Friday, August 28, 2015

Frightful Fridays! Ki Rat

Hello, and welcome to this week's Frightful Fridays! Today's entry is courtesy of my friend Drejk, and it sat in my folder for a long while before I decided to do something with it. The ki rat uses the rules for the Pathfinder Unchained monk, which suits the creature better than the typical monk. At any rate, if you unleash a ki rat on your players, they won't want to underestimate this rat.

I hope you enjoy the ki rat, and I'll see you next time with another monster. Thanks for reading!



This hairless rat with a sagacious mien is blind but moves with surprising grace.
Ki Rat      CR 12
XP 19,200
LN Tiny magical beast
Init +10; Senses blindsight 120 ft.; Perception +27
DEFENSE
AC 27, touch 27, flat-footed 20 (+6 Dex, +1 dodge, +8 insight, +2 size)
hp 152 (16d10+64)
Fort +14, Ref +16, Will +15
Defensive Abilities improved evasion
Weaknesses blind
OFFENSE
Speed 60 ft.
Melee unarmed strike +22/+17/+12/+7 (1d10+4) or 2 claws +22 (1d10+4) or unarmed strike flurry of blows +22/+22/+22/+17/+12/+7 (1d10+4)
Space 2½ ft.; Reach 0 ft.
Special Attacks flurry of blows, pounce, stunning fist (4/day, DC 26)
STATISTICS
Str 2, Dex 22, Con 19, Int 14, Wis 27, Cha 17
Base Atk +16; CMB +28 (+30 trip); CMD 35 (41 vs. trip)
Feats Deflect ArrowsB, Dodge, Improved Initiative, Improved Iron Will, Improved TripB, Improved Unarmed Strike, Iron Will, MobilityB, Spring Attack, Stunning Fist, UnderfootAPG
Skills Acrobatics +25 (+37 to jump), Climb +15, Perception +27, Perform (wind instruments) +19, Stealth +25; Racial Modifiers +8 Climb
Languages Common, Ki Rat
SQ insightful combatant, ki pool (16 points, adamantine, lawful, magic), ki powers (diamond mind, diamond soul, feather balance, light steps, one touch, quivering palm, wholeness of body)
ECOLOGY
Environment any land
Organization solitary, pair, or sangha (3–16)
SPECIAL ABILITIES
Insightful Combatant (Su) A ki rat gains an insight bonus equal to its Wisdom modifier to its Armor Class, attacks, and damage.
Ki Powers (Su) For purposes of its key powers, a ki rat has an effective monk level equal to its Hit Dice.

Ki rats are exceptionally powerful animals that possess many abilities associated with monks. The prevailing thought is that ordinary rats at temples where monks trained absorbed the ki that flowed into and out of the monks. These rats lost their sight but gained awareness of their environment and their own inherent power. Many ki rats roam the world and use their power and wisdom to right wrongs, free the falsely imprisoned, and impart their own knowledge to those willing to learn from a rat. Some of these rats have settled down and started temples of their own, usually teaching aspiring monks through a proxy. All ki rats have a love for wind instruments, and carry reed flutes, from which they produce soothing melodies.


Friday, August 21, 2015

Frightful Fridays! Tarrhino

Hello, and welcome back to a new Frightful Fridays! Today's monster is courtesy of Jason Mitchell, who pointed out the tire sculptures in the link below this week's image. It inspired me to create a tar-covered rhinoceros that can gore opponents and glue them to its hide and subsequently crush them.

I hope you enjoy the tarrhino, and I hope GMs will use it to literally stick it to their characters. I'll be back next time with a new monster. Thanks for reading!


This humongous, black rhinoceros drips tar that sizzles when it hits the ground.
Tarrhino      CR 7
XP 3,200
N Huge magical beast
Init –2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
hp 94 (9d10+45)
Fort +11, Ref +4, Will +6
DR 10/piercing; Resist acid 10, fire 10
OFFENSE
Speed 40 ft.
Melee gore +14 (3d6+7), slam +14 (3d6+7 plus 1d6 fire and grab)
Ranged tar spit +5 (2d6+7 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks grab, powerful charge (6d6+14), sticky hide, tar spit
Spell-Like Abilities (CL 9th; concentration +9)
   1/day—tar pool (DC 14)
STATISTICS
Str 25, Dex 6, Con 21, Int 2, Wis 16, Cha 11
Base Atk +9; CMB +18 (+22 grapple); CMD 26 (30 vs. disarm and trip)
Feats Diehard, Endurance, Impaling Charge, Intimidating Prowess, Power Attack
Skills Intimidate +13, Perception +9
ECOLOGY
Environment any warm land
Organization solitary, pair, or herd (3–8)
Treasure standard
SPECIAL ABILITIES
Sticky Hide (Ex) A tarrhino’s hide is highly adhesive. When it strikes an opponent with its slam attack, it gains a free grapple attempt. If it succeeds, it does not gain the grappled condition, and it only deals 1d6 fire damage to a creature with which it maintains a grapple. It can adhere up to 8 Medium creatures (or an equivalent number of smaller or larger creatures) to itself. As a full round action that provokes attacks of opportunity, the tarrhino can roll, dealing its slam damage (plus 1-1/2 Strength bonus) to all creatures stuck to it.
Additionally, a creature striking a tarrhino with a manufactured melee weapon must succeed at a DC 19 Reflex save to avoid the weapon sticking to the tarrhino. Freeing a stuck weapon requires a successful disarm attempt, and the creature’s hide grants a +4 racial bonus to CMD against disarm checks.
Tar Spit (Ex) If a tarrhino’s tar spit attack hits its target’s touch AC but otherwise misses the target, it deals no damage to the target. However, the target is affected as if hit by a tanglefoot bag (with a DC 19 Reflex save to avoid becoming glued to the floor). A tarrhino’s tar spit has a range increment of 20 feet.

Ancient battles between earth and fire elementals left melted corpses behind, some of which dissolved into pools of semi-sentient tar. As animals blundered into the tar and succumbed to its sticky embrace, the slumbering sludge remembered the victims’ shapes. When the tar awoke its torpor, it chose its favorite form, that of the rhino, before leaving the pits wherein the tar slept.

Despite their elemental origins, tarrhinos must eat, and they range over large areas to hunt prey. Their preferred method of hunting is to glue a victim in place with expectorated tar and then pulverizing the victim at the end of a thunderous charge. They also enjoy fighting multiple creatures at once, so they can stick unsuspecting foes to their hides and roll around to crush those that cannot free themselves. Tarrhinos are usually covered in stuck weapons and various items, making them virtual walking treasure chests for stalwarts who can defeat them.


Monday, August 17, 2015

Superstar Voting Has Begun!



It's the most Superstar time of the year. It's a wee bit early (three months), but this will keep it out of competition with the holiday season to encourage more entries and voting.

Speaking of which, vote for your favorite items here!
http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/RPGSuperstarAction/votingPage

(caution: the site may be down periodically due to the rush of voters at the outset)

Friday, August 14, 2015

Frightful Fridays! Surprise! Elemental

Hello, and welcome to this week's Frightful Fridays! This one has been floating around for a while, but my friend Owen recently brought it up again. Inspired by this YouTube video, I present the surprise elemental, complete with "age categories" like proper elementals. Its purpose is to mess with characters (and players) who presumably figure out how to most effectively kill it, only to find out how wrong they are. It's quite fiddly with all the random rolling, so I would caution against throwing a dozen of these out there (despite what their organization line says).

I do hope you enjoy the surprise elemental, and I'll be back with another monster next time (probably something less wacky). Thanks for reading! (and keep your eyes on the comments to figure out which rugby matches or NFL games are taking place)


An exclamation point pops out of thin air and begins attacking.
Surprise Elemental
ECOLOGY
Environment any (Plane of the Unexpected)
Organization solitary, pair, or perplexity (3–13)
Treasure none
SPECIAL ABILITIES
Now You See Me (Su) A number of times per day equal to a surprise elemental’s Charisma modifier, it can take a full round action, which does not provoke an attack of opportunity, to teleport itself up to twice its movement rate and make a single attack. The target of the attack must succeed at a Perception check opposed by the elemental’s Stealth check, or it is flat-footed with respect to the attack.
Sneak Attack (Ex) A surprise elemental deals sneak attack damage as if it were a rogue with levels equal to its Hit Dice.
Surprise Defense (Su) A surprise elemental must be threatened by at least one other creature to take damage.
Variable Resistance (Su) A surprise elemental begins combat with the listed resistance to a random energy type, based on a d4 roll (1: acid, 2: cold, 3: electricity, 4: fire). When it takes damage from the resisted type of energy, reroll for a new type of energy (for example, if it was originally resistant to cold, roll a d6 for the new resistance: 1–2: acid, 3–4: electricity, 5–6: fire).
Will This Work? (Su) A surprise elemental begins combat with spell resistance equal to 10 + CR. Each time a spell overcomes its spell resistance, its spell resistance increases by 1. Each time a spell fails to penetrate its spell resistance, its spell resistance decreases by 1.


Small Surprise Elemental      CR 2
XP 600
N Small outsider (elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +1
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 5
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 60 ft. (average), swim 60 ft.
Melee slam +4 (2d6)
Special Attacks now you see me, sneak attack +2d6
STATISTICS
Str 10, Dex 17, Con 13, Int 10, Wis 11, Cha 12
Base Atk +3; CMB +2; CMD 15 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, LungeB
Skills Acrobatics +9 (+13 to jump), Bluff +7, Climb +12, Disguise +7, Fly +10, Perception +6, Stealth +21, Swim +8; Racial Modifiers +8 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A small surprise elemental begins combat with DR 5, bypassed by a random weapon type based on a d6 roll (1–2: slashing, 3–4: piercing, 5–6: bludgeoning). When an attack bypasses its DR, reroll for a different weapon type (for example, if slashing weapons originally bypassed its DR, roll a d6 for the new weapon type: 1–3: piercing, 4–6: bludgeoning).

Medium Surprise Elemental      CR 4
XP 1,200
N Medium outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +3
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 10
OFFENSE
Speed 50 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (average), swim 60 ft.
Melee slam +8 (2d8+4)
Special Attacks now you see me, sneak attack +3d6
STATISTICS
Str 16, Dex 19, Con 15, Int 10, Wis 15, Cha 12
Base Atk +5; CMB +8 (+10 dirty trick); CMD 22 (24 vs. dirty trick, can't be tripped)
Feats Combat Reflexes, Improved Dirty Trick, Improved Initiative, LungeB
Skills Acrobatics +4 (+12 to jump), Bluff +11, Climb +16, Disguise +11, Fly +10, Perception +10, Stealth +28, Swim +11; Racial Modifiers +16 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A medium surprise elemental begins combat with DR 5, bypassed by a random weapon type based on a d6 roll (1–2: slashing, 3–4: piercing, 5–6: bludgeoning). When an attack bypasses its DR, reroll for a different weapon type (for example, if slashing weapons originally bypassed its DR, roll a d6 for the new weapon type: 1–3: piercing, 4–6: bludgeoning).

Large Surprise Elemental      CR 6
XP 2,400
N Large outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +10, Will +5
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 10
OFFENSE
Speed 60 ft., burrow 30 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +12 (2d8+5)
Special Attacks now you see me, sneak attack +4d6
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 19, Con 17, Int 10, Wis 17, Cha 14
Base Atk +8; CMB +14 (+16 dirty trick); CMD 29 (31 vs. dirty trick, can't be tripped)
Feats Combat Reflexes, Dodge, Improved Dirty TrickB, Improved Initiative, LungeB, Mobility
Skills Acrobatics +15 (+27 to jump), Bluff +15, Climb +18, Disguise +15, Fly +11, Perception +14, Stealth +35, Swim +13; Racial Modifiers +24 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A large surprise elemental begins combat with DR 10, bypassed by a random weapon type based on a d4 roll (1: slashing, 2: piercing, 3: bludgeoning, 4: magic). When an attack bypasses its DR, reroll for a different weapon type (for example, if slashing weapons originally bypassed its DR, roll a d6 for the new weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6: magic).

Huge Surprise Elemental      CR 8
XP 4,800
N Huge outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
hp 105 (10d10+50)
Fort +12, Ref +11, Will +7
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 15
OFFENSE
Speed 70 ft., burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +16 (3d6+8)
Special Attacks now you see me, sneak attack +5d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 26, Dex 19, Con 21, Int 10, Wis 19, Cha 14
Base Atk +10; CMB +20 (+22 dirty trick); CMD 35 (37 vs. dirty trick, can't be tripped)
Feats Combat Reflexes, Dodge, Flyby AttackB, Improved Dirty TrickB, Improved Initiative, LungeB, Mobility, Spring Attack
Skills Acrobatics +17 (+33 to jump), Bluff +18, Climb +21, Disguise +18, Fly +11, Perception +17, Stealth +37, Swim +16; Racial Modifiers +28 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A large surprise elemental begins combat with DR 10, bypassed by a random weapon type or material based on a d6 roll (1: slashing, 2: piercing, 3: bludgeoning, 4: magic, 5: cold iron, 6: silver). When an attack bypasses its DR, reroll for a different weapon type (for example, if slashing weapons originally bypassed its DR, roll a d10 for the new weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6: magic, 7–8: cold iron, 9–10: silver).

Greater Surprise Elemental      CR 10
XP 9,600
N Huge outsider (elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge, +10 natural, –2 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +9
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 20
OFFENSE
Speed 70 ft., burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +20 (3d8+9)
Special Attacks now you see me, sneak attack +7d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 28, Dex 21, Con 21, Int 12, Wis 21, Cha 16
Base Atk +13; CMB +24 (+26 dirty trick); CMD 40 (42 vs. dirty trick, can't be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Dirty TrickB, Improved Initiative, LungeB, Mobility, Quick Dirty TrickB, UC, Spring Attack, Step Up
Skills Acrobatics +21 (+36 to jump), Bluff +22, Climb +22, Disable Device +19, Disguise +22, Fly +15, Perception +21, Stealth +45, Swim +17; Racial Modifiers +32 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A large surprise elemental begins combat with DR 10, bypassed by a random weapon type or material based on a d6 roll (1: slashing, 2: piercing, 3: bludgeoning, 4: magic, 5: cold iron, 6: silver). When an attack bypasses its DR, reroll for a different weapon type (for example, if slashing weapons originally bypassed its DR, roll a d10 for the new weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6: magic, 7–8: cold iron, 9–10: silver).

Elder Surprise Elemental      CR 12
XP 19,200
N Huge outsider (elemental, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 27, touch 15, flat-footed 20 (+6 Dex, +1 dodge, +12 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +16, Will +11
Defensive Abilities surprise defense, will this work?; DR versatile DR; Immune elemental traits; Resist variable resistance 30
OFFENSE
Speed 70 ft., burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +24 (3d8+10)
Special Attacks now you see me, sneak attack +8d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 30, Dex 23, Con 21, Int 12, Wis 23, Cha 18
Base Atk +16; CMB +28 (+32 dirty trick); CMD 45 (47 vs. dirty trick, can't be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, Improved Dirty TrickB, Improved Initiative, Lunge, Mobility, Quick Dirty TrickB, UC, Spring Attack, Step Up
Skills Acrobatics +25 (+37 to jump), Bluff +26, Climb +24, Disable Device +23, Disguise +26, Fly +18, Perception +25, Stealth +49, Swim +18; Racial Modifiers +32 Stealth
SPECIAL ABILITIES
Versatile DR (Su) A large surprise elemental begins combat with DR 15, bypassed by a random weapon material or quality based on a d8 roll (1: magic, 2: cold iron, 3: silver, 4: chaos, 5: good, 6: evil, 7: lawful, 8: roll twice ignoring a result of 8 [a weapon must possess both qualities/materials to bypass the elemental’s DR; if the same result is rolled, double its DR). When an attack bypasses its DR, reroll for a different weapon material or quality as previously noted.

In the chaotic demi-plane known as the Plane of the Unexpected, surprise elementals serve as wardens and guides for visitors to the plane. Stalwart creatures in their home plane, these elementals transform into unpredictable killers when they travel to other planes. Sages who have studied surprise elementals concluded that the relative structure and order of other planes drives the creatures to madness.

No two encounters with surprise elementals are the same. The creatures use a variety of unusual tricks when they attack, and they possess bizarre, random defenses that change during battle. Additionally, surprise elementals have a different appearance from one another and usually take the form of the local concept of surprise (one might be virtually invisible but make sudden, loud noises, while another might look like a massive jolt of electricity, for example).


Friday, August 7, 2015

Frightful Fridays! Aggressisaur

Hello and welcome back to a new Frightful Fridays! GenCon fatigue will not keep me from posting a new monster, and this one is courtesy of Paizo friend, Mac. I like the idea of a creature that destroys lesser predators, seemingly saving the day, but really just enjoying sweeping out competition so it can freely attack its prey. And, yes, this one may also have been inspired by a recent movie.

In Frightful Fridays-related news, I'm finding that I have an incredible backlog of illustrations to process, and I have a feeling that a marathon is due before the end of the year. Stay tuned for that.

In Pathfinder RPG-related news, I would be remiss in not pointing out that this year's RPG Superstar has already begun! The deadline for entries is August 17th. Check it out here: http://paizo.com/rpgsuperstar. Good luck to all who decide to enter!

I hope you enjoy the aggressisaur, and I'll be back next time with another monster. Thanks for reading!



This enormous aquatic lizard-like creature leaves a tidal wave-like wake as it swims.
Aggressisaur      CR 21
XP 409,600
N Colossal magical beast (aquatic)
Init –2; Senses darkvision 60 ft., keen scent, low-light vision; Perception +25
DEFENSE
AC 36, touch 0, flat-footed 36 (–2 Dex, +36 natural, –8 size)
hp 445 (33d10+264); regeneration 10 (fire)
Fort +26, Ref +16, Will +10
Immune mind-affecting effects
OFFENSE
Speed 40 ft., swim 180 ft.
Melee bite +37/+32/+27/+22 (4d6+24/18–20)
Space 30 ft.; Reach 20 ft.
Special Attacks enraged mind, fast swallow, multibite, pounce, powerful bite, ship crusher, swallow whole (6d6 acid damage, AC 28, 44 hp)
STATISTICS
Str 34, Dex 6, Con 27, Int 3, Wis 9, Cha 8
Base Atk +33; CMB +53 (+57 grapple); CMD 61 (65 vs. trip)
Skills Acrobatics +10 (+42 Acrobatics when jumping), Perception +25, Swim +24; Racial Modifiers +32 Acrobatics when jumping
Feats Awesome Blow, Bleeding Critical, Critical Focus, Critical MasteryB, Devastating StrikeUC, Diehard, Endurance, Greater Vital Strike, Improved Bull Rush, Improved Devastating StrikeUC, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Stunning AssaultAPG, Stunning Critical, Vital Strike
ECOLOGY
Environment any ocean
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Enraged Mind (Su) An aggressisaur is immune to mind-affecting spells and effects. However, it must still attempt a Will save when targeted by such spells and effects. If it fails its save, it immediately enters into a rage. It gains +2 Constitution and +2 Strength, but it takes a –2 penalty to AC. The rage lasts for the duration of combat or 1 minute, whichever is shorter.
Multibite (Ex) An aggressisaur can bite multiple times per round. It gains iterative attacks with its bite attack.
Powerful Bite (Ex) An aggressisaur adds twice its Strength modifier for its bite attack, and its bite’s critical threat range increases to 18–20.
Ship Crusher (Ex) An aggressisaur's bite ignores 10 points of hardness and 10 points of DR bypassed by a special material.

Created by dread krakens, aggressisaurs derive from mosasaur stock with a perhaps unnecessary amount of belligerence bred in. Ironically, the manipulation done by the dread krakens renders their creations immune to mental control, and any attempt to exert such control over aggressisaurs results in rage directed at the intended controller. These dinosaurs are virtual juggernauts of the sea and typically attack large creatures and vessels first before consuming smaller items, such as unfortunate survivors of a destroyed ship. Fortunately, aggressisaurs thrive primarily in the deeps where they have plenty of large prey to hunt.

In areas where multiple aggressisaurs roam, they quickly depopulate the sea and eventually turn on each other. Aggressisaurs driven by extreme hunger will launch themselves onto land near populated seashore areas. Their incredible stamina allows them to survive on land long enough to destroy whole towns—incidentally sating their hunger—and then return to the sea.




Friday, July 31, 2015

Frightful Fridays! Quadropticat

Hello, and welcome to this week's Frightful Fridays! I'm at GenCon when this posts, but I didn't want to use that as an excuse for not putting up a monster this week. This one is courtesy of Drejk (whose blog can be found here: http://shaperofworlds.blogspot.com/), and it went in an unusual direction for me. I hit upon the idea of a lawful fey creature that helps enforce treaties or confirms that dealings with mortals are on the up and up, and a four-eyed cat seemed like a strangely appropriate creature for such a task.

I hope you enjoy the quadropticat, and I'll see you next time with another monster. As always, thanks for reading!



Quadropticat      CR 3
XP 800
LN Tiny fey
Init +3; Senses low-light vision, see invisibility; Perception +17
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +2 insight, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +5
Defensive Abilities throw off darkness
OFFENSE
Speed 30 ft.
Melee bite +6 (1d4+2), 2 claws +6 (1d3+2)
Space 2½ ft.; Reach 0 ft.
Special Attacks insightful combat
Spell-Like Abilities (CL 5th; concentration +7)
   Constant—see invisibility
   1/day—discern lies (DC 16)
   1/week—vision
STATISTICS
Str 2, Dex 17, Con 14, Int 14, Wis 13, Cha 15
Base Atk +2; CMB +9 (+11 dirty trick); CMD 11 (13 vs. dirty trick, 15 vs. trip)
Feats Combat Expertise, Footslasher, Improved Dirty Trick
Skills Acrobatics +11, Appraise +7, Bluff +10 (+18 to pass secret messages), Escape Artist +11, Perception +17, Sense Motive +17, Spellcraft +7, Stealth +19; Racial Modifiers +8 Bluff to pass secret messages, +8 Perception, +8 Sense Motive
Languages Catfolk, Common, Sylvan
SQ pierce the veil
SPECIAL ABILITIES
Insightful Combat (Su) A quadropicat adds its Intelligence modifier to attack and damage rolls in place of its Strength modifier. It also gains an insight bonus to AC equal to its Intelligence modifier. It loses the benefits of this ability if it is blind.
Pierce the Veil (Su) A quadropticat does not suffer a miss chance from concealment. It also benefits from a constant see invisiblity. It loses the benefits of this ability if it is blind.
Throw off Darkness (Su) As an immediate action, a blind quadropticat can attempt a new saving throw at the end of its turn to negate the blinded condition as the result of a spell or effect. This is in addition to saving throws it can make to shake off a spell or effect that causes blindness, such as glitterdust.

Quadropticats have their origins in planes of law, where their ancestors served as impartial arbiters of contracts between planar beings as well as between outsiders and mortals. Due to a retrospectively bad deal brokered by quadropticats that resulted in the slaughter of numerous inevitables, for which the quadropticats were unfairly blamed, the powers of the lawful planes exiled the creatures to the Material Plane. Their unusual appearance prevented them from acceptance in most communities, but the fey found them intriguing and took them in.

Quadropticats, now fully fey creatures, serve the same purpose for the fey that they did in the planes of law. Their insightfulness allows them to read other creatures, so they prove valuable in ensuring both parties in a contract or treaty are honest. This is essential among the mostly capricious fey, who seek to break deals with little provocation. While quadropticats have no means to enforce these deals, their array of abilities make it difficult for a dishonest party to enter into an agreement that they intend to break later.

Strangely, despite their lawful natures and their usefulness in enforcing lawful dealings, quadropticats are nasty and unfair combatants. They seem to take pleasure in employing underhanded techniques, such as throwing dirt in an opponent’s eyes or slashing an opponent’s Achilles tendon, and take any advantage available against their foes.

Quadropticats who prefer not to deal with fey and their intrigues travel and often attach themselves to adventuring groups that can get past their weird natures. Adventuring quadropticats are fond of catfolk, perhaps because of their similar appearance, and catfolk reciprocate the attention.


Friday, July 24, 2015

Frightful Fridays! Assassin Squirrel

Hello and welcome to a new edition of Frightful Fridays! This week's monster is courtesy of Owen K.C. Stephens who posted a link to a "vampire" squirrel on his Facebook page, and then Craig Johnston alerted me to it. Since I've done a couple of vampire creatures recently, but I really wanted to do something with this squirrel, I decided to make it an insanely effective assassin instead. It might be fun to have your low-level characters stroll through a park and witness an ostensibly harmless squirrel leap up and rip out an NPC's throat before scampering off with the victim's necklace.

I hope you enjoy the assassin squirrel, and I will try to have a monster ready to go for next Friday while I'm at GenCon. Thanks for reading!


“I say, is that squirrel carrying a crossbACK!”
Assassin Squirrel      CR 15
XP 51,200
NE Tiny magical beast
Init +13; Senses darkvision 60 ft., low-light vision; Perception +26
DEFENSE
AC 32, touch 32, flat-footed 22 (+9 Dex, +1 dodge, +10 insight, +2 size)
hp 171 (18d10+72)
Fort +15, Ref +20, Will +11
Defensive Abilities defensive roll, improved evasion, improved uncanny dodge; Immune poison
OFFENSE
Speed 30 ft., climb 40 ft.
Melee bite +29 (1d6+9), 2 claws +29 (1d4+9)
Ranged +3 stalking light crossbow +28 (1d4+3/19–20)
Space 2½ ft.; Reach 0 ft.
Special Attacks death attack, dexterous killer, poisonous blood, sneak attack +9d6
STATISTICS
Str 2, Dex 29, Con 18, Int 23, Wis 21, Cha 12
Base Atk +18; CMB +25 (+27 steal); CMD 42 (44 vs. steal, 46 vs. trip)
Feats Combat Expertise, Deadly Aim, Deceitful, Dodge, Improved Feint, Improved Initiative, Improved Steal, Mobility, Weapon Finesse
Skills Acrobatics +25, Bluff +31, Climb +19, Disable Device +20, Disguise +23, Escape Artist +25, Knowledge (local) +24, Perception +26, Sleight of Hand +20, Stealth +29; Racial Modifiers +8 Bluff
Languages Common, Elven, Gnome, Halfling, Undercommon (can’t speak)
SQ fast stealth, fast tumble, hide in plain sight
Gear +3 stalking light crossbow, crossbow bolts (20), bag of holding (type I)
ECOLOGY
Environment any land
Organization solitary
Treasure double (gear plus gems and jewels)
SPECIAL ABILITIES
Death Attack (Ex) An assassin squirrel must study a potential victim for 3 rounds (spending a standard action each round). If it then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack reduces the victim to –1 hp, if it fails a DC 25 Fortitude. If the saving throw succeeds, the attack still deals normal sneak attack damage. The squirrel must make the death attack within 3 rounds of completing its 3 rounds of study. The save DC is Intelligence-based.
Defensive Roll (Ex) Once per day, when an assassin squirrel would be reduced to 0 or fewer hit points by damage in combat, it can attempt to roll with the damage. If it succeeds at a Reflex save (DC equals damage dealt), it only takes half damage from the strike; otherwise, it takes full damage. It must be aware of the attack to use this ability, and it cannot use the ability if it is denied its Dexterity bonus to AC.
Dexterous Killer (Ex) An assassin squirrel adds its Dexterity modifier to damage done by its natural weapons.
Fast Stealth (Ex) An assassin squirrel can move at full speed using the Stealth skill without penalty.
Fast Tumble (Ex) An assassin squirrel does not add 10 to the DC of an Acrobatics check when using the skill at full speed to move through a threated square without provoking an attack of opportunity.
Hide in Plain Sight (Ex) An assassin squirrel can use the Stealth skill even while being observed. As long as it is within 10 feet of some sort of shadow, it can hide itself from view in the open without having anything to actually hide behind. However, it cannot hide in its own shadow.
Poisonous Blood (Ex) An assassin squirrel’s blood is toxic sludge. A creature that successfully bites the squirrel poisons itself. As a full round action, the squirrel can deal 1 point of damage to itself to create enough poison to coat its claws (or 10 crossbow bolts), requiring an additional standard action to apply. The poison persists for 1 hour before becoming useless, and it is only good for one successful attack.
Assassin Squirrel Poison—injury or ingested; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.

Unassuming killers, assassin squirrels have cultivated their inconspicuousness as they find a suitable victim. They have razor-sharp teeth and claws that inflict grievous wounds, and they add the devastating ability to find vital organs to rend when they strike. Finally, their blood is naturally toxic, allowing them to bleed themselves to coat their weapons with poison.

Assassin squirrels are thankfully rare, and only go on their hunts once a year. They always take a trophy from their victims, typically a small, shiny item, but they have been known to take ears or fingers from difficult-to-kill prey. The most common theory about these squirrels is that fey nobles employ them to assassinate dangerous mortals, or other fey as part of their internecine squabbles. This would explain the equipment possessed by the squirrels, since they do not seem to have any other means of producing it. Other beings can employ the assassins, but the price is steep, usually no less than 10,000 gp for a target.

Assassin squirrels have very short lifespans, with most specimens living no more than twenty years. However, they are potent killers from a month after they are born until they die. Infant assassin squirrels are left to their own devices shortly after their births and must learn to kill to survive. Often, a young assassin squirrel’s first target is one of its parents.


Sunday, July 19, 2015

Frightful Fridays! Amorphosaurus Rex

Hello, and welcome to a new Frightful Fridays! (slightly delayed) My friend, Dave Mallon brought this image to my attention, and I ran with the idea of an aberration that does its own gene splicing. What looks like a simple encounter should become frightening when the dinosaur flashes octopus tentacles that grab and squish PCs. For extra fun, send this monster at metagaming players expecting to fight a CR 9 tyrannosaurus rex.

I hope you enjoy the amorphosaurus rex, and I'll be back next time with a new monster. Thanks for reading!


This smallish, green-skinned tyrannosaurus extrudes a pair of tentacles from its back.
Amorphosaurus Rex      CR 14
XP 38,400
CN Huge aberration
Init –2; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 30, touch 6, flat-footed 30 (–2 Dex, +24 natural, –2 size)
hp 210 (20d8+120); fast healing 2
Fort +12, Ref +4, Will +12
Defensive Abilities adaptive resistance, amorphous; DR 10/cold iron; Immune acid, polymorph; Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 50 ft., swim 80 ft.
Melee bite +23 (4d6+15/19–20 plus grab), 2 tentacles +22 (2d8+5)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d8+10), swallow whole (2d8+10, AC 22, 21 hp)
STATISTICS
Str 31, Dex 6, Con 22, Int 5, Wis 10, Cha 10
Base Atk +15; CMB +27 (+29 bull rush and overrun, +31, +29 overrun); CMD 35 (37 vs. bull rush and overrun)
Feats Awesome Blow, Dazzling Display, Diehard, Endurance, Improved Bull Rush, Improved Critical (bite), Improved Overrun, Multiattack, Power Attack, Weapon Focus (tentacle)
Skills Intimidate +15, Perception +11, Swim +18
ECOLOGY
Environment any
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Adaptive Resistance (Su) When an amorphosaurus rex takes energy damage greater than its current resistance, the value increases by 5 for subsequent energy damage (for example, if a spell deals 7 points of fire damage, it takes 2 points of damage, and then its resist fire increases to 10). This increased resistance lasts for an hour after it takes damage.

Related to chaos beasts and gibbering mouthers, proto-amorphosaurus rexes had a similarly unstable form. Unlike those creatures, the amorphosaurus rexes instinctively locked in on the alpha predator at the time and their outward appearance permanently changed. However, they retained rudimentary shapeshifting abilities, allowing them to generate decidedly non-dinosaur features, with octopus tentacles as their weapons of choice. Their internal organs constantly shift, making it impossible to harm them by damaging an internal organ. Their weird biology allows them to heal wounds rapidly as well. Finally, they have a modicum of protection from elemental damage, and this protection increases as they are exposed to it.

While the tyrannosaurus rex is the typical form taken by amorphosaurus rexes, variants include sharks and bears. Regardless of the shape they “fix” on, they always have an incongruous feature (tentacles, whip-like tails, fanged mouths within mouths, etc.) that mark them out as unnatural.


Friday, July 10, 2015

Frightful Fridays! Ghost-Hunting Bat

Hello and welcome to this week's edition of Frightful Fridays! The ghost-hunting bat, based on the Honduran Ghost Bat, is not exactly frightful, unless you happen to be playing an undead creature, but I figured that the spate of undead (plus the nasty dobhar chú from last week) needed a little balance. So, these little guys will be very helpful to PCs in a ghast- and vampire-infested campaign, or they will make great opponents against evil characters who happen to be ghasts, vampires, or the like.

I hope you enjoy the ghost-hunting bat, and I'll be back next time with another monster. Thanks for reading!

Ghost-hunting bats resting after a successful hunt

This snowy white bat flits about while turning its ears to-and-fro in search of something unseen.
Ghost-Hunting Bat      CR 2
XP 600
NG Tiny magical beast
Init +3; Senses blindsense 50 ft., darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +3
Defensive Abilities channel resistance +4
OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee bite +8 (1d3–4 plus drain inhibitor)
Space 2½ ft.; Reach 0 ft.
Special Attacks channel positive energy (4/day, 2d6, DC 14), part the veil, raze undead
STATISTICS
Str 2, Dex 16, Con 13, Int 4, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 10
Feats Improved Channel, Turn Undead, Weapon Finesse
Skills Fly +11, Perception +8 (+16 to locate undead or notice disguises used by undead), Stealth +11; Racial Modifiers +8 Perception to locate undead or notice disguises used by undead
ECOLOGY
Environment any land
Organization solitary, pair, or purge (3­–16)
Treasure none
SPECIAL ABILITIES
Drain Inhibitor (Su) If a ghost-hunting bat deals damage to an undead creature, the target must attempt a DC 12 Will save. If it fails, it cannot use any ability that damages or drains attributes or levels through a negative energy effect until the beginning of the bat's next turn. The save DC is Charisma-based.
Part the Veil (Su) A ghost-hunting bat can unleash a cry as a standard action that causes all incorporeal undead within 30 feet that fail a DC 12 Will save to lose the benefits of incorporeality until the beginning of the bat's next turn. The save DC is Charisma-based.
Raze Undead (Su) When a ghost-hunting bat attacks an undead creature, it adds its Dexterity modifier to damage instead of its Strength modifier, and its bite counts as a magical weapon.

Bats seem naturally drawn to dark places, and undead creatures sometimes bend bats to their will to attack their foes. Ghost-hunting bats are also drawn to evil locations, but they are anathema to the undead and are implacable foes to the creatures. In natural settings, they gather in large groups to hunt undead. Their evolved abilities make them surprisingly effective against their chosen prey.

Good-aligned clerics and others who despise the undead attract ghost-hunting bats, which may come to the rescue for characters having a difficult time in combat with undead. A good character who has the Improved Familiar feat and 7 total levels in spellcasting classes can gain a ghost-hunting bat as a familiar.

Friday, July 3, 2015

Frightful Fridays! Dobhar Chú

Hello and welcome to a new installment of Frightful Fridays! Now that I'm done with *shudder* vampire clowns, I'm switching to something a little more mundane: a killer "water hound" that combines the adorableness of the otter with the attitude of a movie monster shark. Also, as I discovered when I read up on this guy, it eventually becomes a creature similar to the Loch Ness Monster when it "grows up." Fun stuff!

I hope you enjoy the dobhar chú, and I'll see you next time with a different monster. Thanks for reading!


This creature looks like a cross between a dog and an otter; its otter-like head is broad and flesh-rending teeth fill its mouth.
Dobhar Chú      CR 3
XP 800
NE Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (4d10+16)
Fort +8, Ref +7, Will +2
OFFENSE
Speed 30 ft., swim 80 ft.
Melee bite +6 (2d6+3 plus grab)
Special Attacks blood drain (1d2 Constitution), haunting screech, revenge seeker
STATISTICS
Str 15, Dex 17, Con 18, Int 4, Wis 12, Cha 9
Base Atk +4; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
Feats Diehard, Endurance
Skills Intimidate +9, Perception +5, Swim +14; Racial Modifiers +8 Intimidate
ECOLOGY
Environment any water
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Haunting Screech (Su) Once per day as a swift action, a dobhar chú can unleash a horrifying scream. Creatures within 30 feet of the dobhar chú must succeed at a DC 11 Will save to avoid becoming shaken for 1d6 rounds. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.
When a dobhar chú dies, it sounds a similar screech that does not induce fear in opponents, but instead alerts its mate to the creature(s) responsible for its death. Its mate can hear the scream up to 1 mile away, even while underwater.
Revenge Seeker (Su) A dobhar chú that hears its mate's death cry enters into a rage. It gains +2 Constitution and +2 Strength, and takes a 2 penalty to its AC. Additionally, it benefits from locate creature for 1 hour, allowing it to find the creature that dealt the killing blow to its mate. This rage lasts for 1 hour or until its target is dead, whichever is shorter. The dobhar chú cannot end its rage voluntarily.

Dobhar chú are nasty creatures that menace even highly traveled waterways. They are voracious creatures that will kill and eat any living animal, but they prefer to attack humanoids who are unused to the water. The otter-like creatures use their unearthly shrieks to unnerve prey and relentlessly attack afterwards. Killing a dobhar chú does not end the threat, as the dying creature emits another shriek to call its mate, which enters into a frenzy wherein it gains the uncanny ability to find the one who delivered the killing blow.

Dobhar chú have a lifespan of roughly 20 years, but their aggressive natures usually cause them to die much earlier. While the creatures cannot become animal companions, they sometimes ally with evil aquatic druids, rangers, or hunters for protection, especially if it has lost its mate. Legend holds that a dobhar chú reaching its natural lifespan transforms into an elasmosaurus, and, in this form, the creature can truly terrorize visitors to its watery domain.


Friday, June 26, 2015

Frightful Fridays! Vampire Clown

Hello, and welcome to another edition of Frightful Fridays! This is the third of three monsters whose images my friend Patrick provided. I loathe clowns, so this was an extra challenging monster to work on, but I hope I channeled that intense dislike into a nasty undead creature. One that can create more of the same clowns...shudder.

I hope you enjoy these awful, awful monsters, and I'll be back next time with something cheerier (maybe a spider that has spiders for limbs, for example). Thanks for reading!

GAH!!!!!!!!

“Dying is easy; comedy is hard.”
Vampire Clown      CR 10
XP 9,600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 142 (15d8+75)
Fort +10, Ref +10, Will +12
DR 10/magic or silver; Immune undead traits; Resist cold 10, electricity 10, fire 10
Weaknesses pain of emotions, vulnerable to sonic
OFFENSE
Speed
40 ft.; spider climb
Melee bite +10 (1d8–1 plus energy drain), 2 claws +10 (1d6­–1)
Special Attacks bardic performance, create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 15th; concentration +20)
   Constant—spider climb
   At will—hideous laughter (DC 19)
   3/day—quickened hideous laughter, refine improvised weapon, shocking grasp
   1/day—summon monster IV
STATISTICS
Str 9, Dex 20, Con —, Int 15, Wis 16, Cha 21
Base Atk +11; CMB +10 (+12 trip); CMD 26 (28 vs. trip)
Feats Catch Off-Guard, Combat Expertise, Dodge, Improved Trip, Improvised Weapon Mastery, Quicken Spell-Like Ability (hideous laughter), Skill Focus (Perform [comedy]), Throw Anything
Skills Acrobatics +15 (+19 to jump), Disguise +23, Escape Artist +15, Knowledge (local) +12, Perception +16, Perform (comedy) +26, Sleight of Hand +15, Stealth +18
Languages Common, Gnome
SQ compression, laughter of the damned
ECOLOGY
Environment any land
Organization solitary or alley (2–12)
Treasure incidental
SPECIAL ABILITIES
Bardic Performance (Su)
A vampire clown may use bardic performance as a 15th-level bard, and can only use fascinate (5 targets, DC 22).
Create Spawn (Su) A creature that dies as a result of a vampire clown’s energy drain rises 24 hours later as a vampire clown, under the command of the clown that created it for 1 year and 1 day or until the siring clown’s death, after which it becomes free-willed.
Energy Drain (Su) A vampire clown can only drain levels from a creature under the effect of the clown’s hideous laughter.
Laughter of the Damned (Su) A humanoid creature does not benefit from the +4 bonus to its save against hideous laughter by being a different type than the vampire clown. Additionally, the save DC for a vampire clown’s hideous laughter includes a +2 racial bonus.
Pain of Emotions (Su) A vampire clown loses its immunity to mind-affecting effects with respect to spells and effects with the emotion descriptor. It does not suffer the normal effects of such spells and effects when it fails its save; instead, it takes 1d6 points of damage per spell level.

Legend tells that the first vampire clown was an unpopular circus performer who rose in unlife after spending a number of bitter years destitute, homeless, and unloved. When he died, he vowed to bring smiles to people even if it killed them. During the year following his death, towns visited by the clown’s former circus troupe dealt with puzzling murders where the victims had rictus grins and whose bodies disappeared a day later. Eventually, a powerful priestess figured out that the murders and disappearances were the work of undead creatures, and she gathered a group to destroy the abominations. Unfortunately, some of the vampire clowns escaped to spread their forlorn brand of humor elsewhere.

Strangely, the need to make others laugh drives vampire clowns. Unlike typical vampires, they can operate during the day, and perform on street corners in an attempt to delight onlookers. Despite their ability to blend into society and their considerable practice with comedic performances, there is something off about their attempts at entertainment. Those who do not react with laughter mark themselves as targets for vampire clowns, who stalk their victims at night and use magic to force them to laugh. While victims suffer from this uncontrollable laughter, the clowns drain them of energy and, in the process, create terrifying progeny.

In order to protect themselves from attack, vampire clowns learn to use their props as weapons and know how to summon fiendish bears or tigers, usually dressed up in garish costumes.


Saturday, June 20, 2015

Frightful Fridays! Infused Spirit

Hello, and welcome to a late Frightful Fridays! This week's entry continues the run of undead creatures requested by Patrick. During the discussion about this monster, our mutual friend Paris, suggested the name "infused spirit" and the idea that it has positive energy, rather than fire. I spun that off a little bit so that it retained its negative energy, but it also absorbed an incredible amount of positive energy (in its second former life) that revived it and made it hunger for more.

I hope you enjoy the infused spirit, and I'll be back next time with a new monster from Patrick's list. Thanks for reading!



This ghostly figure wears ancient armor and carries a shield and spear; its body trails off into a swirl of light and dark energy.
Infused Spirit      CR 9
XP 6,400
NE Medium undead
Init +6; Senses darkvision 60 ft., deathwatch; Perception +20
DEFENSE
AC
23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 119 (14d8+56)
Fort +8, Ref +10, Will +12
Immune positive energy, undead traits; Resist cold 10
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee +1 grayflame shortspear +18/+13 (1d6+8), or touch +18 (life siphon)
Special Attacks channel negative energy (7/day, 7d6, DC 21), life siphon
Spell-Like Abilities (CL 14th; concentration +18)
   Constant--deathwatch
STATISTICS
Str
25, Dex 23, Con —, Int 10, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 34 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Command Undead, Dodge, Furious Focus[APG], Mobility, Power Attack
Skills Fly +14, Intimidate +21, Knowledge (religion) +17, Perception +20, Spellcraft +16
Languages Common
SQ absorb positive energy
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Absorb Positive Energy (Su)
If an infused spirit is within the radius of a channel positive energy for healing, as an immediate action it can attempt a Will save (same DC as if the channel were used to harm creatures). If it succeeds, it heals damage and otherwise negates the channel attempt. Additionally, if an infused spirit is a valid target for a spell that heals multiple creatures (such as mass cure light wounds), if it succeeds at a Spellcraft check to identify the spell, it can also attempt to absorb the spells energy as above.
Life Siphon (Su) If an infused spirit succeeds at a touch attack, it Inflicts 6d6 points of damage to creature touched (DC 21 Will save for half), and heals the infused spirit half that amount.
Immune to Positive Energy (Su) With the exception of its absorb positive energy ability, an infused spirit can neither be harmed nor healed by positive energy. It retains its immunity to negative energy.

An infused spirit forms when an overwhelming amount of positive energy would otherwise destroy an undead creature. Rather than killing the creature, the negative energy animating it mixes with the positive energy to give it an additional attempt at unlife. The horrific combination of energies renders the new creature immune to positive energy attacks, while instilling an overpowering hunger in it. It seeks living creatures to devour their life essences.

An infused spirit also wishes to expel the negative energy at the core of its being. It can channel negative energy as a way to release it but prefers not to, since it “sours” the life energy of its prey. Instead, it infuses the weapon construct with greyflame energy, so it can harm lone, difficult-to-kill opponents. The weapon construct and armor construct are manifestations of the collision between the opposing energies, and usually match the armaments worn by the infused spirit in life.


Friday, June 12, 2015

Frightful Fridays! Blitzgeist

Hello, and welcome back to another edition of Frightful Fridays! This week's monster is courtesy of a specific request from my friend Patrick, who wanted some undead creatures in the CR 8–10 range. First up is a galvanic warrior known as the blitzgeist. Its schtick is all about electricity, typically in lightning form, which it uses to blast its foes into oblivion. It can also heal itself with lightning and if it overcharges itself, it can dish out lightning bolts in, well, lightning fast manner.

I hope you like the blitzgeist, and I hope to keep up the weekly trend. Thanks for reading, and I'll see you next time with a new monster!

Lightning crackles along every surface of this ghostly warrior; its ghostly armor and massive weapon speak of the might it possessed in life.
Blitzgeist CR 10
XP 9,600

CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +19

DEFENSE
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 133 (14d8+70)
Fort +9, Ref +13, Will +11
Defensive Abilities evasion, incorporeal; Immune electricity, undead traits

OFFENSE
Speed fly 80 ft. (perfect)
Melee 2 incorporeal touches +17 (5d6 electricity plus overwhelming shock)
Space 5 ft.; Reach 10 ft.
Special Attacks electrical discharge
Spell-Like Abilities (CL 14th; concentration +19)
At will—lightning bolt (DC 19)
3/day—call lightning storm (DC 20)

STATISTICS
Str —, Dex 25, Con —, Int 12, Wis 15, Cha 21
Base Atk +10; CMB +17; CMD 31
Feats Combat Casting, Combat Reflexes, Dodge, Elemental Focus[APG], Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes
Skills Fly +19, Intimidate +20, Knowledge (arcana) +17, Knowledge (nature) +15, Perception +19, Spellcraft +18
Languages Auran, Common
SQ conductive

ECOLOGY
Environment any land
Organization solitary, pair, squad (3–12)
Treasure none

SPECIAL ABILITIES
Conductive (Su) A blitzgeist struck by a spell or effect that deals electricity damage gains temporary hit points equal to the dice of damage (or 1 point per 5 points of damage, if deals a flat amount of damage) dealt by the spell or effect. These temporary hit points last for 1 hour. If the blitzgeist has temporary hit points in excess of its maximum hit point total, it can deal 10 points of damage to itself to apply the Quicken Spell-Like feat to its lightning bolt spell-like ability.
A blitzgeist can redirect spells that deal electricity damage to target itself instead if it is within 60 feet of any point along which the effect travels. It must succeed at a dispel check (1d20 + blitzgeist's caster level; DC = 11 + spell's caster level) to redirect the spell. It automatically succeeds at redirecting its own spell-like abilities, but it gains only half the temporary hit points from them.
Electrical Discharge (Su) A creature that strikes a blitzgeist with a natural attack or metal melee weapon takes 5d6 points of electricity damage (DC 22 Reflex half). The save DC is Charisma-based.
Overwhelming Shock (Su) Whenever a creature takes electricity damage from a blitzgeist's, it must make a DC 22 Fortitude save to avoid being stunned by the supernatural galvanism for 1 round. The save DC is Charisma-based.

Blitzgeists were powerful warriors who believed themselves invincible, but the metallic armor they clad themselves in and the oversized metal weapons they wielded made them targets for the lightning that spelled their downfall. Rumors speak of particularly brazen warriors who challenged the gods and were repaid with a divine stroke of lightning. Whatever their origins, blitzgeists wander battlefields and haunt their former homes, where they invoke electrical destruction.

Blitzgeists see themselves as generals and field marshals for the undead, and they often surround themselves with armies of skeletons, zombies and more powerful undead. They prefer to send their minions to tackle the rank and file of living armies, while they seek out commanders whom they challenge to single combat.

 

 

Friday, June 5, 2015

Frightful Fridays! Denouemoth

Hello and welcome back to an overly delayed Frightful Fridays! This week's monster resuses an image from over two years ago (where it formerly was in service of the scroll eating moth), but it was an appropriate image for a creature that strips heroes of their abilities before an imminent apocalypse. It also implants its victims with larvae, which spring forth from the doomed body and teleport away to another planet where they await their new home's inevitable destruction.
 
I hope you like this cutest little pre-apocalyptic guy, and you can use it to terrify your players (and their characters). I'll see you next time with a new monster. Thanks for reading!
 
 

This delicate-seeming moth is the size of a small dog; its dark eyes absorb light and life.
Denouemoth CR 22
XP 614,400
NE Small aberration
Init +14; Senses arcane sight, true seeing; Perception +35

DEFENSE
AC 40, touch 34, flat-footed 29 (+12 deflection, +10 Dex, +1 dodge, +6 natural, +1 size)
hp 402 (35d8+245); fast healing 5
Fort +17, Ref +23, Will +23
SR 33

OFFENSE
Speed 20 ft., fly 90 ft. (good)
Melee bite +37 (1d6–2), sting +37 (1d6–2 plus implant), 2 wings +32 touch (1d2–2 plus touch of vulnerability)
Special Attacks implant, reflection of failure
Spell-Like Abilities (CL 35th; concentration +41)
At will—insanity (DC 23)
7/day—orb of the void (DC 26), prediction of failure (DC 24)
3/day—energy drain (DC 27), greater spellcrash (DC 25), mage's disjunction (DC 26)
1/day—cursed earth, interplanetary teleport

STATISTICS
Str 6, Dex 31, Con 22, Int 18, Wis 19, Cha 23
Base Atk +26; CMB +35 (+39 disarm); CMD 56 (58 vs. disarm, 64 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Dodge, Flyby Attack, Greater Disarm, Greater Spell Focus (necromancy), Greater Spell Penetration, Hover, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (abjuration), Spell Focus (necromancy), Spell Penetration, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +10 (+6 to jump), Disable Device +45, Escape Artist +39, Fly +21, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (planes) +39, Perception +35, Spellcraft +42, Stealth +39, Use Magic Device +41
Languages Abyssal, Aklo, Celestial, Common, Infernal

ECOLOGY
Environment any land
Organization solitary, pair, or brood (3–6)
Treasure none

SPECIAL ABILITIES
Implant (Su) If a denouemoth damages a creature with its sting attack, it implants a larval denouemoth in its victim. If the prospective host fails a DC 33 Fortitude save, the larva lives dormant within the victim; otherwise it dies. If the host takes at least 120 points of energy damage that kills it, the larva bursts out of the corpse, grows instantaneously to adult, and uses its interplanetary teleport ability to travel to a new planet. While its host is alive, the larva has no adverse effect on it.

Reflection of Failure (Su) If a spell or effect fails to penetrate a denouemoth's spell resistance, it can use its prediction of failure spell-like ability as an immediate action against the spellcaster.
Touch of Vulnerability (Su) If a denouemoth touches a target with its wings, it potentially saps its opponent of power. The target creature must succeed at a DC 33 Will save or permanently take a –4 penalty to spell resistance and saving throws. An affected creature also reduces its energy resistances and damage reduction by 10 (to a minimum of 0). This is a curse effect, and can be removed via the normal means, but the DC to remove the effect is increased by 4. A creature that saves against this ability cannot be affected by the same denouemoth's ability for 24 hours. The save DC is Charisma-based.

Denouemoths live solely to see the ends of the worlds on which they reside. These effectively immortal creatures shelter away in the hidden areas of their home worlds and watch for signs of armageddon. Spurred to action, the moths locate the most powerful good creatures on their doomed planets and attack. While not a direct physical threat, the moths reduce their opponents in power such that they cannot prevent the oncoming destruction of their homes. The moths also implant their larvae in their foes; these larvae can only metamorphose in the destructive death throes of a world, so the moths prefer to select creatures likely to be the final living creatures as hosts.