Tuesday, February 5, 2019

Gorguth

Gorguth, Elder Evil
CR 20                                                                                                   XP: 307,200
Male bodak ranger 2/fighter 1/blackguard 9
CE Medium undead (extraplanar)
Init +9; Senses Darkvision 60 ft.; Perception +11
Aura despair (10 ft.)
AC 36, touch 16, flat-footed 30 (+20 natural, +5 Dex)
HP 336 (21d12+84)
Fort +4, Ref +5, Will +3
Defensive Abilities Will +31 against divine magic; DR 10/cold iron; Immune electricity, undead immunities; Resist acid 10, fire 10; Weaknesses vulnerability to sunlight
Speed 20 ft.
Melee +2 keen unholy bastard sword +20/+15/+10 (1d10+7/17-20), slam +12 (1d6+2 plus 1 vile) or slam +17 (1d6+7 plus 1 vile)
Special Attacks death gaze, rebuke undead 7/day (+6, 2d6+11, 7th); Atk Options Cleave, Harvester of Souls, Improved Sunder, Master’s Will, Power Attack, favored enemy humans +2, smite good 2/day (+4 attack, +9 damage), sneak attack +2d6
Spell-Like Abilities (CL 9th) At will—detect good
Spells Prepared (CL 9th)
  4th-Inflict Critical Wounds (+21 melee touch, DC 17)
  3rd-Contagion, Inflict Serious Wounds (+21 melee touch, DC 16)
  2nd-Death Knell (DC 15), Eagles Splendor, Inflict Moderate Wounds (+21 melee touch, DC 15)
  1st-Boneblast (BoVD x2), Doom (DC 14)
Str 20, Dex 20, Con -, Int 6, Wis 16, Cha 19
Base Atk +12; CMB +17; CMD 32
Feats Apostate, Cleave, Dodge, Evil Brand, Exotic Weapon Proficiency (Bastard Sword), Harvester of Souls, Improved Initiative, Improved Sunder, Master's Will, Mobility, Murderous Intent, Power Attack, Spring Attack, Supernatural Tracker, Two-Weapon Fighting, Vile Natural Attack, Weapon Focus (Bastard Sword)
Skills Acrobatics +5, Diplomacy +4, Intimidate +4, Knowledge (religion) +9, Perception +11, Stealth +18
Languages Elder evils speak Abyssal, Celestial, Infernal, and often an elemental language associated with their imprisonment.
SQ dark blessing, fiendish servant (none at present), overwhelming aura of evil, wild empathy +6 (+2 magical beasts)
Gear scroll of inflict serious wounds
Other Gear +4 shadow silent moves studded leather, +2 keen unholy bastard sword, ring of freedom of movement, ring of protection +3, amulet of natural armor +2, cloak of resistance +5, gloves of Dexterity +4, 100 gp
Aura of Despair (Su) Opponents within 10 feet take a –2 penalty on saving throws.
Vulnerability to Sunlight (Ex) Gorguth takes 1 point of damage each round it’s exposed to sunlight.
Death Gaze (Su) Death, range 30 feet, Fortitude DC 24 negates. A humanoid who dies from this attack is transformed into a bodak 24 hours later.
Immunities (Ex) Elder evils have immunity to polymorphing, petrification, and any other spell or ability that alters their form. They are not subject to energy drain, ability drain, ability damage, or death from massive damage. They are immune to mind-affecting spells and abilities. Most elder evils have immunity to a specific energy type, depending on their nature.
Resistances (Ex) Elder evils have resistance to cold 20 and fire 20. They have high damage reduction, sometimes overcome only by epic weapons, and very high spell resistance.
Summon Creature (Sp) Many elder evils are able to summon associated creatures appropriate to their origins or specific background. See the specific entries for additional details.
Special Qualities (Ex) All elder evils can use true seeing as the spell at will (as a supernatural ability). They resist detection as if under the effect of a nondetection spell. They have blindsight out to 500 feet. They can communicate telepathically with any creature within 1,000 feet that has a language
“The World Born Dead comes for the living. The time has come to make our strike. The time has come for the dead to rule.“ —Gorguth
The Bleak General is terrifying. Beneath its black leather armor, fashioned from the cured faces of mortals it has slain, lies the wretched body of a bodak—genderless, black, and with an empty visage. When its endless legions march, Gorguth rides on the back of Skyshadow (its flying mount), surveying the movements of its forces and swooping down to embolden them and shore up flagging lines. It’s clear to anyone who survives a brush with its baleful gaze that something awful and alien drives this undead monster.
Gorguth rides Skyshadow, an enormous construct mount created by stripping the magical essence from a Nightwing and binding it into the form of a construct. The creature carries Gorguth over immense battlefields, wreaking havoc upon the forces below.
Skyshadow 
CR 18                                                                                                             hp 209 (26 HD)
DR 15/good and adamantine
CE Huge construct (extraplanar)
Init +10; Senses blindsight, darkvision 60 ft., low-light vision;
Listen +3, Spot +32
Languages understand master’s orders
AC 33, touch 18, flat-footed 27
Immune construct immunities
Resist acid 10, cold 10, electricity 10, fi re 10; SR 30
Fort +14, Ref +20, Will +17
Speed 30 ft. (4 squares), fly 100 ft. (good); Flyby Attack, Hover, shadow flight
Melee bite +26 (2d6+9) and 2 claws +24 each (1d8+4) and 2 wings +24 each (1d8+4)
Space 15 ft.; Reach 10 ft.
Base Atk +19; Grp +36
Atk Options Snatch
Special Actions shadow clutch
Abilities Str 28, Dex 22, Con —, Int 4, Wis 16, Cha 18
SQ construct traits, bound to master, unholy grace
Feats Flyby Attack, Great Fortitude, Hover, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Multiattack, Snatch
Skills Listen +3, Spot +32
Shadow Flight (Su) As a move action, Skyshadow can teleport itself and its rider adjacent to any creature under the effect of shadow clutch (see below).
Shadow Clutch (Su) When Skyshadow flies above a creature (any square of its space passes directly over a square of another creature’s space) or hits a creature with a natural weapon, the creature is under Skyshadow’s shadow clutch. At the start of Skyshadow’s turn, each creature under shadow clutch must make a DC 27 Will save or take 2d6 points of damage. A successful save negates the damage but does not end the effect. This effect lasts for 10 rounds.
Bound to Master (Ex) If Skyshadow’s master (currently Gorguth) is slain, Skyshadow becomes inert and, if flying, drifts to the ground at a rate of 10 feet per round. Its alignment becomes neutral, and its damage reduction becomes DR 15/adamantine. The creature who delivered the blow that killed the previous master can become the creature’s new master or can designate a different master. When Skyshadow gains a new master, its alignment changes to match that master’s and it’s damage reduction changes to DR 15/good and adamantine if the master is evil or DR 15/evil and adamantine if the master is good.
Unholy Grace (Su) Skyshadow adds its Charisma bonus to its Armor Class and on saving throws. These bonuses are included in the statistics block.
Loosed from the turmoil of the Infinite Layers of the Abyss, Gorguth commands a massive army of undead and demons. To prepare the way for its master, it leads its hordes to slaughter the living in a grand orgy of violence. Gorguth despises its existence and hopes to find release in the annihilation of the world.
GOALS
Sickened by Orcus’s incessant plotting, Gorguth fled the Abyss for the Material Plane, where it gladly serves Atropus. Gorgoth follows this new entity not out of affection or loyalty but because it promises an end to the nightmare of existence. Gorguth spends its forces in appalling numbers, caring nothing for the cost; those they slay simply rise up to fill the depleted ranks.
USING GORGUTH
Gorguth is destruction incarnate. It should distract the PCs from attending to the larger threat, maybe even causing them to attribute the weird sign to it instead of the true source. Gorguth can be a menacing enemy, a whispered villain, or a looming threat. Use Gorguth to propel the story forward or to represent the upheaval and chaos resulting from Atropus’s approach.
Any trace of mercy or compassion was scourged from it ages ago by the endless torments of the demons and the countless engagements it has fought against many foes.

Ghost Eater

Ghost Eater
CR 2 XP: 600
N Small magical beast
Init +2; Senses Darkvision 60 Ft., Detect Undead, Low-Light Vision, Scent; Perception +8
AC 14, touch 13, flat-footed 12 (+1 size, +1 natural, +2 Dex)
HP 13 (2d10+2)
Fort +14, Ref +5, Will +3
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d4), 2 slams +5 (1d3)
Space 5 ft.
Special Attacks Disrupting Bite, Eerie Howl, Final Repose
During Combat Ghost eaters typically avoid living creatures. When dealing with undead, they are cautious and careful; despite their special powers, ghost eaters are still small and weak in comparison to most undead creatures, and they rely on stealth and speed to bring down their more powerful prey.
Str 11, Dex 15, Con 12, Int 2, Wis 14, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Ability Focus (Eerie Howl), Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +8, Survival +3
  Racial Modifiers +8 to Climb and Acrobatics
SQ Ghostly Resilience
Environment any land or underground
Organization Solitary, pair, or troupe (5-8)
Treasure None — Since ghost eaters' prey is the undead, not even defeated foes leave treasure lying around for the taking. The ghost eater has no use for these items, using only its abilities to hunt.
Detect Undead (Su) A ghost eater can continuously detect undead as the spell, with no need for concentration. This covers a 120-foot radius around the ghost eater, and allows it to interact with invisible undead without penalty. In addition, the ghost eater gets a +10 bonus to Survival checks when tracking undead creatures.
Disrupting Bite (Ex) The ghost eater's bite has the same effect as the spell disrupt undead. Whenever the ghost eater makes a successful bite attack against an undead creature, it inflicts an additional 1d6 points of damage. In addition, a ghost eater can hit incorporeal creatures with its bite attack as if using a ghost touch weapon.
Eerie Howl (Su) The ghost eater's eerie, echoing howl causes mindless terror to take hold of all creatures that hear it— including the spirits of the dead. All creatures within 60 feet must make a Will save (DC 14). The howl has the same effect as a fear spell with the following exceptions: it affects undead creatures, and it is a sonic effect which can be countered with silence or the bard's countersong ability. A ghost eater can emit an eerie howl up to 3 times per day. The save DC is Charisma-based.
Final Repose (Ex) Undead creatures destroyed by a ghost eater cannot return; even ghosts with the rejuvenation ability are destroyed forever. A living creature killed by a ghost eater cannot rise as an undead, and its corpse cannot be affected by or used for animate dead, create greater undead, create undead, raise dead, reincarnate, resurrection, or similar spells. There are two ways to restore life to a creature slain by a ghost eater. True resurrection still functions normally (this includes the detail that it reverts undead creatures to their pre-undead state). And if the ghost eater that killed the victim can be found, captured alive, and brought to the corpse of the victim, then wish, limited wish, or miracle can restore the connection between spirit and corpse, at which point raise dead and similar spells function normally. If the ghost eater is killed, the spirits it has consumed are lost forever.
Ghostly Resilience (Ex) A ghost eater receives a +10 racial bonus to resist the spell-like abilities and supernatural powers of undead creatures. It is immune to the level drain and ability damage attacks of undead creatures. It receives a +4 deflection bonus to AC against the physical attacks of undead. Finally, it receives spell resistance 17 against spells cast by undead creatures.
This short humanoid's form is quite emaciated, its long limbs ending in gnarled claws and feet. Short tufts of white hair just from the creature's brown skin like moss patches on a tree. Its golden-hued eyes fade totally to an off-white as it bears sharp teeth and attacks.
Found in any environment where there is undead, the ghost eater hunts these unnatural creatures and consumes their essence by biting into what is left of their bodies. A wizard, whose home town was destroyed by an undead horde of ghouls, labored for years to create the perfect vehicle for his vengeance—the ghost eater. Few would guess the ghost eater is fashioned from infant trolls found near the wizard's tower. The creature's innate defensive abilities were mutated by exposure to positive energy to be more effective against the undead. In addition, the basic troll size was altered to lure intelligent undead into a false sense of security. Today, ghost eaters have bred enough that their kind are spread across the lands and have collectively consumed thousands of their undead prey over the decades since their creation.
In Your Campaign
As magical beasts, ghost eaters used as companions are extremely difficult to train. In the past, a few paladins and undead hunters have managed to subdue and domesticate ghost eaters, training the creatures to assist them in their battles against the restless dead. Some simply use ghost eaters as living warning systems, training them to howl any time they detect the presence of the undead. A character can use the Handle Animal (DC 15-20) skill to teach a ghost eater any basic set of commands (such as distract, howl, or warn) to follow at any given moment.
A character who understands how to harvest and employ elements of a ghost eater can use its body to empower certain spells (as spell components), as shown below:
Ghost Eater Eye for detect undead (Effect: +2 caster level)
Ghost Eater Tooth for animate dead (+2 caster level), create greater undead (+1 caster level), create undead (+1 caster level), disrupt undead (increase damage to 2d4), undeath to death (increase damage to 1d6/level)
Ghost Eater Tongue or Windpipe for fear (spell can affect the undead), halt undead (+2 caster level)
Each spell component is destroyed when the associated spell is cast. As ghost eaters are rare and few people know how to properly harvest these powers, there is little market for ghost eater organs.
If it is incorporated into a magic item, the ghost eater tooth reduces the XP cost of creating ghost touch or bane (undead) weapons by 10%. It is possible that a ghost eater tooth could be used to create potions of restoration, if the GM wanted to put these items on the market.

Fogwalker

Fogwalker
CR 4 XP: 1,200
N Medium undead (incorporeal)
Init +2; Senses Perception +9
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
HP 51 (6d12+12)
Fort +2, Ref +4, Will +4
DR 15/magic; Weaknesses vulnerability to fire
Speed 120 ft.
Melee Touch +5 melee (1d8 and chilling touch)
Special Attacks Chilling Touch
During Combat Evil fogwalkers work their mischief through lies and treachery, sending would-be saviors into hazardous traps and pitfalls. If confronted, they use their affinity with the mists to their advantage, seeming to strike from every direction at once and leeching the warmth from their victims' bones with their chilling touch.
Str 10, Dex 15, Con -, Int 9, Wis 9, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Mythic Improved Initiative, Weapon Finesse
Skills Bluff +7, Knowledge (religion) +2, Perception +9, Sense Motive +1, Stealth +9
SQ Incorporeal Traits, Mist Walk, Undead Traits
Environment any land
Organization solitary
Treasure None — As an incorporeal wanderer, the fogwalker has no interest in treasure of any kind, much less a lair to keep it in.
Chilling Touch (Su) The fogwalker's touch is colder than ice. Victims hit by the fogwalker must make a DC 15 Fortitude save or take 1 point of temporary Constitution damage in addition to the normal damage from the blow. Lost Constitution points heal at the rate of one per hour. The save DC is Charisma-based.
Mist Walk (Su) Within the bounds of the misty fog, the fogwalker can make attacks on a victim at the beginning, middle, or end of its movement, as desired.
An undulating mist coalesces into the form of a humanoid. With wide eyes, the figure watches your movements carefully. Every creature hides a secret fear. For the fogwalker, that fear is fire. Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fogwalker. Appearing as misty forms of their former selves, fogwalkers now possess a chilling aspect and are formed in this one image of water in an instinctively protective way.
Trapped in a misty body, the fogwalker drifts lazily within natural fog banks it encounters until something peaks its interest. It then moves to watch the event unfold, never interfering unless provoked. Fogwalkers have a need to watch the life it can no longer live. A fogwalker speaks whatever languages it knew in life but rarely does so, preferring to instead witness events without interfering in them.
In Your Campaign
Fogwalkers might work best in your campaign as undead to be role-played. As combatants, they can be useful in frightening PCs in foggy alleyways, but their commonly neutral alignments make for more interesting creatures. As witnesses, fogwalkers may be needed to shed light on a recent incident—a murder or robbery the PCs are investigating, for example. The fogwalker is capable of speech but how to get it to converse (much less finding it in the first place), could be part of the challenge. Characters who know about the creature's intense fear of fire can actually use that as a lure. Building a great bonfire outside of town has a good chance of attracting a fogwalker, for while it might be afraid of the inferno, it is irresistibly drawn to it if only to discern its cause.

Kherakus, Dracotaur Sorcerer

Kherakus, Dracotaur Sorcerer
CR 7                                                                                                             XP: 3,200
Male dracotaur sorcerer
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
AC 16, touch 11, flat-footed 14 (-1 size, +5 natural, +2 Dex)
HP 58 (3d10+4d6+28)
Fort +8, Ref +8, Will +9
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +7 (1d8+3), tail slap +2 (1d8+3)
Space 10 ft., Reach 5 ft.
Special Attacks spells, spit fire
Spells Known (CL 4th)
  2nd (4/day)-Scorching Ray (+8 ranged touch)
  1st (7/day)-Expeditious Retreat, Magic Missile, Shield
  0th (6/day)-Acid Splash (+8 ranged touch), Detect Magic, Ghost Sound (DC 14), Mage Hand, Prestidigitation, Read Magic
During Combat Kherakus is just coming into his power as a sorcerer. Capable of flinging bolts of force and beams of pure fire at his enemy, the dracotaur is effective in combat. Kherakus is particularly dangerous when he has the strength of dracotaur ragers to assist him. As he has just come into his own however, he is still kicked to the wayside by many of his fellow dracotaurs, not considered skilled enough to hunt, but favored with sorcery, making him too dangerous to attempt to eat as well.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 15, Cha 18
Base Atk +5; CMB +9; CMD 21
Feats Combat Casting, Improved Initiative, Lightning Reflexes
Skills Acrobatics +6, Diplomacy +6, Knowledge (arcana) +8, Linguistics +14, Perception +8, Sense Motive +8, Spellcraft +10, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear 2 scrolls of mage armor, potion of cure moderate wounds
Other Gear cloak of Charisma +2, elemental gem (fire)
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.

Kherakus, Dracotaur Cleric of Tiamat
CR 10                                                                                                            XP: 9,600
Male dracotaur sorcerer 4/cleric of Tiamat 3
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
AC 21, touch 11, flat-footed 19 (-1 size, +5 natural, +2 Dex, +5 armor)
HP 72 (3d10+4d6+3d8+28)
Fort +11, Ref +9, Will +16
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +9 (1d8+3), tail slap +4 (1d8+1)
Space 10 ft., Reach 5 ft.
Special Attacks rebuke undead 7/day (+4, 2d6+9, 3rd), smite 1/day (+4 attack, +3 damage), spells, spit fire
Spell-Like Abilities (CL 4th) 2nd (4/day) scorching ray (+7 ranged touch) 1st (7/day) expeditious retreat, magic missile, shield 0 (6/day) acid splash (+7 ranged touch), detect magic, ghost sound (DC 14), mage hand, prestidigitation, read magic
Spells Known (CL 4th)
  2nd (4/day)-Scorching Ray (+8 ranged touch)
  1st (7/day)-Expeditious Retreat, Magic Missile, Shield
  0th (6/day)-Acid Splash (+8 ranged touch), Detect Magic, Ghost Sound (DC 14), Mage Hand, Prestidigitation, Read Magic
Spells Prepared (CL 3rd)
  2nd-Hold Person (DC 16), Invisibility (D), Sound Burst (DC 16)
  1st-Bless, Disguise Self (D), Divine Favor, Shield of Faith
  0th-Detect Magic, Detect Poison, Light, Resistance (D Domain spell. Domains: Death, Evil)
During Combat Kherakus is just coming into his power as a sorcerer. Capable of flinging bolts of force and beams of pure fire at his enemy, the dracotaur is effective in combat. Kherakus is particularly dangerous when he has the strength of dracotaur ragers to assist him. As he has just come into his own however, he is still kicked to the wayside by many of his fellow dracotaurs, not considered skilled enough to hunt, but favored with sorcery, making him too dangerous to attempt to eat as well.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 18, Cha 18
Base Atk +7; CMB +11; CMD 23
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Spell Rehearsal
Skills Acrobatics +6, Diplomacy +6, Knowledge (arcana) +8, Knowledge (religion) +7, Linguistics +16, Perception +12, Sense Motive +10, Spellcraft +11, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear scroll of cure moderate wounds, scroll of detect thoughts, scroll of fly, pearl of power (2nd), pearl of power (1st)
Other Gear +1 mithral shirt, cloak of Charisma +2, periapt of Wisdom +2
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Kherakus is not only an accomplished sorcerer at this point, but he also is an acolyte devoted to Tiamat as well. Since he can defend himself and also assist others with spells that protect, empower, and heal, he has become a member of good standing among his fellow dracotaurs. He still keeps to the back whenever combat ensues, staying as far from harm's path as he can place himself and still be of use to his fellow dracotaurs.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.
Kherakus, Dracotaur Mystic Theurge
CR 15                                                                                                           XP: 51,200
Male dracotaur sorcerer 4/cleric of Tiamat 3/mystic theurge 5
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
AC 22, touch 11, flat-footed 20 (-1 size, +5 natural, +2 Dex, +6 armor)
HP 114 (3d10+4d6+3d8+3d6+60)
Fort +12, Ref +10, Will +18
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +11 (1d8+3), tail slap +6 (1d8+1)
Space 10 ft., Reach 5 ft.
Special Attacks rebuke undead 7/day (+4, 2d6+9, 3rd), smite 1/day (+4 attack, +3 damage), spells, spit fire
Spells Known (CL 13rd)
  4th (5/day)-Dimension Door, Black Tentacles
  3rd (7/day)-Displacement, Fireball (DC 18), Fly
  2nd (7/day)-Cats Grace, False Life, Scorching Ray (+10 ranged touch), Web (DC 17)
  1st (8/day)-Expeditious Retreat, Feather Fall, Magic Missile, Obscuring Mist, Shield
  0th (6/day)-Acid Splash (+10 ranged touch), Daze (DC 15), Detect Magic, Ghost Sound (DC 15), Mage Hand, Prestidigitation, Ray of Frost (+10 ranged touch), Read Magic
Spells Prepared (CL 12nd)
  4th-Confusion (D DC 18), Cure Critical Wounds, Divine Power, Freedom of Movement
  3rd-Contagion (D DC 17), Cure Serious Wounds, Dispel Magic (x2), Protection from Energy
  2nd-Hold Person (DC 16), Invisibility (D), Lesser Restoration, Sound Burst (DC 16), Spiritual Weapon
  1st-Cure Light Wounds (x2), Disguise Self (D), Divine Favor, Protection from Good, Shield of Faith
  0th-Detect Magic, Detect Poison, Guidance (x2), Read Magic, Resistance (D Domain spell. Domains: Death, Evil)
During Combat Kherakus is truly a terror to behold at this stage in his life, possessing considerable power with both arcane and divine magic. Capable of bringing down an entire enemy force single-handedly, Kherakus is considered to be the chosen of his tribe, despite his 'diminutive' size. The ragers and hunters of the dracotaur pay their respects to him equally, prizing his assistance and fearing his wrath at the same time.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 19, Cha 20
Base Atk +9; CMB +13; CMD 25
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Practiced Spellcaster (cleric, sorcerer), Spell Rehearsal
Skills Acrobatics +13, Diplomacy +7, Knowledge (arcana) +8, Knowledge (religion) +10, Linguistics +23, Perception +12, Sense Motive +10, Spellcraft +13, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear pearl of power (3rd), pearl of power (2nd), pearl of power (1st), staff of fire (30 charges), wand of cure serious wounds (22 charges), wind fan
Other Gear +2 mithral shirt, cloak of Charisma +4, periapt of Wisdom +2
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Kherakus is not only an accomplished sorcerer at this point, but he also is an acolyte devoted to Tiamat as well. Since he can defend himself and also assist others with spells that protect, empower, and heal, he has become a member of good standing among his fellow dracotaurs. He still keeps to the back whenever combat ensues, staying as far from harm's path as he can place himself and still be of use to his fellow dracotaurs.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.

Kheru Dreadmaw

Kheru Dreadmaw
CR 5 XP: 1,600
NE Large undead (augmented animal)
Init +0; Senses Blindsight 60 ft., Tremorsense 120 ft.; Perception +0
AC 18, touch 9, flat-footed 18 (-1 size, +9 natural)
HP 69 (6d12+30)
Fort +2, Ref +2, Will +5
Speed 20 ft., swim 20 ft.
Melee bite +7 (1d8+5), tail +2 (1d8+5 plus poison)
Space 10 ft., Reach 5 ft.
Special Attacks Improved Grab, Poison, Stream of Filth
During Combat Filth crocs prefer to charge at prey from hiding places in shallow or stagnant water. They weaken their victim with their poisonous, festering tail barbs, then drag it down under the water. They use their stream of filth against any opponents who attacks them with ranged weapons (including spells). Filth crocs flee from combat only if severely damaged.
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1
Base Atk +3; CMB +9; CMD 19
Feats Multiattack
Skills Stealth +11
  Racial Modifiers +4 to Perception
SQ Burst of Speed, Undead Traits
Environment Warm or temperate marsh
Organization Solitary, pair, or nest (3-16)
Treasure Partial — Each filth croc has a lair that it keeps interesting looking treasure in. As it is unintelligent, the undead croc cannot appreciate what it has; it simply "likes" these objects as lair furnishings.Moonstone [60 gp]Red garnet [130 gp]1,000 sp
Burst of Speed (Ex) Three times a day, a filth croc can move at five times its normal speed (100 feet) when it makes a charge.
Improved Grab (Ex) To use this ability, the filth croc must hit with its bite attack. If it establishes a hold, it tries to drag its opponent into deep water and pin it to the bottom.
Poison (Ex) Tail rake, Fort DC 13, 1d3 Str/1d3 Str.
Stream of Filth (Su) A filth croc can spew out a 60-foot line of maggot-infested acidic filth. Any creature in the area of effect must succeed a DC 13 Reflex save or take 2d4 points of damage and be nauseated for 1d4 rounds; creatures that save take no damage but are sickened for 1 round. If a creature takes damage, it must make a second save (Fortitude DC 13 negates) or take 1s2 points of Charisma damage and be exposed to a random nonmagical disease. The saves are Constitution-based.
Kheru Dreadmaws, commonly called filth crocs outside of Osirion were once a crocodile, but those days are long passed. The undead version is much more unpleasant looking, dark orange skin, vermin-infested hide, and sharp scaly protrusions make this former croc a revolting opponent.
Filth crocs stay within their dank marshes, emerging only if prey wanders too close to their lairs. Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim's burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation. Now, centuries later, the filth crocs continue to somehow maintain their numbers despite being slain at every opportunity.
In Your Campaign If you read the descriptive text then you're probably wondering — how the hell can these undead crocs multiply? The answer is that they don't "multiply" but rather keep their numbers through a permanent enchantment laid on the marshlands by the sahuagin lich. As long as a filth croc is slain within the marsh area, its essence returns to its lair within 1d4 days and reforms as the exact same filth croc.
There are a couple of ways adventurers can put this threat to rest permanently. The first is to locate every filth croc lair and then cast a targeted dispel magic on its floor (against DC 17; the magic has weakened over the centuries allowing for a lower DC). Beating the DC by 5 or more not only means that the location cannot be used to recorporealize a filth croc, but that the croc does not even consider the place as its lair. It is homeless until destroyed for the final time.
The second way to stop the filth crocs from reforming necessitates a variant in the magic which accomplishes it. Instead of each lair being responsible for its own croc, perhaps the sahuagin lich hid a powerful magic item somewhere in the marsh which reforms them.There could be a few adventures worth of material when the PCs are paid to locate the item and destroy it. But what if a part of the sahuagin lich remains and wants the item to remain functioning? Perhaps a bit of its soul was hidden inside the crocs themselves and needs a few more years to reform with the aid of the item? Alternately, another evil creature has discovered the item and is studying it for use outside the marsh. Imagine other types of undead that, once destroyed, are reformed — inside a city's walls.

Skiurid Ninja

Skiurid Ninja
CR 4                                                                                         XP: 1,200
skiurrid rogue 2/ninja 4
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
AC 19, touch 19, flat-footed 14 (+2 size, +2 deflection, +4 Dex)
HP 24 (2d8+2d10+4)
Fort +1, Ref +10, Will +2
Resist evasion
Speed 30 ft.
Melee katana +1 (1d4-3/18-20), wakizashi +4 (1d3-1/18-20), bite +3 (1d3-1) or bite +8 (1d3-3)
Space 2-1/2 ft.
Special Attacks chill darkness 3/day, sneak attack +1d6, sudden strike +1d6
Str 4, Dex 18, Con 12, Int 7, Wis 14, Cha 12
Base Atk +2; CMB -3; CMD 13
Feats Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +14, Climb +5, Perception +8, Stealth +27, Use Magic Device +6
SQ ghost step, ki power, shadow jump, trapfinding
Shadow Jump (Su) As the dimension door spell; up to 3/day; caster level 1st. The magical transport must begin and end in an area with at least some shadow. A skiurid can jump up to 30 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 30 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day; caster level 3rd. A creature within the radius of this effect takes 1d6 points of damage and also takes 1 point of Strength damage unless it succeeds on a DC 13 Fortitude save. The creature takes no further damage as long as it remains within the area, but if it leaves and reenters, it is subject to both types of damage again. The save DC is Charisma-based and includes a +2 racial bonus. At the end of the effect's duration, if any creature has taken damage within its area, the shadows coalesce into a small nodule, about the size of a peach pit, that provides nourishment for the skiurid. This ability has no effect on undead or creatures native to the Plane of Shadow. The shadowy illumination created by this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. Evasion can be used only if the skiurid ninja is wearing light armor or no armor. A helpless skiurid ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily use of its ki power to become invisible for 1 round as a swift action. This action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that can be used to manifest special powers 3 times per day. See ghost step.
Sneak Attack (Ex) If a skiurid ninja attacks a living foe that is denied its Dexterity bonus to AC, it does additional damage as noted above. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. Any creature that is immune to critical hits is not vulnerable to sneak attacks, and if the target has concealment the skiurid ninja cannot make a sneak attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra damage as noted above. Sudden strike damage works the same as sneak attack damage except that it can be used only against foes that are denied their Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Skiurid ninjas can use the Disable Device skill to disarm magic traps. A skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.
By Robert Wiese
Skiurid Ninja Squad Lieutenant
CR 8                                                                                         XP: 4,800
skiurid rogue 4/ninja 3/shadowdancer 1
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
AC 19, touch 19, flat-footed 14 (+2 size, +2 deflection, +4 Dex)
HP 56 (4d8+4d10+16)
Fort +4, Ref +13, Will +4
Resist evasion
Speed 30 ft., climb 20 ft.
Melee katana +6 (1d4-3/18-20), wakizashi +13 (1d3-1/18-20), bite +6 (1d3-1) or bite +11 (1d3-3)
Space 2-1/2 ft.
Special Attacks chill darkness 3/day, sneak attack +2d6, sudden strike +2d6; Combat Reflexes
During Combat With the shadowdancer ability to hide in plain sight, this version of the skiurid ninja moves into an opponent's square and then hides there, attacking from hiding and then hiding again every round it can do so. It saves its invisibility power to escape a combat or to attack during the first round. Again, it is more interested in damaging someone in the chill darkness area than in killing anything, but it will kill to defend its nest. Because the creature threatens only the square it occupies, it can make attacks of opportunity only against the foe in the same square with it.
Str 4, Dex 18, Con 14, Int 7, Wis 14, Cha 12
Base Atk +5; CMB +0; CMD 16
Feats Combat Reflexes, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +14, Climb +5, Perception +10, Perform (dance) +6, Stealth +30, Use Magic Device +8
SQ ghost step, hide in plain sight, ki power, poison use, shadow jump, trap sense +1, trapfinding
Organization A skiurid ninja of this level might be leading a group of 4th-level skiurid ninjas.
Skiurids are kind of silly creatures, really. They are essentially Negative Energy Plane squirrels that collect shadow "nuts" by using their powers on living creatures. Very few might find them terrifying, and most of the time they may appear in a campaign or adventure more as an infestation nuisance than anything else. But let's look for some more potential in the little creatures. After all, stirges can pose a danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their brethren, learn skills that are normally associated with character classes. The skiurids don't have training camps and such as that; they teach themselves to become more effective so that they can lead others of their kind in collecting shadow nuggets (nuts). As they gain some real powers, they become potentially quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids make full use of their abilities to hide, sneak, and attack from surprise to overcome the limitations of their size in combat.
Shadow Jump (Su) As the dimension door spell; up to 3/day; caster level 1st. The magical transport must begin and end in an area with at least some shadow. A skiurid can jump up to 30 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 30 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day; caster level 3rd. A creature within the radius of this effect takes 1d6 points of damage and also takes 1 point of Strength damage unless it succeeds on a DC 13 Fortitude save. The creature takes no further damage as long as it remains within the area, but if it leaves and reenters, it is subject to both types of damage again. The save DC is Charisma-based and includes a +2 racial bonus. At the end of the effect's duration, if any creature has taken damage within its area, the shadows coalesce into a small nodule, about the size of a peach pit, that provides nourishment for the skiurid. This ability has no effect on undead or creatures native to the Plane of Shadow. The shadowy illumination created by this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. Evasion can be used only if the skiurid ninja is wearing light armor or no armor. A helpless skiurid ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily use of its ki power to become invisible for 1 round as a swift action. This action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that can be used to manifest special powers 3 times per day. See ghost step.
Sneak Attack (Ex) If a skiurid ninja attacks a living foe that is denied its Dexterity bonus to AC, it does additional damage as noted above. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. Any creature that is immune to critical hits is not vulnerable to sneak attacks, and if the target has concealment the skiurid ninja cannot make a sneak attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra damage as noted above. Sudden strike damage works the same as sneak attack damage except that it can be used only against foes that are denied their Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Skiurid ninjas can use the Disable Device skill to disarm magic traps. A skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.
Hide in Plain Sight (Ex) A skiurid ninja can use the Hide skill even when being observed or in plain view, as long as it is within 10 feet of some sort of shadow.
Poison Use (Ex) A skiurid ninja does not risk poisoning itself when using poison.
Trap Sense (Su) A skiurid ninja gains a bonus noted above on Reflex saves made to avoid traps and as a dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) A skiurid ninja retains its Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.
Skiurids are kind of silly creatures, really. They are essentially Negative Energy Plane squirrels that collect shadow "nuts" by using their powers on living creatures. Very few might find them terrifying, and most of the time they may appear in a campaign or adventure more as an infestation nuisance than anything else. But let's look for some more potential in the little creatures. After all, stirges can pose a danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their brethren, learn skills that are normally associated with character classes. The skiurids don't have training camps and such as that; they teach themselves to become more effective so that they can lead others of their kind in collecting shadow nuggets (nuts). As they gain some real powers, they become potentially quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids make full use of their abilities to hide, sneak, and attack from surprise to overcome the limitations of their size in combat.
By Robert Wiese
Skiurid Ninja Squad Captain
CR 12                                                                                        XP: 19,200
skiurid rogue 5/ninja 6/shadowdancer 1
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
AC 20, touch 20, flat-footed 15 (+2 size, +3 deflection, +4 Dex)
HP 77 (5d8+7d10+16)
Fort +4, Ref +13, Will +4
Resist evasion
Speed 30 ft., climb 20 ft.
Melee +2 katana +10/+5 (1d4-1/18-20), mwk wakizashi +16 (1d3-1/18-20), bite +8 (1d3-1) or bite +13 (1d3-3)
Space 2-1/2 ft.
Special Attacks acrobatics, ghost step, great leap, hide in plain sight, ki dodge, ki power, poison use, shadow jump, trap sense +1, trapfinding
During Combat The skiurid ninja really comes into its own in this version, though its basic tactic is the same: Deny a foe its Dexterity bonus to AC and then attack for sneak attack and sudden strike damage. In this version, it can move into opponents' squares without provoking attacks of opportunity, and it makes full use of its Confound the Big Folk feat abilities to get sneak attacks.
Str 4, Dex 18, Con 15, Int 7, Wis 14, Cha 12
Base Atk +7; CMB +2; CMD 19
Feats Combat Reflexes, Confound the Big Folk, Dodge, Mobility, Two-Weapon Fighting, Underfoot Combat, Weapon Finesse
Skills Acrobatics +14, Climb +7, Escape Artist +8, Perception +11, Perform (sing) +6, Stealth +30, Use Magic Device +9
SQ ghost step, hide in plain sight, ki power, poison use, shadow jump, trap sense +1, trapfinding
Organization A skiurid ninja of this level might be leading a group of 8th-level skiurid ninjas.
Shadow Jump (Su) As the dimension door spell; up to 3/day; caster level 1st. The magical transport must begin and end in an area with at least some shadow. A skiurid can jump up to 30 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 30 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day; caster level 3rd. A creature within the radius of this effect takes 1d6 points of damage and also takes 1 point of Strength damage unless it succeeds on a DC 13 Fortitude save. The creature takes no further damage as long as it remains within the area, but if it leaves and reenters, it is subject to both types of damage again. The save DC is Charisma-based and includes a +2 racial bonus. At the end of the effect's duration, if any creature has taken damage within its area, the shadows coalesce into a small nodule, about the size of a peach pit, that provides nourishment for the skiurid. This ability has no effect on undead or creatures native to the Plane of Shadow. The shadowy illumination created by this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. Evasion can be used only if the skiurid ninja is wearing light armor or no armor. A helpless skiurid ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily use of its ki power to become invisible for 1 round as a swift action. This action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that can be used to manifest special powers 3 times per day. See ghost step and ki dodge.
Sneak Attack (Ex) If a skiurid ninja attacks a living foe that is denied its Dexterity bonus to AC, it does additional damage as noted above. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. Any creature that is immune to critical hits is not vulnerable to sneak attacks, and if the target has concealment the skiurid ninja cannot make a sneak attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra damage as noted above. Sudden strike damage works the same as sneak attack damage except that it can be used only against foes that are denied their Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Skiurid ninjas can use the Disable Device skill to disarm magic traps. A skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.
Hide in Plain Sight (Ex) A skiurid ninja can use the Hide skill even when being observed or in plain view, as long as it is within 10 feet of some sort of shadow.
Poison Use (Ex) A skiurid ninja does not risk poisoning itself when using poison.
Trap Sense (Su) A skiurid ninja gains a bonus noted above on Reflex saves made to avoid traps and as a dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) A skiurid ninja retains its Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.
Acrobatics (Ex) A skiurid ninja has a +2 bonus on Climb, Jump, and Tumble checks.
Great Leap (Ex) A skiurid ninja always makes Jump checks as if running and as if it had the Run feat, enabling it to make long jumps without a running start and granting a +4 bonus on Jump checks.
Ki Dodge (Su) A skiurid ninja can use one daily use of ki power to grant itself concealment (20% miss chance) against all attacks for 1 round. This is a swift action that does not provoke an attack of opportunity.
Skiurids are kind of silly creatures, really. They are essentially Negative Energy Plane squirrels that collect shadow "nuts" by using their powers on living creatures. Very few might find them terrifying, and most of the time they may appear in a campaign or adventure more as an infestation nuisance than anything else. But let's look for some more potential in the little creatures. After all, stirges can pose a danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their brethren, learn skills that are normally associated with character classes. The skiurids don't have training camps and such as that; they teach themselves to become more effective so that they can lead others of their kind in collecting shadow nuggets (nuts). As they gain some real powers, they become potentially quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids make full use of their abilities to hide, sneak, and attack from surprise to overcome the limitations of their size in combat.

True Zombi

True Zombi
CR 4 XP: 1,200
Male half-orc true zombi barbarian 5
CE Medium undead (augmented humanoid)
Init +1; Senses Darkvision 60 ft.; Perception +7
AC 18, touch 12, flat-footed 16 (+6 natural, +1 Dex)
HP 52 (5d12+20); Fast Healing 5
Fort +5, Ref +2, Will +2
Speed 30 ft.
Melee mwk greataxe +10 (1d12+10/x3) or slam +9 (1d6+7)
Ranged javelin +3 (1d6+7)
Special Attacks Rage 2/day
During Combat The barbarian zombi exists to slay others and it does so incredibly effectively. Only when faced with 3 to 1 odds does the barbarian call on its ability to rage. In either case, it attacks with powerful axe swings sure to give any enemy pause.
Str 25, Dex 12, Con -, Int 5, Wis 12, Cha 3
Base Atk +2; CMB +9; CMD 20
Feats Dodge, Weapon Focus (greataxe)
Skills Acrobatics +10, Climb +10, Perception +7, Survival +7
SQ Controlled, Improved Uncanny Dodge, Mute, Single Actions Only, Salt Vulnerability, Trap Sense +1, Uncanny Dodge, Undead Traits
Environment Any warm land and underground
Organization solitary
Treasure None — Although the zombi has been left to keep its masterwork greataxe for battle. That is all the treasure one can obtain from defeated this one zombi. The rest of its gear has gone on to supply the living members of the cult of Zombi.
Controlled (Ex) Even though a true zombi is sentient and retains the memory of its former life, it is under complete control of the zombi master or other creature that created it. Zombi cultists must use care in giving instructions to these creatures, since the true zombi's limited intelligence may cause it to misinterpret (intentionally or unintentionally) those instructions.
Fast Healing (Ex) True zombis regain hit points at the rate of 5 points per round. However, they cannot fast heal damage from fire, acid, holy water, blessed weapons, holy weapons, or weapons dipped in water and sprinkled with at least one ounce of salt. It takes a standard action to treat a weapon with salt, and the salt is only good for one hit, after which it must be reapplied.
Mute (Ex) True zombis cannot speak. True zombi spellcasters cannot cast spells unless those spells have no verbal components or are prepared with the Silent Spell feat.
Single Actions (Ex) Zombis have poor reflexes and can perform only a single move action or attack action each round. A zombi can move up to its speed and attack in the same round, but only if it attempts a charge.
Salt Vulnerability (Ex) True zombis cannot abide the touch of salt. A magic circle against evil drawn with powdered salt keeps a zombi at bay regardless of its alignment. A sufficient quantity of powdered salt can actually inflict damage to a true zombi. The damage inflicted is 1d4 points per round for every 10 pounds of salt with which the zombi is put in contact, to a maximum of 100 points. True zombis cannot fast heal damage inflicted by salt.
The rotting hulk of a half-orc shambles toward you with a raised greataxe. Despite the humanoid's decomposing form, the spark in its otherwise dark eyes is enough to warrant proceeding with caution.
The barbarian zombi craves freedom from its master and has been led to believe that slaying enough enemies will grant that wish. An arrogant leader of his own group of bandits, the halforc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it. While life as a bandit leader had its ups and downs, being a controlled zombi is definitely a career change for the worse.
Zombi is the name of the fiendish deity with dominion over serpents and the animation of the dead. Zombi is so closely associated with the animated dead that his name became synonymous with them. Other lands know these creatures are zombies, but the so-called zombies of other lands are but a mere shadow of the true zombi.
A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder (see Magic Items). Unlike the zombies of other realms, the true zombi retains the skills and abilities it had in life, making it a much more dangerous opponent. Even more horrifying, good-aligned creatures can be made into true zombis just as easily as evil ones, and they are forced to do the will of Zombi just the same.
In Your Campaign As a controlled creature, our barbarian zombi here does not provide an overwhelming array of options for the campaign. PCs always encounter it on the front lines of an enemy's force or on important guard duty within a cult safehouse. It is important to remember that these are intelligent zombis and can be told by a master to lead characters into waiting traps.
Some sages believe that deep within the world's largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the "curse of the true zombi" and become a free-willed undead of this type within 24 hours. Legends also persist that someone who knows the proper command phrase can gain ownership of the well and thus mastery of all zombis made from its waters. The cult of Zombi has searched for this well for centuries without success.
Creating an True Zombi
"True Zombi" is a template that can be added to any humanoid creature (referred to hereafter as the base creature).
Size and Type
The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice
Increase all current and future Hit Dice to d12s.
Speed
Same as the base creature. If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class
The base creature's natural armor improves by +6.
Base Attack
The true zombi has a base attack bonus equal to ½ its Hit Dice.
Attack
A true zombi retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A true zombi also gains a slam attack. Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombi's size. (Use the base creature's slam damage if it's better.)
True Zombi Slam Damage
Size Damage
Tiny 1d3
Small 1d4
Medium         1d6
Large 1d8
Huge 2d6
Special Qualities
A true zombi retains all the special qualities of the base creature and gains those described below.
Controlled (Ex): Even though a true zombi is sentient and retains the memory of its former life, it is under complete control of the zombi master or other creature that created it. Zombi cultists must use care in giving instructions to these creatures, since the true zombi's limited intelligence may cause it to misinterpret (intentionally or unintentionally) those instructions.
Fast Healing (Ex): True zombis regain hit points at the rate of 5 points per round. However, they cannot fast heal damage from fire, acid, holy water, blessed weapons, holy weapons, or weapons dipped in water and sprinkled with at least one ounce of salt. It takes a standard action to treat a weapon with salt, and the salt is only good for one hit, after which it must be reapplied.
Mute (Ex): True zombis cannot speak. True zombi spellcasters cannot cast spells unless those spells have no verbal components or are prepared with the Silent Spell feat.
Single Actions Only (Ex): Zombis have poor reflexes and can perform only a single move action or attack action each round. A zombi can move up to its speed and attack in the same round, but only if it attempts a charge.
Salt Vulnerability (Ex): True zombis cannot abide the touch of salt. A magic circle against evil drawn with powdered salt keeps a zombi at bay regardless of its alignment. A sufficient quantity of powdered salt can actually inflict damage to a true zombi. The damage inflicted is 1d4 points per round for every 10 pounds of salt with which the zombi is put in contact, to a maximum of 100 points. True zombis cannot fast heal damage inflicted by salt.
Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will + ½ HD + 2.
Abilities
Adjust from the base creature as follows: Str +6, Dex -2, Int -4, Cha -4. Being undead, terkow have no Constitution score.
Skills
True zombis gain a +4 racial bonus to Move Silently checks. Otherwise as base creature.
Feats
True zombis gain Toughness and Improved Critical (slam), assuming the base creature meets the prerequisites and doesn't already have these feats.
Environment
Any warm land and underground.
Organization
Gang (2-5), squad (6-10), or mob (11-20).
Challenge Rating
Same as base creature -1.
Treasure
None
Alignment
Same as the base creature. Non-evil zombis that are constantly commanded to perform evil actions eventually gain an evil alignment, with all the usual repercussions.
Advancement
None: A true zombi loses the ability to gain experience.
Zombi Characters
Though not innately evil, a zombi's action may eventually change its alignment to evil. This can cause characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties regardless of alignment.
Clerics
True zombi clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the zombi's controller or any other zombis that master controls. Zombi clerics have access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards
These characters retain their class abilities, but if a character has a familiar, the link between them is broken and the familiar shuns its former companion.