House of Stone Encounters, Creatures and Characters

New Monsters and special notes

House of Stone Random Encounters

The house is full of creatures who can move freely between the rooms of the house. They form the random encounters
Unless noted in the area where the party currently is, there is a random encounter roll once per hour. A roll of a 1 on a d20 indicates a random encounter. Roll off of the chart below to determine the event or creature encountered.

Random Encounters (Roll 1d12)

  1. Stroking Spectres
  2. Shadow
  3. Spectre
  4. Wraith
  5. Animate Dream
  6. Banshee
  7. Poltergeist
  8. Witchfire
  9. Bhuta
  10. Dybbuk
  11. Yuki-Onna
  12. Allip

Floating Encounters

A floating encounter is similar to a random encounter but will only occur when the characters enter a room they have not been in before. This is most useful when there has not been an encounter lately and an empty room needs to be spiced up some.
  1. Roll 2 d8 to determine the encountered monster
  2. Bhuta (Violent Death) CR 111
  3. black skeleton (Guardian)
  4. bloody bones (Temple Defiler)
  5. cadaver (Low level)
  6. Crypt Thing (Guardian)
  7. darnoc (Greedy Ghost)
  8. dire shadow rat (wandering monster)
  9. fye (Temple Undead)
  10. grave risen (rise from graves)
  11. haunt (wandering monster)
  12. Skull Spider (wandering monster)
  13. poltergeist (in a well furnished room)
  14. Rawbones (in rtorture room)
  15. skulleton (guardian)
  16. JuJu Zombie (Zombie closets)
Nasty Creatures
Alu (Temptress)
Gallu-Demon (faceless hunter)
Blood Reaver
Additional monsters on this page

All Undead:
Beastary 1
devourer, ghost, ghoul, greater shadow, lich, mohrg, mummy, shadow, skeletal champion, skeleton, spectre, vampire, wight, wraith, zombie
Beastiary 2
attic whisperer, banshee, bodak, crawling hand, crypt thing, draugr, dullahan, giant crawling hand, juju zombie, nightshades, poltergeist, ravener, revenant, skaveling, totenmaske, winterwight, witchfire
Beastiary 3
allip, baykok, berbalang, bhuta, deathweb, demilich, dybbuk, ecorche, festrog, ghul, graveknight, guecubu, hollow serpent, huecuva, jiang-shi vampire, manananggal, pale stranger, penanggalen, sea bonze, tzitzimitl, yukionna, zuvembie

Outsider lists
Outsider (chaotic): azatas, bebelith, demons- 2-  azata, chaos beast, demons, denizen of Leng, Elysian titan, howler, proteans, qlippoth, Thanatotic, - 3 -  baregara, coloxus, hekatonkheires, incubus, schir, shaggy demodand, slimy demodand, tarry demodand titan, xacarba

Outsider (lawful): archons, barghest, devils, hell hound, kyton, nessian warhound Outsider (lawful): achaierai, archons, axiomite, devils, hellcat, inevitables - 2 - Outsider (lawful): achaierai, archons, axiomite, devils, hellcat, inevitables - 3 - Outsider (lawful): asuras, augur, cerberi, contract devil, eremite, harbinger archon, interlocutor, legion archon, shinigami

Stroking Specters

XP 500
CN Tiny Undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +17

Defense
AC 20, touch 20, flat-footed  (20)
HP 50  HD (2d10+20)
Fort 1, Ref  20, Will  5
 
Offense
Speed 60 ft, Fly 60ft.
Melee 1 touch (+5 No damage Save VS Confuse)
Special Attacks - Caress
Spell-Like Abilities - Confusion, Lesser

Statistics
Str -, Dex 20, Con -, Int 9, Wis 10, Cha 20
Base Atk ; CMB ; CMD  ( )
Feats - Agile Maneuvers
Skills - Fly, Bluff
Languages - Common

Ecology
Environment - House of Stone
Organization - Group
Treasure - None
A Stroking Spectre desires only to have the curse of the House removed from them.
They generally are found at or near an entrance door to the house (not windows). They appear as vaguely human head, shoulders and arms with their torso ending in trailing wisps of black smoke.
They try to attract attention by flying close to people, touching them with their cold, incorporeal hands and whispering words to get the humans they hope will release them to "Stay" or "Help" or "Succor" or the like. Their presence is highly detracting. All who see them must make a ST vs Will at a DC 12 or become Confused.
Their touch does no damage, and isn't even painful. They are just icy cold caresses.

Alu Demon

This shapely female humanoid has dark hair, dark eyes, and a pair of
small black horns just above her eyes. Small, black, leathery wings
protrude from her shoulders.
XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 16
Speed 30 ft., fly 50 ft. (average)
Melee longsword +9/+4 (1d8+3/19–20) or 2 claws +9 (1d6+3
plus vampiric touch)
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15),
disguise self, suggestion (DC 16);
1/day—dimension door
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-Fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6,
Intimidate +12, Knowledge (planes) +11, Perception +15,
Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear longsword
Environment any (Abyss)
Organization solitary
Treasure standard
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.
The alu-demon is the female demonic offspring of a succubus and human. Though part demon, not all alu-demons are inherently evil (although good-aligned alu-demons are extremely rare). The typical aludemon has black or brown hair and dark green, brown, or black eyes. Alu-demons are always female.
Alu-demons are often sent to the Material Plane to seduce mortals.
When on such missions they typically arrange their flowing hair so it hides their horns and also fold their wings against their backs (and tuck them under their robe, shirt, or whatever garment of clothing one happens to be wearing at the time). Alu-demons attack with weapons (preferring longswords or maces) or with claws. The alu-demon mixes in her spell-like abilities regardless of the method of attack utilized.

Galludemon

This creature looks like a 9-foot tall faceless black-skinned humanoid with long wicked talons. Its otherwise featureless face has a mouth filled with rows of sharpened teeth. It wears no clothing or armor of any kind.

XP 2,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +12
AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 66 (7d10+28)
Fort +9, Ref +7, Will +4
DR 10/cold iron; Immune electricity, poison; Resist acid 10,
cold 10, fire 10; SR 17
Speed 30 ft.
Melee 2 claws +12 (1d6+6 plus grab), bite +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
Str 22, Dex 11, Con 18, Int 12, Wis 14, Cha 16
Base Atk +7; CMB +14 (+18 grapple); CMD 24
Feats Cleave, Improved Initiative, Lightning Reflexes, Power
Attack
Skills Bluff +13, Diplomacy +13, Disguise +13, Intimidate +13,
Perception +12, Sense Motive +12, Stealth +6
Languages Abyssal, Common
SQ alter shape, dimension door, plane shift
Environment any (Abyss)
Organization solitary, pair, or squad (4–12)
Treasure standard
Alter Shape (Su) A gallu-demon can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell (CL18th), but the gallu-demon can remain in the new form indefinitely.
Dimension Door (Su) At the gallu-demon’s option, it can use dimension door to transport a grappled victim (who gets no saving throw) within the same plane, instead of its plane shift ability. It is otherwise similar to the spell of the same name.
Plane Shift (Su) A gallu-demon can enter any of the elemental planes, the Astral Plane, or the Abyss. This ability transports the gallu-demon and one grappled victim (who gets no save to avoid the shift). It is otherwise similar to the spell of the same name.
Gallu-demons are shape-shifting demons of the underworld. They are often employed as soldiers and spies by various demon lords and balors in their abyssal armies. Gallu-demons are quick to anger and hard to control, so companies of these demonic beings are loosely organized at best.
Where the gallu-demon excels however, is entering the material planes, disguising itself as a normal humanoid, and abducting a mortal it has befriended, quickly whisking it back to its abyssal lair where it turns said mortal over to its master. Gallu-demons have been known to spend months at a time on the Material Plane just to befriend and eventually abduct a chosen target. Abducted targets are sometimes devoured by a gallu-demon before it has completed its task, but more often than not, an abducted victim is given to the gallu-demon’s master who enslaves the
victim (or sometimes devours it himself). A gallu-demon stands 9 feet tall and weighs about 800 pounds. Its flesh is glossy black and other than a large mouth lined with teeth, it has no facial features, though it does seem to be able to see, hear, and smell normally.
Gallu-demons attempt to snatch opponents and transport them to the nether spheres of the underworld, where other demons and undead lie waiting in ambush, eager to consume such hapless victims. The galludemon often uses its shape-altering power to approach unsuspecting victims, or to perform special missions such as escorting mortals out of the underworld to claim another in their stead. It must reveal its true form to employ its improved grab ability.

Bloody Bones

This creature appears as a skeletal humanoid with bits of muscle and sinew hanging from its body. Four long, sinewy tendrils writhe from its midsection. The entire creature constantly oozes a mixture of blood and mucus. Its eye sockets are hollow and show no pupils.
XP 1,200
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +10
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (5d8+15 plus 5)
Fort +6; Ref +2; Will +6
Defensive Abilities slippery; Immune undead traits; Resist fire 10
Speed 30 ft.
Melee 2 claws +6 (1d6+3)
Ranged 4 tendrils +5 touch (grab)
Special Attacks pull (tendril, 5ft.), tendril, rend (2 claws,
1d6+4)
Str 17, Dex 12, Con —, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +6 (+10 grapple); CMD 17
Feats Great Fortitude, Toughness, Weapon Focus (tendril)
Skills Climb +11, Escape Artist +21, Intimidate +11,
Perception +10, Stealth +9; Racial Modifier +15 Escape Artist
Environment any
Organization solitary or gang (2–5)
Treasure none
Slippery (Ex) Bloody bones are difficult to grapple or snare
due to the constant flow of blood and mucus across their
bodies. Webs, magic or otherwise, do not affect bloody
bones. Against most other forms of confinement the bloody
bones gains a +15 racial bonus to Escape Artist checks.
Tendril (Ex) A bloody bones can fire up to 4 sinewy tendrils
from its body at a time, launching them to a range of 30
feet. A bloody bones’s attacks with its tendrils resolve as
ranged touch attacks. These tendrils are quite strong (10
hp) but can be severed with a slashing weapon or a sunder
combat maneuver. Attacking a bloody bones’s tendril
does not provoke an attack of opportunity. If the tendril is
currently wrapped around a target, the bloody bones takes
a –4 penalty to CMD to resist the sunder attempt. Severing a
tendril deals no damage to a bloody bones.
Bloody bones are evil undead spirits that haunts caverns, caves, and
other desolate places. Their true origins are unknown, but they are
believed to be the undead remains of those who desecrate evil temples
and are punished by the gods for their wrongdoings.
From a distance, they are likely to be mistaken for skeletons, but those
that make this mistake often regret it, for the bloody bones is far worse
than the undead creature it resembles.
A bloody bones stands about 6 feet tall. It is unknown if they can speak.
A bloody bones prefers to hide in the shadows and wait for its prey to
pass nearby. It then leaps to the attack, entwining its opponents with its
tendrils and clawing its prey until dead.

Black Skeletons

Black skeletons were first encountered in Rappan Athuk (see the
adventure, Rappan Athuk Reloaded from Necromancer Games).
Much more powerful than standard skeletons, these minions of evil are
often employed as guardians or protectors to keep sealed some ancient
knowledge best left undiscovered. They are intelligent monsters and are
not subject to the mindless commands that can be given to such undead as
skeletons or zombies. They have a clear mind, and sometimes go against
the commands and wishes of those they serve, if it benefits the black
skeleton in question.
Black skeletons are the remnants of living creatures slain in an area
where the ground is soaked through with evil. The bodies of fallen heroes
are contaminated and polluted by such evil and within days after their
death, the slain creatures rise as black skeletons, leaving their former
lives and bodies behind. Black skeletons are intelligent and do maintain
some memories of their former lives.
Black skeletons wear any clothes or armor they had in life, and some
still carry their gear or weapons (most discard their weapons in favor of
two short swords as soon as they can).
Black skeletons attack with two short swords in battle with little more
than the intention of cutting their foes to pieces. They are intelligent
opponents and will use tactics during battle, often sending several of their
number against a foe’s front, while the others move into position to flank
their adversaries. Black skeletons are smart enough to know when the
battle is lost and withdraw from combat, though rarely. Most simply fight
to the death, driven by some unseen hatred for the living.


Cadaver

This monster resembles a humanoid dressed in tattered rags. Rotted flesh reveals corded muscles and sinew stretched tightly over its skeleton. Hollow eye sockets flicker with a hellish glow. Broken and rotted teeth line its mouth, and its hands end in wicked claws.
XP 600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (2d8); reanimation
Fort +0; Ref +1; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1
plus disease)
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved InitiativeB
Environment any
Organization solitary or gang (2–5)
Treasure standard
Disease (Ex) Filth fever: Claw and bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex
damage and 1d3 Con damage; cure 2 consecutive saves.
The save DC is Charisma-based.
Reanimation (Su) When reduced to 0 hit points or less, a cadaver is not destroyed; rather it falls inert and 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 by magical attacks and weapons), it stands up, ready to fight again.
If the creature is destroyed by channeled positive energy, it cannot reanimate. If a cleric casts gentle repose on the cadaver when it is reduced to 0 hit points, it cannot reanimate. A bless spell delays the reanimation, causing the creature to regain hit points at half the normal rate (i.e. 1 hit point every other round).
Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). They can be found haunting graveyards and cemeteries.
Cadavers are infused with a hatred that rivals many other undead creatures. This hatred includes its own existence as well as the existence of all living creatures. Thus, the cadaver attacks all creatures it encounters. They have a distinct hatred for light, but it does not damage them. All encounters with cadavers are at night or places cloaked in darkness. Encounters are most often with a solitary creature. Multiple cadavers do not work in concert with each other; being mindless they simply charge into combat, killing all creatures they can. Cadavers are sometimes found in the employ of greater undead (such as wights or ghasts).
A cadaver attacks by raking with its filthy claws or biting with its sharp, disease-infested teeth. They often lie in shallow graves waiting for potential victims to wander too close, where they immediately spring to the attack, raking and biting until destroyed or until all foes are dead.


Darnoc

This entity appears as a translucent humanoid whose face is twisted in
an evil scowl. Its eyes burn with a hellish red glow.
XP 2,400
LE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +12
Aura frightful presence (30 ft.)
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural); In ghost
form AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 52 (8d8+16)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2, ghost form;
Immune undead traits
Speed 30 ft.
Melee slam +7 (1d6+1 plus curse of the grave)
Special Attacks create spawn, symbol of discord
Str 12, Dex 14, Con –, Int 12, Wis 12, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Blind-Fight, Combat Reflexes, Improved Initiative,
Persuasive
Skills Bluff +13, Diplomacy +10, Intimidate +14, Perception
+12, Sense Motive +11, Stealth +12
Languages Common
Environment any
Organization solitary or gang (2-4)
Treasure standard
Create Spawn (Su) Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. Spawn are under the command of the darnoc that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Curse of the Grave (Su) Any damage dealt by a darnoc’s slam attack does not heal naturally and resists all magical healing (potions, cure spells, and so on). Before the
damage can be healed, the curse must first be broken with a break enchantment or remove curse spell (requiring a DC 20 caster level check for either spell).
Ghost Form (Su) As a standard action, a darnoc can become incorporeal for up to 10 minutes each day. While incorporeal, the darnoc has AC 14 (+2 Dex, +2 deflection) and can use its slam attack as an incorporeal touch against corporeal targets dealing 1d6+1 points of negative energy damage as well as curse of the grave.
Symbol of Discord (Su) Once per day as a standard action, a darnoc can scribe a symbol in the air. All creatures with an Intelligence score of 3 or higher within 60 feet who see the symbol must succeed on a DC 16 Will save or immediately fall into loud bickering and arguing.
Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds.
Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. Once triggered, the symbol lasts 2 hours. This is a mind-affecting effect. The save DC is Charisma-based.
The darnoc is a corrupting evil presence whose very touch sucks the life from an opponent bit by painful bit. The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. Often seen in the clothes and guise it wore in life, a darnoc often walks the same halls and repeats the same actions of its insipid existence over and over again. Due to their
great greed, a darnoc may be found within its treasury endlessly counting its coins, or within a graveyard noting the headstones of its vanquished foes with cruel mirth. When distracted from its reverie of its remembered past life, the creature flies into an inconsolable rage, often lashing out without warning or provocation at the first individual who attempts to speak to it.

Shadow Rat

This creature appears as a rat with rotting flesh, torn and matted fur,
and reddish blazing eyes. Its semi-translucent skin shows discolored
bones and muscles.
XP 200
N Tiny undead
Init +2; Senses darkvision 60 ft., scent; Perception +8
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8+1)
Fort +1; Ref +2; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune
undead traits
Speed 40 ft., climb 15 ft.
Melee bite +4 (1d3–2 plus 1d2 Strength damage plus
disease)
Space 2–1/2 ft.; Reach 0 ft.
Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8,
Stealth +14; Racial Modifiers +4 Stealth. Shadow rats use
their Dexterity modifier for Climb checks.
Environment underground
Organization pack (6–11) or swarm (12–20)
Treasure none
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11, onset
1d3 days, frequency 1/day, effect 1d3 Dex damage and
1d3 Con damage, cure 2 consecutive saves. The save DC is
Charisma-based.
Incorporeal Form (Su) A shadow rat can, as a standard
action, assume an incorporeal form for up to 1 hour per
day. In this form, the shadow rat loses its natural AC bonus
but gains a +2 deflection bonus to AC. While in this form, the
shadow rat is AC 16 (+2 deflection, +2 Dex, +2 size), touch
15, flat-footed 13. The shadow rat can still attack corporeal
opponents while in its incorporeal form, but its attack
only inflicts Strength damage and cannot cause physical
damage. The shadow rat gains the incorporeal subtype
while using this ability.
Shadow Blend (Ex) A shadow rat can disappear into the
shadows as a move action, gaining total concealment in all
levels of illumination save bright light.
Strength Damage (Su) A shadow rat deals Strength damage
to living foes it bites. A creature reduced to 0 Strength
cannot move but does not die—at least, not until the
shadow rat’s physical damage takes its toll.

Dire Shadow Rat

XP 400
N Small undead
Init +3; Senses darkvision 60 ft., scent; Perception +8
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 7 (1d8+3)
Fort +3; Ref +3; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune
undead traits
Speed 40 ft., climb 20 ft.
Melee bite +4 (1d4 plus 1d3 Strength damage plus disease)
Special Attacks disease (DC 13)
Str 10, Dex 17, Con —, Int 2, Wis 12, Cha 16
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +3 (+7 jump), Climb +8, Perception +8,
Stealth +11; Racial Modifiers +4 Stealth
Environment underground
Organization solitary or pack (6–11)
Treasure none
Shadow rats are undead rats that can assume an incorporeal form. Other
than their semi-translucent form (which they maintain regardless of their
incorporeality or not), they resemble their earthly counterparts in all
respects.
Shadow rats attack relentlessly with their bite attack. Unlike normal
shadows, shadow rats do not create spawn.

Fye

This creature resembles a translucent humanoid whose face is contorted
and twisted as if frozen in an eternal scream, though it makes no sound.
XP 1,200
N Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +2
Aura despair (10 ft, DC 15)
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
hp 30 (4d8+12)
Fort +4; Ref +3; Will +6
Defensive Abilities incorporeal; Immune undead traits
Speed fly 50 ft. (perfect)
Melee incorporeal touch +5 (1d6 plus possession)
Special Attacks possession
Spell-Like Abilities (CL 4th)
At will—detect thoughts (DC 15)
3/day—cause fear (DC 14)
1/day—feeblemind (DC 18)
Str —, Dex 17, Con —, Int —, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 18
Skills Fly +10
Environment any
Organization solitary
Treasure none
Aura of Despair (Su) A fye continually emanates an aura of
despair in a 10-foot radius. Any creature within or entering
this area must succeed on a DC 15 Will save or take a
–2 penalty on attack rolls, saving throws, ability and skill
checks, and weapon damage rolls for as long as they
remain within the area. A creature that successfully saves is
immune to the aura of despair of that fye for one day. The
save DC is Charisma-based.
Possession (Su) Once per round by making a successful
incorporeal touch attack, a fye can merge its body with
a creature on the Material Plane. This ability is similar
to a magic jar spell, except that it does not require
a receptacle. The target can resist the possession by
succeeding on a DC 15 Will save. If the save fails, the fye
disappears and enters the target’s body. The save DC is
Charisma-based.
When a traumatic event occurs within the vicinity of a temple or other
holy place, energy often lingers in the area polluting and contaminating
an object or the ground itself. This sometimes leads to the formation of
a mindless entity—the fye. A fye has no memories because it was never
alive, nor does it feel emotions toward any creature living, dead, or
undead. Fye do not communicate nor reason, they simply exist. Though
it is not bound to the area where it was created, a fye rarely moves more
than 100 feet or so away from its “birthplace”.
A fye appears as a translucent humanoid about 6 feet tall whose lower
torso tapers off around the knees into vaporous nothingness. Its face
always has the appearance that the creature is screaming or howling
though it never utters any sound.
A fye usually does not enter combat unless it is directly approached or
molested. In combat, a fye uses its cause fear spell-like ability against
its closest target, followed in the next round by its feeblemind ability.
If opponents continue to harass the fye it uses its incorporeal touch and
possession ability.

Grave Risen

This rotting, worm-ridden corpse is draped in tattered and loosely fitting
rags and dented and armor. Blackened eye sockets serve as its eyes, and
the stench of death clings to its body. Its nails are long and filthy, caked
with dirt and soil from the grave.
XP 1,200
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +10
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (5d8+15 plus 5)
Fort +4; Ref +3; Will +6
Defensive Abilities channel resistance +2; Immune undead
traits
Spd 30 ft.
Melee 2 claws +6 (1d4+2 plus blood poisoning)
Spell-like Abilities (CL 5th):
1/day—animate dead
Str 14, Dex 15, Con —, Int 13, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Toughness, Weapon Focus (claw)
Skills Acrobatics +7, Climb +10, Escape Artist +7, Perception
+10, Stealth +10
Environment any
Organization solitary or troupe (1 grave risen plus 2–5
zombies)
Treasure none
Blood Poisoning (Ex) A creature hit by a claw attack must
succeed on a DC 15 Fortitude save or contract blood
poisoning. This deals 1 point of Constitution damage to the
victim per minute until the victim dies or the blood poisoning
is healed. A neutralize poison or remove disease spell rids
the victim of blood poisoning, as does a DC 15 Heal check.
Multiple wounds to the same foe do not result in multiple
instances of blood poisoning. The save DC and check DC
are both Charisma-based.
Grave risen are rotting undead creatures that upon first glance resemble
zombies. They are created from a normal corpse in an area where the
blood of a spellcaster is spilled and permeates the ground. The blood fuses
with a corpse which sometimes animates as a grave risen. These creatures
rarely wander far from the area where they were risen, preferring the
stench of death and the serenity of death that lingers in the air.
Grave risen have no love for the living and attack living creatures on
sight. Living creatures slain by a grave risen are clawed and mutilated
and then buried in a shallow grave by the grave risen as a mockery of its
own current existence.
Grave risen do not speak or communicate; only occasionally loosing
guttural tones from their rotting vocal organs.
Since grave risen are rarely encountered anywhere but cemeteries, burial
grounds, or the like, they usually begin combat by animating corpses
and sending them against their aggressors. After animating corpses, the
grave risen attempts to down its foes with its filthy claws. Slain foes are
destroyed (as detailed above) and are not consumed by a grave risen

Haunt

This entity appears as a translucent humanoid floating about a foot off
the ground. Its eyes flash with pure hatred.
XP 1,200
N Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1
dodge)
hp 32 (5d8+10)
Fort +3; Ref +3; Will +6
Defensive Abilities rejuvenation; Immune channel energy,
undead traits
Weakness vulnerability to dispel evil/good/law/chaos
Speed 20 ft., fly 30 ft. (perfect)
Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex)
Special Attacks Dexterity damage, malevolence (DC 14),
strangle
Str —, Dex 15, Con —, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Blind-Fight, Dodge, Improved Initiative
Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
Languages Common
SQ alternate form
Environment any
Organization solitary
Treasure none
Alternate Form (Su) A haunt’s natural form is that of a
translucent image appearing much as the person did in life.
As a standard action, it can alter its form so as to appear as
a floating, luminescent ball of light (possibly being mistaken
for a will-o’-wisp in this form). In this form, it cannot use its
Dexterity damage attack or its malevolence attack. It
retains its incorporeal form and can make an incorporeal
touch attack that deals normal damage (but not Dex
damage).
A haunt remains in one form or the other until it chooses
to assume a new one (as a standard action). A change in
form cannot be dispelled. A haunt cannot change forms
while using its malevolence attack (that is, while possessing
a host).
Malevolence (Su) Once per round, a haunt can merge its
body with a creature on the Material Plane whose Dexterity
has been reduced to 0 (either through the haunt’s touch
or by some other means). This ability is similar to a magic jar
spell (caster level 10th or the haunt’s Hit Dice, whichever
is higher), except that it does not require a receptacle. To
use this ability, the haunt must be adjacent to the target.
The target can resist the attack with a successful DC 14 Will
save. A creature that successfully saves is immune to that
same haunt’s malevolence for 24 hours.
If the save fails, the haunt vanishes into the target’s
body (whose Dexterity temporarily returns to normal) and
attempts to complete its unfinished task.
If the haunt completes its task, it leaves the host and fades
away forever. When the haunt leaves the host, the host’s
Dexterity drops back to 0. If the host body is slain while the
haunt is in possession of it, the creature becomes tied to
that area and can never leave. Its unfinished task remains
the same.
Rejuvenation (Su) In most cases, it’s difficult to destroy a
haunt through simple combat: the “destroyed” spirit restores
itself in 1d4 days. Even the most powerful spells are usually
only temporary solutions. The only way to permanently
destroy a haunt is to use dispel evil/good/law/chaos
(depending on the haunt’s alignment) or determine the
reason for its existence and set right whatever prevents it
from resting in peace. The exact means varies with each
spirit and may require a good deal of research, and should
be created specifically for each different ghost by the GM.
Strangle (Su) If a creature possessed by a haunt has an
alignment opposite to that of the haunt on either the law/
chaos or good/evil axis, it attempts to strangle the host
using its own hands (i.e., the hands of the host body).
Unless precautions are taken to restrain the possessed
victim’s hands, they immediately reach for the throat and
begin strangling the haunt-possessed body. An opponent
takes 1d4 points of damage each round until its hands are
forcibly restrained with a successful CMB check, the haunt is
ejected from the body, or the victim dies.
Vulnerability (Ex) A haunt can be forcibly ejected from a
host if hold person is cast on the victim and the haunt fails its
Will save. A dispel evil/good/law/chaos spell (depending on
the haunt’s alignment) instantly ejects the creature from the
host and deals 1d6 points of damage per caster level to the
haunt. A haunt slain in such a manner cannot rejuvenate
and is permanently destroyed.
The haunt is the spirit of a person who died before completing some
vital task. A haunt inhabits an area within 60 feet of where its body died
and never leaves this area. (Note—a haunt in possession of a material
body can in fact leave its area and must do so in order to finish its task.)
It desires but one thing its final rest. To accomplish this, it must possess
a living creature and finish the task that prevents it from achieving
everlasting slumber. A haunt only attacks humanoid creatures.
A haunt attacks with its incorporeal touch. It concentrates on a single
foe, attempting to render it helpless by draining its Dexterity. Once that
victim reaches Dexterity 0, the haunt uses its malevolence ability to
possess the body and then attempts to complete the task that binds it to
this plane. If the haunt is attacked while possessing a body, it uses all the
abilities of the host to defend itself.

Hellstoker Devil
This man-sized creature has loosely hanging, rubbery flesh, grayishblack
in color, and its entire body is smeared with a yellowish-brown
mucus. Its head is ovoid, devoid of hair, and sports upward curving
horns. A hardened ridge of bone runs from its brow, across the top of
its head, and disappears into its spine. Its long, serpentine tail is dark
grayish-red.
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 37 (5d10+10)
Fort +3, Ref +5, Will +6
DR 5/good and silver; Immune fire, poison; Resist acid 10,
cold 10; SR 16
Defensive Abilities fiery body, oily hide
Speed 30 ft.
Melee longspear +7 (1d8+3/x3) or 2 claws +7 (1d6+2)
Ranged ranged touch +6 (bellows)
Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 10th)
At will—magic circle against good, greater teleport (self
plus 50 pounds of objects only)
1/day—maximized burning hands (DC 11), summon (level 5,
2d8 lemures 50% or 1 hellstoker 35%)
Str 15, Dex 13, Con 15, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Iron Will, Maximize Spell-like Abilities (burning hands),
Power Attack
Skills Climb +10, Escape Artist +11, Intimidate +8, Perception
+8, Survival +8; Racial Modifiers +10 Escape Artist
Languages Infernal; telepathy 100 ft.
Gear longspear, bellows
Environment any (Hell)
Organization solitary, team (4–7), or retinue (8–13)
Treasure standard
Bellows (Ex) A hellstoker can use its burning hands to light
its bellows as a standard action. This allows the hellstoker to
fire a jet of flame from its bellows in a line to a range of 30
feet, once per round as a standard action. It must make
a successful ranged touch attack to hit a foe. A creature
hit by the fire takes 1d8 points of fire damage and must
succeed on a DC 15 Reflex save or catch on fire.
Fiery Body (Ex) The oil coating a hellstoker’s body is highly
flammable. As such, a hellstoker hit with a fire effect bursts
into flames. This deals no damage to the hellstoker, and
deals 1d6 points of fire damage to any creature touching or
grappling the hellstoker. The fire burns for 10 rounds before
extinguishing. This does not damage the hellstoker’s oily
hide; therefore, it still retains its racial bonus to Escape Artist
checks (see oily hide below), and it can be caught on fire
again.
Oily Hide (Ex) Hellstokers do not secrete oil naturally, but
their constant contact with it leaves them coated with
a thick layer of the substance at all times. This grants
hellstokers a +10 racial bonus to Escape Artist checks
(included in the statistics block). The oil cannot be washed
off or removed.
Additionally, if a hellstoker is hit with a fire effect, it bursts into
flames. See the hellstoker’s fiery body above for details.
Hellstokers (or marnasoths) maintain the oil, made from the flesh of
mortals, in the infernal boilers located on the lowest region of Hell. They
are rarely encountered anywhere else, though on occasion a team or
retinue of hellstokers enters the Material Plane in search of fuel. Most
just wait for the foolhardy mortals that enjoy plane-hopping to pop into
their realm where any number of devils finish them off, leaving their
rotting carcasses to the hellstokers. When fuel is running low and the
hellstokers are short on mortals, they form bands that hunt down and kill
the least ranking devils (such as lemures), tossing their slain bodies into
the boilers.
Hellstokers attack using their longspears or natural weapons. They
sometimes use burning hands to set one another on fire, or they use it to
ignite the oil in their bellows. When outnumbered, hellstokers usually use
burning hands against their foes and then teleport away to safety.




Skull Spider

This tiny creature appears to be a humanoid skull with eight spidery legs.
XP 100
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
AC 20, touch 17, flat-footed 15 (+5 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2; Ref +5; Will +0
Immune mind-affecting effects
Speed 20 ft., climb 10 ft.
Melee sting +0 (1d2–2 plus poison)
Space 2–1/2 ft.; Reach 0 ft
Str 6, Dex 20, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 11(23 vs. trip)
Skills Climb +13, Perception +4, Stealth +13; Racial Modifiers
+4 Perception
Environment any
Organization swarm (2–20)
Treasure none
Poison (Ex) Sting—injury; save Fort DC 10, frequency 1/round
for 4 rounds, then 1/ten minutes until cured, effect 1d2 Con,
cure 2 consecutive saves
Skull spiders are tarantula-like creatures that reside in the skulls of their
victims. The two front legs of a skull spider contain poisoned barbs that
they use to sting their victims. The weak and fleshy body of a skull spider
is about the size of a grapefruit and is easily damaged. Its eyes grow on
the end of long, slender stalks. Skull spiders take up residence within
skulls as a means of protecting themselves in a manner similar to hermit
crabs.
Their eyestalks protrude through the empty eye sockets of their skull,
and their legs have a backwards curve in the first joint that enables them
to extend out of the bottom of the skull to allow rapid locomotion. Skull
spiders can also fold their legs under their skull so they cannot be seen.
Many an adventurer has been unnerved by the sight of dozens of skulls
seemingly sprouting long, spidery legs and skittering toward them.
A colony of skull spiders is led by a king and queen, which are the only
two members of the colony that are capable of reproducing. After a victim
is subdued, the queen deposits an egg in the skull. Queen skull spiders
are always 3 HD. The larva hatches, consumes the brain over a period
of weeks, and then enters a pupae stage. After several months, when the
corpse is sufficiently deteriorated, the new skull spider hatches, uses its
strong legs to detach the skull, and goes to join its colony.
Skull spiders always attack en masse, swarming over their victims in
great numbers and stinging them repeatedly.

Phantasm

This entity appears as a translucent humanoid with faintly discernable
facial features twisted and corrupted by evil. Its arms are long and thin
and trail off in wisps of immaterial matter.
XP 4,800
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +21
Aura desecrating aura (10 ft.), unnatural aura (30 ft.)
AC 18, touch 18, flat-footed 13 (+3 deflection, +5 Dex)
hp 114 (12d8+36 plus 24)
Fort +11; Ref +11; Will +12
Defensive Abilities incorporeal; Immune undead traits
Speed fly 60 ft. (perfect)
Melee incorporeal touch +17 (1d6+2 plus energy drain)
Special Attacks energy drain (1 level, DC 19), possession
Str —, Dex 21, Con —, Int 15, Wis 15, Cha 16
Base Atk +9; CMB +9; CMD 24
Feats Ability Focus (possession), Alertness, Blind-Fight, Great
Fortitude, Improved Initiative, Weapon Focus (incorporeal
touch)
Skills Bluff +15, Fly +28, Intimidate +18, Perception +21, Sense
Motive +21, Stealth +20
Languages Abyssal, Common
Environment any
Organization solitary or gang (2–5)
Treasure none
Possession (Su) Once per round, by making a successful
incorporeal touch attack, a phantasm can merge its
body with a creature on the Material Plane. This ability is
similar to a magic jar spell, except that it doesn’t require a
receptacle. If the attack succeeds, the phantasm’s body
vanishes into the opponent’s body. The target can resist the
attack with a successful Will save (DC 21). A creature that
successfully saves is immune to that phantasm’s possession
ability for one day.
A possessing phantasm automatically deals one negative
level (from its energy drain ability) each round. A possessed
creature can attempt a Will save (DC 19) each round
to force the phantasm out of its body. If successful, the
phantasm is ejected from the host and cannot attempt to
possess the same host for 1 minute. If turned or subjected
to a dismissal spell while possessing a host, the phantasm is
likewise ejected. The save DCs are Charisma-based.
Phantasms are malevolent and sinister spirits that delight in the
destruction of good-aligned creatures. While many undead creatures are
the undead form of once living creatures, phantasms have no real material
connection to living creatures; they are spirits born of pure evil. They
are most often found haunting ruined temples or churches dedicated to
evil gods, or dungeons constructed by evil creatures; any place where the
stench of evil permeates the very air.
Phantasms are sometimes employed by other, more powerful undead,
such as liches or vampires, though for the most part they are solitary
creatures (though sometimes they are encountered with other phantasms).
Phantasm gangs, while rare, work together to bring about the destruction
of their foes, using their abilities to destroy and corrupt as many opponents
as they can.
Phantasms appear as translucent humanoid-shaped creatures with
faintly discernable facial features resembling a human face twisted and
corrupted by evil. Hair, if present, is formed of the immaterial stuff the
phantasm is composed of. Their arms are long and thin and end in wisps
of the very stuff they are made of. Likewise, their lower torso trails off
into the same misty substance.
A phantasm is a dangerous foe because of its ability to possess and
control a living creature. It begins battle by attempting to possess a foe,
and if successful, it then controls the host like a puppet. In addition, while
possessing a foe, it is constantly sapping its life energy. When the host
is destroyed, the phantasm leaves the body and attempts to repeat the
process with any aggressors still around.

Poltergeist

A presence seems to haunt this place.
XP 600
LE Medium undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura unnatural aura 30 ft.
AC 13, touch 13, flat-footed 12 (+2 deflection, +1 Dex)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Defensive Abilities incorporeal, natural invisibility,
rejuvenation; Immune undead traits
Speed 10 ft., fly 20 ft. (good)
Melee telekinesis (see below)
Ranged telekinesis (see below)
Special Attacks fear, telekinesis
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 15
Base Atk +2; CMB +2; CMD 15
Feats Ability Focus (fear), Skill Focus (Perception)
Skills Fly +5, Perception +9
Languages Any one (see below)
Environment any
Organization solitary or haunting (4–7)
Treasure none
Fear (Su) A creature hit by a thrown object (see telekinesis
below) must succeed on a DC 15 Will save or flee in terror
for 2d6 rounds. A creature that successfully saves is immune
to the fear effect of the same poltergeist for 24 hours. The
save DC is Charisma-based.
Natural Invisibility (Su) This ability is constant, allowing a
poltergeist to remain invisible even when attacking. This
ability is inherent, cannot be dispelled or negated, and is
not subject to the invisibility purge spell.
Rejuvenation (Su) Like ghosts, it’s difficult to destroy a
poltergeist through simple combat: the “destroyed” spirit
restores itself in 2d4 days. Unlike ghosts, powerful spells
such as dispel evil usually are effective. Short of that,
however, the only way to permanently destroy a poltergeist
is to determine the reason for its existence and set right
whatever prevents it from resting in peace. The exact
means varies with each spirit and may require a good deal
of research, and should be created specifically for each
different poltergeist or group of poltergeists by the GM.
Telekinesis (Su) A poltergeist can create a telekinetic effect
to hurl one object or creature within 10 feet to a distance
of 60 feet (no range increment). This ability functions as
the violent thrust version of the telekinesis spell (caster level
10th) with the following exceptions: the poltergeist can hurl
only one object or creature per round; the poltergeist uses
its Charisma modifier (usually +2) to modify its base attack
bonus. A creature targeted by this ability can make a DC
13 Will save to avoid being hurled by the poltergeist. The
save DC is Charisma-based.
Unnatural Aura (Su) Both wild and domesticated animals
can sense the unnatural presence of a poltergeist at
a distance of 30 feet. They will not willingly approach
nearer than that and panic if forced to do so; they remain
panicked as long as they are within that range.
Poltergeists are undead spirits that haunt the area where they died. A
poltergeist has no material form and cannot manifest on the Material
Plane. Most poltergeists are evil, as they are “trapped” in the area where
they were killed and can never leave this area unless they are destroyed.
This “prison” drives them mad and they come to hate all living creatures.
Poltergeists cannot manifest on the Material Plane and attack by picking
up objects and hurling them at opponents.

Rawbones

Rawbones Skulking towards you is what appears to be a freshly skinned and cleaned corpse. It is a bloody, skeletal creature with its of flesh and muscle still clinging to its wet bones. Its entrails and organs hang loosely in its torso, sometimes even dropping out entirely. Its eyes roll about in its eye sockets as it seeks its prey.

XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +16
Aura nauseating aura (20 ft., DC 19)
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 91 (14d8+28)
Fort +8, Ref +8, Will +10
Defensive Abilities channel resistance +2; DR 10/magic or silver; Immune cold, undead traits
Speed 30 ft.
Melee 2 slams +15 (1d8+4) or entrails lash +14 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with entrails lash)
Special Attacks strangulation, vomit gore
Str 19, Dex 14, Con —, Int 12, Wis 12, Cha 14
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack, Weapon Focus (slam) Skills Acrobatics +13, Climb +18, Escape Artist +14, Intimidate +17, Perception +16, Stealth +17
Languages Common, Infernal
Environment any land
Organization solitary or gang (2–4)
Treasure standard
Nauseating Aura (Su) A rawbones emanates a sickening aura that reeks of death in a 20-foot radius. Any creature that comes within that area must succeed on DC 19 Fortitude save or become nauseated for as long as they remain within the area a 1 minute after leaving the area. A creature that makes a successful save is immune to the nauseating aura of that rawbones for one day. The save DC is Charisma-based.

Strangulation (Ex) When a rawbones hits an opponent of up to one size larger with its entrails lash, it can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it succeeds on its grapple check, it establishes a hold and deals 1d4 points of strangulation damage per round in addition to normal damage to the grappled opponent each round that the hold is maintained.

Vomit Gore (Su) Three times per day, a rawbones can spit a blast of blood and gore in a 20-foot cone that deals 7d6 points of damage (DC 19 Reflex save for half). The save DC is Charisma-based.
A rawbones is an undead creature that comes into being when a tortured person rises from the grave. Rawbones are commonly found in ancient dungeons that hold old torture chambers and prison cells. Some are also found haunting the local cemeteries where a tortured person was laid to rest. While disgusting in appearance, there is something in the magic (or evil) of a rawbones that keeps it looking ‘fresher’ that most of its other undead kin. Like many undead, rawbones despise the living and seek to harm such creatures whenever they can. A rawbones is generally a solitary creature though it is possible more than one could be encountered together (e.g., an ancient dungeon where a mass torture/execution took place or a mass grave where tortured and broken bodies where laid to rest). A rawbones stands 6 to 6-1/2 feet tall and weighs roughly 140 pounds.
Its bones are stained red with fresh blood which seems to continually weep from the creature’s body. Bits of flesh and muscle fall away from it as it moves about and its entrails often drag the ground behind it or are wrapped around the creature’s forearms. A rawbones speaks Common and at least one other language. A rawbones attacks primarily with its powerful fists, but it has other weapons at its disposal. It can vomit forth a horrifying spray of blood and gore or use its entrails as a ranged weapon which it loops around an opponent’s neck in an attempt to strangle it. While battling its foes, it attempts to keep them within range of its nauseating aura. A rawbones’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Skulleton

This being looks like a humanoid skull with several small gems inset in
its eye sockets and mouth.
XP 800
NE Tiny undead
Init +0; Senses darkvision 60 ft.; Perception +11
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 26 (4d8+8)
Fort +3; Ref +1; Will +5
Immune undead traits
Speed fly 10 ft. (perfect)
Melee bite +5 (1d3–2 plus disease)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks dust
Str 6, Dex 10, Con —, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 9 (can’t be tripped)
Feats Dazzling Display, Weapon FinesseB, Skill Focus
(Intimidate)B, Weapon Focus (bite)
Skills Fly +19, Intimidate +12, Perception +11, Stealth +16
Languages Common (cannot speak)
Environment underground
Organization solitary
Treasure standard
Disease (Ex) Filth fever: Bite—injury; save Fort DC 12, onset
1d3 days, frequency 1/day, effect 1d3 Dex damage and
1d3 Con damage, cure 2 consecutive saves.
Dust (Ex) The skulleton can use its crumbled remains to
attack any creature that comes within 10 feet. Twice per
day as a standard action, it can billow forth a cloud of dust
that surrounds it in a 10-foot radius. Creatures caught within
the area must succeed on a DC 14 Fortitude save or be
nauseated for 6 rounds. The dust cloud remains for 2 rounds
and can be affected by wind. The save DC is Charisma based.
Skulletons are undead creatures believed to have been created by a
lich or demilich, for the creature greatly resembles the latter in that it
is nothing more than a pile of dust, a skull, and a collection of bones.
The gemstones inset in its eye sockets and in place of its teeth are not
gemstones at all, but painted glass (worthless). The skulleton is thought to
have been created to frighten off would-be tomb plunderers, or convince
them they have defeated the skulleton’s creator rather than a minor
servitor and tomb guardian.
A skulleton lies in wait for its prey. When a living creature touches a
skulleton, it uses its dust attack to incapacitate and confuse the intruders.
Then it rises in the air, pivoting to face its prey and glowering in a display
of fearsome presence, using its Dazzling Display feat as a full-round
action to attempt to demoralize those near it. If the intruders have not
fled, it moves in to bite with its gem-encrusted teeth.
Construction
A skulleton’s body consists of a humanoid skull and the bones and
dusty remains of its body. The false jewels are worthless, but do require a
jeweler of some skill to properly cut and mount them to lend them an air
of authenticity. Additional rare powders and incense worth 3,500 gp are
also needed to complete the process.

CL 9th; Price 8,000 gp
Requirements animate dead, contagion, fly, stinking cloud,
creator must be caster level 9th; Skill Craft (jeweler) DC 15;
Cost 4,000 gp


Juju Zombie

Juju Zombie Fighter
This creature looks like a desiccated humanoid with grayish, leathery
flesh. It is dressed in filthy rags, and its eyes are small pinpoints of
crimson light. An odor of death hangs in the air around the creature.
XP 800
Male human juju zombie fighter 3
NE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Perception +2
AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3
natural)
hp 28 (3d10+18 plus 6)
Fort +5; Ref +4; Will +1
Defensive Abilities channel resistance +4; DR 5/magic and
slashing; Immune cold, electricity, magic missile, undead
traits; Resist fire 10
Speed 30 ft.
Melee longsword +9 (1d8+5/19–20) or slam +8 (1d6+7)
Str 20, Dex 16, Con —, Int 4, Wis 10, Cha 14
Base Atk +3; CMB +8 (+10 sunder); CMD 21 (23 vs. sunder)
Feats Alertness, CleaveB, Improved InitiativeB, Improved
SunderB, Power AttackB, ToughnessB, Weapon Focus
(longsword)
Skills Acrobatics +0, Climb +13, Perception +2, Ride +0,
Sense Motive +2; Racial Modifiers +8 Climb
Languages Common
SQ armor training 1
Gear chainmail, longsword
Environment any
Organization solitary, pair,
band (3–7), or company
(10–20)
Treasure standard


Blood Reaver Devil

This tall reddish-bronze colored humanoid has leathery flesh and
gleaming, gold eyes. Its hands end in blood-stained claws, and a long
snake-like and forked tail trails behind it. The smell of fresh blood hangs
in the air. It wields a wicked dual-headed flail.
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19–20 plus stun) or 2
claws +15 (2d6+6)
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 pounds of objects only),
invisibility (self only), wall of fire
1/day—lightning bolt (DC 15), summon (level 6, 2d10
lemures 50% or 1 blood reaver 35%)
Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (dire flail),
Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge
(planes) +14, Perception +14, Sense Motive +14, Stealth +14,
Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail
Environment any (Hell)
Organization solitary, team (2–4), or squad (5–9)
Treasure standard
Siphoning Aura (Su) Blood reavers can radiate an aura in
a 20-foot radius as a free action that causes a creature
to bleed from its mouth, nose, eyes, and ears. Affected
creatures must succeed on a DC 19 Fortitude save each
round or take 1 point of Constitution damage from blood
loss. The save DC is Constitution-based.
Stun (Su) Whenever a blood reaver hits with a dire flail
attack, the opponent must succeed on a DC 20 Fortitude
save or be stunned for 1 round. The save DC is Strengthbased.
This ability is a function of the blood reaver, not the
dire flail.
Blood reavers, also known as garugins, are dangerous and vile creatures
that stalk the Hells searching for mortal plane jumpers. They believe no
living mortal has the right to step into Hell; the only mortals that should
be in Hell are the ones whose souls are corrupted in the afterlife or evil
mortals that deserve to be there through actions and sins committed while
still alive. All other mortals are trespassers and should be dealt with
accordingly.
Blood reavers have a neutral relationship with most other devils; they
can take them or leave them. They do seem to have a good rapport with
bone devils, perhaps because the wicked bone devil is just as evil and
corrupt as they are or perhaps because the bone devil shows no mercy
when dispatching an enemy.
A blood reaver stands 8 feet tall and is never without its special barbed
dire flail. The heads are wickedly crafted with oversized and strongly
curved barbs so they do as much tissue damage as possible when they hit.
Blood reavers despise mortals and attack them on sight. They prefer
to hide or stand nearby while invisible and let their siphoning aura drain
a person of its blood, though the telltale sign that something is wrong
is when the victim’s eyes, ears, nose, and mouth begin to bleed for no
apparent reason.
In combat, they attack with their barbed flails, relentlessly hammering
away at their enemies and freely unloading with walls of fire to separate
allies from one another. Being immune to fire, the blood reaver simply
walks through the wall and attacks the creature standing on the other side.


Hellstoker (Devil)
This man-sized creature has loosely hanging, rubbery flesh, grayishblack
in color, and its entire body is smeared with a yellowish-brown
mucus. Its head is ovoid, devoid of hair, and sports upward curving
horns. A hardened ridge of bone runs from its brow, across the top of
its head, and disappears into its spine. Its long, serpentine tail is dark
grayish-red.
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 37 (5d10+10)
Fort +3, Ref +5, Will +6
DR 5/good and silver; Immune fire, poison; Resist acid 10,
cold 10; SR 16
Defensive Abilities fiery body, oily hide
Speed 30 ft.
Melee longspear +7 (1d8+3/x3) or 2 claws +7 (1d6+2)
Ranged ranged touch +6 (bellows)
Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 10th)
At will—magic circle against good, greater teleport (self
plus 50 pounds of objects only)
1/day—maximized burning hands (DC 11), summon (level 5,
2d8 lemures 50% or 1 hellstoker 35%)
Str 15, Dex 13, Con 15, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Iron Will, Maximize Spell-like Abilities (burning hands),
Power Attack
Skills Climb +10, Escape Artist +11, Intimidate +8, Perception
+8, Survival +8; Racial Modifiers +10 Escape Artist
Languages Infernal; telepathy 100 ft.
Gear longspear, bellows
Environment any (Hell)
Organization solitary, team (4–7), or retinue (8–13)
Treasure standard
Bellows (Ex) A hellstoker can use its burning hands to light
its bellows as a standard action. This allows the hellstoker to
fire a jet of flame from its bellows in a line to a range of 30
feet, once per round as a standard action. It must make
a successful ranged touch attack to hit a foe. A creature
hit by the fire takes 1d8 points of fire damage and must
succeed on a DC 15 Reflex save or catch on fire.
Fiery Body (Ex) The oil coating a hellstoker’s body is highly
flammable. As such, a hellstoker hit with a fire effect bursts
into flames. This deals no damage to the hellstoker, and
deals 1d6 points of fire damage to any creature touching or
grappling the hellstoker. The fire burns for 10 rounds before
extinguishing. This does not damage the hellstoker’s oily
hide; therefore, it still retains its racial bonus to Escape Artist
checks (see oily hide below), and it can be caught on fire
again.
Oily Hide (Ex) Hellstokers do not secrete oil naturally, but
their constant contact with it leaves them coated with
a thick layer of the substance at all times. This grants
hellstokers a +10 racial bonus to Escape Artist checks
(included in the statistics block). The oil cannot be washed
off or removed.
Additionally, if a hellstoker is hit with a fire effect, it bursts into
flames. See the hellstoker’s fiery body above for details


New Monsters


Jumping Jelly

CR 2

XP 600
N Small ooze
Init +0; Senses blindsight 60 ft.; Perception -5

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 12 (2d8+3)
Fort +4, Ref +1, Will -4
Immune ooze traits

OFFENSE

Speed 20 ft., climb 20 ft.
Melee 4 tendrils +2 (1d4 plus 1d4 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks acid

STATISTICS

Str 11, Dex 10, Con 17, Int --, Wis 1, Cha 1
Base Atk +2; CMB +2; CMD 12 (can't be tripped)
Skills Climb +8

SPECIAL ABILITIES

Acid (Ex)

A jumping jelly secretes a deadly acid that quickly dissolves organic matter but does not harm metal or stone. They typically lie hidden in a container then leap toward any noise they hear. Any melee hit deals acid damage. Non-metal armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. A wooden weapon that strikes a jumping jelly dissolves immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.


ECOLOGY

Environment underground
Organization solitary
Treasure incidental

A jumping jelly, like most oozes, is a creature that lives off of flesh as their food.

A jumping jelly looks like a pale pink quivering pile of goo with four short slimy tendrils jutting from the bottom of its blobish form. The creature's body is rather thick and resilient (hence the natural armor bonus, usually unheard of for ooze creatures). Its tendrils are a bit darker in color than its main body. Shoots of dark blue and black through its body give the appearance of veins.

Small Animal Skeleton

Small Animal Skeleton CR 1/3

XP 55
NE Small undead
Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 13, touch 10, flat-footed 14 (+1 armor, +1 Dex, +1 natural)
hp 3 (1d6)
Fort +0, Ref +1, Will +1
DR 5/bite; Immune cold, undead traits

OFFENSE

Speed 30 ft.
Melee Bite –3 (1d4+1)

STATISTICS

Str 10, Dex 12, Con —, Int —, Wis 2, Cha 1
Base Atk +0; CMB +2; CMD 14

Any animal that walks into the House of Stone and dies becomes an undead creature. This is a generic stat block for any small animal like a fox, squirrel, rabbit, or rodent.


Silver Guardian

This silver statue appears  with its shining visage carved with exquisite detail into an eerie replica of a human face.

Silver Guardian CR 6

XP 1,400
N Medium construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)
hp 44 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities conductivity, heat shimmer; DR 5/adamantine; Immune construct traits, electricity, fire; SR 17

OFFENSE

Speed 20 ft.
Melee 2 slams +12 (1d8+4 plus 1d6 fire)
Special Attacks heat, molten destruction

STATISTICS

Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +12; CMD 21

SPECIAL ABILITIES

Conductivity (Ex)

A magical attack that deals electricity damage speeds up a silver guardian (as the haste spell) for 1d4 rounds. A silver guardian gets no saving throw against electricity effects.

Heat (Ex)

A silver guardian’s body generates intense heat, dealing 1d6 points of fire damage whenever it hits in melee, or in each round it grapples. Creatures attacking a silver guardian with unarmed strikes or natural weapons are also subject to the golden guardian’s heat.

Molten Destruction (Ex)

When reduced to 0 hit points, a silver superheats and instantly melts into a pile of molten silver. All creatures within a 10-foot-radius spread take 4d6 points of fire damage; a DC 14 Reflex save halves the damage. The save DC is Constitution-based. Once cooled, there is 0lbs of silver remaining.

Heat Shimmer (Ex)

The intense heat radiating from a golden guardian’s body creates a wavering shimmer in the air that makes the construct difficult to see clearly. This functions as a blur spell (CL 8th), except it cannot be dispelled.

Vengfull Zombies

Vengful Zombie

This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
Human Zombie CR 1/2
XP 800
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 20 (4d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
Offense
Speed 30 ft.
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
Statistics
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered

Vengful Zombies were created when the two families warred for possession of the house. The many slaves fled to places they thought were safe only to find their lives stolen from them. They seek to even the score but killing any living thing that encounters them. The spell that killed them also made their hands grow claws and their teeth turned into daggers. Otherwise they are like normal zombies.
Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead.

Characters

4 Priests of Gloomera - The Grand Ballroom, store room and the Hat room
huecuva (punished clerics)
1 Undead Priest of Rahsee - The new Baracks
Yanic Normad - 5th level Necromancer - Children's Bedrooms, Old Kitchen and Master Bedroom
Danic Normad - 7th level fighter - War Room
Ouptah Ga'lean - 10th level Priest of Rahsee - New and Old Barraks
Undead Dwarfs - Wandering and in the new stable
Undead Humans - Wandering and in the slave quarters
Normal "Good" humans - Old Throne room
Normal "Evil" humans - Wandering and in the New Kitchen
Demons - Victory hall and grand entrance
Elementals (they just like to hang out there)- Wandering and in the New Guestrooms

Undead

  1. Stroking Spectres - HOS Entry points
  2. Shadow
  3. Spectre
  4. Wraith
  5. Animate Dream
  6. Banshee
  7. Poltergeist
  8. Witchfire
  9. Bhuta
  10. Dybbuk
  11. Yuki-Onna
  12. Allip
  13. Bhuta (Violent Death) CR 111
  14. black skeleton (Guardian)
  15. bloody bones (Temple Defiler)
  16. cadaver (Low level)
  17. Crypt Thing (Guardian)
  18. darnoc (Greedy Ghost)
  19. dire shadow rat (wandering monster)
  20. fye (Temple Undead)
  21. grave risen (rise from graves)
  22. haunt (wandering monster)
  23. Skull Spider (wandering monster)
  24. poltergeist (in a well furnished room)
  25. Rawbones (in rtorture room)
  26. skulleton (guardian)
  27. JuJu Zombie (Zombie closets)
  28. Hungry Fog
  29. Shadows

Daemon

Demon

Devils

Constructs

Caryatid Column
Crystone
Blood Golem (Wandering Monster)
Iron Maiden Golumn
Dirt Golems
Golem, dirt
This lumbering figure is made from a body buried in soft dirt. It wears whatever clothes it was buried in and crude jewelry. Its twisted face is only vaguely humanoid.
dirt Golem CR 10
XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste
Statistics
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a dirt golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Cursed Wound (Ex) The damage a dirt golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a dirt golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Haste (Su) After it has engaged in at least 1 round of combat, a dirt golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex) A dirt golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a dirt golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a dirt golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A dirt golem gets no saving throw against magical attacks that deal acid damage.
A dirt golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.
Construction
A dirt golem's body must be sculpted from a single block of dirt weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp.