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3.5 Elder Dragons

ELDER DRAGONS
An elder dragon is a type of dragon that predates written history and even most oral histories. There are whispers of legends that tell that they have always existed, even before the creation of the world. Early history of the world suggests that dragons ruled all. Nothing could stand against them. Some few of them survive from that distant time, more powerful than any other dragons alive today. Most of the surviving elder dragons attempted godhood and entered the ranks of deities. These elder dragons do have some worshippers of lesser (non-dragon) species; but only one, as far as is known, has dragon worshippers and he requires that they be undead.

Perhaps, though, it is different for dragonkind. For dragons, maybe worshiping is a minor act of heart rather than a major act of spirit. In which case, maybe many dragons worship elder dragons in their own private way, much less obvious than for other species. Perhaps all that is necessary is to have an icon of that elder dragon deity among the other jewels of their hoard. Whatever the case, elder dragons are some of the most powerful creatures in the multiverse.


Each elder dragon is unique and focuses on an area of expertise, some type of knowledge, an element, or a force. Some sages speculate that many more elder dragons than are mentioned by Kerthan the Historian could well exist. They are an insular species as a whole (certain elder dragons are exceptions to this) and usually find out-of-the-way places to inhabit.
Some elder dragons are insubstantial in some way (ethereal, shadowy, gaseous, astral, dream, wind, etc.), but not all are. What is not known about elder dragons could fill the libraries of all the major cities of the whole world, and many are the “facts” supposedly known about them that simply are not true.


Most gods and goddesses treat elder dragons with respect, thereby giving them the status of a near-equal, even if they have no deific rank. While elder dragons could work for powerful deities in various duties, only one is known to do so. A pitifully small number of elder dragons have actually joined the ranks of the gods.
Elder dragons have all of the racial charactistics of true dragons whom they most resemble, but most have changed or added to their racial abilities and modified their appearance. Some stories tell of how elder dragons were once normal true dragons until something unique happened to them or they did something strange and unexpected. There is no way to substantiate any of these tales; or to infer that all elder dragons were once normal true dragons; as even their racial charactistics have changed over the eons that each elder dragon has been alive through active magical experimentation, divine morphing, and even through adaptation to a novel environment.



Most of this information is straight from the writings of Kerthan himself; said to have been translated by several bards directly from the Draco Procreatio, a mythical draconic history book (though the word "book" is somewhat of a misnomer). There is no actual proof such a book exists except through the eminiment sage’s writings. No other person in history has claimed to have seen even translations of it. And outright mentions of it are rare and often couched in fable. Kerthan seems to suggest that there may be as many as one hundred elder dragons. If they are all of this power level, though, such a gathering of elder dragons would make the gods themselves take notice and tremble.

According to Kerthan the Historian (and thus the Draco Procreatio), “The first draconic gods begat many hatchlings of all the true dragon species [both chromatic and metallic] in their first clutches. The hatchlings from all these clutches, being nearly immortal themselves, and of deific rank 0, wandered to the material plane where they became the progenitors of each of their species. These original progenitors all lived long lives, even for dragons; but each and every one eventually passed away, (it seems immortality was not always a requirement for godhood, or maybe they did not die of natural causes, no one can say for sure). Their first clutches spawned the few dragons who were to later become the elder dragons. Most of these elder dragons also passed away or moved into the shadows of legend; only a relative few rose to become gods or unique beings.”
As this information goes against all known draconic histories, most sages discount any of Kerthan’s musings as the writings of a madman and fool. Whatever the case; elder dragons do exist; and, it seems, this is their story. It must be remembered that both oral and written history are not always the way it actually happened, but rather some historian's view of what happened. We all know that bards are not above embellishing a story to enhance its effect on their audience.

Deific elder dragons mentioned in this series are considered new-comers to the god-scene, even though they have been around for millenia. Each elder dragon has found its own way to achieve immortality; so perhaps at first, they were only ordinary true dragons. Elder dragons that will speak to other species will not answer any questions about themselves. True dragons usually refuse to speak of the tales of elder dragons to lesser species (even half-dragons are considered lesser species in this case); letting whatever theories are developed about them remain unconfirmed.

It is evident from the writings of Kerthan, that the legendary Draco Procreatio would fill several shelves of books if ever fully assembled into a non-draconic language and supposedly it lists non-deific but still unique elder dragons, too. Kerthan gives no mention of who these other unique elder dragons might be. It seems that his translations came abruptly to an end when the wyrm, Volnegrot (angered no doubt that the translations from ancient draconic were sent magically first to Kerthan instead of himself) destroyed the eminent sage's residence as well as the whole surrounding town of Bridgeford. The ruins that were once Bridgeford is now only home to vagrants and ghouls.

Only one person's name not of draconic hatching is mentioned in Kerthan's writings as having ever laid eyes upon this legendary history of dragons by dragons (he mentions other translators but gives no names for them), a simple bard by the name of Erevann. It seems that this bard worked feverishly to translate the draconic histories in the lair of a great green wyrm. Many sages refuse to admit that such histories exist; purporting that Kerthan the historian and all his bardic translators are nothing more than charlatans and mountebanks–if the translators ever actually existed, that is.

Here is a surviving scrap of one of Erevann's letters to Kerthan:
Finally, after almost a month of entertaining Volnegrot, the ancient green wyrm, the immense dragon led me deep into the bowels of a nearby dormant volcano all the way to the great draconic library of Volnegrot, close to the lava streams themselves. I first beheld the thirty some-odd tablets stacked neatly upon obsidian shelves; both tablets and
shelves sized for dragons, in a smotheringly hot, eeriely red-tinted cavern. Close examination revealed that the tablets were made of mithral deeply scratched with the draconic slashes of the pure dragon script, obviously written by a draconic claw. The script was seemingly etch-marks inlayed with some sparkling silvery metal I could not identify.
Volnegrot gestured a wing-tip at the shelves. "Cloudius the sage wrote these histories." So saying, he turned ponderously and left me to my studies and translations. I had never heard the name before, I hope I spelled it right when I made my notes later Writing here was simply out of the question, no paper would last long enough to get close enough to make the notes feasable; I would have to rely on memory and make notes later.
The heat from the lava streams came at me in waves like a hot wind that wouldn't let up. I could barely stand it; but having taken Volnegrot's suggestion, I had prepared with fire resistance so as not to be another crispy husk of a body lying next to the shelves. Former translaters or failed thieves? I could not be sure.
The elder wyrm had lead me to the Draco Procreatio. These tablets recount the beginnings of draconic history and tell of several wondrous dragons singular of their kind, as well as lost arcana, strange magic items, and special abilitiess developed by these dragons. There are many creatures that remain unknown to the world at large; strange beasts that would confound even the most learned sage. These tablets seem to mention a lot of them.
Sliding out the first in a long series of heavy mithral tablets, each roughly the size of a tower shield, I began to study the sparkling dragon-wroght script of pure draconic.
 
_____Arkonseptsis
Lead Dragon, Null Magic Elemental
Demigod
Symbol: A black hole within the open maw of a reptile
Home Plane: Prime Material (Underground)
Alignment: Chaotic evil
Portfolio: Antimagic, disease, insanity, oozes
Worshipers: Indirectly only: fey, giants, humanoids, and monstrous humanoids
Cleric Alignments: Slime Keepers* only: CN, CE
Domains: Antimagic, Madness, Pestilence
Favored Weapon: Bite
*God-Cursed Template

Arkonseptsis (r-kun-sept-sis) appears as a very large, gray lizard. He wings have atrophied to the point of being no more than bumps on his sides. He uses his unassuming, lizard-like appearance to get closer to anyone who uses or displays magic or psionics. He likes to appear as a big, dumb, slow lizard. He is anything but dumb or slow.
Though Arkonseptsis can speak with any intelligent, language-speaking creature; he never converses with anyone who has the “stench” of magic about them. Those with the taint of magic, psionics, or undeath about themselves usually don’t live long enough to ask him why.

_____Blitzhavoc
Lightning Master, Lord of the Eye, Storm King
Lesser Deity
Symbol: Lightning bolt with a roaring dragon’s head at close end
Home Plane: Prime Material (The Eye of the Storm)
Alignment: Neutral evil
Portfolio: Lightning, speed, storms, thunder, wind, weather
Worshipers: Feral humanoids, lizardfolk, and troglodytes
Cleric Alignments: LE, LN, NE (adepts, fanatics*, and hermits*)
Domains: Air, Antimagic, Evil, Weather
Favored Weapon: Bite
*New NPC class

Blitzhavoc (blitz-ha-vuk) appears as a normal black dragon except he has prominent eye ridges adorned with elaborate jewelry. His size equals that of a black great wyrm. There, the resemblance stops. He is so much more sleek, supple, and agile than a normal great wyrm that it shows. He is almost overly muscled. He carries the scar of some former battle with an acid-using deity of higher rank on his left fore-shoulder just below the wing; it gleams white in almost any light. There is no information on which deity marked him. His wings unfurl to become great black curtains, torn in several places but still serviceable. This dragon epitomizes electricity in all its aspects. He is exceptionally quick, amazingly agile, drawn to metal (greedily), and often accompanies a storm. If no storm is present, Blitzhavoc will always summon one using one of his spell-like or psionic abilities. Blitzhavov’s flight remains unaffected by even the most powerful winds or precipitation. Blitzhavoc loves all metals. It is said that he dines on the rarest metals and will allow anyone who gives him at least 10 pounds of a rare metal a “head start” before he destroys them.

_____Crallex
Death that Seeps, Mist of Annihilation, Uncaring Goddess, Veiled Dragon, Vengeance Unleashed
Lesser Deity
Symbol: A pair of glowing red eyes
Home Plane: Prime Material (Deepearth)/Ethereal (Crallex's Lair)
Alignment: Chaoitc evil
Portfolio: Retaliation, retribution, vengeance
Worshipers: None, but lip service from dark elves, deep gnomes, gray dwarves, and other underground city dwellers.
Cleric Alignments: CE, NE, CN (adepts, clerics, and fanatics*)
Domains: Chaos, Evil, Shadow, Travel
Favored Weapon: Bite
*New NPC class

In dragon form Crallex (kral-ux) can be mistaken for a wingless red dragon if the light sources are dim or distant. Anyone using darkvision to see her or anyone using low-light vision will always mistake her for a red dragon. Otherwise, her shimmering gray hide scintillates mirror-like in an almost hypnotic effect that she uses with her diplomacy skill to convince others to do her will.
In gaseous form, Crallex appears as an area of mist or fog, sometimes with errie and faint glowing red eyes in the middle of the mist.




_____Desinora
Blanket of Destruction, Cold Fire, Dame of Vindictiveness, Dragon Swarm, Lady of Spite, Mistress of Retaliation, Rainbow Death, Rancor Personified, the Dreamer
Intermediate Deity
Symbol: Upside-down Rainbow
Home Plane: The Abyss (The Shroud of Sleep)
Alignment: Chaoitc evil
Portfolio: Dreams, hallucinations, madness, nightmares, retaliation, retribution, vengeance
Worshipers: Madmen, prophets, and seers
Cleric Alignments: CE, NE (adepts, clerics, druids, fallen paladins, rangers, and fanatics*)
Domains: Chaos, Destruction, Evil, Fire, Trickery
Favored Weapon: Bite
*New NPC class

Desinora (deh-se-nor-a), the Dreamer, appears as an outline of a small dragon. In actuality, she is a hive-minded multitude of fine-sized flying dragons that act in concert to rule her domain, one of the uncounted layers of the Abyss. Each dragon in the swarm is approximately 2 inches long and has a 4-inch wingspan. Each individual dragon in the swarm is colored like some type of normal chromatic dragon. This makes her form seem to shimmer in all the colors of the rainbow.
Demons fear her wrath and avoid her realm religiously.
Desinora can communicate with any language-speaking intelligent creature via limited-range (12 miles) telepathy.
 
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________________Ergon
The Whisperer
Quasi-Deity
Symbol: A dark cloud with a malevolent face, blowing winds
Home Plane: Ethereal (West Wind)
Alignment: Chaotic evil
Portfolio: None
Worshipers: None
Cleric Alignments: N/A
Domains: None
Favored Weapon: Incorporeal bite
Ergon (er-gon), when he is visible (through either his manifestation ability or because the observer can see Ethereal objects), appears as a drab olive green dragon, much like a normal green dragon except for the many rings set into his head-fin and back-fin all the way down to the tip of his tail. Ergon usually converses with mortals as an unbodied whispering voice, often teasing them into doing something for him.


_______________Farrag
Dragon Mountain, Serpent’s Ridge, the Earth that Walks, the Sleeper, the Stone, Wyrm Peak
Demigod
Symbol: A heart-shaped chunk of granite
Home Plane: Prime Material (Dragon Mountain)
Alignment: Lawful evil
Portfolio: Earth, earthquakes, mountains, stone
Worshipers: Those that have acquired the dark template and live on Dragon Mountain.
Cleric Alignments: LE, NE, LN (adepts, clerics, druids, fanatics, and rangers)
Domains: Earth, Protection, Strength
Favored Weapon: Bite
Farrag (fr-agg) appears as just another mountain, slightly shaped like a dragon. Villages are sometimes built upon his back to scratch out an existence in the thick earth that always covers his body. His scales appear as solid granite; indistinguishable from normal rock up to 1,500 feet away. Even so, it takes an expert to truly tell the difference: DC 30 in Craft (stonemasonry) or Craft (sculpturing) from a close distance of only 10 feet. Creatures with stonecunning ability like dwarves automatically know the stone is alive and not actually stone but they must also get within 10 feet, otherwise it still passes for granite. Farrag is immense even by dragon standards. Since he so rarely moves; villages, groves of trees, bushes, and even rock formations cover his back ensuring he blends into the environment and remains mostly unnoticed.



_______________Moretta
Eater of the Pearl, Mistress of the Depths, Mouth of the Sea, Queen Unending, Serpent of Death, The Eel
Lesser Deity
Symbol: A waterspout
Home Plane: Prime Material (The Eye of the Storm)
Alignment: Neutral evil
Portfolio: Destruction, malice, sea, storms, water, weather
Worshipers: lizardfolk and troglodytes
Cleric Alignments: LE, NE, CE (adepts and fanatics)
Domains: Evil, Travel, Water, Weather
Favored Weapon: Trident
Moretta (mor-ret-a) appears much as an eel of immense proportions, one of the tropical, very-territorial species with evil bites. The only noticeable spots of difference are her whiskers, which are usually flowing back over her shoulders, and her stunted wings. Less noticeable are her stunted front legs ending in huge claws and immense back flippers usually kept under water or folded back against her body except when in combat. Unlike normal dragons, her wings are smaller and less useful (and damaging) than those of normal dragons. This also affects her flying ability. Though her wings are smaller than a normal dragon of her size and stubby; her wing claws are larger and stronger than a normal dragon’s; thus the higher damage. She has long sleek lateral flippers that take the place of a normal dragon’s rear claws. Her head sports a pair of long white whiskers growing from her chin and reaching to her slim, almost nonexistent shoulders. Sleek and black, her body flows through the water effortlessly due in part to her magical ability of free action.

________ Nethrancor
Bone Giant, Death Father, Keeper of the Core, Spirit Caller
Intermediate Deity
Symbol: A dragon skull with glowing eyes
Home Plane: Hades (The Grotto of Death)
Alignment: Lawful Evil
Portfolio: Darkness, death, secrets, undead dragons, undeath, underworld
Worshipers: Draconic undead of various types, some humanoid tribes, isolated giant clans
Cleric Alignments: LE, NE, LN (adepts, clerics, and fanatics)
Domains: Darkness, Death, Destruction, Mind, Shadow, War
Favored Weapon: Bite (undead dragons), scythe (humanoids and giants)
Nethrancor (neth-ran-kor) most often appears as a Colossal dragon, with green scales so dark as to be almost gray. To his worshipers of humanoid or giant type, sometimes he assumes the form of a Huge robed skeleton of any type of giant carrying a scythe. In all forms, his eyes flame and smolder. As the Death Father he knows the specifics of all means of unlife and he is more than willing to trade such secrets to gain another sycophant follower. Nethrancor always uses his salient divine ability of Lay Quest on such potential followers to ensure they will worship him properly by becoming undead.


___________Zephillious Maximus
The Manipulator, The Morpher, The Schemer
Lesser Deity
Symbol: An ash-gray flower
Home Plane: The Beastlands (Etalipus)
Alignment: Chaotic Neutral
Portfolio: Creations, deceit, discoveries, inventions
Worshipers: Isolated goblinoid tribes, feral halflings, and inventors
Cleric Alignments: CG, CN, CE (adepts and fanatics)
Domains: Luck, Mind, Travel, Trickery
Favored Weapon: Club or Staff (for adepts and fanatics, respectively)

Zephillious (zef-fil-ee-us) looks like a brown miniature dragon with multicolored and iridescent bee-like wings. His snout is exceptionally long and thin; the better to get at the life-force of flowers. The clearest indication that he is around is a soft buzzing sound coming from everywhere. Zephillious usually disdains combat as unnecessary and wasteful. He is not afraid of combat; as his abilities attest; but he would rather spend his time searching for new inventions and new creations. Once he finds something new; he studies it until he understands it, then he discards it by gifting it to a goblinoid tribe that worships him. This is why goblinoid tribes that worship him are especially dangerous; they often have strange and unique things to throw at their adversaries; compliments of their god. Only the most intelligent members of these tribes are allowed to lead; often giving rise to new tactics as well. Zephillious will only converse with the smartest goblins or hobgoblins in a tribe through dreams and signs to show them the new things he’s discovered. It is not unusual to find such goblinoids utilizing new-fangled weaponry or using new alloys to make their armors and weapons.
 
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Deific Hierarchy

Deity:
Arkonseptsis
Avatars: None
Agents: None
Heralds: Black Puddings
Messengers: Black Puddings, Wizard Puddings
Portents: Elder Black Puddings, Wizard Puddings
Artifacts: None (Rumor of an unnamed one that he ate: Lich's Crown)
Worshippers: ~Slime Keepers~
Followers: Ooze type creatures

Deity: Blitzhavok
Avatars: None
Agents: Ice witches
Heralds: Hurricane
Messengers: Ice Witches
Portents: Hurricane and detrius from storm, comets
Artifacts: The Eye
Worshipers: Various humanoid/monstrous humanoid, and giant tribes
Followers: Ice witches

Deity: Crallex
Avatars: None
Agents: None
Heralds: Mist, fog, smoke
Messengers: None
Portents: Swirling mist
Artifacts: None
Worshipers: Lip service from all underearth dwellers.
Followers: None

Deity: Desinora
Avatars: Desinora’s Scout
Agents: Desinora’s Scout
Heralds: Madmen and seers
Messengers: Madmen and seers
Portents: None
Artifacts: Crown of Retribution and Desinora’s Ring of Slumber,
Worshipers: Lunatics and madmen
Followers: Lunatics and madmen

Deity: Ergon
Avatars: None
Agents: None
Heralds: Wind from the west
Messengers: Whispers
Portents: Whispers
Artifacts: None
Worshipers: None, but lip service from some rogues.
Followers: Dupes

Deity: Farrag
Avatars: None
Agents: Beholden Liches and Beholden Vampires
Heralds: Earthquakes
Messengers: Tremors
Portents: Earthquakes, Tremors
Artifacts: Farrag's Heart
Worshipers: Beholden Undead, Dark Clerics
Followers: Creatures with the Dark Template

Deity: Moretta
Avatars: None
Agents: Ice witches
Heralds: Hurricanes
Messengers: Ice Witches
Portents: Hurricanes and detrius from storm
Artifacts: The Eye
Worshipers: Various humanoid/monstrous humanoid, and giant tribes
Followers: Ice witches

Deity: Nethrancor
Avatars: None
Agents: Liches, shadowy assassins, soulless knights, undead dragons, vampires
Heralds: Bone mages, soulless knights, spirits of the night
Messengers: Shadowy assassins, shadow demons
Portents: Blood-drained corpses, eclipses, zombies that speak a few nonsense words
Artifacts: Lich’s Crown, Tome of Darkness, and Veil of Shadows
Worshippers: Most intelligent undead, those aspiring to undeath, undead dragons (any)
Followers: Mindless undead

Deity: Zephillious
Avatars: None
Agents: Goblinoids
Heralds: Goblinoid spellcasters
Messengers: Goblinoid warrior
Portents: Shrill laughter from nowhere
Artifacts: None
Worshipers: Isolated goblinoid tribes
Followers: Goblins
 
New Domains
Spells with an * are from the divine section of the core rules. Spells with a † are new spells.

Antimagic Domain
Deity: Arkonseptsis and Blitzhavoc
Granted Power: Once per day (as an immediate action), the cleric may add a divine bonus equal to her class level to any of her saving throws.
Antimagic Domain Spells
1 Magic Aura: Alters objects magic aura.
2 Counterspell†: Immediate action counterspell for 2nd level spells and lower.
3 Dispel Magic: Cancels magical spells and effects.
4 Counterspell, Improved†: Immediate action counterspell for 4th level spells and lower.
5 Dispel Magic, Greater: As dispel magic, but up to +20 on check.
6 Counterspell, Greater†: Immediate action counterspell for 6th level spells and lower.
7 Antimagic Field: Negates magic within 10 ft.
8 Counterspell, Supreme†: Immediate action counterspell for 8th level spells and lower.
9 Mage’s Disjunction: Dispels magic, disenchants magic items.

Electricity Domain
Deity: Blitzhavoc
Granted Power: The cleric gains both a +1 competence bonus to the DC of all electricity descriptor spells cast and electrical resistance (Su) 2/cleric level (maximum resist 20).
Electricity Domain Spells
1 Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2 Arc†: Ranged touch deals 1d8 +1/level electricity damage then arcs to 2nd target.
3 Power Word, Shock†: 1d4/level electricity damage in 10-ft. spread
4 Wall of Lightning†: Deals 2d4 electricity damage out to 10 ft. and 1d4 out to 20 ft.
5 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
6 Chain Lightning: 1d6/level electricity damage; 1 secondary bolt/level each deals half damage.
7 Electric Armor†: You are covered with a suit of electrical armor that zaps melee attackers for damage.
8 Strike Sphere†: Small sphere hovers above caster's head and fires lightning bolts each round.
9 Discharge†: Destroys magic items and damages those in area.

Pestilence Domain
Deity: Arkonseptsis
Granted Power: The cleric gains a +4 divine bonus on her saves against disease. Every 4 levels, beginning at 5th level, She gains immunity to a disease of her choice from the table below.
Pestilence Domain Spells
1 Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
2 Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
3 Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
4 Contagion: Infects subject with chosen disease.
5 Insect Plague: Locust swarms attack creatures.
6 Contagion, Mass:† As contagion but multiple creatures.
7 Eyebite: Target becomes panicked, sickened, and comatose.
8 Epidemic†: As contagion but multiple creatures; targets spread chosen disease.
9 Pandemic†: As epidemic but only heal removes disease.

Pestilence Domain Disease Immunities
Level Disease Choices
5 Filth Fever or Mindfire
9 ^ plus Red Ache or Shakes
13 ^ plus Devil Chills or Slimy Doom
17 ^ plus Blinding Sickness or Cackle Fever
21+ ^plus Demon Fever

Shadow Domain
Deities: Crallex and Nethrancor
Granted Power: Add Move Silently and Hide to the character's list of cleric class skills. The cleric gains a +2 bonus to Move Silently and Hide checks.
Shadow Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Invisibility: Subject is invisible for 1 min./level or until it attacks.
3 Displacement: Attacks miss subject 50%.
4 Blacklight*: Creates area of total darkness.
5 Modify Memory: Changes 5 minutes of subject’s memories.
6 Shadow Walk: Step into shadow to travel rapidly.
7 Veil: Changes appearance of group of creatures.
8 Screen: Illusion hides area from vision, scrying.
9 Astral Projection: Projects you and companions onto Astral Plane.
 
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New Domain Spells

Arc
Evocation [Electricity]
Level: Electricity 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: Two creatures within 20 feet of each other
Duration: Instantaneous
Saving Throw: None/Reflex half
Spell Resistance: Yes (object)
The caster's successful ranged touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, the caster gains a +3 attack bonus if the first target is wearing metal armor (or made out of metal, carrying a lot of metal, etc.). The spark of electricity then jumps up to 20 feet to attack another creature. This second creature takes the same amount of damage as the first creature (Reflex for half). The caster need not make an attack roll for the second creature; the spark arcs to it automatically. If the first target is missed, the spark dies out and does not arc to the second target either.
Material Components: A piece of fur and a shard of glass or crystal


Contagion, Mass
Necromancy [Evil]
Level: Pestilence 6
Components: V, S, XP
Casting Time: One standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which are more than 20 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subjects contract a disease selected from the list below, which strikes immediately and deals damage (no incubation period). All subjects suffer the same disease. The DC noted is for the subsequent saves (use mass contagion’s normal save DC for the initial saving throw).
Cackle fever, DC 16, Damage 1d6 Wis
Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con
Mindfire, DC 12, Damage 1d4 Int
Red Ache, DC 15, Damage 1d6 Str
Shakes, DC 13, Damage 1d8 Dex
XP Cost: 100 XP


Counterspell
Abjuration
Level: Anti-magic 2, Brd 3, Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: One immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spellcaster’s spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell targets a casting spellcaster and is cast as an immediate action as a counterspell. Unlike a true counterspell, however, counterspell does not need to be readied with a ready action, nor may it be. (It must still be prepared as normal by those that prepare spells). Also, identification of the spell being cast is unnecessary, though identification of its spell level can be crucial. Unlike dispel magic, this spell automatically counters any spell of less than 3rd level. Third level spells and higher are unaffected by this spell.


Counterspell, Greater
Abjuration
Level: Anti-magic 6, Sor/Wiz 7
Components: V, S
Casting Time: One immediate action
Range: Long (400 ft. + 40 ft./level)
Target: One spellcaster’s spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As counterspell except as listed above and below:
Unlike dispel magic, this spell automatically counters any spell of less than 7th level. Seventh level spells and higher are unaffected by this spell.


Counterspell, Improved
Abjuration
Level: Anti-magic 4, Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: One immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster’s spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As counterspell except as listed above and below:
Unlike dispel magic, this spell automatically counters any spell of less than 5th level. Fifth level spells and higher are unaffected by this spell.


Counterspell, Supreme
Abjuration
Level: Anti-magic 8, Sor/Wiz 9
Components: V, S
Casting Time: One immediate action
Range: Long (400 ft. + 40 ft./level)
Target: One spellcaster’s spell or one creature's spell-like ability
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As counterspell except as listed above and below:
Unlike dispel magic, this spell automatically counters any spell of less than 9th level. Any spell above 8th level is unaffected by this spell. This spell can also counter spell-like abilities as long as the spell-like ability is a 7th level spell effect or lower. This includes psi-like abilities for campaigns using the magic transparency option. For spell-like abilities without a spell effect level, this spell can counter one with a caster level up to ½ your caster level. Supernatural abilities (Su) and extraordinary abilities (Ex) are unaffected by this spell.


Discharge
Evocation [Electricity]
Level: Destruction 9, Electricity 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 50 feet
Target: 1 magic item
Duration: Instantaneous
Saving Throw: Fortitude negates/None
Spell Resistance: Yes
When cast, a magic item (chosen by the caster and in his possession) vanishes and is gone forever, expended in the casting. An emerald ray springs forth from the caster's hand to unerringly strike the intended target. The item must make a Fortitude save against this spell's DC or explode in a shower of sparks, destroying the item and harming nearby creatures. An item that is targeted by this spell in the possession of a creature gains that creature's base save or its own, whichever is better.
A failed Fortitude save means the item explodes and is destroyed in a burst of electricity in a 20-foot radius centered on the item. This is the first area. Damage to creatures is 6d8 electrical (no save applicable) in the first area. All magic items in the first area must make a Fortitude save with a +2 distance bonus or also be destroyed in an explosion of sparks. Items destroyed in the first area create a second area of electrical damage (a 10-foot radius centered on the newly destroyed item). Damage to creatures is 6d4 electrical damage (no save applicable) in the second area.
All magic items in the second area must make a Fortitude save with a +4 distance bonus or be destroyed in a flash of sparks. Items destroyed in the third area do not create another burst area. There is no damage to creatures in the third area of sparks. Once an item has successfully saved versus this spell, it is immune to other bursts from this casting of the spell. Creatures take damage from any and all explosions that include the area where they are.
This spell cannot affect artifacts.
Material Components: A magic item, worth at least 500gp


Electric Armor
Abjuration [Electricity, Light]
Level: Electricity 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Personal (Special)
Target: You
Duration: 1 round/level (D)
Saving Throw: Fort half
Spell Resistance: Yes
This spell creates a full suit of electrical crackling armor around the caster that gives him a +2 concealment bonus to AC and a +2 concealment bonus to all saves. The armor appears as full plate armor made of electricity, though it does not affect movement or have an armor check penalty. The armor glows with a dim radiance, illuminating the area as a torch (-10 light penalty to the caster's Hide checks). The armor pops and crackles constantly (-5 noise penalty to the caster's Move Silently checks). Any time an opponent hits the caster with a metallic melee weapon, a melee touch attack, or natural weapons; that opponent must make a Fortitude save or take 6d6 electrical damage as the armor zaps her. A successful save cuts the damage in half. In no way does this spell negate or absorb the damage and/or effects of such successful attacks upon the caster.
Focus Component: A glass statuette of an armored figure (worth at least 50gp) with a miniature fur cloak wrapped around it (worth at least 75gp).


Epidemic
Necromancy [Evil]
Level: Pestilence 8
Components: V, S, DF, XP
Casting Time: One standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
As contagion, mass except as listed above and below:
The subjects contract a disease selected from the list below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use epidemic’s normal save DC for the initial saving throw).
Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days
Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day
Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days
Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day
Red Ache, DC 15, Damage 1d6 Str, Incubation 1d3 days
Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day
* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.
Affected creatures are highly contagious. They remain contagious until the disease is removed. Removing a disease requires two successful saving throws versus the daily damage or magical healing. Anyone that comes within 10 feet of one of the original targets of this spell must make a normal save versus that disease or catch the chosen disease. They must make that save each minute or portion thereof that they remain within range of the infected person or persons until they fail a save or move away. Normal incubation periods and saves apply for spreading the disease to others not affected by the initial spell.
It is possible to successfully save versus the spell but be within 10 feet of someone that failed and so need to make another save (disease's DC) or still fall victim to the chosen disease after its normal incubation time. Being in range of multiple infected victims only requires one save versus the disease (and then one more each minute later that they remain within 10 feet of at least one affected creature).
XP Cost: 500 XP


Pandemic
Necromancy [Evil]
Level: Pestilence 9
Components: V, S, DF, XP
Casting Time: One standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40 ft. burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
As epidemic except as listed above and below:
The subjects contract a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use pandemic’s normal save DC for the initial saving throw).
Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days
Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day
Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days
Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day
Red ache, DC 15, Damage 1d6 Str, Incubation 1d3 days
Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day
Slimy doom, DC 14, Damage 1d4 Con**, Incubation 1 day
* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.
** When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.
Affected creatures cannot be magically cured except by use of a heal or more powerful spell cast by a higher level caster than the caster of pandemic. Those that catch the disease from an affected creature can be magically healed, as normal. In all cases though, non-magical healing methods work.
XP Cost: 3,000 XP


Strike Sphere
Conjuration (Creation) [Electricity]
Level: Electricity 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 full round
Range: Personal (Special)
Area: 80-ft. radius
Duration: 1 round/level (but see below)
Saving Throw: Reflex half
Spell Resistance: Yes
This spell conjures a sphere of electrical energy 1 foot in diameter that hovers 1d3 feet above the caster's head (sort of bobbing up and down). The round following casting and every other round in which the spell lasts, the caster may fire a lightning bolt from the sphere as a free action at any target within 80 feet. Only one target may be hit with each bolt. Each bolt deals 8d6 damage (Reflex for half). Creatures with evasion that succeed on their saves take quarter damage instead of no damage.
If the electrical sphere is struck a physical blow, it explodes in a 20-foot radius sphere doing 1d8 electricity damage per round left in its duration (Reflex for half). The sphere is AC 22 plus caster’s prime casting modifier (Wisdom for clerics, Intelligence for wizards, and Charisma for sorcerers). Spells with the electricity descriptor that hit the strike sphere add one round to the duration of strike sphere, but do no damage and do not count as physical blows. If a lightning bolt is not fired every round, the sphere becomes unstable and fades away, ending the spell.
Material Components: a blown glass sphere (1 inch in diameter, worth at least 100 gp) and a piece of fur.


Wall of Lightning
Evocation [Electricity]
Level: Drd 5, Electricity 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Effect: Opaque sheet of lightning up to 20 ft. long/caster level or a ring of lightning with a radius of up to 5 ft./2 caster levels; either form 20 ft high
Duration: Concentration + 1 round/level
Saving Throw: See Text
Spell Resistance: Yes
This spell causes an immobile, coruscating curtain of red and yellow lightning to spring into existence. One side of the wall, selected by the character, sends forth tendrils of sparks, dealing 2d4 points of electricity damage to creatures within 10 feet and 1d4 points of electricity damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of electricity damage +1 point of electricity damage per caster level (maximum +20) to any creature passing through it. If the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the spark side of the wall, it takes 2d4 points of damage, as normal.) This spell provides light as if from a fire of its size.
Material Components: A glowworm
 
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PART ONE
Arkonseptsis
Nemesis of Magic

This tablet of the Draco Procreatio started with a long dissertation on the value of magic in order to describe the singular creature by the name of Arkonseptsis, who considers himself the antithesis of arcana. Painted as the opposite of magic; he lives in a world of dark caverns named the Underearth (this could also be translated as Afterlife) and nothing magical is safe from him. All denizens of the deep earth fear him.

Through some quirk of draconic logic, Arkonseptsis doesn’t consider that there is any difference between magic and undead status, thus he also seeks to rid the world of undeath. Necromancers and death priests, no matter their race, and undead alike fear him; if undead can really be said to be able to feel fear. Powerful, intelligent undead have a healthy respect for Arkonseptsis and thus give him a very wide berth. Some gods even consider him a force of nature, a manifestation of magical entropy, or so claims this tablet. His epitaths are "null-magic elemental" and "the lead dragon". He is said to have existed since before the creation of the world, and that magic exists only to anger him.

Arkonseptsis spends much of his time tracking some unfortunate creature that “revealed” its magic/undead status to the lead dragon. As he is not a proficient tracker, he often loses interest as some new magic gets in his range of vision before he can find the previous target. He doesn’t forget about the magic he was tracking; it just gets moved down his mental list of priorities. After all, he has eternity to find them; and if they die of old age first; so much the better, if they are a slime keeper, he knows when they die and removes them from his list.

Loose groups of humanoid creatures have grown up around the wake of Arkonseptsis, usually members of a small group of spellcasters (though those with martial skills and the "stink of magic" about them can also be members of such groups) hoping to be overlooked by this engine of destruction while they figure out how to combat him. Members are usually denizens of Underearth but in no way is this limited to only those races that live there. Minds twisted in unending terror; members of these groups become obsessed with learning some way to defeat this dragon-god with his own “fire” by proliferating what slimy, pulsating creatures they can. Called slime keepers because of their expertise with slimy monsters, many of these members neither know nor care about any other members that might exist. Each slime keeper considers itself a loner even if accompanied by other slime keepers. The slime keepers are the sanity-blasted remnents of survivers of an attack by Arkonseptsis, cursed to burn themselves out uselessly trying to assail the Lead Dragon using magic and oozes. Many die of the diseases radiated by Arkonseptsis. Some few get eaten, but most are ignored as not as important as newly discovered magic calling to be destroyed.

It is thought that originally, he was a green dragon; but too many attacks by magics broke his spirit and chased him deep underground. Some ancient texts report that he was driven out of his home forest by a coalition of fey and elves. He roamed the deep earth tunnels until he found a place to call home. He hunted the resident purple worms almost to extinction to gather their poison for his non-magical traps with which he protected the confusing and winding entrance to his lair. Still, powerful adventurers found him and took a small bit of his hoard while holding him at bay with magically summoned creatures and magical barriers. He tracked them for several years (as they did not attempt to hide their passage and at first were heavily laden with his treasure so they left easily followed tracks, they then sold his treasure for more easily carried goods and moved on to another city before Arkonseptsis got to the first city. Needless to say, he wrought havoc in more than two subterranean cities by the time he had retrieved his treasure and killed the magic using thieves (and of course he took as much extra treasure as he could find for his trouble). This epic adventure made up his mind to destroy magic in any way possible.

How he attained godhood still remains a mystery, but the bits of story that do exist encompasses how he gained some of his abilities and little more. He saw magic as encroaching on his world, mostly invisible to normal vision. He gathered what magic he could easily find and studied its emanations for more than ten elven lifetimes until it became second nature. Sometime later, he found a gate to the elemental plane of entropy, entered it, and stayed there for seven millenia in order to study and become intimately familiar with anti-magic and destruction. This study changed him and infused his body with anti-radiations of magic so much so that he is now practically immune to magic. Nowhere is it mentioned how he changed his breath weapon into the two different magic-numbing breaths it is now. Nor how he became associated with oozes and disease. Physically, his scales darkened, more gray than green; and his wings practically disappeared, atrophied to mere nubs. His neck and back ridges have also been worn so much as to be merely a suggestion of his once large frills. It is thought that spending so much time running in confined tunnels sanded down all of his edges. Oozes seem to flock to him, wherever he goes; leading some sages to speculate that somehow oozes are connected to elemental entropy.

Though Arkonseptsis can speak with any intelligent, language-speaking creature; he never converses with anyone who has the “stench” of magic* about them. To avoid this “stench”, one must fulfill all of the following criteria: 1.) Possess no magic items; 2.) Not be a spellcaster; 3.) Not be undead; 4.) Be alone or not in the company of anyone who cannot fulfill #1 through #3; and 5.) Have no spell effects operating upon or about oneself. Abiding by these restrictions does not mean that Arkonseptsis will speak with such a creature. Arkonseptsis will talk or not at his whim; but only to creatures who don’t stink of magic (those who fulfill any of the previous five critera). Those with the taint of magic or undeath about themselves usually don’t live long enough to ask him why.
* For campaigns with psionics, Arkonseptsis considers psionics, psionic creatures, manifesting, and psionic items to be just another form of magic.

Arkonseptsis considers magic weapons that have hit him to be another opponent, one he will deal with first. He either uses his Sunder and Disjoin salient divine ability to quickly destroy the bothersome magic weapon or simply eats it; then continues with other opponents.
 
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Use this description of the elemental plane of entropy if you intend for it to be more than the description of some lost part of Limbo, the Negative Material plane, or some other plane.
ELEMENTAL PLANE OF ENTROPY
This is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Elemental Plane of Entropy is even more hostile than the Negative Energy Plane. Only creatures immune to its life-draining energies can survive there.
The Elemental Plane of Entropy has the following traits.
  • Subjective directional gravity.
  • Timeless
  • Infinite
  • Static
  • Major Negative-Dominant
  • Strongly Chaos-Aligned
  • Dead magic
  • Random Encounters: Because the Elemental Plane of Entropy is virtually devoid of creatures, random encounters on the plane are exceedingly rare. Indeed, the only known creature from the plane is the treasure ooze, a minute drop of dirty water easily missed in the encompassing dark.
  • Planar Connections: The Elemental Plane of Entropy is coterminous with the Negative Energy Plane and does not touch any other plane.
 
Canon
Arkonseptsis has made it his personal goal to wipe out magic in the world. He has left more than one subterranean city in ruins and at least one on the surface world. He mostly ignores non-magical opponents. Rumors of his existence abound nearly everywhere deep underground. Abundant occurrences of black puddings are an indication that he is dangerously near. His heralds as it were.

Arkonseptsis is not happy just killing; he must destroy magic: items, spellcasters, creatures with spell-like abilities, active spell effects, magical traps, even undead. He will hunt down any spellcasting creatures or creatures with spell-like effects he has seen, relentlessly; though sometimes he takes his draconic time to do so. Magic items infuriate him; so much so, that he sometimes stops battle just to destroy one. Most who survive his initial wrath use this lull in the fight to run away. For some few, this tactic actually works for a while. Sacrificing a magic item or magic-using creature sometimes satisfies him enough to forego killing that "worshipper" for at least a day.

Arkonseptsis starts most battles with a spit. Next round he charges to utilize his Dire Charge feat and get his full attack. Then his opponents must deal with possible cursed party members, his divine aura (fear), and his disease aura before they can reply to his devastation. He spreads out his attacks to up to four opponents he can reach each round. He saves his tail sweep until he can get at least 3 creatures with it. Outrunning Arkonseptsis is not possible, unless his attention is diverted somehow...

Clerics, and Holy Sites
Arkonseptsis has only creatures that he has cursed, called slime keepers, for "worshippers." Slime keepers can be found wearing any type of clothing, most times it will be wrinkled, stained, and dirty, or in rags anyway. All divine spellcasting slime keepers continue to use their former holy symbol; for some reason, even though still dedicated to their original deity, it continues to work for them in their cursed state. Perhaps in essence, though their soul still belongs to their professed deity, they do worship Arkonseptsis, for they do gather magic with which to fight him or to sacrifice in hope of appeasement, all to no avail. Arkonseptsis gets to destroy even more magic through the slime keepers sacrifices and eventual deaths.

There are no temples to Arkonseptsis and any temporarily consecrated sites made for the sacrifice of magic or magic-using creatures soon fall into disrepair and become unconsecrated.

Though not actually a holy sight, Arkonseptsis is thought to have a cavern where he stores his treasure (all non-magical), a horde of a size that would make any dragon proud, somewhere deep underground loaded with non-magical death traps and ooze guardians.
 
Arkonseptsis
Colossal Dragon (Chaotic, Earth, Evil)
Divine Rank: 5
Hit Dice: 39d12 + 351 (819 hp)
Initiative: +6
Speed: 180 ft. (36 squares), burrow 140 ft., climb 70 ft., swim 140 ft.
AC: 63 (touch 16, flat-footed 61)
Base Attack/Grapple: +39/+76
Attacks*: Bite +52 melee; or claw +52 melee; or tail slap +52 melee; or spit +38 ranged touch; or Sunder and Disjoin +52 melee touch
Full Attack*: Bite +52 melee, two claws +52 melee, and tail slap +52 melee; or tail sweep +52 melee; or spit +38 ranged touch; or Sunder and Disjoin +52 melee touch
Damage*: Bite 4d8+26/19-20, claw 4d6+18, tail slap 4d6+44, tail sweep 2d8+44, spit 2d6+16/19-20 plus 2d6 acid, Sunder and Disjoin (Will DC 26 and Fort DC 26)
*Melee attacks include a 10-point Power Attack
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapons, domain powers; slime keeper curse (300 feet, 39 HD or less, Fort DC 41)/frightening presence (300 feet, 39 HD or less, Will DC 41), salient divine abilities, spell-like abilities, spit (300' range),
Special Qualities: Dragon traits; fast healing 3; divine aura (50 feet, DC 22); divine immunities; DR 15/epic; sonic resistance 10; fire immunity; greater teleport at will (he has only used this ability once, to quickly reach an artifact helping a lich achieve godhood); immune to necromantic spells and effects; SR 57*; remote communication; understand, speak, and read all languages; and speak directly to all beings within 5 miles
*In campaigns including psionics, PR is equal to SR.
Saves: Fort +35, Ref +28, Will +28
Abilities: Str 42, Dex 15, Con 28, Int 15, Wis 17, Cha 25 [Insanity 2]
Skills: Bluff +54, Climb +29, Craft (trapmaking) +27, Diplomacy +38, Disguise +12*, Intimidate +58, Jump +123, Knowledge (arcana) +49, Listen +55, Search +49, Spellcraft +13, Spot +55, Survival +7*, Swim +29
Feats: Awesome Blow, Combat Reflexes, Dire Charge [Epic], Energy Resistance (sonic) [Epic], Fast Healing [Epic], Improved Critical (bite), Improved Critical (spit), Improved Initiative, Improved Multiattack, Improved Sunder, Multiattack, Power Attack, Run, Spellcasting Harrier [Epic]

Dragon Traits (Ex): Arkonseptsis has immunities to necromantic spells and effects, as well as illusions that have no substance. The lead dragon also is immune to fire. Arkonseptsis has darkvision and low-light vision

Breath Weapons (Su): Arkonseptsis has his choice of two breath weapons. After using either, he must wait 1d4 rounds before either breath weapon can again be used. Each is a cone, 70-ft. long. There is no saving throw against Arkonspetsis' breath weapons, both always work exactly as written.
Anti-magic Cone (Su)*: This breath weapon "turns off" all magic items in its area for 2 rounds. Artifacts are immune to this effect. Active spells are not affected, but constructs and undead are shut down for 2 rounds, unable to move or perform actions.
Disabling Cone (Su)†:This breath weapon automatically counters all spells being cast, and dispels all active spell effects (from spells, magic items, or spell-like abilities) in its confines. Spells targeting something in the area of the cone or creating an effect in the area of the cone are also countered/dispelled.
*In campaigns that include psionics, treat this breath weapon as if it were both anti-magic and anti-psionic.
†In campaigns that include psionics, this breath weapon also counters psionic abilities and dispels all active psionic effects (from powers, psionic items, or psi-like abilities).

Spit (Ex): Once per minute Arkonseptsis can spit a glob of black spittle that has all the abilities and qualities of a 10 HD black pudding (See Ooze in the Core Rules). He makes a ranged touch attack with a maximum range of 300 feet to hit a specific target, but the black pudding then takes up its normal area of 15 feet by 15 feet (Huge creature). A miss puts the black pudding in a space directly in between Arkonseptsis and the target, and adjacent to the target; and makes the black pudding have to hit normally. A hit does normal black pudding damage but uses Arkonsepsis’ Strength modifier for the damage and allows a free grapple check (using the black pudding’s Strength and special size modifiers) to pin the target; with the black pudding taking up a space centered (as much as possible) on the target. On subsequent rounds, the black pudding acts on Arkonseptsis’ turn and further grapple checks can do normal crushing damage. This black pudding is a normal black pudding and exists from this point onward. Some sages speculate that all black puddings were first created by Arkonseptsis and have spread across the world since to become a separate scourge.
Ooze type creatures sense Arkonseptsis as one of their own and will not attack him.

Divine Immunities: Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, sleep, stunning, and disintegration.

Domain Powers: Arkonseptsis gains an Insanity score equal to half his divine rank (2). For spellcasting (determining bonus spells and DCs), Arkonseptsis uses his Wisdom score plus his Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, he uses Wisdom minus Insanity in place of Wisdom. 5/day, Arkonseptsis can see and act with the clarity of true madness: use his Insanity score as a positive rather than a negative modifier on a roll involving Wisdom. Arkonseptsis gains a +5 bonus to any save 5/day.

Salient Divine abilities: Disease Aura (20 ft. radius, Fort DC 19 and 20, shakes and slimy doom), Extra Sense Enhancement (blindsight, magic sense*), Increased Spell Resistance (+20), Sunder and Disjoin (Fort DC 26x2). Slime Keeper Curse (Fort DC 41)
*See below under Senses.

Spell-Like Abilities: Though Arkonseptsis can use any domain spell he can grant as a spell-like ability at will; he has never been known to do so. If he were to use such abilities, he would do so as a 15th-level caster. The save DC’s would be 22 + spell level. His choices would include: Antimagic field, bolts of bedevilment*, confusion, contagion, counterspell†, death knell, dispel magic, doom, epidemic†, eyebite, ghoul touch, greater counterspell†, greater dispel magic, improved counterspell†, insanity, insect plague, maddening scream*, mage’s disjunction, magic aura, mass contagion†, pandemic†, phantasmal killer, rage, random action, supreme counterspell†, touch of madness*, weird.
* A spell from the divine section of the Core Rules.
† A new spell, described above.

Disease Aura (Unique Salient Divine Ability): Arkonseptsis carries virulent cases of, but is immune to the diseases: shakes and slimy doom. Anyone that enters the miasma that surrounds him out to 20 feet must make a Fortitude save each minute or portion thereof she remains within 20 feet of the Null-Magic Elemental for each disease; DC 19 for shakes and DC 20 for slimy doom. Failure means the character has contracted the disease. Shakes has a 1 day incubation period and deals 1d8 Dexterity damage per failed save. Slimy doom has a 1 day incubation period and deals 1d4 Constitution damage per failed save (one point of this will be drain instead if the victim fails a second save). Two successful daily saves in a row means the victim has fought off that disease.

Slime Keeper Curse (Unique Salient Divine Ability): Arkonseptsis can affect creatures with a curse that works automatically through his frightful presence ability. Creatures of creature types Humanoid, Giant, or Monstrous Humanoid instead make a Fortitude save DC 41. Failure indicates a creature has fallen prey to the curse and is a slime keeper. They are also affected as if panicked for 4d6 rounds. Notibly, paladins of 3rd level and above and derro are immune to this curse.

Sunder And Disjoin (Salient Divine Ability): If any weapon or item is used against Arkonseptsis in combat, he can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a mage's disjunction spell, both targeted exclusively at the touched item. The save DC for both effects is 26. An item remains vulnerable to this ability for up to one day after being used against the Lead Dragon.

Skills: Arkonseptsis is very aware of his surroundings and so receives a +6 racial bonus to all Spot and Listen checks, and a +2 racial bonus on all Spellcraft checks. Arkonseptsis gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. Arkonseptsis gains a +8 racial bonus on all Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Arkonseptsis does not lose his Dexterity bonus to armor class while climbing. Arkonseptsis can use the run action while climbing provided he doesn't change direction by more than 45 degrees (mentioned in several tales: one way that Arkonseptsis starts a battle is to run in on a cavern wall, skid to a stop, and mete out justice still on the wall).
*Arkonseptsis gets a +4 synergy bonus to Disguise checks when he knows he's being observed and he tries to act in character (as a dumb giant lizard). Arkonseptsis gets a +4 synergy bonus to Survival checks to find or follow tracks.



Other Divine Powers
Senses: Arkonseptsis can see, hear, and smell at a distance of 5 miles, as well as use darkvision and low-light vision at that same range. In addition, he has blindsight to a distance of 5 miles and can see invisible and ethereal creatures within 1,000 feet (as though with a see invisibility spell that is constantly active).
Also, Arkonseptsis can see magical auras out to the maximum range of whatever type of sense (vision, low-light vision, darkvision, or see invisible/ethereal) he is using. Active or continuous magics (including spellcasting, the slime keeper curse, lycanthropy, any other god-curse, even deific power up to and including his divine rank [5], all supernatural diseases: mummy rot, devil chills, and demon fever, passive magic (including magic items that do not turn off), and undead can be instantly identified with a Spellcraft check DC 10 as a free action (this counts against his number of free actions per round, but one check alerts him to all magic targets in range). If he detects magics of any kind, he also instantly knows all such objects' bent: arcane, divine, or undead (as well as its actual effects or abilities). This enables him to determine which opponents need punishing the most. Arkonseptsis also sometimes considers magic items as opponents; so divesting oneself of one's most powerful magic item might let one get away...
As a standard action, he can perceive anything within 5 miles of any slime keeper as well as any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once and still sense what’s going on nearby.
Once he chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can no longer sense the location.
He can block the sensing power of deities of his rank or lower at up to two remote locations plus the area within 1 mile of himself at once for up to 5 hours. This block has a radius of 5 miles, centered on Arkonseptsis or a slime keeper.

Portfolio Sense: Arkonseptsis senses any slime keeper death. When Arkonseptsis senses an event, he simply knows that the event is occurring and where it is, but he receives no sensory information about the event. Once he notices an event, he can use his remote sensing power to perceive the event. This allows him to “remove” deceased slime keepers from his mental list of tainted (with magic) creatures that need to be destroyed. Even though some slime keepers are not spellcasters, the curse itself puts them on his list.

Automatic Actions: Arkonseptsis can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower (usually Spellcraft or Survival). He may perform up to 2 such free actions per round.

Create Magic Items: Arkonseptsis can create any magic item associated with antimagic or counterspell magic as long as its market price is 4,500 gp or less. As this is totally against his goals and aims; he has never done so.
 
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Ooze and Slime


FLAMING PUDDLE
Small Ooze (Extraplanar, Fire)
Hit Dice: 2d10+8 (19 hp)
Initiative: –3
Speed: 15 ft. (3 squares)
Armor Class: 7 (–3 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +1/+0
Attack: Slam +3 melee (1d4 plus 1d4 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4 plus 1d4 fire, improved grab
Special Qualities: Blindsight 60 ft., immunity to fire, ooze traits, vulnerability to cold
Saves: Fort +4, Ref –3, Will –5
Abilities: Str 10, Dex 5, Con 19, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:
A flaming puddle can grow to a diameter of up to 3 feet and a thickness of about 2 inches. The flames typically reach up to 2 feet from the ooze's body. A typical specimen weighs about 200 pounds. Flaming puddles are easily seen in their new native habitat (underground) but are often mistaken for a torch (if moving around) or campfire (if stationary) until too close to avoid the encounter: Spot DC 15 from 10 feet away unless some other light source is available, +1 to the DC per foot farther; brighter light sources increase the starting distance only, the DC remains the same.

A flaming puddle moves just like other oozes, but it is faster. The light it gives off is equivalent to a small campfire (though it has no sight organs so it does not benefit from this light).

The first flaming puddle was sighted only a few years ago and is thought to have wandered in from the elemental plane of fire. These creatures were first reported in the western mountains and have since spread underground and possibly to other mountain ranges. Sages theorize that there must be an unregulated or abandoned gate to the plane of fire close to where they first appeared and until it is closed, we will continue to see more and more of these creatures.

Combat
A flaming puddle strikes like a snake, slamming opponents with its body. Flaming puddles cannot split like most other oozes. They are immune to normal weapons and only the magic bonus of magic weapons deals any real damage to them. They are immune to fire but acid, electricity, and sonic energy deals normal damage to them and cold deals extra damage. They are immune to water and can move about and even attack under water, but they cannot swim so they are limited to what they can crawl on underwater. Unlike other oozes, flaming puddles do not breathe and their flames require no oxygen to burn, the creature's metabolism provides for everything to make the flames and the creature uses the flames to consume its sustenance.

Blindsight (Ex): A flaming puddle's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Fire (Ex): A flaming puddle is always burning, so hot that it ignites combustibles (paper, cloth, and wood) upon touch. Any melee hit or constrict attack deals fire damage. Clothing or leather armor catches fire and becomes useless immediately unless it succeeds on a DC 15 Reflex save. A wooden weapon that strikes a flaming puddle also catches fire immediately unless it succeeds on a DC 15 Reflex save. The save DCs are Constitution-based. Those hit by a flaming puddle‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds.

A burning creature can take a move action to put out the flame. Creatures hitting a flaming puddle with natural weapons or unarmed attacks take fire damage as though hit by the flaming puddle's attack, and also catch on fire unless they succeed on a Reflex save.

The ooze’s fiery touch deals 15 points of fire damage per round to wooden, paper, cloth, or leather objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Metal objects (even magical ones) become searing hot for 2 rounds after a round of touching (as if under a heat metal spell) but are not noticeably damaged.

Constrict (Ex): A flaming puddle deals automatic slam and fire damage with a successful grapple check. A constricted opponent’s clothing and leather armor take a –4 penalty on Reflex saves against the fire.

Improved Grab (Ex): To use this ability, a flaming puddle must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Further, the flaming puddle gains a +3 racial bonus to grapple checks (included above).

Ooze Traits: Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Not subject to critical hits or flanking.

Vulnerability to Cold: The flaming puddle takes +50% more damage from a cold attack. Interestingly enough, it cannot be put out with water; it must be killed to put it out. A dead flaming puddle resembles a gray ooze.
 
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Slime Keeper Template
With liberal use of speak with animal spells, she’d created an immense network of scouts and spies that worked together over long distances. Through the use of yips and howls, they were able to find and track multiple preys at once.
In addition to the wolf pack, Amarentia loved using birds as scouts and spies. She had nearly a score of avians that reported to her on a regular basis. Robins, cardinals, blue jays, black birds, wrens, swallows, and ravens drew her a picture of the surrounding territory and its denizens so accurate that she was immediately informed when bears came out of hibernation, or when hunters settled in to await their game.
Thus, when the strangers exited the mountain caves and began terrorizing the local fauna; she was able to follow their every move. They made no friends; treated everything as enemies; took what they wanted; and seemed to work independently of each other. None of them strayed far from the cave that had birthed them onto this area; yet all seemed to leave death and destruction in their wakes. She would have to take action soon.


Slime Keepers are the sanity-blasted remnants of survivors of an attack by Arkonseptsis, the Lead Dragon. They appear quite the same as their non-insane counterparts except for their wild eyes, the slight drool dripping from their chin, their unkempt hair, and their mud-splattered, blood-stained, rumpled clothes.

CREATING A SLIME KEEPER
Slime Keeper is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature) that has met and survived an encounter with Arkonseptsis, but still failed the Fortitude save to resist this curse.
Note: Derro are immune to this curse and are just affected by Arkonseptsis' frightful presence instead. Paladins of 3rd level and above are immune to both curse and fear.
A Slime Keeper uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The base creature’s size and type doesn’t change, but it gains the (Reptilian) subtype.

Hit Dice and Hit Points: The Slime Keeper gains 3 racial Hit Dice. These dice are always eight-sided dice and include any Constitution bonus of the creature. These racial hit dice are from the reptilian subtype and stack with any previous racial hit dice the base creature might have. If the base creature already had the Reptilian subtype, it still gains the extra racial Hit Dice and all associated abilities; but it does not gain the subtype a second time.

Base Attack/Grapple: The Slime Keeper gains a +2 to its Base Attack Bonus for its 3 reptilian Hit Dice. This stacks with the base creature's Base Attack Bonus.

Special Attacks: If the base creature had any of the following abilities, they change as listed.

Bardic Music: If the base creature has the ability to perform bardic music; the bardic music abilities of fascinate, suggestion, and mass suggestion now only work on oozes. Oozes are no longer immune to these abilities from this character and the abilities do not work on non-oozes. Other than the target type change, the abilities work as normal. The base creature can make its wants understood by oozes to operate these abilities but for no other case.

Domains: If the base creature had access to domain powers and spells as a class feature, she must immediately re-choose her domains from the following list: Antimagic, Madness, and Pestilence. Spells in memory do not change, but all domain spells from that point forward must be memorized from the newly chosen domain(s). It is important to note that the base creature’s deity does not change, all spells other than domain spells still come from her chosen deity (if applicable), the curse only affects what domain spells are available to memorize and who grants them. This is not to say that becoming a slime keeper will not anger the base creature’s chosen deity, which must be determined by the GM on a case-by-case basis.

Favored Enemy: If the base creature had the class feature: favored enemy, she must change one of her choices to dragon. If she already has dragon as one of her choices, she gains a further +2 bonus against dragons.

Purity of Body: If the base creature had the purity of body class feature, it now expands to make the base creature a carrier of diseases. The base creature now carries but is herself immune to the diseases: shakes and slimy doom and forces any creature she comes in contact with to make a Fortitude save or contract one or both of those diseases (separate saves for each disease). Remove disease has no effect on the Slime Keeper’s carrier status.

Rage: If the base creature had the ability to go into a rage, the reptilian racial levels allow it to do so one more time per day.

Rebuke/Turn Undead: If the base creature has the ability to rebuke or turn undead, it loses that ability and gains rebuke slime instead. Rebuke slime works as the ability rebuke undead but only against oozes and is usable 3 + Charisma bonus times per day. The Extra Turning feat now applies to these turning attempts only. Oozes can also be commanded. If you have twice as many levels (or more) as the ooze creature has Hit Dice, you command any that you would normally rebuke. A commanded ooze creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded ooze or a group of commanded oozes if the commands are the same for all creatures. At any one time, the cleric may command any number of oozes whose total Hit Dice do not exceed her level. He may voluntarily relinquish command on any commanded ooze creature or creatures in order to command new ones. Having 5 or more ranks in the Knowledge (religion) skill gives a +2 synergy bonus to these rebuking checks.

Sneak Attack: If the base creature had sneak attack abilities, the reptilian levels increase this ability by +1d6.

Spells: If the base creature could cast spells or manifest powers, this ability improves as if the base creature had gained 2 levels in its previous spellcasting class, though no actual class levels are gained. This affects spells known, spells/day, rebuke slime, and caster level only. If the base creature had more than one spellcasting class or ability, it can apply each of the two levels as it sees fit toward improving either one or another of its spellcasting classes.

Spell-like Abilities: Creatures with innate spell-like abilities gain 2 levels of casting ability and 1 extra use of each spell-like ability per day.

Summon Ability: If the base creature can use spell-like abilities to summon creatures, the curse twists this ability so that when a summon spell-like ability is used; the ability instead summons a slime. See below for the type of slime summoned according to the equivalent spell level of the summons. Otherwise, the spell-like ability operates as normal.

Summon Spells: If the base creature has the ability to use various summon spells; the spells work differently now. Instead of the normal creatures summoned, the spell now summons slimes as shown below. Otherwise, the spell operates as normal.

Slime Summoned---Summon Spell Equivalent
Phosphorescent Fungus---1st
Shrieker or brown mold---2nd
Violet fungus or flaming puddle---3rd
Green slime---4th
Grey ooze---5th
Gelatinous cube---6th
Yellow mold---7th
Ochre jelly---8th
Black pudding---9th

Phospohrescent fungus: This fungus can be arranged in shapes and even messages, but it does not move. Unlike other summoned slimes, the phosphorescent fungus does not go away when the spell ends and can be any solid color not just violet. The caster can choose normal glow or as bright as a torch when summoning the phosphorescent fungus. The area affected is a 5-foot radius burst, the fungus is shaped upon a surface within that burst as the caster desires.

Flaming Puddle (CR 3): See monster entry above.

Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.

A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

When summoned, green slime can be summoned on a 5 foot square that is floor, wall, or ceiling but does not thereafter move (except to drop using gravity) becoming more or less just a hazard on the battlefield, it also cannot be targeted at a creature or an item in a creature's possession, but can be targeted at the ceiling over a target's position (Ref DC 15 to dodge the drop of green slime, but many more drops are possible: one for each target in the square below the target square each round). Summoned green slime lasts one minute for each round in the summon spell's normal duration unless destroyed or dismissed sooner.

Special Qualities: The Slime Keeper retains all special qualities of the base creature and gains some or all of the following special qualities.

Acid Resistance: The Slime Keeper gains acid resistance equal to its HD (maximum 30).

Alternate Form or Change Shape: If the base creature had one of these special qualities, the ability changes into ooze form. Ooze form is the ability to assume the form of an ooze-type creature of a size comparable to the size of the specific alternate form ability (if the alternate form was Large, the ooze assumed must be Large as well). Alternate forms of smaller than Small size are unaffected (unless the GM has Tiny or smaller sized oozes from which to choose).
Assuming an ooze form results in the following changes to the creature:
—The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
—The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
—The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
—The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
—The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
—The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
— Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
—The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
—Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Non-humanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice-versa.) Gear returns to normal size if dropped.
A true seeing spell or ability reveals the creature’s natural form. A creature using ooze form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use ooze form to take the form of a creature with a template.

Animal Companion: If the base creature is 4th level or higher and had an animal companion, it abandons the base creature. The base creature can gain a new companion, but it must be of the ooze type. Use the table below to determine what type of ooze can be attracted by the base creature. An ooze with the Split (Ex) ability, splits as normal and both oozes are now considered the slime keeper’s animal companion (note that this does not give the hp bonus from extra HD for being an animal companion again). An ooze, no matter how many times it splits, can no longer split if its hp are 10 or less.

Level Equivalent---Type of Ooze
4th or Hugher (Level -3)---Flaming puddle
7th or Higher (Level -6)--- Grey ooze
7th or Higher (Level -6)---Gelatinous cube
10th Level or Higher (Level -9)---Ochre jelly
13th Level or Higher (Level -12)---Black pudding

Oozes split into multiple parts can be “pushed” (see Handle Animal in the Core Rules) to re-join into one creature, this process takes one minute once all parts are gathered next to each other. Re-join is a trick that can be taught in 2 weeks with a Handle Animal check DC 15. Ooze companions are limited in the tricks they can learn as follows: Attack (there is no need to teach this trick twice, for an ooze will attack any creature even undead and elementals), Come, Defend, Down, Guard, Heel, Re-join, Seek, or Stay. Non-intelligent oozes can only learn 1 trick plus any bonus tricks from the animal companion ability.

Natural Armor Bonus: The cursed creature gains a +1 bonus to its natural armor as its skin becomes dry and scaly, like a lizard's skin.

Wild Empathy: If the base creature had the wild empathy class feature, this feature now only applies to creatures of the ooze type. The slime keeper can still use the ability to influence an animal with a penalty of -4 to the check or a magical beast with an Intelligence score of 1 or 2 with a penalty of -8 to the check.

Wild Shape: If the base creature had the wild shape class feature it changes into ooze shape. Ooze shape allows a druid to turn herself into any Small or Medium ooze and back again one or more times per day. Her options for new forms include all creatures with the ooze type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to ooze or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use ooze shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items engulfed in the assumed form fall off and land at the druid's feet unless fully digested (2 hours*). The form chosen must be that of an ooze creature the druid is familiar with. A druid loses her ability to speak while in ooze form. Number of uses per day is as for the wild shape class feature. In addition, she gains the ability to take the shape of a Large ooze at 8th level, and a Huge ooze at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level. The ability to change into Elemental forms or other creature types is unaffected by the curse. As Tiny and smaller oozes are rare or non-existent, the base creature retains the ability to assume animal forms of smaller than Small size.
*Flaming puddles instead burn up their engulfed items so only stone and metal items remain.

Saves: As the base creature +2 to her Fortitude saves, and +1 to her Ref and Will saves (in addition to the increased Constitution and Dexterity bonus)

Abilities: The Slime Keeper’s ability scores are modified as shown: Strength +2, Dexterity +2, and Constitution +2. Although the Slime Keeper’s mental ability scores are not changed; the sanity-crushing strain of becoming a Slime Keeper has warped her mind, will, and soul; so that her personality and goals have changed.

Skills: The Slime Keeper gains 4 + Intelligence modifier skill points for each of its three reptilian levels. Reptilian racial skills are: Bluff, Hide, Listen, Move Silently, Search, Spot, and Use Magic Device.

Feats: The Slime Keeper gains one feat from its reptilian hit dice, which can be any feat for which the Slime Keeper has met the prerequisites.

Environment: Change to: Any Underground

Challenge Rating: Same as base creature +4.

Treasure: Usually the same as the base creature.

Alignment: Alignment changes to Chaotic. The good-evil axis is unchanged.

Advancement: As base creature, but with restrictions as above.

Level Adjustment: Same as base creature +2.

REMOVING THE CURSE: Any deity of higher rank should be able to remove it. Certain powerful creatures could possibly remove it also. Mortal magic usually fails unless it is somehow unique and unrepeatable.
 
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Example Slime Keepers
1. MALE MINOTAUR SLIME KEEPER
Strangor
Large Monstrous Humanoid (Reptilian)
Hit Dice: 6d8+18 + 3d8+9 (67 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +6 natural, +1 Dex), touch 10, flat-footed — (see text)
Base Attack/Grapple: +8/+17
Attack: Greataxe +12 melee (3d6+7/x3) or gore +12 melee (1d8+5)
Full Attack: Greataxe +12/+7 melee (3d6+7/x3) and gore +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+7
Special Qualities: Acid resistance 9, darkvision 60 ft., natural cunning, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 21, Dex 12, Con 17, Int 7, Wis 10, Cha 8
Skills: Intimidate +2, Listen +11, Search +4, Spot +11
Feats: Alertness, Great Fortitude, Power Attack, Track
Environment: Underearth
Organization: Solitary
Challenge Rating: 8
Treasure: Worn: Large Backpack (actually a large leather sack with crude straps for his shoulders).
Carried: potion of cure serious wounds (x2), dagger +1 (Small), bastard sword +2 (Medium), helm of comprehend languages and read magic (Medium)
Alignment: CE
Advancement: By character class
Level Adjustment: +4

This minotaur slime keeper stands more than 7 feet tall and weighs about 700 pounds. Strangor has scaly skin so his hide is little more than patches of fur here and there. Strangor is so focused on gaining magic items to help in his goal of defeating the Lead Dragon that he will often stop battle if magic items are offered as appeasement. That is his aim anyway, always to gain more magic items.
Strangor speaks Giant.
COMBAT
Strangor prefers melee combat, where his great strength serves him well.
Powerful Charge (Ex): Strangor typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +12 attack bonus that deals 4d6+7 points of damage.
Natural Cunning (Ex): Although Strangor is not especially intelligent, he possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat-footed.
Skills: Strangor has a +4 racial bonus on Search, Spot, and Listen checks.



2. FEMALE OGRE MAGE SLIME KEEPER
Neblis
Large Giant (Reptilian)
Hit Dice: 5d8+20 + 3d8+ 12 (68 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 20 (size –1, natural +6, chain shirt +4, Dex +1), touch 10, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3)
Full Attack: Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Acid resistance 8, darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19
Saves: Fort +10, Ref +3, Will +4
Abilities: Str 23, Dex 12, Con 19, Int 14, Wis 14, Cha 17
Skills: Concentration +12, Hide +8, Listen +10, Move Silently +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative, Stealthy
Environment: Underearth
Organization: Solitary
Challenge Rating: 12
Treasure: Carried: Scroll of shatter, scroll of expeditious retreat, staff of swarming insects (4 charges), wand of fireball (22 charges): All stored with her food in a large sack hanging from her belt. The staff sticks out the top of the sack a few inches.
Alignment: CE
Advancement: By character class
Level Adjustment: +9

Neblis stands about 12 feet tall and weighs 745 pounds. Neblis' skin color is light blue and scaly like a lizard. Her hair is black. Neblis tends to wear clothing until it falls off and her lightweight armor has seen better days. It is rusted and even rent in places, but not enough to reduce its protective value yet.
Neblis speaks Giant and Common.
COMBAT
Neblis relies on her spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, she prefers to retreat using gaseous form rather than fight a losing battle. This is how Neblis survived her encounter with Arkonseptsis. Her companions were not as lucky.
Change Shape (Su): Neblis can assume the form of any Small, Medium, or Large ooze.
Spell-Like Abilities: At will—darkness, invisibility; 2/day— charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14). Caster level 11th. The save DCs are Charisma-based.
Flight (Su): Neblis can cease or resume flight as a free action. While using gaseous form she can fly at her normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to Neblis. Acid, though, must first get through Neblis' resistance.
If Neblis loses a limb or body part, she can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Neblis cannot regrow lost body parts.



3. MALE HALF-ORC BARBARIAN 5 SLIME KEEPER
Gnasher
Medium Humanoid (Human, Orc, Reptilian)
Hit Dice: 5d12+15 + 3d8+9 (70hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+1 chain shirt +5, Dex +3, natural +1) touch 13, flat-footed 19
Base Attack/Grapple: +7/+12
Attack: +1 greataxe +14 melee (1d12+8/x3) or javelin +10 ranged (1d6+5)
Full Attack: +1 greataxe +14/+9 melee (1d12+8/x3) or javelin +10/+5 ranged (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Qualities: Acid resistance 8, darkvision 60 ft., improved uncanny dodge, rage 3/day, trap sense +1, uncanny dodge
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 21, Dex 16, Con 16, Int 8, Wis 12, Cha 6
Skills: Climb +13, Hide +8, Jump +17, Move Silently +7, Survival +9
Feats: Cleave, Power Attack, Weapon Focus (greataxe)
Environment: Underearth
Organization: Solitary
Challenge Rating: 9
Treasure: Worn: +1 chain shirt, cloak of resistance +1, backpack
Carried: Sack, 50 ft. of silk rope, potion of cure moderate wounds (x3), potion of cat's grace (x2), waterskin, flint and steel, +1 greataxe, 4 javelins
Alignment: CN
Advancement: By character class
Level Adjustment: +2

Gnasher prefers to keep his options open. Before the curse, he would charge into melee with abandon. He had no fear of anything. After Arkonseptsis though, he instead uses stealth and ambush more often; at least until he can assess his target's strengths and weaknesses. Now, he is wary of everything, not to the point that he would avoid battle, but he often scouts out his potential opponents first.
Improved Uncanny Dodge (Ex): Gnasher cannot be flanked except by a rogue of at least 9th level.
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up to 8 rounds.
Trap Sense (Ex): Gnasher has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Uncanny Dodge (Ex): Gnasher can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.



4. FEMALE HUMAN DRUID 12 SLIME KEEPER
Loreli
Medium Humanoid (Human, Reptilian)
Hit Dice: 12d8+24 + 3d8+6 (97 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (Dex +2, natural +1, +2 leather +4, deflection +3) touch 15, flat-footed 18
Base Attack/Grapple: +9/+10
Attack: +2 spear +12 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell
Full Attack: +2 spear +12/+7 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell
Space/Reach: 5 ft./5 ft.
Special Qualities: Acid resistance 15, animal companion (ocher jelly, "Slimer"), nature sense, resist nature's lure, trackless step, venom immunity, wild empathy (oozes), wild shape 4/day (Tiny, Small, Medium, or Large plant, or Small, Medium, or Large ooze), woodland stride
Saves: Fort +11, Ref +6, Will +12, +4 vs. spell-like abilities of fey, immune to poison
Abilities: Str 12, Dex 14, Con 15, Int 8, Wis 18, Cha 14
Skills: Concentration +11*, Handle Animal +8, Hide +9, Knowledge (Nature) +7, Listen +10, Move Silently+8, Spot +10, Survival +12, Swim +7
Feats: Augment Summoning, Combat Casting, Natural Spell, Spell Focus (conjuration), Stealthy, Track
Environment: Underearth or surface forests near underearth entrances
Organization: Solitary
Challenge Rating: 16
Treasure: Worn: ring of protection +3, leather armor +2, belt and belt pouch
Carried: Scroll of raise dead, scroll of power word stun;, spear +2, potion of fly (x2)
Alignment: CN
Advancement: By character class
Level Adjustment: +2

Loreli likes to ambush her prey. Magic-using or magic item carrying creatures are her prey. With her wilderness skills and spells she is able to ambush her targets easily. From hiding, she sends her befriended (with wild empathy) slimes by pushing them, she summons as many slimes as she thinks necessary to assail her foes and sends them into battle (all these have +4 Str and +4 Con), then she changes form into slime herself and charges in with her ocher jelly companion, Slimer. She knows how long it takes Arkonseptsis to reach her so if someone hasn't fallen in 3 rounds, she will flee the encounter taking only Slimer with her. In any case, 6 rounds is the longest she will stay, grabing a handy magic item or saying a silent prayer to dedicate a fallen magic using creature to Arkonseptsis. She can come back and get the befriended slimes later if they and she survive.
Nature Sense (Ex): Loreli gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature’s Lure (Ex): Loreli gains a +4 bonus on saving throws against the spell-like abilities of fey
Druid Spells/Day: 6/6/6/5/5/3/3/2 as a 14th level caster, save DC:14 + spell level. She prefers to summon as many oozes as she can in the area with her spontaneous casting, ignoring the actual spells she has memorized. She then will wild shape into an ooze of one of the types she summoned to blend in during the attack. After the battle, she resumes her normal shape, retrieves any magical valuables (using detect magic). And says a whispered blessing to Arkonseptsis to forbear ending her life for yet a little while more.
Spontaneous Casting: Loreli can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Use the Slime Summoned table below to determine results of any summoning attempted. Loreli leaves messages in her phosphorescent fungus to herself or some unnamed third party about esoteric and strange things, for example: "Birds do not nest in water, lizards shouldn't either" or "Should have left sooner, everything is slimed" or "Wait for the sunrise, then turn until at your back" and other such nonsense mostly in the common tongue, but sometimes in druidic.

Slime Summoned Summon Spell Equivalent
Phosphorescent fungus 1st
Shrieker or brown mold 2nd
Violet fungus or flaming puddle 3rd
Green slime 4th
Grey ooze 5th
Gelatinous cube 6th
Yellow mold 7th
Ochre jelly 8th
Black pudding 9th

Trackless Step (Ex): Loreli leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Venom Immunity (Ex): Loreli is immune to all poisons.
Wild Empathy (Ex): Loreli can improve the attitude of an ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. Loreli rolls 1d20 and adds her druid level (12) and her Charisma modifier (+2) to determine the wild empathy check result.
The typical ooze has a starting attitude of hostile. If Loreli is in ooze form though, the starting attitude is indifferent.
To use wild empathy, Loreli and the ooze must be able to study each other, which means that they must be within 30 feet of one another. Generally, influencing an ooze in this way takes 1 minute but, as with influencing people, it might take more or less time.
Loreli can also use this ability to influence an animal, but she takes a –4 penalty on the check. Further she can use this ability to influence a magical beast with an Intelligence score of 1 or 2 but she takes a -8 penalty on the check.
Loreli has 1 ocher jelly befriended by use of her wild empathy (in addition to Slimer) that she can push to attack a specific creature. She may have more at the game master's discretion.
Wild Shape (Su): Loreli has the ability to turn herself into any Small, Medium, or Large ooze or a Tiny, Small, Medium or Large plant and back again four times per day. Her options for new forms include all creatures with the ooze or plant type. (Loreli can’t use this ability to take the form of a plant or ooze that isn’t a creature.) This ability functions like the alternate form special ability, except as noted here. The effect lasts for 12 hours, or until she changes back. Changing form (to ooze/plant or back) is a standard action and doesn’t provoke an attack of opportunity. Each time Loreli uses wild shape, she regains lost hit points as if she had rested for a night.
Any gear worn or carried by Loreli melds into the new form and becomes nonfunctional. When she reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items engulfed or worn in the assumed form fall off and land at the druid's feet (unless digested: 2 hours). The form chosen must be that of an ooze or plant Loreli is familiar with. (Loreli knows all plants and oozes from the Core Rules).
Loreli loses her ability to speak while in ooze or plant form because she is limited to the sounds that a normal, untrained ooze/plant can make. She is able to communicate normally with other oozes when in ooze form and other plants of the same type as her plant form.
The new form’s Hit Dice can’t exceed 12.
Woodland Stride (Ex): Loreli may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Skills: *Loreli gains +4 to Concentration checks when casting defensively.

OCHRE JELLY, "Slimer" Ooze Companion
Large Ooze
Hit Dice: 8d10+48 (84 hp)
Initiative: –5
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 6 (–1 size, –5 Dex, natural +2), touch 4, flat-footed 6
Base Attack/Grapple: +4/+10
Attack: Slam +6 melee (2d4+4 plus 1d4 acid)
Full Attack: Slam +6 melee (2d4+4 plus 1d4 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d4+4 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +8, Ref –3, Will –3
Abilities: Str 16, Dex 2, Con 22, Int —, Wis 1, Cha 1
Skills: Climb +11
Feats:
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Level Adjustment:

COMBAT
Slimer attempts to envelop and squeeze its prey. It lashes out with pseudopods or simply engulfs opponents with its body, which secretes acids that help it catch or digest its prey.
Slimer is about 15 feet in diameter and about 6 inches thick, but it can compress its body to fit into cracks as small as 1 inch wide. Slimer weighs about 6,000 pounds.
Acid (Ex): Slimer secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals 1d4 acid damage.
Blindsight (Ex): Slimer's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Constrict (Ex): Slimer deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, Slimer must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to Slimer. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: Slimer has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Tricks: Re-join



5. MALE GOBLIN CLERIC 9 SLIME KEEPER
Lazlo
Small Humanoid (Goblinoid, Reptilian)
Hit Dice: 9d8+18 + 3d8+6 (78 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 22 (+1 size, +3 Dex, +2 chain shirt +6, shield +1, natural +1), touch 14, flat-footed 19
Base Attack/Grapple: +8/+5
Attack: +3 Battleaxe +14 melee (1d6+4) or javelin +12 ranged (1d4)
Full Attack: +3 Battleaxe +14/+9 melee (1d6+4) or javelin +12 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke slime 9/day, spells
Special Qualities: Acid resistance 12, darkvision 60 ft., immune to filth fever and slimy doom
Saves: Fort +?9 (SK +2), Ref +?6, Will +?8 (+4 vs. diseases, +9 to any one save 1/day)
Abilities: Str 12, Dex 16, Con 17, Int 8, Wis 14, Cha 14
Skills: Concentration +9, Hide +7, Knowledge (religion) +2, Listen +2, Move Silently +7, Ride +7, Spellcraft +2, Spot +2, Use Magic Device +11
Feats: Extra Turning, Improved Initiative, Improved Turning, Martial Weapon proficiency (battleaxe), Weapon Focus (battleaxe)
Environment: Under Earth
Organization: Solitary
Challenge Rating: 13
Treasure: Worn: Small chain shirt +2, Small backpack
Carried: Small +3 battleaxe, Small javelin of lightning, Small javelin (x2), flask of unholy water (x3), [Maglubiyet's] Unholy symbol (silver), potion of speed, potion of jumping, scroll of cure moderate wounds (x2)
Alignment: CE
Advancement: By character class
Level Adjustment: +2

Lazlo stands 3 feet 2 inches tall and weighs 42 pounds. His eyes are dull, glazed, and red. His skin color is burnt orange. He wears drab, soiled-looking torn leather clothes. His chain shirt is oddly clean and visibly undamaged. He speaks Goblin. He is the last surviving member of his tribe, (Bloody Skull) all wiped out by Arkonseptsis and has vowed revenge and retribution against the Lead Dragon. His goal is to acquire powerful magic items so he can destroy the dragon. He sometimes builds a quick temporary altar to place weaker magic items he acquired from his exploits that he has no use for to burn in sacrifice to Arkonseptsis as appeasement until he can gain enough power to deal directly with the demigod.(weapons he breaks, armor he deconstructs or burns, etc.)
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Lazlo still uses the same tactics, employing oozes rather than goblins for numbers. He likes to summon some oozes, send them and his commanded ones in to attack, while he puts up magical defenses. After a few rounds of defensive preparation, he uses the various counterspells from his domain to prevent enemy spellcasting and concentrates on attack spells as long as he can remain out of melee. He tries to end the battle quickly, and if things do not go according to the plan he will attempt to grab an easily reached item that might be magical and run away, hoping the oozes will cover his retreat, using the potion of jumping if necessary. He will vacate the area as quickly as possible even if the grab fails; knowing that Arkonseptsis is coming. Lazlo will flee the field if a battle turns against him.
Aura: As a chaotic evil 9th level cleric.
Cleric Spells: As an 11th level caster, save DC's 12 + spell level: 6/6+1/5+1/4+1/3+1/2+1/1+1 Domains are Antimagic and Pestilence. Former Deity: any goblin god of destruction [Maglubiyet], favored weapon: battleaxe. [If using Maglubiyet, as a deity of destruction, he enjoys the escapades of Lazlo and thus has reserved punishment for falling prey to the curse until he gets bored.]
Lazlo usually memorizes greater counterspell in his 6th level domain slot; he uses this when someone casts the first spell against him in an encounter to automatically counter it as an immediate action and still cast whatever spell he wants to on his own turn.
Domain Powers: +4 divine bonus to saves versus diseases, immunity to filth fever and slimy doom, +9 divine bonus to any one save 1/day
Rebuke Slime: As rebuke undead 8/day (As an 11th level cleric, check: 1d20+4, damage: 2d6+13 HD); Lazlo usually has 3 Medium (3HD) gray oozes that he has commanded that follow his orders.
Spontaneous Casting: Lazlo can cast any inflict spell in place of a memorized spell.
Skills: Lazlo has a +4 racial bonus on Move Silently and Ride checks.



6. STONE GIANT ELDER 6TH LEVEL SORCERER SLIME KEEPER
Kerrigoth
Large Giant (Earth, Reptilian)
Hit Dice: 14d8+56 + 6d4+24 + 3d8+12 (183 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 24 (–1 size, +3 Dex, +12 natural, deflection +2), touch 12, flat-footed 21
Base Attack/Grapple: +15/+25
Attack: Large +1 greatclub +24 melee (2d8+14) or slam +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays)
Full Attack: Large +1 greatclub +24/+19/+14 melee (2d8+13) or 2 slams +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spell-like abilities, spells
Special Qualities: Acid resistance 23, darkvision 60 ft., low-light vision, rock catching
Saves: Fort +18, Ref +10, Will +11
Abilities: Str 29, Dex 17, Con 21, Int 10, Wis 12, Cha 16
Skills: Climb +16, Concentration +12, Hide +8*, Jump +20, Knowledge (arcana) +4, Listen +9, Spellcraft +4, Spot +14, Use Magic Device +9
Feats: Alertness, Augment Summoning, Combat Casting, Eschew Materials, Improved Initiative, Skill Focus (Concentration), Spell Focus (conjuration), Weapon Focus (ray)
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 19
Treasure: Carried: Large greatclub +1, Medium cloak of the bat, incidental mundane items (mostly stone), a half-burnt haunch of meat (lizard maybe? still slightly edible), 7 Small rocks (40 lb. each), sack with 10 gems (spell components), ring of protection +2, spell component pouch.
Alignment: CN
Advancement: By character class
Level Adjustment: +8

Kerrigoth is one of the few survivors of the shattering of the underground stone giant enclave of Brobdingnag. He has lost his clan as well as his sanity. He believes that none but himself lived through the disaster. Kerrigoth adopted several slimes as his new clan, all ones that he summons on a regular basis now. He has named all of them, to replace his friends and family in some small way. While they are summoned, he talks to them (yells if in combat) much like he would talk to a scouting or raiding group of stone giants under his command.
Kerrigoth wears a leather robe dyed gray but it is torn, muddy, and bloody. He is still wearing the same clothes he had on when he met the Null-Magic Elemental last month. His skin is now covered in small scales, but still the same color. He stands about 13 feet tall and weighs about 1,600 pounds. Kerrigoth is over 600 years old. Kerrigoth speaks Giant and Common.
COMBAT
Kerrigoth prefers to start combat with his spells, resorting to rock throwing if opponents try to close, then finally to his club when they get near. He summons a few oozes and sends them in to attack his targets before he starts the battle. After Kerrigoth's first combat spell, his yelling to his "cohorts" begins. He can still stand motionless to blend in with the background but he mostly does this to give the slimes time to reach his opponents before he opens up with his spells. After combat, a detect magic allows him to quickly gather up all magic items and move on before Arkonseptsis arrives. If combat takes too long, he retreats using his summoned fungi to cover his withdrawal. If he is still around when the Lead Dragon arrives he will throw down his magic cloak to cover his retreat.
Rock Throwing (Ex): The range increment is 180 feet for Kerrigoth’s thrown rocks. He uses both hands when throwing a rock. Such rocks are Small objects and weigh 40 to 50 pounds each.
Rock Catching (Ex): Kerrigoth has a +4 racial bonus on his Reflex save when attempting to catch a thrown rock. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Kerrigoth must be ready for and aware of the attack in order to make a rock catching attempt.
Spell-Like Abilities: 2/ day he can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 18) as a 12th level sorcerer.
Spells: Kerrigoth casts spells as an 8th level sorcerer. He has 6/7/7/6/3 spells per day. Save DC's are 13 + spell level.
Spells Known:
0th: acid splash, arcane mark, detect magic, disrupt undead, message, read magic, dancing lights, ghost sound,
1st alarm, endure elements, grease, ray of enfeeblement, summon monster I*
2nd mirror image, shatter, stone of intervention†
3rd jellybrain†, suggestion
4th summon monster IV**
* always to write a line or two in Giant to his dead wife or friends using the glowing fungus
** 2 violet fungi named Hansel and Gretal or a green slime called Harry.
† New spell listed below.
Skills: *Kerrigoth gains a +8 racial bonus on Hide checks in rocky terrain. He also gains a +2 synergy to Spellcraft checks to decipher spells on scrolls.


Stone of Intervention†
Abjuration [Earth]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell causes an uncut gemstone to fly about the target creature's head and body, staying one to three feet away. This gemstone moves to intercept all melee attacks. It will prevent most blows; giving the warded creature damage reduction 10/magic against melee attacks. The warded creature ignores the first 10 hit points of damage each time it takes damage from a melee attack, though a weapon with just a +1 enhancement bonus or any magical attack bypasses the reduction. (This spell doesn’t grant the caster the ability to damage creatures with similar damage reduction.) The stone of intervention has no effect on spells, spell-like effects, supernatural abilities, or missile weapons. The stone can absorb 10 hit points/caster level (maximum 80 hp at 8th level) and once this damage is intercepted by the stone, it crumbles to dust and the spell is discharged. Any damage over 10 hit points per hit bleeds over onto the warded creature.
Material Components: an uncut gemstone worth at least 25 gp.

Kerigoth's Jellybrain†
Enchantment [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round./level
Saving Throw: No
Spell Resistance: Yes
A wafting purple ray projects from your finger. You must succeed on a ranged touch attack with the ray to strike a target. A successful attack surrounds the target with a field of ugly, mauve smoke that saps their mental faculties. They suffer a 1d6 penalty to their Intelligence, Wisdom, and Charisma scores (roll separately for each); with the smoke clinging to them and following them as they move for the duration of the spell. This penalty can’t reduce any of these scores below 1.
This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. It will certainly affect Will saves and skills and checks involving Intelligence, Wisdom, or Charisma.
Only living creatures can be affected by this ray. Remove curse, break enchantment, or a successful dispel magic will remove these penalties before the duration runs out. Penalties from multiple uses of this ray do not stack, they overlap.
 
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When Arkonseptsis is not in his lair; he does not leave it defenseless. It seems even the Lead Dragon can make friends, sort of; as mentioned in this excerpt from the translations of the Draco Procreatio
Dragons have long known that there are many more elemental planes that thought of in human, elven, and similar creature's notions of the cosmos. One of these minor planes, always overlooked by lesser species is the plane of entropy, so named because of its apparent hostility to everything. The only known resident, the so-called treasure oozes were first noticed by a black dragon named Krestig and they plagued him wherever he moved his horde up until his death over a century later. Treasure oozes have since become a dreaded scourge to dragonkind for the only sure way developed to defeat this ooze is to grab the magic items and abandon rest of the treasure hoard.

Arkonseptsis decided to live on that plane for an untold time as he adjusted his draconic physiology to absorb and mimic the magic-nulling properties of the plane. There is no telling how many treasure oozes followed him back to the material plane using their attach abilities. In addition to the plague of black puddings he causes and the plagues of diseases he carries, Arkonseptsis contributes another scourge: treasure oozes. Krestig called them "hoard thieves", perhaps a more fitting name. Nevertheless, the ooze that inhabits his treasure hoard does not attack the Lead Dragon; indeed it seems to regard the Null-Magic Elemental's rolls and swims through the coins and gems as caresses.


Treasure Ooze (Hoard Thief)
Fine Ooze (Aquatic, extraplanar)
Hit Dice: 1d10 (6 hp)
Initiative: –5
Speed: 5 ft. (1 square) per minute, swim 5 ft.
Armor Class: 13 (–5 Dex, size +8), touch 13, flat-footed 13
Base Attack/Grapple: N/A
Attack: None
Full Attack: None
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Animate objects, attach 90 ft.
Special Qualities: Amphibious, blindsight 90 ft., DR 15/magic, immune to bludgeoning/crushing damage, SR15, ooze traits
Saves: Fort +1, Ref –5, Will –5
Abilities: Str 6, Dex 1, Con 13, Int —, Wis 1, Cha 1
Skills: Disguise –5*, Hide +21
Feats:
Environment: Underground
Organization: Solitary (with animated pile), pair (with animated piles), or herd (3-12)
Challenge Rating: 4 (Solitary), see below for animated pile
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

This creature looks like nothing more than a stray drop of grayish water. It "possesses" objects using its animate objects ability much like an animate objects spell. Most often it controls a pile of treasure, but members of this species has been known to possess bonfires (additional 1d4 fire damage), piles of junk, piles of dead bodies, etc. The treasure ooze can "possess" groups of objects that are piled together. The size of the pile does not matter to the ooze; there is even one case of a treasure ooze inhabiting a pile of children's toys (Small-size pile). As long as the treasure ooze animates the pile of objects, no object can be removed from it. It is necessary to kill the pile in order to get to the objects. The ooze can "walk" the pile only slightly much like a snail, but it has full mobility to attack and defend.

A treasure ooze moves just like other oozes, but it is much, much slower.

Attach (Ex): This is the treasure ooze's main mode of travel. It shoots out a strand of webbing (invisible and intangible, but otherwise kind of like a normal spider web) and attaches itself to a passing creature most often without alerting the target creature that an attack has occurred. It loses its normal movement ability and moves wherever that attached creature moves keeping the same spatial relationship between itself and the target creature no matter how far or what movement mode the creature uses. This ride-along lasts usually until the target creature comes within range of a pile of objects (most often treasure piles, thus the creature's name) so it can use its animate objects ability on it, detach from the target creature and slowly move until it is safely buried under its animated pile. This ability lasts until the treasure ooze chooses to detach or dies.

Blindsight 90 ft. (Ex): Using sensitivity to vibrations, the treasure ooze with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the treasure ooze must have line of effect to a creature or object to discern that creature or object. The treasure ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the treasure ooze need do nothing to use it.

Skills: A treasure ooze gains a +10 racial bonus to Hide checks.
*A treasure ooze gains a +15 racial bonus to Disguise checks when attempting to seem to be just a dirty drop of water (nearly always).

Animate Objects (Su): Once per day the treasure ooze can animate a pile of objects as if it were a single thing. This pile must have two or more of the following component materials: bone, cloth, flesh, metal, stone, or wood. Living or otherwise animated matter: creatures, plants, fungi, constructs, undead, etc., cannot be a part of the pile. In game terms, a pile of objects is at least three objects. Each object must be touching at least one other object of the pile.

The treasure ooze imbues inanimate objects with cohesion and mobility (like an ooze) and a semblance of life. An animated pile of objects can be of any nonmagical materials (magic pieces fall out of the pile once it begins to move and this can affect the final size of the animated pile if large quantities of magic items are involved). The treasure ooze may animate any one pile of objects. It cannot use this ability if it already animates another pile (but see Engulf below). The size of the pile of objects determines the abilities it has. The composition of the materials of the objects determines its vulnerability and immunity.

The treasure ooze stops movement of the animated pile as soon as a creature moves close enough to be sensed. The animated pile of objects remains motionless until a creature touches it or all creatures move out of range. If touched, it immediately attacks whomever or whatever touched the pile of things but it senses all creatures within 90 feet. It will not ignore other opponents once it has been touched. Any creatures killed will be added to the pile.

While the treasure ooze animates a pile, the objects of the pile cannot be divided into their constituent parts until after the animated pile is destroyed. Any damage done to the animated pile damages only the control of the animated pile, not the objects that make up the animated pile (the hit points of the pile are the force of control asserted by the treasure ooze). Even damage that would normally destroy an object in the pile has no actual effect on the item, the damage only serves to sever the treasure ooze's connection with the pile of objects. The items of the pile themselves are fully protected from any damage while the treasure ooze animates them.

A pile that is already animated by another treasure ooze cannot be the target of this ability. This ability cannot animate objects carried, worn, or engulfed by another creature. If two treasure oozes with animated piles meet, the controller of the larger pile takes over both piles and it becomes an even larger animated pile (sometimes enough to grow a size category or more). The former controller of the smaller animated pile releases its control and slowly moves on to search for another pile.

Animated Piles
The animated pile remains under the complete control of the treasure ooze that animated it. The pile gains all of the following abilities:

Blend (Ex): Until a piece of the animated pile is touched by a creature, it is just an ordinary pile of objects. Until it attacks, no one should have a clue that it is not what it seems (certain divination magics will see through the disguise easily, but without magic the animated pile is not discoverable without touching it).

Blindsight 90 ft. (Ex): Using sensitivity to vibrations, the animated pile with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the animated pile must have line of effect to a creature or object to discern that creature or object. The animated pile usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the animated pile need do nothing to use it.

Constrict (Ex): An animated pile deals automatic slam and piercing damage with a successful grapple check.

Construct Traits: No Constitution score, immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on its own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage. A construct is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected.

Damage: The animated pile deals crushing and piercing damage with its constrict attack and either bludgeoning damage or slashing damage as its normal attack (DM decision: one or the other or both depending on the composition of the pile: coins would do bludgeoning, a pile of swords would do slashing, a pile of spears or unlike objects would do bludgeoning and slashing). Piercing damage from the constrict attack and the extra slashing and/or bludgeoning damage from the normal attack is figured by size of the pile.

SIZE DAMAGE
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Engulf (Ex): The animated pile can spread itself over an object of smaller size than itself and attune itself to the object for 1 hour to add that object to its pile. Using this ability could allow the animated pile to eventually change its size, immunity, or vulnerability; though the treasure ooze does not have the intelligence to want to change except to just grow bigger so it can procreate.

Immunity: The composition of the pile gives the treasure ooze immunity to one substance that is not the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood, chosen randomly).

Improved Grab (Ex): To use this ability, a treasure ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ooze Traits: Immunity to polymorph; No Intelligence score, blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Reproduce: A treasure ooze must control a colossal-size pile in order to reproduce by fission. Every month that a treasure ooze animates a colossal-sized pile it will fission into another brand new treasure ooze that must slowly move away to find its own pile to animate.

Vulnerability: The animated pile takes +50% more damage from weapons made of the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood).

ANIMATED PILE

Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: –5
Speed: 10 ft. (2 squares)
Armor Class: 6 (+1 size, –5 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +2/–2
Attack: Slam +3 melee (1d4+1d4 slashing or bludgeoning)
Full Attack: Slam +3 melee (1d4 plus 1d4 slashing or bludgeoning)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4 plus 1d4 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +1, Ref –4, Will –4
Abilities: Str 10, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Small)
Level Adjustment:


Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: –5
Speed: 10 ft. (2 squares)
Armor Class: 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d6+1d6 slashing or bludgeoning)
Full Attack: Slam +4 melee (1d6 plus 1d6 slashing or bludgeoning)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+1 plus 1d6 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +1, Ref –4, Will –4
Abilities: Str 12, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6 HD (Medium)
Level Adjustment:


Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: –5
Speed: 15 ft. (3 squares)
Armor Class: 4 (–1 size, , –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +5/+11
Attack: Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning)
Full Attack: Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d8+3 plus 1d8 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +2, Ref –3, Will –3
Abilities: Str 14, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-9 HD (Large)
Level Adjustment:


Huge Construct
Hit Dice: 10d10+40 (95 hp)
Initiative: –5
Speed: 15 ft. (3 squares)
Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +7/+19
Attack: Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning)
Full Attack: Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 2d6+6 plus 2d6 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +3, Ref –2, Will –2
Abilities: Str 18, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-19 HD (Huge)
Level Adjustment:

Gargantuan Construct
Hit Dice: 20d10+60 (170 hp)
Initiative: –5
Speed: 20 ft. (4 squares)
Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Base Attack/Grapple: +15/+35
Attack: Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning)
Full Attack: Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d8+12 plus 2d8 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 26, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21–39 HD (Gargantuan)
Level Adjustment:

Colossal Construct
Hit Dice: 40d10+80 (300 hp)
Initiative: –5
Speed: 20 ft. (4 squares)
Armor Class: –3 (–8 size, –5 Dex), touch –3, flat-footed –3
Base Attack/Grapple: +30/+58
Attack: Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning)
Full Attack: Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning)
Space/Reach: 30 ft./20 ft.
Special Attacks: Constrict 4d6+18 plus 4d6 piercing, improved grab
Special Qualities: Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability
Saves: Fort +13, Ref +8, Will +8
Abilities: Str 34, Dex 1, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 41-60 HD (Colossal)
Level Adjustment:
 
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Wizard Pudding Template
There is an ancient epic poem, of "the god that almost was," sometimes put to music by enterprising bards, that warns of a forgotten mage turned lich unearthing an ancient artifact. This unknown lich spent decades searching for the proper rituals and sacrifices that would enable him to utilize the artifact's divine power to acquire god-hood. It took the undead mage more than fifty years to gather the necessary sacrifices, perfect the translations of the rituals, and complete the infernal trades.

At the proper time, when the heavens had aligned, the lich activated the artifact, completed the rituals and sacrifices, and finished the trades to achieve the status of deity. For about five minutes.

Unfortunately, until the rituals awoke the artifact's inner powers; it escaped the notice of the Lead Dragon. Once the lich activated the artifact’s powers though; the artifact, the lich, its phylactery, its night hag merchant, and all the spell casting enraged Arkonseptsis and he charged into the ritual cavern, eating the lich/demigod, the lich's phylactery (a necessary ingredient of the rituals) and even the artifact whatever it was. The night hag escaped with an evil laugh. The musical version of the poem ends with the suggestion that magic-using black puddings could be the result of the indigestion from the quasi-deity-lich and the artifact as they were slowly dissolved in the gullet of the Null-Magic Elemental.

Some sages argue that a true artifact of divine power could not be destroyed by a mere demigod such as Arkonseptsis, and claim that it will eventually pass and may even now be lurking in some forgotten pile of dragon poop.

The oldest black puddings (as evidenced by their size) spat out by Arkonseptsis sometimes (10%) grow into wizard puddings. Arkonseptsis totally ignores the magics produced by these oozes. This version of black pudding appears as a normal (but Gargantuan sized) black pudding.

CREATING A WIZARD PUDDING
Wizard pudding is an inherited template that can be added to any black pudding of Gargantuan size or any elder black pudding.
A wizard pudding uses all the base creature's statistics and abilities except as noted here.

Special Attacks: A wizard pudding retains all the special attacks of the base creature and also gains the following special attacks.

Extraordinary Attacks: The wizard pudding gains use of several of extraordinary abilities. The save DCs are Constitution-based. 3/day—acid bath; 1/day—dissolve. A wizard pudding cannot activate two or more of these extraordinary attacks in the same round even if it has split, but any split portion can use an extraordinary attack in lieu of attacking that round.

Special Qualities: Same as base creature.
Base Saves: Same as base creature.
Abilities: Same as base creature.
Skills: Same as base creature.

Challenge Rating: As base creature +3

Extraordinary Attacks: All saves are Constitution-based.
Acid Bath (Ex): Three times per day, the wizard pudding can cause a spray of acid to erupt from itself, covering all creatures within 30 feet of it in every direction. All covered creatures must save versus the acid bath or take 1d6 points of acid damage per Hit Die of the wizard pudding (maximum 20d6). A successful Fortitude save halves the initial damage.

The acid damage continues burning each creature for 2d4 damage each round for 2d4 more rounds unless neutralized sooner by application of alcohol, fresh water, or salt water. Each waterskin, bottle of alcohol, or bucket of salt water applied reduces the future acid damage from this ability by 1d4. The saving throw does not reduce this later damage.

Dissolve (Ex): Once per day, the wizard pudding can squirt a spray of acid to dissolve a a single creature within 60 feet. When dissolve is used, the wizard pudding squirts a geyser of acid directly at the target. This ability always hits physical targets that are touching the ground. Hits cause the target to lose 25% of its current hit points to acid damage on the first round. A saving throw halves both this initial damage as well as the continuing damage. The acid continues to burn for the next nine rounds for 3d6 hit points of acid damage per round until the effect ends. Immunity to acid completely foils this ability. Resistance to acid reduces the damage from this ability by the amount of the resistance each round (even down to 0 damage if resistance is high enough). In no case does this effect last more than 10 rounds. This effect can be neutralized by total immersion of the target in fresh water or salt water until the duration runs out.


Example Wizard Puddings

Black Pudding to Wizard Pudding
Gargantuan Ooze
Hit Dice: 16d10+128 (216 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Base Attack/Grapple: +12/+32
Attack: Slam +16 melee (3d6+12 plus 2d6 acid)
Full Attack: Slam +16 melee (3d6+12 plus 2d6 acid)
Space/Reach: 20 ft./15 ft.
Special Attacks: Acid, constrict 3d6+12 plus 2d6 acid, extraordinary attacks, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +13, Ref +0, Will +0
Abilities: Str 27, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +16
Feats:
Environment: Underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17–30 HD (Gargantuan)
Level Adjustment:

Combat
A wizard pudding attacks by grabbing and squeezing their prey or using its spell-like abilities at range.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 26 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 26 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 26 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Blindsight (Ex): A wizard pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A wizard pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a wizard pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a wizard pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Extraordinary Attacks: The DC's are Constitution-based. 3/day—acid bath (Fort DC 26); 1/day—dissolve (Fort DC 26). A wizard pudding cannot activate two or more extraordinary attacks in the same round even if it has split, but any split portion can use the extraordinary attacks.

Skills: A wizard pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


Elder Black Pudding to Wizard Pudding
Gargantuan Ooze
Hit Dice: 20d10+180 (290 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Base Attack/Grapple: +15/+35
Attack: Slam +19 melee (3d6+12 plus 3d6 acid)
Full Attack: Slam +19 melee (3d6+12 plus 3d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid, constrict 2d8+12 plus 2d6 acid, extraordinary attacks, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves:Fort +15, Ref +1, Will +1
Abilities: Str 26, Dex 1, Con 28, Int —, Wis 1, Cha 1
Skills: Climb +16
Feats:
Environment: Underground
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Combat
A wizard pudding attacks by grabbing and squeezing their prey or using its spell-like abilities at range.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 29 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 29 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 29 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Blindsight (Ex): A wizard pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A wizard pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a wizard pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a wizard pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Extraordinary Attacks: The DC's are Constitution-based. 3/day—acid bath (Fort DC 29); 1/day—dissolve (Fort DC 29). A wizard pudding cannot activate two or more extraordinary attacks in the same round even if it has split, but any split portion can use an extraordinary attack.

Skills: A wizard pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
 
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Divine Interference
Lich's Crown
General Knowwledge: Its creation is lost to antiquity. Possibly some mad god whose followers were obsessed with immortality at any cost, or a deity consumed with the idea of undead followers being more pliant than living ones; but no one knows for sure who made this item. It is supposed that the creating deity is long gone, nothing more than a legendary memory; but as with any powerful deity, he may just be awaiting the right wearer.

Excerpt from Draco Procreatio: Nethrancor is the creator of this deadly artifact having invested at least a divine rank into its creation. The lich's crown is one of a trio of powerful artifacts attributed to Nethrancor.

Description: To the untrained eye, the item appears as an ancient iron crown, crudely made, dented and malformed. This is nothing more than a minor illusion, the actual crown can be seen by one minute's study or a successful Will save DC 15. The crown is a finely filigreed platinum tiara with a large ruby gem set as its headpiece surrounded by five teardrop-shaped red garnets formed into a star.

Type: Diminutive Object
Wt.: 1 lb.
Hardness: 24
Hit Points: 50
Break DC: 60
Saves: Fort +20, Ref +20, Will +20
Regardless of saves, breaks, or hit point damage to the point of destruction, the crown will resurface in a few years (1d6) totally undamaged and restored unless destroyed the proper way.

Object: As an artifact object, the crown is immune to acid, cold, and sonic energy. It takes half damage from fire and lightning. It is not subject to critical hits, nonlethal damage, ability drain, energy drain, fatigue, and exhaustion effects. It has immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is treated as if made of cold iron and has a hardness of 24.

History: Few stories survive about this artifact. The current favorite theory among sages is that a now-dead undead god made it before he was destroyed in some cataclysm that pre-dated the dawn of civilization. But also popular is that it belongs to the god of death (whom ever that might be) and was loosed upon the world in order to spread undeath and possibly gain minor deific supporters.

Powers: This crown supplies the ability to cast spells as an 18th level necromancer. The crown also supplies the spells to choose from, becoming in essence the wearer's spellbook. Meditation for 4 hours acts as both a full night's sleep and proper study time in order to reset and refill all spell slots. There is no known way to add other spells to this spellbook.

Curses: Any living creature that wears the crown becomes a lich immediately (see the Crown Lich Template), either no save (or if the DM is feeling generous, allow a Will save DC 30 to remove the crown before the change takes place). The crown acts as the new lich's phylactery, but destruction of the lich does not allow it to return to unlife, instead, its soul/spirit/life force is sucked into the crown. The crown then slowly devours this life force to power its abilities for the next wearer.

Special: If instead, a lich wears the crown, it gains the Lich King template (see the Lich King Template).

Suggested Means of Destruction
  • Feed it to a Null-Magic Elemental
  • It must be blessed by a paladin of a Lawful Good deity then soaked in lava for 3 days. The glowing crown should then be targeted by several powerful bolts of natural lightning. Finally, the slag that remains must be consecrated and re-forged into a plow.
  • Place the crown in an antimagic field and destroy it with an adamantine sledgehammer.
  • The crown must be the subject of a greater turning effect from a deity of light.
  • The crown must be Sundered and Disjoined by a greater deity.

Note: Animals and other creatures with low (1-3) mental ability scores are instead turned into a normal zombie with none of the crown lich abilities.
 
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Crown Lich Template

A crown lich is a living creature who wears the artifact called the Lich's Crown (with an appendage capable of wearing it) and is thus cursed with undeath. Victims of this template gain spellcasting abilities along with undeath. Though colored by the cursed creature's personality, crown liches hate life and immediately attack living creatures.

A crown lich is a gaunt and skeletal creature with withered flesh stretched tight across horribly visible bones. Its eyes instantly decay upon first wearing the crown, but bright pinpoints of crimson light burn on in the empty sockets.

Crown liches speak Common plus any other languages they knew in life.



CREATING A CROWN LICH
“Crown Lich” is an acquired template that can be added to any living creature with a head appendage that wears the Lich's Crown (referred to hereafter as the base creature).
A crown lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. The base creature gains the Augmented subtype. Size is unchanged.

Hit Dice: Increase all current Hit Dice to d12s.

Armor Class: A crown lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A crown lich has a touch attack that it can use once per round. If the base creature can use weapons, the crown lich retains this ability. A creature with natural weapons retains those natural weapons. A crown lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A crown lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A crown lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A crown lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 crown lich’s HD + crown lich’s Cha modifier) halves the damage. A crown lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks: A crown lich retains any weapon proficiencies, weapon focus's, and weapon specilizations it may have. A crown lich loses all the base creature’s other special attacks, but gains those described below. Save DCs are equal to 10 + 1/2 crown lich’s HD + crown lich’s Cha modifier unless otherwise noted.

Fear Aura (Su): Crown liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the crown lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the crown lich’s level. A creature that successfully saves cannot be affected again by the same crown lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a crown 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 (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a crown lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Spells: A crown lich can cast any of the spells stored in the crown. When first transformed into undead, it has the underlined spells in memory. It must meditate for 4 hours wearing the crown to recharge and refill its spell slots. The crown lich can cast 4/4/4/4/4/4/4/3/3/2 spells/day as an 18th level caster. Spells are chosen (only) from the following list. Bonus spells are allowed (for whatever mental ability score is highest) but not initially provided to the new crown lich; four hours of meditation while wearing the crown allows the crown lich to change spells in memory and add bonus spells.
0th Acid splash, detect magic, disrupt undead, mage hand, mending, read magic, touch of fatigue
1st Cause fear, chill touch, expeditious retreat, mage armor, mount, ray of enfeeblement, true strike
2nd Acid arrow, command undead, pyrotechnics, scare, spectral hand, web
3rd Arcane sight, halt undead, ray of exhaustion, stinking cloud, vampiric touch
4th Animate dead, bestow curse, contagion, enervation, fear
5th Blight, cloudkill, symbol of pain, teleport, waves of fatigue
6th Circle of death, create undead, eyebite, symbol of fear, true seeing
7th Control undead, finger of death, symbol of weakness, waves of exhaustion
8th Create greater undead, horrid wilting, symbol of death
9th Energy drain, summon monster IX, wail of the banshee
Note: If the crown lich is wearing the Lich’s Crown, the crown negates the need for ability scores to cast any spell no matter the base creature’s mental scores. If the crown lich does not wear the crown, it must rely on whichever mental ability score of the base creature is highest to determine which levels of spells can be cast.

Special Qualities: A crown lich loses all the base creature’s special qualities except those that provide visual capabilities and gains those described below.
Turn Resistance (Ex): A crown lich has +4 turn resistance.

Damage Reduction (Su): A crown lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons and touch attack are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Crown liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a crown lich has no Constitution score. Use the Crown Lich's newly improved Intelligence, Wisdom, or Charisma (whichever is higher) to determine spell save DC's.

Skills: The base creature loses any racial bonuses it may have to its skills. Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: A crown lich loses all feats except those that deal with weapon proficiency or those that provide bonuses to hit or damage with a weapon. The crown lich gains the following feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Skill Focus (Concentration), Spell Focus (necromancy), and Spell Penetration

Special: If the crown lich takes off or loses the crown, spells in memory remain, but regaining spells expended requires the crown be worn again. The base creature is still a crown lich and has all other abilities, but it has no way to replenish its spells without the crown. Also, the crown provides the power and ability to cast spells, even those above the ability scores of the base creature to cast with their mental ability scores. Without the crown, the base creature must rely on the highest of its own mental ability scores to determine the possible highest level spell that it can cast. (For example, if the base creature’s highest mental ability score is a 14 Int, then only 4th level and lower spells can be cast without the crown.)

Organization: Solitary.
Challenge Rating: +10 [with crown]; +3 (+1 for each level of spells available above 2nd level*) [without crown]
Treasure: Goods and items worn by the base creature and possibly the Lich's Crown
Alignment: Neutral evil
Advancement: None
*For example if the highest level of spells available to a crown lich is 4th, the CR of the base creature would increase by +5 (+3 and +2 for spells)
 
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Lich King Template
A lich king is a lich (once living creature) with an appendage (head) capable of wearing a crown that wears the Lich's Crown and is thus blessed with near godhood. Recipients of this template gain extra spellcasting abilities along with extra power.

A lich king is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have decayed, but bright pinpoints of emerald fire burn on in the empty sockets and this same emerald fire glows across the desiccated skin on the top of its head actually coming from the crown.
Lich Kings speak Abyssal, Celestial, and Infernal plus any other languages they knew in unlife.

Please note that the lich is only a lich king as long as it wears the crown. It can take the crown off at any time and the base creature is no longer a lich king while the crown is not worn.

CREATING A LICH KING
Size and Type: Neither size nor type changes.
Hit Dice: Base HD +18d12
Base Attack Bonus: As the base creature +5

Spells: A lich king can cast any of the spells stored in the crown as an 18th level caster 1/day each without need to memorize them as long as it wears the crown. The base creature can now meditate for 4 hours wearing the crown to recharge and refill its normal spell slots [a lich that uses a spell book still requires the spell book to study its spells]. Normal lich spells are cast as if 18 levels higher while wearing the crown. The lich king can cast the crown spells even if any of them are from its opposition schools (in the case of a specialist wizard/lich). Spell save DC's are figured as normal for the lich.
0th Acid splash, detect magic, disrupt undead, mage hand, mending, read magic, touch of fatigue; 1st cause fear, chill touch, expeditious retreat, mage armor, mount, ray of enfeeblement, true strike; 2nd acid arrow, command undead, pyrotechnics, scare, spectral hand, web; 3rd arcane sight, halt undead, ray of exhaustion, stinking cloud, vampiric touch; 4th animate dead, bestow curse, contagion, enervation, fear; 5th blight, cloudkill, symbol of pain, teleport, waves of fatigue; 6th circle of death, create undead, eyebite, symbol of fear, true seeing; 7th control undead, finger of death, symbol of weakness, waves of exhaustion; 8th create greater undead, horrid wilting, symbol of death; 9th energy drain, summon monster IX, wail of the banshee
The crown can operate this way for 1d4 days before needing to be recharged by sucking up the soul of another crown lich. The crown can store multiple life forces for at least years of uninterrupted operation; though there will never be more than 4 days of operation remaining when first donned by a lich king (roll 1d4 for number of days).

Skills: The lich king gains 4+ Int mod skill points per HD gained. Lich King skills are: Concentration, Craft (any), Knowledge (any), Profession (any), Perform (any), Spellcraft, and Use Magic Device. The lich king's maximum ranks also increase by +18 (cross-class +9).

Feats: The base creature gains 6 epic feats.

Organization: Solitary or troupe (1 lich king, 2-4 crown liches, and 3-12 skeletons or zombies)

Challenge Rating: Same as base creature +6 (with Crown), +3 (without Crown)

Treasure: Goods and items worn by the base creature (plus the Lich’s Crown)

Alignment: Any evil

Advancement: Same as base creature.

Special: Each life force/soul/spirit/anima powers the crown for 4 days of the lich king's usage of the crown.

Taking off the crown removes the free daily spells, the +5 extra BAB and the extra 18 levels of casting expertise as well as the ability to meditate for four hours to recharge all spell slots until the crown is put on again. Skill points are not lost but are unavailable to be used until the crown is again donned. Free daily spells used are still used no matter how many heads wear the crown during a day (if liches would ever really share such an item). A lich king casting a free daily spell does not affect any later created crown lich's spells and vice versa.


Extra Information: With Proper Research, a lich king could discover that the crown has limitless storage capacity for life forces.

Proper Research: access to a large library throughout the research time; 50,000 gp; and 10 years study. This gives a base 10% chance to discover the limitless storage capacity.
Later on, this could allow the lich king to continue research, resetting the %, and discover the particulars of the larvae-creating ritual (if wondering what this storage capacity could be used for). Or, make a deal with Nethrancor who will happily trade the ritual for a service to be named at his leisure.
Spending extra time and/or gold increases this chance by +1%/10,000 gp and +1%/1 year. The lich king can make the check only once per year after the initial 10 year period for each instance of research.

Further research or possibly fiendish deals could allow discovery of a ritual that can turn the souls/spirits stored in the crown into larvae. With a good fiendish trader, this can allow the lich (king) to forge a pact with night hags or other lower planar denizens to gain a bit of deific power.

Unmentioned but probably necessary is the building of some type of "crown lich trap.” Placing victims into the trap, forcing them to wear the crown, then disposing of the newly created crown lich to fuel the crown. Rinse and repeat until enough souls are stored in the crown.

Each life force/soul/spirit/anima powers the crown for 4 days of the lich king's usage of the crown or it can be turned into one larva with the ritual. Deific power costs at least 666 larvae (and could easily cost more if encounter reactions are not favorable or the merchant is untrustworthy) the resulting divine power will raise the being to divine rank 0. This divine rank remains from that point forward whether the crown is worn or not, until the being is destroyed. If the GM decides to make this method available to PC's to start a divine campaign, it is suggested that either it is not possible to acquire ranks above 0 using the crown or each higher rank costs at least 10 times as much as the previous one (again modified by encounter reactions if dealing with a proper merchant).

Nethrancor is all about making deals for rituals and spells concerned with undeath. Of course his trades always include a deific geas to ensure the researcher becomes undead once the information is gained.

For deals with creatures already of the undead type, Nethrancor accepts promises of future aid of his choosing, again with the deific backing of god-assurance.


Abilities of Deific Rank 0 (Quasi-deity):
Hit Points: Deities receive maximum hit points for each Hit Die.

Speed: Deities can move much more quickly than mortals. A deity’s base land speed depends on its form (biped or quadruped) and its size, as shown below.

Size; Biped*; Quadruped**
Fine; 20 ft.; 60 ft.
Diminutive; 30 ft.; 70 ft.
Tiny; 40 ft.; 80 ft.
Small; 50 ft.; 90 ft.
Medium; 60 ft.; 100 ft.
Large; 80 ft.; 120 ft.
Huge; 100 ft.; 140 ft.
Gargantuan; 120 ft.; 160 ft.
Colossal; 140 ft.; 180 ft.
*Or any form with two or fewer legs.
**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying.

Immunities: Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
Transmutation: A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
Energy Drain, Ability Drain, Ability Damage: A deity is not subject to energy drain, ability drain, or ability damage.
Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Damage Reduction: A quasi deity has damage reduction of 10/epic.
If the deity also has damage reduction from another source this damage reduction does not stack with the damage reduction granted by divine ranks. Instead, the deity gets the benefit of the best damage reduction in a given situation.

Resistances: Fire Resistance 5; Spell Resistance 32

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
 
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Example Crown Liches
There are essentially two type of crown liches: first, those created by a lich king and thus weak as possible (low HD and mental ability scores thus more easily destroyed) and second, those that either happened upon the Lich’s Crown and wore it (thus are likely to be more dangerous, not only because they probably still wear the crown, but also because they have a chance to have at least one high mental ability score) or created by a lich king as strong (high mental ability scores and/or high HD) as possible (as a lieutenant if commanding is an option) though usually without the crown.
The first three examples are weak (non-crown-wearing) crown liches.
The second three examples are more powerful crown liches; They can be encountered with the crown (needless to say, only one crown exists so encountering it worn by multiple creatures is not possible).


1. HOBGOBLIN, 3RD LEVEL WARRIOR, CROWN LICH
Therrek
Medium Undead (Augmented Humanoid, Goblinoid)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +3 studded leather, +5 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Longsword +5 melee (1d8/19–20) or javelin +4 ranged (1d6) or paralyzing touch +4 melee touch (1d8+5 plus paralysis) or by spell +4 melee touch or +4 ranged touch
Full Attack: Longsword +5 melee (1d8/19–20) and paralyzing touch –1 melee touch (1d8+5 plus paralysis) or javelin +2 ranged (1d6) or by spell +4 melee touch or +4 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 13, Dex 13, Con —, Int 12, Wis 11, Cha 10
Skills: Climb +7, Concentration +3^, Hide +9, Intimidate +6, Jump +7, Listen +8, Move Silently +9, Search +9, Sense Motive +8, Spot +8
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration, Weapon Focus (longsword)
Environment: Any
Organization: Solitary
Challenge Rating: 5 (12 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None

Therrek looks to be a six foot tall goblin. Therrek's hair color is dark reddish-brown. He has dark orange and wrinkled skin that hangs loosely on his body. His nose is blue. Therrek's eyes are yellowish, while his teeth are yellow. His garments are brightly colored, blood red with black-tinted leather. His weaponry is no longer kept polished and in good repair, being stained, dented, and even dull. Therrek speaks Goblin and Common.
COMBAT
Therrek revels in his new abilities, seeking to use them for any reason. He starts all battles with a spell, something flashy and devastating to impress his opponents. Therrek continues using spells until his opponents close to melee, thinking his spells will make him unstoppable at range. Once in melee range, he uses his longsword and touch attack with abandon. Because his weapons are in such disrepair, they receive a -1 penalty to damage (figured in above).
Touch Attack (Su): Therrek has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 11) halves the damage.
Fear Aura (Su): Therrek is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Therrek must succeed on a Will save DC 11 or be affected as though by a fear spell from a 3rd level sorcerer. A creature that successfully saves cannot be affected again by Therrek's aura for 24 hours.
Paralyzing Touch (Su): Any living creature Therrek hits with his touch attack must succeed on a Fortitude save DC 11 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Therrek seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Therrek has +4 turn resistance.
Damage Reduction (Su): Therrek's undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attacks are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Therrek has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. As he was violently opposed to spellcasters before his transformation; Therrek needs to make a Concentration check DC 10 + spell level for each spell he casts. If casting defensively, the DC rises to 15 + spell level. Further, he faces a 15% spell failure chance for each spell cast if it has somatic components because he refuses to remove his armor. This hobgoblin crown lich is just one of many off an “assembly-line crown lich trap”. It does not have the crown or many of its spells.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Chill touch*, expeditious retreat, mount, ray of enfeeblement*
2nd Acid arrow, command undead*, spectral hand*, web
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. ^Therrek gains a +4 bonus on Concentration checks when casting defensively.

Note: Without the crown, Therrek has only spells of 2nd level and below available.


2. KOBOLD, 1ST LEVEL WARRIOR, CROWN LICH
Gekko
Small Undead (Augmented Humanoid, Reptilian)
Hit Dice: 1d12 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 size, +1 Dex, +5 natural, +2 leather), touch 12, flat-footed 18
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) or paralyzing touch +1 melee touch (1d8+5 plus paralysis) or by spell +1 melee touch or +3 ranged touch
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) or paralyzing touch +1 melee touch (1d8+5 plus paralysis) or by spell +1 melee touch or +3 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 9, Dex 13, Con —, Int 12, Wis 11, Cha 10
Skills: Concentration +3^, Craft (trapmaking) +1, Hide +14, Listen +9, Move Silently +10, Profession (miner) +1, Search +9, Sense Motive +8, Spot +9
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 4 (11 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None

Gekko is a short, reptilian humanoid with cowardly and sadistic tendencies.
Gekko’s scaly skin is rusty black and paper-thin, seemingly like paper stretched over his bones. He has pinpoint sized glowing red eyes. His tail is nonprehensile. He wears ragged orange clothing. Gekko is 2 feet tall and weighs 35 pounds. Gekko speaks Draconic and Common with a voice that sounds like that of a yapping dog.
COMBAT
Gekko likes to attack with trickery or ambush. However, he attacks gnomes on sight if their numbers are equal.
He begins a fight by slinging bullets, casting a few spells, and closing only when he can see that his foes have been weakened. Whenever he can, Gekko sets up ambushes near trapped areas.
Touch Attack (Su): Gekko has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 9) halves the damage.
Fear Aura (Su): Gekko is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save DC 9 or be affected as though by a fear spell from a 1st level sorcerer. A creature that successfully saves cannot be affected again by Gekko’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature Gekko hits with his touch attack must succeed on a Fortitude save DC 9 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Gekko seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Gekko also faces a 10% arcane spell failure chance for each spell he tries to cast if it has somatic components. Gekko is just one of many off an “assembly-line crown lich trap”. It does not have the crown or many of its spells.
0th Detect magic, mage hand, read magic, touch of fatigue*]/i]
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
Turn Resistance (Ex): Gekko has +4 turn resistance.
Damage Reduction (Su): Gekko’s undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attack is treated as magic for the purpose of overcoming damage reduction.
Immunities (Ex): Gekko has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Skills: Gekko gains a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. ^Gekko gains a +4 bonus on Concentration checks when casting defensively.

Note: Without the crown, Gekko has only spells of 2nd level and below available.


3. OGRE CROWN LICH
Gash
Large Undead (Augmented Giant)
Hit Dice: 4d12 (26 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +1 ranged touch
Full Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +1 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, low-light vision, turn resistance +4
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 21, Dex 8, Con —, Int 8, Wis 12, Cha 9
Skills: Climb +5, Concentration +2^, Hide +3, Listen +11, Move Silently +7, Search +7, Sense Motive +9, Spot +11
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Skill Focus (Concentration), Spell Focus (necromancy), Spell Penetration, Weapon Focus (greatclub)
Environment: Any
Organization: Solitary
Challenge Rating: 6 (13 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None

Gash stands 10 feet tall and weighs 650 pounds. His skin is withered and dull brown. His clothing consists of poorly cured furs and hides, which adds to his naturally repellent odor.
Gash speaks Giant and Common.
COMBAT
Gash favors sneak attacks, and ambushes over a fair fight. He is intelligent enough to fire ranged weapons first to soften up his foes before closing.
Touch Attack (Su): Gash has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 11) halves the damage.
Fear Aura (Su): Gash is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Gash must succeed on a Will save DC 11 or be affected as though by a fear spell from a 4th level sorcerer. A creature that successfully saves cannot be affected again by Gash’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature Gash hits with his touch attack must succeed on a Fortitude save DC 11 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Gash seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Gash has +4 turn resistance.
Damage Reduction (Su): Gash's undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attack counts as magical for purposes of damage reduction.
Immunities (Ex): Gash has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Gash faces a 20% arcane spell failure chance for each spell he casts if it has somatic components.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Gash gains a +4 bonus to Concentration checks when casting defensively.

Note: Without the crown, Gash has only spells of 2nd level and below available.


4. MEDUSA CROWN LICH
Circe
Medium Undead (Augmented Monstrous Humanoid)
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20), or paralyzing touch +6 melee touch (1d8+5 + paralysis) or by spell +6 melee touch or +8 ranged touch
Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and paralyzing touch +1 melee touch (1d8+5 plus paralysis) or paralyzing touch +6 melee touch (1d8+5 + paralysis) or by spell +6 melee touch or +8 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 15, Con —, Int 14, Wis 15, Cha 17
Skills: Bluff +10, Concentration +6^, Diplomacy +5, Disguise +10 (+12 acting), Hide +10, Intimidate +5, Listen +10, Move Silently +16, Search +10, Sense Motive +10, Spot +17
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Point Blank Shot, Precise Shot, Skill Focus (Concentration), Spell Focus (necromancy), and Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 15 (17 with crown)
Treasure: Double standard plus the Lich's Crown
Alignment: Neutral evil
Advancement: None

Circe is indistinguishable from a normal human at distances greater than 30 feet (or closer, when she conceals her face). She often wears garments that enhance her body while hiding her face behind a veil.
Circe is 6 feet tall and weights 125 pounds.
Circe speaks Common.
COMBAT
Circe uses guile and charm to close with her victims then uses her touch attack like she previously used her gaze, she just has to get them a little closer. She saves her fear aura until she attacks the first victim, throwing off her veil and appearing as menacing as possible. She resorts to spells only if her touch does not work, usually starting with her most powerful spells.
Touch Attack (Su): Circe has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 16) halves the damage.
Fear Aura (Su): Circe is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Circe (unveiled) must succeed on a Will save DC 16 or be affected as though by a fear spell from a 6th level sorcerer. A creature that successfully saves cannot be affected again by Circe's aura for 24 hours. Circe shrouds her aura as well as her head and face to entice victims closer until she begins her touch attacks.
Paralyzing Touch (Su): Any living creature Circe hits with her touch attack must succeed on a Fortitude save DC 16 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Circe seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Circe has +4 turn resistance.
Damage Reduction (Su): Circe's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Circe has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 13 + spell level; 15 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Circe has just finished her transformation into a crown lich and thus has no bonus spells memorized yet.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*
4th Animate dead*, bestow curse*, enervation*, fear*
5th Cloudkill, symbol of pain*, teleport, waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Circe gains a +4 bonus to Concentration checks when casting defensively.

Note: Without the crown, Circe has only spells of 7th level and below available.


5. GYNOSPHINX CROWN LICH
Mensah
Large Undead (Augmented Magical Beast)
Hit Dice: 8d12 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (poor)
Armor Class: 21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4) or paralyzing touch +11 melee touch (1d8 +5 plus paralysis) or by spell +11 melee touch or +8 ranged touch
Full Attack: Claw +11 melee (1d6+1d8+9 plus paralysis) and claw +11 melee (1d6+4) or paralyzing touch +11 melee touch (1d8+5 plus paralysis) or by spell +11 melee touch or +8 ranged touch
Space/Reach: 10 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, low-light vision, turn resistance +4
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 19, Dex 12, Con —, Int 20, Wis 21, Cha 21
Skills: Bluff +16, Concentration +19^, Diplomacy +9, Disguise +5 (+7 acting), Hide +5, Intimidate +14, Listen +26, Move Silently +9, Search +13, Sense Motive +24, Spot +26
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 18 (18 with crown)
Treasure: Double standard plus the Lich's Crown
Alignment: Neutral evil
Advancement: None

Mensah is an enigmatic creature with great, feathery wings and leonine body.
Mensah is about 9 feet long and weighs 775 pounds.
Mensah speaks Sphinx, Common, and Draconic.
Combat
Mensah fights on the ground, using her wings to help her pounce much as lions do. If outnumbered by earthbound creatures, Mensah takes wing and attacks on the fly.
In close combat, Mensah uses her powerful claws to flay the flesh from her enemies. Despite her deadly nature, she prefers to avoid melee combat whenever possible, using her spells from a distance.
Touch Attack (Su): Mensah has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 19) halves the damage.
Fear Aura (Su): Mensah is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Mensah (unveiled) must succeed on a Will save DC 19 or be affected as though by a fear spell from a 8th level sorcerer. A creature that successfully saves cannot be affected again by Mensah's aura for 24 hours. 8
Paralyzing Touch (Su): Any living creature Mensah hits with her touch attack must succeed on a Fortitude save DC 19 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Mensah seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Mensah has +4 turn resistance.
Damage Reduction (Su): Mensah's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Mensah has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 15 + spell level; 17 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Spells/day: 4/6/5/5/5/4/3/3/2
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch* (x2), expeditious retreat, ray of enfeeblement*(x2)
2nd Acid arrow (x2), command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*(x2)
4th Animate dead*, bestow curse*, enervation*(x2), fear*
5th Cloudkill, symbol of pain*, teleport (x2), waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Mensah gains a +4 bonus to Concentration checks when casting defensively.

Note: Without the crown, Mensah still has her full complement of spells available.


6. SEA HAG CROWN LICH
Marie Celeste
Medium Undead (Augmented Monstrous Humanoid, Aquatic)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d4+4) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +4 ranged touch
Full Attack: Claw +7 melee (1d4+1d8+9 plus paralysis) and claw +7 melee (1d4+4) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +4 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 19, Dex 12, Con —, Int 12, Wis 15, Cha 16
Skills: Concentration +6^, Knowledge (arcana) +4, Hide +12, Listen +13, Move Silently +9, Sense Motive +10, Spot +13, Swim +4
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Skill Focus (Concentration), Spell Focus (necromancy), Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 11 (14 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None

Most often found in her overgrown lake; Marie Celeste is about the same height and weight as a female human.
She is not subtle and prefers a direct approach to combat.
She usually remains in hiding until she can affect as many foes as possible with her fear aura.
COMBAT
Touch Attack (Su): Marie Celeste has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 14) halves the damage.
Fear Aura (Su): Marie Celeste is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Marie Celeste (unveiled) must succeed on a Will save DC 14 or be affected as though by a fear spell from a 3rd level sorcerer. A creature that successfully saves cannot be affected again by Marie Celeste's aura for 24 hours. 8
Paralyzing Touch (Su): Any living creature Marie Celeste hits with her touch attack must succeed on a Fortitude save DC 14 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Marie Celeste seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Marie Celeste has +4 turn resistance.
Damage Reduction (Su): Marie Celeste's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Marie Celeste has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 15 + spell level; 17 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Spells/day: 4/6/5/5/5/4/3/3/2
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch* (x2), expeditious retreat, ray of enfeeblement*(x2)
2nd Acid arrow (x2), command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*(x2)
4th Animate dead*, bestow curse*, enervation*(x2), fear*
5th Cloudkill, symbol of pain*, teleport (x2), waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Marie Celeste gains a +4 bonus to Concentration checks when casting defensively.

Note: Without the crown, Marie Celeste has only spells of 6th level and below available.
 
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Example Lich Kings

1. LIZARDFOLK LICH KING
Yoshi, 11th level cleric of Nethrancor
Medium Undead (Reptilian)
Hit Dice: 13d12 (84 hp)//31d12 (208 hp)
Initiative: +5//+9
Speed: 30 ft. (6 squares)
Armor Class: 16 (+5 natural, Dex +1), touch 11, flat-footed 15
Base Attack/Grapple: +9/+11//+14/+16
Attack: Claw +11//+16 melee (1d4+2) or scythe +12//+17 melee (2d4+3) or javelin +10//+15 ranged (1d6+2) or paralyzing touch +11//+16 melee touch (1d8+5 plus paralysis)
Full Attack: 2 Claws +11//+16 melee (1d4+2) and bite +6//+11 melee (1d4+1d8+6 plus paralysis) or scythe +12/+7//+17/+12/+7 melee (2d4+3) and bite +6//+11 melee (1d4+1d8+6 plus paralysis) or javelin +10//+15 ranged (1d6+2) or paralyzing touch +11//+16 melee touch (1d8+5 plus paralysis)
Special Attacks: Fear aura, death touch 1/day (11d6), paralyzing touch, spells, turn undead 9/day (1d20+5; damage 2d6+14)
Special Qualities: Aura of 11th level evil cleric, DR 15/bludgeoning and magic, evasion, immunities, spontaneous casting, turn resistance +4, //energy resistance (fire 20/acid 20/sonic 10)
Space/Reach: 5 ft./5 ft.
Saves: Fort +7, Ref +7, Will +10
Abilities: Str 15, Dex 12, Con —, Int 12, Wis 18, Cha 17
Skills: Balance +10, Concentration +12//+30, Hide +14, Jump +10, Knowledge (arcana) +6//+24, Knowledge (religion) +7//+25), Listen +12, Move Silently +14, Search +9, Sense Motive +12, Spellcraft +6//+24, Spot +12, Swim +7, Use Magic Device —//+21
Feats: Eschew Materials, Extra Turning, Improved Initiative, Martial Weapon Proficiency (scythe) [epic], Multiattack, Skill Focus (Concentration), Weapon Focus (scythe) [domain]//Energy Resistance 20 (fire) [epic], //Energy Resistance 20 (acid) [epic], //Energy Resistance 10 (sonic) [epic], //Superior Initiative [epic],
Environment: Temperate marshes
Organization: Solitary or troop (Yoshi, 2 ogre crown liches, and 2 kobold crown liches)
Challenge Rating: 17//20
Treasure: Standard coins; double goods; double items
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +5
Yoshi is 7 feet tall with gray scales, some few are missing showing desiccated flesh beneath. Its tail is used for balance and is 4 feet long. Yoshi weighs 249 pounds.
Yoshi speaks Common, Draconic, //Abyssal, //Celestial, and //Infernal
COMBAT
Yoshi prefers frontal assaults and massed rushes, mainly from his summoned creatures and guards while he stands back and lobs spells.
Touch Attack (Su): Yoshi has a touch attack that deals 1d8+5 negative energy damage (Will save DC 20 for ½ damage).
Fear Aura (Su): Yoshi is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save DC 20 or be affected as though by a fear spell from an 11th level sorcerer. A creature that successfully saves cannot be affected again by Yoshi’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature Yoshi hits with his touch attack must succeed on a Fortitude save DC 20 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by Yoshi seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Undead: Yoshi can rebuke undead up to 5 times per day with a Charisma check (1d20+5). Turning damage is 2d6+14.
Cleric Spells: 6/6/5/5/4/2/1; Domains: Death and War; Save DC 14 + spell level; as a 29th level caster (with crown) as an 11th level caster (without crown)
Spells usually memorized:
0th detect magic x3, inflict minor wounds, mending, read magic
1st bane x2, divine favor x2, magic weapon (D), protection from good, shield of faith
2nd aid, desecrate x2, doom, silence, spiritual weapon (D)
3rd animate dead (D), bestow curse, dispel magic, invisibility purge, locate object, prayer
4th discern lies, dismissal, divine power (D), giant vermin, summon monster IV
5th flame strike (D), symbol of sleep, unhallow
6th create undead (D), word of recall
Domain Powers: Martial Weapon Proficiency (scythe), Weapon Focus (scythe); death touch 1/day (11d6)
Commanded Undead: Yoshi has 2 kobold crown liches commanded and has hired 2 ogre crown liches as guards (use the crown lich examples).
Spontaneous Casting: Yoshi can spontaneously lose a memorized non-domain spell, replace it with the appropriate level inflict spell and cast the inflict spell as a full round action.
//Crown Spells: 1/day each, save DC 14+ spell level as an 18th level caster.
0th acid splash, detect magic, disrupt undead, mage hand, mending, read magic, touch of fatigue
1st cause fear, chill touch, expeditious retreat, mage armor, mount, ray of enfeeblement, true strike
2nd acid arrow, command undead, pyrotechnics, scare, spectral hand, web
3rd arcane sight, halt undead, ray of exhaustion, stinking cloud, vampiric touch
4th animate dead, bestow curse, contagion, enervation, fear
5th blight, cloudkill, symbol of pain, teleport, waves of fatigue
6th circle of death, create undead, eyebite, symbol of fear, true seeing
7th control undead, finger of death, symbol of weakness, waves of exhaustion
8th create greater undead, horrid wilting, symbol of death
9th energy drain, summon monster IX, wail of the banshee
Turn Resistance (Ex): Yoshi has +4 turn resistance.
Damage Reduction (Su): Yoshi’s undead body is tough, giving him damage reduction 15/bludgeoning and magic. His natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Yoshi has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Skills: Because of his tail, Yoshi has a +4 racial bonus on Jump, Swim, and Balance checks. As a lich Yoshi has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Treasure: Ring of evasion, wand of wall of fire (32 charges), cloak of elvenkind, boots of elvenkind, and 11 emeralds (2x 400 gp, 2x 500 gp, 3x 700 gp, 1x900 gp, 2x 1,100 gp, and 1x 1,500 gp).
Note: Stats and abilities after a double slash are for when Yoshi is wearing the Lich’s Crown.

Yoshi uses the elite array.

Yoshi made a deal with Nethrancor and has acquired the ritual to change souls stored in the Lich’s Crown into larvae. He still owes the required service to Nethrancor. He has 8 souls stored at this time as well as 4 crown liches as servants/guards. He hasn’t figured out an easy method of disposing of crown liches yet and so hasn’t changed any of his captured souls into larvae. He is still gathering the required components of the ritual.

Yoshi’s phylactery

Yoshi’s phylactery is a small darkwood coffer with electrum hinges and latch. It has a steel lock inset into it. The lock is superior quality and thus has an Open Locks DC of 40. The coffer is not trapped but it is locked. Yoshi keeps the key around his neck on a chain under his clothes. Yoshi uses the coffer to store his gems; hoping the coffer might be mistaken for just a piece of artwork. Caster Level 11, 40 hp, hardness 20, Break DC 40
 
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