Death Howls

Knights of the Ghostlands

The spirits of martyred gnolls, Death Howls grants command over the cold winds of the north to those who seek tutelage with humility and pride.

Summoning Rules

Spirit Level: 6th
Constellation: Beast
Binding DC: 21
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You draw Death Howls’ seal outdoors upon a bed of snow or ice.
  • You are a gnoll or are able to speak Gnoll.
  • You cover all tracks within 30 feet of the seal, requiring 12 ranks in Survival.

Ceremony: While within Death Howls’ seal, you write a farewell letter to your loved ones, using wax mixed with your tears and a signet of Death Howls’ seal to close it.
Manifestation: Wind and ice begin to howl around you, ripping the letter from your hand and covering you in frost and ice. Feral growling echoes across the seal as the Death Howls appear surrounding the seal, waiting.


According to the tales of the gnolls, there was once a time where human and gnoll lived side by side. It was believed by both races that the spirits of the elders dwelled in a place called Snow Country. Would-be warriors from these tribes traveled to Snow Country to train with the spirits of departed heroes. These warriors returned with the ability to command shadows. As word spread of Snow Country, warriors from other tribes and races dreamed of possessing this power for themselves and travelled north, begging for permission to train there. Their answer was always the same: “No”. One day, a group of particularly stubborn warriors ignored the decree of the gnoll elders, dismissing them as dogs. While in Snow Country, the warriors were terrorized by horrible visions until they accidentally slew one of
the young gnolls training there. When the elder gnolls learned of this, they came to remove the warriors from Snow Country but were slain by them, for the warriors feared retribution. This horrendous act turned the gnolls’ hearts to be as cold as ice. One by one, the tribes left the spirits of their elders and the companionship of other mortal races.

Granted Abilities

Major Granted Abilities

  • Ghost Strike: As a free action, select one weapon that you are currently carrying or one natural attack you possess. Until the end of the turn, attacks made with the selected weapon resolve against your opponent’s touch AC and deal an extra 1d6 points of damage, or 2d6 damage against incorporeal foes. This damage ignores all defenses, including damage reduction, and is not multiplied on a critical hit. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: Increase the extra damage dealt by ghost strike by 1d6 points, or 2d6 against incorporeal foes.

Minor Granted Abilities

  • Ether Sight: This ability functions as detect invisibility. You can use this ability for a number of minutes per day equal to your binder level + your Charisma bonus. These minutes do not need to be used consecutively but they must be used in 1-minute increments.
  • Touch of the Departed: As a standard action, you can guide your blows into the Ethereal Plane. This ability functions as greater magic weapon or greater magic fang (your choice), except affected weapons or natural attacks can also strike incorporeal creatures as if they possessed the ghost touch special ability. You can use this ability for a number of minutes per day equal to your binder level + your Charisma bonus. These minutes do not need to be used consecutively, but they must be used in 1-minute increments.
  • Untouched by Cold: You are unaffected by cold weather, as endure elements. In addition, you gain resistance against cold damage equal to your binder level.
  • Wisdom of the Elders: As an immediate action, you or one ally within 30 feet of you can reroll any d20 he or she has rolled with a +2 insight bonus. The new result must be accepted, even if it is worse. A creature can only reroll one d20 every 24 hours.

Signs and Influence

Physical Sign: You appear bedraggled and lean as though starved. Whenever you activate one of Death Howls’ granted abilities, a thin coat of rime covers you.
Personality: You prefer wearing minimum layers of clothing in cold weather and excessive layers in hot weather.
Favored Ally: Animal (dire and megafauna only) and Humanoid (gnolls and humans).
Favored Enemy: Magical Beast (any) and Monstrous Humanoid (any).

Vestigial Companion

You gain a gnoll as a cohort as if you possessed the Leadership feat. This character represents one of the Death Howls martyrs and possesses all of its levels in the warrior NPC class. This ability replaces wisdom of the elders.

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