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B LEACHED S KULL G NOLLS

A Pathfinder Roleplaying Game TRIBES supplement by Creighton Broadhurst


B LEACHED S KULL G NOLLS
APathfinderRoleplayingGameTRIBESsupplementbyCreightonBroadhurst

Feraldenizensofthedeepwoods,theBleachedSkullGnollsarecreaturesofatavisticdesiresandsadisticlusts.Ferociouswarriorsand
terriblefoestheyworshiptheprimal,bloodsoakedspiritsofthewoodlands,andwarwiththeirneighboursforbootyandsacrificesto
buryalivebeneaththeirsacredtrees.

BleachedSkullGnollspresentssixnewfeats,sixnewspellsandthreenewmagicitemsalluseablebymembersofthetribe.Additionally,it
containstenstatblocksaswellasthefulldetailsofthetribesfearsomeally,thebloodspawntreant.Bydefault,thetribedwellsdeepin
theTangledWood(anancientwoodlandcoveringmuchoftheLonelyCoast)butcanliveinanydenselywoodedarea.TheLonelyCoastis
afree30pageextensivelybookmarkedPDFavailablefromRagingSwanswebsite.


CREDITS ERRATA
Design:CreightonBroadhurst WewouldliketothinkBleachedSkullGnollsiscompletelyerror
Development:StevenTazCansdaleandMartinTideswell freeandthatabsolutelynomistakeshavecreptinduringdesign
Editing: Steven Taz Cansdale, Andrew Hodges and Martin or editing. However, we are realists. So in that spirit, we shall
Tideswell posterrataforthisadventurethreemonthsafterfirstreleaseon
CoverDesign:SimonButler ragingswan.com. We arent going to be correcting typos and
Layout:CreightonBroadhurst spelling errors, but we will correct any game mechanic or
Interior Artists: Pawel Dobosz, Dave Peterson, Marc Radle, V balanceissuesthatcometolight.
Shane and Maciej Zagorski; some images copyright Erisian
Entertainment,usedwithpermission. ABOUT THE DESIGNER
Cartographer:SteveHood
CreightonlivesinTorquay,Englandwhere,apparently,thepalm
BONUS MATERIAL trees are plastic and the weather is warm. He shares a
ramshackle old mansion with his two children (Genghis and
Thank you for purchasing Bleached Skull Gnolls; we hope you Khan)andhisverypatientwife.Famedlocallyforhisunending
enjoy it and that you check out our other fine print and PDF love affair with booze and pizza he is an enduring GREYHAWK
products. We at Raging Swan are committed to providing first fan.
classwebenhancementsforourproducts.Visitragingswan.com HisfreelancecreditsincludeworkwithWizardsoftheCoast,
to download bonus materials including maps, reorganised stat PaizoandExpeditiousRetreatPress.Youcancheckouthisblog
blocklistings,additionalencountersandmore! athttp://ragingswan.livejournal.com.

CONTACT US
Email tribes@ragingswan.com with questions and comments
aboutthisadventure.

ProductIdentity:Alltrademarks,registeredtrademarks,propernames(characters,deities,artefacts,placesandsoon),dialogue,
plots,storylines,language,incidents,locations,characters,artworkandtradedressareproductidentityasdefinedintheOpen
GameLicenseversion1.0a,Section1(e)andarenotOpenContent.

OpenContent:ExceptmaterialdesignatedasProductIdentity,thecontentsofBleachedSkullGnollsisOpenGameContentas
definedintheOpenGamingLicenseversion1.0aSection1(d).NoportionofthisworkotherthanthematerialdesignatedasOpen
GameContentmaybereproducedinanyformwithoutwrittenpermission.ThemoralrightofCreightonBroadhursttobeidentified
astheauthorofthisworkhasbeenassertedinaccordancewiththeCopyrightDesignsandPatentsAct1988.RagingSwanPress
2010.

PathfinderisaregisteredtrademarkofPaizoPublishing,LLC,andthePathfinderRoleplayingGameandthePathfinderRoleplaying
GameCompatibilityLogoaretrademarksofPaizoPublishing,LLC,andareusedunderthePathfinderRoleplayingGame
CompatibilityLicense.Seehttp://paizo.com/pathfinderRPG/compatibilityformoreinformationonthecompatibilitylicense.

CompatibilitywiththePathfinderRoleplayingGamerequiresthePathfinderRoleplayingGamefromPaizoPublishing,LLC.See
http://paizo.com/pathfinderRPGformoreinformationonthePathfinderRoleplayingGame.PaizoPublishing,LLCdoesnot
guaranteecompatibility,anddoesnotendorsethisproduct.

TolearnmoreaboutRagingSwanPress,visitragingswan.com.TolearnmoreabouttheOpenGameLicense,visitwizards.com/d20.

PublishedbyRagingSwanPress
1stprinting,August2010

2
CONTENTS
Credits..........................................................................................2 NEW ADEPT SPELLS
BonusMaterial............................................................................2
1ST-LEVEL ADEPT SPELLS
ContactUs...................................................................................2
LightningLance:1d4lightningdamage(max5d4).
Errata...........................................................................................2
ObscuringWind:Creaturesintheareaareblinded.
AbouttheDesigner......................................................................2
Contents......................................................................................3 2ND-LEVEL ADEPT SPELLS
IdentifyingTreasure.....................................................................4
SickeningGlare:Onecreatureissickenedfor1round/level.
BLEACHED SKULL GNOLLS SkullWard:Createsamagicalwardfromaskull.
BleachedSkullGnolls...................................................................6
3RD-LEVEL ADEPT SPELLS
NewFeats....................................................................................8
NewAdeptSpells.........................................................................9 Lightning Lance, Greater: 1d4 lightning damage (max 10d4 and
NewMagicItems.......................................................................10 targetblinded).
NauseatingGlare:Onecreatureisnauseatedfor1round/level.
STAT BLOCKS, ALLIES & ENCOUNTERS
EncounterswiththeBleachedSkull...........................................12 NEW MAGIC ITEMS BY COST
WarriorsoftheBleachedSkull..................................................14 GP
ShamansoftheBleachedSkull..................................................15 630 Guardianskull
Scouts&SpecialistsoftheBleachedSkull.................................16 2,200 Boneknife
TypicalEncampment..................................................................17 3,600 Rodofcurses
BloodspawnTreant....................................................................18
ReadingStatBlocks....................................................................20

STAT BLOCKS BY CR
CR
1/2 BleachedSkullYoung(younggnoll)
1/2 BleachedSkullNonCombatant(gnoll)
1 BleachedSkullWarrior(gnoll)
3 BleachedSkullScout(gnollexpert2/warrior2)
3 BleachedSkullSergeant(gnollwarrior4)
4 BleachedSkullChampion(gnollwarrior4)
4 BleachedSkullSniper(gnollexpert2/warrior2)
5 Shaman(halffiendgnolladept4)
7 BleachedSkullChieftain(gnollwarrior10)
7 GreatShaman(halffiendgnolladept8)
9 BloodspawnTreant(treantvariant)

NEW FEATS
FEAT PREREQUISITES BENEFIT
DazingBlow Str13,StaggeringBlow Dazeopponentwithsuccessfulattack
RacialEnemy +2onIntimidate,CMBandweaponattackanddamagerolls
StaggeringBlow Str15,BAB+1 Makeafreebullrushattemptonasuccessfulmeleeattack
Savagery Str13,BAB+1 +1onattacksandtoCMB,2AC
SuddenStrike BAB+1 +2onattackrollsagainstflatfootedopponents
StunningBlow Str17,StaggeringBlow,BAB+5 Stunopponentwithsuccessfulattack

3
IDENTIFYING TREASURE
WhilefightingtheBleachedSkull,thePCswillfindtreasurethat item(aring,pieceofjewelleryetc.)determinesitsvalueand
theyll want to identify. Use the notes below to facilitate their whetheritismagicalornot(butdoesnotidentifytheitems
efforts. magicalproperties.)Thischecktakesoneround.Subsequent
checksrevealthesameresult.
IDENTIFYING MAGICAL TREASURE Decipher a Scroll: It takes three rounds to decipher each spell.
Success requires a DC 20 + spell level Spellcraft check. A
Itemscanbeidentifiedwithavarietyofskillsandspells: character can only attempt to decipher each spell once per
Identifyamagicitem:WhenthePCsfindamagicitemitappears day.
in the following format: boots of speed (moderate IdentifyaPotion:Potionscanbeidentifiedusingthemethodfor
transmutation [DC 18 Knowledge {arcana}], DC 25 identifying any normal magic item. Alternatively, a PC
Spellcraft). The first part of the items listing indicates the sampling the potion and making a DC 15 + spell level
strengthandtypeofmagicemanatingfromtheitemandthe Perceptioncheckidentifiesthepotion.
Knowledge (arcana) check made in conjunction with detect
magic needed to identify the magic type; the second part IDENTIFYING MUNDANE TREASURE
notestheDCrequiredtoidentifythemagicitemusingdetect
PCscanuseAppraisetoidentifymundanetreasures:
magic and a Spellcraft check. Using detect magic and
Appraise: A PC making a DC 20 Appraise check determines the
Spellcraft to identify a magic item takes three rounds. A
valueofacommonitem.IfthePCfailsthecheckbyfiveor
charactercanattempttoidentifyamagicitemonceperday.
more, the price is wildly inaccurate. Particularly rare or
A PC failing to identify a magic item still determines the
exotic items require an Appraise check of 25 or more. It
strengthoftheitemsaura.
takesonestandardactiontoappraiseanitem.
AppraisinganItem:ADC25Appraisecheckmadeonacommon
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4
B LEACHED S KULL G NOLLS

5
BLEACHED SKULL GNOLLS
Feral, predatory creatures dwelling in the deepest, wildest ECOLOGY & SOCIETY
reaches of the Tangled Forest, Bleached Skull gnolls are
TheBleachedSkullssocietyisaturbulent,violentplace.Shifting
bloodthirsty creatures driven by atavistic and sadistic lusts.
alliances and interminable blood feuds govern life, and while a
Bleached Skull gnolls guard their lairs jealously, issuing forth at
strong chieftain or shaman can control the warriors their base
nighttopreyonanycreaturesstupidorunfortunateenoughto
instinctseverlurkjustbelowthesurface.
strayintotheirterritory.
The strongest hold positions of power within the tribe.
Atypically for gnolls, the Bleached Skull tribe dwells deep
HereditaryruleisunknowntotheBleachedSkullsandpersonal
withinthethick,twistedboughsoftheprimalforest.Herethey
mightandthechieftainswillgovernsdaytodaylife.
seek sanctuary from their ancient enemies and sporadically
Male gnolls live with several mates constant raiding and
burst forth to raid nearby settlements for slaves and booty.
warfare keeps the numbers of males low and between 2 6
Driven here from their normal hunting ranges by some long
infants. Infant mortality is high; accidents, fights, punishments
forgottenintertribalwarfare,thegnollsfoundsanctuaryamong
and predators all taking their toll on the tribes young. A few
theancienttreesoftheforestandeventuallycastasidetheirold
familygroupsalsocontainoldergnolls,butthisisrareaslifein
godstoworshipthewoodlandspiritsoftheirnewhome.
theBleachedSkullisnormallyshortandbrutal.
The primal spirit of the woodlands touches a few of the
A Bleached Skull encampment has few, if any slaves.
warriors.Withintheirveinscoursesthesavage,primalvitalityof
Enemiestakenonthebattlefieldareusuallyonlykeptalivetobe
the wild. Such creatures hold positions of power and influence
living sacrifices for the tribes sacred trees (see Religion for
within the tribe through dint of their exceptional strength and
more details). The young, noncombatants and a few elderly,
boundlessbloodlust.
crippledwarriorscarryoutmenialtasks,andallexcept
theyoungestchildstandreadytorepelinterlopers.
Appearance: Tall and muscular, Bleached Skull
gnolls are generally dirty creatures; their thick
mottledbrownfurisoftensplatteredwithmud.They
havehyenalikeheadsuponwhichmostwearskull
topped pot helmets. When angered orscared their
hackles rise up and they bear their teeth in a terrible
grimace.
Nomenclature: Tribal members have short, simple
names.
Male:Farll,Gart,Helral,Irr,Larg,Prely,Strar,Urel.
Female:Ary,Cerll,Jerl,Kerl,Popir,Rayr,Yelt.

LAIR
The severed heads of slain enemies mark the approaches
toaBleachedSkullcamp.Setuponwoodenstakesdriven
deeplyintotheforestfloororsethighupintheboughsof
the surrounding trees, these battle trophies mark their
lairsasmacabre,pitilessplaces.
Normallyprotectedbythickwallsofgorseandbramble
or dense stands of ancient trees, Bleached Skull gnolls
preferdeepvalleys,hiddencombesandsteepsidedgorges
for their lairs. Chieftains build great wooden halls deep
within these valleys and there warriors feast and indulge
their orgiastic desires for blood sports. Normal tribesfolk
dwell in rude wattle and daub huts surrounding the
chieftainshall.Hutsclosesttothehallbelongtothetribes
warleaders,championsandotherfavouredfolk.

6
RELIGION
The Bleached Skulls shamans dwell apart from the main tribe,
livinginsacredgrovesprotectedbynearimpenetrablemazesof
gorseandthorns.Theretheycommunewiththeancient,blood
soaked spirits of the trees whom they venerate with living
sacrifices buried in death pits carved from the thick earth
beneath the trees roots. As the creature dies, the trees drink
theirlifebloodandbecomestronger.Suchpracticescorruptthe
trees, which take on fell, twisted aspects. Sometimes, the
shamans manage to awaken and corrupt a tree with such
practices, creating a bloodspawn treant. The bones and
suppuratingcorpsesofsacrificeschokethegrovesground.
In contrast, the skulls of their honoured dead are placed
amongtheboughsofthegrovesgreattreestowatchovertheir
fellows. During storms, the wind moans through the skulls
gaping eye sockets and open jaws creating a terrible, high
pitched whistling sound, which drives the gnolls wild. They
believethatyoungconceivedatsuchtimespossessthepowers
of the dead. Adventurers daring their lair during storms are
often confronted by nothing more than the writhing bodies of
gnolls locked in an orgiastic frenzy of procreation. Gnolls
conceivedduringthistimeareoftengiftedwithfellpowersand
asaresultbecomegreatshamanorwarleaders.

COMBAT & TACTICS


Bleached Skull gnolls overwhelm their enemies through weight
of numbers and their terrible, primal savagery. In battle, they
strikefromambushhurlingvolleysofjavelinsintotheirenemies
flanksbeforeburstingfromcoverinascreamingwaveofflesh,
steelandhatred.
Their battle tactics are unsubtle and brutal. They mob
opponents, surrounding and cut down enemy warriors.
Chieftains and champions lead from the front and vie for glory
byseekingoutandslayingthemostdangerousenemies. TRIBAL LORE
BleachedSkullgnollsaskfor,andgrant,nomercyinbattle.
CharacterwithranksinKnowledge(local)canlearnmoreabout
They take prisoners only when their shaman demand sacrifices
the Bleached Skull Gnolls with a successful skill check. A
fortheirsacredtreesorwhenachieftaindesiresentertainment.
successful check reveals all information revealed by a lesser
Those unlucky enough to fall into the tribes hands can expect
check.
nothingbutapainful,drawnoutdeath.
DC6:Thiscreatureisagnoll.
DC11:ThegnollbelongstothetribeoftheBleachedSkull.
Thetribeisrenownedforitsbattlesavageryanddwellsinthe
deepestthicketsandhiddenvalleysoftheTangledWood.
RELIGION: A SPECIAL NOTE DC 16: Bleached Skull gnolls are physically strong. They
TheBleachedSkullsbelievetheyveneratethenameless,primal know a number of combat manoeuvres that can push back or
spirits of the woodlands. While this may be true in some dazetheiropponents.
campaigns, it is also possible that another power perhaps a DC 21: Bleached Skull shamans venerate primal nature
powerful demon or death god grants the shaman their spirits that demand blood sacrifices. They bury captives alive
powers. The exact truth of the matter is likely unimportant in belowtheirsacredtreesthatfeedonthesacrificesbloodand
manyencountersandassuchremainsfortheindividualGMto body.Inparticularancientgroves,thispractiseinveststhetrees
adjudicate. withamalevolentsentienceakintothatofatreant.

7
NEW FEATS
BleachedSkullGnollsintroducesanumberofnewfeatsutilised Special: If you have ImprovedBull Rush, you can attempt a
bythetribeswarriors.Eachfeatispresentedasfollows: staggering blow twice per day for every four hit dice you have
Prerequisites: This entry is absent if the feat has no attained.
prerequisites. Otherwise, it lists the qualifying features a Normal:Ifyoumakeabullrushattempt,youdonotdamage
charactermusthavetoselectthefeat. your target with the same attack. Without Improved Bull Rush,
Benefit: This section details what the feat enables the yourbullrushesprovokeattacksofopportunity.
charactertodoorliststhebonusesitprovides.
Special: If the feat has additional benefits (or synergistic SAVAGERY
qualitieswithanotherfeat),theyarelistedhere. Inbattle,youcarelittleforyourownprotection,insteadfocusing
Normal:Thislistingisabsentifnothavingthefeatcausesno onthedestructionofyourenemies.
particular drawback or penalty. Otherwise, it presents the Prerequisites:Str13,baseattackbonus+1.
limitationsordrawbacksfacedbyacharacterwithoutthisfeat. Benefit: You gain a +1 morale bonus on all attack rolls and
combat manoeuvre checks, when using this feat as part of an
BATTLE FEATS attackorfullattackaction.Suchrecklessnessinbattle,however,
Battlefeatsareanewkindofcombatfocusedfeatdesignedto bestowsa2penaltytoyourarmourclass.Youmustchooseto
addflavourtocombatsfeaturingwarriorsofagiventribe.Such use this feat before making an attack roll, and its effects last
feats represent the warriors battle training and tribal fighting untilthestartofyournextturn.
style.Mostrequireabaseattackbonusofatleast+1.
SUDDEN STRIKE
DAZING BLOW [BATTLE] Beforeyourenemycanreact,youlaunchadevastatingattack.
Aswiftblowtotheheadmomentarilydazesyouropponent. Prerequisites:Baseattackbonus+1.
Prerequisite:Str13,StaggeringBlow. Benefit: You gain a +2 circumstance bonus on attack rolls
Benefit: If you hit your opponent using the attack or full againstflatfootedopponents.Aninjuredopponentisdazedfor
attack option, the target is dazed for 1 round. The target can 1round.
attempt a Fortitude saving throw (DC = 10 + 1/2 the attacking
STUNNING BLOW [BATTLE]
characters HD + Strength modifier) to negate this effect. You
can attempt a dazing blow once per dayfor every four hit dice Thesavageryofyourattackmomentarilystunsyouropponent.
youhaveattained. Prerequisites: Str 17, Dazing Blow, Staggering Blow, base
Special: If you have ImprovedBull Rush, you can attempt a attackbonus+5.
dazing blow twice per day for every four hit dice you have Benefit: If you hit your opponent using the attack or full
attained. attackoption,thetargetisstunnedfor1round.Thetargetcan
attempt a Fortitude saving throw (DC = 10 + 1/2 the attacking
RACIAL ENEMY characters HD + Strength modifier) to negate this effect. You
Youloathmembersofacertainraceorspecies. canattemptastunningblowonceperdayforeveryfourhitdice
Benefit:Yougaina+2moralebonusonweaponattackand youhaveattained.
damagerolls,combatmanoeuvreschecksandIntimidatechecks Special: If you have ImprovedBull Rush, you can attempt a
madeagainstacertainraceofenemy. stunning blow twice per day for every four hit dice you have
attained.
STAGGERING BLOW [BATTLE]
Thestrengthofyourblowsforcesyourenemytogiveground.
Prerequisites:Str15,baseattackbonus+1.
Benefit:Ifyouhitanopponentwithameleeattackanddeal
damage,youcanimmediatelymakeabullrushattackasafree
action. (If you used Staggering Blow as part of a charge action,
yougaina+2bonusonthischeck.)Resolvethisactionasifyou
had made a normal bull rush attack. You can attempt a
staggering blow once per day for every four hit dice you have
attained.

8
NEW ADEPT SPELLS
AdeptsoftheBleachedSkullhavedevelopedseveralspellswith Thisspellcausesthetargettobecomenauseated(targetunable
whichtoawetheircongregationanddefeattheirenemies.They toattack,castspells,concentrateonspells,ordoanythingelse
enjoyaccesstoadifferentspelllisttothatofnormaladepts. requiringattentionexcepttakeonemoveactionperturn).Ifthe
0createwater,detectmagic,ghostsound,guidance,know target succeeds on a Fortitude save, it is sickened for the
direction, mending, purify food and drink, read magic, stabilise, durationofthespellinsteadofbeingnauseated.
touchoffatigue.
1stbless, burning hands, cause fear, command, cure light OBSCURING WIND
wounds, endure elements, entangle, faerie fire, lightning lance, LevelAdept1(evocation[air])
magicfang,obscuringwind,sleep. CastingTime1standardaction;ComponentsV,S
2ndaid, barkskin, bears endurance, bulls strength, cure Range 30 ft.; Area coneshaped burst; Duration instantaneous;
moderate wounds, darkness, delay poison, owls wisdom, resist seetext
energy,scorchingray,seeinvisibility,sickeningglare,skullward, SavingThrowFortitudenegates;SpellResistanceno
treeshape.
Ablastofwindemanatesfromyourhand,whippingupwhatever
3rdanimate dead, bestow curse, contagion, cure serious
isontheground(twigs,leavesandsoforth)andcastsitintothe
wounds, deeper darkness, greater lightning lance, nauseating
eyes of creatures within the area blinding them. Blinded
glare, neutralize poison, poison, remove curse, remove disease,
creatures cannot see for 1 round per caster level, but can
tongues.
attemptanewsavingthroweveryround(fullroundaction,does
4thcommand plants, cure critical wounds, flame strike,
notprovokeattacksofopportunity)tonegatethiseffect.
restoration,stoneskin,walloffire.
5thawaken,commune,controlwinds,heal,treestride,true SICKENING GLARE
seeing,wallofthorns.
LevelAdept2(necromancy)
LIGHTNING LANCE CastingTime1standardaction;ComponentsV,S
LevelAdept1(evocation[lightning]) Range close (25 ft. + 5 ft./2 levels); Target one living creature;
Duration1round./level
CastingTime1standardaction;ComponentsV,S
Range30ft.;Area30ft.line;Durationinstantaneous SavingThrowFortitudepartial;SpellResistanceyes
SavingThrowReflexhalf;SpellResistanceyes This spell causes the target to become sickened (2 penalty on
A lance of scintillating lightning bursts from your fingertips, attackrolls,weapondamagerolls,savingthrows,skillchecksand
ability checks). If the target succeeds on a Fortitude save, it is
dealing1d4lightningdamagepercasterlevel(maximum5d4).
onlymildlysickened(takinga1penaltyinsteadofa2penalty).
LIGHTNING LANCE, GREATER
SKULL WARD
LevelAdept3(evocation[lightning])
Casting Time 1 standard action; Components V, S, M (scrap of LevelAdept2(necromancy)
CastingTime1standardaction;ComponentsV,S,M(askull)
barkortwigfromatreestruckbylightning)
Range 30 ft.; Area 30 ft. line; Duration instantaneous and see Range touch; Target 1 skull; Duration permanent until
text dischargedandthen1round./level
SavingThrownone;SpellResistanceNo
SavingThrowReflexhalf;SpellResistanceyes

A lance of scintillating lightning bursts from your fingertips Anadeptcastsskullwardonafallenwarriorsskullandcankey


the effect to ignore specific individuals or an entire race of
dealing1d4lightningdamagepercasterlevel(maximum10d4).
Creatures failing the Reflex saving throw are blind for 1 round creature(suchasgnolls).Specificindividualstobeignoredmust
be present when skull ward is cast. If an unkeyed individual
percasterlevel.
moves within 30 ft., the skull ward activates. (The skull ward
NAUSEATING GLARE must have lineof sight to the intruder and cannot seeinvisible
LevelAdept3(necromancy) or ethereal creatures). Once activated, the skull shrieks and
CastingTime1standardaction;ComponentsV,S cacklesuntilthespellendsoritisdestroyed(AC12,hardness5,
Range close (25 ft. + 5 ft./2 levels); Target one living creature; hp5,DC15Break).A rogue can disarm a skull ward with DC 27
Duration1round./level DisableDevice.Askullcanonlyhaveoneskullwardplacedupon
SavingThrowFortitudepartial;SpellResistanceyes itatatime.

9
NEW MAGIC ITEMS
The shamans of the Bleached Skull have created a number of GUARDIAN SKULL
magicalitems.Allareofunsavouryprovenanceandpossessfell Thisbleachedwhiteskullismissingitsjawboneandhasstrange,
abilities. fellsymbolscarvedintoitsforehead.
To distract and confuse their foes, the shaman often Aura faint (conjuration and necromancy; DC 16 Knowledge
activates guardian skulls from range. Great shaman carry a rod [arcana])IdentifyDC16Spellcraft
of curses as a badge of rank and as a tool to cow their fellow Lore(DC20LinguisticsorcharacterabletounderstandAbyssal):
tribe members. Powerful chieftains, favoured champions and Thecarvedsymbolsareancientsymbolsofprotection.
Lore(DC15HealorKnowledge[local])Thisistheskullofagnoll.
lessershamancarryboneknives.
Lore(DC26Knowledge[local])BleachedSkullshamansusethe
They also use skull wards (page 9) to protect their lairs, skulls of their fallen warriors as protective wards for their
placing them to protect obvious approaches to their sacred sacredgrovesandotherimportantplaces.
groves. AbilitiesAskullwardcancastcausefear(DC11)andobscuring
mistonceperday.Botheffectsarecentredontheskull,and
BONE KNIFE the skull does not have to be carried for the magic to
Hewn from the severed leg bone of a mansized creature, this activate.Theusermustbewithin50ft.toactivatetheskulls
boneknifeendsinawickedlyjaggedpoint.Theinsideofthe powers.
hollowedoutboneiscrustedwithdriedbloodandgore. Activationcommandword;CL1st
Aurafaint(necromancy;DC18Knowledge[arcana])IdentifyDC RequirementsCraftWondrousItem,causefear,obscuringmist;
20Spellcraft Cost630gp
Lore(DC15Heal)Thebonehasbeencrudelyhollowedout.
Lore(DC15PerceptionandDC20Linguistics)TinyAbyssalrunes ROD OF CURSES
carvedinsidetheboneveneratedeath. Blackened claws top the horribly twisted leg bone of a dog or
AbilitiesAterriblenecromanticweapon,aboneknifedrinksthe similar creature. Here and there, tufts of hair still cling to
bloodofthoseithits.Onceperday,onacriticalhit,theknife smallpatchesofdecomposingflesh.
castsvampirctouch(2d6damage)onthetargetandbestows Aura moderate (necromancy; DC 18 Knowledge [arcana])
thedrainedhitpointsuponthewielder.Otherthanitsability IdentifyDC23Spellcraft
to cast vampiric touch, a bone knife functions as a Lore(DC15Knowledge[nature])Thebonecamefromawolf.
masterworkdaggerandcanbeenchantedasanormalmagic Abilities This weapon can cast bestow curse once per day. To
weapon. Characters proficient with daggers can wield it activatethecurse,thewieldermuststrikethetargetwitha
withoutpenalty. meleetouchattack.Inotherregards,thisitemfunctionsasa
Activationuseactivated;CL5th masterworklightmace,exceptthatitdealsslashingdamage.
RequirementsCraftWondrousItem, Any character proficient
vampirictouch; withalightmacecanuseit
Cost2,200gp withoutpenalty.
Activationuseactivated;CL8th
Requirements Craft Wondrous
Item, bestow curse; Cost
3,600gp

10
S TAT B LOCKS , A LLIES & E NCOUNTERS

11
ENCOUNTERS WITH THE BLEACHED SKULL
PCscanmeetmembersoftheBleachedSkullinmanyways.
Given the tribes proclivities, however, almost all
encounters quickly degenerate into violence. The
encounterscanbeusedasessentiallyrandomeventsor
can be tied together to depict the PCs growing
entanglementwiththetribe.

AMBUSH (EL 6, XP 2,400)


In this encounter, a small group of Bleached Skull
warriors ambush the PCs as they travel through
the forest. Alternatively, the warriors could be
watching a road or track with the intention of
waylaying travellers (indeed, the PCs may be
investigating the disappearance of several
suchgroups).
4BleachedSkullwarriors:page14
1BleachedSkullsergeant:page14
1BleachedSkullscout:page16
Strikingfromambush,theytargetthe
most physically powerful foes first,
hoping to force the other party
memberstoflee.
To modify this encounter, apply
thefollowingchanges:
EL 5 (XP 1,600): Remove the
BleachedSkullscout.
EL 7 (XP 3,200): Add one Bleached
Skullscout.

SCOUTS (EL 8, XP 4,800)


In this encounter, the PCs come upon a group
of Bleached Skull scouts watching a settlement
in preparation for a raid (perhaps by a warband
[page13]).
3BleachedSkullscouts:page16
2BleachedSkullsnipers:page16
Thescoutstrytodisengagefromtheirassailantsas
quickly as possible so that they can report the
settlementsdefences.
To modify this encounter, apply the following
changes:
EL 7 (XP 3,200): Remove two Bleached Skull
scouts.
EL9(XP6,400):AddtwoBleachedSkullscouts.

12
WARBAND (EL 10, XP 9,600) FIGHTING IN WOODLANDS
In this encounter, the PCs discover a large group of Bleached
When designing a fight with Bleached Skull warriors, GMs
Skull warriors. The band is big enough to attack a small or
shouldpayattentiontotheareainwhichthebattletakesplace.
isolated settlement or could even be serving as (unpredictable)
Terrainfeaturescanmakefightsexcitingandgiveadvantagesto
mercenaries to a powerful evil lord or creature. If they are
clever combatants. Consider adding several of the following
servingasmercenaries,theywillnotbeencounteredinaguard
terrain features to any such fights you orchestrate. (Do not
role. They are savage warriors and chafe at such duties. Wise
forget, also, that some squares can contain more than one
employers use them for the tasks they are best suited; namely
terrainfeature.Forexample,anormaltreemaybesurrounded
killingandslaughteringtheirenemies.
byheavyundergrowth.)
11BleachedSkullwarriors:page14
Illumination:Enoughlightfiltersthroughthetreecanopyto
2BleachedSkullsergeants:page14
brightly illuminate trails and clearings. Under the trees, dim
2BleachedSkullsnipers:page16
light(20%misschance)cloakstheforestfloor.
1BleachedSkullchampion:page14
Woodland Sounds: Background noise increases the DC of
Disciplinewithinthewarbandischaoticatbest,butthewarriors
soundbasedPerceptionchecksby2per10ft.,not1.
fight well together. They loosely follow any orders they have
Trail: A muddy, rutted 10 ft. wide trail wends its way
beengiven,andfightsavagely.
throughthetrees.Movementonthetrailisuninhibited.
If fighting alongside allies, they are not above looting the
GameTrail:Anarrowtrailwendsitswaythroughthetrees.
bodiesofthefallen.
Tracksanddroppingsofvariousanimalscovertheground.
Tomodifythisencounter,applythefollowingchanges:
Light Undergrowth: Vines and roots cover many nontrail
EL 9 (XP 6,400): Remove four Bleached Skull warriors, one
squares,increasingtheDCofAcrobaticsandStealthchecksby
BleachedSkullsergeantandoneBleachedSkullsniper.
2. It costs two squares of movement to enter such squares.
EL 11 (XP 12,800): Add two Bleached Skull warriors, one
HeavyUndergrowth:Densethornbushesandothertangled
BleachedSkullsniperandoneBleachedSkullchampion.
growths make movement through these areas extremely
difficult.Itcosts4squaresofmovementtoentersuchasquare.
SACRED GROVE (EL 11, XP 12,800)
It is impossibleto run and charge througha square containing
In this encounter, the PCs discover an isolated sacred grove of heavy undergrowth, Characters in heavy undergrowth gain
thetribetendedbyatrioofshaman.(Alternatively,theshaman concealment (30% miss chance) and a +5 circumstance bonus
may be the remnants of a smaller branch of the tribe). The onStealthchecks.
shamanshavejustsucceededinawakeningabloodspawntreant NormalTrees:Acreaturestandinginthesamesquareasa
andarepreparingtoreturntothetribewiththeirnewally.The tree(AC4,hardness5,hp150,DC15Climbcheck)gainspartial
groveisprotectedbymanyskullswardsandliesatthecentreof cover(+2toAC,+1onReflexsaves).
agreatmazeofbramblebushes. MassiveTrees:Hugetrees(AC3,hardness5,hp600;DC15
1bloodspawntreant:page18 Climbcheck)fillanentiresquare.Theyprovidecover(+4toAC,
2shamans:page15 +2onReflexsaves).
1greatshaman:page15 FallenTree:Afallentreetrunkprovidescover(+4toAC,+2
If the PCs encounter the group in the sacred grove, the on Reflex saves). Characters can clamber over it with a DC 5
bloodspawn treant immediately raises the bodies of those Climb check or leap atop it with a DC 12 Acrobatics check.
sacrificed to it and orders them to attack. The shamans hang Characters on a fallen tree gain the benefits of higher ground
back from combat only entering melee to protect their new (+1 on melee attacks) but are considered balancing. Treat the
charge. fallentreescanopyasheavyundergrowth.
Tomodifythisencounter,applythefollowingchanges: BoggyGround:Filledwithmudorstandingwaterabout1ft.
EL10(XP9,600):Removethetwoshamans. deep, it costs 2 squares of movement to enter a square
EL12(XP19,200):Addonebloodspawntreant. containing boggy ground. Boggy ground increases the DC of
Special Note: If this encounter does not take place in the Stealthchecksby2.
shamans sacred grove, reduce the EL by 1 to account for the Stream:Normallynomorethan2ft.deep,itcosts2squares
lackofbloodzombies. of movement to enter any square containing a stream. If the
streamhasraisedbanks,thoseinthestreamhavecover(+4to
AC, +2 on Reflex saves). Characters on the banks gain the

benefitsofhigherground(+1onmeleeattacks)againstanyone
inthestream.

13
WARRIORS OF THE BLEACHED SKULL
Avarietyofwarriors,scoutsandsoonservewithintheBleached BLEACHEDSKULLCHAMPION CR4(XP1,200)
Skullsranks.Thestatblocksbelowdepictthosemostcommonly Malegnollwarrior6
encountered. Refer to pages 12 13 for suggested encounters CEMediumhumanoid(gnoll)
featuringthesewarriors. Init+0;Sensesdarkvision60ft.;Perception+3,SenseMotive+0
Speed20ft.,basespeed30ft.
BLEACHEDSKULLWARRIOR CR1(XP400) ACP7;Acrobatics7(11jumping),Climb+2,Swim+1
Malegnoll AC21,touch10,flatfooted21;CMD20
CEMediumhumanoid(gnoll) (+8 armour [mwk halfplate], +2 shield [mwk heavy wooden],
Init+0;Sensesdarkvision60ft.;Perception+2,SenseMotive+0 +1natural)
Speed30ft. Fort+10,Ref+2,Will+2
ACP2 hp64(8HD)
AC15,touch10,flatfooted15;CMD13 Space5ft.;BaseAtk+7/+2;CMB+10
(+2armour[leather],+2shield[heavywooden],+1natural) Meleemwkmorningstar+11/+6(1d8+3)
Fort+4,Ref+0,Will+0 Rangedmwkjavelin(range30ft.)+8/+3(1d6+3)
hp11(2HD) Atk Options Dazing Blow 2/day, Savagery, Staggering Blow
2/day,StunningBlow2/day
Space5ft.;BaseAtk+1;CMB+3
CombatGearpotionofcuremoderatewounds
Meleemorningstar+3(1d8+2)
Rangedjavelin(range30ft.)+1(1d6+2) AbilitiesStr16,Dex10,Con14,Int8,Wis11,Cha8
AtkOptionsSavagery FeatsDazingBlow,Savagery,StaggeringBlow,StunningBlow
Skillsasabove
AbilitiesStr15,Dex10,Con13,Int8,Wis11,Cha8
LanguagesGnoll
FeatsSavagery
Skillsasabove Gearasaboveplus27gp,14sp
LanguagesGnoll
Gearasabove3gp,6sp
BLEACHEDSKULLCHIEFTAIN CR7(XP3,200)
Malegnollwarrior10
BLEACHEDSKULLSERGEANT CR3(XP800) CELargehumanoid(gnoll)
Init1;Sensesdarkvision60ft.;Perception+5,SenseMotive+0
Malegnollwarrior4
Speed20ft.,basespeed30ft.
CEMediumhumanoid(gnoll)
ACP6;Acrobatics7(11jumping),Climb+4,Swim+3
Init+0;Sensesdarkvision60ft.;Perception+2,SenseMotive+0
Speed20ft.,basespeed30ft. AC21,touch8,flatfooted21;CMD26
ACP5;Acrobatics5(9jumping),Climb+3,Swim+3 (1 size, 1 Dex, +9 armour [mwk full plate], +2 shield [mwk
steelwooden],+2natural)
AC18,touch10,flatfooted18;CMD18
Fort+14,Ref+2,Will+3
(+5 armour [mwk scale mail], +2 shield [heavy wooden], +1
hp122(12HD)
natural)
Fort+8,Ref+1,Will+1 Space10ft.;BaseAtk+11/+6;CMB+17
hp41(6HD) Melee+1morningstar(reach10ft.)+16/+11(2d6+6)
Rangedmwkjavelin(range30ft.)+10/+5(1d8+5)
Space5ft.;BaseAtk+5;CMB+8
Atk Options Dazing Blow 3/day, Savagery, Staggering Blow
Meleemwkmorningstar+9(1d8+3)
3/day,StunningBlow3/day
Rangedjavelin(range30ft.)+5(1d6+3)
CombatGearpotionofcuremoderatewounds(2)
AtkOptionsDazingBlow1/day,Savagery,StaggeringBlow1/day
CombatGearpotionofcuremoderatewounds AbilitiesStr20,Dex8,Con19,Int8,Wis11,Cha8
Feats Dazing Blow, Improved Natural Armour, Savagery,
AbilitiesStr16,Dex10,Con13,Int8,Wis11,Cha8
Staggering Blow, Stunning Blow, Weapon Focus
FeatsDazingBlow,Savagery,StaggeringBlow
(morningstar)
Skillsasabove
Skillsasabove
LanguagesGnoll
LanguagesGnoll
Gearasaboveplus12gp,31sp
Gearasaboveplus120gp,14sp

WARRIOR GARB
The tribes warriors often wear simple pot helmets to which SHAMAN GARB
they affix the bleached skulls of vanquished enemies. This Shaman fashion elaborate headgear from skulls and hang
makes them look taller and adds to their fearsome reputation
battered skulls to their belts. These clack together, making
asterrifyingwarriors. silentmovement difficult(2penaltytoStealthchecks).

14
SHAMANS OF THE BLEACHED SKULL

SHAMAN CR5(XP1,600) GREATSHAMAN CR7(XP3,200)


Malehalffiendgnolladept4 Malehalffiendgnolladept8
CEMediumoutsider CEMediumoutsider
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 familiar in Init +0; Senses darkvision 60 ft.; Perception +9 (+11 familiar in
armsreach),SenseMotive+3(+5familiarinarmsreach) armsreach),SenseMotive+3(+5familiarinarmsreach)
Speed30ft.,fly60ft.(good) Speed30ft.,fly60ft.(good)
ACP0;Fly+13 ACP0;Fly+13
AC15,touch12,flatfooted14;CMD17 AC15,touch12,flatfooted14;CMD18
(+1Dex,+3natural,+1deflection[ringofprotection+1]) (+1Dex,+3natural,+1deflection[ringofprotection+1])
Immunepoison;Resistacid10,cold10,electricity10,fire10 Immunepoison;Resistacid10,cold10,electricity10,fire10
Fort+6,Ref+2,Will+7;SR16 Fort+8,Ref+6,Will+10;SR18
hp39(6HD);DRmagic/5 hp63(10HD);DRmagic/5
Space5ft.;BaseAtk+3;CMB+6 Space5ft.;BaseAtk+5;CMB+7
Melee2claw+6each(1d4+3)and Melee2claw+7each(1d6+3)and
bite+4(1d6+1) bite+5(1d6+1)
AtkOptionsSavagery,smitegood1/day(+6damage) AtkOptionsSavagery,smitegood1/day(+10damage)
AdeptSpellsPrepared(CL4th;concentration+7) AdeptSpellsPrepared(CL8th;concentration+11)
2ndsickeningglare(DC15) 3rdgreaterlightninglance(DC16)
1stcure light wounds, lightning lance (DC 14), obscuring wind 2ndbarkskin,sickeningglare(2;DC15)
(DC14) 1stbless,lightninglance(2)(DC14),obscuringwind(DC14)
0detectmagic,ghostsound(DC13),touchoffatigue(DC13) 0detectmagic,ghostsound(DC13),touchoffatigue(DC13)
SpellLikeAbilities(CL6th,concentration+9) SpellLikeAbilities(CL10th,concentration+13)
3/daydarkness 3/daydarkness,poison(DC17)
1/daydesecrate,unholyblight(DC17) 1/daycontagion(DC16),desecrate,unholyblight(DC17)
CombatGearboneknife CombatGearrodofcurses,potionofblur,potionofcureserious
AbilitiesStr17,Dex12,Con15,Int12,Wis16,Cha12 wounds
SQsharespells(batfamiliar),summonfamiliar(bat) AbilitiesStr17,Dex12,Con15,Int12,Wis17,Cha12
B
Feats Alertness , Improved Natural Armour, Multiattack, SQsharespells(batfamiliar),summonfamiliar(bat)
B
Savagery Feats Alertness , Improved Natural Armour, Improved Natural
Skills as above plus Handle Animal +6, Heal +12, Knowledge Attack(claw),LightningReflexes,Multiattack,Savagery
(nature)+7,Survival+11 Skills as above plus Handle Animal +10, Heal +12, Knowledge
LanguagesCommon,Gnoll,empathiclink(batfamiliar) (nature)+9,Survival+13
Gearasaboveplusspellcomponentpouch,holysymbol,12gp LanguagesCommon,Gnoll,empathiclink(batfamiliar)
Gear as above plus cloak of resistance +1, spell component
pouch,holysymbol,33gp

BATFAMILIAR CR(XP0) BATFAMILIAR CR(XP0)


NDiminutiveanimal NDiminutiveanimal
Init+2;Sensesblindsense20ft.,lowlightvision;Perception+8, Init +2; Senses blindsense 20 ft., lowlight vision; Perception
SenseMotive+2 +12,SenseMotive+2
Speed5ft.,fly40ft.(good) Speed5ft.,fly40ft.(good)
ACP0;Fly+17 ACP0;Fly+17
AC18,touch16,flatfooted16;CMD6 AC20,touch16,flatfooted18;CMD8
(+4size,+2Dex,+2natural) (+4size,+2Dex,+4natural)
Fort+2,Ref+4(improvedevasion),Will+6 Fort+3,Ref+4(improvedevasion),Will+8
hp19(6HD) hp31(10HD)
Space1ft.;BaseAtk+3;CMB+1 Space1ft.;BaseAtk+5;CMB+3
Meleebite(reach0ft.)+9(1d34) Meleebite(reach0ft.)+11(1d34)
AtkOptionsdelivertouchspells AtkOptionsdelivertouchspells
AbilitiesStr1,Dex15,Con6,Int7,Wis14,Cha5 AbilitiesStr1,Dex15,Con6,Int9,Wis14,Cha5
FeatsWeaponFinesse FeatsWeaponFinesse
Skills as above plus Handle Animal 1, Heal +8, Knowledge Skills as above plus Handle Animal +3, Heal +8, Knowledge
(nature)+4,Survival+8 (nature)+6,Survival+10
LanguagesCommon,empathiclink Languages Common,empathiclink,speakwithmasterandbats

15
SCOUTS & SPECIALISTS OF THE BLEACHED SKULL

BLEACHEDSKULLSCOUT CR3(XP800) Ahead of the warbands, the Bleached Skull despatch scouts to
Malegnollexpert2/warrior2 discover their enemies weaknesses and snipers to sow chaos
CEMediumhumanoid(gnoll) andconfusionintheirranks.
Init+0;Sensesdarkvision60ft.;Perception+7,SenseMotive+0
Speed30ft.
ACP0;Climb+7,Stealth+7,Swim+7
AC15,touch10,flatfooted15;CMD17
(+3 armour [mwk studded leather], +1 shield [mwk light
wooden],+1natural)
Fort+7,Ref+0,Will+3 NON-COMBATANT TRIBAL MEMBERS
hp37(6HD) Notallmembersofatribearewarriors.Anytriballaircontains
Space5ft.;BaseAtk+4;CMB+7 numerous noncombatants including females as well as young
Meleemwkmorningstar+8(1d8+3) gnolls. Elderly gnolls (with the exception of shaman) are
Rangedjavelin(range30ft.)+4(1d6+3)
extremely rare. Use these stats to simulate such non
AtkOptionsRacialEnemy(human),Savagery,SuddenStrike
CombatGearpotionofcurelightwounds(2) combatants.
AbilitiesStr16,Dex10,Con13,Int8,Wis11,Cha8
FeatsRacialEnemy(human),Savagery,SuddenStrike BLEACHEDSKULLYOUNG CR1/2(XP200)
Skills as above plus Knowledge (geography) +3, Knowledge Maleorfemalegnoll
(nature)+3,Survival+5 CESmallhumanoid(gnoll)
LanguagesGnoll Init+6;Sensesdarkvision60ft.;Perception+2,SenseMotive+0
Gearasaboveplusbeltpouch,flintandsteel,12sp Speed30ft.
ACP0;Stealth+6
BLEACHEDSKULLSNIPER CR4(XP1,200) AC15,touch13,flatfooted13;CMD12
Maleadvancedgnollexpert2/warrior2 (+1size,+2Dex,+2armour[leather])
CEMediumhumanoid(gnoll) Fort+3,Ref+2,Will+0
Init+2;Sensesdarkvision60ft.;Perception+9,SenseMotive+2 hp7(2HD)
Speed30ft. Space5ft.;BaseAtk+1;CMB+1
ACP0;Climb+11,Stealth+9,Swim+11 Meleeunarmedstrike+2(1d2,nonlethal)
AC19,touch12,flatfooted17;CMD21 AbilitiesStr11,Dex14,Con9,Int8,Wis11,Cha8
(+2Dex,+3armour[+1studdedleather],+1shield[mwklight FeatsImprovedInitiative
wooden],+3natural) Skillsasabove
Fort+9,Ref+2,Will+5 LanguagesGnoll
hp49(6HD) Gearasabove
Space5ft.;BaseAtk+4;CMB+9
Meleemorningstar+9(1d8+5) BLEACHEDSKULLNONCOMBATANT C R 1 / 2 ( X P 2 0 0 )
Rangedmwkheavycrossbow(range120ft.)+7(1d10/1920) Maleorfemalegnoll
bolts CEMediumhumanoid(gnoll)
AtkOptionsRacialEnemy(human),Savagery,SuddenStrike Init2;Sensesdarkvision60ft.;Perception+3,SenseMotive+1
CombatGearpotionofcurelightwounds(2) Speed30ft.
AbilitiesStr20,Dex14,Con17,Int12,Wis15,Cha12 ACP0
FeatsRacialEnemy(human),Savagery,SuddenStrike AC11,touch8,flatfooted11;CMD10
Skills as above plus Knowledge (geography) +6, Knowledge (2Dex,+2armour[leather],+1natural)
(nature)+6,Survival+9 Fort+3,Ref2,Will+1
LanguagesCommon,Gnoll hp9(2HD)
Gearasaboveplusbeltpouch,flintandsteel,12sp Space5ft.;BaseAtk+1;CMB+2
Meleedagger+2(1d4+1/1920)
Rangeddagger(range10ft.)1(1d4+1/1920)
AtkOptionsSuddenStrike
AbilitiesStr12,Dex7,Con10,Int10,Wis13,Cha10
SCOUT GARB FeatsSuddenStrike
SkillsasaboveplusHandleAnimal+5
Scouts dress similarly to warriors, except they often festoon
LanguagesGnoll
their bodies with foliage to aid concealment (+2 circumstance
Gearasabove
bonustoStealthchecks).

16
TYPICAL ENCAMPMENT
The map below depicts a small encampment of Bleached Skull abovethegroundongreattreetrunks(hardness5,hp200,DC
Gnolls. A GM can use the map as the focus for a quick 20 Climb) access to each is by a steep ramp (which counts as
adventure,perhapsasthelocationofanisolatedgroupofthese difficult terrain). The roofed huts have a good view of the
ferocious warriors. Use the information on pages 6 7 to surroundsandareguardedby1d2warriors.
breathelifeintothisplace. Huts:Constructedofwattleanddaub(hardness5,hp5,DC
15Break),thetribeshutsarepartiallysunkenintotheground.
AREA FEATURES Spaciouswithin(mostareover20ftradius)theinteriorisdank
Theencampmenthasthefollowingfeaturesofnote: andmusty.Driedanddirtybrackencoverstheground.
Thick Gorse Bushes: Near impenetrable gorse bushes grow Chieftains Hut: The largest structure in the valley, this hut
about the valleys bounds. Characters trying to push through occupies a commanding position. Buried beneath its floor lies
themmustmakeaCMBcheck(CMD18).Successindicatesthat the tribes accumulated wealth. The chieftain accompanied by
theyhaveforcedtheirway5ft.throughthebush.Successby5 histhreematesdwellswithin.
or more indicates they have moved 10 ft through the bush. SacredGrove:Asmallgroveofancienttrees(AC3,hardness
Failure indicates they take 1 point of damage from the bushs 5, hp 600; DC 15 Climb; provides cover [+4 to AC, +2 on Reflex
thickthornsandmakenoprogress. saves])fillsonepartofthevalley.Ashamanandabloodspawn
Palisade: The 10 ft. high palisade of sharpened tree trunks treantdwellwithin.
(hardness 5, hp 20, DC 23 Break) has no walkway; it simply Stream: A swift stream courses through the valley. About
servestochannelattackersintoanarrowfront.Skullshangfrom fivefoot deep it is fordable along its entire length. The gnolls,
thepalisadeinamacabredisplayofthetribesmight. however,havemanoeuvredgreatstonesintothestreamtoact
GuardHuts:Twowattleanddaubguardhuts(hardness5,hp assteppingstones.Thesteppingstonescountasdifficultterrain,
5, DC 15 Break) ward the valleys approaches. Raised 10 ft. but characters making a DC 12
Acrobatics check can cross
thematnormalspeed.During
periods of heavy rain, they
disappear beneath the
streamssurface.

17
BLOODSPAWN TREANT
Ahuge,gnarledtreestandsatthecentreofacoilednetworkof BloodspawntreantsarethetwistedresultoftheBleachedSkull
thick,twistedrootsandbrokenearth.Sicklyredmosscloaksthe shamanssacrificialpractises.Hiddenintheirgroves,theshaman
treestrunkandhangsfromitsbranches. feed the ancient trees of the deep woods living sacrifices. The
tribes depraved shamans open the veins of their sacrifices
before burying them alive below the roots of the sacred trees.
BLOODSPAWNTREANT CR9(XP6,400) The trees roots greedily feed upon the sacrifices vital fluids
NEHugeplant while the final doomladen screams of the damned eventually
Init1;Senseslowlightvision;Perception+20,SenseMotive+3
infused the trees with an atavistic bloodlust driven by a
Speed30ft.
ACP0;Stealth+8(+16inforests) malevolent,primalsentience.
AC21,touch7,flatfooted21;CMD30 Bloodspawn treants instinctively recognise the shaman
(2size,1Dex,+14natural) tending their groves as allies and do not attack tribe members.
Immune mindaffecting effects (charms, compulsions, morale Theydonotnormallystrayfarfromtheirgroves,exceptintimes
effects, patterns, and phantasms), paralysis, poison, ofwarorwhentheirbloodlustbecomesirresistible.
polymorph,sleepeffectsandstunning
Fort+14,Ref+3,Will+7 ECOLOGY & SOCIETY
hp133(14HD);bloodsap;DRslashing/10
Blood Sap (Ex) The blood of those sacrificed to it has infected Unnatural creatures created by the frenzied deathscreams of
the sap of a bloodspawn treant. If a slashing or piercing uncountable sacrifices, bloodspawn treants are without a
weapon damages a bloodspawn treant in melee, thick, natural ecological niche. Born of blood and suffering they are
partially congealed, corrosive blood spews forth from the willing allies to the Bleached Skull. Driven by an almost
wound.Iftheattackerisadjacenttothebloodspawntreant unquenchable thirst for blood they are worshipped as living
ittakes1d6+14aciddamage(DC21Reflexhalves).Thesave
embodimentsofthenaturalspiritsworshippedbythetribe.
isConstitutionbased.
Space15ft.;BaseAtk+10;CMB+21
Melee2slams(reach15ft.)+18each(3d6+9)
Rangedrock(range180ft.)+7(2d6+9) HUMANBLOODZOMBIE CR
AtkOptionsAwesomeBlow,PowerAttack,ImprovedBullRush, Thick,cloyingmudclingstothepartlydecomposedframeofthis
Improved Sunder, double damage against objects, trample living corpse. Ragged, deep wounds, surrounded by caked,
(3d6+13,DC28) driedblood,piercethecreaturesforearmsandneck.
DoubleDamageAgainstObjects(Ex)Abloodspawntreantthat NEMediumundead
makes a fullattack against an object or structure deals Init+0;Sensesdarkvision60ft.;Perception+0
doubledamage. Speed30ft.
Trample (Ex) As a fullround action, a bloodspawn treant can AC12,touch10,flatfooted12;CMD14
overrunallLargeorsmallercreaturesinitspath.Targetsof (+2natural)
a trample can make an attack of opportunity (at a 4 Immune mindaffecting effects, death effects, disease,
penalty) or make a DC 28 Reflex save to take half damage paralysis, poison, sleep effects, stunning, nonlethal damage,
(3d6+13). ability drain, energy drain, damage to physical abilities,
SpecialActionsraisethedead exhaustion, fatigue, massive damage, any effect requiring a
RaisetheDead(Su)Atwill,abloodspawntreantcancommand Fortitudesave(unlessitaffectsobjectsorisharmless)
the corpses of those sacrificed to it to rise from the dead Fort+0,Ref+0,Will+3
and to follow its bidding. It can command up to 2 HD of hp12(2HD);maddeningblood
zombiesperHDitpossesses.Thecommandedundeadmust MaddeningBlood(Ex)Anadjacentopponentdamagingablood
maintain line of sight to their master. If they do not, they zombie is splattered with the creatures blood and must
deanimate. make a DC 11 Will save or be affected as if targeted by
AbilitiesStr29,Dex8,Con21,Int12,Wis16,Cha13 lesserconfusion.
SQplanttraits Space5ft.;BaseAtk+1;CMB+4
Feats Ability Focus (trample), Awesome Blow, Improved Bull Meleeslam+4(1d6+4)
Rush, Improved Natural Attack (slam), Improved Sunder, AtkOptionsstaggered
PowerAttack,WeaponFocus(slam) Staggered(Ex)Slowandungainly,abloodzombiecanonlytake
Skills as above plus Intimidate +11, Knowledge (nature) +11; a single move or standard action each round. A blood
RacialModifiers+8Stealthinforests zombiecanmoveitsspeedandattackasachargeaction.
LanguagesGnoll,Sylvan,Treant AbilitiesStr17,Dex10,Con,Int,Wis10,Cha10
Environmentanyforest SQundeadtraits
Organisationsolitaryorgrove(27) FeatsToughnessB

18
COMBAT & TACTICS HD+Chamodifier)orbeaffectedbylesserconfusion.
Special Note: Always encountered with their parent
In battle, a bloodspawn treantuse a mix of sheer brutality and
bloodspawntreant,bloodzombiesdonotgrantXPwhenslain.
cunning to defeat its foes. If fighting within its sacred grove, a
bloodspawntreantusesraisethedeadtosummonthoseburied BLOOD ZOMBIE LORE
below its roots while it hangs back and hurls rocks, branches
A character making a Knowledge (religion) check may know
rippedfromothertreesandsoonatintruders.
some information about blood zombies. A character previously
If an intruder engages a bloodspawn treant in melee, it
identifyingabloodspawntreant,getsa+2bonustothischeck.A
delights in crushing its enemy with its prodigious strength. It
successfulcheckrevealsallinformationgainedbyalessercheck.
uses Improved Bull Rush or Awesome Blow to force attackers
DC10+zombieHD:Thisisabloodzombie,avariantzombie
backintothemidstofitsbloodzombieservantsorPower
typecreatedbybloodspawntreants.
Attack to pulverise anyone resisting
DC15+zombieHD:Bloodzombiescarryacontagionintheir
such attempts. If groups of enemies
bloodthatdrivesattackersmad.
bunchup,itusestramplerepeatedly
DC 20 + zombie HD: Blood zombies must remain
tocrushanddispersethem.
close to their creator. If they do not, they de
BLOODSPAWN TREANT animate.

LORE
A character making a Knowledge
(nature) check may know some
information about bloodspawn treants. A
successful check reveals all information
gainedbyalessercheck.
DC19:Thisisabloodspawntreant,a
foul abomination of nature.
Bloodspawn treants are
created by bloody sacrifice to
ancientnaturespirits.
DC24:Bloodspawntreants
lack many of a treants normal
abilities but can raise the dead
to do their bidding. Those
striking a bloodspawn treant
with slashing or piercing
weapons are often sprayed with
thecorrosivesapcoursingthrough
itstrunk.

BLOOD ZOMBIE
Blood zombies are variant zombies
created by bloodspawn treants.
Theydifferfromnormalzombiesin
severalways.
Defensive: A blood zombie does
notgainDRslashing/5.
Offensive: A blood zombie gains the
followingspecialattack.
Maddening Blood (Ex): An adjacent opponent
damaging a blood zombie is splattered with the creatures
bloodandmustmakeaWillsave(DC10+1/2bloodzombies

19
READING STAT BLOCKS
Bleached Skull Gnolls includes all necessary stat blocks; these OFFENSIVE
notes explain how to read them. Unless otherwise noted, all Space, Base Atk and CMB: The creatures space, base attack
listed scores include all the creatures normal modifiers. Stat bonusandCMB.
block appear in four sections: basic, defensive, offensive and Melee:Thissectionlistsacreaturesmeleeattacks.Iftheattack
supplemental. has a reach that is not 5 ft. it is listed here. Each attack
includesattackbonusanddamageinformation.Iftheattack
has the default critical hit characteristics (20/x2) this
BASIC informationisomitted.
Name,CRandXP:Themonstersnameappearsfirstfollowedby
Ranged:Thissectionliststhecreaturesrangedattacks.Italways
its CR and how many experience points it is worth. If more
includes the attacks range. Each attack includes attack
thanonecreatureisencountered,abracketednumberlists
bonusanddamageinformation.Iftheattackhasthedefault
howmanyappear.
criticalhitcharacteristics(20/x2)thisinformationisomitted.
Appearance:TheGMcanreadaloudorparaphrasethissection.
Atk Options: This section lists any abilities or feats that can
Ifapicturedepictsthecreature,thissectionmaybeomitted.
affectthecreaturesattacks.Subsequentlistingsdescribeall
Sex,Race,ClassandLevel:Ifthemonsterhasclasslevelsthese
butthemostbasicabilitiesinmoredepth.
appearherealongwithitsraceandsex.Thefirstnotedclass
Special Actions: This section lists any useful abilities that a
isthecreaturesfavouredclass.
creaturecoulduseinbattle.Subsequentlistingsdescribeall
AlignmentandType:Thecreaturesabbreviatedalignmentand
butthemostbasicabilitiesinmoredepth.
itstype(includingapplicablesubtypes).
SpellsandSpellLikeAbilities:Thecreaturescasterlevel,along
Init and Senses: This creatures initiative modifier appears
with its concentration modifier and domains appears in
before any special senses (such as scent or darkvision) and
bracketsbeforethemainspelllisting.Ifoneormoreofthe
the creatures Perception and Sense Motive scores. If the
creatures spells require a touch attack, the relevant attack
creature has special Perceptionbased abilities, such as
bonus is included. Spells available appear in reverse order
trapfindingorstonecunning,theseappearhere. D
from highest to lowest level. Spells denoted are domain
Speed: The creatures modified land speed appears first along
spells.Ifapplicable,aspellsDCisalsoprovided.
with any other relevant speeds (such as climb or fly). If the
Combat Gear: This section lists any combatrelated equipment
creaturesbaselandspeedisdifferenttoitsmodifiedspeed
thecreaturepossesses.
thisisalsolisted.
ACP and Movement Skills: ACP presents the creatures normal
SUPPLEMENTAL
armourcheckpenaltymodifier.IfthecreaturesAcrobatics,
AbilitiesandSpecialQualities:Thesesectionslistthecreatures
Climb, Escape Artist, Fly, Ride, Stealth or Swim modifier
ability scores and any special qualities that do not appear
differs from the relevant ability modifier minus its armour
anywhereelseinitsstatblock.
checkpenalty,theseskillsappearhere.
Feats:Analphabeticallistingofallthecreaturesfeats.
Skills and Languages: These sections list any skills the creature
DEFENSIVE possesses that have not already appeared in the stat block
AC:Thecreaturesnormal,touchandflatfootedACalongwith
andalllanguagesspokenorunderstood.Anylanguagebased
itsCMD;additionallythissectionlistsanydefensivepowers
specialabilitiesalsoappearhere.
orabilitiesthataffectsthecreaturesAC.
Gear: This section lists any gear not already listed in the
Immune,ResistandWeaknesses:Ifthecreaturehasimmunity,
creatures stat block. This section hardly ever contains
resistance or a vulnerability to an effect or condition it
weapons or armour as they usually appear in the relevant
appearshere.
sectionsabove.
Fort, Ref andWill: The creatures saving throwmodifiers along
Spellbook: The contents of the creatures spellbook and its
with any conditional modifiers and defensive powers (such
barredschools.
asevasion)andspellresistanceappearhere.
HP:Thecreaturesfull,normalhitpointsalongwiththenumber
ofhitdiceitpossesses.Abracketedhitpointtotalindicates
that the creature is injured. If the creature has damage
reductionorhardnessitappearshere. SPECIAL ABILITIES
Special abilities appear in the section to which they are best
suited.Thus,offensiveabilitiesappearwithacreaturesattacks

whiledefensiveonesappearwithitsotherdefences.Fullwrite
ups of irrelevant powers (such as those that could not affect
combat) are omitted. The effects of abilities that factor into a
creatures normal attacks or defences have already been
includedintherelevantcalculations.

20
Feral denizens of the deep woods, the Bleached Skull Gnolls are creatures of atavistic desires and
sadistic lusts. Ferocious warriors and terrible foes they worship the primal, blood soaked spirits of the
woodlands, and war with their neighbours for booty and sacrifices to bury alive beneath their sacred
trees.

Bleached Skull Gnolls presents six new feats, six new spells and three new magic items all useable
by members of the tribe. Additionally, it contains ten stat blocks as well as the full details of the
tribes fearsome ally, the bloodspawn treant. By default, the tribe dwells deep in the Tangled Wood
(an ancient woodland covering much of the Lonely Coast) but can live in any densely wooded area.
The Lonely Coast is a free 30 page extensively bookmarked PDF available from Raging Swans website.

Visit us at ragingswan.com to learn more.

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