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<blockquote data-quote="Voadam" data-source="post: 6872970" data-attributes="member: 2209"><p><strong>Beasts of Legend Coldwood Codex</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596" target="_blank">Beasts of Legend Coldwood Codex</a> </p><p>Pathfinder 1e</p><p><strong>Faleich-Wyrm:</strong> In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.</p><p><strong>Leeches of Madness:</strong> Created by the Faleich-Mar.</p><p><strong>Slough:</strong> A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p>Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.</p><p>“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.</p><p><strong>Ugrohter:</strong> Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.</p><p>Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Wight Barrow:</strong> Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p><strong>Wight Boreal:</strong> Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p>Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.</p><p></p><p><strong>Wight:</strong> Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6872970, member: 2209"] [b]Beasts of Legend Coldwood Codex[/b] [URL=http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596]Beasts of Legend Coldwood Codex[/URL] Pathfinder 1e [b]Faleich-Wyrm:[/b] In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. [b]Leeches of Madness:[/b] Created by the Faleich-Mar. [b]Slough:[/b] A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves. “Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone. [b]Ugrohter:[/b] Ugrohters are undead fey whose accused souls become trapped upon the Material Plane. Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters. [b]Wight Barrow:[/b] Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. [b]Wight Boreal:[/b] Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise. Boreal wights are the restless dead left unburied in the evergreen forests of the north. Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. [b]Wight:[/b] Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. [/QUOTE]
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