Saturday, February 2, 2019

Boros Swiftblade

Boros Swiftblade
CR 10                                                                                                        XP: 9,600
Male or Female human cavalier (honor guard) 6/Boros Legionnaire 5
N Medium humanoid (human)
Init +2; Senses Perception +8
AC 25, touch 12, flat-footed 23 (+10 armor, +3 shield, +2 Dex)
HP 93 (11d10+33)
Fort +10, Ref +6, Will +6
Defensive Abilities focused mind; SR 11 (vs. compulsion, illusion or mind-affecting magic)
Speed 20 ft.
Melee spirited charge with +1 lance +18 (3d8+15/x3) or +1 longsword +16/+11/+6 (1d8+5/19-20)
Ranged mwk heavy crossbow +14/+9/+4 (1d10/19-20)
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +15; CMD 27
Feats Alertness, Bodyguard, Diehard, Endurance, Improved Bull Rush, Lookout, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Spirited Charge, Unseat
Skills Diplomacy +8, Handle Animal +9, Intimidate +13, Knowledge (nobility) +8, Perception +8, Ride +15, Sense Motive +16, Stealth +4
Languages Common, Elven
SQ challenge 2/day, danger sense, dedicated, hold the line, intercept, lion’s call, mount (heavy warhorse), sworn defense, tactician, take the blow, ultimate defender
Gear potion of cure serious wounds, potion of slow poison
Other Gear belt of giant strength +2, elixir of hiding, +2 full plate, +1 lance, +1 longsword, masterwork heavy steel shield, military saddle
Danger Sense (Ex) When caught by surprise, the Boros Swiftblade can make an immediate Perception DC 15 to act in any surprise round.
Dedicated (Ex) The Boros Swiftblade gains a bonus equal to her class level to any opposed Linguistics, Perception or Sense Motive checks. She also gains a bonus to initiative equal to half her class level.
Focused Mind (Su) .The Boros Swiftblade gains spell resistance equal to his character level against any compulsion, illusion or mind-affecting magic.
Hold the Line (Ex) Whenever an adjacent ally fall unconscious or helpless, the Boros Swiftblade may take a five-foot step into that ally’s square.
Take the Blow (Ex) The Boros Swiftblade may take the hit in place of an adjacent ally. After her ally has been hit, a Boros Swiftblade instead suffers all the effects of the attack in his place. Using this ability counts as making an attack of opportunity. If the Boros Swiftblade can make multiple attacks of opportunity, she may use this ability more than once. If the enemy scores a critical hit, this ability may not be used.
Ultimate Defender (Ex) The Boros Swiftblade may take an attack of opportunity against any enemy that moves within his threatened area, even if they take a five-foot step or the withdraw action.
Boon An Boros Swiftblade can request an audience with the Warleader on the behalf of the PCs, or carry a message to her for them. As they are in charge of overland travel for the Imperial family, an Aegis can also have a particular road blocked or a roadside inn emptied on their order for up to an hour without arousing suspicion.

Avaricious Hellcat, "Mittens"

Avaricious Hellcat, "Mittens"
CR 10                                                                                                          XP: 9,600
NE Large outsider (evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., scent; Perception +18
AC 23, touch 17, flat-footed 16 (+7 Dex, +1 dodge, +6 natural, -1 size)
HP 103 (9d10+54); fast healing 10
Fort +12, Ref +15, Will +5
Defensive Abilities invisible in light; DR 10/good; Immune  death effects, disease, fire mind-affecting, poison, petrification; SR 20; Resist fire 10, acid cold, electricity 10; Weaknesses Vulnerability to Charity
Speed 40 ft.
Melee bite +13 (1d8+5), 2 claws +13 (1d6+5/19-20 plus grab)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+5/19-20)
Str 21, Dex 25, Con 23, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +15 (+19 grapple); CMD 33 (37 vs. trip)
Feats Combat Reflexes, Dodge, Greater Steal, Improved Initiative, Improved Steal, Lightning Reflexes, Mobility
Skills Acrobatics +19, Climb +17, Perception +18, Sleight of Hand +10, Stealth +19, Survival +14, Swim +17
  Racial Modifiers +4 Perception, +4 Stealth
Languages Infernal (can't speak); telepathy 100 ft.
Environment  any land (Hell)
Organization solitary, pair, or pack (3-8)
Treasure standard
Invisible in Light (Su) In bright light, a hellcat has natural invisibility. In normal light, a hellcat has partial concealment (20% miss chance). In dim light, it has no concealment. In darkness, a hellcat's flickering glow limits it to partial concealment, unless the darkness is magical in nature.
Breath Weapon (Su) Once every 1d4 rounds an avaricious creature can vomit up a cone of molten gold (5 ft. per HD) as an immediate action dealing 1d6 points of fire damage per 2 HD and the subjects are staggered. A successful Reflex save (DC 10 +1/2 the avaricious creature’s HD + its Cha modifier) halves the damage and negates the staggered effect. On the following round the molten gold sticking to the subjects deals the same amount of damage again. The gold disappears after the following round, and the subject is no longer staggered.
Covetous Aura (Su) An avaricious creatures is surrounded by a covetous aura (5ft. per HD). Anytime a harmless spell of a level equal to 1/2 its HD or a supernatural effect of a creature of equal to its HD is cast or activated within this aura, the avaricious can choose to have the spell or effect affect it as well.
Luxurious Glide (Ex) An avaricious creature can glide through places of luxury and piles of treasure as easily as a fish swims through water. Its movement leaves no sign of passage nor disturbs a single coin. It is almost as though they melt and flow through the objects of luxury, art, coins, and gems to their new location. It is barred from moving through anything of premium quality unless it is a form of coinage or valued for its rarity (it could move through a antique a vaunted keep, but would be stopped by the adjacent miller’s cottage).
Touch of Gold (Sp) Once per day a avaricious creature can make a touch attack (or as part of a melee attack) and transform a subject into gold (or other valuable substance) as polymorph any object with a caster level equal to the avaricious creature’s CR. The DC for the save is equal to 10 + 1/2 the avaricious creature’s HD + its Cha modifier), if a subject makes its saving throw the ability is not used up for that day. For up to one hour per day, the avaricious creature can mentally communicate with the subject, although she is in no way compelled to answer any questions or even respond.
Vulnerability to Charity (Ex) if the avaricious creature ever performs an act of true charity (giving with no expectation of reward) it permanently loses the benefits of this template and can only perform move actions for 24 hours. This act can be performed against its will, and/or it could be tricked into performing it.
This eerie beast appears to be the animated skeleton of a huge fanged cat, its bones glowing with fire and seething with smoke. Hellcats are as large as tigers, measuring 9 feet long and weighing 900 pounds.
The hellcat is a devious predator native to the fiery pits of Hell. While the hellcat is not a devil itself, it often acts as a guardian or mount for devils.  Some might assume that hellcats serve devils as pets, but since hellcats are as intelligent as humans, they take offense to the idea that they might be anyone's pet.  On its own, a hellcat prefers to spend its time hunting and stalking prey. While the hellcat, as an outsider, need not eat to survive, it does enjoy eating for pleasure, often leaving significant portions of its kills behind for others to find. A hellcat that enters into an alliance with a devil is often used as a sort of hunter as a result. Human mortals can use spells like planar ally or planar binding to conjure hellcats for similar purposes. Those who do so are well advised to treat the hellcat with respect, for should any master prove too haughty with his hellcat or treat it as a dumb animal, the hellcat nurtures a lasting grudge. In such instances, the hellcat goes to great lengths to plan and coordinate revenge on the spellcaster, hoping to satisfy its own pride and to provide a lesson and example to all those who would deal with their kind.  Though incapable of speech themselves, hellcats understand the Infernal tongue of their home plane, and can communicate by telepathy with any creature capable of speech. Hellcats are quick to retreat if they are clearly overmatched or up against foes they cannot reach, but they never forget prey that escapes them, and will often track potential victims and try to lead allies (including other hellcats) to them in order to make coordinated attacks or ambushes.  The hellcat is only clearly visible in dim light, at these times appearing as a skeletal dire tiger with hellish flames burning and flickering along the surface of its bones.  Despite this eerie appearance, the hellcat is neither undead nor an elemental creature. The "fires" are actually its blood coursing through transparent flesh. In bright light, the hellcat's entire body fades away into obscurity, while in darkness its glowing blood is muted.
While simply attempting to earn more gold or certain goods to make oneself better off is not a sin, this simple need to create a better life through the accusation of wealth can easily transform into avarice, the desire for things. As attempts to garner ever greater amounts of treasure simply for the sake of having more than everyone else it drives the individual to perform immoral acts all in the pursuit of things at the cost of mortal lives and livelihood, as the love of money is the root of many kinds of evil. For greed is never satisfied – as soon as one obtains the thing sought after, the obtainer starts craving more, and more, and more, ad infinitum. This addiction in the worlds touched by the fiends of sin, transform one into an avaricious creature. Avaricious creatures believe everyone has a price, including themselves, but often cannot comprehend motivations like justice and revenge as they are not luxurious and have a horrible return on investment. An avaricious creature wears the finest garments, and accents its body with bits of luxury, it favors the color yellow and the motif of frogs, and its appearance often changes to reflect this.

Aryel, Knight of Windgrace

Aryel, Knight of Windgrace
CR 10                                                                                                        XP: 9600
human fighter 1/transmuter 5/eldritch knight 5
NE Medium humanoid (human)
Init +2; Senses Perception +11
AC 18, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 insight)
HP 104 (11 HD; 6d10+5d6+38; 14 temporary)
Fort +11, Ref +7, Will +8
Speed 30 ft.
Melee +1 falcata +14/+9 (1d8+6/19-20/x3)
Space 5 ft., Reach 5 ft.
Arcane School Spell-Like Abilities (CL 9th; concentration +11)
   5/day-Telekinetic Fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 9th; concentration +11)
  5th-Baleful Polymorph (DC 17), Mage's Faithful Hound
  4th-Dimension Door, Enervation, Mass Reduce Person (DC 16)
  3rd-Blink, Keen Edge, Vampiric Touch (2)
  2nd-Cat's Grace, False Life, Mirror Image (2), See Invisibility, Web (DC 14)
  1st-Animate Rope, Mage Armor, Shield, True Strike, VanishAPG (2)
  0th-Acid Splash, Message, Touch of Fatigue (DC 12), Prestidigitation
Opposition Schools: Enchantment, Evocation
Before Combat Aryel, Knight of Windgrace casts mage armor and false life daily, and both are reflected in her statistics. Before engaging in combat, she casts keen edge, cat's grace, mirror image, and shield.
During Combat Aryel, Knight of Windgrace initially hangs back and attempts to hamper opponents with mass reduce person and animate rope while her underlings fight. After using up her ranged spells she wades into melee with her falcata, always using Power Attack and Arcane Strike. Facing adjacent opponents, she uses Cleave rather than iterative attacks. Whenever she loses 20 or more hit points, she casts vampiric touch to heal herself (she can do so up to three times; twice from her prepared spells and once by channeling the spell through her arcane bond). When reduced to half her hit points, she casts blink and continues fighting.
Morale If reduced to 20 hit points or less, Aryel, Knight of Windgrace casts dimension door to teleport to the surface and flees, leaving her group behind. If that fails, she casts vanish to turn invisible for 9 rounds, and attempts to flee, but is extremely willing to surrender given the opportunity.
Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 8
Base Atk +8; CMB +14; CMD 28
Feats Arcane Strike, Cleave, Combat Casting, Exotic Weapon Proficiency (falcata), Great Cleave, Power Attack, Scribe Scroll, Silent Spell, Weapon Focus (falcata), Weapon Specialization (falcata)
Skills Acrobatics +13, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +11, Knowledge (nobility) +10, Perception +11, Spellcraft +16
Languages Common, Elven, Varisian
SQ arcane bond (falcata), physical enhancement +2 (Con)
Gear potion of cure serious wounds
Other Gear +1 falcata APG, ring of protection +1, cloak of resistance +2, belt of giant strength +2, wayfinder w/ dusty rose prism ioun stone, spell component pouch, spellbook (warded with explosive runes [6d6 damage, DC 15 Reflex save for half, reader gets no save] and contains all prepared spells, all cantrips, and the following spells: 1st: disguise self, feather fall, grease; 2nd: spider climb; 3rd:dispel magic, explosive runes, haste; 4th: elemental body I, fear), 62 gp

Aryana Tahari, the Black Moon

Aryana Tahari, the Black Moon
CR 10                                                                                                     XP: 9,600
Female middle-aged human ghost necromancer 9
NE Medium undead (augmented humanoid, human, incorporeal)
Init +2; Senses darkvision 60 ft., life sight (10 feet, 9 rounds/day); Perception +22
AC 27, touch 19, flat-footed 24 (+4 armor, +5 deflection, +1 dodge, +4 shield, +2 Dex)
HP 148 (9d6+117)
Fort +9, Ref +6, Will +8
Speed 0 ft., fly 30 ft. (perfect)
Melee corrupting touch +6 (10d6)
Special Attacks draining touch, magnum opus, malevolence (DC 19)
Spell-Like Abilities Arcane School Spell-Like Abilities (CL 9th concentration +17) 11/day—grave touch (4 rounds)
Spells Prepared (CL 9th) 
  5th-Cloudkill (DC 23), Dazing Flaming Sphere (DC 20), Suffocation (DC 25)
  4th-Contagion (DC 24), Contagion (DC 24), Dimension Door, Enervation (x2)
  3rd-Persistent Chill Touch (DC 21), Dispel Magic, Howling Agony (DC 23), Slow (DC 21), Vampiric Touch (x2)
  2nd-Blindness/Deafness (DC 22), Create Pit (2; DC 20), Frigid Touch, Glitterdust (DC 20), Resist Energy, See Invisibility
  1st-Mage Armor, Magic Missile (3), Ray of Enfeeblement (2; DC 21), Shield
  0th-Acid Splash, Dancing Lights, Prestidigitation, Touch of Fatigue (Opposition Schools Enchantment, Illusion)
Before Combat Aryana manifests with her mage armor and shield spells cast. These are already factored into her AC.
During Combat Aryana disables or isolates as many PCs as possible with cloudkill and dazing flaming sphere. She infects spellcasters with Fading Light using contagion. She directs the sage she controls to attack the PC who seems to be the biggest threat to her.
Morale Aryana’s spirit lacks the power to leave her sanctum and fights until destroyed.
Str -, Dex 14, Con -, Int 26, Wis 13, Cha 21
Base Atk +4; CMB +4; CMD 22
Feats Combat Casting, Dazing Spell, Dodge, Greater Spell Focus (Necromancy), Persistent Spell, Scribe Scroll, Spell Focus (Necromancy), Toughness, Turn Undead
Skills Fly +23, Heal +11, Knowledge (arcana, dungeoneering, local, nature, the planes) +21, Perception +22, Profession (herbalist) +14, Sense Motive +14, Spellcraft +21, Stealth +11
  Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Ancient Osiriani, Celestial, Common, Infernal, Jistka, Tekritanin
SQ arcane bond (object), power over undead
Gear Anamnesis (functions as a stone of good luck and headband of intelligence +6)
Draining Touch (Su) Tahari gains a touch attack that drains 1d4 points from any one ability score she selects on a hit. Each time she hits with such an attack, she regains 5 hit points. When she makes a draining touch attack, she cannot use her standard ghostly touch attack.
Magnum Opus (Su) Whenever Tahari infects a creature with a disease using a spell, she can infect that creature with an incurableHA, magic-resistantHA variant of Fading Light (see pages 11 and 33).
Malevolence (Su) Once per round, Tahari can merge her body with that of a creature on the Material Plane. This ability is similar to a magic jar spell (CL 10th), except that it does not require a receptacle. To use this ability, she must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to Tahari’s malevolence for 24 hours.

Arcanis the Omnipotent

Arcanis the Omnipotent
CR 10                                                                                                               XP: 9,600
Male human necromancer 8/gravemaster 3
NE Medium humanoid (human)
Init +2; Senses Perception +5
AC 24, touch 15, flat-footed 21 (+4 armor, +1 deflection, +1 dodge, +1 natural, +4 shield, +2 Dex)
HP 41 (8d6+3d6+3)
Fort +6, Ref +7, Will +15
Defensive Abilities deathgagged, Will +2 vs. good; DR 10/adamantine
Speed 30 ft.
Melee +1 quarterstaff +1/-3 (1d6/1d6)
Ranged ray +8 ranged touch (by spell)
Special Attacks channel negative energy (DC 16, 7/day, command only), lich’s touch 5/day (3d6)
Spell-Like Abilities (CL 11th; concentration +15) 7/day—grave touch (4 rounds)
Spells Prepared (CL 11st)
  6th-Circle of Death (DC 21), Eyebite (DC 21)
  5th-Cloudkill (DC 19), Telekinesis, Waves of Fatigue
  4th-Animate Dead, Enervation (2), Greater Invisibility, Stoneskin
  3rd-Dispel Magic, Fly, Protection from Energy, Vampiric Touch
  2nd-Acid Arrow, Command Undead (DC 17), False Life, Glitterdust (DC 16), Spectral Hand
  1st-Alarm, Chill Touch (DC 16), Mage Armor, Protection from Good, Ray of Enfeeblement (DC 16), Shield
  0th-Bleed (DC 15), Detect Magic, Mage Hand, Read Magic Opposition Schools Enchantment, Evocation
Before Combat He casts false life and mage armor every morning. Before combat, he casts stoneskin, shield, fly, and protection from good, in that order. Without his spells, statistics are AC 15, touch 14, flat-footed 12; hp 69.
During Combat He tries to keep his undead allies in front of him, activating his negative energy conduit aura to bolster them, and making ranged touch attacks with spectral hand. He then flies out of sight, casts greater invisibility, and flies back in to continue his attack, using his lesser silent metamagic rod to cast silent spells at foes.
Morale He fights to the death. He asks no quarter and if captured refuses to talk to enemies, preferring death.
Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 14
Base Atk +5; CMB +4; CMD 18
Feats Alertness, Combat Casting, Command Undead, Craft Wand, Dodge, Improved Familiar, Iron Will, Scribe Scroll, Spell Focus (Necromancy), Toughness, Weapon Focus (Ray)
Skills Bluff +16, Fly +16, Heal +15, Intimidate +16, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (religion) +14, Perception +5, Sense Motive +5, Spellcraft +18, Use Magic Device +12
Languages Abyssal, Common, Draconic, Necril, Elven
SQ arcane bond (homunculus named), inspired necromancy, life sight (10 feet, 8 rounds/day), negative energy conduit, undead manipulator, unholy fortitude
Gear lesser silent metamagic rod, wand of animate dead (10 charges), Elixir, Deathgag
Other Gear +1 quarterstaff, amulet of natural armor +1, cloak of resistance +2, ring of protection +1, spellbook (contains all prepared spells, all 0-level spells, plus arcane eye, create undead, mirror image, and 1d6 random spells of levels 1–5), spell component pouch, amulet
Treasure Elixir, Deathgag
Aura moderate necromancy [evil]; CL 7th
Slot none; Price 1,400 gp; Weight —
DESCRIPTION
Death cults such as the Whispering Way use this elixir to prevent their enemies from stealing their members’ secrets, even after death. Elite cultists typically imbibe deathgag elixir as part of an elaborate initiation ritual when they are promoted to high-ranking positions in the cult. Thereafter, should the imbiber fall below –1 hit point, the elixir triggers the release of a fatal poison that throws him into wild convulsions. The victim begins foaming at the mouth, and his eyes turn blood red. Soon after, the victim’s entire jaw dissolves, rendering him immune to speak with dead spells. Prior to the victim’s death, only a limited wish, miracle, or wish spell can undo the effects of the elixir. Individuals that have imbibed deathgag elixir are noted as being “deathgagged” in the Defensive Abilities section of their stat blocks.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, contagion; Cost 700 gp
Arcane Bond (Ex) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Inspired Necromancy (Ex) When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
Life Sight (Su) At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Negative Energy Conduit (Ex) At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.
Undead Manipulator (Ex) At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Unholy Fortitude (Su) At 1st level, the Agent of the Grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first Agent of the Grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
Source; http://www.d20pfsrd.com/bestiary/npc-s/npc-10/auren-vrood/, Pathfinder Adventure Path #45: Broken Moon. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock., MTG Commander 2017 cd 80

Angel, Karlitia

Angel, Karlitia
CR 10                                                                                             XP: 9,600
LG Medium outsider (angel, extraplanar, lawful, good)
Init +9; Senses darkvision 60 ft., detect chaos, detect evil, detect good, detect law, see invisibility; Perception +27
Aura frozen calm, protective aura

AC 24, touch 15, flat-footed 19 (+7 natural, +2 shield, +5 Dex)
HP 149 (13d10+78)
Fort +13, Ref +13, Will +17
Defensive Abilities Will +19 vs. poison; DR 10/evil; Immune acid, cold, petrification; SR 21; Resist electricity 10, fire 10;
Speed 30 ft., fly 60 ft. (good)
Melee +1 holy frost lance + 19/14/9 (1d8+6/x3 plus 1d6 cold damage plus 2d6 vs. evil creatures)
Special Attacks frosty gaze, icy prison
Spell-Like Abilities (CL 13th) Constant—detect chaos, detect evil, detect good, detect law, see invisibility 3/day—dispel evil, ice storm, wall of ice 1/day—cone of cold (DC 19), freezing sphere (DC 20)
Str 20, Dex 20, Con 20, Int 13, Wis 20, Cha 18
Base Atk +13; CMB +18; CMD 33
Feats Alertness, Combat Expertise, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Diplomacy +20, Fly +23, Knowledge (religion, the planes) +17, Perception +27, Sense Motive +27, Use Magic Device +20
Languages Celestial, Draconic, Infernal; truespeech
Environment any good-aligned plane
Organization solitary
Treasure standard (+1 frost holy lance, heavy steel shield, and other treasure)
Aura of Frozen Calm (Su) The area within 10 feet of the karlitia is constantly filled with softly-falling snow and an intangible, but overwhelming, sense of calm. Characters within the area are immune to emotion spells and effects. Additionally, any character affected by an emotion effect has that effect suppressed while within the area. Finally, any character within the area ceases to benefit from the barbarian rage class feature and has any confusion or insanity effect suppressed while within the aura of frozen calm.
Frosty Gaze (Su) As a standard action, the karlitia can turn her frosty gaze upon a living creature within 30 feet, affecting him with a deep cold that pierces the hearts of even the sturdiest of mortals. When she turns her gaze upon a character in this fashion, he must succeed on a Fortitude save (DC 20) or suffer 2d6 points of cold damage, and have his cold resistance (if any) reduced by 10 for 1 minute. A karlitia can use this ability at will. The saving throw DC is Charisma-based.
Icy Prison (Su) The most famous and feared ability of the karlitia is her ability to imprison creatures pierced by her lance in magical ice, preventing them from moving and slowly freezing them to death. As a full-round action, the karlitia may make a special attack with her lance at her highest base attack bonus. If the attack is successful, it deals damage as normal and encases the target in ice, unless he succeeds on a Fortitude save (DC 20). A character trapped in ice is incapable of moving or making any action requiring movement, and is denied his Dexterity bonus to AC, though he is not considered helpless and he does not drop held items. Each round the target remains imprisoned in ice, he suffers 2d6 points of cold damage. As a full-round action, a character imprisoned in ice can attempt to shatter the prison by making a Strength check (DC 20). Additionally, dealing 25 points of damage or 10 points of fire damage to the icy prison destroys it, freeing the trapped character. The saving throw DC is Charisma-based.
Descending through the storm is an inhumanly beautiful woman. About her, the raging fury of the blizzard abates to a mild drift, the snow wafting with a slow inevitability that is both gentle and terrifying. From her shoulders spread two gracefully beating owl’s wings with feathers of the brightest silver and purest white, and in her strong hands she carries a shield and lance which shed a bright light, like a deep blue aurora. Most terrible of all is her statuesque face, unmoving in its serenity and embodying a calm resolve, which seems to crush all hope of resistance and assures you that this creature is an inevitable, unavoidable force.
The karlitia is an angel born from the frozen and icy reaches of the heavens, and she serves as a champion of passionless good and cold reason. Karlitias serve celestial armies as messengers and guards, avoiding direct combat for the most part and instead ensuring that the will of the forces of good is carried out with efficiency. Occasionally, karlitias are sent to the Material Plane to address the sins of apathetic mortals, or are sometimes sent to punish those who have not done enough to help others. These angels lack the capacity for pity, and as a result have been known to bring dire punishments on mortals whose perceived sins would be readily dismissed by other good-aligned outsiders. Karlitias are seen as an omen of judgment to come, and the appearance of a karlitia often heralds a period of reflection and repentance from mortals. Others interpret the coming of the karlitia as a sign of judgment passed upon a community, and their coming is soon followed by lengthy inquisitions and trials. Called or summoned karlitias serve their masters extremely faithfully and without fail, even in tasks that they might otherwise find reprehensible. Calling a karlitia is dangerous, however, as it is a sure way to draw the angel’s attention to oneself, and the cold-hearted instruments of divine judgment have long and perfect memories.

Devoted Druid

Alliastra Denier, Maiden of the Glade, Devoted Druid

CR 10                                                                                                     XP: 9,600
Female elf druid 10/guardian 3
NG Medium humanoid (elf, mythic)
Init +6; Senses low-light vision; Perception +22
AC 28, touch 18, flat-footed 21 (+4 armor, +1 dodge, +5 natural, +1 shield, +6 Dex)
HP 65 (10d8+20)
Fort +9, Ref +9, Will +14
Defensive Abilities Will +16 vs. enchantments, +19 vs. mind-affecting; bramble armor 10 rds/day (1d6+5);Mythic Defenses absorb blow, earth protection, hard to kill ; Immune poison, sleep; Resist cold 20
Speed 30 ft.
Melee staff of the bleeding earth +8 (1d6+23)
Special Attacks wooden fist 10/day; mythic power (9/day, surge +1d6)
Spells Prepared (CL 10th) 
  5th-—Cure Critical Wounds, Hungry Earth, Tree Stride, Wall of Thorns (D, M)
  4th-—Cape of Wasps, Command Plants (D DC 21), Dispel Magic, Earth Glide, Freedom of Movement
  3rd-—Animal Spy, Cure Moderate Wounds (M), Greater Longstrider, Natures Exile (DC 20), Plant Growth (D), Tree House
  2nd-—Barkskin (D), Bears Endurance, Cats Grace, Euphoric Cloud (DC 19), Lesser Restoration, Share Language, Wood Shape
  1st-—Commune With Birds, Cure Light Wounds (x2), Detect Aberration, Entangle (D), Goodberry (M), Whispering Lore
  0th-—Detect Magic, Guidance, Light, Stabilize (Domain Plant)
Before Combat Base Statistics Without barkskin (cast from her staff), bear’s endurance, cat’s grace, and greater longstrider active, Alliastra’s stats are as follows: AC 20, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge, +1 shield); hp 90 (10d8+45); Fort +7, Ref +7; Speed 30 ft.; Dex 18, Con 15; CMB +8; CMD 26; Skills Acrobatics +8, Stealth +9
During Combat Unless she is facing titan-spawn, Alliastra waits to determine intruders’ intentions before attacking. Before engaging, if she must fight, she uses summon nature’s allies and then attacks with spells alongside the summoned creatures. She often gives unintelligent monsters and members of the divine races (or potentially Redeemed races) a chance to escape or surrender. Against titan-spawn, she is merciless, neither asking nor giving quarter.
Within Alliastra’s hidden glen, the spirits of birds and animals defend her in virtually unlimited numbers. (Apply the “ghost” template to normal animals.) These creatures unhesitatingly attack any hostile intruders near the Denier home.
Str 13, Dex 22, Con 15, Int 14, Wis 24, Cha 22
Base Atk +7; CMB +8; CMD 25
Feats Brew Potion, Defensive Combat Training, Dodge, Mythic Spell Lore, Natural Spell, Nimble Moves, Two-Weapon Defense, Weapon Focus (staff)
Skills Acrobatics +10, Climb -34, Craft (leather, pottery) +7, Diplomacy +16, Heal +15, Knowledge (geography) +8, Knowledge (nature) +13, Knowledge (religion) +3, Perception +22, Sense Motive +12, Spellcraft +10, Stealth +11, Survival +23, Swim +6
Languages Ahnae, Druidic, Elvish, Sylvan, Titan Speech
SQ Traits charming, ease of faith; elf traits (woodcraft), favored terrain (forest) +4, green empathy, wild shape 5/day (as plant shape II), nature bond (domain), restful shade, spontaneous casting (summon nature’s ally), venom immunity MQ amazing initiative, commune with power, recuperation, supreme tracker
Gear 3 potions of cure serious wounds (CL 10th), Staff of the Bleeding Earth† (20 charges)
Other Gear bracers of armor +4, druid’s vestment, headband of mental prowess (Wis, Cha) +4, ring of energy resistance (cold), traveler’s outfit, plus other items as needed
Alliastra Denier, a graceful and supernaturally beautiful elf, serves the titan Denev in the Kyonin, protecting the forested region from harm. Alliastra normally wears a gauzy, flowing white gown and silver bracers etched with vines and flowers. Her shining white-blonde hair flows unbound past her waist, and her emerald-green eyes glimmer vividly.
As a child, Alliastra witnessed her parents’ death at the hands of a trio of high gorgons; she took up the Staff of the Bleeding Earth (see Appendix B: Artifacts), still clutched in her mother’s dead hands, and found herself whisked away to safety. Since then, she has dedicated herself to defending the forest and defeating titan-spawn.
Today, Alliastra lives in a hidden glen in the Kyonin’ eastern region, in the small cottage her parents built. There, she makes her offerings to Denev, brews potions, and patrols the forest nearby. Only a few have seen the ancestral Denier home. 
Those rare witnesses report that ancient ruins surround the tiny cottage and that located nearby is a blood-red, vine-covered monolith inscribed with indecipherable runes.
These witnesses also say that the spirits of departed birds and animals dwell in the glen, bringing Alliastra information about the forest and defending her home from titan-spawn threats.
Bards and storytellers of western and central Kyonin relate tales of the maiden of the glade and her adventures, suggesting that she is but a ghost or a myth. She does not discourage such tales, for they make outsiders even more reluctant to wander into her precious forest.
Moreover, she reinforces the tales when, occasionally, she appears unexpectedly to aid those in need and then vanishes back into the forest without a trace. 
Roleplaying Notes One of Denev’s most dedicated servants, the maiden of the glade is a wild, untamed creature. Raised in the forest, she understands little of the ways of civilized folk other than the woodland elves, but she is fascinated by the world outside the Kyonin. She eagerly questions visitors about their lands and customs. When interacting with outsiders, while often ill at ease, she never hesitates to voice her opinions or ask difficult questions. What she lacks in etiquette, she more than makes up for in strength of character, natural grace, and force of will.
Alliastra always aids travelers who do not seem aggressive toward her or the forest, but she unhesitatingly attacks titan-spawn, regardless of their alignment. She has been known to follow groups secretly for miles through the forest, partly to ensure their safety and partly out of simple curiosity.

Al-Iborak, Blue Dragonborn

Al-Iborak, Blue Dragonborn
CR 10                                                                                                XP: 9,600
Male Half-Blue Dragon/Human Magus 9
LE Medium humanoid (dragon, human)
Init +5; Senses darkvision 60 ft.; low light vision; Perception +13
AC 22, touch 11, flat-footed 21 (+7 armor, +4 natural, +1 Dex)
HP 99 (9d8+54)
Fort +11, Ref +6, Will +11
Immune electricity, paralysis, sleep
Speed 30 ft., fly 60 ft. (average)
Melee +2 frost khopesh +14/+9 (1d8+8/19-20 plus 1d6 cold and trip), claw +7 (1d6+3), bite +7 (1d6+9) or 2 claws +12 (1d6+6), bite +12 (1d6+9)
Ranged javelin of lightning +7/+2 (1d6)
Special Attacks breath weapon 1/day (9d6 electricity, 60 ft. line, DC 19), improved spell combat, spell combat (-2 atk, +2 concentration), spellstrike
Spells Known (CL 9th)
  3rd (3/day)-Haste, Lightning Bolt (DC 15), Magic Weapon Greater
  2nd (4/day)-Bears Endurance, Bulls Strength, Intensified Shocking Grasp, Invisibility
  1st (5/day)-Disguise Self, Enlarge Person, Shield, Shocking Grasp, True Strike
  0th (5/day)-Detect Magic, Detect Poison, Flare, Message, Resistance
Before Combat If they have the opportunity to prepare, the Al-Iborak cast bull’s strength and resistance to enhance their combat prowess.
During Combat They use their javelins of lightning and breath weapons before closing with the PCs, and they use their scimitars of shock in melee using their spell strike with an intensified shocking grasp to deal an additional 9d6 points of electricity damage. the Al-Iborak pair up, fighting back to back to prevent flanking and sneak attacks as much as possible. If they have the chance, some of the half-dragons use their whips to trip opponents so that their brethren can attack the downed characters. If the PCs prove too difficult to strike one on one, the Sons of the Dragon use aid another actions and flanking maneuvers.
Morale If the party retreats, the Al-Iborak pursue on horseback unless they have lost more than a third of their number. Otherwise they fight to the death.
Str 22, Dex 13, Con 20, Int 15, Wis 13, Cha 10
Base Atk +6; CMB +12; CMD 23
Feats Combat Reflexes, Exotic Weapon Proficiency (Whip), Improved Initiative, Intensify Spell, Iron Will, Power Attack, Weapon Focus (Scimitar)
Skills Fly +12, Intimidate +10, Knowledge (arcana) +12, Perception +13, Ride +5, Spellcraft +12, Use Magic Device +10
Languages Common, Draconic, Elven, Dwarven
SQ arcane pool (6 points, +3), knowledge pool, magus arcana (accurate strike, empower magic, pool strike), medium armor proficiency
Gear +1 shock scimitar, +1 breastplate, javelin of lightning, whip, spell components, 6d6 gold

Tormented Soul, Spirit of Hate

Tormented Soul, Spirit of Hate
CR 7                                                                                         XP: 3,200
CE Medium undead (incorporeal)
Init +7; Senses Darkvision 60 ft., Low-light Vision; Perception +13
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
HP 94 (9d12+36)
Fort +4, Ref +6, Will +7
Resist Turn Resistance +2
Speed 0 ft., fly 60 ft. (good)
Melee Incorporeal touch +7 melee (1d8 cold plus 1d6 Charisma drain)
Special Attacks Charisma Drain, Hateful Gaze
During Combat A spirit of hate often chooses a particular individual or a couple to be the object of its malicious attention. It then shadows its targets, waiting for the best moment to strike. When possible, it traps the lovers together, using its hateful gaze to drive them to destroy one another. Alternatively, the spirit of hate may employ its gaze against only one of the couple, perhaps even retreating from its victim to fool it into believing that the spirit has been defeated. The victim then "escapes" and returns to the lover—whom he or she now sees as a deadly enemy. The spirit of hate then uses its deadly incorporeal touch attack to finish the heartbroken victim.
Str -, Dex 17, Con -, Int 14, Wis 12, Cha 18
Base Atk +4; CMB +4; CMD 21
Feats Blind-Fight, Combat Expertise, Flyby Attack, Improved Initiative
Skills Intimidate +16, Perception +13, Sense Motive +13, Stealth +15
SQ Incorporeal Traits, Undead Traits  
Environment any land or underground
Organization Solitary
Treasure None — Robbing creatures of their happiness is the only treasure a spirit of hate is interested in.
Charisma Drain (Su) Living creatures hit by a spirit of hate's incorporeal touch attack must succeed a DC 18 Fortitude save or take 1d6 points of Charisma damage. The save DC is Charisma-based. Those reduced to Charisma 0 by a spirit of hate's touch have become so loathsome and repulsive to themselves that they retreat into a comatose state and are no longer aware of themselves or their environment. In this state, the creature loses 2d10 hit points per day until it perishes.
Hateful Gaze (Su) Gaze, 30 feet, Will DC 18 negates (caster level 9th). The save DC is Charisma-based. A character that fails her save against the spirit of hate's hateful gaze believes that her closest friend or lover is a hated enemy. She seeks at once to kill the "enemy," using the most efficacious means at her disposal. The effect lasts 2d6 hours, or until the spirit of hate is destroyed. The effect of the hateful gaze can be removed with a successful dispel magic or remove curse.
Softly illuminated with white radiance, this humanoid is at once beautiful and terrifying. The creature's face is hazy and indistinct but its piercing eyes are a defined blue.
Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate. Hatred for all living beings is customary but a special hatred is reserved for those creatures that are obviously happy. There are just as many females as there are males that become spirits of hate although a victim cannot tell which sex he might be facing because a spirit's features are hidden within the fuzzy radiance of its energy. The spirit knows all languages it knew while living but rarely speaks. When it does speak, its voice is always accompanied by a high-pitched whine.
In elven mythology, spirits of hate (or "pec'zaah" in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre.
The deaths of so many elves filled with glad tidings of their fellows' return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.
In Your Campaign
The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths. When a villain of the PCs just cannot seem to slay them, he might set up a situation where a person is killed at the moment before the party rescues him. The resulting spirit of hate might just be able to succeed where the villain failed and he will have lost nothing in the attempt.

Soulless One, Disowned Ancestor

Soulless One, Disowned Ancestor
CR 13 XP: 25,600
CE Medium undead (incorporeal)
Init +5; Senses Darkvision 60 Ft.,; Perception +15
Aura Unholy, Frigid
AC 17, touch 17, flat-footed 16 (+6 deflection, +1 Dex)
HP 102 (12d12+24)
Fort +8, Ref +11, Will +16
Immune cold; Resist Turn Resistance +4
Speed 30 ft., fly 50 ft. (perfect)
Melee Incorporeal touch +8 melee (2d6 cold plus hypothermia)
Special Attacks Death Gaze, Hypothermia
During Combat A soulless one rarely needs to enter melee, slaying opponents with its gaze before they have a chance to engage it. When forced into a genuine fight, a soulless one relies on its auras to weaken or kill its foes, but can only rarely inflict serious damage with its touch attack. Therefore, a soulless one who fights powerful opponents will usually retreat and gather undead allies before fighting again.
Str -, Dex 12, Con -, Int 17, Wis 14, Cha 15
Base Atk +6; CMB +6; CMD 23
Feats Fearful Advantage, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Incorporeal Touch)
Skills Bluff +15, Intimidate +18, Knowledge (perfect recall) +16, Perception +15, Sense Motive +15, Stealth +14
Languages Soulless ones speak no languages
SQ Unhallowed Presence, Incorporeal Traits, Undead Traits
Environment any
Organization solitary
Treasure None — Soulless ones are less likely to have treasure around it than most encountered undead. If the soulless one has a habit of staying in one place, then the corpses that litter its lair might be sources of treasure.
Hypothermia (Ex) A creature who takes damage from a soulless ones touch attack must succeed on a DC 18 Fortitude save or suffer the effects of hypothermia. Treat the creature as fatigued. The penalties end when the creature is healed of all cold damage caused by the soulless one (including damage from its frigid aura, and damage taken after the creature succumbs to hypothermia). The save DC is Charisma-based.
Death Gaze (Su) Death, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Frigid Aura (Ex) A soulless one constantly radiates a field of extreme cold in a 25-ft. radius. Each round a creature is within this area, it must succeed on a DC 18 Fortitude save or suffer 1d6 points of cold damage. The save DC is Charisma-based.
Unholy Aura (Su) Evil creatures within a 25-ft. radius of a soulless one (including the soulless one itself) are protected by the effects of an unholy aura spell (caster level 15th). The deflection and resistance bonuses from the aura are calculated into the soulless one's statistics. The unholy aura can be dispelled, but the soulless one can create it again on its next turn as a free action.
Unhallowed Presence (Su) A soulless one exudes an unholy effect similar to that of an unhallow spell. Within 25 feet of the soulless one, all turning checks to turn undead suffer a -4 profane penalty and turning checks to rebuke undead gain a +4 profane bonus. This is in addition to the soulless one's turn resistance.
This eerie form is like living shadows cloaked in tattered scarlet shrouds. Flashing eyes highlight an otherwise dark face with indistinguishable features.
Soulless ones are powerful undead spirits driven by lament and hatred of the living. They are surrounded by bitterly-chilling auras, but generate no frost or other visual manifestations of cold. They move slowly and gracefully, passing confidently through objects and touching their fingertips to their enemies.
Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. They search for other spirits to capture, and protect the interests of the dead. Some act as elite agents of the beings who raised them, sent to slay hunters of undead, retrieve artifacts of evil power, or otherwise fulfill dangerous tasks.
In Your Campaign
Some undead are powerful, others are creepy, and then there are those like the soulless ones that cover both categories. This monster is guaranteed to throw fear into the hearts of players and characters alike if used under the right conditions. These undead need an appropriately spooky place to hang out in order to do so. You should feel free to turn the lights down low for an adventure featuring a soulless one. And while they don't speak languages (which in itself can be creepy), it might serve the fear factor more if they had some kind of shared noise. If you hunker down behind the GM's screen and whisper something like, "Shanasss" as the soulless one manifests (or attacks), it can give you that extra fear-inspiring mile.
The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the "Dark Ones" to become the very first soulless one. Every hundred years, it returns to the material plane and slays three of the same priest's clergy in a random temple over the course of three nights.
The Dark Ones can be whatever you want them to be — extraplanar baddies, an undead deity (and its secretive cult), or even other undead like liches. This sinister group takes in not only stillborn children but other wayward souls in their efforts to produce powerfully evil undead minions. Whether left on their own (like the soulless ones) or given specific missions, these products of the Dark Ones' power are still susceptible to being recalled to their master's side at a moment's notice.
New Skill
Knowledge (Perfect Recall) (Int)
For creatures that live thousands of years, it is essential that they learn how to remember things clearly, and how to sort through a lifetime of memories.
Check: A creature can make a Perfect Recall check to remember an event from long ago in vivid detail, with incredible accuracy.
Remember an Event From... DC
1 year ago                            10
4 years ago                           15
20 years ago                          20
100 years ago                        25
500 years ago                        30
2500 years                            35
The importance of the memory can make it easier or harder to recall.
Perfect Recall Importance DC
Trivial; the food at a particular, but uneventful breakfast +10
Minor; the name of an acquaintance or co-worker +5
Somewhat; the name of a casual friend or the layout of a previous home +0
Very; the name of a lover or a close friend, or the circumstances of a life-altering battle -5
Extreme; the exact words of a mortal enemy’s dying curse, or the hiding place of an artifact -10

Black Skeleton

Black Skeleton
CR 5 XP: 1,600
CE Medium undead (augmented human)
Init +4; Senses darkvision 60 ft.; Perception +7
AC 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural)
HP 51 (6d12+12)
Fort +2, Ref +6, Will +5
DR 10/bludgeoning and good; Immune cold, undead traits; Resist Turn Resistance +4
Speed 40 ft.
Melee 2 short swords +8 melee (1d6, 19-20/x2 plus 1d3 Strength) or 2 claws +8 melee (1d4 plus 1d3 Strength)
Space 5 ft., Reach 5 ft.
Special Attacks Frightful Presence, Strength Damage
During Combat Black skeletons attack with two short swords in battle with little more than the intention of cutting their foes to pieces. They are intelligent opponents and will use tactics during battle, often sending several of their number against a foe's front, while the others move into position to flank their adversaries. Black skeletons are smart enough to know when the battle is lost and withdraw from combat, though rarely. Most simply fight to the death, driven by some unseen hatred for the living.
Str 11, Dex 19, Con -, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +9, Climb +6, Escape Artist +10, Perception +7, Stealth +10
Languages Common and Abyssal
Environment underground
Organization any
Treasure Like persistent soldiers, the treasure of black skeletons is found carried by the undead not because of usefulness, but because of an instinctive need to possess a part of their former lives. Loose coin and gems are kept in a belt pouch.
Alexandrite [800 gp]
Moss agate [10 gp]
Elixir of love [150 gp]
Feather token, fan [200 gp]
400 gp
4 pp
Frightful Presence (Ex) The mere presence of a black skeleton is unsettling to foes, especially when the skeleton shrieks. Creatures within 60 feet and with less HD than the black skeleton that hear it must succeed on a Will save (DC 15) or become panicked for 4d6 rounds. Creatures that successfully save are immune to the frightful presence of the same black skeleton for one day. The save DC is Charisma-based.
Strength Damage (Ex) Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a Fortitude save (DC 15) or take 1d3 points of Strength damage. The save DC is Charisma-based. This effect is a function of the black skeleton itself, not its short swords.
This creature looks like a skeleton with glistening black bones, seemingly constructed of blackened steel. Small red pinpoints of light burn in its hollowed eye sockets.
Black skeletons wear any clothes or armor they had in life, and some still carry their gear or weapons (most discard their weapons in favor of two short swords as soon as they can).
Black skeletons are intelligent monsters and are not subject to the mindless commands that can be given to such undead as skeletons or zombies. They have a clear mind, and sometimes go against the commands and wishes of those they serve, if it benefits the black skeleton in question. Such treachery is rare, however, since the skeletons know that betrayal likely means a quick demise at the hands of spellcasting masters.
Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives.
In Your Campaign
The efficient, if bland, explanation of the black skeleton's origins above leaves little room for expansion. Monsters become far more intriguing with good backstories. Let's explore some possibilities you can mull before introducing these undead into your game.
Black skeletons are patterned after the evil dark elves because of that race's distinctive two-handed fighting style (not to mention the black bones). But when drow society becomes aware of these undead, will they see the monsters as flattery, insult, or the source of a myth that should be propagated?
Shock troops of a deity of fear and/or darkness, black skeletons are forbidden to be created by any but this deity's clergy. Sometimes a "face" is needed for a religion to be properly noticed and such monsters make for the perfect identifier.
After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. For this backstory, those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.
In numerous prophecies, the End Times are heralded by the appearance of "coal black bones wielding the twin blades of pestilence and fear." When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage. But using the skeletons as harbingers of Armageddon makes for a more arresting hook!

Sacred Guardian

Sacred Guardian
CR 16 XP: 76,800
N Gargantuan undead 
Init +3; Senses Blindsense 30 ft., Darkvision 60 ft., Low-light Vision; Perception +28
AC 21, touch 5, flat-footed 21 (-4 size, +16 natural, -1 Dex)
HP 103 (23d12-46); fast healing 5
Fort +9, Ref +6, Will +19
DR 10/magic; SR 25; Resist Turn Resistance +4
Speed 40 ft.
Melee bite +22 (4d6+15), 2 claws +22 (2d8+15)
Space 20 ft., Reach 15 ft.
Special Attacks Trample (2d8+22)
During Combat The sacred guardian rises from the earth as soon as it senses an intruder. Any intruder—even one who stumbles into the graveyard by accident—is considered a foe and is likely to be attacked furiously; however, anyone who immediately attempts to leave while assuring the sacred guardian that it has no intention of harming or stealing from the graves (note the guardian's +27 Sense Motive bonus) may be allowed to depart safely.
The sacred guardian's uses all the attacks available to it, but it cannot speak. Once the threat is gone, whether killed or driven off, the guardian melds back into the earth, which settles over it undisturbed. Nothing can cause the guardian to leave its post inside the graveyard or burial site it guards.
Str 40, Dex 9, Con -, Int 11, Wis 18, Cha 6
Base Atk +11; CMB +30; CMD 39
Feats Alertness, Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Skills Intimidate +21, Perception +28, Sense Motive +29, Stealth +22
SQ Ground Meld, Undead Traits
Environment any land
Organization solitary
Treasure 
Triple standard — The vast amount of treasure in the area a guardian calls home comes from all of the creatures the great cat has slain. Coins and items are pushed off of graves but that is as far as the guardian will trouble itself with the stuff.
Fire opal (x7) [900 gp each]
Red-brown spinel (x8) [120 gp each]
Boots of Striding and Springing [5,500 gp]
+3 dwarven waraxe [18,330 gp]
Potion of enlarge person [250 gp]
Potion of resist energy (fire) 10 [300 gp]
Ring of x-ray vision [25,000 gp]
Scroll of baleful polymorph (CL 9th) [1,125 gp]
Scroll of break enchantment (CL 9th) [1,125 gp]
20,110 gp
500 pp
Trample (Ex) Reflex DC 36 half. The save DC is Strength-based.
Earth Meld (Ex) The sacred guardian can enter and leave the earth of its graveyard as if by means of the spell meld into stone. Leaving and entering the ground is a move action.
The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers. Whatever secrets these places hold are not easily going to be retrieved.
The earth before you opens like a great blooming flower. But instead of a beautiful bud, from inside rises a giant tiger. The creature's skin is almost a translucent white and its eyes glow with a green radiance. The tiger's claws click and its powerful tooth-filled jaw clenches for battle.
In Your Campaign
The sacred guardian is not a well-known creature. Those who fight it tend to perish or never speak of it lest it bring a convulsive fit of fear. Those who successfully parlay without combat don't speak of it partially out of reverence for the place and partially because they fear the great cat will come for them in their sleep should they utter a word. There are a couple of ways you can use this cat in your game.
First, the mere legend of the sacred guardian can be used in a plot. If an enemy of the party wants to use a burial ground for secret meetings, he can make sure the PCs get to know about the sacred guardian legends first. That way, when they find out about the evil creature's dealings and move to stop him, he can create an illusory duplicate of the guardian to scare the PCs away. And, to a lesser degree, keep all common folk away from the area as well.
Second, perhaps the sacred guardian doesn't guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer's death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.

Hoar Spirit, Dark Revenant

Hoar Spirit, Dark Revenant
CR 3 XP: 800
CE Medium undead (cold)
Init +2; Senses Darkvision 60 Ft., Sense Heat; Perception +12
AC 17, touch 12, flat-footed 15 (+5 natural, +2 Dex)
HP 42 (5d12+10)
Fort +2, Ref +2, Will +2
Speed 30 ft.
Melee 2 claws +5 (1d4+3 plus 1d3 cold and glaciate)
Special Attacks Cold, Cone of Cold, Glaciation
During Combat When confronted, a hoar spirit attacks with its claws attempting to freeze its foe. If facing multiple opponents, a hoar spirit blasts them with its cone of cold before engaging them with its claws. Creatures killed by a hoar spirit are dragged to its icy lair, kept on ice, and devoured at the monster's leisure.
Str 17, Dex 15, Con -, Int 10, Wis 15, Cha 15
Base Atk +2; CMB +5; CMD 17
Feats Alertness, Weapon Focus (Claw)
Skills Acrobatics +7, Climb +7, Perception +12, Sense Motive +4, Stealth +8
Languages Hoar spirits do not speak, and it is not known if they even understand language at all. They have a distinctive low-pitched moan that sounds like a whistling wind blowing though ice and snow covered trees.
SQ Cold Subtype, Undead Traits
Environment any cold land
Organization Pair or gang (6-11)
Treasure None — After their rebirth as hoar spirits, these humanoids leave all equipment buried where they died. Equipment and other accoutrements only get in the way between a hoar spirit and heated flesh. Using a weapon would deprive a hoar spirit from the pleasure of tearing at living creatures with its own icy claws.
Cold (Ex) Hoar spirits generate intense cold. Any melee hit deals cold damage. creatures attacking the hoar spirit unarmed or with natural weapons suffer cold damage each time their attack hits.
Cone of Cold (Sp) Once per day, a hoar spirit can produce an effect similar to a cone of cold spell. The cone is 30 feet long and deals 3d6 points of cold damage to creatures caught in the area. A successful DC 14 Reflex save halves the damage. The save DC is Charisma-based.
Glaciation (Su) A creature hit by a hoar spirit's claw must succeed on a DC 14 Fortitude save or be overcome with bone-numbing cold that paralyzes the opponent for 1d4+1 rounds and deals 1 point of Dexterity damage. The save DC is Charisma-based.
Sense Heat (Su) Hoar spirits can detect heat (such as that generated by living creatures) in a 60-foot radius. This includes the heat given off by invisible creatures. This ability can be stopped or started as a detect evil spell (caster level 7th) except there is no chance the hoar spirit is stunned and it is not blocked by stone, wood, or other material.
Hive Mind (Ex) All hoar spirits within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No hoar spirit in a group is considered flanked unless all of them are. The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling's native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.
This being is a gaunt humanoid dressed in tattered rags. Its skin and pale gray and ice crystals have formed on various parts of its body. Its hands end in claws, each with translucent icy blue nails. Its eyes are frozen open and show no signs of life.
Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.
Hoar spirits are rarely encountered alone. Though they act independently and never communicate to each other, something draws these creatures to each other. Perhaps some semblances of their former lives or maybe like-minded creatures that share the same fate are drawn together. Sages have speculated on this for ages.
In Your Campaign
The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits' home. While calling to these undead to unearth itself, the gem might also have a "hive mind" effect on the spirits. Not only are they drawn to each other, but they can, as a variant ability, share each other’s' thoughts. Adding this ability increases the hoar spirit's CR by +1 and reads like that for a formian.

Grave Risen

Grave Risen
CR 4                                                                                                  XP: 1,200
CE Medium undead
Init +2; Senses Darkvision 60 Ft.; Perception +8
AC 15, touch 12, flat-footed 13 (+3 natural, +2 Dex)
HP 52 (5d12+20)
Fort +3, Ref +3, Will +6
Resist Turn Resistance +2
Speed 30 ft.
Melee 2 claws +4 (1d4+2 plus blood poisoning)
Special Attacks Animate Dead, Blood Poisoning
During Combat Since grave risen are rarely encountered anywhere but cemeteries, burial grounds, or the like, they usually begin combat by animating corpses and sending them against their aggressors. After animating corpses, the grave risen attempts to down its foes with its filthy claws. Slain foes are destroyed (as detailed above) and are not consumed by a grave risen.
Str 14, Dex 15, Con -, Int 13, Wis 14, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Toughness, Weapon Focus (Claw)
Skills Climb +7, Escape Artist +5, Perception +8, Stealth +6
SQ Undead Traits
Environment any
Organization Solitary or troupe (1 grave risen plus 2-5 Medium zombies)
Treasure None — Grave risen see any equipment and treasure as part of their living existence and throw each piece they find as far away as possible; most likely into the nearest running water source.
Animate Dead (Sp) Once per day, a grave risen can animate dead, as the spell (caster level 5th).
Blood Poisoning (Ex) A creature hit by a claw attack must succeed on a DC 15 Fortitude save or contract blood poisoning. This deals 1 point of Constitution damage to the victim per minute until the victim dies or the blood poisoning is healed. A neutralize poison or remove disease spell rids the victim of blood poisoning, as does a DC 15 Heal check. Multiple wounds to the same foe do not result in multiple instances of blood poisoning. The save DC and check DC are both Charisma-based.
This rotting, worm-ridden corpse is draped in tattered and loose fitting rags and dented armor. Blackened eye sockets serve as its eyes, and the stench of death clings to its body. Its nails are long and filthy, caked with soil from the grave.
Grave risen are rotting undead creatures that upon first glance resemble zombies. They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. These creatures rarely wander far from the area where they were risen, preferring the stench of death and the serenity of death that lingers in the air.
Grave risen have no love for the living and attack living creatures on sight. Living creatures slain by a grave risen are clawed and mutilated and then buried in a shallow grave by the grave risen as a mockery of its own current existence. Grave risen do not speak or communicate; only occasionally loosing guttural tones from their rotting vocal organs.
In Your Campaign
Besides the locations listed above, PCs are likely to encounter grave risen on former battlefields where spellcasters have also fallen and shed blood. As such, there is still a heap of corpses the grave risen can animate as needed. The grave risen work well in adventures where a main villain isn't present. For example, perhaps the PCs are sent to find a magical weapon lost in a battle decades ago. When they arrive at the battleground, the area is littered with grave risen.
The problem is two-fold here; for even if the PCs could dispatch all of the grave risen and their zombies (or otherwise sneak onto the battlefield to search without being noticed), how can they be sure that the weapon has not already been pitched like these undead do with all treasure. If the PCs come up empty-handed on a search, they might try throwing another sword into the protected area. Then they can monitor what happens when a grave risen finds it. Does he throw it somewhere obvious, like a nearby river, or does he drop it into a deep chasm which was hidden to the PCs up until that point?