Tuesday, February 19, 2019

shes a lich burn her .................well we did do the nose

The Usurer
CR 17                                                                                                              XP: 102,400
Male human lich wizard 11/expert 5
NE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft; Perception +23
Aura fear (60-ft. radius, DC 21)
AC 22, touch 13, flat-footed 19 (+3 Dex, +5 natural, +4 armor)
HP 138 (11d6+5d8+75)
Fort +9, Ref +7, Will +12
Defensive Abilities rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist channel resistance +4,
Speed 30 ft.
Melee mwk cold iron smith’s hammer +13/+8 (1d10+6), touch +7 (1d8+8 plus paralyzing touch)
Ranged ranged touch +11
Special Attacks paralyzing touch (DC 21)
Spells Prepared (CL 11st)
  6th-Quickened Invisibility
  5th-Cloudkill (DC 19), Dominate Person (DC 19), Seeming (DC 19)
  4th-Enervation (DC 19), Greater Invisibility, Lesser Globe of Invulnerability, Stoneskin
  3rd-Explosive Runes (DC 18), Fly, Greater Magic Weapon, Haste, Vampiric Touch (melee touch +12)
  2nd-Cats Grace, Hypnotic Pattern (DC 17), Acid Arrow, Stilled Magic Missile, Summon Swarm
  1st-Identify (x2), Magic Missile (x2), Protection from Good, Shield
  0th-Acid Splash, Dancing Lights, Detect Magic, Read Magic
Str 18, Dex 16, Con -, Int 20, Wis 12, Cha 16
Base Atk +8; CMB +12; CMD 25
Feats Combat Casting, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Exotic Weapon Proficiency (smith's hammer), Great Fortitude, Improved Counterspell, Quicken Spell, Scribe Scroll, Skill Focus (Craft [weapons]), Toughness
Skills Bluff +17, Craft (alchemy) +19, Craft (armor) +19, Craft (weapons) +19, Diplomacy +17, Intimidate +17, Knowledge (arcana, history, local) +19, Perception +23, Profession (blacksmith) +14, Sense Motive +23, Spellcraft +19, Stealth +19
Languages Abyssal, Common, Draconic, Ignan, Infernal, Undercommon
SQ arcane bond (ring of major spell storing)
Gear bracers of armor +4, masterwork cold iron smith’s hammer (as greatclub), crystal ball, ring of major spell storing (CL 11: teleport x2), spell component pouch, belt pouch with 11 pearls (100 gp each) 50 iron bits, spellbook
Treasure
Spellbook All arcane spells in Chapter 11 of the Pathfinder Roleplaying Game 0–4th level, prepared spells, plus: 5th–baleful polymorph, blight, break enchantment, dismissal, false vision, permanency, teleport; 6th–analyze dweomer, chain lightning, circle of death, disintegrate, greater dispel magic, legend lore
The Usurer keeps a great hoard of wealth hidden in a cavernous cyst in the ground 100 feet below his house. It is here that he stores the vast majority of the gold he uses in his exchanges. Total wealth in this cavern equals 100,000 gp in coins, gems and magic items. His phylactery is hidden among this hoard (DC 50 Perception to locate) and resembles a small sphere of iron bands (much like iron bands of binding). Unfortunately the cavern is completely sealed, requiring a well-aimed teleport to reach it, and it is airless, which poses no problem at all for the undead wizard.
Rayne D'Anzeray, Sedraxis Alchemist
CR 19                                                                                                                 XP: 204,800
Male human mage (necromancer) 18
N Medium undead (augmented human)
Init +3; Senses darkvison 60 ft.; Perception +20
AC 26, touch 13, flat-footed 23 (+8 armor, +5 natural, +3 Dex)
HP 189 (18d12+72)
Fort +15, Ref +20, Will +25
DR 15/ bludgeoning and magic, rejuvenation; Immune cold, electricity, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee negative energy touch +15 (1d8 +11 plus paralysis)
Spell-Like Abilities (CL 18th) 10/day—grave touch life sight—30 ft. (18 rounds/day)
Str 11, Dex 16, Con 10, Int 24, Wis 16, Cha 15
Base Atk +9; CMB +9; CMD 22
Feats Combat Casting, Command Undead, Empower Spell, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration, necromancy), Spell Penetration
Skills Appraise +28, Diplomacy +8, Fly +24, Knowledge (arcana, dungeoneering, history, planes, religion) +28, Linguistics +28, Perception +20, Sense Motive +20, Spellcraft +28, Stealth +8
Languages Abyssal, Draconic, Celestial, Common, Elven, Ignan, Infernal
SQ permanent arcane sight and tongues; Arcane School necromancy (opposition schools: evocation and enchantment) Arcane Bond wand (skull wand)
Gear skull wand of enervation (CL18, DC 23), arcane scroll (banishment, control undead, create greater undead (CL 18), ring of protection +5, ring of degeneration (see the chapter on new spells and magic), bracers of armor +8, black robes.
Fear Aura (Sp) Creatures of less than 5 HD in a 60-foot radius that look at Rayne must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 21Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by his aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature Rayne hits with his touch attack must succeed on a DC 21 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC 21). The effect cannot be dispelled. Anyone paralyzed seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
The necromancer Rayne discovered Akruel’s tomb and unleashed the evil upon the world. Akruel granted the spellcaster greater power, and Rayne quickly transformed himself into a lich to better serve his new master. Rayne still looks very much alive due to his recent transformation and the embalming skills of Orcus’ priests. His true nature is difficult to detect (DC 30 Perception check). Rayne appears to be in his late 30s, and his youthful appearance belies the danger the seasoned wizard presents. Rayne’s favorite tactic is to drain opponents with his maximized empowered enervation spells, bestowing 6 negative levels with a successful ranged touch attack.
Besides the treasure on Morevna’s person, this chamber contains a bag of holding (type 2), a 1,000 gp star ruby, a 500 gp black pearl, a 500 gp deep-blue spinel, a 100 gp jet, a 50 gp smoky quartz, a 50 gp rock crystal, a 1,750 gp silk and velvet mantle, a 1,000 gp adamantite sacrificial dagger, a 1,000 gp jeweled dragon comb, a 500 gp golden chalice, a 350 gp tapestry of a valley kingdom, and 100 gp silk clothes
Morevna, Zombie Master
CR 16                                                                                                              XP: 76,800
Femake human lich sorcerer 14
NE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +24
Aura fear (60-ft. radius, DC 18)
AC 22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +5 natural)
HP 160 (14d6+111); rejuvenation
Fort +5, Ref +7, Will +11
Defensive Abilities Fort +9 against poison; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist channel resistance +4, fire 10
Speed 30 ft.
Melee dagger of venom +7 (1d4 plus poison), touch +7 (1d8 plus paralyzing touch)
Ranged ray + 10 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks grave touch* (9/day), paralyzing touch (DC 18), power over undead* (9/day, DC 18)
Spells Prepared (CL 14th)
  7th (4/day)-Power Word, Blind
  6th (6/day)-Disintegrate (DC 22), Greater Dispel Magic, Planar Binding
  5th (7/day)-Cone of Cold (DC 21), Dominate Person (DC 23), Magic Jar (DC 21), Teleport
  4th (7/day)-Charm Monster (DC 22), Confusion (DC 20), Dimension Door, Ice Storm, Wall of Ice (DC 20)
  3rd (8/day)-Dispel Magic, Fireball (DC 19), Lightning Bolt (DC 19), Suggestion (DC 21), Vampiric Touch
  2nd (8/day)-Acid Arrow, Darkness, Glitterdust (DC 18), Hideous Laughter (DC 18), Mirror Image, Scorching Ray (DC 18)
  1st (8/day)-Cause Fear (DC 18), Charm Person (DC 20), Magic Missile, Obscuring Mist, Protection from Good, Unseen Servant
  0th-Acid Splash, Bleed (DC 18), Dancing Lights, Detect Magic, Mage Hand, Open/Close, Ray of Frost, Read Magic, Resistance
Bloodline: infernal
Str 10, Dex 16, Con -, Int 16, Wis 14, Cha 24
Base Atk +7; CMB +7; CMD 26
Feats Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Craft (alchemy) +17, Intimidate +21, Knowledge (arcana) +17, Knowledge (planes) +17, Linguistics +17, Perception +24, Sense Motive +24, Spellcraft +17, Stealth +25
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
Gear Dagger of venom, +4 bracers of armor, instant fortress, ancient jeweled crown (Morevna’s phylactery) worth 120,000 gp.
Environment  any
Organization solitary
Treasure Besides the treasure on Morevna’s person, this chamber contains a bag of holding (type 2), a 1,000 gp star ruby, a 500 gp black pearl, a 500 gp deep-blue spinel, a 100 gp jet, a 50 gp smoky quartz, a 50 gp rock crystal, a 1,750 gp silk and velvet mantle, a 1,000 gp adamantite sacrificial dagger, a 1,000 gp jeweled dragon comb, a 500 gp golden chalice, a 350 gp tapestry of a valley kingdom, and 100 gp silk clothes
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
Dralnu, Lich Lord
CR 19                                                                                                              XP: 204,800
Male human lich wizard 15/archwizard 3
CE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft.; Perception +25
Aura fear aura (DC 23)
AC 14, touch 9, flat-footed 14 (+5 natural, -1 Dex)
HP 137 (18d6+72)
Fort +10, Ref +5, Will +14
Defensive Abilities rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee +2 longsword +11/+6 (1d8+3/19-20), slam +4 (1d8 plus paralysis) or slam +9 (1d8+1 plus paralysis); melee touch +9
Ranged ranged touch +7
Special Attacks paralyzing touch (DC 23
Spells Prepared (CL 18th)
  9th-Time Stop, Wail of the Banshee (DC 26)
  8th-Polar Ray, Summon Monster VIII, Telekinetic Sphere (DC 27)
  7th-Forcecage (DC 26), Greater Teleport, Greater Teleport, Project Image (DC 24)
  6th-Chain Lightning (DC 25), Globe of Invulnerability, Greater Dispel Magic, Mages Lucubration, True Seeing
  5th-Cloudkill (DC 22), Interposing Hand, Magic Jar (DC 22), Transmute Rock to Mud, Wall of Force
  4th-Acid Pit (DC 21), Black Tentacles, Greater False Life, Greater Invisibility, Stoneskin
  3rd-Dispel Magic, Displacement, Fly, Slow (DC 20), Tongues, Vampiric Touch
  2nd-Acid Arrow, Darkness, Mirror Image, Spectral Hand, Touch of Idiocy, Touch of Idiocy
  1st-Break (DC 18), Grease, Mage Armor, Magic Missile, Protection from Good, Shield
  0th-Acid Splash, Mage Hand, Mage Hand, Ray of Frost
Str 12, Dex 9, Con -, Int 25, Wis 17, Cha 18
Base Atk +8; CMB +9; CMD 18
Feats Combat Casting, Disruptive Spell, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Scribe Scroll, Skill Focus, Spell Focus (enchantment, evocation), Spell Penetration (Knowledge [arcana], Spellcraft)
Skills Appraise +20, Bluff +19, Craft (alchemy) +20, Diplomacy +14, Fly +10, Knowledge (arcana) +39, Knowledge (dungeoneering) +18, Knowledge (engineering) +15, Knowledge (history, nobility) +20, Knowledge (planes) +25, Knowledge (religion) +18, Linguistics +15, Perception +25, Sense Motive +23, Spellcraft +36, Stealth +14, Use Magic Device +26
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Languages Abyssal, Common, Dark Folk, Draconic, Dwarven, Elder Thing, Elven, Kuah-Lij, Mi-Go, Omargwaton, Tsathar, Yithian
SQ arcane bond (ring of protection +2), arcane servant, detect expertise, forgo materials, metamagic enhancement, spellcasting master, touch
Gear helm of teleportation (allows user to teleport without error 3/day anywhere inside the tomb complex only. It can transport itself and up to 50 lbs. of gear.), pearl of power (4th level)
Other Gear false Sword of Air, +2 longsword, bracers of armor +4, ring of protection +2
Treasure False Sword of Air (Minor Artifact)
Aura strong conjuration and evocation; CL 16th; Slot none; Weight 8 lbs.
While still a powerful weapon, the false sword pales in comparison to the true blade. The false sword is a +3 greatsword that may summon a djinn 1/day, cast fly on its wielder 3/day, cast gust of wind 3/day, and protects its wielder with a permanent feather fall effect.
DESTRUCTION
The False Sword of Air, while not as powerful as the true Sword, is still nigh indestructible. If the sword is weakened by the touch of an advanced celestial rust monster, it can then be sundered on the back of an elder earth elemental.
Fear Aura (Su) Creatures of less than 5 HD in a 60 foot radius that look at a lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s fear aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets or similar items.
Ozrius. Grudge Keeper
CR 19                                                                                                                 XP: 204,800
Male human lich necromancer 18
LE Medium undead (augmented human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +38
Aura fear (60-ft. radius, DC 22)
AC 26, touch 16, flat-footed 25 (+5 armor, +4 deflection, +1 dodge, +5 natural, +1 Dex)
HP 170 (18d6+105); plus 15 false life
Fort +14, Ref +11, Will +18
Defensive Abilities mind blank, rejuvenation, spell turning; Will +26 vs. mind-affecting; DR 15/bludgeoning and magic; Immune cold, electricity, magic missile, undead traits; SR 18; Resist channel resistance +4,
Speed 30 ft.
Melee touch +10 (1d8+9 negative energy plus paralyzing touch) or mwk silver dagger +9/+4 (1d4–1/19–20); melee touch +8
Ranged ray spells +11, ranged touch +10
Special Attacks channel negative energy 13/day (DC 22), paralyzing touch (DC 22), power over undead
Spell-Like Abilities (CL 18th) 11/day—grave touch (melee touch +8, 9 rounds)
Spells Prepared (CL 18th)
  9th-Energy Drain (DC 29), Prismatic Sphere, Wail of the Banshee (DC 29)
  8th-Create Greater Undead, Horrid Wilting (x3, DC 28), Mind Blank
  7th-Ethereal Jaunt, Finger of Death (DC 27), Quickened Fireball (DC 22), Spell Turning, Waves of Exhaustion
  6th-—Chain Lightning (DC 25), Circle of Death (DC 26), Create Undead, Disintegrate (DC 24), Eyebite (DC 26), Maximized Vampiric Touch
  5th-Cloudkill (DC 23), Quickened Magic Missile, Maximized Scorching Ray, Teleport, Wall of Force, Waves of Fatigue
  4th-Animate Dead, Arcane Eye, Bestow Curse (x2, DC 24), Dimension Door, Fire Shield, Maximized Ray of Enfeeblement
  3rd-Blink, Dispel Magic (x2), Fireball (x2, DC 22), Fly, Vampiric Touch
  2nd-Blindness/Deafness (DC 22), Darkness, False Life, Glitterdust (DC 20), Resist Energy, Scorching Ray, See Invisibility
  1st-Cause Fear (DC 21), Expeditious Retreat, Feather Fall, Grease, Magic Missile (x2), Obscuring Mist
  0th-Bleed (DC 20), Detect Magic, Mage Hand, Read Magic (Opposition Schools enchantment, illusion)
Str 8, Dex 12, Con -, Int 26, Wis 16, Cha 18
Base Atk +9; CMB +8; CMD 24
Feats Alertness, Combat Casting, Command Undead, Extra Channel, Forge Ring, Greater Spell Focus (Necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Evocaition, Necromancy), Toughness, Weapon Focus (Ray)
Skills Fly +22, Heal +20, Intimidate +23, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +38, Sense Motive +38, Spellcraft +29, Stealth +30, Use Magic Device +22
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Auran, Common, Draconic, Goblin, High Boros, Ignan, Infernal, Undercommon
SQ arcane bond (rod), life sight (30 feet, 18 rounds/day)
Gear rod of absorption (7 absorbed, 22 remaining), arcane scroll (CL 18: iron body, spell turning, wall of force), wand of inflict moderate wounds (20 charges), wand of alarm (20 charges)
Other Gear masterwork silver dagger, black robe of the archmagi, brooch of shielding (85 hp), dusty rose prism ioun stone, headband of mental prowess (Intelligence, Charisma) +6, ring of protection +4
Mímir, Demilich
CR 16                                                                                                             XP: 76,800
Unique advanced demi-lich 0
LN Small undead
Init +5; Senses darkvision 60 ft., true seeing; Perception +28
AC 34, touch 23, flat-footed 33 (+1 Dex, +1 dodge, +11 natural, +5 profane, +1 size, +5 deflection)
HP 166 (14d8+103)
Fort +17, Ref +13, Will +23
Defensive Abilities rejuvenation, Wotan’s grace; DR 20/-; Immune acid, cold, electricity, magic, polymorph, undead traits; Resist channel resistance +5; Weaknesses torpor, vorpal susceptibility
Speed fly 30 ft. (perfect)
Space 5 ft., Reach 5 ft.
Special Attacks trap the soul
Spell-Like Abilities (CL 14th) At will—blink, greater bestow curse (as bestow curse, but –12 to one ability score, –6 to two ability scores, –8 penalty on attack rolls, saves, and checks, or 25% to act normally, DC 23), wail of the banshee (20-ft.-radius spread centered on Mímir, DC 26)
Str 18, Dex 12, Con -, Int 24, Wis 24, Cha 24
Base Atk +10; CMB +18; CMD 39
Feats Ability Focus (devour soul), Alertness, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility
Skills Diplomacy +21, Fly +11, Knowledge (arcana) +36, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (religion) +24, Linguistics +21, Perception +28, Sense Motive +28, Spellcraft +30, Stealth +22
  Racial Modifiers +6 Knowledge (arcana), +6 Spellcraft
Languages Abyssal, Aklo, Andøvan, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Nørsk, Nûklander, Old Uln, Orc, Runic, Seagestrelander, Undercommon
SQ rejuvenation
Environment  any
Organization solitary
Treasure double
Devour Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich's skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature's soul remains trapped in the gemstone, it cannot be  restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like bestow curse, but can have one of the following effects: -12 to one ability score; -6 to two ability scores; -8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) Mímir is immune to any spell or spelllike ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw. A power word kill spell cast by an ethereal caster deals 50 points of damage to Mímir if he fails a Fortitude save (DC 19 + caster’s relevant ability score modifier). Note: power word kill does not normally allow a save. A chaos hammer spell affects Mímir normally. A dispel law spell deals 2d6 points of damage, with no saving throw.
Rejuvenation (Su) Unless dragon bile is poured over the destroyed remains of Mímir, the creature reforms in 1d10 days with a successful level check (1d20 + 14) against DC 16.
Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich's skull. Creatures within the storm take 12d6 points of bludgeoning damage per round on the demilich's turn (Reflex DC 20 half). The demilich can maintain the storm indefinitely by concentrating.
Torpor (Ex) A demilich takes no actions against intruders unless its remains or treasure are disturbed.
Wotan’s Grace (Su) Mímir adds his Charisma modifier as a bonus on its saving throws and as a divine bonus to his Armor Class.
Vorpal Susceptibility (Ex) Vorpal weapons, no matter their enhancement bonus, ignore Mímir’s DR but do only half damage to him (Mímir cannot be beheaded).
Trap the Soul (Su) Mímir can trap the souls of up to eight living creatures per day. To use this power, he selects any target it can see within 300 feet. The target is allowed a DC 24 Fortitude saving throw. If the target makes its saving throw, it gains three negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of Mímir’s teeth, which glows for 1 round following the capture. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, Mímir slowly devours the soul over 24 hours and absorbs its accumulated knowledge — at the end of that time the soul is completely absorbed, and the victim is forever gone. If Mímir is overcome before the soul is eaten, pulling the tooth releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude save and is effective against the level loss on a successful save. The save DC is Charisma-based.
Glittering jewels encrust this leering skull as it floats up into the air on a swirling vortex of dust and shimmering magic.
Ankoz, Apprentice Necromancer
CR 13                                                                                                                XP: 25,600
Male human lich wizard 12
CE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft.; Perception +21
Aura fear aura (DC 19)
AC 24, touch 16, flat-footed 21 (+3 armor, +3 deflection, +5 natural, +3 Dex)
HP 92 (12d6+48)
Fort +7, Ref +7, Will +12
Defensive Abilities rejuvenation; Will +16 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee melee touch +6 (1d8+6)
Special Attacks metamagic mastery (3/day), paralyzing touch 1d8+6 (DC 19), hand of the apprentice 8/day (ranged touch +11)
Spells Prepared (CL 12nd)
  6th-Acid Fog, Contingency
  5th-Cone of Cold (DC 20), Teleport, Transmute Mud to Rock (DC 20), Wall of Stone (DC 21)
  4th-Bestow Curse (DC 19), Dimensional Anchor, Fear (DC 19), Lesser Globe of Invulnerability
  3rd-Blink, Fireball (DC 18), Haste, Hold Person (DC 18), Invisibility Sphere
  2nd-Blindness/Deafness (DC 17), Invisibility (x2), Minor Image (DC 17), Web (DC 18)
  1st-Burning Hands (DC 16), Chill Touch (DC 16), Feather Fall (DC 16), Magic Missile, Obscuring Mist, Summon Monster I
  0th-Daze (DC 15), Detect Magic, Flare (DC 15), Ray of Frost
Str 10, Dex 16, Con -, Int 21, Wis 19, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Craft Magic Arms and Armor, Craft Staff, Enlarge Spell, Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration
Skills Craft (alchemy) +20, Craft (woodworking) +20, Fly +12, Intimidate +18, Knowledge (arcana, religion) +20, Perception +21, Sense Motive +21, Spellcraft +20, Stealth +20
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Undercommon
SQ arcane bond (object [ring of protection +3] [1/day])
Gear staff of fire (30 charges); Other Gear bracers of armor +3, ring of protection +3
Eshtartha, Eternal of Harsh Truths
CR 14                                                                                                            XP: 38,400
Female human lich cleric of Set 13
LE Medium undead (augmented human)
Init +2; Senses darkvision 60 ft.; Perception +17
Aura evil, fear aura (DC 18)
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 101 (13d8+39)
Fort +10, Ref +6, Will +13
Defensive Abilities rejuvenation, remote viewing; Will +17 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee touch +11 (1d8+6 plus paralysis; DC 18)
Special Attacks channel energy 7/day (7d6, DC 18), lore keeper, paralyzing touch, scythe of evil, touch of evil
Spell-Like Abilities (CL 13th; melee touch +11) At will—lore keeper 13 rounds/day—remote viewing 8/day—touch of evil
Spells Prepared (CL 13rd)
  7th-Destruction (DC 22), Legend Lore (D)
  6th-Blade Barrier (x2), Create Undead (D)
  5th-Flame Strike (x2), Greater Command (DC 20), Summon Monster V, True Seeing (D)
  4th-Death Ward, Dimensional Anchor, Divine Power, Greater Magic Weapon, Restoration, Unholy Blight (DC 19; D)
  3rd-Bestow Curse (DC 18), Contagion (DC 18), Magic Circle Against Good (D), Magic Vestment, Summon Monster III (x2)
  2nd-Align Weapon (D), Darkness, Desecrate, Enthrall (DC 17), Hold Person (DC 17), Resist Energy
  1st-Bane (DC 16), Cause Fear (DC 16), Command (DC 16), Detect Good, Doom (DC 16), Endure Elements, Protection from Good (D)
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spells)
Domain: Evil, Knowledge
Str 14, Dex 14, Con -, Int 12, Wis 20, Cha 14
Base Atk +9; CMB +11; CMD 23
Feats Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Heighten Spell, Improved Critical (heavy mace), Maximize Spell, Power Attack
Skills Diplomacy +13, Intimidate +3, Knowledge (arcana) +12, Knowledge (history, religion) +13, Perception +17, Sense Motive +13, Spellcraft +13, Stealth +10
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Infernal
Athransma, Archlich
CR 21                                                                                                             XP: 409,600
Human lich wizard 20
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +34
Aura fear (60-ft. radius, DC 18)
AC 25, touch 14, flat-footed 24 (+6 armor, +3 deflection, +1 Dex, +5 natural)
HP 150 (20d6+80)
Fort +13, Ref +12, Will +20
Defensive Abilities  rejuvenation; Will +24 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4, fire 10
Speed 30 ft.
Melee staff of power +12/+7 (1d6+2), or touch +10 (1d8+10; melee touch +10
Ranged mwk light crossbow +12/+7 (1d8/19-20); ranged touch +11
Space 5 ft., Reach 5 ft.
Special Attacks metamagic mastery (7/day), paralyzing touch, hand of the apprentice 9/day (ranged touch +16)
Spells Prepared (CL 20th)
  9th-Imprisonment (DC 25), Power Word Kill (x2), Wail of the Banshee (DC 25)
  8th-Horrid Wilting (DC 24), Incendiary Cloud (DC 24), Power Word Stun, Trap the Soul (DC 24)
  7th-Finger of Death (DC 23), Forcecage (DC 23), Greater Teleport, Spell Turning
  6th-Antimagic Field, Chain Lightning (x2), Circle of Death (DC 22), Mass Suggestion (DC 22)
  5th-Cone of Cold (x2), Dominate Person (x2), Wall of Stone (DC 21)
  4th-Beast Shape II, Enervation (x2), Fire Shield, Ice Storm
  3rd-Blink, Fly, Hold Person (DC 19), Lightning Bolt (DC 19), Magic Circle Against Good
  2nd-Blindness/Deafness (x2), Darkness, Resist Energy, Web (x2)
  1st-Burning Hands (x2), Magic Missile (x2), Ray of Enfeeblement (DC 17), Shocking Grasp
  0th-Dancing Lights, Daze (DC 16), Flare (DC 16), Resistance
Str 11, Dex 12, Con -, Int 23, Wis 16, Cha 14
Base Atk +10; CMB +10; CMD 30
Feats Brew Potion, Combat Casting, Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Leadership, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (finger of death, greater dispel magic, incendiary cloud, lightning bolt, magic missile, power word kill), Still Spell, Toughness
Skills Craft (alchemy) +29, Fly +24, Intimidate +25, Knowledge (arcana) +29, Perception +34, Profession (herbalist) +26, Sense Motive +34, Spellcraft +29, Stealth +32
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
SQ arcane bond (object [staff of power] [1/day])
Gear rod of absorption (50 spell levels), scroll of planar binding, shapechange, maze, 2 scrolls of teleport, staff of power, wand of fireball (22 charges)
Other Gear staff of power (32 charges), masterwork light crossbow, 20 masterwork crossbow bolts, bracers of armor +6, cloak of resistance +3, ring of minor fire resistance, ring of protection +3, belt pouch, 3 black pearls (500 gp ea.), 400 gp
Environment  any
Organization solitary
Treasure
Spellbook:
0—all;
1st—burning hands, cause fear, chill touch, comprehend languages, feather fall, mage armor, magic missile, ray of enfeeblement, shocking grasp, true strike;
2nd—arcane lock, blindness/deafness, darkness, knock, resist energy, web;
3rd—blink, fly, haste, hold person, lightning bolt, magic circle against good;
4th—beast shape II, dimension door, elemental body I, enervation, fire shield, ice storm;
5th—cloudkill, cone of cold, dominate person, dream, wall of stone;
6th—antimagic field, chain lightning, circle of death, greater dispel magic, mass suggestion;
7th—control undead, finger of death, forcecage, greater teleport, power word blind, spell turning;
8th—horrid wilting, incendiary cloud, power word stun, symbol of death, trap the soul;
9th—imprisonment, meteor swarm, power word kill, wail of the banshee
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead.
Zinlun, Thassilonian Demilich

CR 20                                                                                                            XP: 307,200
Human awakened demilich transmuter 18
NE Tiny undead (augmented humanoid, human)
Init +12; Senses darkvision 60 ft., true seeing; Perception +38
AC 40, touch 36, flat-footed 32 (+8 Dex, +1 dodge, +4 natural, +5 profane, +2 size, +10 deflection)
HP 296 (18d6+231)
Fort +26, Ref +26, Will +30
Defensive Abilities rejuvenation, unholy grace; DR 20/-; Immune acid, cold, electricity, magic, polymorph, undead traits; Resist channel resistance +5; Weaknesses torpor, vorpal susceptibility
Speed fly 30 ft. (perfect)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks devour soul (DC 29)
Spell-Like Abilities (CL 20th; concentration +30) Constant—true seeing At will—greater bestow curse (DC 26), telekinesis (DC 25), wail of the banshee (20-ft.-radius spread centered on the demilich; DC 29) Arcane School Spell-Like Abilities (CL 18th; concentration +28) 13/day—telekinetic fist (1d4+9 bludgeoning)
Spells Prepared (CL 18th)
  9th-Mages Disjunction (DC 29), Time Stop (x2), Wail of the Banshee (x2, DC 29)
  8th-—Quickened Still Fireball (x4, DC 23), Still Reverse Gravity (x2)
  7th-Still Disintegrate (x2, DC 26), Resonating Word (x3, DC 27), Teleport Object (DC 27)
  6th-Xstill Baleful Polymorph (x2, DC 25), Quickened Still Magic Missile (x4), Still Telekinesis (x2, DC 25)
  5th-Still Calcific Touch (x2, DC 24), Contact Other Plane, Still Enervation (x4), Still Mass Reduce Person (DC 24)
  4th-Still Dispel Magic (x2), Extended Still False Life, Still Fireball (x2, DC 23), Still Slow (x2, DC 23), Still Vampiric Touch
  3rd-Still Eagles Splendor (x2), Still Glitterdust (x4, DC 22), Still Twisted Space (x2, DC 22)
  2nd-Still Magic Missile (x7), Still Reduce Person (x2, DC 21)
  1st-Flare Burst (x3, DC 21), Heightened Awareness, Still Mage Hand (x2), True Strike (x3)
  0th-Flare (DC 20; Prohibited Schools enchantment, illusion)
Str 6, Dex 26, Con -, Int 31, Wis 29, Cha 30
Base Atk +9; CMB +10; CMD 43
Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell, Scribe Scroll, Still Spell, Toughness
Skills Bluff +28, Fly +33, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (local) +31, Knowledge (planes) +31, Perception +38, Sense Motive +38, Spellcraft +31, Stealth +37, Use Magic Device +28
Languages Abyssal, Aklo, Azlanti, Draconic, Giant, Infernal, Shoanti, Thassilonian, Varisian
SQ arcane bond (emerald wedge ioun stone), enhanced ability scores, physical enhancement (+4 Dex)
Gear emerald wedge ioun stone, spellbooks
Environment  any
Organization solitary
Treasure EMERALD WEDGE IOUN STONE PRICE 32,000 GP
SLOT none CL 12th WEIGHT — AURA strong transmutation
An emerald wedge ioun stone is a bit larger than most ioun stones. This ioun stone grants a +2 enhancement bonus to Charisma, Intelligence, and Wisdom; it grants ranks in Use Magic Device as a side effect of its Intelligence bonus. Zinlun’s emerald wedge ioun stone is wedged in a crack in his skull, and he can use this magic item as his arcane bond. For all other creatures, it functions as a normal ioun stone that floats in the air about the user’s head.
CONSTRUCTION REQUIREMENTS COST 16,000 GP Craft Wondrous Item, creator must be 12th level.
Devour Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich's skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature's soul remains trapped in the gemstone, it cannot be  restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like bestow curse, but can have one of the following effects: -12 to one ability score; -6 to two ability scores; -8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) A demilich is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below.  • A dispel evil spell deals 2d6 points of damage, with no saving throw.  • Holy smite affects a demilich normally.  • A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw).  • A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.
Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. To permanently destroy a demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. If the caster succeeds at a caster level check with a DC equal to 10 + the demilich's Hit Dice, the demilich is permanently destroyed.
Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich's skull. Creatures within the storm take 12d6 points of bludgeoning damage per round on the demilich's turn (Reflex DC 20 half). The demilich can maintain the storm indefinitely by concentrating.
Torpor (Ex) A demilich takes no actions against intruders unless its remains or treasure are disturbed.
Unholy Grace (Su) A demilich gains a bonus on saves and a profane bonus to AC equal to its Charisma modifier.
Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a demilich's damage reduction.
Enhanced Ability Scores  (Ex) Zinlun was old when he became a lich, and he retains the benefits of that age to his Intelligence, Wisdom, and Charisma scores. In addition, he has used wish spells to gain a +5 inherent bonus to all three of these ability scores and to Dexterity.

Unhallowed

Rynald of Zath, the Serpent-Tongued
CR 15                                                                                                             XP: 51,200
Male unhallowed faithless knight human fighter 8/ranger 4
N Medium undead (augmented human)
Init +5; Senses Perception +23
AC 29, touch 15, flat-footed 24 (+9 armor, +5 natural, +5 Dex)
HP 126 (12d12+48)
Fort +10, Ref +10, Will +4
Speed 60 ft.
Melee greatsword +2O/+15/+lO  (2d6+9/19-20)
Ranged composite longbow +19/+14/+9 (1d8+7/x3)
Str 20, Dex 21, Con -, Int 12, Wis 12, Cha 18
Base Atk +12; CMB +17; CMD 32
Feats Alertness, Cleave, Endurance, Manyshot, Mounted Combat, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Supernatural Tracker, Weapon Focus (greatsword, composite longbow), Weapon Specialization (greatsword, composite longbow)
Skills Acrobatics +16, Climb +14, Craft (weapons) +11, Handle Animal +16, Perception +23, Ride +20, Sense Motive +3, Stealth +16
Gear +1 full plate, +2 greatsword of wounding, +1 composite longbow (for Str 20)
Environment any land
Organization solitary
Cursed Weapon (Su) The Fortitude save against this faithless knight's cursed weapon ability is 20, as is the Will save against his fear aura ability.
Roll d6 to determine the effect.
d6           Result
1             1 Strength damage
2             1 Dexterity damage
3             1 Constitution damage
4–6         Gain 1–3 negative levels
The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. Now the craven fiend travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading many young knights to their doom.
The faithless knight appears as a hideous, near-skeleta1 corpse, its skin gleaming an unholy greenish-white. It wears enchanted plate armor and clothes that were once of the finest quality, now rotted and pitted by years of pitiless campaigning. Most times, the knight also rides terrible black warhorse, caparisoned in matching armor, or, in much more rare cases, has a bloodmare as his steed. Occasionally, a particularly mighty knight may also have a pack of hellhounds or even blight wolves at his heels.
These dark warriors plague the living in many ways, some leading huge war bands of evil creatures on crusades of conquest, others operating alone, bringing whole kingdoms to ruin by corrupting their knights and slaughtering the rest on the battlefield.
With its fearsome powers and terrible weapons, the faithless knight is a veritable engine of destruction, scything through ranks of warriors like so much ripe wheat. Most importantly, these warriors are utterly ruthless and dishonorable, thinking nothing of murdering an unarmed or helpless foe or using a hostage as a shield
Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need.
It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world of the living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. These creatures often worm their way into the ruling families of a land, spreading their corruption like a cancer until the entire kingdom is plunged into years of horror and despair.
The Unhallowed cannot be destroyed by sword or spell alone; their crimes must be exposed before the gods and their unholy will, broken before their protection can be stripped away and justice served. The first step in laying one of these creatures to rest is to learn its true name and the terrible act committed that set its feet on the path of evil. This discovery alone can be the object of a major quest, as these spirits frequently roam from place to place, far from the lands of their birth; many are centuries or millennia old, their exploits now only fragments of forgotten lore. If and when this knowledge is uncovered, the creature must be confronted in a holy place, its name and crime spoken aloud to call the attention of the gods. Once this is done, the being may be fought and destroyed, but even then the battle is certain to be bloody and grim.
Stories and accusations abound regarding the Unhallowed among the ranks of the living in the Scarred Lands. Perhaps the most persuasive case is made for Tankaras the Tortured, the present leader of the pirates of Bloodport. An often-told rumor relates that King Virduk himself is an Unhallowed, or in the very least his young wife Queen Geleeda is one. And there are always accusations among the clerics of Vesh that one or the other of them has stolen from the true path of Corean.
Rynald was a valiant warrior and, woodsman in the north of Zath. He and his younger brother Brion grew up in the troubled times at the onset of the Divine War, and eagerly pledged their loyalty to the banner of the Great General. From such close proximity to the divine, and a true fervor for their cause, both Brion and Rynald became potent forces for the divine armies. They spent the ensuing years fighting side by side against hordes of titanspawn and bringing the word of Chardun to those villages they passed.
In what would be his last battle for Chardun, Rynald fell to the venemous asaatthi blades of the minions of the Hag-Queen. While Brion almost himself died fighting to save him, the snake men escaped with their captives and brought Rynald back to work as a slave. Though Rynald tried to resist doing the bidding of his captors, he wasn’t permitted even the luxury of ending his own life. Rynald spent years this way, serving Asaatthi masters in their war against his god.
As time passed, Rynald discovered that though he had been eager to give his life for the Slaver, he was willing to do anything necessary to not be enslaved. It was then, during the final crucial days of the Divine War, that Rynald made his offer. He would personally lead a horde of asaatthi, glamered to appear like human warriors, into the heart of the main Chardunite camp. Using his reputation, he could convince the Great General’s army that he had freed himself and was bringing in fresh reinforcements. It was a plan that could turn the tide of the war, and the Asaatthi accepted Rynald’s assistance in exchange - for the promise of his freedom.
The betrayal was carried out, and as his former comrades at arms cheered, Rynald marched 5,000 armed asaatthi past the Chardunite defenses. During the ensuing slaughter, he finally received his freedom-death at the blade of his brother. But Rynald found no peace in death. Though the skeletal visage wearing Rynald’s armor has been seen fighting alongside asaatthi forces, the followers of the Slaver still make good use of the tale of Rynald; a lesson to those enslaved who heedlessly seek freedom.
Unhallowed, Faithless Knight
CR 8                                                                                                              XP: 4,800
Male human faithless knight (Creature Collection Revised 228) fallen paladin 7
LE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +1
Aura fear (60 ft., DC 18)
AC 26, touch 13, flat-footed 23 (+9 armor, +2 natural, +2 shield, +3 Dex)
HP 85 (7d10+42)
Fort +12, Ref +5, Will +6
Defensive Abilities rejuvenation
Speed 50 ft.
Melee +1 longsword +15/+10 (1d8+7/19–20 plus cursed weapon)
Special Attacks cursed weapon
During Combat Cursed Weapon
Roll d6 to determine the effect.
d6 Result
1 1 Strength damage
2 1 Dexterity damage
3 1 Constitution damage
4–6 Gain 1–3 negative levels
Str 22, Dex 17, Con -, Int 14, Wis 12, Cha 20
Base Atk +7; CMB +13; CMD 26
Feats Great Fortitude, Improved Initiative, Mounted Combat, Power Attack, Weapon Focus (longsword)
Skills Diplomacy +5, Intimidate +5, Knowledge (nobility, religion) +2, Perception +1, Ride +3, Sense Motive +1
Languages Celestial, Common, Giant
Gear +1 half-plate, masterwork heavy steel shield, +1 longsword
Cursed Weapon (Su) The faithless knight’s weapon is infused with the dark powers that cursed him. On a successful hit with the weapon, the victim must make a DC 18 Fortitude save or suffer one of the following effects in addition to the weapon’s normal damage. This property only functions in the hands of the faithless knight. The ability damage and negative levels can be removed in the normal fashion. The save DC is Charisma-based.
Rejuvenation (Su) Until confronted for its crimes on holy ground, a faithless knight cannot be destroyed. If reduced to 0 hit points, it simply vanishes along with all its equipment and reforms on the following night. Its equipment remains behind when it is finally laid to rest.
The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. Now the craven fiend travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading many young knights to their doom.
The faithless knight appears as a hideous, near-skeleta1 corpse, its skin gleaming an unholy greenish-white. It wears enchanted plate armor and clothes that were once of the finest quality, now rotted and pitted by years of pitiless campaigning. Most times, the knight also rides terrible black warhorse, caparisoned in matching armor, or, in much more rare cases, has a bloodmare as his steed. Occasionally, a particularly mighty knight may also have a pack of hellhounds or even blight wolves at his heels.
These dark warriors plague the living in many ways, some leading huge war bands of evil creatures on crusades of conquest, others operating alone, bringing whole kingdoms to ruin by corrupting their knights and slaughtering the rest on the battlefield.
With its fearsome powers and terrible weapons, the faithless knight is a veritable engine of destruction, scything through ranks of warriors like so much ripe wheat. Most importantly, these warriors are utterly ruthless and dishonorable, thinking nothing of murdering an unarmed or helpless foe or using a hostage as a shield
Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need.
It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world of the living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. These creatures often worm their way into the ruling families of a land, spreading their corruption like a cancer until the entire kingdom is plunged into years of horror and despair.
The Unhallowed cannot be destroyed by sword or spell alone; their crimes must be exposed before the gods and their unholy will, broken before their protection can be stripped away and justice served. The first step in laying one of these creatures to rest is to learn its true name and the terrible act committed that set its feet on the path of evil. This discovery alone can be the object of a major quest, as these spirits frequently roam from place to place, far from the lands of their birth; many are centuries or millennia old, their exploits now only fragments of forgotten lore. If and when this knowledge is uncovered, the creature must be confronted in a holy place, its name and crime spoken aloud to call the attention of the gods. Once this is done, the being may be fought and destroyed, but even then the battle is certain to be bloody and grim.
Stories and accusations abound regarding the Unhallowed among the ranks of the living in the Scarred Lands. Perhaps the most persuasive case is made for Tankaras the Tortured, the present leader of the pirates of Bloodport. An often-told rumor relates that King Virduk himself is an Unhallowed, or in the very least his young wife Queen Geleeda is one. And there are always accusations among the clerics of Vesh that one or the other of them has stolen from the true path of Corean.

Alley Reaper

Alley Reaper
CR 3                                                                                                              XP: 800
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft; Perception +7
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
HP 32 (4d12+6)
Fort +3, Ref +5, Will +1
Immune undead traits
Speed 30 ft.
Melee spectral short sword +3 (1d6/19-20)
Special Attacks fear
During Combat The alley reaper always seeks to ambush its victims, and then dismembers them horribly to inspire as much fear and furor in the community as possible. It does not attack with its material shortsword (which remains under the reaper's cloak), but with a spectral version of that same weapon that deals spiritual damage as opposed to bodily woujnds.
Str -, Dex 15, Con -, Int 10, Wis 7, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Ability Focus (Fear)
Skills Intimidate +8, Perception +7, Stealth +6
  Racial Modifiers +8 to Stealth in dark or shadowy conditions
Languages Common
SQ incorporeal, undead
Environment Any land and underground
Organization solitary
Treasure standard
Fear (Su) Three times per night, as a free action, a reaper may make a fear attack. Spectral winds fill its cape, making it resemble the wings of a vulture spread over a kill. From the shadows of the cape, the faces of the reaper’s victims can be seen shrieking in horror. All within 30 feet who see the reaper must succeed at a DC 15 Will save or be frightened for 2d4 rounds.
Incorporeal (Ex) An alley reaper is little more than a malevolent shadow, given form only by its cloak. When robed, it must pass through doors as a living person would or else leave its cloak and other possessions behind (which it is always loath to do, although it is not harmed in doing so). Regardless, it gains all victims, and the benefits of incorporeal, whether robed or not.
A cloaked form billows out of the darkness, its body obscured by the shadowed recesses of its ragged shroud. It bears in one hand a sinister blade and a low moan seems to issue from beneath the folds of its cloak.
An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Urgathoa consdiering that person particularly ruthless, cunning, and deceitful-gave them an extended lease not on life, but on the world. Little more than shadows, these spirits seem to walk as men, concealing themselves under long, tattered black cloaks. In truth, they have no substance. If a reaper's cloak is removed, all that's found underneath is a collection of prizes stolen from murder victims, and the weapon that the ghost used to kill in life. All of these items spill to the ground, although the reaper is stlll active and certain to attack those who dare provoke it.
An alley reaper stages a reign of terror over the ward or city in which it was killed, and probably on the individual or group, perhaps of watchmen or soldiers, who killed it. Its appetite for vengeance and death cannot by sated, and when its actual enemies are dispatced, anyone might become the next target.
Reapers strike only at night. During the day, they fade from this world, leaving behind a fallen cloak and a collection of prizes, usually in some location that was sacred or special to the reaper in life. If these are all moved or taken, the reaper arises the next night wherever its cloak is-if the cloak is destroyed, the reaper can reform a new one the following night. If some of its other possessions are taken, the reaper intuitievely sense where they are and pursue them relentlessly. Perhaps the only way to put an alley reaper to rest is to locate its hidden possessions and await the rise of the spirit at sunset, destroying it as it rises.
Source: Creature Collection Revised
Silas, Bishop Clarendon, Alley Reaper
CR 19                                                                                                             XP: 204,800
Male alley reaper ex-cleric (Sarenrae) 12/assassin 6
CE Medium undead (incorporeal)
Init +3; Senses darkvision 60 ft; Perception +6
AC 19, touch 19, flat-footed 15 (+4 deflection, +3 Dex, +1 dodge)
HP 207 (4d12+12d8+6d8+100)
Fort +14, Ref +15, Will +17
Defensive Abilities improved uncanny dodge, incorporeal, uncanny dodge; Will +20 vs. poison; Immune undead traits
Speed 30 ft., fly 30 ft. (average)
Melee +3 ghost touch vorpal kukri +23/+18/+13/+8 (1d4+7/18-20)
Special Attacks death attack (DC 16, 1d6+6 rounds), fear, quiet death, sneak attack +3d6, true death (DC 21)
During Combat The alley reaper always seeks to ambush its victims, and then dismembers them horribly to inspire as much fear and furor in the community as possible. It does not attack with its material shortsword (which remains under the reaper's cloak), but with a spectral version of that same weapon that deals spiritual damage as opposed to bodily woujnds.
Str 19, Dex 17, Con -, Int 10, Wis 9, Cha 18
Base Atk +16; CMB +20; CMD 38
Feats Ability Focus (Fear), Combat Casting, Dodge, Improved Critical (kukri), Improved Vital Strike, Lightning Reflexes, Martial Weapon Proficiency (kukri), Skill Focus (Stealth), Turn Undead, Vital Strike, Weapon Focus (kukri)
Skills Acrobatics +12, Bluff +13, Diplomacy +12, Disguise +9, Fly +14, Intimidate +11, Knowledge (religion) +14, Perception +6, Sleight of Hand +12, Spellcraft +7, Stealth +23
  Racial Modifiers +8 to Stealth in dark or shadowy conditions
Languages Common
SQ hidden weapons, poison use
Gear Dark Kiss, cloak of resistance+4, 7 desiccated humanoid heads, platinum signet ring set with topaz (2,000 gp)
Environment Any land and underground
Organization solitary
Treasure
DARK KISS
Aura strong conjuration, necromancy, and transmutation; CL 18th Slot none; Price 194,309 gp; Weight 2 lb.
DESCRIPTION
+3 vorpal ghost touch kukri; AL CE; Int 10, Wis 12, Cha 12; Empathy, 30 ft. vision and hearing; Ego score 13.
Lesser Power: hold person on an enemy 3/day.
Personality: Dark Kiss, whose real name was forgotten, was a cold-blooded serial killer who killed for the sport of it. He was fond of decapitating his victims and stamping their foreheads with his sigil — the bloody impression of his lips. He called it his “dark kiss”. Eventually he was caught red-lipped, so to speak, and was lynched on the spot. The kukri he used in his killings, however, has continued to float throughout the land spawning numerous copycat killers over the years.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, circle of death, keen edge, plane shift
When Clarendon is destroyed or fades away, he leaves behind the following items (if he is slain his kukri remains behind as well). These items include a tattered but functional cloak of resistance+4, 7 desiccated humanoid heads each with the brownish imprint of a half-sun on its forehead (his favorite victims), and a platinum ring set with a large sunburst-cut topaz gummed and crusted with dried blood (2,000 gp). If the ring is cleaned up and a DC 25 Knowledge (religion) or (nobility and royalty) check is made, it is recognizable as the ring of office of the Bishop of
Clarendon, once the second-highest office in the Church of Sarenrae behind the Dawncry Patriarch. If it is recognized as such, then a DC 15 Knowledge (history) check recalls that the ring and the office holder were both lost in the Battle of Tsar (actually with Lord Bishu’s Fifty and One) after which the position and office lost its prestige and sank into obscurity. If it is recognized and brought to the church, they will gladly pay 10 times its value and one big favor (to be determined by the GM) for its return. They will be less enthusiastic to hear of the fate of its holder and will pay an additional 1,000 gp to hush the whole matter up.
Fear (Su) Three times per night, as a free action, a reaper may make a fear attack. Spectral winds fill its cape, making it resemble the wings of a vulture spread over a kill. From the shadows of the cape, the faces of the reaper’s victims can be seen shrieking in horror. All within 30 feet who see the reaper must succeed at a DC 15 Will save or be frightened for 2d4 rounds.
Incorporeal (Ex) An alley reaper is little more than a malevolent shadow, given form only by its cloak. When robed, it must pass through doors as a living person would or else leave its cloak and other possessions behind (which it is always loath to do, although it is not harmed in doing so). Regardless, it gains all victims, and the benefits of incorporeal, whether robed or not.
A cloaked form billows out of the darkness, its body obscured by the shadowed recesses of its ragged shroud. It bears in one hand a sinister blade and a low moan seems to issue from beneath the folds of its cloak.
An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Urgathoa consdiering that person particularly ruthless, cunning, and deceitful-gave them an extended lease not on life, but on the world. Little more than shadows, these spirits seem to walk as men, concealing themselves under long, tattered black cloaks. In truth, they have no substance. If a reaper's cloak is removed, all that's found underneath is a collection of prizes stolen from murder victims, and the weapon that the ghost used to kill in life. All of these items spill to the ground, although the reaper is stlll active and certain to attack those who dare provoke it.
An alley reaper stages a reign of terror over the ward or city in which it was killed, and probably on the individual or group, perhaps of watchmen or soldiers, who killed it. Its appetite for vengeance and death cannot by sated, and when its actual enemies are dispatced, anyone might become the next target.
Reapers strike only at night. During the day, they fade from this world, leaving behind a fallen cloak and a collection of prizes, usually in some location that was sacred or special to the reaper in life. If these are all moved or taken, the reaper arises the next night wherever its cloak is-if the cloak is destroyed, the reaper can reform a new one the following night. If some of its other possessions are taken, the reaper intuitievely sense where they are and pursue them relentlessly. Perhaps the only way to put an alley reaper to rest is to locate its hidden possessions and await the rise of the spirit at sunset, destroying it as it rises.
Source: Creature Collection Revised

Dread Wraith Sovereign

The Dark Wraith
CR 14                                                                                                      XP: 38,400
Advanced dread wraith sovereign
LE Medium undead (augmented human, evil, incorporeal)
Init +19; Senses darkvision 60 ft., lifesense 60 ft.; Perception +29
Aura unnatural aura (30 ft.), unnatural chill (30 ft., DC 28)
AC 37, touch 40, flat-footed 25 (+15 Dex, +1 dodge, +1 Wis, +10 deflection)
HP 264 (16d12+160)
Fort +15, Ref +20, Will +16
Defensive Abilities Evasion, incorporeal; Immune disease, poison, undead traits, cold; SR 24; Resist channel resistance +4; Weaknesses Daylight Vulnerability
Speed fly 60 ft. (perfect)
Melee incorporeal touch +27 (2d6 negative energy plus 1d8 Con drain)
Space 5 ft., Reach 5 ft.
Special Attacks command wraiths, create spawn
Str -, Dex 40, Con -, Int 20, Wis 22, Cha 31
Base Atk +12; CMB +15 (+28 grapple); CMD 52 (57 vs. grapple)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Mobility, Spring Attack, Step Up
Skills Diplomacy +26, Disguise +29, Fly +42, Intimidate +29, Knowledge (planes, religion) +22, Perception +29, Sense Motive +29, Stealth +32
Languages Abyssal, Common, Goblin
SQ break free, counter-grapple, diamond body, fast movement, graceful grappler, inescapable grasp, ki pool (9 points, lawful, magic), maneuver training, purity of body, still mind, wholeness of body
Gear potion of barkskin, potion of cat's grace, potion of cure serious wounds, potion of shield of faith
Other Gear amulet of mighty fists +1, belt of giant strength +2, bracers of armor +3, cloak of resistance +2
Unnatural Chill (Su) TThe area around the Dark Wraith is noticeably colder than the ambient temperature. Each creature within 30 feet of the Dark Wraith takes 2d6 points of cold damage and must make a DC 28 Fortitude save or be paralyzed. The damage and saving throw are repeated each round that the creature remains within range. A creature that takes cold damage or is paralyzed is shaken for 1 minute. Incorporeal creatures and those immune to cold damage are immune to this effect. The Dark Wraith can suppress or reactivate this effect at will as a free action. The shaken condition is a mind-affecting fear effect. The save DC is Charisma-based.
Daylight Vulnerability (Ex) The Dark Wraith takes a –4 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).
Command Wraiths (Su) The Dark Wraith can automatically command normal wraiths and dread wraiths within 30 feet as a free action. Normal wraiths and dread wraiths never attack the Dark Wriath unless compelled.
Constitution Drain (Su) Creatures hit by the Dark Wraith’s touch attack must succeed on a DC 28 Fortitude save or take 1d8 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life becomes dread wraith sovereigns (created by applying the template to the original base creature as it was in life).
Penetrating Touch (Ex) Any damage dealt by the dread wraith sovereign’s natural attacks ignores damage reduction.
Ancient and evil beyond measure, dread wraith sovereigns dwell in the hearts of lost cities, abandoned graveyards, and other places where living things do not willingly live. In such a cursed stronghold, a dread wraith sovereign often holds court over a host of undead, both those it created and those that bowed to its rule.
The spectral figure of a dread wraith sovereign looks much like it did in life, but its form and features are constantly shrouded in darkness. A dread wraith sovereign can be distinguished from a normal wraith or a dread wraith by the gloom accompanying it and the unnatural chill that fills the air wherever it passes.

Silid

Silid
CR 1/3                                                                                                           XP: 135
Male or female silid (The Tome of Horrors 545) warrior 1
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 15, touch 13, flat-footed 13 (+1 size, +2 armor, +2 Dex)
HP 8 (1d10+3)
Fort +4, Ref +2, Will -1
Weaknesses light blindness
Speed 30 ft.
Melee short sword +4 (1d4+1/19-20)
Ranged shortspear +4 (1d4+1)
Space 5 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st) 1/day—blur
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 13, Dex 15, Con 14, Int 10, Wis 9, Cha 4
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Skills Perception +0, Stealth +11
  Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
Gear leather armor, short sword, spear
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
These small subterranean dwellers enjoy ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to what ever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them.
Silids live in groups (called stripes) of up to 40 individuals. Each stripe is a loose organization of silids, with a single leader that controls and governs the remainder of the stripe. The leader is almost always the meanest, cruelest, and sneakiest silid of the bunch. Under his command, the silids conduct raids and hunt their subterranean realm for surface-dwellers that have wandered into their territory. When hunting or harassing travelers, silids often don armor (either leather or padded) and carry weapons.
Silids skulk about their underground world in search of surface-dwellers. Surface-dwellers seem to love exploring the Underdark, so there rarely is a shortage of opponents for the mean-spirited silid. Often, a band of silids trails an adventuring party before attacking; waiting until the terrain is just right (silids prefer small, cramped areas because they gain the advantage on larger opponents). When the attack commences, a silid blurs itself and usually employs one of the following tactics.
Copyright Notice Author Scott Greene.
Silid Assassin
CR 11                                                                                                             XP: 12,800
Male or female silid (The Tome of Horrors 545) rogue 5/fighter 4/assassin 3
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 23, touch 18, flat-footed 17 (+1 size, +3 armor, +1 dodge, +2 shield, +6 Dex)
HP 106 (5d8+4d10+3d8+48)
Fort +10, Ref +15, Will +3
Defensive Abilities bravery +1, evasion, improved uncanny dodge, trap sense +1, uncanny dodge; Ref +16 vs. traps; Will +4 vs. fear; +4 vs. poison; Weaknesses light blindness
Speed 30 ft.
Melee +1 deathbringer blade rapier +18/+13 (1d4+5/18–20 plus poison)
Ranged shortspear +16 (1d6+2)
Space 5 ft.
Special Attacks death attack (DC 13), rogue talent (bleeding attack), sneak attack +6d6
Spell-Like Abilities (CL 1st) 1/day—blur
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 10, Wis 7, Cha 6
Base Atk +9; CMB +10; CMD 27
Skills Acrobatics +17, Climb +14, Disable Device +6, Disguise +9, Escape Artist +16, Intimidate +5, Perception +9, Stealth +27, Survival +6
Languages Goblin, Undercommon
SQ training 1, poison use, rogue talents (fast stealth), trapfinding
Gear 3 doses of shadow essence, potion of invisibility
Other Gear studded leather armor, +1 buckler, +1 deathbringer blade rapier, shortspear, thieves’ tools
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
Silid Deathcrafter
CR16                                                                                                             XP: 76,800
Male silid (The Tome of Horrors 545) rogue 9/shadowdancer 8
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 23, touch 19, flat-footed 16 (+1 size, +4 armor, +6 Dex, +1 dodge)
HP 153 (9d8+8d8+77)
Fort +10, Ref +16, Will +5
Defensive Abilities defensive roll, evasion, improved uncanny dodge (21st level), rogue talent (resiliency), slippery mind, trap sense +3, uncanny dodge; Ref +19 vs. traps; Weaknesses light blindness
Speed 30 ft.
Melee +3 deathbringer blade short sword +23/+18/+13 (1d4+5/19–20) or +1 cold iron dagger +20/+15/+10 (1d3+3/19–20)
Ranged +1 cold iron dagger +20/+15/+10 (1d3+3/19–20)
Space 5 ft.
Special Attacks shadow jump 160 ft.; rogue talent (bleeding attack), sneak attack +6d6, summon shadow
Spell-Like Abilities (CL 9th) 2/day—silent image (DC 10) 1/day—blur, shadow conjuration (DC 14), shadow evocation (DC 15)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 12, Wis 9, Cha 11
Base Atk +12; CMB +13; CMD 30
Feats Combat Reflexes, Craft Magic Arms and Armor, Dodge, Mobility, Quick Draw, Skill Focus (Craft [weapons]), Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +26, Climb +22, Craft (weapons) +27, Disable Device +30, Escape Artist +34, Knowledge (local) +10, Perception +11, Perform (dance) +13, Stealth +38, Survival +11
  Racial Modifiers +4 Stealth
Languages Abyssal, Goblin, Undercommon
SQ hide in plain sight, rogue talents (fast stealth, ledge walker, stand up, weapon training), trapfinding
Gear Gear oil of darkness, 2 flask of alchemist’s fire
Other Gear +2 leather armor, +3 deathbringer blade short sword, 2 +1 cold iron daggers, thieves’ tools
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
Silid Shadowlord
CR 13                                                                                                           XP: 25,600
Male or female silid (The Tome of Horrors 545) rogue 9/shadowdancer 5
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 22, touch 19, flat-footed 15 (+1 size, +3 armor, +6 Dex, +1 dodge)
HP 132 (9d8+5d8+65)
Fort +9, Ref +15, Will +3
Defensive Abilities defensive roll, evasion, improved uncanny dodge (18th level), trap sense +3, uncanny dodge; Ref +18 vs. traps; Weaknesses light blindness
Speed 30 ft.
Melee +1 deathbringer blade short sword +18/+13 (1d4+3/19–20) or mwk dagger +17/+12 (1d3+2/19–20)
Ranged mwk dagger +17/+12 (1d3+1/19-20)
Space 5 ft.
Special Attacks shadow jump 40 ft.; rogue talent (bleeding attack), sneak attack +6d6, summon shadow
Spell-Like Abilities (CL 6th) 2/day—silent image (DC 8) 1/day—blur, shadow conjuration (DC 12)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 10, Wis 7, Cha 6
Base Atk +9; CMB +10; CMD 27
Feats Combat Reflexes, Craft Magic Arms and Armor, Dodge, Mobility, Quick Draw, Stealthy, Weapon Finesse, Weapon Focus ((short sword)
Skills Acrobatics +23, Climb +19, Disable Device +22, Escape Artist +31, Knowledge (local) +7, Perception +10, Perform (dance) +11, Stealth +35, Survival +10
  Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
SQ hide in plain sight, rogue talents (fast stealth, ledge walker, stand up, weapon training), trapfinding
Gear oil of magic weapon, oil of darkness, 2 flask of alchemist’s fire
Other Gear +1 leather armor, +1 deathbringer blade short sword, 3 masterwork daggers, thieves’ tools
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level) 
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
Silid Sibyl
CR 13                                                                                                            XP: 25,600
Female silid (The Tome of Horrors 545) witch 14
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 17, touch 15, flat-footed 14 (+1 size, +2 armor, +2 Dex, +1 dodge)
HP 93 (14d6+42)
Fort +6, Ref +6, Will +9
Weaknesses light blindness
Speed 30 ft.
Melee +1 sickle +11/+6 (1d4 plus trip)
Ranged mwk sling +11/+6 (1d3)
Space 5 ft.
Special Attacks hexes (DC 20, cauldron, evil eye, flight, healing, slumber), major hexes (DC 20, agony, major healing, retribution), sneak attack +1d6
Spell-Like Abilities (CL 15th) At will—feather fall, fly (15 minutes/day) 1/day—blur, levitate, scrying (familiar only)
Spells Prepared (CL 14th) 
  7th-Harm (DC 20; melee touch +10), Power Word Blind
  6th-Cone of Cold (DC 19), Legend Lore, Swarm Skin
  5th-Baleful Polymorph (DC 18), Cloudkill (DC 18), Mass Pain Strike (DC 18)
  4th-Beast Shape II, Charm Monster (DC 17), Cure Serious Wounds, Enervation (ranged touch +10)
  3rd-Bestow Curse (DC 16), Dispel Magic, Lightning Bolt (DC 16; x2), Vampiric Touch (melee touch +10)
  2nd-Bears Endurance (x2), Detect Thoughts (DC 15), False Life, See Invisibility
  1st-Burning Hands (DC 14), Cure Light Wounds (x2), Ill Omen, Obscuring Mist
  0th-Dancing Lights, Detect Magic, Guidance, Touch of Fatigue (melee touch +10)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 9, Dex 15, Con 14, Int 17, Wis 10, Cha 12
Base Atk +7; CMB +5; CMD 18
Feats Alertness, Brew Potion, Combat Casting, Dodge, Go Unnoticed, Persuasive, Scribe Scroll, Stealthy, Weapon Finesse
Skills Craft (alchemy) +16, Diplomacy +15, Escape Artist +20, Fly +14, Heal +21, Intimidate +18, Perception +6, Spellcraft +12, Stealth +24, Swim +3
  Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
SQ witch’s familiar (bat)
Gear oil of greater magic weapon, 3 arcane scrolls (CL 14th: cure critical wounds), arcane scroll (CL 14th: reincarnate), tanglefoot bag, 2 flasks of alchemist’s fire 
Other Gear bracers of armor +2, +1 sickle, masterwork sling, 20 sling bullets
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level) 
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
BAT FAMILIAR 
N Diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
AC 23, touch 16, flat-footed 21 (+2 Dex, +7 natural, +4 size)
hp 46 (14 HD)
Fort +2; Ref +6; Will +11
Defensive Abilities improved evasion; SR 19
Speed 5 ft., fly 40 ft. (good)
Melee bite +13 (1d3–4)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells and hex
Str 1, Dex 15, Con 6, Int 12, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 4
Feats Weapon Finesse
Skills Diplomacy +7, Escape Artist +12, Fly +21, Intimidate +3, Perception +15, Spellcraft +7, Stealth +27 
Languages speak with bats; empathic link with master, speak with master
SQ share spells
Silid Sibyl Queen
CR 18                                                                                                            XP: 153,600
Female silid (The Tome of Horrors 545) witch 14/loremaster 5
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +18
AC 17, touch 15, flat-footed 16 (+1 size, +2 armor, +1 Dex, +2 dodge)
HP 89 (14d6+5d6+23)
Fort +4, Ref +5, Will +13
Defensive Abilities secrets (dodge trick, the lore of true stamina); Weaknesses light blindness
Speed 30 ft.
Melee +1 vicious punching dagger +12/+7 (1d3/x3 plus 2d6 energy and 1d6 energy to wielder)
Ranged dart +12/+7 (1d3–1 plus poison)
Space 5 ft.
Special Attacks hexes (DC 24, cauldron, evil eye, flight, healing, slumber), major hexes (DC 24, agony, major healing, retribution), secret (weapon trick), sneak attack +1d6
Spell-Like Abilities (CL 20th) At will—feather fall, fly (15 minutes/day) 1/day—blur, levitate, scrying (familiar only)
Spells Prepared (CL 19th) 
  9th-Foresight, Mass Cure Critical Wounds, Mass Suffocation (DC 23)
  8th-Discern Location, Irresistible Dance (DC 22), Mass Inflict Serious Wounds (DC 22)
  7th-Harm (DC 21; melee touch +12), Heal, Stilled Slay Living (DC 20), Vision
  6th-Cone of Cold (DC 20), Find the Path, Stilled Beast Shape III, Swarm Skin
  5th-Baleful Polymorph (DC 19), Cloudkill (DC 19), Major Creation, Mass Pain Strike (DC 19)
  4th-Beast Shape II, Black Tentacles, Charm Monster (DC 18), Cure Serious Wounds, Phantasmal Killer (DC 18)
  3rd-—Bestow Curse (DC 17), Dispel Magic, Lightning Bolt (DC 17), Locate Object, Vampiric Touch (melee touch +12)
  2nd-Bears Endurance, Cure Moderate Wounds, Detect Thoughts (DC 16), False Life, See Invisibility
  1st-Burning Hands (DC 15), Cure Light Wounds (x2), Ill Omen, Obscuring Mist
  0th-—Dancing Lights, Detect Magic, Guidance, Touch of Fatigue (melee touch +12)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 8, Dex 13, Con 10, Int 19, Wis 18, Cha 16
Base Atk +9; CMB +7; CMD 20
Feats Alertness (with familiar), Brew Potion, Combat Casting, Dodge, Persuasive, Scribe Scroll, Skill Focus (Knowledge [arcana], Knowledge [local]), Stealthy, Still Spell, Toughness, Weapon Finesse
Skills Bluff +17, Craft (alchemy) +25, Diplomacy +17, Escape Artist +19, Fly +21, Heal +21, Intimidate +20, Knowledge (arcana) +27, Knowledge (local) +27, Perception +18, Spellcraft +21, Stealth +23, Swim +3
  Racial Modifiers +4 Stealth
Languages Aboleth, Abyssal, Aklo, Goblin, Necril, Terran, Undercommon
SQ witch’s familiar (bat)
Gear  mask of the skull, oil of greater magic weapon, 3 arcane scrolls (CL 14th: cure critical wounds), arcane scroll (CL 14th: reincarnate), tanglefoot bag, 2 flasks of alchemist’s fire, 2 doses of blue whinnis; Other Gear ring of protection +2, +1 vicious punching dagger, 2 darts, healer’s kit (8 uses)
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level) 
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
YAGA
N Diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 23, touch 16, flat-footed 21 (+2 Dex, +7 natural, +4 size)
hp 51 (19 HD)
Fort +4; Ref +8; Will +14
Defensive Abilities improved evasion; SR 23
Speed 5 ft., fly 40 ft. (good)
Melee bite +15 (1d3–4)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells and hexes
Str 1, Dex 15, Con 6, Int 12, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 4
Feats Weapon Finesse
Skills Bluff +11, Diplomacy +7, Escape Artist +12, Fly +29, Intimidate +7, Knowledge (arcana) +13, Knowledge (local) +13, Perception +23, Spellcraft +15, Stealth +27
Languages speak with bats; empathic link with master, speak with master
SQ share spells
DEATHBRINGER BLADE
The deathbringer blade ability can be applied to any slashing or piercing melee weapon. It functions as a sword of life stealing bestowing a negative level when it deals a critical hit. The wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. In addition, as a move action on his own turn the wielder can choose to let the weapon steal his own life. This can only be done voluntarily and results in the wielder’s immediate death as if by death magic. When this is done, the weapon immediately explodes dealing 1d6 points of negative energy damage per level or hit die that the wielder possessed to anyone within 10 ft. Anyone within the area of effect of this explosion can make a DC 16 Fortitude save for half damage. The weapon is destroyed if this action is taken.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, death knell, enervation; Price +3 bonus.