilizing such an outfit with an appropriate Knowledge (Local) check (DC 15), or Heal (DC 16) in the case of a leper, provides a +3 circumstance bonus to Disguise attempts, offsetting the standard -2 penalty to appear like a different race while still offering some benefit. However, a competent disguise doesn’t explain a darakhul’s need to eat alone and behind closed doors. Cultural or religious requirements can often be used to

5 Advanced Races Darakhul

6 MIDGARD TALES 6 concealing an awful secret as he enemies facesthe abroad. to either conquerpariah, struggling enemy the within or towilling work with acharacter is who an racial undead complicated.be Make sure at everyone table the is other players’ feelings. interesting roleplaying should which considerate be of the and replacement of member, each party allowing for This relationship be must reestablishedwiththe death outsider,as aperpetual evenamong fellow adventurers. prejudice and from he facesan societies, surface existence thattake chance. Adarakhul character facesunending daughter—but priest may local the not to willing be dictumsthe of Empire the is not about to eat miller’s the as undead an all abomination. see clerics who for aquality to disguise conceal character the from the unawares and unable to escape. This reinforces the need burning True Death for ifcaught ghoulish, the especially ability to channel positive can mean energy aterrible perhaps most the dangerous, foeto darakhul. the Their of gods the remainServants most the ubiquitous, and JUST MISUNDERSTOOD The FullDarakhul consisting of only darakhul. Imperium—unless characters the travel inparties Diplomacy checks made with other members of the should apply also a-5circumstance to penalty any description, Darakhul lesser racial in the and you must keep “Hunger the for Flesh,” detailed 51). If you dopursue high-powered the option, Doresh, and Realms Subterranean (pages 50and Imperial The Gazetteer: Principality of Morgau and before applying template full the found inthe magic. Take power this level into consideration additional points to buy up stats or additional high-powered campaign and other characters gain is not recommended unless you are a running to PCsthree to four levels direction this higher), thanpowerful others of same the level (equivalent much such so acharacterBecause be more will underlying statistics. attackto all and saves), but won’t this affectthe roughly to equal bonuses the indaylight when (-4 and daylight.penalties Thesee characterwill paralytic attack, 120’darkvision, and DR 5/magic ability to create controlled progeny, as well as a of +4or +6to five the six of abilityscores, the equivalent of a+2cloak of resistance, abonus Granting to this aPCgives that character the addswhich substantially to acreature’s power. darakhul full Thetemplate is aCR+2adjustment At interactions least, in-game social very the will A darakhul enlightenment seeking out or carrying It’s abit much for aPCrace. deserving of anasty,deserving gnawing fate. sirestheir are as traitorous viewed abominations and heritage—those scions of vampires the turn who against dhampirthe gentry, long so favor as they undead their Knights of Morgau. darakhul often Lesser sympathizewith Orderin the of Shield, Red the better known as Ghost the realms remain mostly unrestricted. Many service easy find by two the nations demands that travel two the between preferring meat over gold. pact The of mutual aid shared payment incaptured slaves and battlefield slain, often mercenaries faceno such restrictions.theirtake They unless invitedearth below, deep companies of darakhul Shroudeatersthe of Morgau and Doresh stay above the Subterranean remain underground unlessinvited, and that Darakhul amongst class. ruling the accords and respect them distance due to of history the capable mercenaries, and fellow peasantry undead. The find a welcome receptionfrom theas favored gentry allies, Morgau and Doresh. In frightening this land, ghouls the Empiretheir is vampire-ruled inthe Principalities of The one darakhul in place Midgard find beyondsanctuary GOOD NEIGHBORS Benefit: Prerequisite: Non-darakhul character or feral darakhul to and reachescaped survived surface. the You spent Slave inthe time Pits of Darakhul, the but you ESCAPED FROMTHEPITS (TRAIT) Benefit: what you once were. Your has not body forgotten that made you everything ECHOS OFLIFE(TRAIT) Benefit: capital of Darakhan, and know its machinations well. You adarakhul of became heart inthe Empire, the the DARAKHAN REBORN(TRAIT) background as it to Imperium the pertains and its cities. following traits help definedarakhul a character’s It’s important to know where you came from. The Traits skill forskill you. checks,gain is a+1to and always Survival Survival a class previous raceor ethnicity. Language, Duergar, or Svirfneblin. as Aboleth, Abyssal, Aklo, Derro, Draconic, Drow Sign with ranks inLinguistics during character creation, such anyselect subterranean languages as bonus languages or about Empire the greater with aDC than 10.You may Imperium, and you may know relevant information and checks Knowledge inor about (Local) Ghoul the While custom demands that Darakhul the Lords You may one take trait associated with your You have a+1bonus to Knowledge (History) You may Darakhul learn at character creation. You FERAL DARAKHUL (TRAIT) IMPERIAL LINEAGE (TRAIT) You were infected with darakhul fever, died, and awoke You were created by a powerful member of the darakhul transformed into a darakhul. You never saw the Empire nobility. While they may not want you nearby, your and have continued to live on the surface. reputation still benefits. Benefit: Having lived and hidden your hunger for so long, Benefit: You may choose the Darakhul language; you speak you have a +1 to Bluff and Disguise checks made to conceal your nature. This bonus stacks with the Deceitful feat. Lantern Beetle CR 1/3 FLESHBROOK REBORN (TRAIT) XP 135 You became a darakhul in the subterranean city of N Diminutive vermin Fleshbrook, and you left with one of their famed beetles as Init +2; Senses low-light vision; Perception +0 a companion. DEFENSE Prerequisite: Familiar or Animal companion class abilities. AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, Benefit: You may select a giant lantern beetle as an animal +4 size) companion, or a lantern beetle as a familiar. For giant hp 3 (1d6) lantern beetles, use the statistics for a giant beetle (see Fort +2, Ref +2, Will +0 below), with the addition of the Luminescence (ex) ability. Immune mind-affecting effects Additional information on vermin companions is provided OFFENSE in the druid section of Ultimate Magic. Speed 30 ft., fly 30 ft. (poor) Melee bite +2 (1d3-2) FRETLOCK REBORN (TRAIT) STATISTICS You became a darakhul in the subterranean city of Fretlock, Str 6, Dex 15, Con 11, Int —, Wis 10, Cha 7 and you left with the stolen loot of Morgau’s crypts. Base Atk +0; CMB –7; CMD 6 (14 vs. trip) Benefit: Your starting money increases by 900 gp. You may Skills Fly +4 spend this on minor magic items or masterwork goods, SQ luminescence but these objects bear the crests of nobility and gentry in SPECIAL ABILITIES Morgau. Luminescence (Ex) A lantern beetle’s glowing glands GNAWBONE REBORN (TRAIT) provide light in a 10-foot radius. A dead lantern You became a darakhul in the subterranean city of beetle’s luminescent glands continue to glow for 1d6 Gnawbone, and you left with more than a passing days after its death. knowledge of the spiderous vermin bred there. ECOLOGY Benefit: You may select either Derro or Drow language; Environment any you speak this language for free. You have a +1 bonus Organization solitary, cluster (2–6) or colony (7–12) to Knowledge (Dungeoneering) checks, and this skill is Treasure none always a class skill for you. Although nocturnal, the lantern beetle lacks darkvision—it relies on the light from its own GONDERIF REBORN (TRAIT) glowing glands. Popular with miners and eccentrics, You became a Darakhul in the subterranean city of caged lantern beetles provide long-lasting Gonderif, and you left with a weapon made in its forges. illumination if kept alive. They prefer raw meat, but Benefit: You begin play with a masterwork cold iron settle for mushrooms. weapon worth no more than 900 gp. You should decide if As a familiar, lantern beetles provide their this weapon was stolen or a gift. masters a +1 bonus to Survival checks, and all spells with either the Light or Shadow descriptor are cast at IMPERIAL EXPATRIATE (TRAIT) +1 CL. The descriptor must be chosen at the time of Once a citizen of the Empire, you left the lands of the Lords selection and cannot be changed. Subterranean under duress. It is unclear when, if ever, you may return. Lantern Beetle, Giant Benefit: You may choose the Aklo, Aboleth, or Darakhul Starting Statistics: Size Small; Speed 20 ft., fly language; you speak this language for free. You gain a +1 20 ft. (poor); AC +6 natural armor; Attack bite bonus to Knowledge (Nobility) checks; this bonus rises to (1d8); Ability Scores Str 13, Dex 12, Con 13, Int +2 when dealing with the nobility of Morgau, Doresh, the —, Wis 11, Cha 4; Special Qualities darkvision, Ghoul Imperium, and other states ruled by the undead. luminescence; CMD trip +8. This skill is always a class skill for you. You should decide 4th-Level Advancement: Size Medium; Attack the circumstances which prompted you to leave the bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Empire, and what keeps you away, if anything. Special Attacks trample (1d4).

7 Advanced Races Darakhul

8 MIDGARD TALES 8 This featbonus Special: as a mayselected be feat for Benefit: Prerequisite: undead, Eater Corporeal of Dead. the strengthen your spells. You or blood eatfrom drink flesh sentient creatures to BLOOD CASTING[MONSTER,MAGICAL] gearforged. or dwarves but should they not acceptable be for other races, such as feats are appropriate for darakhul or dhampir characters, many of feats the have “Monster” the identifier, these supplement archetypes the of darakhul culture. Because feats provide options to improve various and aspects augment ghoulish their nature, following the fourteen For darakhul characters to seeking accentuate or Feats Benefit: Prerequisite: Darakhul. Principalities of Morgau and Doresh. You mercenary companies inthe have of served the SURFACE VETERAN(TRAIT) Benefit: of Morgau and Doresh. You have studied at arcane the school of Principalities the STUDENT OFTHEBLOODCOLLEGE(TRAIT) spellcasting classes. damage for spell. the your caster level as one and higher add+1to eachdieof consume one of organs these to add to its power. Treat forDead that When purpose. casting aspell, you may a given counts corpse. This use Eater as a use of the of determine how many organs useful you from can collect for up to aweek. Use chart the inEater to of Dead the organ round is afull action, but organ the kept can be later inenhancing use your such an magic. Collecting you may its collect organs vital and negative for energy and is always skill this aclass for skill you. feat. You gain a+1bonus to checks, Knowledge (Local) bypenalty trait -1.This withthestacks Inured the to Sun Empire of Ghouls, the or you reduce normal the Sunlight Status Principalities inthe of Morgau and Doresh and the bettersurface than others. You gain either a+1bonus to you’veservice, to learned handle bright the lights of the always aclass for skill you. or Knowledge (Religion) checks, and is chosen the skill Ghouls. You gain a+1bonus to Knowledge (Arcana) of Morgau and Doresh and within Empire the of the Empire of Ghouls. the Principalitiesthe of Morgau and Doresh, and within the languagethis for free. You gain a+1bonus to Status in Instead of consuming flesh the freshof a corpse, campaigns Afterseveral the in Lords Undead You gain a+1bonus to Status Principalities inthe Benefit: Prerequisite: undead. Corporeal enemies. You can replenish your strength from of corpses the your EATER OFTHEDEAD[MONSTER] Benefit: Prerequisite: Eater of must Dead, the have abite attack You excel at tracking creatures you have previously bitten. CONSUME SCENT[MONSTER] Benefit: Prerequisite: Burrow speed. better for quickly burrowing into earth. the Your nails are preternaturally sharp and reinforced, the all IMPROVED BURROWSPEED [MONSTER] Benefit: Prerequisite: undead. Corporeal ghoul. Your hands transformed into cruel,sharp the talons of a GAIN CLAWS [MONSTER] Special: Benefit: Prerequisite: Darakhul or ghoul. heaviest of attacks. Your flesh undead hardens, turning blowsfrom all butthe FLESH OFBONE[MONSTER] Colossal Gargantuan Huge Large Medium Small Tiny Corpse size CORPSE BENEFITS other for undead purpose. this reducescorpse number the of by it times used can any be on its based times size. Any using undead feat this on the cancorpse provide benefit this alimited number of along with flesh the restoring 1d8+5lost hitpoints. Each You consume residual negative from energy death their flesh of a Tiny largeror than less corpse one week old. track acreature you have bitten for damage. lethal causing 4or more damage. and may for qualify Multiattack the feat. your size. You may Improved the take Natural Attack feat resistance becomes DR/10 magic. and you gain DR/5 magic. At level or 10th higher, this Disguise checks.Disguise your ghoulish appearance. You sufferpenalty a-1 to As round afull action you may from feed the You gain a+3bonus checks to made to Survival Increase your burrow by speed 10feet. You may You gain aclaw natural attack appropriate for Your on takes apaler, body tougher texture, It becomes alittle more difficult to conceal 64 32 16 8 4 2 1 Uses tunnel through rock at a speed of 1 foot per hour, though somatic components of the spell, use any required foci, this is a very noisy process. and provide any expensive material components, such Normal: A creature with a burrow speed can tunnel as diamond dust. The prepared spells gained by use of through dirt but not through rock unless the descriptive this feat do not count against your normal limits, but you text says otherwise. Creatures cannot charge or run can only have a number of these prepared spells equal to while burrowing. Most burrowing creatures do not leave your Intelligence bonus at any given time. Consuming the behind tunnels other creatures can use (either because brain does not count against other similar, consumption the material they tunnel through fills in behind them or based powers, like Eater of the Dead or the Necrophage because they do not actually dislocate any material when archetype’s powers (see pages 8, 11, and 12, respectively). burrowing). Special: You can take this feat multiple times. Each additional time you take it allows you to prepare an IMPROVED DARKVISION additional spell from each brain you consume, and one With irises like cinders, you can see further into the darkness. spell refreshes daily (ghoul chooses from any spells Prerequisite: Darkvision. previously cast using this feat). Benefit: Increase the range of your darkvision by 60 feet. For example, if a darakhul with 20 Int (+5) has taken this feat three times and consumes three spellcasters’ INURED TO THE SUN [MONSTER] brains, he may select one spell from each. If he casts With practice, you’ve learned to better handle the effects of the sun. Prerequisite: Great Fortitude. Benefit: You reduce the penalty from being in the sunlight from -4 to -2. You still suffer -2 from being in a daylight spell or the equivalent. PARALYTIC TONGUE [MONSTER] You can sometimes paralyze a foe with a successful bite. Prerequisite: Lesser darakhul, Eater of the Dead. Benefit: You may make a bite attack which may paralyse the target. Your special saliva glands allow you to make this attack a number of times per day equal to your Charisma bonus. The Fortitude save for this ability has a DC equal to (10+Charisma Bonus+ ½ character level). This paralysis lasts for 1 round+1 round for every point of the darakhul’s Charisma bonus. Normal: Lesser darakhul have no natural attack which inflicts paralysis. SATED [MONSTER] You have had your fill of living flesh and are infused with great power. Prerequisite: Darakhul or ghoul, Subdued Pangs, 12 HD or class levels, Wis 15. Benefit: You gain a +2 deflection bonus to Armor Class and no longer need or desire to consume flesh. SPELLEATER [MONSTER] You can gain a victim’s magic by eating their brain. Prerequisite: Darakhul or ghoul, Int 13, Spellcraft 6 ranks. Benefit: By devouring the brain of a spellcaster who prepares spells, you gain the ability to cast one of their prepared spells. Select a single spell the victim had not cast prior to their death. You can then cast that spell one time. The spell is treated as if it were cast by the original spell caster, and you need not provide material components (treat as the Eschew Material Components feat). You still need to perform any necessary verbal or

9 10 Advanced Races Darakhul

10 MIDGARD TALES Benefit: Prerequisites: Evil alignment, any one metamagic feat. You organs can vital use to reduce cost the of metamagic. VISCERAL [MAGICAL] Normal: Undead creatures cannotfrom benefit fully the Benefit: Prerequisite: undead, rage class ability. UNDEAD RAGE Normal: Adarakhul normally only receives its Charisma Benefit: able to ignore growl the of your belly. You have to master begun your hunger, and you are better SUBDUED PANGS [MONSTER] moral bonuses, nor fatigued. be can they rage ability cannot as they affected be by mind-effecting feats, class abilities, and rage powers. ability and allows creature undead the to gain rage related unconscious, its rage undead immediately ends. a single encounter or combat. If creature undead the falls it can enterperiod an rage undead multiple during times rage until slow this effect is over, but if it waits outthis rage. The creature undead cannot undead a new begin number tothe equal twice of rounds spent undead inthe movement (whichever is lower) for anumber of rounds and it must move at its half natural or 15ft. speed of ends, and are not lost first like temporary hitpoints. points Hit per Dice, but disappear these rage the when toa -2penalty Armor Class. changes alignment. or to In agood evil addition, it takes only changed be and when creature’s ifthe alignment one of type bonus gaining when feat; this choice this can ontype Will saves. Neutral-aligned must undead choose Strength and Charisma, as well as a+2bonus of same the orundead) sacred bonus (for undead) good-aligned to rage day. per total number of rounds that an with feat undead this can andRage like spells eagle’s splendor, donot increase the increases to Charisma, such gained as from those Undead dayper to equal 4+its Charisma modifier. Temporary from rage the class ability, raging for anumber of rounds bonus making checks when against Starvation. ignore effects the of starvation. refresh he when next prepares his daily spells. If he spells, he may casts one those select of five the to to forget, his because Intelligence bonus limits him to 5. each brain, but one chooses of his previous three spells three spellcasters’ brains, he from may spell anew select he next prepares his daily If spells. he consumes another he spells, may onethose select of to them refresh when In other ways all ability this functions as rage the The creaturecan end rageits undead free action, as a This increase Charismato grants the 2hit undead While raging, you gain +4profane (for evil-aligned By consuming of no heart the more abody than a With feat this an creature undead can benefit You gain a+4bonus to Charisma checks to though, these arethough, these little more than rumors. twilight and shadows of Northlands’ the winter. far, So master secretsof the Undead and Rage hunt constant the Rumors persist of darakhul and ghoulish barbarians who Society, Necrophagi, the and Imperial the Hunters. among number—members their of Quicksilver the to society. their These representthe elite and dedicated Darakhul culture maintains anumber of roles specific Archetypes Ghoulish MutagenGhoulish (Su): Bomb: AQuicksilver Alchemist’s bombs damage deal with Knowledge Replace Survival (Religion) Skills: Class extending life. archetype are unconcerned of with methods alchemical possessing aform of immortality, characters with this and deciphered formulae from insane the derro. Already helpwhich control them battlefield, the having stolen largely utilize discoveries intact Second, they corpses. form, even bolstering ranks the with ghouls craftedfrom concentrations. First, repair they and undead the preserve and battlefieldsalvager. Their concoctions follow two of as asort surgeon Imperialthe Legions, serving Members often oftravel Quicksilver the Society alongside QUICKSILVER ALCHEMIST 40 pounds of raw meat to (equal creature). aSmall cannot until Alchemist the healed be consumes at least damage to equal enhancement the bonus. Thisdamage mutagen Quicksilver the cease, Alchemist suffers Wisdom Charisma. When effects the Charisma-enhancingof a in aWisdom score bonus tothe equal penalty twice to enhance one’s Charisma. Enhancing Charisma results Guide), though Quicksilver the Alchemist may it use to normal alchemist’s mutagen Advanced (see Player’s create amutagen works which almost identically to a feat. can heart only Each consumed be once. slotspell below takes aspell its level original using this notdoes require aseparate action. You cannot reduce the or preparing includes spell the consuming organ the and a metamagic by spell up to two levels. The act castingof week old, you may lower cost the of casting or preparing standard alchemist bomb class feature. concussive bombs 1d3s,and on). deal so one diestep lower than normal (regular bombs d4s, deal in aQuicksilver Alchemist’s class skills. Necrophage Wizards —Even death isn’t an escape. So, Imperial Hunter Ranger—Run all you want, you just Alchemist—A synthesisQuicksilver of derro and This ability otherwise functions This as abilityand thereplaces otherwise please, continue to quip. tired. die darakhul alchemy. A Quicksilver Alchemist may

Devouring this much meat requires at least an hour. Requirement: Imperial Hunters are darakhul or lesser Mending Flesh (Ex): At 2nd level, a Quicksilver Alchemist darakhul. Rarely, they are some other form of free-willed, adds inflict light wounds to his formula book as a 1st-level corporeal undead. extract. At 5th level, he adds inflict moderate wounds. At Class Skills: Replace Handle Animal and Ride with Bluff 8th level, he adds inflict serious wounds. At 10th level, he and Disguise in an Imperial Hunter’s class skills. adds inflict critical wounds. This ability replaces poison Take them Alive (Ex): An Imperial Hunter is proficient resistance and poison immunity. with bola, and may use them with a range increment of 20 Bolster the Ranks (Ex): At 13th level, a Quicksilver feet. This ability replaces wild empathy. Alchemist adds create undead to his formula book as a Persistent Hunter (Ex): At 3rd level, an Imperial Hunter 4th-level extract. When he uses that extract, rather than gains Subdued Pangs as a bonus feat. This ability replaces drinking it, he injects it into the corpse he intends to the Endurance bonus feat. animate, which rises as an uncontrolled undead 1 hour A Taste of the Prey (Ex): At 4th level, the Imperial Hunter later. The extract can only create corporeal undead, and it may gain the Eater of the Dead feat as a bonus feat. cannot create darakhul. This ability replaces the animal companion option of This ability replaces the increase to bomb damage at the Hunter’s Bond ability. The ranger must still decide this level. between the teamwork option of Hunter’s Bond and A Alchemist Discoveries: The following alchemist Taste of the Prey. If the Imperial Hunter bites a target discoveries complement the Quicksilver Alchemist for damage, who then escapes, the ranger gains a +2 on archetype: alchemical zombie, blinding bomb, combine Initiative when facing the creature again, and a +2 on extracts, concentrate poison, confusion bomb, infuse Perception or Survival skill checks involving the bitten mutagen, infusions, strafe bomb, tanglefoot bomb. Bombs target. Every five levels thereafter, the Imperial Hunter which reduce the target’s ability to escape or weaken their gains an additional +3 on each of those checks, to a Fortitude saves are favorites, so fellow ghouls can better maximum of +11 at 19thlevel. This benefit stacks with the overwhelm foes. Consumed Scent feat and the Quarry ability at 11thlevel. Advanced Alchemist Discoveries: The following advanced Spelunker (Ex): At 7th level, an Imperial Hunter may alchemist discoveries complement the Quicksilver move through any sort of underground difficult terrain at Alchemist archetype: advanced intellect, fast healing, normal speed and without taking damage or suffering any poison touch. other impairment. This includes moving through a spike stones effect. This ability replaces Woodland Stride. NEW ALCHEMIST DISCOVERY Subterranean Adept (Ex): At 12th level, an Imperial Death Which Dreams (Su) Hunter may use the Stealth skill in underground Prerequisite: Alchemist 10. environments, even if the terrain does not grant cover or concealment. The ranger also gains a +5 bonus to Benefit: The alchemist is familiar enough with the ties Acrobatics and Climb skill checks in this environment. between his body and spirit that he lingers at death’s door. This ability replaces Camouflage. When he reaches 0 hit points, he does not suffer True Death, unlike a normal undead. Instead, he slowly drains At One with the Deep (Ex): At 17th level, an Imperial away, entering a comatose state, where he loses 1 hit point Hunter may use the Stealth skill in underground per round until he is at -10, at which point he is destroyed environments, even if being observed. The ranger also and cannot be raised from the dead. gains a bonus equal to half their character level to remain Reducing him to 0 Charisma or its equivalent (from hidden when attacking from a hidden position in an ability damage, ability drain, Charisma penalties, and so underground environment. This ability replaces Hide in on) makes him unconscious and comatose, but he is only Plain Sight. destroyed after taking an additional 5 points of Charisma Combat Styles: The following combat styles complement damage, drain, or penalty (in effect, the alchemist must the Imperial Hunter archetype: Archery, Natural Weapon, be brought to –5 Charisma in order to be destroyed by Net Combat (described below), and Two-Weapon Combat. these attacks). Archery: If the ranger selects Archery Style, the following feats THE IMPERIAL HUNTER are available when selecting a combat style feat: Far Servants of the Ghoul Empire, the Imperial Hunters Shot, Point Blank Shot, Precise Shot, and Quickdraw. are tasked with capturing escaped slaves, exploring and At 6th level, the ranger adds Improved Precise Shot, patrolling the empire’s fro ntiers, and accomplishing special Improved Trip, and Manyshot to the list. At 10th level, missions for the patrician class. These undead stalkers are the Imperial Hunter adds Pinpoint Targeting and Shot not mere slavers or graveyard plunderers; they specialize on the Run to the list. The Manyshot feat may be used in the tracking, subdual, and capture of other living beings. with bolas. They are occasionally commissioned by darakhul elites to Natural Weapon: abduct specific individuals the undead knew when living. If the ranger selects Natural Weapon Style, the

1111 12 Advanced Races Darakhul

12 MIDGARD TALES Memory of (Su): Flesh As astandard action, a Replacement Power: supernatural ability, like anecromancer specialist. A necrophagus receives Power the Undead Over Necromancy Associated School: Empire with might subterranean the their to rule realm. secrets ofthe enemies, their and provide they Ghoul the memories of flesh the to augmentpowers,their learn necrophagi, utilize remnant the they the and friends their foes. Called both knowledge from slain the of corpses group, and draw they sustenance and (literally, “death the eaters”) are atwisted Members of necrophage the school NECROPHAGE SCHOOL SCHOOL: THE WIZARDS’ FOCUSED all Knowledgeall checks, as well as 1 temporary hit point recently slain creature. You gain a+1profane bonus on necrophagus may consume flesh the of aliving or

Rend to list. the Fighting and Two-Weapon adds Greater Two-Weapon level, Imperial the Hunter Defense to list. the At 10th Fighting, Two-Weapon Improved Two-Weapon level,6th ranger the adds Two-Weapon Fighting. At Slice, Quickdraw, and combat feat: style Double available a selecting when followingthe feats are Weapon Combat Style, If ranger the Two- selects Two-Weapon Combat: Weapon Fighting to list. the and Trident and Greater Two- level, Imperial the hunter adds Net and Two-Weapon Fighting. At 10th level,6th ranger the adds Net Trickery Maneuvering, and Weapon Focus. At Proficiency (net), Net Adept, Net a combat feat: style Exotic Weapon following feats are available selecting when If ranger the Net selects Combat Style, the Net Combat: and Improved Vital Strike to list. the level,10th Imperial the hunter adds Multiattack ranger adds Paralytic Tongue and Vital Strike. At Rending Claws, and Weapon Focus. At level, 6th the feat:style Gain Claws, Improved Natural Weapon, following feats are available acombat selecting when Undead Familiar (Su): At 1st level, anecrophagus may purposes. If replaces this purposes. selected, ordinary the familiar calculates his wizard level as two lower for advancement azombiechoose version of an ordinary familiar. He once. This replaces Grave Touch. you can only consume creature flesh the particular of a day per times to equal 3+your Intelligence modifier, but a consecrate spell. You ability can this use anumber of points are immediately ifyou dispelled enter area the of (minimum 1round).bonuses The and temporary hit for anumber of rounds to equal 1/2your wizard level 5wizard levelsbonuses youevery These possess. last bonusThe on Knowledge checks increases by +1 for per Hitper Dieand a+2bonus to your channel resistance. ability and counts as the Improved Familiar feat, so it cannot be taken later. Fruit of the Mind (Su): At 8th level, the necrophagus may consume the flesh of a living or recently slain creature and gain the effects of a speak with dead spell (CL equal to the Necrophage’s wizard levels), even if the creature is still alive or is undead. If living or undead, the targeted creature makes a Willpower save against this effect at a -3 penalty. If successful, the creature may not be affected by this power again for 24 hours. The creature may be bitten a number of times equal to the below chart. A restoration spell replenishes the number of bites which may be taken from a living creature. Nothing can replenish the number of bites which may be taken from a corpse. This ability replaces Life Sight. CORPSE BENEFITS Corpse size Uses Tiny 1 Small 2 Medium 4 Large 8 Huge 16 Gargantuan 32 may add +3 to any Knowledge (History or Religion) check Colossal 64 made regarding the Empire of the Ghouls. It is often an appendix to the spellbooks of necrophagus wizards. It can Lifesense (Sp): At 12th level, the necrophagus gains be incorporated into incantations for a single performer, lifesense, with a range of 30 feet. providing a +3 to Knowledge (Religion) checks, and a +3 Feats: The following feats complement the Necrophage bonus to Knowledge (Arcana) checks during incantations archetype: Blood Casting, Eater of the Dead, Spelleater, to create undead. and Visceral. Cost 3,000 gp; Copies are usually written in Darakhul, though translations have been found in Common and Nurian. BONE LAMELLAR ARMOR Ghoulish Magic This armor consists of bones and bone plates sewn to leather armor with fine cord and wire, then lacquered and and Miscellany decorated with runes for death. It is stronger than leather The magic of the darakhul focuses on their proclivities and lighter than horn. It provides a +2 circumstance bonus and tastes, making it easier to indulge in their own terrible to Intimidation checks. However, it has the fragile quality. habits. Surface wizards abhor most of it, though many Cost 75 gp; (Armor Bonus +5, Max Dex +3, Armor Check necromancers and some inquisitors find elements of their Penalty -3, Spell Failure 20%, Spd: 20/15 ft, Weight 25 lbs) dark arts quite useful. Likewise, most of their tools and DEATH RATTLE ARMOR equipment augment the darakhuls’ natural talents, and do little for most who claim them in combat. Aura moderate necromancy; CL 7th Price 12,500 gp; Weight 25lb. DESCRIPTION THE ANNALS OF DIVINE STRENGTH This +2 bone lamellar armor is crafted from the bones of AND SUSTENANCE tieflings, aasimars, and devout clerics. It allows the wearer by Vermesail I, the Gravedancer to cast death knell (DC 16), as a standard action, three Penned by the third emperor of the Ghoul Empire, this times per day. Because of its magical nature, this armor tome is a history of the creation of the bone collectives, does not have the fragile quality. the rise of the Emperor Cults, and the first ghoul work CONSTRUCTION of theology. Requirements Craft Arms and Armor,death knell; Cost A character who takes a half hour to reference this text 6,250 gp

1313 14 Advanced Races Darakhul

14 MIDGARD TALES crafted as commonly acceptedtrophies amongstcultures This is a string cured scrapsof flesh insoaked broth and TROPHY RATIONS Requirements Craft Wondrous Item, touch web, ghoul CONSTRUCTION remains indefinitely. Thisuse isa single item. released withcan acommand be word, it but otherwise to 0hp, webbing the away, falls destroyed. The webbing webbing no longer produces aparalysis effect. If reduced has an AC of 15and 20hit points. If reduced to 5hp, the grapple,the target the is considered bound. The webbing is considered pinned. After four failed attempts to escape Aftertwo failed attemptsgrapple,the to escape targetthe against futureDC) all attempts to grapple. the escape checkinitial value as CMD(or the is Artist used Escape grappled. If successful, target the is grappled, and the A paralyzed creature is helpless and automatically a +5bonus to CMBcheck initial the to grapple. ghoul stone can affecttarget a Largeup to size. It provides target only need save against paralysis the effect once. A save or paralyzed for be as long are as they grappled. The grapples atarget.target The DC 13 must make a Fortitude attack, stone the into explodes of acocoon webbing that grey material with afoul odor. With touch asuccessful These “stones”are spheres small fashionedfrom rubbery a DESCRIPTION Slot Aura GHOUL STONE DC 20;Cost Craft CONSTRUCTION Description This is a pungent and unsavory mash of meat Effect Frequency Type GHOUL SALIVA PASTE Requirements Craft Wondrous Item, creator must have 3 CONSTRUCTION command. This provides a+4 to Disguise checks. to appear as individul the skull the was from taken on 3/day. It bearsan enchantment also allowing wearer the wearer to cast razor maw on themselves as action aswift Partially fashioned from askull, helm half this allows the DESCRIPTION Slot Aura DEATHMASK HELM to Stealth checks against creatures with Scent the ability. for afew moments. Using poison this incurs a-2penalty apply it to weapons inorder to incapacitate targets their Unscrupuloussaliva. individuals and some ghoul hunters and tissue, pre-chewed by ghouls intheir and soaked Cost ranks of Disguise, razor maw; Cost –;Price Price head; poison (injury); Save moderate conjuration and CL3rd necromancy; minor transmutation and illusion; CL3rd 1d4+1rounds paralysis; Cure 375gp 1/round for 2rounds 750gp;Weight 4,100gp;Weight 50gp Fortitude 15 DC 1lb. 4lb. 1 save 1 2,050gp ; Wielder never gains ground higher bonus) Weight marrow much easier. tool, making cracking open large bones for bits and well them informations,as it serves but as afield also For Imperial darakhul, it is afavorite within legions, the attacking from ground, higher such asmounted. when short haft meansthewielder gains benefit no when require alight weapon, without penalty. However, this it inagrapple, wielded can be or other situations which simple melee weapon, tunnel-star’s the short haft means with a single, sharp spike on top. While asingle-hand darakhuls’’in the frontier, is this aheavy morningstar forDesigned utility quarters close inthe fights common TUNNEL-STAR Craft CONSTRUCTION rations again until he eats raw meat. effects the of starvation andcannot benefit from trophy raw meat. Failure indicates ghoulish the character suffers increases by day +1for thereafter every without a meal of 15WillDC save or gain nofrom benefit DC them. This rations for (3+Wis bonus) days, adarakhul must make a on trophy rations indefinitely. After eatingonly trophy for raw flesh forday. a However,darakhul a cannot subsist rations allows aghoul or darakhul to forestall its hunger it is fashioned as of acollection Eating scalps. trophy the form the takes of astring of ears or fingers, times other of or Illyria corsairs of Ruby the Despot. Sometimes it maintainwhich practice, the like some of peoples hill the negative into energy aliving body. If you gain hit points 2d6 damage. destroyed Those providestill youbenefit. a no save. receive undead Other aFortitude save, or suffer have commanded with Command the Undead feat receive The affects spell undeaddisease. of up to4 HD. Undead you maximum, but merely replace lost by those injuryor 1d3 hit points. You cannot gain hit points beyond your For each HDof destroyed undead by spell, you the gain injuries, destroying any within radius undead the of effect. You steal hit points from low-level your to undead heal Saving Throw Fort, below); Resistance Spell (see Special Duration Target below see Special, Area of Effect Components Casting Time 1standard action Level necromancy; School CANNIBALIZE Spells Cost no However, process the is dangerous, it because infuses 10gp;Dmg DC 5lbs, Type 20;Cost Instantaneous V, S,M 20ft.radiuslevels +5ft./2 (S)1d6,Dmg Bludgeoning &Piercing, Special 25gp Destruction 2,Sor/Wiz Destruction 2 (M)1d8,Critical x3, equal to two-thirds of your total by this method, you must MAGGOTS make a Fortitude saving throw (DC 19). Failure results School Necromancy; Level Death 0, Sor/Wiz 0 in immediate transformation into an undead state as a Casting Time 1 standard action free-willed creature of darkness—typically an intelligent Components V, M skeleton or zombie. Range Close (25 feet+5 feet/level) Despite the danger, this spell can be immensely handy Area of Effect one 5-foot by 5-foot area in a tight spot, buying a necromancer time to escape or Duration 1 hour regroup by sacrificing mindless minions. Saving Throw none; Spell Resistance no Undead casters can use this spell without risk to themselves. FEVERISH CONFESSION The prisoner shrank from the touch of the Lord of Tears, but once the ghoul’s claws scratched his flesh, the words poured out of him in a torrent. School Enchantment/Charm [Mind-Affecting]; Level Sor/ Wiz 4, Inquisitor 4 Casting Time 1 standard action Components V, S, F, focus: A darakhul or ghoul’s claw Range touch Target creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance Yes Using the focus, you touch a target, which is entitled to a Will save against this spell. Failure indicates the creature confesses all of the information it knows about whatever topic you desire. Any character who makes a successful saving throw is immune to this spell’s effects for 24 hours. Unlike a charm person or suggestion spell, this spell does not enable you to offer a course of action to a creature: however, it will tell you its weaknesses, where its treasure is hidden, who its enemies are, what its plans are, and where its friends might be. Regardless of its alignment or wishes, the creature pours forth all information that might be valuable. It makes no evasions or omissions; on the contrary, it is compelled to add any detail that might be relevant to the caster’s subject. It is, in other words, a perfect confession of that creature’s state of mind. IVORY FLESH School Transmutation; Level Cleric 3, Sor/ Wiz 4 Casting Time 1 standard action Components S, M, a piece of ivory worth 100 gp Target personal Duration 1 round/level + Concentration (D) Saving Throw none; Spell Resistance no Your skin turns to a pure, lustrous ivory, and gains the hardness of that material as well. You gain DR 5/daylight, DR 10 if you are a 10th or higher level caster, and to DR 15 for 15th-plus levels.

1515 16 Advanced Races Darakhul

16 MIDGARD TALES performers capable of Commanding Undead may use performer are until primary the they destroyed. Primary hound over three). Success indicates hounds the obey Thecaster mustthen make a per save 24+1 Will (DC below) three character per (see levels of caster. the creates which ringing bell, skull the while one lich hound performer snaps bone the and touches it to eachhound checks. skill Then,the upon completion, the primary components under light the making moon of while a full ritualThis requires dustingbonesthe withthe material Description Saving Throw none SR Duration Target skeletal hound remains, up 3character to 1per Range Casters— Up performers may toSecondary 10 secondary Other— Must cast on be anight moon of afull Material Components—a mixture of onyx dust (1,000gp Focus Components Casting Time 9hours Knowledge (Arcane) Check andSkill Knowledge conjurationSchool and Effect necromancy; escape them. And Iquite honestly love their howl. ” “They are the People’sgreatest ally; no mortal creature can CALL THEREAPER’SPACK Incantations damage, is multiplied on hit. acritical damage.Bleed Neither 1d6damage, extra the nor Bleed the attacks, and any confirmed critical bite attackcauses 2 of volcanic blades. glass You an 1d6on bite extra deal all target’sThe turn teeth black and deadly, liketwin rows Saving Throw Will Resistance (harmless); Spell no Duration Target touch Components Casting Time 1standard action Transmutation;School Level RAZOR MAW dinner table. The maggots disappear ends.thewhen spell cannot from raised guests be dead,or at the to terrify the from bones for skeletons, to destroy remains that so they touch.they Thiscantrip is most oftenused tostripmeat damage, but immediately to devour begin any matter dead cooked meat is subject to spell.maggots These this cause no You create aswarm of maggots from any flesh—even dead levels assist performer. primary the lich hound)per and hell hound ashes remains of number the of hounds created. to be 26,9successes (Religion) DC 1, Witch 1 —A tiny and bone, bell ajuicy skeletons the or touch Instantaneous 1min/level F, M,S,V S,M,achip of obsidian no Druid 2,Sor/Wiz Druid 1,Range ive Level ive 9th r (or receive arestoration to spell) eliminate condition. the amount of raw meat equivalent inweight to creature aSmall normally, including Exhaustion, and must consume an Undead performing incantation this sufferbacklash Exhausted, sufferingdamage 6d6 and 2 negative levels. performersAll participating incantation inthis are Backlash communicate with them. maythey lich direct the hounds also are ifthey able to of time the completing incantation. the Success indicates guard alocation. track your enemies, or to perform other actions, such as notdirect them to attack, to attack enemies, to particular command spell. undead as mindless for undead Command the Undead feat or three characterper levels. lich hounds Other donot count more lich hounds resulting from incantation this than one commandedbe by that feat, but you may not command maximumthe number of creatures undead may which that feat instead. The lich hounds do not count against Feats AtkBase +3;CMB+2(+6for trip); CMD15(19vs.trip) Str STATISTICS 3/day—ethereal jaunt Abilities concentration (CL5th; Spell-Like +9) Melee Speed OFFENSE Immune traits undead Fort hp AC DEFENSE Init undead NE Small XP 1,200 humans before any others. highest Charisma score to lowest, before males females, and hunt then performers inorder secondary from performers, hounds the performer with primary start the houndsthe and performers. the If there are multiple samethe plane, as incantation the forges between alink performers are continuously hunted are they while on arethey destroyed or performers the Fleeing are killed. all lichthe hounds animate and attack performers the until to fail completely. Performers sufferwhile backlash, still Failing checks three skill during incantation the causes it Failure +1 size) Perception +3 LICH HOUNDCR5 42(5d8+20) 10,Dex 18,touch 18,flat-footed 15(+3Dex Secondary performers may save makeSecondary will the also at If you can communicate with lich the hounds, you can lifesense 200ft.,low-light +3;Senses vision; +5,Ref Alertness, Skill Focus (Survival), Weapon Focus (Survival), Skill Alertness, Finesse bite +7melee (1d12plus trip) 30ft., fly 50ft. 17,Con +4,Will —,Int +4 6,Wis 18 10,Cha , +4 deflection, , +4deflection,

Skills Fly +8, Perception +6, Sense Motive +2, Survival +9, be affected by an individual lich hound’s howl for 24 Stealth +7 hours. The lich hound’s howl is a sonic effect requiring a Language understands Darakhul standard action. ECOLOGY Lifesense (Su) A lich hound notices and locates all Environment any living creatures within 200 ft., just as if it possessed the Organization solitary, pair, or pack (4–24) blindsight ability. It also senses the strength of their life Treasure half standard force automatically, as if it had cast deathwatch. SPECIAL ABILITIES Trip (Ex) A lich hound that hits with a bite attack can Gut Rip (Ex) A lich hound can, as a swift action, tear into attempt to trip the opponent (with a +4 bonus to the CMB any adjacent prone creature for 2d12 damage, ripping its check) as a free action without making a touch attack or intestines out. Combined with the deathwatch aspect of its provoking an attack of opportunity. If the attempt fails, the lifesense ability, gut rip enables a lich hound to perform opponent cannot react to trip the lich hound. Lich hounds a coup de grace action against a helpless opponent as a gain a +4 racial bonus to trip attempts. standard action rather than as a full-round action. Bright white skulls with a heavy jaw and thick, robust Howl (Ex) The eerie howl of lich hounds in pursuit of skeletal bodies define the ferocious lich hounds. Their eyes their prey plays havoc on the morale of living creatures burn green or blue, and their tongues resemble black fire. that hear it. Those creatures must make a successful DC Fueled by necromantic power, these creatures are loyal 16 Will save (Cha-based) or be shaken for 5 rounds. servants of either ghoul high priests or archliches. Creatures that successfully save against this effect cannot

1717 OPEN GAME LICENSE Version 1.0a The following text is the property of , Inc. and is Copyright 2000 Wizards of the Coast, Inc Pathfinder Roleplaying Game Bonus Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn. (“Wizards”). All Rights Reserved. Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Bulmahn. 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