Allip variants (Undead Revisited pg. 55)
Scribbling Allip (+1 CR): Reports from reputable ghost hunters claim that some rare allips have developed the ability to physically manifest their babbled words into tangible, ectoplasmic script, expectorating their mutterings corporeally like tangled webs that drape across dungeon corridors and haunted hallways. This ability manifests as the web special attack. Adventurers attempting to read these web-like words must succeed at a DC 15 Will save or be fascinated for 2d4 rounds, just as if they were subject to the allip’s babble ability.
Beheaded variants (Pathfinder #43: Haunting of Harrowstone pg. 82)
The following are variant abilities that a beheaded might possess. These traits can be mixed and matched in any way and applied to any of the beheaded listed. Each ability increases the CR of the beheaded by the listed amount.
Belching (+1 CR): It gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of its animation.
Burning (+1 CR): It is similar to the flaming skull; however, the fire not only surrounds the skull, but can pass on to those it attacks. The fire that consumes the head can be any color the animator chooses, though blue is one of the most common. It gains the Burn (1d6) special ability when using its slam attack, where the Reflex save DC is 10 + 1/2 its racial HD + its Cha modifier.
Grabbing (+0 CR): It has long tendrils of ragged hair. It gains the grab special ability when using its slam attack, and can attempt to grapple any creature of Medium size or smaller in this way.
Screaming (+0 CR): Once every 1d4 rounds, it can open its jaw and emit a bone-chilling scream. All creatures within 30 feet must make a Will save or be shaken for 1d4 rounds. The save DC is equal to 10 + 1/2 its racial HD + its Cha modifier. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same one’s scream for 24 hours.
Crackling Skull Swarm (Pathfinder #141: Last Watch pg. 90) ("a unique type of beheaded")
Blast Shadow variants (Pathfinder #15: The Armageddon Echo pg. 82)
Acid Shadow: Created using an acid fog or similar effect, the claws, cloud, and death burst of it deal acid damage instead of fire damage. The cloud of it does not grant concealment, but any weapon that strikes it takes 2d6 points of acid damage.
Freezing Shadow: Those who die from supernatural cold, such as the cold created by control weather, sometimes rise as these. The claws, cloud, and death burst of it deal cold damage instead of fire damage. It can move across ice and snow without penalty.
Lightning Shadow: These are created through terrible lightning storms, such as those manifested by call lightning storm and storm of vengeance. The claws, cloud, and death burst of it deal electricity damage instead of fire damage. The cloud of it does not grant concealment, but anyone who strikes it with a metal weapon takes 1d6 points of electricity damage.
Bodak variants (Undead Revisited pg. 7)
Larger Bodaks: A giant that falls prey to a bodak’s deadly gaze retains its larger size, as well as its natural armor bonus if that bonus is larger than the bodak’s normal natural armor bonus. To generate statistics for it, adjust its statistics as necessary for its larger size and advance its undead racial Hit Dice to match the total number of humanoid racial Hit Dice the giant possessed while it lived. If the giant had 10 or fewer racial Hit Dice, then no change to the standard bodak (apart from size) is necessary. Its CR should be adjusted upward to account for its greater size and HD—as a general rule, every 2 HD added should increase the bodak’s CR by +1.
Smaller Bodaks: Small humanoids that become bodaks have all the appropriate bonuses and penalties for dropping from Medium to Small size (–4 Str, +2 Dex, +1 size bonus on attack rolls and to AC, reduced natural attack damage, etc.). Its CR does not change—it remains a CR 8 monster.
Multiple Heads: A bodak created from a creature with multiple heads, such as an ettin, becomes deadlier because it has more eyes with which to project its horrific stare. The save DC against a multi-headed bodak’s death gaze increases by +2.
Centianima variants (Pathfinder #103: The Hellfire Compact pg. 84)
Aquatic (CR +0): These arise from the bones of aquatic animals. They usually inhabit sunken ships and ruins claimed by the sea. They gain the aquatic subtype and a swim speed of 40 feet.
Burrowing (CR +0): This variant usually arises from the dry bones of many burrowing creatures. They gain a burrow speed of 20 feet.
Chittering (CR +1): This variant can emit a bone-rattling chitter as a standard action. Any creature within 30 feet must succeed at a DC 15 Fortitude save or be shaken for 1d4+1 rounds. Any creature that makes a successful save against the effect is immune to that one’s chitter for 24 hours. The save DC is Charisma-based.
Jumping (CR +0): This desert-dwelling variant gains a +12 racial bonus on Acrobatics checks to jump and it treats any Acrobatics skill check to jump, as if it had a running start. It doesn’t provoke attacks of opportunity while jumping. It uses this ability to position itself amid its enemies so it can better attack with both of its heads.
One-Headed (CR –1): This rare variant occurs when the formation of a centianima is interrupted before the second head has formed. They have only 3 Hit Dice, and they don’t gain all-around vision or the dual threat special ability.
Paralytic (CR +1): These arise from the bones of venomous animals. Any creature that takes damage from its bite attack must succeed at a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.
Symbiotic (CR +1): These have formed a close symbiotic relationship with the vermin that feed on the rotting flesh in their lairs. Three times per day, it can vomit up a spider swarm (Pathfinder RPG Bestiary 258) as a standard action. This swarm attacks the nearest living creature, but is otherwise not controlled by the host.
Devourer variants (Undead Revisited pg. 13)
Former Devils: These are formed from a powerful devil sometimes has a suite of spell-like abilities that focuses more on the deception and control of living creatures. They are always lawful evil. Replace their standard spell-like abilities with the following at-will spell-like abilities: alter self, beast shape I, charm monster, charm person, detect thoughts, invisibility, lesser geas, lesser planar ally, mass suggestion, scrying, secret page, suggestion, and summon monster VII.
Former Daemons: These formed from a powerful daemon sometimes has a suite of spell-like abilities that focuses more on the destruction of living creatures and spreading fear and horror. These are always neutral evil. Replace their standard spell-like abilities with the following at-will spell-like abilities: animate dead, contagion, crushing despair, death knell, desecrate, destruction, doom, fear, harm, inf lict serious wounds, phantasmal killer, spectral hand, and vampiric touch.
Former Demons: These formed from a powerful demon sometimes has a suite of spell-like abilities that focuses more on destruction and devastation. They are always chaotic evil. Replace their standard spell-like abilities with the following at-will spell-like abilities: acid arrow, black tentacles, chaos hammer, disintegrate, earthquake, fireball, ice storm, lightning bolt, magic missile, phantasmal killer, scorching ray, shatter, and vampiric touch.
Festrog variants (Pathfinder Module D4: Hungry Are the Dead pg. 31)
Beastkin Festrog: Not all festrogs arise from the corpses of humanoids; sometimes the corpse of an animal or a more unusual quadruped is sufficient. The natural posture for these is to be on all fours, but they can stand on their hind legs and use their simple clawed hands to manipulate things in the manner of humanoids. Most of these are barely more intelligent than common animals but the stranger ones tend to be as cunning as a typical festrog made from a human corpse. Pathfinders have seen lion-festrogs, wolf- and worg-festrogs, even a howlerfestrog, and one explorer in Numeria reports encountering a barghest-festrog leading a tribe of goblin-festrogs on the edge of the Worldwound.
High Festrog: On occasion, when a powerful human transforms into a festrog, he retains enough of his former memories to retain his former class abilities. These continue to develop their character classes, and often evolve into powerful undead adversaries. Thankfully, there exist only a few reports of encounters with them.
Living Festrog: These abominable variants remain partially alive, stuck in a half-transformed state between life and undeath. Some experience no symptoms of this change for weeks, then spontaneously become ravenous for fresh meat and rapidly gain their monstrous abilities.
They are identical to standard festrogs except they have the aberration type instead of the undead type. The turn undead ability repels them like a fear effect but cannot destroy them outright. They cannot heal naturally but negative energy heals them. Perhaps more frightening than normal festrogs, they require food to survive, thus they hunt even more frequently and voraciously than their undead kin. If killed, the creature may rise as an undead festrog the next night.
Menadoran Festrog: Adventurers journeying to remote locations high in the Menador Mountains report encounters with festrog-like undead formed from the warped flesh of more primal creatures such as ogres, hill giants, and trolls. Their social and hunting behavior is similar to normal festrogs, though they possess far less intelligence and apply only minimal use of organized tactics. When attacking opponents, they sometimes break into a bizarre feeding frenzy, becoming almost impossible to stop. They are Large (including all normal modifiers for this size change), have two additional hit dice, and have Intelligence 2 or 3 at best.
(Also found in Pathfinder Adventure Path #45: Broken Moon pg. 53)
Vampire-Festrog: While there are no festrogs known to possess true vampirism, there are some who hunger for blood rather than meat. These may be the result of humanoids turned into vampires or vampire spawn in an area conductive to forming festrogs. They flush bright red when they have fed recently, fading to a bruised blue-black when deprived of their favorite food.
Some vampires (particularly nosferatu, see Pathfinder #8 page 88) use them as “hounds” to hunt prey or guard their lairs. Those given a steady supply of vampire blood tend to gain fast healing and turn resistance like their masters.
Ghost variant abilities (Classic Horrors Revisited pg. 25)
As with all other ghostly abilities, the DCs for these special attacks are equal to 10 + 1/2 its HD + its Charisma modifier.
Deathly Delusion (Su): It died suddenly or unexpectedly. Not even realizing it’s dead, this spirit goes about the routines of its daily life, ignoring the living in a state of undead denial.
Should one with this ability pass through the square of a living being, that creature must make a Will save or fall into a fitful sleep full of nightmares that aren’t its own for 1d4 minutes. For a number of following nights equal to the ghost’s Charisma modifier, the victim must make an additional Will save or be affected as per the spell nightmare. (CR +0)
Fatal Fate (Su): It died with some work undone or desire unfulfilled. In its desire to see its efforts completed, once per day, it can lay a compulsive curse upon the living, forcing them to either take up its work or face a terrible end. It can lay this curse by making a touch attack, which forces the target to make a Will save or be stunned for 1 round. During this round, the target receives a flood of images suggesting a course of action—though such might remain vague or require research into the its history to discern an exact meaning.
The target has a number of days to fulfill its intentions equal to 14 days minus its Charisma modifier, to a minimum of 7 days. If the target does not fulfill the course of action suggested by the vision within this set period, he takes 1d4 points of Constitution drain per day. This effect can be overcome via the spell remove curse, requiring a caster level check with a DC equal to this effect’s initial DC. (CR +0)
Frightener (Su): Its unique personality manifests even in death. It gains a number of spell-like abilities equal to its Charisma modifier. It may select these abilities from the following list: animate rope, chill metal, control undead, dancing lights, entangle, faerie fire, fog cloud, ghost sound, heat metal, hideous laughter, invisibility, minor image, open/close, pyrotechnics, scare, sleep, spiritual weapon, soften earth and stone, summon swarm, warp wood, or whispering wind. It may use each of these abilities 3 times per day. The DCs are 10 + spell level + its Charisma modifier. (CR +0)
Grave Trappings (Su) It died with a strong attachment to a specific item or set of objects. One with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. It continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by it. Regardless of the type of object, all selected items are treated as being part of its form and cannot be disarmed or removed from it (even by it). Should it be destroyed, its equipment reappears with it upon rejuvenating. (CR +0)
Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level.
Phantasmagoria (Su): It died as a victim of its own delusions or folly. A number of times per day equal to its Charisma modifier, it can create an elaborate illusion. This illusion functions similarly to the spell mirage arcana in combination with multiple major images, allowing it to recreate any scene, setting, or characters it wishes. It can even incorporate itself into the effect, appearing as it wishes within the illusion as if it were under the effects of alter self. The entire illusion can be disbelieved with a Will save. The illusion is treated as a 6th-level spell created by a caster with a level equal to the its CR. If any part of the illusion is dispelled, the entire illusion fades. (CR +0)
Reinvigoration (Su): It died in the throes of a terrible fear, and is desperate for any way to escape its fate, both perceived and actual. Once per round it can possess an adjacent corpse, merging with the remains and reanimating them as a skeleton or zombie. The skeleton or zombie animated by this ability may be no higher than the ghost’s CR minus 2. If the animated corpse is destroyed, the ghost reappears in the corpse’s square and cannot possess another body for 1d4 rounds. (CR +0)
Vehemence (Su): One with a powerful connection to a specific location gains a measure of mastery over the objects in that place. Once per round, it can possess an object of size Large or smaller, giving it life as an animated object. This animated object’s CR can be no higher than the ghost’s CR minus 2. If the target object is being held by a creature, the object can make a Will save using its bearer’s saving throw to resist possession. If the animated object is destroyed, the ghost reappears in its square and cannot possess another object for 1d4 rounds. (CR +0)
Ghouls variants (Classic Horrors Revisited pg. 31)
Larger Ghouls: A giant that succumbs to ghoul fever retains its larger size, its higher natural armor bonus, and all of its racial Hit Dice, but is otherwise treated as a ghoul advanced to its new Hit Dice and size.
Smaller Ghouls: Small humanoids who become ghouls have 1 HD and all of the appropriate bonuses and penalties for dropping from Medium to Small size (–4 Str, +2 Dex, +1 size bonus on attack rolls and to AC, reduced natural attack damage, etc.). A Small ghoul is CR 1/2.
Unusual Ghouls: Some humanoids transformed into ghouls have unusual advantages.
Boggard, Merfolk: These races always spawn into lacedons.
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts.
Ettin: An ettin ghoul has two bite attacks, in addition to being advanced to Large size and 10 HD.
Fire Giant: A fire giant ghoul gains the Fire subtype.
Frost Giant: A frost giant ghoul gains the Cold subtype.
Lycanthrope: While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope. To create stats for such a creature, simply apply the lycanthrope template to a ghoul—this is an exception to the general rule that you can normally only add the lycanthrope template to a humanoid.
Graveknight variants (Undead Revisited pg. 19)
The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his afterlife as his graveknight armor— this must be heavy armor, although its exact type is irrelevant.
The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical.
An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Lich variants (Undead Revisited pg. 25)
Demiliches are complex creatures, and an in-depth exploration of their powers is beyond the scope of this book—they are detailed in full in the upcoming Pathfinder RPG Bestiary 3.
Phylactery of the Failed
(Artifacts and Legends pg. 61)
A phylactery of the failed has a minute chance of coming into being anytime a spellcaster attempts to achieve lichdom and fails (equivalent to 1 in 100).
Mohrg variants (Undead Revisited pg. 31)
Desert Mohrg (+0 CR): This rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of these. It looks leathery and dry, not moist, but has the same statistics as a typical mohrg. Spawn created by a these rise as burning skeletons rather than fast zombies.
Fleshwalker Mohrg (+0 CR): When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, this is the result. While these mohrgs function as normal mohrgs, their flesh does not decay— further castings of gentle repose are unnecessary. Only upon close inspection (whereupon one might notice a faint underlying charnel stench, or might note the lack of breathing with a DC 30 Perception check) or in combat (when the creature’s hideous tongue extrudes from its mouth) is the truth apparent.
Frost Mohrg (+1 CR): Distinctive for the icy sheen over the blue flesh of its innards and tendrils, its genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment. They look partially frozen and retain much of their flesh, albeit flesh blackened by frostbite. It has the advanced creature simple template, and its attacks deal an additional 1d6 points of cold damage on a hit.
Mohrg-mother (+1 CR): Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child. The unborn, undead infants of these nightmarish monsters cling to the exposed entrails of the mohrg, but do not grant any additional powers. They always have the advanced creature simple template. Once per day, it can choose to animate a recently slain victim as a mohrg instead of as a fast zombie.
(Pathfinder #81: Shifting Sands pg. 71)
: Its DR changes to DR 10/slashing and is vulnerable to cold instead of fire. It causes grave ichor (see page 72) with its slam instead of mummy rot.
: Sometimes called a mountain mummy or a glacial mummy, it lacks a mummy’s normal despair and mummy rot abilities, and instead gains the chilling touch and entangling wrappings variant mummy special abilities (see below). Creatable via the Create Variant Mummy spell.
Osirian Tomb Guardian
: It is a mummy that lacks the typical despair and mummy rot abilities, and instead has the infested variant mummy special ability (see page 72).
Mummy Curse variants
(Classic Horrors Revisited pg. 44)
: Those cursed with this form of mummy rot find themselves afflicted with an intense cold and a spreading frostbite that proves resistant to all nonmagical treatment.
This curse usually originates from bodies mummified by extremely cold, dry conditions or buried in ice.
: Someone cursed with this form of mummy rot finds his skin loosening and slipping as if over-soaked with water. Eventually, in its most fatal stages, the victim’s f lesh begins dripping from his body.
Phantom Infestation: The victim of this form of mummy rot bears the marks of one whose f lesh is beset by worms or parasitic vermin. Though the skin breaks with scars, verminous trails, and minute bites, no infestation is ever witnessed, at least until the body bursts in an eruption of scarab beetles upon the victim’s death.
: Typically transmitted only by mummies created by bog burial, victims of this aff liction take 1d3 Dex, 1d3 Con, and 1d3 Cha instead of the normal effect of mummy rot. The disease causes the victim’s bones to become brittle and dissolve; upon death, only the skin, internal organs, and other soft tissues remain. A side effect of swamp crumble is the victim’s hair becomes tinged with red, with light-colored hair turning as red as fresh blood.
Mummy Special Ability variants
(Pathfinder #81: Shifting Sands pg. 71)
This mummy’s touch carries the chill of glaciers and mountain heights. Its slam attack deals an additional 1d6 points of cold damage, and creatures struck by it are slowed for 1d4 rounds (Fortitude negates). The save DC is equal to 10 + 1/2 the mummy’s Hit Dice + the mummy’s Charisma modifier. This ability replaces mummy rot.
A mummy with entangling wrappings can unravel and detach some of its linen strips to make a grapple check against a creature up to 10 feet away (or twice the mummy’s reach for larger mummies). This attack doesn’t provoke an attack of opportunity. It can constrict for an amount of damage equal to its slam attack with a successful grapple check. The linen strips remain wrapped around the victim and attempt a grapple check to pin each round on the mummy’s turn. They continue to deal constrict damage on a successful grapple check. The wrappings cannot be damaged by any attack or effect while detached, but turn to dust if their victim escapes or dies, or if the mummy is destroyed. If the mummy still lives, its wrappings reappear at the end of its next turn.
The mummy is not inconvenienced in any way while its wrappings are detached and grappling, but it cannot use its wrappings to entangle again until they return. This ability replaces either despair or mummy rot.
An infested mummy carries a scarab swarm (Pathfinder Adventure Path #79 89) inside its body cavity. The mummy can release its swarm as a standard action, or it can do so as an immediate action after taking damage from a slashing weapon. The swarm is completely under the mummy’s control, and can’t be harmed while inside the mummy, though it streams out of the mummy’s body if the mummy is destroyed. If the swarm is destroyed, a new swarm grows to replace it in 24 hours. For variation, instead of carrying a scarab swarm, an infested mummy can hold any swarm of CR 3 or lower
. An infested mummy’s CR is 1 higher than that of a normal mummy, or this ability can replace despair and mummy rot and not affect the mummy’s final CR.
When scrolls and magical texts are used in place of linen wrappings, the result is a spellscribed mummy. A spellscribed mummy has the complete text of up to three spells written on its wrappings. The total spell levels scribed cannot exceed the mummy’s Hit Dice, and the spells must be of a level no higher than half the mummy’s Hit Dice. This allows a standard 8 HD mummy spells of up to 4th level that add up to no more than 8 levels. The spells need not be from the same spell list, and arcane and divine spells can both be used in the creation of a spellscribed mummy. Individual spells cannot be repeated. The mummy can use each spell scribed in its wrappings once per day as a spell-like ability, with a caster level equal to its Hit Dice. Save DCs are Charisma-based. A spellscribed mummy’s CR is 1 higher than that of a normal mummy.
: A lesser spellscribed mummy bears a single1st- or 2nd-level spell in its wrappings, usable once per day with a caster level equal to half its Hit Dice. Its CR does not increase.
: A greater spellscribed mummy operates as a normal spellscribed mummy, but its wrappings can hold as many spells as it has Hit Dice. The total spell levels scribed cannot exceed twice its Hit Dice, and the spells must be of a level no higher than half its Hit Dice. Spells cannot be repeated, but spells of a level no higher than one-quarter the mummy’s hit dice can be used 3 times per day instead of 1. (For example, a standard greater spellscribed mummy with 8 Hit Dice can have up to 8 different spells, of no higher than 4th level, and a total of not more than 16 spell levels. It can use spells of 2nd level or lower 3 times per day, and spells of higher levels once per day.)
In addition, a greater spellscribed mummy has spell resistance equal to its adjusted CR + 11. A greater spellscribed mummy’s CR is 2 higher than that of a normal mummy.
Creating a Spellscribed Mummy
: Spellscribed abilities are added to a mummy in a manner similar to magic item creation. The cost is equal to a command-word item that’s usable once per day: 1,800 gp × the spell level × spell’s caster level ÷ 5. For example, spellscribing a mummy with fireball costs 1,800 × 3 × 8 (the mummy’s HD) ÷ 5, for a total of 3,375 gp. The creator of a spellscribed mummy must possess the Scribe Scroll feat.
Spells that Create Variant Mummies
(Pathfinder Companion: Osirion, Land of Pharaohs)
Dune Mummy template (Pathfinder GameMastery Module – J1 – Entombed With The Pharaohs )
Create Variant Mummy
(Pathfinder Adventure Path #81: Shifting Sands)
Bog Mummy (Pathfinder 34: Blood for Blood)
Ice Mummy (Pathfinder #81: Shifting Sands)
Pharaonic Guardian (Pathfinder Bestiary 5)
Ravener variants (Undead Revisited pg. 43)
Nightmare Ravener (+0 CR): Driven by fear of death in life, it feeds upon the fear of others in death. The ritual to become one requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu. Unlike normal raveners, these do not inflict negative levels on a critical hit, though they keep their increased threat range. They instead gain the deadly terror special attack.
Deadly Terror (Su): Whenever it scores a hit with a natural weapon against a cowering, frightened, panicked, or shaken creature, she deals an additional 2d6 points of negative energy damage. For each such hit, it also adds 1 point to its soul ward ability even if the creature struck is immune to negative energy damage.
This extra damage is not increased on a critical hit.
Thassilonian Ravener (+0 CR): Its bones are etched with numerous runes of power. These runes alter the link between the its magic and her soul ward. It lacks the soul magic ability of most raveners—she casts her spells as normal for a dragon, using spell slots. Each time it casts a spell, she heals damage equal to twice the level of the spell cast. If her soul ward is damaged, any “healing” it gains from casting spells applies first to restoring hit points to her soul ward. If it casts a spell while both her soul ward and her body are at full hit points, she becomes hasted for 1 round.
Shadow variants (Undead Revisited pg. 49)
Distorted Shadow (CR +1): Not bound by the limitations of physical creatures, some shadows can f licker and distort like their namesakes, stretching out to touch victims over much greater distances. These shadows possess the Advanced creature simple template, but instead of gaining a bonus to natural armor, increase their reach with their incorporeal touch by 10 feet.
Hidden One (CR +1): While all shadows are stealthy, some are especially effective at concealing themselves in areas of dim and shifting light. Rather than making Stealth skill checks, these shadows simply have partial or even total concealment among normal shadows, adding a 20% miss chance to their already formidable ability to shrug off many mundane sources of damage.
Plague Shadow (CR +1): Plague shadows appear as Medium-sized shadows of animals associated with disease— typically rats or bats. Rather than simply draining a victim’s Strength on a hit, plague shadows also inf lict a dreaded curse known as shadow blight. Victims of this supernatural disease quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion. A plague shadow has the Advanced creature simple template, but does not gain a natural armor bonus to its AC.
Shadow blight: curse and disease; save Fortitude DC 16; onset 1 minute; frequency 1/day; effect 1d8 Strength damage, upon death, the victim becomes a plague shadow; cure successfully casting both remove curse and remove disease within 1 minute of each other.
Shadetouch Shadow (CR +0): Shadetouch shadows are infused with partially real shadowstuff from the Shadow Plane. They treat the Shadow Plane as their home plane (and thus gain the “extraplanar” subtype on the Material Plane).
A shadetouch shadow lacks the typical shadow’s incorporeal touch—instead, it possesses two claw attacks that each deal 1d8 points of damage on a hit, in addition to the normal amount of Strength damage shadows inf lict.
Vanishing Shadow (CR +1): Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip (see page 51) through the Shadow Plane, vanishing into the darkness and reappearing some distance away. These shadows have the Advanced creature simple template— while they do not gain the bonus to natural armor that this template typically imparts, vanishing shadows possess blink as a constant spell-like ability.
Skeletons variants (Classic Horrors Revisited pg. 54)
Although some common forms are listed below, in many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). Likewise, except as noted, the following variations can be stacked with one another—it’s possible to have an exploding acid skeleton, for example.
Acid Skeleton: The bones of an these constantly ooze caustic acid. Its melee attacks deal an additional 1d6 points of acid damage, and anyone striking it with an unarmed strike or natural attack takes 1d6 points of acid damage. They lose their immunity to cold but gain immunity to acid. Its Charisma is 12. Other energy types, such as electric or frost, can be applied in a similar fashion. (CR +1)
Bloody Skeleton: It is coated in a slick layer of blood and gore infused with negative energy. This gore allows the skeleton to reform and heal itself. It has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1). It gains channel resistance +4. Its Charisma is 14. It gains the special quality Deathless (Su): A it is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. It can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. (CR +1)
Burning Skeleton: It is surrounded by an aura of flames that deals fire damage to those it strikes. It possess a Fiery Aura (Ex): Creatures adjacent to a it take 1d6 points of fire damage at the start of their turn. Anyone striking it with an unarmed strike or natural attack takes 1d6 points of fire damage. They lose their immunity to cold but gain immunity to fire. It gains vulnerability to cold damage. Their melee attacks (including both those made with a natural weapon and those made with a manufactured weapon) deal an additional 1d6 points of fire damage. Its Charisma is 12. It gains Fiery Death (Su): It explodes into a burst of flame when it dies. Anyone adjacent to it when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice it possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the its Hit Dice + the its Cha bonus) halves this damage. (CR +1)
Exploding Skeleton: Also called “bone bombs,” it detonates in a burst of razor-sharp bone fragments when it dies. Anyone within 10 feet of it when it is destroyed takes 1d6 points of damage per hit die of it (minimum 1d6). A Reflex save (DC 10 + 1/2 its Hit Dice + its Cha modifier) halves this damage. Bloody, burning, and multiplying skeletons cannot be exploding. (CR +0)
Host Corpse: This skeleton or zombie has been infested with a swarm of vermin or Tiny undead creatures that it releases from its body. They often hold carrionstorms (see Pathfinder Adventure Path volume #2) or bat swarms in their rib cages, while zombie hosts frequently carry locusts or flesh-eating cockroach swarms (see Pathfinder Adventure Path volume #13) inside their rotting husks. Acid, bloody, and burning skeletons cannot be host corpses. (CR +0, with the swarm’s CR counting as a separate creature)
Magus: These variant skeletal champions and zombie lords are minor spellcasters (typically 5th-level or less) that have retained both their intelligence and their spellcasting abilities. They gain Silent Spell as a bonus feat. (CR +1 plus caster level)
Mudra Skeleton: Sometimes known as “whirlwind skeletons,” these are created with four or more arms, each capable of wielding a weapon. Its Dexterity increases by +4 (instead of +2), and it gains Multiweapon Fighting and Weapon Finesse as bonus feats. (CR +1)
Multiplying Skeleton: This fearsome skeleton variant grows into more skeletons if destroyed. When it is destroyed, its bones reform 1d4 rounds later into two smaller ones with half the Hit Dice of the original.
Each resulting one continues to reform into smaller and smaller sizes. A Colossal one splits into two Huge skeletons, a Gargantuan becomes two Large, a Huge reforms as two Medium, and so on, until its Hit Dice can no longer be halved or the resulting one would be Diminutive or smaller, at which point the skeletons are finally destroyed. Bloody, burning, and exploding skeletons cannot be multiplying. (CR +1)
Skeletal Archer: While not as intelligent or skilled as skeletal champions, these are nevertheless a welcome addition to any undead army. They gain Point-Blank Shot and Precise Shot as bonus feats. (CR +0)
Spectre variants (Undead Revisited pg. 55)
Corpulent Spectre (+1 CR): Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid.
A corpulent spectre gains the advanced creature simple template, and while it doesn’t gain the bonus to natural armor that template normally grants, its Large size grants it greater reach. Although its size category doesn’t change, its reach with its melee attacks increases by 5 feet.
Tuyewera variants (Pathfinder #37: Souls for Smuggler's Shiv pg. 86)
Smaller Tuyeweras: Tuyeweras created from the bodies of gnomes, half lings, or even children of larger humanoids can be statted up by applying the young creature simple template.
Larger Tuyeweras: A tuyewera created from the body of a giant can be Large or larger. You can simply apply the giant creature simple template, but a better solution in this case is to rebuild the tuyewera with all of the appropriate changes to its stats—whenever a tuyewera’s Hit Dice grant it an ability score increase, it increases its Charisma score. A Large tuyewera has 10 HD and is CR 6. A Huge one has 14 HD and is CR 8. A Gargantuan one has 18 HD and is CR 11. The largest, Colossal tuyeweras, have 22 HD and are CR 14.
Vampire variant abilities (Classic Horrors Revisited pg. 50)
Ancient Youth (Su): A vampire with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries. Vampires with this ability are size Small and gain a +4 bonus on all Bluff checks. (+0 CR)
Mastermind (Su): Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. In addition, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy.
Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body. (CR +0)
Noble Dead (Su): A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2. (CR +0)
Sunlight Resistance (Su): This ability provides a vampire a measure of resistance against sunlight. On the second and all later rounds of exposure to direct sunlight, the vampire takes damage equal to one-third of its maximum hit points and is destroyed if this brings it to 0 hit points. The vampire is staggered on any round it is exposed to direct sunlight. (CR +0)
Swarm Form (Su): As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature with its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise. (CR +0)
Wight variants (Undead Revisited pg. 62)
Dust Wight (+1 CR): Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert. These wights are typically found in desert tombs or ruins, and have fiery orange eyes and very little f lesh save for leathery scraps clinging to their bones. A dust wight gains DR 5/ bludgeoning, and when it hits a foe with its slam attack, causes the creature struck to become dehydrated if this victim fails a Fortitude save (same DC as the wight’s energy drain attack). A dehydrated foe becomes fatigued (or exhausted if already fatigued).
Mist Wight (+1 CR): A mist wight can exhale black breath at will as a standard action, creating a 10-foot cube of thick mist that acts as obscuring mist. This tainted air causes living creatures to become fatigued as long as they remain within the mist and for 1 round thereafter. The cloud of mist remains in place for 1 round per HD possessed by the mist wight. Once per day, a mist wight can infuse its breath with the choking stench of the grave, creating an effect identical to a stinking cloud (Fortitude DC 14 negates; the save DC is Charisma-based). Mist wights can sense the subtle intake of breath in creatures around them, and they gain blindsense 60 feet against living creatures who aren’t holding their breath.
Wraith variants (Undead Revisited pg. 55)
White Wraith (+1 CR): Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness. These tortured souls deal 2d6 points of cold damage and 1d8 Dexterity drain with their incorporeal touch. Furthermore, white wraiths do not suffer from powerlessness in sunlight, as do their lesser cousins, and in fact exude an aura of light that causes all creatures within 20 feet to become dazzled as long as they remain within this area of bright illumination.
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.
Zombie variants (Classic Horrors Revisited pg. 54)
Although some common forms are listed below, in many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). Likewise, except as noted, the following variations can be stacked with one another—it’s possible to have an exploding acid skeleton, for example.
Alchemical Zombie: This zombie has been created through alchemical processes rather than necromantic magic. As such, positive energy has less effect on it, giving it channel resistance +2. Its alchemically treated f lesh is also more resistant to damage, granting it an additional +2 bonus to its natural Armor Class above that which it gains based on its size. (CR +1)
Brain-eating Zombie: These terrifying zombie variants feed on humanoid brains. They gain a bite attack that deals damage based on the zombie’s size, and the grab special attack, usable against opponents of the zombie’s own size or smaller. When an opponent dies, the zombie uses its next turn to feast upon its victim’s brain, making spells that require a complete corpse (such as raise dead) useless. Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (CR +0)
Cursed Zombie: Created as the result of a powerful curse rather than through necromantic spells, cursed zombies can bestow a curse upon their victims.
A cursed zombie gains the curse special attack, delivered with its slam attack. Zombie curse (Su) slam; save Will DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; frequency —; effect as bestow curse; cure —. (CR +1)
Gasburst Zombie: These bloated zombies are f illed with toxic gas. When a gasburst zombie dies, it explodes in a cloud of noxious vapors which f ill a 10-foot cube surrounding the zombie. Gasburst zombies are commonly f illed with burnt othur fumes or ungol dust, but any poisonous gas may be used. Gas burst zombies have DR 5/ piercing instead of DR 5/slashing. (CR depends on poison used, usually +1)
Host Corpse: This skeleton or zombie has been infested with a swarm of vermin or Tiny undead creatures that it releases from its body. Skeletal hosts often hold carrionstorms (see Pathfinder Adventure Path volume #2) or bat swarms in their rib cages, while zombie hosts frequently carry locusts or f lesh-eating cockroach swarms (see Pathfinder Adventure Path volume #13) inside their rotting husks. Acid, bloody, and burning skeletons cannot be host corpses. (CR +0, with the swarm’s CR counting as a separate creature)
Relentless Zombie: These have all the powers of fast zombies, and also gain a Climb speed equal to half the base creature’s land speed, the scent special ability, a +4 racial bonus to Survival checks to track by smell, and two additional Hit Dice. (CR +1)
Zombie Lord: Zombie lords are the f leshy counterparts to skeletal champions, rare zombies who have somehow managed to retain their intelligence. Use the normal zombie template for the zombie lord’s Armor Class, base save bonuses, speed, melee attacks, base attack bonus, and damage reduction. Use the skeletal champion template for the zombie lord’s Hit Dice, skills, and ability scores. Zombie lords gain channel resistance +4 and Toughness as a bonus feat. A zombie lord does not gain the staggered special quality. (CR as a zombie of the same Hit Dice +1.)