Gungablub the Ascerbic (CR 5; XP 1,600)
Hermaphroditic zif warpriest (disciple of Yig) 6
CN Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +2
AC 18, touch 11, flat-footed 17
(+5 armor, +1 Dex, +2 shield)
hp 33 (6d8+6)
Fort +5, Ref +3, Will +7
Defensive Abilities protective shell
Speed 20 ft.; tremblefoot
Melee mwk chakram +7 (1d8+3) or mwk heavy mace +7 (1d8+3)
Ranged mwk chakram +6 (1d8+3)
Special Attacks battle-burble (1/day), channel negative energy (3d6), fervor (2d6, 6/day), minor blessing 6/day (war mind), pre-emption pool [9], sacred weapon +1 (chakram) 6 rounds/day
Spell-like Ability (CL 6th; concentration +8)
Constant—detect undead
Cleric Spells Prepared (CL 6th; concentration +8)
2nd—bull’s strength, contact entity I, parasitic ray, summon monster II
1st—bless, cure light wounds, divine favor, ear-piercing scream (feat; 25% arcane spell failure) (F-DC 13), ray of sickening (F-DC 13)
0th—create water, detect magic, guidance, resistance, virtue
Domain War
Str 16, Dex 12, Con 10, Int 10, Wis 15, Cha 14
Base Atk +4; CMB +7; CMD 18 (22 vs. trip and bull rush)
Feats Craft Wondrous Item, Dreams of the Old Ones, Weapon Focus (chakram)B, Toughness
Skills Acrobatics (jumping) -7, Climb +7, Craft (weapons) +6, Intimidate +8, Knowledge (religion) +8
SQ chaotic aura
Languages Common, Zif
Combat Gear unholy water (2); Gear belt of giant strength +2, belt of teeth, pearl of power (1st level), kazif-armor, mwk chakram, mwk heavy mace (guu-make), heavy shield (guu-make), cleric’s kit, silver holy symbol of Yig; Coins 109 gp

Gungablub the Ascerbic is a haughty member of the warpriest elite of disciples of Yig, ascendant religious power of Barbledrum, home city of the odd race of zif. Where Gungablub travels, sycophant zif follow, hoping to receive favor from the up-and-coming cleric, or be selected to be part of zif’s gang of righteous followers. Gungablub feels that it is time for the dominance of the starry-eyed shellrune wizards and money-grubbing merchants to end, and the fervor of the faithful of the Great Old Ones, especially Yig, the Undefeated, to rise once more. Zif knows that this is not accomplished merely through wishing; zif and the other disciples of Yig know that the alliance with the murble-class is essential, and so Gungablub is developing zif’s martial power in the hopes of challenging one of the more powerful members of the warrior caste. Gungablub is not a typical, collective-minded zif, which makes other zif nervous before zif’s forceful personality, just the way zif likes it. When Gungablub finally begins to make zif’s move, politics in the entire region will be affected, for good or ill, and if the Tuthoni do not hear about it soon, their towns near Barbledrum will be in dire trouble, indeed.