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<blockquote data-quote="Voadam" data-source="post: 6841304" data-attributes="member: 2209"><p><strong>Pathfinder Bestiary</strong></p><p></p><p><a href="http://legacy.aonprd.com/bestiary/monsterIndex.html" target="_blank">Pathfinder Bestiary</a> </p><p>Pathfinder 1e</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. </p><p><strong>Devourer:</strong> Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation.</p><p><strong>Ghost:</strong> When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. </p><p>"Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. </p><p><strong>Ghost Human Aristocrat 7:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Lich:</strong> The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. </p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. </p><p>Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. </p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. </p><p>Other forms of phylacteries can exist, such as rings, amulets, or similar items. </p><p>"Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. </p><p><strong>Lich Human Necromancer 11:</strong> ?</p><p><strong>Mohrg:</strong> Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. </p><p><strong>Mummy:</strong> Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. </p><p>Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. </p><p><strong>Shadow:</strong> A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. </p><p><strong>Shadow Greater:</strong> Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims </p><p><strong>Skeletal Champion:</strong> "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. </p><p>A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. </p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic. </p><p>"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Skeleton Human Warrior 1:</strong> ?</p><p><strong>Skeleton Bloody:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Skeleton Burning:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Spectre:</strong> Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. </p><p>Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. </p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice.</p><p>A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. </p><p><strong>Vampire human sorcerer 8:</strong> ?</p><p><strong>Vampire Spawn:</strong> A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. </p><p><strong>Wight:</strong> Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. </p><p>Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. </p><p><strong>Wight Brute:</strong> Giants that are killed by wights become hunchbacked, simple-minded undead. </p><p><strong>Wight Cairn:</strong> Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. </p><p><strong>Wight Frost:</strong> Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. </p><p><strong>Wraith:</strong> A humanoid slain by a wraith becomes a wraith in 1d4 rounds. </p><p>Wraiths are undead creatures born of evil and darkness. </p><p><strong>Wraith Dread:</strong> A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. </p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p>"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead).</p><p> <strong>Zombie Human:</strong> ?</p><p><strong>Zombie Fast:</strong> Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. </p><p><strong>Zombie Plague:</strong> Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6841304, member: 2209"] [b]Pathfinder Bestiary[/b] [URL=http://legacy.aonprd.com/bestiary/monsterIndex.html]Pathfinder Bestiary[/URL] Pathfinder 1e [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Devourer:[/b] Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. [b]Ghost:[/b] When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. "Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. [b]Ghost Human Aristocrat 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Lacedon:[/b] ? [b]Lich:[/b] The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. "Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Lich Human Necromancer 11:[/b] ? [b]Mohrg:[/b] Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. [b]Mummy:[/b] Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. [b]Shadow:[/b] A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [b]Shadow Greater:[/b] Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims [b]Skeletal Champion:[/b] "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [b]Skeleton Human Warrior 1:[/b] ? [b]Skeleton Bloody:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Skeleton Burning:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Spectre:[/b] Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice. A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. [b]Vampire human sorcerer 8:[/b] ? [b]Vampire Spawn:[/b] A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. [b]Wight:[/b] Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. [b]Wight Brute:[/b] Giants that are killed by wights become hunchbacked, simple-minded undead. [b]Wight Cairn:[/b] Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. [b]Wight Frost:[/b] Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. [b]Wraith:[/b] A humanoid slain by a wraith becomes a wraith in 1d4 rounds. Wraiths are undead creatures born of evil and darkness. [b]Wraith Dread:[/b] A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. "Zombie" is an acquired template that can be added to any corporeal creature (other than an undead). [b]Zombie Human:[/b] ? [b]Zombie Fast:[/b] Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. [b]Zombie Plague:[/b] Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. [/QUOTE]
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