17 September 2017

Space Monsters: Yrchins and Stargrazers

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There are monsters and there are monsters. Some of them dwell on land, some in the depths of the oceans, some fly across skies, and some soar through the void beyond.

Space monsters are closer in their stats to living starships than regular monsters, though they differ from actual starships in some ways. They are immune to death effects, disease, and poison. They don't have regular ability scores and HD, ignoring effects of ability damage, ability drain, and energy drain. They are not treated as creatures for targeting purpose, but can be affected by effects that specifically affect space creatures. Most of them have either completely alien minds, or lack detectable sentience, making them immune to mind-affecting effects, though some of them respond to communication attempts with various degree of success.

Many space monsters are spread across galaxy without any apparent FTL capabilities, meaning their are either extremely ancient, use some sort of naturally occuring phenomena to travel between the stars, or someone was deliberately spreading them around in the past.

Yrchin
Tier 2
Small space monster
Speed 10; Maneuverability perfect (turn 0)
AC 18; TL 18
HP 60; DT 2; CT 15
Attack (turret) crystalline shards (3d4), crystalline spine (3d8)
Actions
Gunner gunnery +8; fire at will, shoot
Helm Piloting +14; fly, maneuver, stunt (all)
Special
Actions yrchin can take one gunner and one helm action each round, and gains +5 bonus to Piloting checks made to perform stunts.
Critical Hits each critical hit suffered gives yrchin a cumulative –1 penalty to Speed, AC, TL, and checks, and adds +1 to number of hexes it needs to move before turning.
Senses yrchins have short-range sensory apparatus
Weapons crystaline shards are direct-fire weapons with short range and array special property; crystalline spike is a tracking weapon with short range, speed 15, and limited fire 5 special property.


Yrchins have spherical bodies of stone and crystal covered in long spines. They move by projecting electromagnetic fields from some of those spines, and fight by firing shards of their shells. They live among asteroid fields, and stellar debris, feeding on minerals, and absorbing radiation along wide range of frequencies. They are sometimes living in small clusters and tend protect their territory aggressively, though they don't pursue fleeing intruders outside of their territory. 

Stargrazer
Tier 6
Gargantuan space monster
Speed 4; Maneuverability average (turn 2)
AC 18; TL 18
HP 300; DT 10; CT 75
Shields cilia (port 75, starboard 75, aft 100)
Attack (port) cilia (6d6)
Attack (starboard) cilia (6d6)
Attack (aft) cilia (6d6), cilia (6d6)
Actions
Engineer regrow cilia
Gunner gunnery +13; fire at will, shoot
Helm Piloting +13; fly, maneuver, stunt (back off, evade, flyby, slide, turn in place), full power (no Resolve cost)
Special
Actions stargrazer can take one engineer, one gunner or one helm action each round, plus either glide or snapshot minor actions. A stargrazer gains +10 bonus to Piloting checks made to perform stunts.
Critical Hits each critical hit suffered gives stargrazer a cumulative –1 penalty to Speed, AC, TL, and checks, and adds +1 to number of hexes it needs to move before turning.
Senses stargrazer have long range-range sensory apparatus
Weapons cilia are direct-fire long range weapons with array and point blank special properties.

Regrow Cilia (Engineering Action) A stragrazer can use its engineering action to regain 25 shield points in each of its available arcs (port, starboard, aft), up to the listed maximum.


Stargrazers are peaceful giants gathering in the inner parts of solar systems, absorbing solar winds and space dust. They resemble enormous T-shaped mouthless manta-rays, with millions of cilia made of super-strong polymer chains that have microscopic thickness but length of thousands of miles. The cilia are their main feeding apparatus and defense mechanism, though they also double as sensory organs and possibly as means of communications between each other. They are usually assembled into a small pods of a few individuals but occasionally a lone stargrazer can be met. They are not aggressive but they will defend themselves when threatened by turning back to the attackers and lashing with their molecular-sharp cilia.

While stargrazers don't present a threat to space shipping, they are occasionally targeted by unscrupulous scientists, engineers, and salvagers who are interested in researching and harvesting their ultra-strong cilia.

10 September 2017

Monster: Shrewdhead

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Shrewdhead

This enormous troll body has a little gnome growing where its head should be.


CR 12; XP 19,200

NE Huge Monstrous Humanoid
Init +7; Senses darkvision 120-ft., low-light vision, scent; Perception +27

Defense

AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 157 (15d10+75); regeneration 15 (acid, cold iron, fire)
Fort +12, Ref +14, Will +14
Defensive Abilities rock catching; DR 10/cold iron

Offense
Speed 40 ft.
Melee 2 claws +24 (3d6+10/19–20)
Ranged thrown rock +16 (2d8+15)
Special Attacks rock throwing (100 ft.), wicked tricks

Statistics
Str 30, Dex 16, Con 20, Int 21, Wis 21, Cha 21
Base Atk +15; CMB +27; CMD 40
Feats Alertness, Combat Reflexes, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Appraise +20, Bluff +20, Intimidate +23, Knowledge (arcana) +20, Knowledge (nature) +20, Perception +27, Profession (gourmet) +20, Sense Motive +24, Survival +23
Language Common, Giant, Gnome, Sylvan

Ecology
Environment temperate forests and mountains
Organization single
Treasure standard

Special Abilities


Wicked Tricks (Sp) A shrewdhead's gnome part wields fey magics that it can use as a swift action three times per day, producing one of the following effects: baleful polymorph, blindness/deafness, confusion (single target), greater dispel magic, or telekinesis. All the effects are heightened to 6th level and have saving throw DC of 21.


According to a legend, the first shrewdhead was created by a bored fey lord by stitching a gnome to a troll, in place of its head. The troll's preternatural vitality sustained the new creation with the gnome's wits taking over the creature, twisted by pain, rage, and madness into a malice toward fey and mortal alike. Other legends say that the first shrewdhead was a gnome who sewed oneself on a troll body to ascend to a minor fey lord but was banished from the Otherworld into the lands of the mortal, retaining wicked intent and some lesser fey magics.

Currently living generation of shrewdheads is a bunch of solitary, selfish, malicious creatures, occasionally taking lead of lesser giants and trolls. While they lack voracity of actual trolls, they are exceptionally cunning and enjoy tormenting mortals and fey, they are not above eating them given the chance, but always carefully prepared into a fancy meal, never raw.

03 September 2017

Monster: Baitling

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Baitling

A plain-looking halfling, wearing simple, though brightly-colored clothing, surrounded by a sweet and spice scent.


CR 2; XP 2,400

N Small Construct
Init +1; Senses darkvision 60-ft., low-light vision; Perception +0

Defense

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will +0
Defensive Abilities bait's curse, indigestible; DR 2/adamantine or cold iron; Immune construct traits
Weakness vulnerable to fire

Offense
Speed 20 ft.
Melee 2 slams +4 (1d3+1)
Ranged thrown rock +4 (1d3+1)

Statistics
Str 12, Dex 12, Con —, Int —, Wis 11, Cha 16
Base Atk +2; CMB +2; CMD 13 (23 against attempts to spit it out)
SQ delicious aroma, faux intelligence
Language understand simple commands in Gnome and Halfling

Ecology
Environment rural
Organization single, pair, band (3—20), or a village (20—50)
Treasure incidental

Special Abilities


Bait's Curse (Su) Each time a creature bites a baitling it has to succeed a Will saving throw (DC 15) or fall to a bait's curse. Creatures affected with a bait's curse suffer 1d6 points of damage each time they bite any living or dead creature (including each bite taken while consuming a corpse). A bait's curse lasts for one day for each failed saving throw. Any creature that swallows a baitling whole is automatically affected with a bait's curse without saving throw and it will last as long as the baitling remains swallowed plus its normal duration accumulated from failed saving throws when biting baitlings. A bait's curse is a curse effect that can be removed with break enchantment or remove curse (DC 13). Its damage ignore the cursed creature's damage reduction and its saving throw DC is Charisma-based and includes +2 racial bonus.

Delicious Aroma (Ex) Creatures gain +1 morale bonus to attack roll with their bite attacks, +2 if they also posses swallow whole special attack.

Faux Intelligence (Ex) Despite being non-sentient constructs, baitlings are programmed to behave like scared, mostly defenseless folks when facing monsters by flailing around, screaming incoherently, cowering, and making a lot of noise while not actually running away. While they avoid most attacks, defending normally, they only give a superficial resistance to being grabbed and swallowed and they don't try to escape grapple or being swallowed. Once swallowed they start pummeling on the insides of the creature that swallowed them with their slam attacks while resisting attempt to be spit away. They can be ordered to attack creatures that aren't Small (or smaller) humanoids and will follow simple commands in Gnome or Halfling languages. They will also automatically proceed to attack any creatures attacking gnomes, halflings, wayangs or similar Small or smaller humanoids (including children of other humanoids) in their line of sight.

Indigestible (Ex) A baitling gains fast healing 10 when swallowed whole. Spitting out a swallowed baitling requires a grapple check and the baitling gains +10 bonus to its CMD against it. A baitling can be removed by cutting it out with a successful Heal check (DC 20) that requires 1 minute and inflicts damage equal to 1/10th of the creature's total hit points, successful or not.


The first baitlings were creation of gnome magicians as a devious trap on many Otherworldly creatures that would feast on their kin. Later, the techniques for baitlings' creation spread to halflings, kulit, and wayangs, as well as some wizards of other races making child-like baitlings to hunt various cannibalistic monsters.


Variants:

Superior baitlings (CR 4) have advanced template, 6 HD, 45 hit points, AC 17, Fort +2, Ref +5, Will +2, 2 slam attacks or single thrown rock attack with +10 bonus dealing 1d3+3 points of damage. Their curse has saving throw DC of 17 and inflicts 2d6 points of damage per bite, and their indigestible ability grants them fast healing 20 while swallowed whole. They have false thoughts implanted, though they are very rudimentary thinking about meal, work, vague feeling of dread, or outright panic when they pretend to be panicked.

Construction

A baitling is made of finest skin taken from piglets stretched on a wooden frame, filled with mixture of clay, straw, and aromatic herbs.

Baitling
CL 5th; Price 2,200 gp
Requirements Craft Construct, disguise selfprestidigitationunseen servantSkill Craft (leather) or Profession (chef); Cost 1,200 gp.

27 August 2017

Spaceships: Space PIRATES!

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Pirate Harrier
Tier 1/2
Tiny Interceptor
Speed 14; Maneuverability perfect (turn 0); Drift 1
AC 14; TL 12 (+1 pilot)
HP 30; DT —; CT 6
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (forward) linked light laser cannon (4d4)
Power Core micron ultra (80 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 2 armor
Modifiers none; Complement 1
Crew
Pilot Computers +5 (1 rank), Engineering +5 (1 rank), gunnery +4, Intimidate +5  rank), Piloting +10 (1 rank)

A light interceptor whose primary role is threatening poorly armed merchant vessels into submission. Against better armed ships they usually attack in swarms to deplete their shields and make them vulnerable to EMP guns of heavier pirate units.


Pirate Gunship
Tier 2
Small Light Frighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12 (+2 pilot)
HP 40; DT —; CT 8
Shields light 60 (front 15, port 15, starboard 15, aft 15)
Attack (forward) light EMP cannon (special), light plasma cannon (2d12)
Attack (port) gyrolaser (1d8)
Attack (starboard) gyrolaser (1d8)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 1 armor, mk 1 defense; Expansion Bays cargo hold (3)
Modifiers +1 Piloting; Complement 6
Crew
Captain Bluff +8 (2 ranks), Computers +8 (2 ranks), Intimidate +8 (2 ranks), gunnery +4, Piloting +8 (2 ranks)
Engineer Engineering +8 (2 ranks)
Pilot gunnery +5, Piloting +12 (2 ranks)
Gunners (3) gunnery +5

A heavier pirate vessel, with stronger punch, greater resilience, and ability to actually carry away the spoils of piracy. It tactics involves closing to its prey, punching through shields with its plasma cannon and disabling the systems with EMP cannon before demanding surrender of cargo and valuables.


Pirate Salvager
Tier 5
Medium Transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14 (+5 pilot)
HP 85; DT —; CT 17
Shields basic 40 (front 10, port 10, starboard 10, aft 10)
Attack (forward) gravity gun (6d6), light EMP cannon (special)
Attack (turret) flak thrower (3d4), flak thrower (3d4)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems advanced long-range sensors, basic computer, mk 4 armor, mk 4 defense; Expansion Bays cargo hold (4), salvage bay
Modifiers +4 Computers; Complement 6
Crew
Captain Bluff +13 (5 ranks), Computers +14 (5 ranks), Intimidate +13 (2 ranks), gunnery +7, Piloting +10 (5 ranks)
Engineer Computers +17 (5 ranks), Engineering +13 (5 ranks)
Pilot gunnery +8, Piloting +14 (5 ranks)
Gunners (3) gunnery +8

Pirate salvagers are the workhorse of looting operations. Their gravity guns carry big punch and are capable of stopping Medium or smaller vessels (DC 22 to break free), while their EMP cannons systematically disable the defenses. Once the prey is subdued, its cargo is apprehended, along with the worthwhile parts and hostages.

New Technology

Salvage bay is an expansion of a more traditional loading arrangement of a cargo bay. It includes multiple robotic arms or micro-tractor beams, combined with short-range cutting and welding beams. It is uses to salvage cargo and parts of ships whose damage was deemed beyond repair because of costs or time restraint, it can be also used for impromptu mining operations and field repairs. A salvage bay consumes 10 PCU when in use and costs 5 BPs to install.

20 August 2017

Spaceships: Kyo Sunchaser

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Sunchaser
Tier 10
Medium Frigate
Speed 12; Maneuverability good (turn 1); Drift 1
AC 17; TL 17
HP 80; DT —; CT 12
Shields 280 (forward 100, port 40, starboard 40, aft 100)
Attack (forward) light radiant lance (10d6), 2 light plasma torpedo launchers (3d8)
Attack (aft) light radiant lance (10d6), 2 light plasma torpedo launchers (3d8)
Attack (turret) laser net (2d6)
Power Core nova ultra (300 PCU); Drift Engine basic signal; Systems advanced long-range sensors, crew quarters (luxurious), mk 7 armor, mk 8 defenses, mk 2 tetranode computer (tier 5, artificial personality); Expansion Bays life boats, medical bay, recreational suite (HAC)
Modifiers +2 to any 4 checks per round, +4 Computers; Complement 6
Crew
Captain Computers +20 (10 ranks), Diplomacy +20 (10 ranks), gunnery +16, Medicine +20 (10 ranks), Piloting +16 (10 ranks), Sense Motive +20 (10 ranks)
Engineer Engineering +20 (10 ranks)
Gunners (3) gunnery +20 (10 ranks)
Pilot Piloting +20 (10 ranks)

When the Radiant Empire started to expanded beyond the dome of the skies, it has done that with grace and ease that is only expected of the glorious kyo people. Moving into the space and reaching to other planets changed the technology behind the Empire, but the proper forms, the roles, and the mercantile focus of the Empire persisted, though both etiquette and acceptable aesthetic grew even more baroque.

Kyo starchasers are the key vessels of the Interstellar Radiant Empire, bringing the order and the light of the Radiant Emperor through dark of the space. They primary role is guarding merchant vessels, often proactively by hunting pirates and space monsters.

Each starchaser is lead by a respectable captain, usually of the Gold caste, who also acts as the vessel's physician, counselor, and science officer. Engineers are usually of the Brown caste, gunners come from Night caste, though Brown and Silver are becoming more and more common as the need for skilled gunners grows. Pilots are always of the Silver caste, for now at least. Notably, the pilot is primarily responsible for actually managing the vessel in combat when it comes to tactics, with captain being responsible for encouraging the crew and taking strategic decisions.

Starchaser use doctrine expects taking advantage of its significant speed and range of its weapons to keep a distance from an enemy. It also puts a stress on minimizing risk to the vessel itself, because of its high cost, and the presence of valuable kyo crewmen onboard, unless life of kyo civilians is at stake.

New Technology

Radiant lances are kyo-designed variant of persistent particle guns, emitting a beam of particles that enhance the signature of the ship struck, reducing TL of a ship hit by 2 until the end of the following round. Light radiant lance is equivalent of persistent particle beam, with long range and 10d6 points of damage. As the kyo do not share technical details of this construction, it's very unlikely to appear on non-kyo vessels.

13 August 2017

Monster: Catnip

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Catnip

This green cat looks like if it was made of grass, leaves, moss, and vines.


CR 7; XP 3,200
N Small Plant
Init +7; Senses low-light vision, scent; Perception +20
Aura feline madness (30 ft.)

Defense
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 85 (10d8+40)
Fort +10, Ref +6, Will +6
Defensive Abilities cat trap; Immune plant traits; Resist acid 10, electricity 10

Offense
Speed 30 ft.
Melee bite +11 (1d4+3), 2 claws +11 (1d4+3), 
Ranged aromatic juice +11 touch (special)
Special Attacks pounce, 2 rakes +11 (1d4+3)

Statistics
Str 16, Dex 16, Con 16, Int 11, Wis 17, Cha 11
Base Atk +7; CMB +9; CMD 22
Feats Ability Focus (cat trap), Alertness, Combat Reflexes, Improved Initiative, Toughness
Skills Perception +20, Sense Motive +5, Stealth +20
Language olfactory telepathy 30 ft.

Ecology
Environment temperate forests and plains
Organization solitary, or solitary with retinue of 2–12 feline creatures of various sorts
Treasure incidental

Special Abilities


Aromatic Juice (Ex) A catnip can spit a dollop of its juices, hitting a single creature or object within 30 feet on a successful ranged touch attack. The juice is corrosive dealing 2d4 points of acid damage at the start of the catnip's round for three rounds. Additionally, its aroma is attracting and aggravating nearby felines and similar creatures. Any feline attacking creature or object that is marked with aromatic juice gains +2 morale bonus to attack and weapon damage rolls. This bonus also applies to any attacks made by the catnip itself, overriding it's normal immunity to morale effects. Any feline that is driven to attack a random creature by the catnip's aura of feline madness, will always attack creature marked by the catnip's aromatic juices if it is within its movement range (or pick one of those randomly if more than one marked creature is nearby).

Aura Of Feline Madness (Ex) A catnip constantly releases a cloud of aroma that acts as a potent drug on cats and other feline creatures. Any creature related to felines that enters the aura, or starts its turn within the aura does not hold its breath becomes confused for 1 round unless it succeeds a Will saving throw (DC 18), with "act normally" result being replaced with running around randomly (roll 1d8 to detremine direction of each move action), and "babble incoherently" resulting with the feline being fascinated by the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect. Moderate or stronger wind suppressed the aura within affected squares.

Cat Trap (Ex) When a feline-like creature bites or merely licks a catnip, it has to succeed a Will saving throw (DC 20) or it becomes charmed for 1d4 days as per charm monster. When a charmed feline creature witness another creature attacking the catnip, the feline flies into rage (as per spell) for 2d4 rounds while defending the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect.

Olfactory Telepathy (Ex) A catnip can communicate with creatures affected by its aura of feline madness or cat trap abilities, but the communication is limited to basic, non-abstract ideas.


Catnips are sapient plants capable of driving felines and feline-like creatures, including catfolk, various magical beasts, and even cat-like outsiders, crazy and protective of the catnip they were exposed to. Despite their considerable intelligence and cunning, catnips don't communicate with other creatures, except directing their thralls via hallucinogenic smells.

According to some legends the original catnips were created by gods as a weapon against rakshasa, or a tool of an evil god to sway cats protecting good people from his legions. Rakshasa scoff at the former, claiming they created catnips for their own pleasure, while catfolk repeat tales of catnips being at first a divine reward for their heroism in the war against evil, only later tainted by the dark forces.


Variations:
Catnip bush (CR 9) has advanced and giant templates, its aromatic juice inflicts 3d6 points of acid damage per round, and its aura, juice, and olfactory telepathy ranges extend to 60 feet, though it lacks pounce and rake special attacks.

06 August 2017

Monster: Revivifier

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Revivifier

This small, grey skinned figure of indeterminate gender has bald head with barely visible stump for a nose and black, beady eyes. Its narrow mouth lack lips and its teeth resemble tiny needles. The creature wields a staff of bone and wears a tattered robe.


CR 13; XP 25,600
NE Small Outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft., deathwatch; Perception +25
Aura desecrate (40 ft.)

Defense
AC 28, touch 18, flat-footed 16 (+4 armor, +4 deflection, +4 Dex, +1 dodge, +4 natural, +1 size)
hp 81 (18d10–20); life field (90 temporary hit points)
Fort +14, Ref +14, Will +15
Defensive Abilities life field, unholy grace; DR 10/good; Immune death, disease, energy drain, exhaustion, fatigue, fear, nauseated, poison, sickened; Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Weakness empty shells

Offense
Speed 20 ft., fly 20 ft. (perfect)
Melee vampiric touch +23 touch (10d6+10)
Ranged vampiric touch +23 touch (10d6+10)
Special Attacks bone staff, channel negative energy 10d6+10 (6/day, DC 24), vampiric link
Spell-Like Abilities (CL 20th; concentration +21)
Constant—deathwatch, widened desecrate (centered on revivifier), mage armor
At Will—animate dead, call spirit (only to contact the soul trapped in a touched container, DC 18), command undead (DC 17), decompose corpse (DC 14), gentle reposegreater teleport (restricted to self, 50 lbs of equipment, and undead under its control), speak with dead (DC 16)
3/day—create undead, quickened command undead (DC 17)
1/day—contact other plane (Lower Planes only), create greater undead

Statistics
Str 8, Dex 18, Con 8, Int 17, Wis 11, Cha 13
Base Atk +18; CMB +16; CMD 34
Feats Ability Focus (command undead), Alertness, Dodge, Extra Channel, Improved Initiative, Quickened Spell-Like Ability (command undead), Skill Focus (Heal), Skill Focus (Knowledge [religion]), Weapon Finesse
Skills Fly +14, Diplomacy +22, Heal +22, Intimidate +22, Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge (religion) +30, Perception +25, Sense Motive +25, Stealth +29
Language Abyssal, Celestial, Draconic, Infernal, Protean; telepathy 100 ft.
SQ change shape (undead anatomy I–IV), necromantic expertise

Ecology
Environment any
Organization solitary
Treasure standard

Special Abilities


Bone Staff (Su) A revivifier wields a staff of bone that is extension of its essence. If the staff is destroyed, it can reform it from bones of Small or larger humanoid creature in a hour long ritual. The bone staff increase damage and healing of the revivifier's channel negative energy and vampric touch abilities by 1 per die, and increases saving throw DC of necromantic spell-like abilities by 2 (already included in the statistics).

Channel Negative Energy (Su) A revivifier can channel negative energy like a 20th level 
cleric, except it affects whole area affected by the revivifier's desecrate aura instead of 30-ft. burst.

Empty Shells (Ex) A revivifier can only use its undead-creating abilities on corpses whose souls were taken via bargain, destroyed, stolen, or otherwise seriously damaged, or when the subject was killed by a death effect, or on bodies of creatures that explicitly agreed to be reanimated as undead by revivifier while still alive.

Enlivening Channel (Su) When a revivifier uses it channel energy ability to heal undead, or harm living beings, all the undead within range gain benefits of haste for 1 round.

Life Field (Su) A revivifier is protected by a force field composed of stolen life-force. A life field can hold up to 5 temporary hit points per revivifier's HD for indefinite period of time.

Necromantic Expertise (Ex) A revivifier can create beheaded and necrocraft while using its animate dead spell-like ability alone, without the need for other spells or components.

Unholy Grace (Su) A revivifier gains +4 resistance bonus to saving throws and +4 deflection bonus to AC, and it can be healed by negative energy effects as if it was undead, though it is also healed by positive energy like a regular living being. A revivifier is also immune to ability damage and ability drain special attacks of undead creatures.

Vampiric Link (Su) A revivifier can create a bond between itself an a living being within its line of sight as a swift action. When this ability is used and at the start of each revivifier's turns thereafter, the subject of the link loses 5 hit points and the revivifier gains 5 temporary hit points, up to the maximum capacity of its life field. This ability is suppressed but not ended when the target is out of the revivifier's line of sight or when the revivifier's life field is at maximum capacity. The vampiric link ends when the subject dies or the link is broken with break enchantment, dispel evil, remove curse or similar effect (DC 10 + the revivifier's HD). This is a curse and evil effect.

Vampiric Touch (Su) A revivifier can use vampiric touch as a supernatural ability. It can use it with a ranged touch attack against creatures within area of its desecrate aura.


Revivifiers are evil outsiders who found themselves a peculiar niche (or maybe were formed from the essence of the lower planes to fill it). As the souls are precious commodity among the fiends, the rampages and machinations of various evil fiends tends to leave a number of soulless bodies. This is where revivifiers step in, taking care of unattended corpses.

Revivifiers live as fiendish scavengers, animating bodies of the damned and using them for their own benefit, often leasing them in service to other fiends, or releasing them from their control and letting them roam the material world, haunting the mortals and undermining the confidence in gods and celestial forces. They occasionally act as mercenary necromancers, creating undead tailored to another fiend's or spellcaster's order. Many of revivifiers activly seek and destroy knowledge of necromancy, desiring to restrict ability of mortals to create undead beings, though a few do share snippets of necromantic lore here and there.

Interestingly, revivifiers are often seen as a sort of mercenaries by devils, demons, daemons, kytons, and sahkils, and as long as they do not interfere in fiendish operation, or currently employed by their enemies, allowed a limited right of passage, and often allowed to take care of mortal corpses without much fuss. They sometimes partner with night hags, who steal souls leaving empty corpses for revivifiers to animate.