Pathfinder - PZO - Adventure Path - Second Darkness - #02 - Children of the Void blogger.com Pathfinder - Psionics Expanded - Pawns and Powers (OCR).pdf. Pathfinder Adventure Path - In which, even as ot power and, in some her lords of the Abyss rise to great true mantle of div triumphant exceptions, attain the Abyss fill endless gr inity, the countless failings of the of the Pathfinder Book Of The Dead written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories. Pathfinder Campaign Setting: Book of the Damned—Volume 2: Lords of Chaos Gaze into the Abyss! Spawned from the darkest depths of the Abyss, the howling hordes of 3/11/ · Pathfinder Starfinder Board Games Store Organized Play Community Lords of Chaos is a page book that includes: Complete descriptions of more than 40 demon lords ... read more
In the short term, its worshipers remain—either desperate to ignore the death of their god or hoping that through their faith they might return their demon to life. In a way, their faith can do just that, for the body of a demon lord does not discorporate when slain—it returns to the Abyss as a whole. The body leaves behind its material tools and relics, and even the flesh and bone of its form, yet what might be regarded as a soul forms a sort of blasphemous pearl in a region of the Abyss known to travelers as the Rift of Repose.
Here, strange stony forms emerge from the walls of an endless chasm, immense bodies preserved as if they were giants in the earth, monstrous fossils of vanquished evil. Their clerics go mad and lose their magical powers. And in time, as stories of their depredations fade into obscurity, they are forgotten. All that remains in most cases is a name scribbled in the marginalia of decaying tomes, yet on these pages a select few of those names shall persist forever—a final testament to accompany the stony forms that hang over the black in the Rift of Repose. For if a name is preserved long enough, might not that name give rise to life again? Aolar, Lady of the Hunt The demon lord Aolar was fond of traveling to other worlds and hunting heroes, typically by leaving her body in a well-defended fortress perched on the edge of one of the uppermost rifts of the Abyss and sending her mind out across the Abyss to lie in wait for a powerful hero to die.
It was certainly only with the support of Calistria, Sarenrae, and Shelyn all of whom had had their own churches targeted by Aolar in the past that Desna emerged from the scandal intact. Ibdurengian, Lord of the Red Tide Deskari was not the only demon lord that Aroden waged war against. In his mortal life, Aroden often came into conflict with a demon lord by the name of Ibdurengian, an aquatic demon of great size that resembled a darkly handsome merfolk with the lower body of a thrashing, spiny, three-headed eel. She served the Silken Sin as both lover and assassin, specializing not only in the murder of her victims but also the defamation of their memories—she left those she slew with a legacy of shame and scandal such that their mourners could not bear the thought of resurrecting their fallen allies.
Vyriavaxus, Lord of Shadows Once the master of the shadow demons, bat-like Vyriavaxus could drink souls from living mortals with his tongue, just as his beloved vampire bats sup blood from flesh. She slew him to gain a measure of control over his shadow demons, an act that some believe to be a prelude to a terrible consolidation of power over all seven of the deadliest sins. Xar-Azmak, Lord of Rust Just as flesh decays and slides from the bone, so does metal rust away into ruin. Xar-Azmak, known to some as the Sin of Steel, appeared as a twisted and crumbling, horned and hoofed iron golem. He scoured the Abyss and its neighboring realms, spreading decay and entropy to not only metals, but to stone and flesh and bone and hope, rusting all with his noxious touch and rasping aura.
From the Book of th e Damned In which, even as ot power and, in some her lords of the Abyss rise to great true mantle of div triumphant exceptions, attain the Abyss fill endless gr inity, the countless failings of the of the Rift of Reposaves and become one with the walls e. For she can cast from her womb such a myriad of life as to shame the most slattern of mortal mothers, such that these voracious souls, these writhing larvae, might gnaw at her wondrous flesh to gain potential no mere mortal could pass to its child. Those who preach against her fecundity do so not from righteousness, but from the basest jealousy and rawest envy imaginable. When the first sinful mortal souls were judged by Pharasma and sent on to their ultimate fates, those sent into the Abyss did not manifest as the Damned and enter the remorseless machine that is Hell, nor did they rematerialize in their living bodies on Abaddon to become prey for the daemonic host.
Those who came to the Abyss manifested as larvae—wormlike creatures with pale, glistening bodies and twisted human faces stretched over the pulpy and chitinous masses that now passed as their heads. These larvae gathered on the rims of the Abyssal rifts, and as the countless worlds of the Material Plane continued to offer up sinful souls as grist for the Abyss, vast seas of larvae began to choke the realm. This lord had long held a strange interest in the qlippoth of the deepest Abyss, and in his realm kept many as stock for experiments and investigation. Intrigued by the potency of larvae, the ancient Horseman began to conduct experiments with larvae and qlippoth—experiments that showed immediate promise. Over time, the nameless Horseman perfected his methods, and at last was able to trigger a most unholy transformation.
The amalgamation of sinful soul-stuff and living matter birthed eons ago by the Abyss convulsed and transformed from the inside out, making something entirely new: the first demon. Legends vary on the subject of who this first demon may have been. While many believe the creature born that fateful moment would eventually become Lamashtu herself, much evidence suggests otherwise. If not Lamashtu, it seems likely that this first demon has long since been slain and reworked into some strange new form by the Abyss—apocalyptic scholars and explorers believe that the first demon may still exist in some deep and undiscovered node in the Abyss or beyond, and that its reemergence into the multiverse will presage a new age of transformation in the Outer Rifts.
Yet the nature and fate of that first demon are overshadowed by a much greater event that occurred a moment after its creation. For the creation of that first demon, that first transformation of mortal soul into demonic life, did not go unseen or unknown. The Abyss itself felt the transformation, and almost as if the act were akin to plucking a load-bearing pebble from the fractured expanse of a vast dam, the transformation spread explosively. Across the Abyss, spasms of birth shuddered through the squirming seas of larvae. Waves of undulant f lesh f lowed over the edges of the rifts as individual larvae—their guts gorged upon Abyssal plants or f lesh, filth, and decay—transformed into demons by the millions.
This chain reaction filled the Outer Rifts with a violent new form of life in the span of a few heartbeats, and in an eyeblink demons became the most populous of the fiendish races. Not every larva was fit for transformation, and while the number of lingering souls had been vast, it had not been truly infinite. Yet the demons far outnumbered the other denizens of the Outer Rifts. Qlippoth, once the masters of the Abyss, were hunted to near extinction and f led into the deepest canyons where even the demons feared to go. Countless daemonic infestations were destroyed in a matter of minutes by the demonic tide—these fiends retreated in shock to their realms on Abaddon, and for many ages, that realm was also overrun by demonic invaders. Even on the shores of Hell itself, the change had an impact, as the infernal realm suffered a rare siege that it only barely held its own against.
After the initial explosion, demonic growth quickly leveled out, albeit at an unimaginably vast population. Hell regained control of its borders. Abaddon drove out its invaders and reclaimed the lands that had been stolen from it. The forgotten Horseman who had triggered this new age was slain and erased from memory forever—though whether by the tide of demons that rose up around his fortress or by his incensed apocalyptic kin, no one can say. Yet the Abyss itself had forever changed, and the mantle of its rule now lay firmly in the grip of the demonic horde. While the demon lords are unique and individualistic, the demons themselves are shaped and formed by the constants of sin. When a soul filled with sin comes to the Abyss and makes its transformation into a full-f ledged demon, that transformation, like water, follows the path of least resistance— the results of these transformations almost always manifest as one of the known races of demon.
Individually, these demons can vary in appearance as greatly as the humanoids from which they were born, but overall, the number of types of demonic races remains quite small. Presented on the following pages in order of ascending power and authority are the demons best documented by scholars of the Abyss, as well as several closely guarded secrets of summoning known to the greatest of mortal conjurers. Source: Page Associated Sin: Arson. Preferred Sacrifice: A living creature to burn alive, or any valuable object worth at least gp to be incinerated. They typically serve as the basest of slave laborers, often forced into the most unpleasant and grueling of tasks, as befits creatures born of sloth. The life of a dretch is an eternity of misery. Most dretches are summoned to the Material Plane by less-powerful spellcasters to serve as guardians.
Source: Pathfinder RPG Bestiary Associated Sin: Sloth. Preferred Sacrifice: A promise that at least one third of its time in servitude can be used to rest. They make excellent assassins, and when paired with other creatures, they are shockingly adept at using sneak attacks to pick apart foes. Their ability to use dispel magic at will makes them popular bodyguards, as spellcasters can use them to combat magical effects that would otherwise render them helpless. Associated Sin: Murder. Preferred Sacrifice: A living, intelligent creature given to the babau to savage and murder. Quasit Quasits are unusual in that they are one of the few demon types that do not form directly from larvae.
Such demons usually resign themselves to f inding a minor band of savage humanoids to torment or rule until they can f ind a way to return to the Abyss. Associated Sin: None. Preferred Sacrifice: A promise to send the quasit back to the Abyss when its task is done. Shadow Demon Shadow demons and vermleks are often conjured for similar reasons—to inhabit the body of a captured enemy and then use that body as cover for espionage or assassination. Conjuring a shadow demon into an area of sunlight can make the task safer, but doing so enrages the demon and imparts a —6 penalty on any Charisma checks made to secure a bargain with the fiend. Associated Sin: Envy. Preferred Sacrifice: An attractive or capable body for the demon to inhabit during its mission. Vermlek Know to some as worm demons, vermleks are usually called to the Material Plane for their ability to inhabit dead bodies. Necromancers value them for their ability to heal undead, and have been known to use them to support or lead undead patrols.
Associated Sin: Violation of the dead grave-robbing, necrophilia, etc. Preferred Sacrif ice: A freshly dead and attractive body for the vermlek to inhabit and def ile for an hour before its task begins. Succubus Succubi are perhaps the most infamous demons, often summoned by lonely or thrill-seeking spellcasters simply for a night of dangerous passion. They also excel at espionage and assassinations, but are not good choices for straight-up combat or guardian duties. With their ability to charm foes and understand languages, they make incredibly efficient torturers, translators, or information retrieval specialists. Finally, many spellcasters strike bargains with succubi to gain their profane gifts, even though accepting such a gift places a spellcaster at risk of being manipulated by the demon. Associated Sin: Lust. Preferred Sacrifice: A creature preferably a virgin or someone that the spellcaster loves for the succubus to ravish and drain energy from, or allowing the succubus to impart a profane gift to a person beloved by the spellcaster.
Brimorak Brimorak demons, known sometimes as arson demons, are a popular choice for lesser planar binding or lesser planar ally, as they represent a fairly formidable combat option at the upper end of what these spells can conjure. As a result, these demons are typically conjured to serve as soldiers or magical support—their 34 Demonkind Nabasu Hezrou Nabasu demons known also as death demons or glutton demons are a dangerous choice for a spellcaster to summon, though they are desirable as powerful combatants with strong battle and infiltration skills. The fact that they can not only become more powerful during their service but also recruit and create their own armies of undead slaves means that a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude.
Associated Sin: Gluttony particularly cannibalism. Preferred Sacrifice: A humanoid that the nabasu can use to feed upon and gain a growth point. Known also as swamp demons or toad demons, hezrous are foul and unpleasant creatures that most conjurers avoid commanding simply because of the hideous stench associated with them. Those who can stomach the foul stink, though, find these creatures to be particularly effective as bodyguards or solitary guardians. The stench they exude, combined with their spell-like abilities, makes them effective solo combatants, especially against good foes.
Boggards in particular believe hezrous to be sacred, and while most boggard spellcasters cannot command these potent demons, they often conjure them simply to let them loose upon the world. Associated Sin: Poisoning, pollution of the body, pollution of the world. Preferred Sacrifice: Potions or poisons worth a total of at least gp. Omox Omoxes are excellent choices for use in aquatic environments, or for infiltrating fortresses through routes too restrictive or narrow for most larger creatures to travel. In life, these slimedripping and amorphous demons were those who befouled or destroyed objects of beauty—they are similar to hezrous in this way, save that they form from the souls of those who found satisfaction not from the act of pollution but from the act of using pollution to despoil.
Source: Pathfinder RPG Bestiary 2 Associated Sin: Destruction and desecration of beauty. Preferred Sacrifice: An air-breathing creature for the omox to smother, or any beautiful work of art worth at least gp for the omox to destroy. Vrock Known also as vulture demons or wrath demons, vrocks are violent and eager to serve in any role that allows them to partake in their passion for mayhem. Spellcasters with the resources and willingness to take on the risk of controlling multiple vrocks often use these conjured demons as specialized and efficient soldiers. In larger numbers, their dance of ruin can become quite devastating, far beyond the power of most creatures a conjurer can normally call with spells like planar ally or planar binding. Associated Sin: Wrath. Preferred Sacrifice: A living, intelligent creature to slay, or a work of art worth at least gp to tear apart and befoul. Glabrezu The immense glabrezu demons, known also as treachery demons, are the most powerful demons a conjurer can call with planar ally and planar binding.
Their physical might alone makes them a desirable choice for the role of guardian or soldier, and their spell-like abilities give them even greater versatility. Yet the primary reason the desperate or foolish summon these demons is their power to grant wishes to mortals. Even though all wishes granted by glabrezus manifest in the most destructive and ruinous way possible, many spellcasters feel the cost is well worth it. The repercussions of these greedy and self-centered wishes typically cause more damage than the glabrezu could on its own. Associated Sin: Betrayal, treachery, and treason. Preferred Sacrifice: Information about powerful families or nations, or other secrets that the glabrezu can use to undermine society. Kalavakus The kalavakuses, also known as horned demons, form from the souls of those who were slavers in life. They have a large number of spell-like abilities to command, control, and manipulate creatures, particularly humanoids, and are often conjured to serve as commanders for groups of humanoids that a spellcaster might wish to bend to his will.
They also serve well as bodyguards, for they are among the more powerful creatures capable of being called by planar ally or planar binding. Associated Sin: Slavery. Preferred Sacrifice: A CR 4 or greater creature, typically a humanoid, that the kalavakus can dominate or command to serve as a slave to aid it in the task at hand, and whom the kalavakus can bring with it on its return to the Abyss. They can also serve as advisors—each nalfeshnee has its own areas of intellectual specialization and knows lifetimes of secrets. Bargaining with a nalfeshnee for information can be unintentionally dangerous, as these demons almost never reveal greater secrets than those they learn in exchange. Associated Sin: Greed. Poised at the upper end of demonic life capable of being conjured by greater planar binding or greater planar ally, the tremendously violent vavakias are well suited to aid in warfare, sieges, or other situations where siege engines or mass destruction is warranted.
These demons are known to be eager to serve in minor or petty roles that other powerful demons might balk at, provided they have the opportunity to spread destruction and ruin and to feed on souls. Associated Sin: Destruction of souls. Seraptis Vrolikai As with most powerful demons, the seraptis can serve as an excellent guardian or combat specialist, but its powerful magical abilities make it even better suited to serve as a subcommander of troops. Associated Sin: Hopelessness and suicide. Too powerful to be conjured by any effect less than a fullf ledged gate, the vrolikai are among the most dangerous of demonkind. These monsters represent the ultimate evolution of a nabasu demon, gorged to satiation on mortal life and returned to the Abyss, where it undergoes a final transformation into a creature nearly equal in power to the dreaded balor. Vrolikai serve well in any roles the much less powerful nabasus excel at, but their greater power makes them all the more dangerous to traffic with.
Associated Sin: Gluttony. Preferred Sacrifice: An offering of no less than a dozen lawful or good humanoids for the vrolikai to feed upon. Each offered victim in excess of this minimum of 12 counts as gp worth of the material component cost in offerings—an offering of 32 or more sacrifices negates the 10, gp cost for using gate to call upon a vrolikai. Shemhazian These bestial demons are as destructive as they are huge— spellcasters who summon a shemhazian should take care that their environs are both large enough to house the elephant-sized demon and sturdy enough to withstand its presence. Formed from the souls of torturers and mutilators, shemhazians take to tasks that allow them to continue their gory passions, but resist serving in less violent manners. Associated Sin: Torture, mutilation.
Preferred Sacrifice: No less than a half-dozen bound captives for the shemhazian to rip apart. Balor The most powerful demonic race, balors can only be summoned to the Material Plane via magic on par with gate. They do not enter servitude lightly, as balors deem themselves masters in all situations save for those directly relating to a demon lord. Balors, known to some as fire demons, are swift to seize chances for revenge against those who dare conjure them—if denied such immediate revenge, they are capable of holding grudges for centuries, and have even been known to seek out the souls of those who escape their wrath to haul them physically back to the Abyss for forced transformation into larvae. Those who command balors must themselves be forces to reckon with, or else are fools of a magnitude rarely seen among those capable of wielding such magic. Associated Sin: All sins, taken to an ultimate degree of excess. Preferred Sacrifice: Any helpless good or lawful outsider of at least CR 15 in power, or any helpless cleric or paladin of a good or lawful deity of at least 15th level or higher, offered up to the balor to use as he wills.
Marilith Although mariliths known also as pride demons or serpent demons are among the most devastating demons in melee combat, they are also among the most arrogant of demonic races. A conjurer who attempts to force a marilith to take a task below what she feels is her standing suffers a —6 penalty on his Charisma check to secure her aid. Roles such as serving as the commander of a cult or the general of an army are the minimum level of prestige a marilith typically accepts as worthy of her talents. Associated Sin: Pride. This is the role nascent demon lords are built for. A nascent demon lord ranges in power from CR 21 to CR 25, and as such works perfectly as a final foe at the end of a full campaign, with a 20th-level party facing off against the demon in a climactic battle.
The best way to build stats for a nascent demon lord is to build them from scratch, customizing them entirely using the rules in Appendix 1 of the Pathfinder RPG Bestiary. When a demon of any race grows powerful enough, by advancing in Hit Dice, taking class levels, or simply gaining strange powers and abilities from eldritch sources in the Abyss, it undergoes a new transformation. Just as the demons themselves are shaped from the raw materials of sin-gorged larvae, demon lords are formed from powerful individual demons. Yet with very few exceptions, a full-f ledged lord is never born fully formed—instead, each must build power and resources during an extended period of transformation. Demons in this transitional stage are known as nascent demon lords. The means by which a demon can become a nascent demon lord are as varied as the lords themselves.
Some might make this transformation simply by achieving a certain level in a prestige class. Others might need to undertake a strange ritual, while still others must conquer Abyssal realms and subjugate armies of fiends. It is the Abyss itself that makes the decision on whether a demon deserves to begin the transformation to lord—sometimes with the aid and blessing of a current lord serving as a mentor or patron, while other times in abject defiance of a demon lord actively working to prevent a loathed minion from making this first step to greater power. At any one time, there exist hundreds if not thousands of nascent demon lords on the Abyss. The vast majority of these are comparatively new and will not last for long—competition and conf lict between nascent demon lords is common, and wars work well to ensure only the strongest survive.
While nascent demon lords might superficially resemble the types of demons they used to be, the longer they exist and the closer they grow to full apotheosis as demon lords, the more unique in shape and power they become. Nascent Demon Lord Traits Whatever powers and abilities a nascent demon lord possesses, all of them possess the following traits in common. These traits replace the normal demon traits, in many cases with more powerful variants of the typical demon racial traits. Nascent Demon Lord Traits: A nascent demon lord is a powerful demon that has not yet made the full transition from unique demon to full demon lord of an Abyssal realm.
The typical nascent demon lord traits are similar to those possessed by a typical demon, only more potent, as summarized here. This ability always works, and is equivalent to a 9th-level spell. Creating a Nascent Demon Lord Demon lords themselves are full demigods, and as mentioned earlier in this book, if they were to be fully statted out, they would likely have CR scores of 30 or higher. Foes of this strength are not appropriate for use in the majority of campaigns, yet the campaign wherein the PCs strive against and eventually face off against a powerful and unique demon CR 21 22 23 24 25 Nascent Demon Lord Statistics by CR Hit Points Armor Class 37 39 40 42 43 High Low Attack Attack 31 24 32 25 33 26 35 27 36 28 Average Damage High Low 98 37 Primary Ability DC 27 28 29 30 30 Secondary Ability DC 20 21 22 23 24 Good Save 23 23 24 25 26 Poor Save 18 18 19 20 21 2 Pathfinder Campaign Setting: Lords of Chaos Sample Nascent Lords hundred pounds.
Despite his emaciated and seemingly fragile frame, which he can fold up to appear like little more than a tangled mess of old bones, he possesses great strength. He can pull forth bones from living creatures, animate the dead to serve his foul lusts, and can even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one. Commander: None. Realm: The Harem Graves Malvyrea. Unholy Symbol: Skull wearing a wedding veil. Obedience: Engage in acts of necrophilia. Boons: 1 command undead; 2 animate dead; 3 move earth. The nascent demon lords presented below comprise the most powerful of their kind currently active in the Abyss. All of these nascent demon lords are CR 25 and nearing a point where any one of them could make the transition to full-f ledged demon lord. Nascent demon lords can also grant boons, but their boons are less complex than those granted by full demon lords, manifesting only as spell-like abilities usable once each per day.
The domains and favored weapon for each nascent demon lord are listed on the inside front cover of this book. Murnath Lumbering Murnath, the Horned Rat, dwells in the foul sewers below the city of Yanaron—it is said that not even Lamashtu knows the full extent of these sewers, but Murnath knows them entirely. Served by rats, chaotic evil wererats, and other sewer-dwelling beasts, Murnath himself appears as a muscular horned rat the size of a horse, with a series of thin poison spines at the tip of his tail, and paws that bear a hideous resemblance to human hands. Commander: Lamashtu. Realm: The sewers of Yanaron Kurnugia. Unholy Symbol: Horned rat seen in profile with a long tail encircling it. Obedience: Meditate while f loating in sewage or similar filth. Boons: 1 summon swarm; 2 beast shape II; 3 control water. Feral and bestial, Daclau-Sar has little time or interest in politics or trickery. His bite causes a horrific wasting disease, and he commands all manner of scavenging beasts.
Realm: Xorian Mountains Kurnugia. Obedience: Eat at least a pound of carrion. Boons: 1 death knell; 2 contagion; 3 beast shape IV. The Nightripper Izyagna In life, the Nightripper was a prolific serial killer who preyed upon the people of no less than a dozen cities. When he was finally caught, he claimed to have murdered men, women, and children with his knives, leaving them broken and bleeding to death at the bottom of pits scattered throughout the Inner Sea region. He miraculously survived a dozen executions, growing more and more broken and insane with each survival, until finally he perished and went to the Abyss. He appears as a hideously burnt and mutilated human wrapped in blood-soaked strips of black cloth and wielding a razor-sharp bastard sword.
Unholy Symbol: Skeletal hand with knives for fingers, partially wrapped in a strip of black cloth. Obedience: Perform a series of cuts upon the f lesh while periodically auto-asphyxiating. Boons: 1 spiritual weapon; 2 phantasmal killer; 3 harm. Known as She of the Sevenfold Swarm, Izyagna exists not in one body but in seven. Each of these bodies looks similar—a horrific, ant-like creature. Yet each body is also capable of transforming into one of seven different humanoid forms human, elven, dwarven, gnome, half ling, half-elven, and halforc —each of these forms can vary in specific appearance. The seven bodies share one mind, can command swarms with a thought, and can spread madness and wrath through a crowd like a swift-acting plague. Realm: The slums of Yanaron Kurnugia. Obedience: Meditate while within a swarm of ants.
Boons: 1 enthrall; 2 giant vermin; 3 mass suggestion. Menxyr Cadaverous Menxyr, known to many as the Coffin Groom, stands nearly a dozen feet high but weighs barely over a 38 Demonkind Ovonovo Commander: None. Realm: The Razormaze Glaciers Jhuvumirak. Unholy Symbol: A frost-caked, skeletal, three-fingered hand. Obedience: Meditate while carving complex runes into the f lesh of a frozen creature, or while naked in freezing environs. Boons: 1 chill metal; 2 ice storm; 3 freezing sphere. A vast, pale shark the size of the largest ships, Ovonovo can appear as a human as she wills, often doing so to command a ship of unfortunates, only to deliberately drive the ship aground so she can enjoy the panic of sailors aboard a sinking ship before she slips into the sea to assume her true form and feed on her crew. Realm: The Flensing Rocks Ishiar.
Unholy Symbol: Ship being swallowed by an immense shark Obedience: Allow a shark to bite you and then focus on the pain while f loating in seawater. Boons: 1 wood shape; 2 summon monster IV 1d3 sharks only ; 3 beast shape IV sharks only. Treerazer began to corrupt Kyonin into a swampy realm more to his liking, but when he discovered the elven portal network and attempted to twist the magical gates to re-link his new realm to the Abyss, the elves returned. Treerazer lost the resulting war, but retained a portion of southern Kyonin as his realm—this is the swamp known as Tanglebriar. Treerazer lives there still, a constant threat to the elven nation as he works to find a way to become a true demon lord so he might return to the Abyss more powerful than before. World Guide: The Inner Sea provides full statistics for Treerazer.
Realm: Tanglebriar Kyonin. Unholy Symbol: A black axe wedged in a bleeding tree stump. Obedience: Feast on rotting f lesh infested with hallucinogenic or poisonous fungus, then meditate upon the harrowing visions they provide. Boons: 1 warp wood; 2 antiplant shell; 3 repel wood. Legend holds that Shamira is the only being who ever seduced Nocticula, although Shamira herself has the good grace and sense of self-preservation to deny such claims. She specializes in the seduction of pure souls, and often travels to the Material Plane in the guise of a priestess of a good faith to invade the dreams and secret lusts of mortals.
Commander: Nocticula. Realm: Alinythia The Midnight Isles. Unholy Symbol: Upside-down ankh formed from a naked woman with outstretched arms and burning wings. Obedience: Engage in sexual acts either alone or with a partner in the presence of a sleeping intelligent creature without waking that creature. Boons: 1 alter self; 2 fire shield; 3 mass suggestion. Yamasoth Yamasoth, the Polymorph Plague, is a strange beast indeed. His stony body evokes the imagery of a nightmare octopus with too many tentacles, each partially connected by a leathery web. Several eyes surround this mouth, but one hidden deep in his throat remains closed except in combat, when the lord can open it to use a terrible gaze weapon that transforms enemies into feral monsters. Yamasoth rules a vast kingdom in the cavern realm of Sekatar-Seraktis, a kingdom populated entirely by the hideous results of his strange and vile experiments into the secrets of f lesh and the heresies of life.
Realm: Kingdom of New Flesh Sekatar-Seraktis. Unholy Symbol: Jagged circle containing three eyes and six spiraling arms radiating out from its edge. Obedience: Work the f lesh of your own body or the body of another creature into a strange new shape, then meditate upon the sensations this unfamiliar shape affords. Boons: 1 alter self; 2 polymorph; 3 elemental body III. Sithhud lost that battle, but survived by retreating into the maze-like frozen valleys of the highest peaks of Jhuvumirak, a region that even to this day Kostchtchie has hardly explored. Sithhud appears as an icy skeleton of a horrifically deformed horned humanoid with a tripod-like lower body consisting of three spidery legs. These game and sourcebooks are available as PDF files. GT was built in part off the core of d20 Modern; Trailblazer was built off the Pathfinder core. You are Cordially Invited! Having successfully established a hideout in the city of Kintargo,… Redeem on Paizo Download these books as watermarked PDF files from Paizo.
com to peruse anywhere, anytime. These are various homebrew campaign settings that can be found on the web. Pathfinder Card Game. Rio Grande Games. Sentinels Of The Multiverse. Steve Jackson Games. Summoner Wars. Add PDF. If looking for the book by Bharti Vyas Simply Ayurveda in pdf form, then you have come on to the correct site. We furnish the full variant of this ebook in ePub, PDF, txt, doc, DjVu forms. Having successfully established a hideout in the city of Kintargo, the heroes of the growing rebellion are poised to take back the city. She leaves the PCs for last — they must answer with the skill check Bluff, Diplomacy, or Intimidate of their choice. Metropolitan Museum Cleveland Museum of Art.
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English Pages 68 Year DOWNLOAD PDF FILE. A Cursed Land For thousands of years, the Immortal Principality of Ustalav has labored beneath the legacy of its dark p. Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign se. While many legendary heroes of Golarion fit easily into the core classes of the Pathfinder Roleplaying Game—the sword-sw. No older RPG tradition exists than the vast, danger-filled dungeon. Multilevel mazes of trap-filled crypts, monster-haun. The Call of the Crypt! The vaults of the dead lie scattered across the Inner Sea region, waiting for the intrepid and t.
The End is Near! Since the first spark of mortal life took form, the daemons have sought to extinguish it. Evil in its. Storming the Castle Whether they are knights of chivalrous causes or nobles scheming nefarious designs, the movers and. Pray for Mercy The empyreal lords watch over the infinite expanses of the multiverse to ensure that good can flourish an. Land of Vikings! In the savage north lies a realm where only those who slay mighty draconic linnorms are fit to rule. High Seas, High Adventure! Not all adventures take place on land—the ships that sail the waters of the Inner Sea and su. Book of the Damned, Vol. com This product makes use of the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Bestiary.
These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1. Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration. Open Content: Except for material designated as Product Identity see above , the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.
No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Campaign Setting: Lords of Chaos, Book of the Damned Vol. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Roleplaying Game, and Pathfinder Society are trademarks of Paizo Publishing, LLC. Printed in China. opular wisdom holds that before the beginning, before reality, existence was the Maelstrom. That the Maelstrom went on forever, that in the time even before direction had been conceived of, the raw chaos of potentiality and the lack of actuality made for nothing but entropy. Yet what if this were not the case?
What if preexistence had a shape? What if order did not flow from chaos, but was merely an illusion laid over an underlying chaos that was the only possible reality? If one could defy truth and travel back in order to observe what came before, would the Maelstrom truly be the extent of beginning? Was there nothing before nothingness? Or was there something before, something so unimaginable and ruinous that even reality itself has tried to mask its source? What if the fact of reality is fact only because the Abyss itself allowed it to be? Premortality When the first proteans realized they existed as separate forms of life from the surrounding Maelstrom, they also knew they were not alone. They could feel the Maelstrom reacting to other solidities—biological singularities of potential life that seemed to boil and suppurate just beyond the veneer of chaos.
And when they grew brave enough, and their power grew great enough, they laid aside the chaos to peer into these imperfections in the chaos. And what they found was nearly enough to destroy them, for the Maelstrom did not exist, as they believed, forever. What lay beneath was the Abyss, and by opening a wound in the Maelstrom, they allowed what entropy had hoped to contain to bloom within. Even as the proteans took to combating this infection of evil into their chaotic paradise of potentiality, they were intrigued by the lure of the Abyss. For here, life already existed. In the deep realms and impossible ed n m a depths of these rifts writhed the qlippoth, ancient already ook of thheanDd reality From thee B and with their own alien societies and stories of longut In which th nature of tr irly, laid bare to forgotten creation.
The qlippoth came with the Abyss to is, unfortunately and unfaWe are not what infect the Outer Sphere, and the proteans fought against expose devastating truths. but the of fspring them as well. we hoped we were. We are our greatest sins Whether it was because of a protean attempt to and accidental results of build fortifications and foster aid in their war and fears. That everything mortals hold to be eternal owes its very concept to the Abyss may be the cruelest truth of all, one that few deities have dared to admit. Yet the evidence is there, the deeper one travels into the endless dark of the Abyss. There is always something older. Infestation As other planes formed, the spread of the Abyss slowed and an equilibrium grew throughout the Outer Sphere. The qlippoth remained a concern, for wherever the cleft of the Outer Rifts gaped, they emerged to prey upon things that dwelt nearby.
And so it happened that after divinity rose in Heaven and fell to Hell, after mortal life opened its eyes and took its first gasping breaths upon countless Material Plane worlds, a new order of life came to be. And in so doing, they transformed. In Hell, they became the Damned, eternally punished for their failings or forming the raw materials for the creation of devilish life. In Numerous formerly reputable antiquaria Heaven, they rose as shining archons capable of eventual these pages come from the legendary Boo ns assert evolution into great powers of good. And in Abaddon, the k of the first cataclysms resulted in such a sudden rush of the dead Damned—called myth by some and said by others that reality, traumatized by the sheer scale of such deaths, to have been destroyed. While we have no way of reacted with the manifestation of the first daemons—the proving either the veracity of such claims or the authenticity of these unquestionably an Horsemen of the Apocalypse.
pages, such allegations—and the drama cient To one of these Horsemen, the nature of how mortal tic souls changed was a delightful curiosity. As he looked upon warnings of those same scholars—remain under debate. As a student of the past, I can the rims of the Outer Rifts, he saw that the souls who the fascination and curiosity that the not overstate manifested there did so as writhing, worm-like larvae. of the following pages represent. Yet, as revelations Pregnant with sin, they seemed at a sort of dead end, with a life and fate guarded dearly, I a mortal, vermin content to gnaw upon the flesh of the Abyss and must add my own dir e rec om me nd ati do nothing else.
on to the rav my predecessors: What follows stands bey ings of And so that Horseman worked one of the greatest writings of madmen and heretics, andond the sins the multiverse has ever witnessed. After a series of not care to risk your immortal soul, do if you do experiments, he fed a singularly groomed larva to one not read on. Ma y the god s hav e me rcy upon you and us all. of the oldest qlippoth. The sin-gorged larva erupted from the doomed qlippoth, emerging as the first demon. A gnashing cleft more akin to a hungry mouth than sane terrain. A glass-lined pit smeared with blood and shot through with the promise of pain. A simple gash bubbling with noxious ooze and poison air. The entrances are as legion as the realms they unveil, and none are safe to approach, for despite their variety, they share one thing in common—a link to what truth was before sanity infected it.
One should not lightly approach these Outer Rifts, for to gaze within is to invite ruin. This is where sin goes to die. It is where reality is consumed. This is the Abyss. Its vast rifts wind throughout the surface of the Outer Sphere, dropping away into bottomless darkness without regard for the realms above which they violate. Known to many as the Outer Rifts, these vast chasms are more common amid the lower planes, but they certainly exist elsewhere as well. Where the Outer Rifts of the Abyss open onto realms like Elysium or even Heaven, they are the sites of eternal wars against the celestial races.
For spreading is the correct word. The Outer Rifts are growing, if slowly. Scholars believe that this is a sure sign of the end of all things, that nothing can stop the growing dissolution of the Outer Sphere, and that at some time in the future, the Abyss will consume it all. Worse, the Outer Rifts do not constrain themselves to the Outer Sphere—they can open elsewhere, and have done so countless times before to consume entire worlds. The malevolent Worldwound in northern Avistan is but the latest to appear in the Material Plane—a rent in reality that even the full might of the nation of Mendev is unlikely to contain for long. claimed by a demon lord, god, or other powerful entity, it can remain stable forever, but the majority of Abyssal layers are unclaimed.
Some of the more stable of the wild realms have remained so for the entire span of mortal existence, but others have collapsed on themselves or been born quite recently. An obedience is a method of worship closely tied to the granting of divine power—see page 8 for further details on who must perform obediences and what they can grant. Boons: A demoniac see page 46 or any creature that takes the Demonic Obedience feat see page 8 can gain boons from worshiping a demon lord. This section lists the three most common boons that the demon lord can grant.
The f irst boon is always a spell-like ability—either a 1st-level spell-like ability usable three times per day, a 2nd-level one usable twice per day, or a 3rd-level one usable once per day. The second and third boons are unique extraordinary, spelllike, or supernatural abilities that vary with each demon lord. Unless otherwise stated, spell-like second boons that do not duplicate existing spells are treated as 8th-level spell effects, and spell-like third boons are treated as 9th-level spell effects. Note that the domains granted by each demon lord, as well as their favored weapons, are listed on the inside front cover of this book for ease of reference, and not on the following pages. Abyssal Layers The vast rifts of the Abyss are typically all that visitors to the Outer Planes see of this realm. In fact, these rifts are merely the entrances to the true Abyss, for they plunge deep into the underlying solidity of the Outer Sphere and into the countless realms embedded deep below.
Some are relatively small, no larger than the smallest terrestrial continents, but most are the size of entire worlds, or multiple. The majority of the Abyssal layers are uncharted and unexplored, with the most well known being relatively near the inner surface of the Outer Sphere.
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While we have no way of reacted with the manifestation of the first daemons—the proving either the veracity of such claims or the authenticity of these unquestionably an Horsemen of the Apocalypse. As the patron of werewolves, Jezelda is herself a shapechanger. com to peruse anywhere, anytime. These mountains are infested with all manner of scavengers—particularly fiendish vultures the size of rocs, hyena-like monstrosities, and scaly behemoths the size and shape of the largest dinosaurs. When a demon of any race grows powerful enough, by advancing in Hit Dice, taking class levels, or simply gaining strange powers and abilities from eldritch sources in the Abyss, it undergoes a new transformation. At any one time, there exist hundreds if not thousands of nascent demon lords on the Abyss. Apply the vampire template to yourself for the duration of this effect, which lasts for 1d6 rounds plus an additional number of rounds equal to your Charisma bonus.
Steve Jackson Games. His cult is strong among the drow, but also thrives in the Ustalavic county of Versex, where his cult is quite large, and he maintains a steadily growing secret society of deviants among the nobility of the city of Karcau. Gnolls claim that when Lamashtu f irst saw a hyena, she took it as her consort, and thus the original gnoll was born. Realm: Alinythia The Midnight Isles. Marsh giants are traditionally among his most fervent worshipers on land, yet in certain pathfinder book of the damned pdf download locations particularly along the western coastlines of Avistan and Garundhis cult is growing among humans.