The Book of Metal
Pathfinder 1e
Undead Animal Companion: ?
Kobold Skeleton: Goblet of Gore magic item.
Half-Elf Zombie: Goblet of Gore magic item.
Half-Orc Zombie: Goblet of Gore magic item.
Elf Zombie: Goblet of Gore magic item.
Orc Zombie: Goblet of Gore magic item.
Dwarf Zombie: Goblet of Gore magic item.
Gnome Zombie: Goblet of Gore magic item.
Halfling Zombie: Goblet of Gore magic item.
Hobgoblin Zombie: Goblet of Gore magic item.
Gnoll Zombie: Goblet of Gore magic item.
Ogre Zombie: Goblet of Gore magic item.
Minotaur Zombie: Goblet of Gore magic item.
Fire Giant Zombie: Goblet of Gore magic item.
Hill Giant Zombie: Goblet of Gore magic item.
Spirit: Emperor of Murder's Ghostspawn Curse power.
Grandma: “Grandma” was a matron of the house. Many times did she comfort the family with her signature tea. She was slain when one of her grandsons turned against her, but thanks to the power of Amon, she never truly died.
Them: Whenever a humanoid dies within the House of Amon, its ghost rises within 1d4 weeks to join the manor’s spectral host known only as Them.
Nameless Ghoul: All that remains of Papa Emeritus’ flock are a group of Nameless Ghouls he’s raised up to replace his long lost worshippers.
Undying Crusader: The undying crusader was once a mortal hero whose order of righteous warriors suffered devastating losses in their pursuit of a resourceful and conniving foe. The order’s mission to bring their quarry to justice ended in dismal failure – as well as the crusader’s death. Yet such was the crusader’s resolve that he clung to this world after death, having vowed to continue his fight for justice for as long as the flame of life burns within the realms.
Undead: ?
Skeleton: Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:
- Animate all humanoid corpses as skeletons or zombies.
Reign of Madness spell.
Staff of Carnage magic item.
Zombie: Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:
- Animate all humanoid corpses as skeletons or zombies.
As a last resort when all other methods fail, They can enter and possess their own former bodies to go and fight. Their cadavers burst out from coffins in the manor basement (or graves in the backyard, etc) and begin shambling toward the party’s location (use the statistics for zombies except they have an Intelligence of 10).
Reign of Madness spell.
Goblet of Gore magic item.
Staff of Carnage magic item.
Human Zombie: Goblet of Gore magic item.
Ghost: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Lich: ?
Wraith: ?
Reign of Madness
School conjuration (summoning); Level cleric/oracle 9, shaman 9, sorcerer/wizard 8, witch 8
Casting Time 1 round
Components V, S, M (crushed gemstones worth 6,666 gp)
Range long (400 ft. + 40 ft./level)
Effect 100-ft. radius storm of brutality
Duration concentration (maximum 5 rounds) (D)
Saving Throw see text; Spell Resistance yes
You call forth energy from the Planes of Mayhem to unleash waves of madness and destruction. Discordant screams echo across the battlefield forcing all creatures in the area to make a Will save or become confused for 1d4+3 rounds.
Each round you continue to concentrate, you suffer 3d6 damage (no save) and the spell generates additional effects as noted below. Each effect occurs on your turn.
2nd Round: Treads of iron and mechanical appendages reach out through the planes and smash up to one creature of your choice per three caster levels, dealing 10d8 bludgeoning damage. A creature targeted can attempt a Reflex save to avoid this damage. Creatures who fail their Reflex saving throw must also roll a Fortitude save; if they fail, they become stunned for 1 round.
3rd Round: Scorching fire rains from above, dealing 1d6 points of fire damage per caster level to all creatures in the area; a successful Reflex save halves this damage.
4th Round: A festering sickness takes hold over the area, affecting all living creatures with a disease of your choice unless they succeed on a Fortitude save, as per the Contagion spell.
5th Round: A wave of negative energy smothers all creatures in the area, dealing 1d6 points of negative energy damage per two caster levels. A successful Will save halves this damage. Furthermore, all applicable corpses in the area rise to become undead skeletons or zombies (randomly determined). Unlike with an Animate Dead spell, these undead are not under your control, and are instead hostile to all living creatures.
When the spell ends (regardless of how it ends), wracking pain surges through your form and you must immediately succeed on a Fortitude save against the spell DC or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour.
Goblet of Gore
This jeweled chalice teems with profound and inexplicable carnage. Organs ooze from a pool of bubbling blood that cascades down the goblet's smooth surface.
Aura strong necromancy and transmutation
Artificers and magisters of the realms have accomplished many prodigious tasks, but nothing quite like the Goblet of Gore which could not have been made by mortal hand. Nay: such a twisted and profane artifact could have only been birthed in the horror-filled halls of Crystal Mountain, where evil takes its form....
Chambers of Blood: The Goblet of Gore can be permanently imprinted with corpses for use as everlasting components for Animate Dead and similar spells. A living creature slain within the last hour, who is a legal target for Animate Dead or Create Undead, can be stuffed into the goblet. Once stuffed, the Goblet slurps the remains into its bowels and thereafter the wielder of the Goblet can treat any imprinted corpse type as a corpse component for Animate Dead and Create Undead, with an unlimited number of corpses available. For example, if the Goblet was stuffed with a kobold, a 5th level Cleric casting Animate Dead could create 10 kobold skeletons using the Goblet. Note that, while there is no limit to how many corpses can be imprinted into the Goblet of Gore, the wielder of the Goblet can only use it for corpses they have personally stuffed into it; the corpse of a long-dead race interred by some ancient user will not be available to a different wielder in another time.
Zombie Ritual: Even a character with no necromantic powers of their own can create zombies by merely drinking from the Goblet of Gore. Drinking from the goblet is a standard action and, unless the character is immune to disease, they must succeed on a Fortitude save (DC 15) or become nauseated for 1 round and sickened for 2d6 hours as their intestines reel with horror at their newfound ingestion. Regardless of success or failure, the character immediately vomits forth a writhing stream of blood and guts that coalesces into fully formed zombies within mere seconds. This instantly creates a number of 4 HD humanoid zombies equal to 1/2 the imbiber's Hit Dice under the imbiber's control. As the zombies animate, this temporarily suspends the flow of the goblet so that it stops spewing succulent sinews and loses the ability to perform Zombie Rituals. After 8 hours, any remaining zombies melt into goo and the goblet can create zombies this way again.
When creating zombies, the DM either chooses the species of zombie that manifests or decides by rolling on the table below.
1-45: Human 76-80: Halfling
46-50: Half-elf 81-85: Hobgoblin
51-55: Half-orc 86-90: Gnoll
56-60: Elf 91-93: Ogre
61-65: Orc 94-96: Minotaur*
66-70: Dwarf 97-99: Fire giant*
71-75: Gnome 100: Other*
*Since these zombies would have more than 4 HD, the DM may wish to adjust the number of zombies created accordingly. For example, a 6th level character who would normally create three 4 HD zombies should only be able to create two 6 HD minotaur zombies, or one 12 HD hill giant zombie. The Goblet of Gore always creates at least one zombie this way, even if it would be too powerful for a necromancer of that level to control. Zombies created in excess of twice the character's hit dice might spurn his naive attempts at control and go on an indiscriminate brain-eating rampage. Undead created by Zombie Rituals do not count against the character's control limit of undead from other spells and class abilities.
Staff of Carnage
Images of severed limbs and viscera decorate this obsidian staff, which is perpetually warm, slick and slimy to the touch.
Aura strong necromancy and transmutation; CL 15th; Price 235,000 gp
The first Staff of Carnage was created by a cabal of Brutalmancers who, once again borrowing essence from the Planes of Mayhem, sought to make a relic that would invoke the most savage and violent dweomers known to wizardry. Given how staves of this nature circulated through the realms causing scenes of maddening horror, it’s no surprise that various cults and dark powers would catch on to the secrets of their construction. Those who spread the knowledge of the staff’s craftsmanship, however, do so with a stern warning - for it is understood that somewhere in the creation process, something else, far beyond the accounting or purview of the original artificer, slips in… and waits to claim a short-sighted wielder.
As a magic staff, this item allows the use of the following spells:
• Hunger for Flesh (1 charge)
• Symbol of Exsanguination (1 charge)
• Undead Anatomy I (1 charge)
• FleshWall (2 charges)
• Raining Blood (2 charges)
• Undead Anatomy III (2 charges)
• Death Clutch (3 charges)
• Undead Anatomy IV (3 charges)
• Massacre (5 charges)
As a weapon, a Staff of Carnage functions as a +2 vicious wounding quarterstaff. A Staff of Carnage also emits a 30’ radius aura of gratuitous violence, increasing the damage multiplier for all critical hits by one (this affects both allies and enemies). Furthermore, any creature slain within the aura dies in the most bloody and grotesque way imaginable for their cause of death.
As a standard action, the wielder may break the Staff of Carnage to release a nova of profound violence. The nova spreads out in all directions for a number of feet equal to 5 times the staff’s remaining charges (so a staff with 40 charges would create a nova out to 200 feet). All creatures in the area become slathered in necrotic energy, suffering 666 points of damage; half of this damage is negative energy, and the other half is sheer, destructive power. A successful Will save (DC 27) reduces the damage by half. If the Staff of Carnage has 20 or more charges left at the time of its destruction, creatures reduced to 0 hit points or fewer are killed and instantly reanimated as zombies or skeletons (if they would normally leave behind remains suitable for raising such creatures). If the Staff of Carnage has less than 20 charges, creatures reduced to 0 hit points or fewer are merely killed with their bodies being reduced to questionable piles of bone and goo.
Any wielder foolish and desperate enough to break a Staff of Carnage has a 50% chance of merely being eradicated in a legendarily gruesome and spectacular fashion, but if they do not, they instead become transformed into a monstrous, omnicidal abomination that exists between life and death; alternatively, they might be whisked away into the darkness between planes where they are awaited by an unspeakable fate, far worse than destruction.
Construction Requirements
Craft Magic Arms and Armor, Craft Staff, death clutch, flesh wall, hunger for flesh, massacre, raining blood, symbol of exsanguination, undead anatomy IV; Cost 117,500 gp
Ghostspawn Curse (Su): Once per day, the Emperor of Murder can place a terrible curse upon a living creature which may cause a ghost of them to rise against their former allies. As a swift action, the Emperor of Murder chooses a single living creature within 100 feet; that creature must succeed on a Will save (DC 26) or be affected by the curse for 3 rounds. At the start of each of their rounds, the creature suffers 1 point of negative energy damage per hit die they possess. If the creature is reduced to 0 hit points during the curse’s duration, they are instantly killed and their lifeforce is used to animate a spirit which rises over the spot of their death. The save DC is Charisma-based.
This spirit fights like a lesser version of the slain creature. It functions almost identically to a duplicate created by the Simulacrum spell, with the following differences:
Unlike an illusory duplicate, this spirit is very real. It gains the undead type and incorporeal subtype. It resembles the original’s likeness, including the armor and clothing worn when the original creature was killed, but has a pale, ghostly hue that clearly sets it apart. The spirit is completely under the Emperor of Murder’s control; while it may be intelligent, it is devoid of free will and personality and serves only to inflict pain and destruction for the Emperor.
The spirit rises with a spectral copy of any weapon or implement that the original creature was holding when it died (if applicable). If this results in the spirit possessing a manufactured weapon, that weapon functions as a +1 Ghost Touch weapon of its type. The spirit’s natural attacks are likewise treated as magic for the purpose of overcoming damage reduction, and as though they had the Ghost Touch special quality. Magical items the creature may have held (such as staves or wands) do not otherwise retain their properties or serve any function in the spirit’s hands.
After 1 minute, or if reduced to 0 hit points, the spirit dissipates with a hoarse wail along with any equipment that had been created with it. While the spirit is animate, the slain creature cannot be brought back to life, and the Emperor of Murder gains a +4 profane bonus to Strength and Charisma.