Pact Magic Creatures And Templates
Grimoire of Lost Souls


Autrok, Ergon

Flitting and darting out of reach, this spherical creature appears as a fleshy orb with a single eye and dozens of sinewy tendrils that cover metallic plates riveted across its body.

Autrok, Ergon CR 2
XP 600
NE Tiny Aberration (ergon, half-construct)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +3

AC 18, touch 12, flat-footed 14 (+4 Dex, +2 armor, +2 size)
hp 13 (3d8+0)
Fort –1, Ref +3, Will +3; +2 racial vs. disease, mind-affecting, poison, and exhaustion DR 5/adamantine or good; Resist cold 5, electricity 5, fire 5; Weakness acid

Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d4–4)

Pact Magic (BL 3)
Constellation Aspects—1 (Dark Beyond only)

Spell-Like Abilities (CL 3rd; concentration +3)
Constant—mage armor
At will—detect magic
Special Attacks steal magic item

Str 2, Dex 18, Con 8, Int 8, Wis 6, Cha 11
Base Atk +1; CMB +5 (+10 steal); CMD 9 (can’t be tripped)
Feats Minor Binding, Skill Focus (Spellcraft)
Skills: Fly +13, Perception +3, Sleight of Hand +6 (+14 with magic items), Spellcraft +7, Stealth +16; Racial Modifiers +8 Sleight of Hand with magic items
Languages Common, Ergon
SQ deadly agility, prying eyes, starflight

Environment any
Organization flock (2–4), storm (5–8), colony (9-14)
Treasure incidental

Special Abilities
Deadly Agility (Ex): An autrok ergon can use its Dexterity modifier on melee attack and damage rolls with its natural weapons and on combat maneuver checks instead of its Strength.
Latching Mandibles (Ex): An autrok gains a +5 racial bonus on steal combat maneuver checks. In addition, foes do not receive a bonus to their CMD against an autrok’s steal attempts if their items are fastened to them and an autrok can attempt to steal even closely worn items, though the opponent gains a +5 bonus (or greater) to its CMD to prevent a closely worn item from being stolen.
Prying Eyes (Ex): Any ergon within 400 feet of an autrok whose Hit Dice exceeds the autrok’s own may take control of its senses as a standard action, functioning as arcane eye.
Starflight (Ex): An autrok can survive in the void of space and fly through its vacuum at incredible speeds. Although exact travel times vary, a trip between any two planets within a single solar system typically takes 3d20 weeks while a trip to another solar system takes 3d20 months (or more, at the GM’s discretion) provided the autrok knows the way to its destination.
Steal Magic Items (Ex): An autrok can attempt to steal magic items that it is aware of (typically by using its detect magic spell-like ability) from a creature by making a melee touch attack against the item’s wearer as a standard action. If it hits, roll randomly to determine what magic item is struck. The autrok can make a free steal attempt against the wearer’s CMD. If successful, the autrok sends the magic item to an extraplanar realm within its gullet to be digested. Such an item can only be recovered by slaying the autrok. An autrok can spit up a swallowed item as a full-round action.

Autroks are impish ergons that flit about the Material Plane searching for magic items to consume. Each autrok is built with a personal extradimensional space with which it can abduct and carry magic items back to its weird masters in the far corners of reality. An autrok’s body is 1 foot long and weighs 20 pounds.

A spellcaster of 7th level or higher with the Improved Familiar feat can gain an autrok as a familiar.

Carnival Animal

Although appearing like an ordinary animal at first glance, this lion is slightly shinier than normal and its body stretches unnaturally.

Carnival Animal Lion CR 4
XP 1,200
N Large Construct (augmented animal)
Init +7; Senses low-light vision, scent; Perception +9

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2; DR 10/piercing, Immune construct traits

Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)
Space 10 ft.; Reach 5 ft.
Special Attack deafening burst (DC 17), pounce, rake (2 claws +7, 1d4+5), sonic attack (DC 17), swallow whole (2d6 bludgeoning damage, AC 11, 3 hp)

Spell-Like Abilities (CL 5th, concentration +3)
At will—levitate, shrink (self only)

Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+15 grapple); CMD 22 (26 vs. trip)
Feats Improved Grapple, Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +19, Disguise +6, Climb +13, Escape Artist +11, Perception +9, Stealth +8 (+12 in undergrowth);
Racial Modifiers +12 Acrobatics, +8 Climb, +8 Disguise (to appear as a lion), +8 Escape Artist, +4 Stealth (+8 in undergrowth)
SQ compression, weightless

Environment warm plains
Organization solitary, trope (1–3 plus 1d10 performers), circus (4–5 plus 4d10 performers)
Treasure none

Created and employed by performers of all kinds, a carnival animal is a construct that is designed to perfectly imitate a specific type of animal. Despite being almost indistinguishable from an ordinary animal, carnival animals are lightweight, hollow creatures designed for entertainment value. Despite these amusing functions, carnival animals are just as dangerous as any other construct and are often used to guard their masters.

Ravager Vessel

This snarling shell of a human clutches his weapon tightly, his eyes crazed and malicious. He moves with an inhuman grace and is constantly licking his lips, muttering, and inhaling heavily.

Ravager Vessel Fighter CR 5
XP 1,600
Ravager vessel human fighter 6
CE Medium outsider (augmented humanoid, human, native, occult, ravager spirit)
Init +3; Senses Perception +13

AC 21, touch 12, flat-footed 17 (+7 armor, +3 Dex, +1 dodge, –2 rage, +2 shield)
hp 63 (3d12+3d10+27)
Fort +9, Ref +5, Will +5; +2 vs. fear
Defensive Abilities bravery +2

Speed 40 ft.
Melee mwk trident +14/+9 (1d8+8) or
mwk trident +12/+7 (1d8+6) and +1 light steel shield with mwk shield spikes +10 (1d6+5)
Ranged mwk trident +12 (1d8+8) or javelin +9 (1d6+5)

Pact Magic (BL 6th)
Ravager Spirit—soul tear; detect ravager spirits, evasive maneuvers, frenzy, ravager-bound

Str 20, Dex 16, Con 19, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 25
Feats Dodge, Double Slice, Improved Shield Bash, Shield Focus, Shield Slam, Two-Weapon Fighting, Weapon Focus (trident), Weapon Specialization (trident)
Skills Acrobatics +10 (+14 jump), Climb +8, Intimidate +5,
Perception +13, Stealth +6, Swim +8; Insight Perception +3, Stealth +3
Languages Common
SQ armor training 2, hijacked vessel, weapon training 1
Gear +1 breastplate, +1 light steel shield with masterwork shield spikes, javelins (5), masterwork trident, 1 gp

When a ravager spirit manages to fully possess a mortal victim and evict its soul from its body, the resulting creature is a ravager vessel. Ravager vessels use a form of reverse pact magic to bind themselves to their victim’s empty shell, much like a hermit crab taking a conch’s shell for its own use. Once the ravager spirit has fully bound itself to its new vessel, it seeks intense physical experiences for a time before settling down to pursue its goals, which typically involve summoning more ravagers.

Spirit Imp

This hairy, humanoid creature possesses bat-like wings, a lion’s mane, and is the size of a house cat. It appears to be perpetually snarling because of its sharp fangs and lack of lips.

Spirit Imp CR 1/4
XP 100
N Tiny monstrous humanoid (occult)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +13, occult scent

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 6 (1d10+1)
Fort +1, Ref +5, Will +3

Speed 40 ft., fly 30 ft. (poor)
Melee bite +4 (1d3–2 plus poison)

Str 7, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB –3; CMD 10
Feats Weapon Finesse
Skills Fly –1, Perception +5
Languages Common

Special Abilities
Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Int; cure 1 save. The save DC is Constitution-based.

Although none know where the first spirit imps came from, their connection to pactmaking cannot be disputed as spirit imps are best known for their ability to detect occult auras using their keen sense of smell. Historically, spirit imps have been kept as pets and servants by binders as tools to aid them in the uncovering of forgotten pact lore, but in recent generations various anti-occult organizations have begun capturing and employing these dim-witted humanoids to sniff out binder communities and expunge them.

The exact origin of these miniaturized, bestial cretins is widely contested even among non-binders. To those unfamiliar with pact magic, they seem to be little more than stupid, humanoid pests. But pactmakers recognize signs within the spirit imp’s form, such as the feline mane of the Prince of Spirits or the feral demeanor that is all-too evocative of the Beast in the Woods. Adding to their mystery is the fact that when bonded to a spellcaster or binder, a spirit imp’s form slowly but noticeably changes to reflect its master’s preferences. As a result of their twisted bodies, laughable size, and obsession with pact magic, some occult scholars theorize that spirit imps are the few survivors of the ancient empire, twisted and belittled by the gods for their crimes. Others claim a simpler solution, that spirit imps are mutated pixies and sprites that dabbled in pact magic and paid the ultimate price. Hundreds of similar theories abound, forever unrequited thanks to the spirit imp’s own lack of intelligence.

A spellcaster of 3rd level or higher with the Improved Familiar feat can gain a spirit imp as a familiar.


Despite appearing emaciated, this youth appears to have fine, silver rings garnishing each of his fingers. Upon closer inspection, however, you realize that the rings are very much a part of his flesh just before he suddenly slips away into thin air.

Spirit-Touched Youth CR 2
XP 400
Spirit-touched youth human expert 1/rogue 1
N Medium humanoid (human, occult)
Init +2; Senses Perception +5, occult scent

AC 13, touch 12, flat-footed 10 (+2 Dex, +1 natural armor)
hp 9 (2d8)
Fort +1, Ref +5, Will +1

Speed 30 ft.
Melee dagger +3 (1d4–2/19–20) or
sap +3 (1d6–2 nonlethal)
Ranged dagger +2 (1d4–2/19–20)
Special Attacks sneak attack +1d6

Pact Magic (BL 1st)
Coralene—unexpected slip; Coralene’s command (DC 14), silver sheen, trackless step

Str 6, Dex 16, Con 11, Int 12, Wis 8, Cha 19
Base Atk +0; CMB –2; CMD 10
Feats Amateur Pactmaker, Demon Eye (spiny skin), Weapon Finesse
Skills Acrobatics +6, Bluff +8, Diplomacy +8, Disguise +10, Knowledge (local) +5, Perception +5, Perform (act) +8, Perform (dance) +8, Sense Motive +5, Sleight of Hand +7, Stealth +8; Insight Disguise +1, Stealth +1
Languages Common, Elven
SQ occult addiction, trapfinding +1
Gear chalk, dagger, sap, disguise kit, spell component pouch


Carnival Animal (Template)

“Carnival Animal” is an inherited template that can be added to any living, corporeal animal (referred to hereafter as the base creature). A carnival animal retains all of the base creature’s statistics and special abilities except as noted here.

Challenge Rating: +1
Type: Creature type changes to construct (augmented animal). Do not recalculate HD, BAB, or saves.
Defenses: A carnival animal gains DR 10/piercing.
Melee: A carnival animal gains a bite attack with the grab ability if the base creature didn’t have one. Damage for the bite depends on the carnival animal’s size.

Special Attacks: A carnival animal retains all the special attacks of the base creature and gains the following:

  • Deafening Burst (Ex): When a carnival animal is reduced to 0 hit points, it explodes into confetti and streamers with a deafening “pop” before vanishing without a trace. Creatures adjacent to a carnival animal when it pops become stunned for 1 round. (Reflex save negates; DC 10 + 1/2 the creature’s racial HD + the creature’s Str modifier).
  • Sonic Attack (Su): A carnival animal gains a breath weapon that deals 1d6 points of sonic damage per racial Hit Die possessed by the carnival animal. (Reflex save half; DC 10 + 1/2 creature’s racial HD + creature’s Str modifier). After using this breath attack, the carnival animal must wait 1d4 rounds before using it again.
  • Spell-Like Abilities (Sp): A carnival animal can cast levitate on itself as a spell-like ability at will. In addition, a carnival animal can shrink itself as a standard action, allowing it to reduce its size to a minimum category of Fine, adjusting its ability scores as detailed by beast shape III. Although this ability is not a polymorph effect, adjust the carnival animal’s ability scores as though it were.
  • Swallow Whole (Ex): A carnival animal gains the swallow whole special attack. This attack deals bludgeoning damage equal to the carnival animal’s bite damage. A carnival animal can swallow a creature up to its size and choose to deal no damage to any creature that it has swallowed whole. It can resume dealing damage to a swallowed creature as a free action.

Skills: A carnival animal gains a +8 racial bonus on Acrobatics, Climb, and Escape Artist checks.

Special Qualities: A carnival animal retains all the special qualities of the base creature and gains the compression ability, plus the following abilities.

  • Weightless (Ex): A carnival animal is immune to falling damage and weighs 1/16th of typical creatures of its kind.
  • Feats: A carnival animal gains Improved Grapple as a bonus feat, even if it doesn’t meet the feat’s prerequisites.


Carnival animals are relatively easy to create, though they require a piece of whatever animal the construct will look like in order to properly animate it.

Carnival Animal
CL 5th; Price 2,000 gp x (base creature’s CR x 4)
Construction Requirements
Craft Construct, animate objects, beast shape IV, feather fall, rope trick; Skill Craft (sculptures); Cost 1,000 gp x (base creature’s CR x 2)

Ravager Vessel (Template)

“Ravager vessel” is an inherited template that can be added to any living creature (except outsiders), referred to hereafter as the base creature. A ravager vessel retains all the base creature’s statistics and abilities except as noted here.
Challenge Rating: +0
Alignment: Any (usually Chaotic, Evil, or Chaotic Evil)
Type: The base creature’s type changes to outsider and it gains the following subtypes in addition to its existing subtypes: augmented, native, occult, and ravager spirit. Do not recalculate BAB, saves, or skill ranks.
Speed: Increase from the base creature by +10 feet.

Special Qualities: A ravager vessel gains the following special qualities:

  • Hijacked Vessel (Su): A ravager vessel is created when a ravager spirit severs the connection between a living creature’s body and soul, allowing it to permanently take control over the creature’s body. The creature gains a binder level equal to its Hit Dice and is treated as though it were in a Permanent Pact with a ravager spirit (as the feat). A ravager vessel cannot use this ability to seal pacts with other spirits unless it possesses the Amateur Pactmaker† feat, the bind spirit class feature, or a similar ability. Unlike most pacts made with the Permanent Pact feat, this pact doesn’t count against the total number of spirits that the ravager vessel can bind simultaneously.

Abilities: Increase from the base creature as follows: +2 Constitution, +2 Charisma.

Spirit-Touched Creature (Template)

“Spirit-touched” is an inherited template that can be added to any creature with an Intelligence score (referred to hereafter as the base creature). A spirit-touched creature retains all of the base creature’s statistics and special abilities except as noted here.
Challenge Rating: +0
Type: Base creature gains the occult subtype in addition to its type and other subtypes.
Senses: A spirit-touched creature retains all the senses of the base creature and gains the following ability.

Defenses: A spirit-touched creature gains DR as noted on the table below. A spirit-touched creature’s DR is overcome by an attack that is chaos-, evil-, good, or lawful-aligned.

Special Qualities: A spirit-touched creature retains all the special qualities of the base creature and gains the following abilities.

  • Occult Addiction (Ex): A spirit-touched creature is born with an innate craving for the power of the Spirit Realm and the presence of a bindable spirit upon their soul. If a spirit-touched creature goes 24 hours or longer without being bound to a spirit, it takes a –4 penalty on ability checks, attack rolls, saving throws, and skill checks until it seals a pact with a spirit. A spirit-touched creature immediately gains this penalty for 24 hours whenever a spirit that it is bound to is expelled or exorcised.

Feats: A spirit-touched creature gains Amateur Pactmaker as a bonus feat, even if it doesn’t meet the feat’s prerequisites.

Spirit-Touched Creature Defenses
Hit Dice DR
5–10 5/alignment
11 10/alignment
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