It seemed like such a glorious breakthrough! By binding fiends into the engines of our golems, we could finally infuse them with more constant power. Radiating unholy heat and impervious to magic, the golems were magnificent. But then the accidents started. Our fiend-infused golems, it seems, have an unfortunate tendency to explode. I suppose these conflagrations are beautiful in a way, but we’ve lost so many useful workers, and even our best golem crafters can’t seem to ensure that these constructs always function correctly. It’s almost as if the fiends resent being forced to toil in such a fashion. And so, after long deliberation, I’ve come to the conclusion that binding evil creatures into our golems may have been an ill-advised choice after all.
------From the papers of Xachil Gurvin, Jistkan golem crafter
Random Encounter Tables
The encounter tables presented on this page are not meant to be exhaustive lists of creatures that dwell within Cheliax, but rather are presented for the GM’s convenience when PCs are in each of the indicated archduchies (see pages 3–4 for more information on these regions). GMs should feel free to replace monsters on these tables with other options if it means providing players with a more appropriate challenge or more engrossing story.
Asmodean Inquisitors (CR 7): These groups are Cheliax’s secret police; they carry the authority of the Church of Asmodeus as well as the tacit blessing of the nobility. Each group consists of two zealots (LE human cleric of Asmodeus 4) led by an enforcer (LE human inquisitorAPG of Asmodeus 6). These groups assume the PCs are lawbreakers and attempt to capture them alive unless the party shows them proof of alliance with House Thrune or the church.
Roadside Brigands (CR 5): These small groups of unaffiliated thieves and roadside hijackers are made up of a poacher (Pathfinder RPG NPC Codex 129), a skilled sniper (NPC Codex 145), and three cutpurses (NPC Codex 144). They stalk the highways of the vast nation, especially in wooded areas, looking for easy prey among Chelish travelers.
Thrune Thugs (CR 3): These groups of loyalists either work for House Thrune or directly benefit from the ruling house’s government. Each group consists of two brigands (NPC Codex 266) led by a charlatan (NPC Codex 145). They eagerly seek to quash any dissent against the crown, using intimidation, blackmail, and brute force as necessary to do the queen’s bidding.
An inspirational song emanates from what appears to be point in thin air twelve feet off the ground. Stirring crescendos and moving fanfares can be heard throughout its melody.
ANIMATE ARIA CR 9
N Large construct
Init +4; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +0
Aura courageous inspiration (90 ft.)
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +8, Will +4
Defensive Abilities amorphous, natural invisibility;
Immune construct traits
Weaknesses dissonance, vulnerable to sonic
Speed 30 ft.
Melee 2 slams +18 (2d10+5)
Space 10 ft.; Reach 10 ft.
Str 21, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +20; CMD 34
Environment any urban
Organization solitary or chorus (1 plus 2d4 mercenary warriors of 6th level)
Aura of Courageous Inspiration (Su) An animate aria continually emanates a rousing song to bolster its allies (typically the construct’s creator and any creatures designated as allies by the construct’s creator). Allies within 90 feet of the animate aria that can hear its music receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack rolls and weapon damage rolls. As a standard action, the animate aria can increase these bonuses by 2 for 1 round. The aura of courageous inspiration is a mind-affecting effect—as a construct, the animate aria is immune to mind-affecting effects, and therefore does not receive the bonuses of its own aura. This ability is constant and cannot be suppressed by the animate aria.
Dissonance (Ex) As creatures of sound, animate arias are particularly vulnerable to sonic effects. A bard who succeeds at a DC 25 Perform check while using his countersong ability negates the animate aria’s aura of courageous inspiration and natural invisibility abilities (making it appear as a humanoid-shaped cloud of prismatic color). In addition, an animate aria in the area of a silence spell or effect takes 2d6 points of damage each round.
Natural Invisibility (Ex) Although an animate aria remains invisible whenever this ability is not suppressed, even when attacking, its constant song allows other creatures to pinpoint its location. Any creature within 30 feet of the animate aria that can hear automatically identifies the squares containing the animate aria. Because an animate aria’s invisibility is inherent, it is not subject to the invisibility purge spell.
An animate aria is a piece of operatic music, either vocal or instrumental, magically solidified into a human-shaped form roughly 12 feet tall. A creature of sound, the animated music is invisible but emanates the inspiring work performed during the creature’s musical creation.
An animate aria must be constructed in a ceremony involving a musical performance and a framework of silver chimes worth 2,000 gp, the latter of which is consumed in the shaping of the creature’s form.
CL 12th; Price 38,000 gp
Requirements Craft Construct, geas/quest, shout, solid noteAPG, creator must be caster level 12th; Skill Perform (sing) DC 25; Cost 20,000 gp
This spindly, hunched crone’s skin is a sickly gray color, as is her stringy hair, which is peppered with globs of what appear to be ashes.
ASH HAG CR 5
LE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +14
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 52 (7d10+14)
Fort +4, Ref +6, Will +9
Immune fire; SR 16
Speed 30 ft.
Melee bite +9 (1d6+2), 2 claws +9 (1d4+2)
Special Attacks choke on cinders
Spell-Like Abilities (CL 8th; concentration +11; save DCs are
Constant—pass without trace, tongues
At will—alter self, beguiling giftAPG (DC 14), burning hands
(DC 14), detect magic, infernal healingISWG
3/day—burning gazeAPG (DC 15), feast of ashesAPG (DC 15), inflict moderate wounds (DC 15), invisibility (self only)
1/day—ash stormUM, cup of dustAPG (DC 16), inflict serious wounds (DC 17), phantasmal killer (DC 17)
Str 14, Dex 12, Con 14, Int 17, Wis 15, Cha 13
Base Atk +7; CMB +9; CMD 20
Feats Alertness, Combat Casting, Deceitful, Iron Will
Skills Bluff +6, Diplomacy +5, Disguise +10, Intimidate +7,
Knowledge (arcana) +10, Perception +14, Sense
Motive +11, Spellcraft +10, Stealth +8 (+12 in burned or ash-
Languages Aklo, Common, Giant; tongues
SQ ash affinity
Environment any urban or ruins
Organization solitary or coven (3 hags of any kind)
Ash Affinity (Ex) When an ash hag is in a burned environment, such as a building that has been torched, it gains fast healing 2. An ash hag in a burned environment also receives a +4 racial bonus on Stealth checks.
Choke on Cinders (Su) Three times per day as a standard action, an ash hag can fill the lungs of a single target within 30 feet with thick, ashy cinders. If the target fails a DC 16 Fortitude saving throw, it is staggered for 1d4 rounds while it attempts to cough up the cinders. Once it stops coughing, it must successfully save again at the start of its turn or fall unconscious due to a shortage of air. Creatures that do not breathe are immune to this ability. The save DC is Intelligence-based.
Despicable, flesh-hungry creatures, ash hags favor areas that fire has cleansed, such as husks of burned buildings or smoldering fields. They particularly prefer charred urban spaces, for such areas allow them to live among the ashes they love while they lure local residents to their doom. Ash hags often disguise themselves as beautiful, vulnerable maidens who just survived a devastating fire, or as charitable old women who show up at such disaster sites offering assistance. Once they have lured victims back to their lairs, ash hags sometimes toy with their captives for weeks, feeding them ashes until they eventually perish. An ash hag typically stands between 5 and 6 feet tall and weighs 140 pounds.
The changelings who result from ash hags’ wicked work often have one distinctly gray eye; alternatively, they
may have perpetually dry, almost desiccated skin and chronic psoriasis. The daughter of an ash hag can take the following as her hag racial trait.
Pyrophile: The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st.
This slimy-skinned, three-headed sea beast has writhing tentacles and is surrounded by a black, poisonous cloud that flickers like fire.
CERBERUS WORM CR 14
N Gargantuan magical beast (aquatic)
Init +5; Senses all-around vision, darkvision 120 ft., low-light vision; Perception +9
AC 27, touch 7, flat-footed 26 (+1 Dex, +20 natural, –4 size)
hp 229 (17d10+136)
Fort +18, Ref +13, Will +6
Defensive Abilities elusive; Immune poison; Resist fire 30;
Speed 20 ft., swim 60 ft.
Melee 3 bites +22 (2d8+9 plus grab), tail slap +17 (2d8+4)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+13 acid damage, AC 20, 22 hp), wreathe in poison
Str 28, Dex 12, Con 27, Int 8, Wis 9, Cha 9
Base Atk +17; CMB +30 (+32 bull rush); CMD 41 (43 vs. bull rush)
Feats Improved Bull Rush, Improved Initiative, Improved Lightning Reflexes, Improved Natural Attack (tail slap), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Acrobatics +4, Escape Artist +3, Perception +9, Stealth +2, Swim +25
Languages Aquan (can’t speak)
Environment any oceans
Elusive (Su) A cerberus worm is rarely encountered unless it wishes to be. As a full-round action while in water, a cerberus worm can move up to its run speed (300 feet) without leaving any sign of its passing, as though affected by a pass without trace spell. An elusive cerberus worm gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, a cerberus worm is considered to be under the effects of a nondetection spell. Both of these spell effects function at caster level 20th and cannot be dispelled.
Poison (Ex) Wreathe in poison—inhaled; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Wreathe in Poison (Ex) Once per day, as a standard action that does not provoke attacks of opportunity, a cerberus worm can wreathe itself in a poisonous mist that resembles black, licking flames for 3 minutes. This poisonous cloud surrounds the cerberus worm in a 30-foot radius, and creatures inside the radius are exposed to the cerberus worm’s poison. A creature that successfully saves against the poison once need not attempt additional saving throws while it remains in the poison. If a creature leaves the wreath and reenters it, however, the creature is again exposed to the poison and must attempt another saving throw.
Believed to be the only beast of its kind, the cerberus worm is known for ambushing ships in Hellmouth Gulf, smashing them and eating their crew members alive. Because of the cerberus worm’s flame-like poison wreath, and because all reports of sightings have occurred in the past few decades, most believe the creature is some sort of infernal monstrosity tied to House Thrune. While such claims are untrue, the Chelish government has done little to quell the rumors, using the citizens’own fears of its power to deter travel through Hellmouth Gulf and rebellion on its shores. In truth, the cerberus worm plaguing the gulf is but one of many such creatures living in the depths of the Arcadian Ocean. Why it ventured to the surface in recent years is a mystery.
A cerberus worm is approximately 45 feet long and weighs 3,200 pounds.
This fiend is a horrendous amalgamation of snapping claws and writhing tendrils with a disgusting fanged mouth running vertically across its torso.
SIRE DEVIL (PATRAAVEX) CR 7
LE Medium outsider (devil, evil, extraplanar, lawful, shapechanger)
Init +5; Senses darkvision 60 ft., see in darkness, see invisibility;
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 84 (8d10+40)
Fort +11, Ref +11, Will +4
Defensive Abilities caustic blood; DR 5/good; Immune fire,
poison; Resist acid 10, cold 10; SR 18
Speed 30 ft.
Melee +1 heavy flail +16/+11 (1d10+11/19–20) or
2 claws +15 (1d4+7/19–20)
Special Attacks rend (2 claws, 1d4+10)
Spell-Like Abilities (CL 8th; concentration +12)
At will—detect thoughts (DC 16), greater teleport (self plus
50 lbs. of objects only)
3/day—protection from good
1/day—greater magic fang, summon (level 3, 1 bearded
Str 24, Dex 20, Con 21, Int 14, Wis 15, Cha 19
Base Atk +8; CMB +15; CMD 30
Feats Cleave, Combat Reflexes, Improved Critical (claw),
Skills Bluff +15, Diplomacy +11, Disguise +11, Intimidate +15,
Knowledge (local) +10, Knowledge (nobility) +13, Knowledge
(planes) +13, Perception +13, Sense Motive +13
Languages Celestial, Common, Infernal; telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self),
Environment any (Hell)
Treasure standard (+1 heavy flail, other treasure)
Caustic Blood (Ex) A patraavex’s blood is highly acidic. A creature that deals piercing or slashing damage to a sire devil as part of a melee attack with a natural weapon or unarmed strike must succeed at a DC 19 Reflex saving throw or take 2d6 points of acid damage. A creature that deals piercing or slashing damage to a sire devil with a melee weapon must succeed at a DC 19 Reflex saving throw or the weapon takes 2d6 points of acid damage (objects take full damage from this acid); if this damage exceeds the weapon’s hardness, the weapon gains the broken condition. The save DC is Constitution-based.
Taint Bloodline (Su) As a full-round action, a sire devil can touch a willing, living mortal creature and infuse the creature with its infernal power, ensuring that all children born to the mortal from then on will be hellspawn tieflings. Offspring resulting from unions between sire devils and humanoids are always tieflings; patraavexes cannot create half-fiends through procreation.
Patraavexes are the progenitors of many of the Material Plane’s tieflings. Seeking mortals who either want hellspawn children or are willing to bear an infernal taint on their bloodlines in exchange for the devil’s offerings, a sire devil lives to insinuate hell’s influence into the mortal population. Patraavexes use their shapechanging ability as a bargaining chip with potential mates, who put their immediate pleasure above the long-lasting ramifications of corrupting their bloodlines with an infernal taint. Patraavexes may not be completely honest with their targets about the price of their companionship, especially when they hope to introduce tieflings into a population where their appearance would cause a stir. In some cases, sire devils are contracted by mortals to secretly corrupt another person’s bloodline, generally as a means of political and social sabotage.
A typical sire devil is 7 feet tall and weighs 250 pounds.
The fists of this stone statue radiate flames that flicker in red and black and reek of brimstone. Its chiseled face bears a feral, wicked grin.
FIEND-INFUSED STONE GOLEM CR 13
NE Large construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 121 (14d10+44); fast healing 5
Fort +4, Ref +3, Will +4
DR 10/adamantine and good; Immune construct traits,
Speed 20 ft.
Melee 2 slam +23 (2d10+9 plus hellfire touch)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk liberation, hellfire touch, slow
Str 28, Dex 9, Con —, Int 4, Wis 11, Cha 10
Base Atk +14; CMB +24; CMD 33
Feats Blind-Fight, Improved Initiative, Intimidating Prowess,
Power Attack, Skill Focus (Intimidate), Toughness, Weapon
Skills Intimidate +29
Languages Abyssal, Infernal (can’t speak)
Organization solitary or gang (2–4)
Berserk Liberation (Ex) When a fiend-infused golem enters combat, there is a cumulative 2% chance each round that the animating fiend breaks free and the golem goes berserk. This chance resets to 0% after 1 minute of inactivity. When a fiend-infused golem goes berserk, the animating fiend explodes in a conflagration of hellfire, dealing 13d6 points of damage to all creatures within 60 feet (Reflex DC 17 half). Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. The save DC is Constitution-based. The berserk golem then loses the fiend-infused template permanently and thereafter attacks the nearest living creature, or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Hellfire Touch (Su) A fiend-infused golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A fiend-infused golem’s natural attacks are treated as evil for the purpose of overcoming damage reduction.
Immunity to Magic (Ex) A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
`A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no
saving throw, while transmute mud to rock restores all of its lost hit points.
`A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
`A banishment or dismissal spell quells the animating fiend temporarily, negating the golem’s hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem’s berserk liberation by 20% in subsequent rounds of combat.
Slow (Su) A fiend-infused stone golem can use a slow effect, as per the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds. A successful DC 17 Will save negates the effect. The save DC is Constitution-based.
Although most golems are animated by the spirits of elementals, certain reckless or daring golem crafters instead bind evil outsiders such as daemons, demons, and devils to power golems. This fiend does not inhabit or control the golem in the usual manner of fiendish possession; instead, the outsider is subjugated within the golem to act as a mere engine. Although a fiend-infused golem has more self-awareness and cunning than a typical golem, it possesses only a brute, primitive intellect, lacking the animating fiend’s personality beyond a base desire to destroy goodness. The fiend’s rage at being imprisoned in such a manner manifests as ever-burning hellfire, which the fiend-infused golem uses as a weapon against its foes.
As with ordinary golems, fiend-infused golems primarily serve as guards or defenders. However, a fiend-infused golem’s marginally improved intellect means it can be given more complex instructions, such as evaluating an intruder’s intent, activating or deactivating traps, acting in disguise, or patrolling a convoluted territory. Although fiend-infused golems are obligated to follow their creators’ commands in the same manner as regular golems, they sometimes do so with sullenness or frustrated defiance.
The foremost golem crafters of antiquity served the Jistka Imperium many thousands of years ago, and that empire’s golem foundries at Rachikan experimented extensively with fiend-bound golems. Using evil outsiders as an animating force came with an inherent drawback that Rachikan’s golem crafters could never fully overcome: the fiend’s seething anger at serving within a golem increases the chance that the fiend- infused golem will break free of its command and run amok. Ultimately, the golem crafters of Rachikan succeeded only by increasing the size of their golems: Rachikan’s enormous behemoth golems (Pathfinder Campaign Setting: Lost Kingdoms 40) are the only fiend-infused golems that do not risk the bound fiend going berserk. Although the Jistka Imperium is long gone, fiend-infused golems still guard its ancient factories and treasure vaults, particularly in the ruins of Rachikan and in other hidden sites along the Chelish coast.
With renewed interest in the Jistka Imperium among such organizations as the Pathfinder Society and Egorian’s prestigious Athenaeum, ancient secrets of fiend-infused golems have leaked to several modern golem crafters. Some of these crafters had already developed their own techniques for creating fiend-infused golems, and use the unearthed Jistkan lore to confirm or supplement their own designs. The artificers of House Thrune are particularly interested in harnessing and improving upon the Jistkan methods, both because the golems promise to be very powerful additions to the Thrune arsenal and because they are always looking for new ways to bind the spirits of Hell.
A fiend-infused golem is the same size and weight as an ordinary golem of its type.
Creating a Fiend-Infused Golem
“Fiend-infused” is a template that can be added to any golem that is not vulnerable to fire (referred to hereafter as the base creature). The fiend-infused template?must be applied when the golem is created; an existing golem can’t later acquire this template. A fiend-infused golem uses all of the base creature’s statistics and special abilities except as noted here.
CR: Base creature’s CR + 2.
Alignment: Always neutral evil.
Defensive Abilities: Fiend-infused golems gain fast healing 5 and immunity to fire. If the base creature already has damage reduction, it adds good to the qualities needed to bypass that reduction. If the base creature has the immunity to magic defensive ability, it adds susceptibility to banishment and dismissal (see the immunity to magic ability above).
Special Attacks: A fiend-infused golem gains the berserk liberation special attack described above and loses any berserk special attack of the base creature. The amount of damage dealt when the fiend-infused golem goes berserk is equal to 1d6 × its CR (Reflex half; DC = 10 + 1/2 the golem’s Hit Dice + the golem’s Constitution modifier). A fiend-infused golem also gains the hellfire touch special attack described above.
Abilities: A fiend-infused golem’s Intelligence score changes to 4 and its Charisma score changes to 10.
Feats: A fiend-infused golem has feats appropriate for its Hit Dice. The golem’s creator determines the golem’s feats as part of the process of creating the construct. Fiend-infused golems can be assigned any feats they are physically capable of using, although most feats are assigned from the following: Blind-Fight, Combat Reflexes, Intimidating Prowess, Power Attack, Skill Focus (Intimidate), Toughness, and Weapon Focus.
Skills: A fiend-infused golem gains ranks in Intimidate equal to its Hit Dice.
Languages: A fiend-infused golem understands Abyssal and Infernal, but it cannot speak.
Construction: A fiend-infused golem’s base materials cost an additional 25,000 gp above the base creature’s cost to account for the materials that are needed to bind the fiend within the golem. Add the spells dimensional anchor, magic circle against evil, and either planar ally or planar binding to the base creature’s requirements.
The DC of the Craft check required to make the fiend-infused golem’s body is 4 higher than the base creature’s construct skill DC, and the creator must have a minimum caster level 4 higher than the base creature’s minimum required caster level. The increase to the DC of the Craft check and to the caster level are halved (to 2 higher) if the creator possesses at least 10 ranks in Knowledge (planes).
The acrid smell of brimstone wafts from this small creature, which has mottled red skin and a wicked grin on its foul, warped face.
HELLFIRE IGNIS CR 3
NE Small fey (fire)
Init +5; Senses low-light vision; Perception +8
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 27 (5d6+10)
Fort +3, Ref +9, Will +4
DR 5/cold iron; Immune fire
Weaknesses vulnerable to cold
Speed 30 ft.
Melee bite +8 (1d4+2), 2 claws +8 (1d3+2 plus burn)
Special Attacks burn (1d3, DC 14), molten flesh
Spell-Like Abilities (CL 3rd; concentration +3)
At will—flare (DC 10), sparkAPG (DC 10)
3/day—pyrotechnics (DC 12)
Str 14, Dex 20, Con 15, Int 8, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 18
Feats Combat Reflexes, Step Up, Weapon Finesse
Skills Acrobatics +13, Escape Artist +10, Intimidate +5,
Perception +8, Stealth +17, Survival +3
Languages Common, Sylvan
SQ brimstone essence
Environment any forests or plains
Organization solitary, gang (2–5), or crew (4–8 plus 1 advanced leader)
Brimstone Essence (Ex) A hellfire ignis is the product of infernal energies coalescing with the First World’s influence and thus gives off a faint, constant odor of brimstone. A hellfire ignis can suppress this odor as a swift action for up to 1 minute. Otherwise, the odor imposes a –2 penalty on Stealth checks the ignis attempts in areas devoid of brimstone.
Molten Flesh (Ex) Three times per day as a standard action, a hellfire ignis can tear off a chunk of its molten flesh and hurl it as a ranged attack at an opponent within 20 feet. This attack deals 1d3 points of bludgeoning damage plus the effects of the hellfire ignis’s burn special attack.
Hellfire ignises roam the rural areas of Cheliax, committing acts of arson and leaving brush, forest, and structures ablaze in their wake. Cruel and sadistic pyromaniacs, hellfire ignises are corrupted versions of fey that once represented both the destructive and rejuvenating properties of fire within nature. Unlike their untainted kin, hellfire ignises see fire as merely a tool for destruction and revel in the raw power of its hungering flames.
Unlike many fey creatures, hellfire ignises are surprisingly attracted to urban areas. The prevalence of wooden tenements, dense populations, and unpatrolled sewers through which they can travel unseen make towns tempting targets for the inveterate arsonists. There is a bounty on the heads of hellfire ignises in many cities and towns in Cheliax, with rewards reaching as much as 400 gp per specimen in some areas. Greedy hunters from Egorian and other cities have been known to travel far into the heart of the Barrowood and Whisperwood, hoping to carry a large collection of ignis heads back for a larger bounty in town.
Despite their name and infernal origins, hellfire ignises have no allegiances to Hell or those who serve it. That said, many experienced pyromancers find that the corrupted fey make excellent familiars. They tend to be more versatile than fire elementals and less sinister than imps, filling a specific niche between the two more commonly seen familiars. A spellcaster who takes a hellfire ignis as a familiar must be ever watchful that it keeps its arsonist spirit in check, however, as the mischievous fey have been known to set fire to their masters’ workshops, libraries, and homes not out of spite or malice, but because they often contain so many combustible tools and decorations. A 7th-level spellcaster can gain a hellfire ignis as a familiar if she has the Improved Familiar feat.
This spectral human is draped in multicolored vestments that trail off into mist, and has open black pits for eyes and an expression of sorrow and horror.
ZEALOT WRAITH CR 7
NE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +16
AC 18, touch 18, flat-footed 13 (+3 deflection, +4 Dex, +1 dodge)
hp 75 (10d8+30)
Fort +6, Ref +7, Will +10
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
Weaknesses legacy of faith
Speed fly 60 ft. (average)
Melee incorporeal touch +11 touch (1d8 plus curse of sorrowful wasting)
Special Attacks channel negative energy (7d6, DC 18, 6/day,
as 7th-level cleric), curse of sorrowful wasting (DC 18)
Str —, Dex 19, Con —, Int 11, Wis 16, Cha 17
Base Atk +7; CMB +11; CMD 25
Feats Channel Smite, Combat Reflexes, Dodge, Flyby Attack,
Skills Intimidate +16, Knowledge (religion) +13,
Perception +16, Sense Motive +11, Stealth +12
Organization solitary, pair, or conclave (3–8)
Curse of Sorrowful Wasting (Su) Curse—incorporeal touch; save Fortitude DC 18; frequency 1/day; effect 1d4 Charisma drain and the creature can no longer benefit from morale bonuses. The save DC bonus is Charisma-based.
Legacy of Faith (Su) Zealot wraiths still recall the tenets of their faith, constraining their actions. A zealot wraith recoils from strongly presented holy symbols of its god. A holy symbol does not harm a zealot wraith; it merely keeps the wraith at bay. A recoiling zealot wraith must stay at least 5 feet away from a strongly presented holy symbol and cannot touch or make melee attacks against the creature presenting it. Holding a zealot wraith at bay with a holy symbol requires a standard action. After 1 round, the zealot wraith can overcome its revulsion and function normally each round it succeeds at a DC 25 Will save.
When Aroden died, natural disasters wracked Avistan. Priests of Aroden killed in such disasters often died with overwhelming feelings of confusion, sorrow, and betrayal as their prayers for succor went unanswered; for some, their sense of doubt and injustice overwhelmed their faith at the moments of their deaths. The souls of these forsaken priests were unable to pass on, and they now prowl the site of their deaths as incorporeal undead known as zealot wraiths. These restless shades harbor a hatred for the living, and their touch inflicts a curse that embodies their sense of sorrow and self-doubt.
Anytime a cleric or devout follower of a deity dies in the throes of doubt or a sense of disappointment in her god, she risks becoming a zealot wraith. Although now undead horrors, such wraiths were once devoted believers of their gods; this heritage manifests as an aversion to their deities’ holy symbols (whether or not wielded by a worshiper of the associated god). As such, zealot wraiths pose little threat to those living souls who shared their faith but who did not succumb to the same tragedies that resulted in the wraith’s creation, leaving the undead ironically impotent in the temples and holy sites they frequently haunt.
Arodenite zealot wraiths are common in the ruins of Deng and are occasionally spotted in destroyed Arodenite chapels in Westcrown. Zealot wraiths of other faiths, including those of Easivra, Lissala, and Ydersius can be found throughout the Inner Sea region.