Tuesday, February 5, 2019

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.

Bog Wraithlight

Bog Wraithlight
CR 5 XP: 1,600
CN Fine undead (incorporeal)
Init +4; Senses Darkvision 60 ft.,; Perception +11
AC 25, touch 25, flat-footed 21 (+8 size, +3 deflection, +4 Dex)
HP 38 (4d12+12)
Fort +3, Ref +7, Will +5
SR 15
Speed 0 ft., fly 50 ft. (perfect)
Melee Incorporeal touch +14 melee (1d8 cold)
Space 0 ft.
Special Attacks Spell-like Abilities, Wisdom Damage
Spell-Like Abilities (CL 10th) 2/day — confusion (DC 17), dominate person (DC 18), hypnotic pattern (DC 15), mislead (DC 19). The save DCs are Charisma-based.
During Combat When agitated, a wraithlight grows darker in color and zips back and forth erratically through the air. In battle, wraithlights prefer to toy with their opponents, using their spell-like abilities to sow confusion among foes and passing through opponents' bodies to harm them. if strongly angered, wraithlights dominate their enemies and have them fight unaffected allies. When in danger, wraithlights use mislead to escape. Wraithlights are vengeful, and do not easily forget creatures they have fought.
Str -, Dex 19, Con -, Int 13, Wis 12, Cha 16
Base Atk +2; CMB -6; CMD 11
Feats Alertness, Lightning Reflexes
Skills Bluff +8, Perception +11, Sense Motive +9, Spellcraft +6, Stealth +23
SQ Incorporeal Traits, Undead Traits
Environment any
Organization Solitary or group (1-3)
Treasure None — Wraithlights know that treasure draws creatures so they want no part of it. a successfully dominated creature is made to throw the treasure of its defeated companions as well as its own off a precipice or into a swamp or pit—any place that other creatures will not immediately notice it.
Wisdom Damage (Su) Three times per day, by touching its opponent, a wraithlight can force the creature to see glimpses of horrors in the spirit realm instead of suffering cold damage. A living creature hit by a wraithlight's touch attack must succeed on a DC 15 Will save or suffer 1d4 points of Wisdom damage. The save DC is Charisma-based.
Spheres of floating light, no larger than a few inches in diameter, swoop silently in the air. Each emits a different color and pulses with random intensity.
Wraithlights are mischievous wandering spirits that despise all living creatures. They can be found within ruins, dungeons, and other abandoned places. Wraithlights prefer to be left alone and detest the presence of creatures other than their own kind. Very temperamental, they are as likely to ignore intruders as they are to attack. They easily grow impatient, however, and attempt to drive away or slay those who actively disturb them.
Theologians, historians, and hunters of the undead are unsure of wraithlights' true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence.
Whatever their real nature, wraithlights are best left alone by those who want to avoid conflict. Wraithlights do not speak, but can understand any language. In rare instances where a wraithlight attempts to communicate, it does so by "gesturing" through movement and by shifting colors.
In Your Campaign If the origin theories of wraithlights given above are not enough, here's another one. These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o'-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today's wraithlights. They see living creatures as their own lost opportunity at existence and, while they harbor no lust for death against them, this is not the same for their will-o'-wisp cousins. Those evil creatures are attacked on sight and woe to any creatures caught in the middle of such a blood feud.
Wraithlights make for engaging adventure material besides the role of adversary as well. An evil cleric, along with his allies, has entered an ancient city swarming with wraithlights to retrieve a powerful relic. The wraithlights are too numerous to fight and it seems the cleric is intimidating them somehow. The pursuing PCs must find a way through the city, and possibly seek help from the wraithlights (who know the city and its perils better than anyone).

Cadaver Lord

Cadaver Lord
CR 5                                                                                                      XP: 1,600
CE Medium undead (augmented human)
Init +6; Senses Darkvision 60 ft.; Perception +9
Aura Desecration
AC 28, touch 12, flat-footed 26 (+16 natural, +2 Dex)
HP 42 (5d12+10)
Fort +2, Ref +4, Will +6
DR 5/magic and bludgeoning; Immune Cold; Resist Turn Resistance +4
Speed 30 ft.
Melee 2 claws +5 (1d4+3 plus disease), bite +5 (1d6+3 plus disease)
Special Attacks Command Undead, Create Spawn, Disease, Spell-like Abilities, Summon Undead
Spell-Like Abilities (CL 5th) darkness, fear (DC 16) 1xday
During Combat A cadaver lord attacks by raking with its filthy claws or biting with its sharp, disease-infested teeth after confusing opponents with darkness. Ideally, however, it stays out of combat. Its cadaver servants, bolstered by the lord's aura, are usually left to deal with opponents who come to close to its lair. Only if sorely pressed does the cadaver lord summon a cadre of other cadavers.
Str 16, Dex 15, Con -, Int 10, Wis 12, Cha 15
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Power Attack
Skills Intimidate +10, Perception +9
SQ Reanimation, Undead Traits, Undead Telepathy
Environment any
Organization Solitary or troupe (cadaver lord plus 1-4 cadavers)
Treasure Standard — A cadaver lord has intelligence enough to not only appreciate the finer items, but also to appreciate the impact certain equipment can have in a fight. As such, its treasure reflects that of an adventurer. This treasure is the cadaver lord's alone; any of its minion's treasures are left on their bodies.
Ceremonial electrum dagger with a star ruby in the pommel [700 gp]
Masterwork manacles [50 gp]
Silver torque with moonstones [450 gp]
Thunderstone (x4) [30 gp each]
280 gp
Command Undead (Su) Cadaver lords command or rebuke undead as 5th-level clerics.
Create Spawn (Su) A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver. Spawn are under the control of the cadaver lord.
Disease (Ex) Filth fever—claw or bite, Fortitude save DC 11, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution (see Disease). The save DC is Charisma-based.
Summon Undead (Sp) Once per day, a cadaver lord can summon 7 HD worth of cadavers.
Aura of Desecration (Su) Cadaver lords constantly project an aura in a 20-foot radius that functions as a permanent desecrate spell. Undead within the area (including the cadaver lord) gain a +1 profane bonus to attack rolls, damage rolls, and saves (included in the above stats). In addition, all turning checks made in the area suffer a -3 profane penalty. Summoned or created undead that appear in the area gain +1 hit points per HD.
Reanimation (Ex) When reduced to 0 hit points or less, a cadaver lord is not destroyed; rather it begins the process of reanimating by regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt from magical attacks and weapons), it stands up, read to fight again. If the creature is destroyed by a cleric's turning ability, it cannot reanimate. If a cleric casts gentle repose on the cadaver lord when it reaches 0 hit points, it cannot reanimate. A bless spell delays the reanimation, causing the creature to regain hit points at half its normal rate (i.e. 1 hit point every other round).
Undead Telepathy (Ex) Cadaver lords can communicate telepathically with any other undead within 100 feet, including mindless undead such as zombies and skeletons.

This monster resembles a humanoid dressed in tattered finery. Rotted flesh reveals corded muscles stretched tightly over its skeletal frame. Hollow eye sockets flicker with a hellish glow. Broken and rotted teeth line its mouth and its hands end in wicked claws.
This cadaver lord has gathered four standard cadavers and driven a clan of goblins from their deep cave lair. As a result, the goblins have attacked caravans on the nearby trade road that they might not otherwise have done out of need for food and supplies. The cadaver lord doesn't realize it, but the increased goblin presence will soon signal that there is a more deep-seeded problem; otherwise, why would the normally docile goblins be attacking caravans?
The cadaver lord is only interested in slaying the living with its brethren. At night, the five creatures slip into a nearby village and slay two of the residents. After eviscerating them, the corpses are not raised as cadavers. Rather they are hung on display in the community's central gathering place as a symbol of fear. The cadaver lord may take a particularly strong victim as a cadaver servant, but this is rare.
In Your Campaign
The cadaver lord, and indeed the undead lord template itself, represents the chance to enhance weaker undead and really bring them back as a threatening foe once PCs have reached middling levels. If such a party faced a group of zombies, they would not be particularly worried. But if a zombie lord was hiding amidst the flock, secretly bolstering and directing them, then the PCs' opinion might change. Combat-inclined undead lords can perfectly masquerade as a typical member of the undead type it originated from, directing its minions to flank and attack spellcasters, as well as surprising opponents with its spell-like and disease powers.
But where does the power to become an undead lord come from? And why do not other types of creatures occasionally benefit from this type of enhancement? It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one. The truth is that it is totally up to you as the GM. The only certainty is that every possible reason conjures up a wealth of adventure ideas on its own.
Undead Lord
For every type of undead, there exists an undead lord, a being of great power that commands the lesser if its kind. They are powerful creatures that inspire awe and fear in those they rule. Undead lords are extremely dangerous opponents. They are stronger, tougher, and more intelligent than the ones they command. As such, they are rarely encountered by chance (are rarely alone). Most maintain a lair away from civilization where they plot and plan, sending their minions on missions to further their goals.
Undead lords, appear as normal undead of their type, though there seems to be a strong aura of evil and power resonating about them. Undead lords speak any languages they spoke before applying this template. Mindless undead gain an Intelligence score of 10 and speak Common.
Creating an Undead Lord
"Undead Lord" is an inherited template that can be applied to any undead creature (referred to hereafter as the 'base creature"). The creature’s type does not change, and it uses all of the base creature’s statistics and special abilities as noted here.
Hit Dice
An undead lord’s HD is equal to 5 or the base creature’s HD (including class levels), whichever is greater.
Armor Class
The base creature’s natural armor bonus increases by +4. If the base creature is incorporeal, it does not gain this bonus.
Attack
The undead lord retains all the attacks of the base creature. Recalculate its base attack bonus based on its new HD and any ability modifiers or use the base creature’s base attack bonus (adjusted for any ability score changes), whichever is higher.
Special Attacks
An undead lord retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + ½ the undead lord’s HD + the undead lord’s Charisma modifier unless noted otherwise).
Command Undead (Su): Undead lords command or rebuke undead creatures of the same type as itself as a cleric equal to its current Hit Dice. If the base creature can already command or rebuke undead, this ability stacks.
Create Spawn (Su): A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.
Spell-Like Abilities: 1/day — darkness, fear. Caster level is equal to the undead lord’s HD. Saves have a DC of 10 + spell level + the undead lord’s Cha modifier.
Summon Undead (Sp): Once per day, an undead lord can summon a total number of HD worth of undead (of the same type as the undead lord) equal to its HD x 1.5. Undead lords cannot summon an undead creature that has more HD than it does.
Special Qualities
An undead lord retains special qualities of the base creature and also gains those listed below.
Aura of Desecration (Su): Undead lords constantly project an aura in a 20-foot radius that functions as a permanent desecrate spell. Undead within the area (including the undead lord) gain a +1 profane bonus to attack rolls, damage rolls, and saves. In addition, all turning checks made in the area suffer a -3 profane penalty. Summoned or created undead that appear in the area gain +1 hit points per HD.
Damage Reduction (Ex): Undead lords with 5 to 7 HD gain DR 5/magic; undead lords with 8 or more HD gain damage reduction 10/magic. If the base creature already has damage reduction/magic, use it or one of the above, whichever is better. If the base creature has another type of damage reduction (bludgeoning, piercing, and so on) its type modifiers stack. For example, a base creature with 5 HD and damage reduction 5/ piercing that becomes an undead lord now has DR 5/magic and piercing.
Turn Resistance (Ex): Undead lords gain turn resistance +4. If the base creature already has turn resistance, use this one or the base creature’s, whichever is higher.
Undead Telepathy (Su): Undead lords can communicate telepathically with any other undead within 100 feet, including mindless undead such as zombies and skeletons.
Abilities
Increase from the base creature as follows: Str +4 (unless incorporeal), Dex +2, Int +2, Wis +2, Cha +4. Undead lords have an Intelligence of at least 10, so mindless undead such as zombies and skeletons gain this Intelligence score. Incorporeal creatures do not gain the Strength bonus (since they have no Strength), but instead gain an additional +2 bonus to their Dexterity score.
Saves
Same as the base creature. If the base creature had less than 5 HD and was advanced (as above, under Hit Dice), recalculate its saves based on its new HD. Undead have good Will saves.
Skills
Same as the base creature. Mindless undead that gain an Intelligence score gain a number of skill points equal to 4 + Intelligence modifier x (HD + 3).
Feats
Same as the base creature (including bonus feats). If the base creature had less than 5 HD and was advanced (as above, under Hit Dice), it gains one additional feat.
Organization
Solitary or troupe (undead lord plus 1-4 undead creatures of the same type as the base creature).
Challenge Rating
Same as the base creature +2. If the base creature was advanced to 5 HD (see Hit Dice above), its CR is increased an additional +1.
Advancement
By character class.
Level Adjustment
Same as the base creature +Level Adjustment: 4.

Kalaboah, Half Fiend/Half Ogre

Kalaboah, Half Fiend/Half Ogre
CR 5                                                                                           XP: 1,600
Male half fiend/half ogre rogue 1
CE Large outsider (chaotic, evil, native)
Init +6; Senses Darkvision 60 ft.; Perception +0
AC 20, touch 11, flat-footed 18 (+2 Dex, +3 armor, +6 natural, -1 size)
HP 47 (4d8+1d8+25)
Fort +9, Ref +5, Will +1
Immune poison; Resist Acid, cold, fire, and electricity resistance 20
Speed 30 ft., fly 30 ft. (average)
Melee huge greatclub +10 (2d8+12), bite +4 (2d6+4) or 2 claws +9 (1d8+8), bite +7 (2d6+8)
Ranged spear +7 (2d6+12/x3)
Space 10 ft., Reach 15 ft.
Special Attacks Sneak attack +1d6
Spell-Like Abilities (CL 5th) darkness 3 times per day, desecrate once per day, unholy blight once per day
Str 27, Dex 14, Con 21, Int 14, Wis 10, Cha 11
Base Atk +0; CMB +9; CMD 21
Feats Improved Initiative, Weapon Focus (Greatclub)
Skills Acrobatics +4, Climb +13, Intimidate +2, Linguistics +7, Sense Motive +4, Stealth +3, Survival +2
Languages Giant, Common
Gear +1 large leather armor, masterwork huge longspear, potion of jump, potion of detect thoughts
Kalaboah has always been a bully and a tyrant, among his own kind (ogres) and to others. He inherited the worst fiendish attitudes. Tall even for an ogre, he is black-skinned and has large batlike wings. He wears armor decorated to enhance his fearsome appearance. Kalaboah has led many armies of ogres, gnolls, and even hill giants into battle. Usually he is victorious, but in all encounters, he exacts a heavy price from his foes. He lives to cause despair and confusion.
CR 10                                                                              XP: 9,600
Male half fiend/half ogre rogue 1/fighter 4/blackguard 1
CE Large outsider (chaotic, evil, native)
Init +6; Senses Darkvision 60 ft., detect good; Perception +0
AC 24, touch 11, flat-footed 22 (+2 Dex, +7 armor, +6 natural, -1 size)
HP 100 (4d8+1d8+5d10+50)
Fort +15, Ref +6, Will +2
Immune poison; Resist Acid, cold, fire, and electricity resistance 20
Speed 30 ft., fly 30 ft. (average)
Melee huge greatclub +17 (2d6+12), bite +10 (1d6+8) or 2 claws +15 (1d6+8), bite +10 (1d8+8)
Ranged huge longspear +11(2d6+12/x3)
Space 10 ft., Reach 15 ft.
Special Attacks Sneak attack +1d6
Spell-Like Abilities (CL 10th) darkness 3 times per day, desecrate once per day, unholy blight once per day, poison 3 times per day, contagion once per day, detect good at will
Str 27, Dex 14, Con 21, Int 14, Wis 11, Cha 11
Base Atk +5; CMB +14; CMD 26
Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Greatclub, Longspear)
Skills Acrobatics +4, Climb +13, Intimidate +8, Linguistics +9, Sense Motive +6, Stealth +7, Survival +2
Languages Giant, Common
Gear +2 large chain mail, +1 huge greatclub, masterwork huge longspear, potion of jump, potion of detect thoughts
Poison Use (Ex) Does not risk poisoning himself
CR 1                                                                                XP: 400
Male half fiend/half ogre rogue 1/fighter 4/blackguard 5
CE Large outsider (chaotic, evil, native)
Init +6; Senses Darkvision 60 ft., detect good; Perception +1
Aura Despair
AC 24, touch 11, flat-footed 22 (+2 Dex, +7 armor, +6 natural, -1 size)
HP 142 (4d8+1d8+9d10+70)
Fort +17, Ref +7, Will +3
Immune poison; Resist Acid, cold, fire, and electricity resistance 20
Speed 30 ft., fly 30 ft. (average)
Melee huge greatclub +23/+18 (2d6+12), bite +14 (1d8+8) or 2 claws +19 (1d6+8), bite +14 (1d8+8)
Ranged huge unholy longspear +15 (2d6+12/x3) +2d6 vs good
Space 10 ft., Reach 15 ft.
Special Attacks Sneak attack +1d6, smite good
Spell-Like Abilities (CL 14th) darkness 3 times per day, desecrate once per day, unholy blight once per day, poison 3 times per day, contagion once per day, blasphemy once per day, unholy aura 3 times per day, unhallow once per day, detect good at will
Str 27, Dex 14, Con 21, Int 14, Wis 12, Cha 11
Base Atk +9; CMB +18; CMD 30
Feats Cleave, Great Cleave, Improved Critical (greatclub), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Greatclub, Longspear)
Skills Acrobatics +4, Climb +13, Intimidate +12, Linguistics +9, Sense Motive +7, Stealth +7, Survival +3
Languages Giant, Common
Gear +2 large chain mail, +3 huge greatclub, +1 huge unholy longspear
Poison Use (Ex) Does not risk poisoning himself
Smite Good (Ex) once per day: for one attack, add +5 damage
Command Undead (Ex) as 3rd level cleric
Aura of Despair (Su) enemies within 10 ft. suffer a morale penalty to all saves
Spells (Ex) choose from this list, prepare as a cleric prepares spells: 1st level—cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.  2nd level—bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.  * summon only evil creatures
Fiendish Dire Rat Servant: Medium animal; HD 5d8+5; hp 28; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +4 natural); Atks +4 melee (1d4+1, bite); SA disease, Smite Good; SQ Scent, darkvision 60 ft. range, cold and fire resistance 5, improved evasion, share spells with master, empathic link with master, share saving throws with master, speak with master; SR 2; AL CE; SV Fort +3, Ref +5, Will +3.
Str 12, Dex 17, Con 12, Int 7, Wis 12, Cha 4.
Skills: Climb +11, Hide +11, Move Silently +6. Feats: Weapon Finesse (bite).
SA: Smite Good-1/day can deal +1 damage against good foes. Disease successful bite inflicts disease, Fort save (DC 12), incubation period 1d3 days, temporary 1d3 Dexterity and 1d3 Constitution.
SQ: Scent—; can locate foes by smell. Improved evasion—if subject to spell allowing Ref save for half, takes no damage on successful save and half damage on failed save.