Rules: While in the Graveyard, it is always night time and the darkest hour, 3:00 AM. Races without darkvision will not receive any experience for encounters if they do not roleplay their lack of vision, either by fighting blind or by getting some form of illumination. The Graveyard is the hardest place to level of all the beginning areas and offers something different to the table. Rest assured, encounters here are well rewarded with gold. Any encounter here will be rewarded with Gold equal to the challenge rating multiplied by one hundred. In other words, a CR 3 Encounter will grant 300 gold.
Unfortunately this area is only available to level 10 characters and lower. Parties are suggested, and the gold reward is not split. Enjoy!
For The Creatures That It Applies To, Here Are Some Rules:Incorporeal Subtype: An incorporeal creature has no physical
body. It can be harmed only by other incorporeal creatures, magic
weapons or creatures that strike as magic weapons, and spells,
spell-like abilities, or supernatural abilities. It is immune to all
nonmagical attack forms. Even when hit by spells or magic weapons,
it has a 50% chance to ignore any damage from a corporeal
source (except for positive energy, negative energy, force effects
such as magic missile, or attacks made with ghost touch weapons).
Although it is not a magical attack, holy water can affect incorporeal
undead, but a hit with holy water has a 50% chance of not
affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a
deflection bonus equal to its Charisma bonus (always at least +1, even
if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects,
but must remain adjacent to the object’s exterior, and so cannot
pass entirely through an object whose space is larger than its own.
It can sense the presence of creatures or objects within a square
adjacent to its current location, but enemies have total concealment
(50% miss chance) from an incorporeal creature that is
inside an object. In order to see farther from the object it is in and
attack normally, the incorporeal creature must emerge. An incorporeal
creature inside an object has total cover, but when it attacks
a creature outside the object it only has cover, so a creature outside
with a readied action could strike at it as it attacks. An incorporeal
creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural
armor, armor, and shields, although deflection bonuses and force
effects (such as mage armor) work normally against it. Incorporeal
creatures pass through and operate in water as easily as they do in
air. Incorporeal creatures cannot fall or take falling damage. Incorporeal
creatures cannot make trip or grapple attacks, nor can they
be tripped or grappled. In fact, they cannot take any physical action
that would move or manipulate an opponent or its equipment, nor
are they subject to such actions. Incorporeal creatures have no
weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard
with Listen checks if it doesn’t wish to be. It has no Strength score,
so its Dexterity modifier applies to both its melee attacks and its
ranged attacks. Nonvisual senses, such as scent and blindsight, are
either ineffective or only partly effective with regard to incorporeal
creatures. Incorporeal creatures have an innate sense of direction
and can move at full speed even when they cannot see.
Undead Type: Undead are once-living creatures animated by
spiritual or supernatural forces.
Features: An undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the undead
creature has an Intelligence score. However, many undead are
mindless and gain no skill points or feats.
Traits: An undead creature possesses the following traits (unless
otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease,
and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or
energy drain. Immune to damage to its physical ability scores
(Strength, Dexterity, and Constitution), as well as to fatigue and
exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence
score, although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless
the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced
to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities.
Resurrection and true resurrection can affect undead creatures. These
spells turn undead creatures back into the living creatures they
were before becoming undead.
—Proficient with its natural weapons, all simple weapons, and
any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types. Undead
not indicated as wearing armor are not proficient with armor.
Undead are proficient with shields if they are proficient with any
form of armor.
—Undead do not breathe, eat, or sleep.
SHADOW
This creature seems to be nothing but a patch of mobile gloom, more or
less humanoid in shape.
Shadows are creatures of sentient darkness, hating life and light
with equal fervor. Their touch bestows the painful chill of nonexistence,
making them very dangerous opponents.
A shadow can be difficult to see in dark or gloomy areas but
stands out starkly in brightly illuminated places.
Natural enemies of all that live, shadows are aggressive and
predatory. They are quick to strike and make short work of those
unprepared to deal with them.
A shadow is 5 to 6 feet tall and is weightless.
Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points
of Strength damage to a living foe. A creature reduced to Strength
0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a
shadow becomes a shadow under the control of its killer within
1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks
and a +4 racial bonus on Search checks.
*A shadow gains a +4 racial bonus on Hide checks in areas of
shadowy illumination. In brightly lit areas, it takes a –4 penalty
on Hide checks.
GREATER SHADOW
Although no more intelligent than an average shadow, a
greater shadow is more fearsome because of its
increased damage and its hit-and-run tactics.
Combat
A greater shadow uses stealth and
cunning in combat. A favorite
tactic is to lie in wait, almost completely
concealed by walls or floor, then swoop out, make an
incorporeal touch attack, and retreat back into a solid object
without allowing a return attack.
Strength Damage (Su): The touch of a greater shadow
deals 1d8 points of Strength damage to a living foe.
SHADOW (Always a gang of 5)
Medium Undead(Incorporeal)
Hit Dice: 3d12(36 HP)
Initiative: +2
Speed: Fly 40ft(good)(8 squares)
Armor Class: 13(+2 Dex, +1 Deflection), touch 13, flat-flooted 11
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +3 melee(1d6 Str)
Full Attack: Incorporeal Touch +3 melee(1d6 Str)
Space/Reach: 5ft/5ft
Special Attacks: Create Spawn, Strength damage
Special Qualities: Darkvision 60ft, incorporeal traits, +2 turn resistance, undead traits
Saves: Fort+1/Ref+3/Will+4
Abilities: Str-/Dex14/Con-/Int6/Wis12/Cha13
Skills: Hide+8(+4 in Dark Areas)/Listen+7/Search+4/Spot+7
Feats: Alertness,Dodge
Organization: Solitary,gang(2-5), or swarm(6-11)
Alignment: Chaotic Evil
Challenge Rating: 3
GREATER SHADOW
Medium Undead(Incorporeal)
Hit Dice: 9d12(108 HP)
Initiative: +2
Speed: Fly 40ft(good)(8 squares)
Armor Class: 14(+2 Dex, +2 Deflection), touch 13, flat-flooted 11
Base Attack/Grapple: +4/-
Attack: Incorporeal touch +6 melee(1d8 Str)
Full Attack: Incorporeal Touch +6 melee(1d8 Str)
Space/Reach: 5ft/5ft
Special Attacks: Create Spawn, Strength damage
Special Qualities: Darkvision 60ft, incorporeal traits, +2 turn resistance, undead traits
Saves: Fort+3/Ref+5/Will+7
Abilities: Str-/Dex15/Con-/Int6/Wis12/Cha14
Skills: Hide+14(+4 in Dark Areas)/Listen+9/Search+6/Spot+9
Feats: Alertness,Dodge, Mobility, Spring Attack
Organization: Solitary
Alignment: Chaotic Evil
Challenge Rating: 8
WIGHT
Medium Undead
Hit Dice: 4d12 (48 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex,
+4 natural), touch 11,
flat-footed 14
Base Attack/Grapple:
+2/+3
Attack: Slam +3 melee (1d4+1
plus energy drain)
Full Attack: Slam +3 melee
(1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create
spawn, energy drain
Special Qualities:
Darkvision 60 ft.,
undead traits
Saves: Fort +1, Ref +2,
Will +5
Abilities: Str 12, Dex 12,
Con —, Int 11, Wis 13, Cha 15
Skills: Hide +8, Listen +7, Move Silently +16, Spot +7
Feats: Alertness, Blind-Fight
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack
(6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —
This creature resembles a human corpse. Its wild,
frantic eyes burn with malevolence. The leathery,
desiccated flesh is drawn tight across its bones,
and the teeth have grown into sharp, jagged
needles.
Wights are undead creatures given a semblance
of life through sheer violence and
hatred. A wight’s appearance is a weird and
twisted reflection of the form it had in life.
Wights lurk in barrow-mounds, catacombs,
and other places thick with the aura of death,
where they nurture their hatred. They seek to
destroy all life, filling graveyards with their victims
and populating the world with their horrid
progeny.
A wight is about the height and weight of a
human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight
becomes a wight in 1d4 rounds. Spawn are under the
command of the wight that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
Energy Drain (Su): Living creatures hit
by a wight’s slam attack gain one negative
level. The DC is 14 for the Fortitude save to
remove a negative level. The save DC is
Charisma-based. For each such negative
level bestowed, the wight gains 5 temporary
hit points.
Skills: Wights have a +8 racial bonus on
Move Silently checks.
VARGOUILLE
Small Outsider (Evil, Extraplanar)
Hit Dice: 1d8+1 (9 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/–3
Attack: Bite +3 melee (1d4 plus poison)
Full Attack: Bite +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, kiss, poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Hide +9, Intimidate +3, Listen +5, Move Silently +5,
Spot +5
Feats: Weapon Finesse
Environment: Tarterian Depths of Carceri
Organization: Cluster (2–5) or mob (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 2–3 HD (Small)
Level Adjustment: —
This creature looks like a hideous, distorted
human head suspended from leathery wings.
In place of hair, it is crowned with
writhing tendrils, and its eyes burn with
a menacing green flame.
These revolting creatures come
into the world from the deepest
pits of the plane of Carceri. They
haunt graveyards, ruins, and other
places of death and decay.
A vargouille is slightly larger than a
human head, about 18 inches high, with
a wingspan of 4 feet. It weighs about 10
pounds.
Vargouilles speak Infernal.
COMBAT
Vargouilles attack by
biting with their jagged teeth.
Their special attacks make
them even more dangerous.
A vargouille’s natural weapons,
as well as any weapons it wields,
are treated as evil-aligned for the purpose of overcoming damage
reduction.
Shriek (Su): Instead of biting, a vargouille can open its distended
mouth and let out a terrible shriek. Those within 60 feet
(except other vargouilles) who hear the shriek and can clearly see
the creature must succeed on a DC 12 Fortitude save or be paralyzed
with fear for 2d4 rounds or until the monster attacks them,
goes out of range, or leaves their sight. A paralyzed creature is susceptible
to the vargouille’s kiss (see below). A creature that successfully
saves cannot be affected again by the same vargouille’s
shriek for 24 hours. The shriek is a mind-affecting fear effect. The
save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful
melee touch attack. An affected opponent must succeed on
a DC 15 Fortitude save or begin a terrible transformation that
turns the creature into a vargouille within 24 hours (and often
much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair falls out.
Within another 1d6 hours thereafter, the ears grow into leathery
wings, tentacles sprout on the chin and scalp, and the teeth
become long, pointed fangs. During the next 1d6 hours, the
victim takes Intelligence drain and Charisma drain equal to 1
point per hour (to a minimum of 3). The transformation is complete
1d6 hours later, when the head breaks free of the body
(which promptly dies) and becomes a vargouille.
This transformation is interrupted by sunlight, and even a daylight
spell can delay death, but to reverse the transformation requires
remove disease. The save DC is Constitution-based and
includes a +4 racial bonus.
Poison (Ex): Injury, Fortitude DC 12 or be unable to
heal the vargouille’s bite damage naturally or magically.
A neutralize poison or heal spell removes the
effect, while delay poison allows magical healing.
The save DC is Constitution-based and
includes a +1 racial bonus.