Voadam
Legend
The Genius Guide to the Talented Bestiary
Pathfinder 1e
Vampire Bat Swarm: Curious or bored vampires might experimently create spawn from blood-consuming animals. Most attempts fail, but bats can sometimes become true vampiric abominations.
Carnivorous Cat Swarm: Any Tiny size or smaller feline animal killed by the carnivorous cat swarm arises as an undead that joins the swarm, healing it for 1d6 points of damage. When at least 300 felines have been killed, and raised, they become a separate carnivorous cat swarm.
Cats are a constant companion to humanoids, and an inescapable presence within most cities. Sometimes an individual’s obsession with felines can lead to a home filled to bursting with far too many mouths. When the owner dies, their soul can refuse to abandon their beloved pets, while hunger drives the trapped cats to consume the corpse. The lingering spirit of the dead master saturates the felines, cursing them with unlife, and an urge to add to their number.
Devourer Agitator: A creature with as many negative levels as Hit Dice because of an agitator rises as an agitator in 1d4 days.
Ghoul Dreadmaw: A dreadmaw ghoul arises when a humanoid dies of starvation in an area infused with negative energy and space-distorting magic. Its gullet becomes twisted out of the normal fabric of space. An insatiable hunger drives the creature, but no matter how much it eats it can never fill the void.
Mohrg Genocidal: When a morhg kills hundreds of humanoids in a single bloody day, the rush of power swells the undead to giant proportions.
Night Hag Heartless: A night hag can enact a dark ritual where she cuts out her own heart to replace it with her heartstone. While the hag still dies, the gem captures her soul like a lich phylactery. Only the mad or desperate would go to such lengths, as she curses herself with eternal hunger for the souls she once brokered.
Ame, Nightmare Death, Horse-Like Apparition, Ghost: She claims to be the ghost of the first creature with an awareness of death, but has been known to tell other tales.
Abrinahl, Nightmare Famine, Tall Skeletal Steed, Cerebral Tactician: When a daemon ascends to the throne of Famine, a unique nightmare crawls free of its stomach. Formed of the daemon’s own flesh, the famine nightmare is a foul dead thing that spreads hunger and torment in the Harbinger’s name.
Nightmare Famine, Abrinahl, Tall Skeletal Steed: ?
Shadow Blast: Terrible alchemical or technological explosions can spawn blast shadows from the charred black remnants of innocent victims.
Spectre Dethroned: The bloodiest warlords achieve the heights of dominance over the corpses of thousands. They maintain power in the same manner, ruthlessly executing any sign of opposition. Some might survive dozens of assassination attempts, before old age claims them. Even in death, these brutal kings and queens refuse to loosen their iron grip, and arise as dethroned spectres.
Wight Brokenbone: In a gory process involving a significant investment of negative energy, a wight can survive the breaking of most of its bones. Necromantic infusions allow the undead to persist past the destruction of its skeleton, but only through continual repair. Rarely, an ordinary wight can evolve in this manner, but it requires a crushing accident in a negative energy dominant plane.
Wraith Dread: A wraith that persists for centuries feeding on the life force of hundreds undergoes a terrible transformation into a dread wraith.
Yeth Hound Moonburned: A moonburned yeth hound emerges from the corpse of a yeth hound slain in the light while barred from returning to its home plane. The maliciousness of the hound’s spirit melds with its damaged body, creating a creature made to haunt moonbeams in the twilight hours.
Soldier Wight: While it is rare, it is not unheard of for a free-willed wight to regain memories and abilities lost during death and animation. This is most likely to occur when mortal armies face massive undead hordes. Not only are the wights created likely to become free-willed, but the significant numbers make it possible that at least one might be an outlier.
Vampire Bat Swarm, Hundreds of Black-Winged Bats With Glowing Red Eyes, True Vampiric Abominations: ?
Carnivorous Cat Swarm, Decaying Cats: ?
Devourer Agitator, Skeletal Humanoid, Particularly Spiteful Devourer: ?
Ghoul Dreadmaw, Sallow-Skinned Emaciated Corpse, Relentless Hunter: ?
Mohrg Genocidal, Lurching Skeletal Giant: ?
Night Hag Heartless, Sharp-Fanged Crone: ?
Nightmare Famine, Tall Skeletal Steed, Foul Dead Thing: ?
Shadow Blast, Oily Black-Green Shadow: ?
Spectre Dethroned, Lordly Spectral Figure, Great Spectre: ?
Wight Brokenbone, Skittering Crawling Corpse: ?
Wraith Dread, Enormous Ghostly Creature, Massive Powerful Force for Death, Sadistic Creature, Merciful Angel of Death: ?
Yeth Hound Moonburned, Warped Four-Foot Tall Canine, Creature Made to Haunt Moonbeams in the Twilight Hours: ?
Undead, Undead Creature: Undead are once-living creatures animated by spiritual or supernatural forces.
Create Spawn monster ability.
Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn.
Create Greater Undead spell.
Create Undead spell.
Incorporeal Undead: ?
Intelligent Undead: ?
Ghoul, Normal Ghoul: A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control.
A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control.
A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul, Deadly Adversary: ?
Ghast: A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Lich, Intelligent Undead: ?
Mohrg, Normal Mohrg: Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control.
Shadow, Normal Shadow: A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds.
A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days.
Skeletal Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Spectre, Normal Spectre: Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command.
Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately.
Curious Vampire, Master: ?
Bored Vampire, Master: ?
Wight, Ordinary Wight: Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute.
At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute.
Free-Willed Wight: ?
Wraith: A humanoid slain by a dread wraith becomes a wraith immediately.
Free-Willed Wraith: A humanoid slain by a dread wraith becomes a wraith immediately. Spawn are under the command of the wraith that created them until its death, at which point they become free-willed wraiths.
Zombie, Undead Zombie: Every mohrg it spawns creates zombies in return.
Animate Dead spell.
Nightshade: Nightshades are monstrous undead composed of shadow and evil.
Animate Dead
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands. Skeletons are created as skilled focus creatures and zombies are created as combat (barbaric) focus creatures with a CR equal to ½ the HD of the corpse used (minimum ½, maximum ½ your caster level).
Undead created with this spell gain the following abilities and weaknesses only, and do not gain any additional ability points or abilities. The size of the corpse affects the size of the undead for the purposes of CR and base statistics.
Skeletons: undead creature type, mindless, DR 5/bludgeoning, Immune (cold), natural attack (claw), and bonus feat (Improved Initiative).
Zombies: undead creature type, mindless, staggered, DR 5/slashing, natural attack (slam as creature of +1 size), bonus feat (Toughness).
The undead can be ordered to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Create Undead
School necromancy [evil]; Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more customized and intelligent sorts of undead. Undead created must be of the combat focus (either barbaric or soldier) and receive ability points for you to distribute as appropriate. The creature must possess the undead creature type and cannot possess the incorporeal subtype. You may create undead of varying sizes, and it impacts the undead’s final CR, base statistics, and available ability points as normal for monster creation. You may create an undead with a final CR no greater than ½ your caster level.
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Create Greater Undead
School necromancy [evil]; Level cleric 8, sorcerer/wizard 8
This spell functions like create undead, except that you can create more powerful and versatile sorts of undead. Undead created may have either the skilled or spellcaster (arcane or divine) focus so long as they possess an Intelligence score. Additionally, the undead may have the incorporeal subtype. The undead’s maximum CR is still equal to ½ your caster level.
Disease (Su) Ghoul Plague: Bite or Breath Weapon—injury or inhalation; save Fort DC 22; onset immediate; frequency 1/day; effect 1d6 Con and 1d6 Dex damage; cure 1 save. The save DC is Constitution-based. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
CREATE SPAWN (SU, 2 AP): Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.
Enhancements
• The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.
• The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.
Flaws
• The undead can only creature spawn from creatures of a certain type (1 AP).
• The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.
• Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).
• The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).
• The undead has no control over spawn it creates (2 AP).
Format: create spawn; Location: Special Attacks
DEATH-STEALING GAZE (SU, 5 AP):
Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.
Enhancements
• The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.
• The outsider can create any number of ghouls per round for an additional +2 AP.
• When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.
Format: death-stealing gaze; Location: Special Attacks
Death-Stealing Gaze (Su) Up to six times per days as a free action, a corps purrodaemon can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 24 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the daemon’s control. The save DC is Charisma-based.
Pathfinder 1e
Vampire Bat Swarm: Curious or bored vampires might experimently create spawn from blood-consuming animals. Most attempts fail, but bats can sometimes become true vampiric abominations.
Carnivorous Cat Swarm: Any Tiny size or smaller feline animal killed by the carnivorous cat swarm arises as an undead that joins the swarm, healing it for 1d6 points of damage. When at least 300 felines have been killed, and raised, they become a separate carnivorous cat swarm.
Cats are a constant companion to humanoids, and an inescapable presence within most cities. Sometimes an individual’s obsession with felines can lead to a home filled to bursting with far too many mouths. When the owner dies, their soul can refuse to abandon their beloved pets, while hunger drives the trapped cats to consume the corpse. The lingering spirit of the dead master saturates the felines, cursing them with unlife, and an urge to add to their number.
Devourer Agitator: A creature with as many negative levels as Hit Dice because of an agitator rises as an agitator in 1d4 days.
Ghoul Dreadmaw: A dreadmaw ghoul arises when a humanoid dies of starvation in an area infused with negative energy and space-distorting magic. Its gullet becomes twisted out of the normal fabric of space. An insatiable hunger drives the creature, but no matter how much it eats it can never fill the void.
Mohrg Genocidal: When a morhg kills hundreds of humanoids in a single bloody day, the rush of power swells the undead to giant proportions.
Night Hag Heartless: A night hag can enact a dark ritual where she cuts out her own heart to replace it with her heartstone. While the hag still dies, the gem captures her soul like a lich phylactery. Only the mad or desperate would go to such lengths, as she curses herself with eternal hunger for the souls she once brokered.
Ame, Nightmare Death, Horse-Like Apparition, Ghost: She claims to be the ghost of the first creature with an awareness of death, but has been known to tell other tales.
Abrinahl, Nightmare Famine, Tall Skeletal Steed, Cerebral Tactician: When a daemon ascends to the throne of Famine, a unique nightmare crawls free of its stomach. Formed of the daemon’s own flesh, the famine nightmare is a foul dead thing that spreads hunger and torment in the Harbinger’s name.
Nightmare Famine, Abrinahl, Tall Skeletal Steed: ?
Shadow Blast: Terrible alchemical or technological explosions can spawn blast shadows from the charred black remnants of innocent victims.
Spectre Dethroned: The bloodiest warlords achieve the heights of dominance over the corpses of thousands. They maintain power in the same manner, ruthlessly executing any sign of opposition. Some might survive dozens of assassination attempts, before old age claims them. Even in death, these brutal kings and queens refuse to loosen their iron grip, and arise as dethroned spectres.
Wight Brokenbone: In a gory process involving a significant investment of negative energy, a wight can survive the breaking of most of its bones. Necromantic infusions allow the undead to persist past the destruction of its skeleton, but only through continual repair. Rarely, an ordinary wight can evolve in this manner, but it requires a crushing accident in a negative energy dominant plane.
Wraith Dread: A wraith that persists for centuries feeding on the life force of hundreds undergoes a terrible transformation into a dread wraith.
Yeth Hound Moonburned: A moonburned yeth hound emerges from the corpse of a yeth hound slain in the light while barred from returning to its home plane. The maliciousness of the hound’s spirit melds with its damaged body, creating a creature made to haunt moonbeams in the twilight hours.
Soldier Wight: While it is rare, it is not unheard of for a free-willed wight to regain memories and abilities lost during death and animation. This is most likely to occur when mortal armies face massive undead hordes. Not only are the wights created likely to become free-willed, but the significant numbers make it possible that at least one might be an outlier.
Vampire Bat Swarm, Hundreds of Black-Winged Bats With Glowing Red Eyes, True Vampiric Abominations: ?
Carnivorous Cat Swarm, Decaying Cats: ?
Devourer Agitator, Skeletal Humanoid, Particularly Spiteful Devourer: ?
Ghoul Dreadmaw, Sallow-Skinned Emaciated Corpse, Relentless Hunter: ?
Mohrg Genocidal, Lurching Skeletal Giant: ?
Night Hag Heartless, Sharp-Fanged Crone: ?
Nightmare Famine, Tall Skeletal Steed, Foul Dead Thing: ?
Shadow Blast, Oily Black-Green Shadow: ?
Spectre Dethroned, Lordly Spectral Figure, Great Spectre: ?
Wight Brokenbone, Skittering Crawling Corpse: ?
Wraith Dread, Enormous Ghostly Creature, Massive Powerful Force for Death, Sadistic Creature, Merciful Angel of Death: ?
Yeth Hound Moonburned, Warped Four-Foot Tall Canine, Creature Made to Haunt Moonbeams in the Twilight Hours: ?
Undead, Undead Creature: Undead are once-living creatures animated by spiritual or supernatural forces.
Create Spawn monster ability.
Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn.
Create Greater Undead spell.
Create Undead spell.
Incorporeal Undead: ?
Intelligent Undead: ?
Ghoul, Normal Ghoul: A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control.
A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control.
A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul, Deadly Adversary: ?
Ghast: A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Lich, Intelligent Undead: ?
Mohrg, Normal Mohrg: Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control.
Shadow, Normal Shadow: A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds.
A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days.
Skeletal Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Spectre, Normal Spectre: Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command.
Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately.
Curious Vampire, Master: ?
Bored Vampire, Master: ?
Wight, Ordinary Wight: Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute.
At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute.
Free-Willed Wight: ?
Wraith: A humanoid slain by a dread wraith becomes a wraith immediately.
Free-Willed Wraith: A humanoid slain by a dread wraith becomes a wraith immediately. Spawn are under the command of the wraith that created them until its death, at which point they become free-willed wraiths.
Zombie, Undead Zombie: Every mohrg it spawns creates zombies in return.
Animate Dead spell.
Nightshade: Nightshades are monstrous undead composed of shadow and evil.
Animate Dead
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands. Skeletons are created as skilled focus creatures and zombies are created as combat (barbaric) focus creatures with a CR equal to ½ the HD of the corpse used (minimum ½, maximum ½ your caster level).
Undead created with this spell gain the following abilities and weaknesses only, and do not gain any additional ability points or abilities. The size of the corpse affects the size of the undead for the purposes of CR and base statistics.
Skeletons: undead creature type, mindless, DR 5/bludgeoning, Immune (cold), natural attack (claw), and bonus feat (Improved Initiative).
Zombies: undead creature type, mindless, staggered, DR 5/slashing, natural attack (slam as creature of +1 size), bonus feat (Toughness).
The undead can be ordered to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Create Undead
School necromancy [evil]; Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more customized and intelligent sorts of undead. Undead created must be of the combat focus (either barbaric or soldier) and receive ability points for you to distribute as appropriate. The creature must possess the undead creature type and cannot possess the incorporeal subtype. You may create undead of varying sizes, and it impacts the undead’s final CR, base statistics, and available ability points as normal for monster creation. You may create an undead with a final CR no greater than ½ your caster level.
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Create Greater Undead
School necromancy [evil]; Level cleric 8, sorcerer/wizard 8
This spell functions like create undead, except that you can create more powerful and versatile sorts of undead. Undead created may have either the skilled or spellcaster (arcane or divine) focus so long as they possess an Intelligence score. Additionally, the undead may have the incorporeal subtype. The undead’s maximum CR is still equal to ½ your caster level.
Disease (Su) Ghoul Plague: Bite or Breath Weapon—injury or inhalation; save Fort DC 22; onset immediate; frequency 1/day; effect 1d6 Con and 1d6 Dex damage; cure 1 save. The save DC is Constitution-based. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
CREATE SPAWN (SU, 2 AP): Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.
Enhancements
• The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.
• The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.
Flaws
• The undead can only creature spawn from creatures of a certain type (1 AP).
• The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.
• Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).
• The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).
• The undead has no control over spawn it creates (2 AP).
Format: create spawn; Location: Special Attacks
DEATH-STEALING GAZE (SU, 5 AP):
Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.
Enhancements
• The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.
• The outsider can create any number of ghouls per round for an additional +2 AP.
• When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.
Format: death-stealing gaze; Location: Special Attacks
Death-Stealing Gaze (Su) Up to six times per days as a free action, a corps purrodaemon can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 24 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the daemon’s control. The save DC is Charisma-based.
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