Home >Magic >Variant Magic Rules >Pact Magic >Spirits >

Hexus, the Living Curse

A curse made animate, Hexus scours the world searching for his purpose and rewarding those who give him one.

Summoning Rules

The following describes the requirements and rituals for binding Hexus.

Spirit Level: 4th
Constellation: Skull
Binding DC: 21
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You place a corpse within your seal. Whose corpse it is, Hexus cares not.
  • You speak the magic words that brought Hexus into existence as part of the ceremony, which requires 8 ranks in Knowledge (arcana) or Spellcraft.
  • You place a bone from a family member or loved one in the seal.

Ceremony: You drive a nail through an iron tablet and sprinkle grave dirt onto it.
Manifestation: As the nail is driven through, nightmarish howling echoes through the seal as spirits emerge and swirl around you. As the spirits close in on you, they merge into a colossal eye that waits for you to address it.

Granted Abilities

Hexus grants the following abilities.

Major Granted Abilities

Possess Animal: As a standard action, you gain the ability to possess a creature of the animal type if it fails a Will save, as if you were using magic jar. You can remain within the animal for up to 24 hours or until the pact ends, but after you leave the animal this ability becomes expended for 5 rounds.
Capstone Empowerment: In addition to possessing animals, you gain the ability to possess the corpse of a humanoid or animal that you can see. This effectively adds the zombie template to the creature while you control it, though you retain your Intelligence, Wisdom, and Charisma scores. When you leave the zombie, it is immediately destroyed as if its hit points were reduced to 0.

Minor Granted Abilities

Agitate Animals: Animals within 30 feet of you that can see you must make a Will save or become shaken for as long as they can see you and for 1d4 rounds afterwards.
Bestow Curse: This ability functions as the spell of the same name, using your binder level as your caster level. A creature that succeeds on its saving throw is immune to this ability for 24 hours but still suffers a -2 penalty on attack rolls and skill checks for 1 round.
Rebuke Undead: You gain Command Undead as a bonus feat, even if you do not meet its prerequisites. You do not need to expend uses of channel negative energy to power this feat and your cleric level is equal to your binder level with this feat. This benefit stacks with any cleric levels you possess, up to your character level. If an undead succeeds on its Will save, it becomes immune to this ability for 24 hours.
Undying: You gain Diehard as a bonus feat, even if you do not meet its prerequisites. You are not staggered when using this feat allowing you to act normally instead of acting as if you were disabled. Strenuous action does not cause you to take hit point damage and you do not die until your negative hit points equal twice your Constitution score.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: Your skin turns a sickly green and warts appear across your skin. Whenever you activate one of Hexus’ granted abilities, your eyes glow with eldritch light.
Personality: You become overly protective of friends and allies and place their own safety drastically above your own.
Favored Ally: Ooze (any)
Favored Enemy: Humanoid (any divine spellcasters)

Vestigial Companion

You gain the service of a homunculus familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities.

This ability replaces bestow curse.

Section 15: Copyright Notice

Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi