Although the debauchery of the Cultus Sanguineus were disrupted and upended by adventurers last year, the metropolis of Mohkba still suffers from the corruption brought to it by some of its greediest, most bloodthirsty nobles.
One of the most curious—and disturbing—instances are blood thralls, maddened creatures perpetually caught between life and death, constantly in a state of regenerative destruction. It isn’t well known and though they appear to be mindless, blood thralls are only slaves to their enigmatic creators.
Creating a Blood Thrall “Blood thrall” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most blood thralls were once humanoids, but any living creature can become one. A blood thrall uses the base creature’s stats and abilities except as noted here.
CR: Same as the base creature + 2.
AL: The creature’s alignment changes to chaotic neutral.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A blood thrall gains darkvision 60 ft.
Armor Class: Natural armor improves by +2.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, blood thralls use their Charisma modifier to determine bonus hit points (instead of Constitution).
Defensive Abilities: A blood thrall gains channel resistance +2, DR 5/magic, and resistance to cold 5 and electricity 5, in addition to all of the defensive abilities granted by the undead type. A blood thrall also gains fast healing 5, but its nature of constant change deals 3 damage to a blood thrall every round; this makes a blood thrall have an effective fast healing 2 (most of the time; see below).
Weaknesses: The bones, muscles, and skin of a blood thrall are constantly stretching, breaking, and reforming at all times, dealing 3 points of damage to the creature each round at the end of its turn. Blood thralls are also vulnerable to critical hits and precision damage. This makes it extremely difficult for a blood thrall to cast any spells (if it is even capable of doing so), but is extremely unsettling for living creatures to witness. Blood thralls are essentially mindless, but those that retain any true sentience often become consumed by their own impulses and desire for fresh blood to sate the pain of existence. They constantly hunger for the flesh of other creatures, driven by a diabolical appetite, and after killing an enemy the blood thrall spends the next round eating part of it before engaging in combat again.
Speed: Same as the base creature +15 ft.
Melee: A blood thrall gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the blood thrall’s size (see Natural Attacks in the Universal Monster Rules section of the Pathfinder Roleplaying Game: Bestiary). Its slam also deals 1d4 bleed damage (this bleed damage does not stack with itself). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A blood thrall gains several special attacks. Save DCs are equal to 10 + ½ blood thrall’s HD + blood thrall’s Charisma modifier. Sanguinating Aura (Su): Every creature suffering from a bleed effect within 20 ft. of a blood thrall take 1 additional bleed damage, reducing the amount of self-inflicted damage to the blood thrall by 1 for the round. Unsettling Exterior (Su): Due to their constantly morphing bodies, when making an Intimidate check against living creatures a blood thrall rolls twice and takes the better result. Blood thralls can make an Intimidate check that normally requires a standard or full-round action as a swift action instead. Visceral Explosion (Su): When a blood thrall reaches 0 hit points, the creature explodes in a violent blast of blood, bone, and gore. All creatures within a 40-ft.-radius of an exploding blood thrall take 1d10 force and piercing damage for each hit dice possessed by the blood thrall (Reflex save negates).
Ability Scores: Str +6, Dex +6, Int -4 (minimum 1), Wis +4, Cha +4. As an undead creature, a blood thrall has no Constitution score.
Skills: Blood thralls gain a +12 racial bonus to Acrobatics checks and a +4 racial bonus to Perception and Stealth checks.
Eldritch Template (+1 CR) Creatures with the eldritch template dwell on worlds inimical to sane life or in the dark places between the stars. Any resemblance to normal creatures is either cosmic coincidence or a sign of a sinister agenda. Creatures exposed to strange energies or ancient rites might also gain the qualities of the eldritch template. If a summoned creature would have the fiendish or celestial template, it could instead gain the eldritch template, though the secrets to calling such creatures are usually in the hands of cults and madmen.
An eldritch creature’s quick and rebuild rules are the same.
Senses: The creature gains darkvision 60 feet. Defensive Abilities: The creature gains resistances and damage reduction based on its hit dice.
Resist Acid & Cold
SR: The creature gains spell resistance equal to the creature’s new CR +5. Special Qualities Ferocity (Ex): An eldritch creature continues to fight even when reduced to negative hit points. Voidborn (Ex): An eldritch creature can exist safely in the void of space or similar hostile conditions. Horrific Death (Ex): When an eldritch creature is first reduced to negative hit points, creatures within its reach take 1d6+(creature’s HD) acid damage. While at negative hit points, the creature gains an insight bonus equal to its Charisma modifier on attack rolls and adds a bonus to all damage equal to its hit dice. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
[Submitted by Jared Jeanquart!]
ELDRITCH DROW WITCH CR 7 XP 3,200 Female or Male drow witch 7 (eldritch template) CE Medium humanoid (drow, elf) Init +3; Senses darkvision 120 ft.; Perception +8 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex) hp 38 (7d6+14) Fort +3, Ref +5, Will +4; +2 vs enchantment spells DR 5/magic; Immune magic sleep effects; Resist acid 10, cold 10; SR 13 Weaknesses light blindness OFFENSE Speed 30 ft. Melee mwk shortsword +4 (1d6, Crit 19-20/x2) Ranged mwk hand crossbow +7 (1d4 plus quasit poison, Crit 19-20/x2, Range 30 ft.) Special Attacks hex (standard action, DC 16 Will save; see special abilities) Spell-Like Abilities (CL 7th; concentration +9) at will—feather fall 1/day—dancing lights, darkness, faerie fire Witch Spells Prepared (CL 7th; concentration +10) 4th—black tentacles 3rd—bestow curse, cup of dust, silent blindness/deafness; distracting cacophony 2nd—blindness/deafness, cure moderate wounds, silent charm person, touch of idiocy; hideous laughter, levitate 1st—burning hands, command x2, mage armor (already cast), ray of enfeeblement; memory lapse 0th—bleed, detect magic, detect poison, touch of fatigue Patron insanity STATISTICS Str 10, Dex 16, Con 11, Int 16, Wis 8, Cha 14 Base Atk +3; CMB +3; CMD 16 Feats Combat Casting, Improved Familiar (quasit), Silent Spell, Toughness Skills Bluff +7, Fly +8, Knowledge (planes) +8, Perception +8, Sense Motive +2, Spellcraft +10, Stealth +10, Survival +2, Swim +4, Use Magic Device +7; Racial Modifiers +2 Perception, +4 Swim Languages Aklo, Elven, Undercommon SQ Cantrips, ferocity, horrific death, keen senses, poison use, weapon familiarity (hand crossbow, rapier, shortsword), witch’s familiar, voidborn Gear masterwork hand crossbow (8 poisoned bolts), masterwork shortsword, ring of protection +1, potions of cure moderate wounds (2), potions of invisibility (2) SPECIAL ABILITIES Cackle Hex (Su) An eldritch drow witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Evil Eye Hex (Su) The eldritch drow witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 6 rounds. A DC 16 Will save reduces this to just 1 round. This is a mind-affecting effect. Flight Hex (Su) The eldritch drow witch gains a +4 racial bonus on Swim checks. She can fly, as per the spell, for 7 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Misfortune Hex (Su) The eldritch drow witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A DC 16 Will save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Horrific Death (Ex) When an eldritch drow witch is first reduced to negative hit points, creatures within its reach take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
ELDRITCH QUASIT FAMILIAR CR — CE Tiny outsider (chaotic, demon, evil, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size) hp 17 (7 HD); fast healing 2 Fort +1, Ref +5, Will +9 DR 5/magic cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 12 OFFENSE Speed 20 ft., fly 50 ft. (perfect) Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1) Space 2-1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 6th) At will—detect good, detect magic, invisibility (self only) 1/day—cause fear (30-foot radius, DC 11) 1/week—commune (six questions) STATISTICS Str 8, Dex 14, Con 11, Int 11, Wis12, Cha 11 Base Atk +3; CMB +0; CMD 12 Feats Improved Initiative, Weapon Finesse Skills Bluff +8, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Sense Motive +4, Stealth +16 Languages Abyssal, Common; telepathy (touch) SQ Alertness, change shape (bat, Small centipede; polymorph), deliver touch spells, empathic link, ferocity, horrific death, improved evasion, voidborn SPECIAL ABILITIES Horrific Death (Ex)When an eldritch drow witch’s familiar is first reduced to negative hit points, creatures within 5 feet take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch’s familiar gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo. Poison (Ex) Claw—injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.
Dark Scions Touched (or consumed) by the ancient entities that dwell between the stars or in strange congruent dimensions, dark scions are similar to half-fiends or half-dragons. The template can also be used to represent “unique” boss monsters or servants of Great Old Ones, and the creature’s appearance can have very little to do with that of the base creature. Children of and servants to madness, these beings sometimes gather cults around themselves to pursue their agendas. Others, unhinged and alone, seek powerful magic to open a gateway back “home”.
This horrific creature is the size of a horse, with the staring eyes and hooked beak of a squid, and fan-like wings that seem more insectile than reptilian. Its black fur bears the reflective gloss of strange oils. Various vents along its chest whistle and shriek as it exerts itself.
Dark Scion Hiracosphynx CR 7 XP 2,800
CE Large outsider (native) Init+2; Senses darkvision 60 ft., blindsight 20 ft; low-light vision; Perception +14
DEFENSE AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size) hp 76 (8d10+32) Fort +10, Ref +8, Will +5 DR 5/magic; Resist acid 10, cold 10, sonic 10; Immune poison, fear
OFFENSE Speed 30 ft., climb 30 ft, swim 30 ft, fly 60 ft. (poor), starflight Melee bite +12 (1d10+5), 2 claws +12 (1d8+5) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks pounce, shriek Spell-like Abilities (CL 8th; concentration +9) 3/day—blur, lesser confusion (DC 13) 1/day—call the void, touch of idiocy (DC 16), black tentacles STATISTICS Str 21, Dex 14, Con 19, Int 6, Wis 17, Cha 14 Base Atk +8; CMB +14; CMD 26 (30 vs. trip) Feats Cleave, Flyby Attack, Power Attack, Ability Focus (touch of idiocy), Improved Natural Attack (claws) Skills Fly +3, Perception +14, Sense Motive +11, Knowledge (arcana) +6, Stealth +8; Racial Modifiers +4 Perception, +4 Disguise Languages Sphinx, Aklo SQ Alternate form, no breath
SPECIAL ABILITIES Shriek (Su) The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 18 Fort negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx’s shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based. Alternate Form (Su) cure serious wounds(3d8+8 hp), fear DC 16, 4 tentacles +7 (1d6+2).
A dark scion hiracosphynx is an agent of unknown powers. It is driven to seek out vaults and ruins containing forbidden or dangerous knowledge and disseminate it where it can cause the greatest amount of harm. In particular, it is known for lurking at sites of great significance in the manner of more intelligent sphinxes
Creating a Dark Scion “Dark scion” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A dark scion uses all the base creature’s statistics and special abilities except as noted here.
CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment: Any evil Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves. Armor Class: Natural armor improves by +2 Defenses/Qualities: Gains darkvision 60 ft, blindsight 20 ft; immunity to poison and fear; acid, sonic, and cold resistance 10; DR 5 magic (if 11 HD or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR +11 (maximum 35). Speed: A dark scion gains a climb and swim speed equal to its base land speed. Melee: The dark scion without any natural attacks gains two tentacle attacks based on its size (1d6 for a medium creature). The dark scion counts as a “tall” creature for the purposes of the reach of these tentacles. A dark scion’s melee attacks function as magical weapons. A dark scion with a natural attack gains Improved Natural Attack as a bonus feat.
Special Attacks Spell-like Abilities (Sp): A dark scion with an Intelligence or Wisdom score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, these spell-like abilities are usable 1/day. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).
1 to 2
3 to 4
touch of idiocy
5 to 6
call the void, lesser confusion 3/day
7 to 8
9 to 10
11 to 12
summon monster VI (1d3 advanced gricks)
13 to 14
ethereal jaunt 3/day
15 to 16
17 to 18
19 to 20
Blessing of the Dark Tapestry (Su): A dark scion with 10 HD or more gains a unique ability granted by its dark masters. Chose one of the following, or invent your own. Aneurysm: The target takes 1d4 damage (plus 1d4 for every 3 HD possessed by the dark scion) from ruptured nervous tissue (no save). Horrific Death: The dark scion gains the ferocity special ability, and its tentacles deal an additional 1d6 acid damage. When it is first reduced to negative hit points, creatures within its threatened area take 1d8 acid damage for every two hit dice the dark scion possesses (Reflex for half). While at negative hit points, the dark scion gains an insight bonus equal to its Charisma modifier on attack rolls and damage rolls. When it finally dies, the dark scion dissolves into a pool of unidentifiable goo. Strangle: The target is staggered for 1 round (Fortitude negates). Tentacular: The dark scion’s tentacle attacks gain the grab special ability, and it gains constrict. A creature that takes constrict damage from a dark scion also takes 1 point of Wisdom damage. The dark scion gains Multiattack and Combat Reflexes as bonus feats. Thralldom: The target is dominated for one round (Will negates). A creature that successfully saves is immune to this effect for 1 hour. This is a mind-affecting effect. Whispers from the Void: As a free action, a dark scion may make mental contact with a creature within range of its telepathy. The dark scion may only maintain one mental link at a time. As long as this contact is maintained, the dark scion may spend a swift action to attempt one of the following psychic attacks. The save DC for any of these abilities is equal to 10 + ½ the dark scion’s hit dice + the dark scion’s Charisma modifier.
Special Qualities Alternate Form (Ex): A dark scion’s appearance only hints at its terrible true form. Once per day as a swift action after it has been reduced to half its total hit points, a dark scion may assume its true form, generally an unspeakable mass of tentacles.
Upon assuming its true form:
the dark scion is subject to an instantaneouscurespell (HD 4 or less,cure moderate wounds; HD 5 to 10,cure serious wounds; HD 11 or more,cure critical wounds; caster level equal to the dark scion’s HD).
creatures witnessing the transformation must make a Will save (DC 10 + ½ the dark scion’s hit dice + dark scion’s Charisma modifier) or take 1d6 Wisdom damage and be rendered shaken for 1 hour. On a successful save the creature takes 1 Wisdom damage and is shaken for 1d6 rounds. This is a mind-affecting fear effect, though creatures immune to fear are still subject to taking Wisdom damage.
When in this form, the dark scion:
gains 4 tentacle attacks (damage based on size, 1d4 for a Medium creature, +5 foot reach for tentacle attacks)
has no discernible anatomy, making it immune to critical hits and precision-based damage (such as sneak attack).
Starflight (Ex): If the base creature has a fly speed, the dark scion gains starflight; it can survive in the void of outer space. The creature flies at its normal fly speed; travel between worlds takes centuries (time matters not to such beings).
Telepathy (Ex): A dark scion gains telepathy to a range of 30 feet.
Abilities: A dark scion gains a +4 bonus to Constitution and Charisma, and a +2 bonus to Strength and Wisdom.
Skills: A dark scion with racial HD has skill points per racial HD equal to 6 + Intelligence modifier. Racial class skills are unchanged, and class level skill ranks are unaffected. A dark scion has a +4 racial bonus to Disguise checks to appear to be a barely-normal specimen of the base creature.
Languages: Dark scions speak Aklo as well as any languages spoken by the base creature.
Volumengeists of the Necropus Laruascriptum A necropus laruascriptum has the special ability to bind a spirit of a slain creature within its pages. When a creature’s spirit becomes bound to one of the enchanted books, it becomes a volumengeist (sometimes referred to as a page spirit) that can later be summoned as a servant via use of the Summon Volumengeist ability of the spellbook.
A volumengeist is a perfect copy of the base creature in its natural state. It bears the appearance of the base creature with no equipment, clothing, armor or weapon of any kind.
The ghostlike, incorporeal volumengeist is a spirit of unbridled rage and vengeance; it is always Chaotic Evil regardless of the base creature’s original alignment. It maintains a constant demeanor and expression of uncontrollable anger, attempting to direct its wrath at any living target it senses within 500 feet of the necropus laruascriptum it is bound to.
A volumengeist has no memory of its past life and has no means to communicate other than emitting a frightful moan. It cannot speak or be spoken to. It understands the spoken commands of its master who summoned it via supernatural means.
To create a volumengeist, apply the volumengeist template to the base creature stats.
Binding a Volumengeist The ritual of binding required for creating a volumengeist is included within the necropus laruascriptum along with other various preparation rituals. To bind a spirit to the spellbook, a whose spirit is being bound must have died within 10 minutes of the start of the binding ritual attempt. The ritual takes one hour to complete and fails if interrupted. Success of the ritual requires a Spellcraft check (DC 20 + CR of base creature).
To create a volumengeist, there must be at least one blank page within the necropus laruascriptum and the user must define a keyword used to trigger the summoning of that particular volumengeist. The keyword must be written upon the blank page that the volumengeist is being bound to. If the ritual fails then nothing happens, but that page is no longer considered to be blank.
The binding powers of a necropus laruascriptum are finite, and thus can only bind a limited number of spirits within its pages. Volumengeists created from creatures with 5 or less hit dice are considered lesser page spirits, and creatures with higher hit dice are considered greater page spirits. No creature with more than 10 hit dice can be used to create a volumengeist.
A lesser necropus laruascriptumcan bind three lesser page spirits. A greater necropus laruascriptum can bind six lesser page spirits and three greater page spirits.
Once bound to a necropus laruascriptum a volumengeist is harmless and bound to a specific page within the spellbook until it is summoned. When not summoned, the binding page depicts an expertly drawn inked-visage of the volumengeist as a fully animated illustration. When its page is revealed, the bound volumengeist is aware of the observer and its animation displays contempt and anger towards the viewer. The page also highlights the written keyword used as the trigger to summon that particular volumengeist, but any other writing, drawing, or discoloration to the page magically vanishes within moments of being applied.
When a necropus laruascriptumis found, it already has a randomly determined volumengeist bound within it. Each of these is bound to one of the blank pages found in the back of the book.
A found lesser necropus laruascriptum has one lesser page spirit bound within, and a greater necropus laruascriptum has three lesser page spirits and one greater page spirit bound within. Use the following charts to randomly determine what type of volumengeists are inside:
Random Lesser Page Spirits Chart d10Volumengeist Type: 1–3 Diminutive Animal or Vermin (1 HD or less) 4–6 Small Animal or Vermin (1-3 HD) 7–9 Medium Animal (4 HD) 10 Humanoid (5 HD)
Summoning a Volumengeist To summon a volumengeist, the user of the necropus laruascriptum must open the book to reveal the page in which the page spirit is bound. The volumengeist is summoned when the user then speaks the keyword assigned to it.
Summoning a volumengeist requires a standard action (to find the correct page) and functions as a supernatural ability of the necropus laruascriptum. The summoning cannot be prevented by antimagic effects such as the antimagic field spell. Already having the spellbook open to the correct binding page makes summoning a free action. Placing a bookmark in the spellbook or creating a dog-ear to identify a specific binding page also makes summoning a free action provided that only one specific page has been marked.
When a volumengeist is summoned, the character using the necropus laruascriptum to summon it must make a Will save (DC 15 + DC of page spirit being summoned).
If the Will save is failed by the user then the volumengeist turns its full focus and wrath upon the one who summoned it. It is not able to be recalled back to the spellbook and continues to attempt to kill its target (and nothing else) until it is destroyed. If the volumengeist kills the user in this way then the volumengeist itself is destroyed.
If the Will save upon summoning attempt is successful, the user becomes the summoned volumengeist’s master. It manifests in an available space near its master and awaits a command. The page spirit follows any order given to it by its master with unwavering devotion provided that the commanded action is within its abilities. If its master becomes unconscious or otherwise unable to provide verbal commands, the volumengeist defaults to actively defending its master from any perceived threats.
A summoned volumengeist may be recalled back into its binding page as a free action by its master via spoken command.
Destroying a Volumengeist When a summoned volumengeist reaches zero hit points, the page spirit is released from its bondage and fades away into nothingness (presumably finding peace in the hereafter). When this happens, the keyword for its summoning scribed within the necropus laruascriptum vanishes and the page is once again considered blank.
If the page a volumengeist is bound to is ever destroyed then the page spirit is automatically summoned without a master, and attacks any living creature within range. If a page is torn from the necropus laruascriptum then that page is considered destroyed. In this case, the volumengeist cannot be recalled to the spellbook (since the page binding it has been destroyed), and finds restful peace once its incorporeal form is destroyed.
If a volumengeist is successfully turned, instead of the normal effects of turning an undead creature, the page spirit is immediately returned to its binding page. When returned to the necropus laruascriptum this way, a page spirit cannot be summoned again for a number of hours equal to the total number of hit dice turned.
Volumengeist (Page Spirit) Template Creatures with the volumengeist (or page spirit) template are bound to a necropus laruascriptum, whim to the will of the spellbook’s owner.
Challenge Rating: Same as base creature +2
Size: The creature’s sized does not change.
Type: The creature’s type changes to undead (do not modify base attack, saves or skills), change to incorporeal subtype
Armor Class: The creature loses any natural armor bonus and gains a deflection bonus equal to its Charisma modifier.
Hit Dice: Change to d8 for all class levels.
Defensive Abilities: Retains the defensive capabilities of the base creature except for those that depend on a corporeal form to function. A volumengeist gains the incorporeal ability, undead traits and darkvision 60 feet.
Speed/Movement: A volumengeist retains the same movement types as the base creature at 30 feet (perfect maneuvering if a fly speed) unless base creature has a higher speed for the give movement type. A volumengeist cannot travel beyond 500 feet of the necropus laruascriptum it is bound to, the limit of this range acts as an impenetrable wall of force to the volumengeist.
Attack: Since the incorporeal form of a volumengeist assumes only the natural form of the base creature (no clothes, equipment, weapons, or armor), attacks become unarmed or natural attacks. A volumengeist can wield ghost touch weapons, but will not be summoned equipped with such weapon.
Corrupting Touch (Su) By passing part of its incorporeal body through a target as a standard action, the volumengeist inflicts a number of d4’s equal to its CR in damage. This damage is not negative energy but instead manifests as physical wounds and aches from supernatural aging (creatures immune to magical aging are immune to this attack). This attack bypasses all forms of damage reduction. A Fortitude save (DC 10 + ½ of volumengeist’s CR, rounded down) halves the damage inflicted.
Frightful Moan (Su) A volumengeist can emit a frightful moan as a standard action. All living creatures within a 30-foot radius must make a Will save (DC 10 + ½ of volumengeist’s CR, rounded down) or become panicked for 1d4 rounds. This is a sonic mind-altering fear effect. A creature that successfully saves against the moan cannot be affected by the same volumengeist’s moan for 24-hours. The master of the volumengeist is immune to this effect.
Abilities: Charisma +4; as an incorporeal undead creature, a volumengeist has no Strength or Constitution score.
Skills: Same as base creature except the creature receives a +4 racial bonus on Perception and Stealth checks. A volumengeist always treats Intimidate, Perception, and Stealth as class skills.
[Designed by Justin Andrew Mason!]
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