Epigram

"God and other artists are always a little obscure." Oscar Wilde

Monday, March 10, 2014

Frightful Fridays! Killer Crabs

Welcome back to another episode of Frightful Fridays! (this being hour 90 of the previous Friday) We endured our, hopefully, last winter storm of the season, and I had to drive through the post-snowpocalyptic wasteland of the Piedmont Triad to pick up my son from college. Naturally, this led me to thinking about giant crabs and a creature that gets a little inspiration from a particular Valve game.

I hope you enjoy today's crabby entry, and I will be back on Friday (or perhaps another alternate-reality Friday) with a new monster. Various friends have been restocking the image folder with interesting monsters, so I look forward to inflicting those on you soon. Thanks for reading!


This exceptionally large, slate-gray crab waves its claws in the air, before bringing one down on the ground, which creates a myriad of cracks.
Stonebreaker Crab CR 9
XP 6,400
N Huge vermin (aquatic)
Init –1; Senses darkvision 60 ft.; Perception +5

Defense
AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 119 (14d8+56)
Fort +13, Ref +3, Will +5
Immune mind-affecting effects

Offense
Speed 40 ft., swim 60 ft.
Melee 2 claws +16 (2d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks stonebreaking claws

Statistics
Str 26, Dex 9, Con 18, Int —, Wis 13, Cha 5
Base Atk +10; CMB +20 (+24 sunder); CMD 29 (31 vs. sunder, 37 vs. trip)
Feats Greater Sunder(B), Improved Sunder(B), Power Attack(B)
Skills Perception +5, Swim +16; Racial Modifiers +4 Perception
SQ water dependency

Ecology
Environment any aquatic
Organization solitary, pair, or cast (3–8)
Treasure none

Special Abilities
Stonebreaking Claws (Ex) A stonebreaker crab's claws ignore 8 points of hardness when the crab attacks or sunders an object.

A stonebreaker crab resides in coastal waters near a settlement, which finds itself besieged by the monstrous vermin on a regular basis. When the urge strikes the crab, it washes up on shore, trundles towards the nearest building, destroys it, feasts on victims caught within the fallen building, and then retreats to the sea. While unintelligent, the crab is drawn to structures and will attack them in preference to creatures unless they threaten the crab.

Creatures capable of summoning or controlling a stonebreaker crab use it as an impromptu siege weapon. These creatures are careful not to use actual siege weapons, since the crab assuredly will attack them in addition to—or instead of—its target. A stonebreaker crab measures 17 feet in diameter and weighs 4 tons.


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This bright-red crab towers over everything. One of its two mismatched claws looks like a normal crab claw, albeit oversized, and the other, smaller claw seems sword-like.
Headhunter Crab CR 11
XP 12,800
N Gargantuan vermin (aquatic)
Init –2; Senses darkvision 60 ft.; Perception +8

Defense
AC 24, touch 4, flat-footed 24 (–2 Dex, +20 natural, –4 size)
hp 152 (16d8+80)
Fort +15, Ref +3, Will +5
Immune mind-affecting effects

Offense
Speed 50 ft., swim 80 ft.
Melee claw +19 (4d6+11/19-20 plus vorpal claw), claw +19 (3d6+11 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks constrict (3d6+11), vorpal claw

Statistics
Str 32, Dex 6, Con 21, Int —, Wis 11, Cha 7
Base Atk +12; CMB +27 (+31 grapple); CMD 35 (43 vs. trip)
Feats Improved Critical (claw)(B)
Skills Perception +8, Swim +19; Racial Modifiers +8 Perception
SQ water dependency

Ecology
Environment any aquatic
Organization solitary, pair, or cast (3–12)
Treasure none

Special Abilities
Vorpal Claw (Ex) One of the headhunter crab's claws is honed to razor-sharpness. This claw deals more damage and benefits from the Improved Critical feat. If the claw makes a successful critical hit, it decapitates and instantly slays a Huge or smaller victim (DC 29 Fortitude save negates decapitation). If the victim has no head or makes the Fortitude save, it still takes critical damage. The save DC is Strength-based.

To the relief of many surface dwellers, a headhunter crab spends the majority of its time terrorizing denizens of the deep and leaving headless corpses of sharks and whales in its wake. On the rare occasions when a headhunter crab emerges from the water, it attempts to decapitate any creature it crosses. The crab seems to enjoy the sensation of chopping off heads, so much so that it oftentimes chooses not to constrict an opponent in its larger claw; rather it holds the victim in place so it can cut with its smaller claw.

Many undersea societies hunt down an active headhunter crab, and this usually entails a large armed force. Only insane creatures, or those who do not fear decapitation, employ one in their attacks on or schemes against others. A headhunter crab weighs a relatively modest 5,000 pounds and measures 25 feet across.


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This crab is slightly larger than the typical specimen, but the pair of stingers protruding from its abdomen and the apparent cranial bulge truly set it apart from other crabs.
Neural Crab CR 13
XP 25,600
NE Tiny aberration (aquatic)
Init +9; Senses darkvision 60 ft.; Perception +32

Defense
AC 28, touch 22, flat-footed 18 (+9 Dex, +1 dodge, +6 natural, +2 size)
hp 161 (19d8+76)
Fort +10, Ref +15, Will +17
DR 10/adamantine or bludgeoning; Immune cold, electricity; Resist sonic 10; SR 24

Offense
Speed 30 ft., fly 60 ft. (perfect), swim 40 ft.
Melee 2 claws +25 (1d6–1), 2 stings +25 (1d4–1 plus paralysis)
Space 2.5 ft.; Reach 0 ft.
Special Attacks paralysis (1d4 rounds, DC 23), puppeteer, skull cracker
Spell-Like Abilities
At will—dominate vermin
3/day—dominate person (DC 21)
1/day—mass hold person (DC 23)

Statistics
Str 9, Dex 28, Con 18, Int 25, Wis 23, Cha 22
Base Atk +14; CMB +21; CMD 36 (44 vs. trip)
Feats Alertness, Combat Expertise, Deceitful, Defensive Combat Training, Dodge, Greater Feint, Greater Spell Penetration, Improved Feint, Spell Penetration, Weapon Finesse
Skills Bluff +29, Disguise +29, Fly +25, Intimidate +22, Knowledge (arcana) +29, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (planes) +29, Knowledge (religion) +24, Perception +32, Sense Motive +29, Spellcraft +29, Stealth +32, Swim +18
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Infernal; telepathy 120 ft.
SQ amphibious

Ecology
Environment any aquatic
Organization solitary, pair, or conspiracy (3–6)
Treasure none

Special Abilities
Dominate Vermin (Sp) A neural crab can control mindless vermin with a total HD limit equal to 3 times its HD. This spell-like otherwise works like animate dead.
Puppeteer (Su) A neural crab that slays a victim can take control of the victim's body and mind, which forces it to lose its sting attacks. The victim is treated as if it gained 2 negative levels, but the crab has access to all the victim's memories and skills. The controlled body can cast spells (but the crab cannot replenish expended spell slots) and use all abilities and feats possessed by the victim. This control persists for 24 hours, after which the body decomposes beyond use.
Skull Cracker (Ex) If a neural crab uses a coup de grace against a defenseless opponent, its claws deal 4x damage. It also deals 1d6 points of damage to each of the foe's mental abilities.

A shadowy competitor with dread krakens for oceanic—and eventually worldwide—domination, the neural crab also employs agents to do its will. Rather than creating magic items and strange new creatures like dread krakens prefer, a neural crab uses crabs and other mindless vermin as its foot soldiers and takes direct command of humanoids to do its bidding when it requires finesse. Despite its crab-like appearance and its ability to control crabs, a neural crab is unrelated to creatures.

A neural crab prefers to find solitary, but reasonably competent, victims it can kill and take over to infiltrate communities. It uses its powerful claws to crack open a victim's head—in a weird mockery of someone cracking a crab shell to get at crabmeat—after it has immobilized the victim. Once it has killed its prey, it then wedges itself inside the victim's cranium to take control of the body. The neural crab uses several techniques to disguise the odd appearance, but usually the expedient of a hat or cloak's hood suffices. If the crab does not wish to go through the bother of controlling a body, especially if no desirable victims present themselves, it dominates a simple-minded person to transport it where better choices live.

Considering the 400-year life span typical for a neural crab, it is fair to note that it has a long-term goal for all its actions. While a neural crab prefers to work alone, it occasionally teams up with other neural crabs to control national governments.

 

Friday, February 28, 2014

Frightful Fridays! Coin Kaida Swarm

Hello and welcome back to a new Frightful Fridays! This dragon swarm continues the theme from last week and returns to one of my favorite types of creatures: the kaida. This dragon, naturally inclined to organizing with others of its kind, makes for a terrific protector of hoards belonging to a myriad of creatures.

I hope you like the idea of treasure that fights back. Thanks for reading!

Individual coins in this pile of coins sprout wings, tails, and toothy maws, and take to the air en masse.
Coin Kaida Swarm CR 8
XP 4,800
N Diminutive dragon (swarm)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15

Defense
AC 22, touch 18, flat-footed 18 (+4 Dex, +4 size, +4 natural)
hp 94 (9d12+36)
Fort +10, Ref +10, Will +11
Defensive Abilities swarm traits; Immune electricity, paralysis, sleep; Resist cold 10; SR 19

Offense
Speed 30 ft., fly 40 ft. (perfect)
Melee swarm (2d6 plus 3d6 electricity and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), poison
Spell-Like Abilities (CL 10th; concentration +12)
3/day—empowered lightning bolt (DC 17)
1/day—detonate (DC 18)

Statistics
Str 1, Dex 18, Con 19, Int 19, Wis 16, Cha 14
Base Atk +9; CMB —; CMD
Feats Elemental Focus (electricity), Empower Spell-Like Ability (lightning bolt), Greater Elemental Focus, Improved Iron Will, Iron Will
Skills Appraise +16, Bluff +22, Disable Device +11, Fly +25, Intimidate +14, Perception +15, Sense Motive +15, Sleight of Hand +13, Spellcraft +16, Stealth +24, Use Magic Device +14; Racial Modifier +8 Bluff
Languages Common, Draconic, Dwarven, Infernal

Ecology
Environment any terrestrial
Organization solitary, pair, or hoard (3–8 swarms)
Treasure standard (coin bodies)

Special Abilities
Poison (Ex) Swarm—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Cha drain; cure 1 save. The save DC is Constitution-based.

Individually the smallest of kaida, coin kaidas learned quickly to gather together in great numbers for mutual protection. Their ability to merge with and fully imitate coins also protects them from other creatures. Larger dragons and humanoids with considerable treasuries who are aware of coin kaidas attract the minuscule dragons to their hoards where the kaidas feel most at home and provide a surprise guardian for the treasure. The highly-intelligent kaidas typically wait for an intruder (anyone not permitted access to the treasure) to get within touching distance of the treasure before launching themselves into flight and attacking.

In their un-merged forms, kaidas are a drab blue, which, along with their command of electricity, causes sages to speculate that the dragons are related to mighty blues. Blue dragons, for their part and when they deign to respond to the question, refuse to acknowledge the relationship. Spellcasters can take individual coin kaidas as familiars, which vary in power depending on the coin to which a kaida can attune itself. A swarm contains a typical mix of coins; less powerful swarms consisting solely of copper coins exist, as do extremely powerful versions comprised only of platinum coins.

 

Thursday, February 20, 2014

Frightful (mid-)February! Seismhares

Continuing with the (sort of) swarm theme that has devloped this week, and thanks to a suggestion from Sarah, who pointed out this video, today's monster is a humble bunny—one that can create earthquakes, on its own or in a hundreds-strong group, that is. They can create terrain they have no difficulty traversing, and I imagine their territory would look somewhat apocalyptic with all the upheaved ground.

I hope you enjoy the seismhare, and I'll be back tomorrow for an actual Frightful Fridays! entry. I imagine I'll keep going with the swarm theme. Thanks, as always, for reading!

This slate-grey rabbit stands as tall as a horse. As it thumps one of its oversized back paws in agitation, the ground shakes.
Giant Seismhare CR 7
XP 3,200
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +9

Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6

Offense
Speed 50 ft., burrow 40 ft., earth glide
Melee bite +13 (2d6+5/19-20), kick +13 (2d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (3d6+7, DC 19), tremor

Statistics
Str 21, Dex 17, Con 18, Int 5, Wis 16, Cha 8
Base Atk +9; CMB +15 (+17 bull rush); CMD 28 (30 vs. bull rush, 32 vs. trip)
Feats Acrobatic Steps, Improved Bull Rush, Improved Critical (bite), Nimble Moves, Power Attack
Skills Acrobatics +15 (+23 jump), Perception +9, Stealth +7

Ecology
Environment temperate or warm plains
Organization solitary, pair, rumble (3–6), or quake (7–18)
Treasure none

Special Abilities
Tremor (Ex) As a full-round action, a giant seismhare stamps its feet on the ground to create one of two effects: it can render a 10-foot-radius area difficult terrain or it can trip all creatures in a 30-foot radius (making a single combat maneuver check using its CMB for the trip attempt). This ability has no effect on magically-treated stone.

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As this group of little slate-gray rabbits moves in unison, it leaves behind cracks in the ground.
Seismhare Swarm CR 5
XP 1,600
N Tiny magical beast (swarm)
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10

Defense
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 size, +2 natural)
hp 51 (6d10+18)
Fort +8, Ref +9, Will +4
Defensive Abilities swarm traits

Offense
Speed 30 ft., burrow 20 ft.
Melee swarm (3d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16), tremor

Statistics
Str 7, Dex 19, Con 16, Int 3, Wis 14, Cha 10
Base Atk +6; CMB —; CMD
Feats Acrobatic Steps, Improved Initiative, Nimble Moves
Skills Perception +10, Stealth +16

Ecology
Environment temperate or warm plains
Organization solitary, pair, shifting (3–6)
Treasure none

Special Abilities
Tremor (Ex) As a seismhare swarm moves, it renders all squares through which it passes difficult terrain. This ability has no effect on magically-treated stone.

Even though seismhares in a swarm and giant seismhares seem to be related animals of the same species, they actually represent different growth stages in the same animal. Through attrition, usually due to flying predators, a swarm dwindles in size, but the individual hares grow proportionately, as do their tough hides. The surviving hares burrow during the winter and undergo exceptional growth. When they finish their hibernation, they pair off and produce prodigious numbers of offspring before dying. The young must fend for themselves, typically by gathering in the hundreds—or thousands—with other abandoned seismhares.

Rumors claim seismhares descend from animalistic earth elementals trapped on the Material Plane millennia ago. The fact that they are nominally herbivores but eat very little to account for their incredible growth, seeming instead to absorb the ground around them, supports these rumors. However, they are flesh-and-blood creatures; in fact, many plains people consider seismhare meat a delicacy.

 

Wednesday, February 19, 2014

Frightful (mid-)February! Chihuahua Swarm

Welcome back to another install of Frightful (not so) Fridays! I really missed working on this in January, so I'm making up for lost time this week. At any rate, this one is another "ripped from the headlines" entry (thanks to Treppa most recently, and others before her). While one tiny dog might not be all that formidable to an adventurer, a swarm of them is another story. A note about their trip attack: the swarm cannot benefit from the attack of opporunity incurred when they trip an opponent, but a creature controlling the swarm certainly could.

I hope you like the chihuahua swarm, and I'll be back tomorrow with something new. Thanks for reading!


This gathering of hundreds of tiny dogs unleashes a cacophony of barks, snarls, and yips as it roils along.
Chihuahua Swarm CR 2
XP 600
N Tiny animal (swarm)
Init +7; Senses low-light vision; Perception +3

Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +6, Will +0
Defensive Abilities swarm traits

Offense
Speed 20 ft.
Melee swarm (2d6 plus distraction and trip)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 12), enthusiastic charge, trip

Statistics
Str 2, Dex 16, Con 13, Int 1, Wis 9, Cha 10
Base Atk +2; CMB —; CMD
Feats Improved Initiative, Stealthy
Skills Acrobatics +7, Escape Artist +5, Perception +3, Stealth +17

Ecology
Environment any temperate or warm
Organization solitary, pair, outrage (3–6)
Treasure none

Special Abilities
Enthusiastic Charge (Ex) Once every 4 rounds, a chihuahua swarm can charge at up to four times its speed.
Trip (Ex) When a chihuahua swarm deals damage to an opponent, it can also attempt to trip that opponent. The swarm's effective CMB is +8, which includes a +2 racial bonus, and any foe tripped by the swarm incurs an attack of opportunity.

Feral dogs do not typically collect in large enough packs to rival rat swarms, but circumstances and environment could factor into such a rare occurrence. When this happens, it becomes a many-toothed terror that shuts down a community while the dogs run rampant. Despite the animals collective excitement, they can remain patient enough to hide from an approaching victim before they boil out of their hiding spot to knock the victim down and gnaw at him—bites which are individually annoying but inflict considerable pain collectively.

While the most common occurrence of this type of swarm involves chihuahuas, giving the phenomenon its name, any collection of small dogs could form a so-called chihuahua swarm. Larger dogs do not gather in sufficient numbers to create a more formidable troop; such a collection of cats would implode in a violent fury of hisses, spits, and flying fur.

A spellcaster with access to summon swarm can cast it as a 3rd-level spell (using an appropriate spell slot) to summon a chihuahua swarm.

 

Tuesday, February 18, 2014

Frightful (mid-)February! Ship of Death

It's still not Friday, but I hope that won't stop you from checking out today's entry. Paizo friend Kajehase brought up this article and asked for an encounter, which is presented below. It's a typical rats-ate-everything-including-themselves-and-now-they-haunt-the-ship-they-infested event, which a GM could extend by allowing the skeletal crewmembers or the rats to curse a victim with cannibalism (rather than the intensified filth fever). The players could follow up with the wizard who created the magic that caused this situation—perhaps there's another such enchanted ship ready to set sail that is basically a time bomb of ravenous rats.

 

Rat-Infested Ghost Ship
When the cargo ship Bertram's Folly set sail across the ocean, it carried tons of fruit, grain, and other perishable goods with it. Experimental magic suffusing the cargo hold preserved the foodstuffs for the long voyage. Unfortunately, the ship carried stowaways in the form of a pair of rats, which gorged themselves on the food and, as a strange side-effect of the preservation magic, bred prodigiously. Within an hour, the pair became a hundred, and by the end of the trip's first day, a thousand rats devoured the entire cargo.

The first sign of trouble came when the ship's cat, Mr. Tibbles, scurried up to the crow's nest and refused to come back down. The first couple of sailors to investigate became the rat swarm's first human victims, and the remainder of the crew closed the door to the cargo hold to keep the carnivorous rats away. The door burst due to the sheer number of rats pushing on it, and the ravenous creatures made short work of all hands, leaving the ship adrift. Having no other source of food, the rats turned on each other, and the last survivor quickly died of starvation.


1. Main Deck (CR 10)
Skeletal remains of several humans and hundreds of rats litter the main deck; something has picked the bones clean. The only exception is a large, bloated rat that shows no obvious sign of its cause of death.

The rats enacted their carnage here as the crew mad their desperate but futile attempt to fight off the starving rats. When the rats triumphed, they devoured the sailors' flesh, and then they attacked each other, leaving a single survivor, which perished shortly thereafter.

Creatures: Four crewmembers returned to a mockery of life after the rats had stripped them of their flesh and continue their duties as best they can, with the purpose of finding potential seaborne victims they can consume.


Bertram's Folly Skeleton (4) CR 6
XP 2,400
Human skeletal champion warrior 5
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +4

Defense
AC 19, touch 14, flat-footed 16 (+3 armor, +1 deflection, +2 Dex, +1 dodge, +2 natural)
hp 78 (5d10+2d8+33)
Fort +7, Ref +6, Will +4

Offense
Speed 30 ft.
Melee mwk scimitar +11/+6 (1d6+4/18–20) or 2 claws +10 (1d4+3 plus disease)
Special Attacks disease (filth fever: Claw—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d4 Dex damage and 1d4 Con damage; cure 2 consecutive saves)

Tactics
During Combat Bertram's Folly skeletons pair off against opponents and make use of their Outflank feat to overwhelm an opponent. They prefer to fight with their scimitars, but they occasionally switch to a claw attack to infect a foe with a virulent strain of filth fever.
Morale Bertram's Folly skeletons fight to the death.

Statistics
Str 17, Dex 14, Con —, Int 8, Wis 10, Cha 16
Base Atk +6; CMB +9; CMD 23
Feats Dodge, Improved Initiative(B), Lightning Reflexes, Outflank, Toughness, Weapon Focus (scimitar)
Skills Climb +10, Perception +4, Profession (sailor) +7, Swim +10
Languages Common
Gear +1 leather armor, masterwork scimitar, ring of protection +1

 

2. Crow's Nest
A jingle sounds from the bucket at the top of this mast as if someone within fidgeted with a bell.

A character investigating the crow's nest finds an emaciated, but still living, Mr. Tibbles. Coaxing the animal down requires a DC 28 Handle Animal check.

Treasure: The captain placed a "lucky" charm on Mr. Tibbles's collar. This charm, a finely crafted jade dolphin, is worth 3,000 gp.

 


3. Belowdecks (CR 9)
The ship's virtually empty cargo hold echoes eerily with each footfall. Gnawed bags and crates are the only remains of whatever the ship carried.

The bags and crates in the cargo hold still radiate strong transmutation magic, due to the magic used to preserve the food within.

Creatures: The rat swarm's hunger was so intense that the creatures returned as ghostly versions of their former selves. They attack, appearing to pour out of the walls, when a character fully descends the ladder to the hold.

Ghost Rat Swarm CR 9
XP 6,400

Fiendish advanced rat swarm ghost
CE Tiny undead (animal, incorporeal, swarm)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18

Defense
AC 17, touch 17, flat-footed 13 (+4 Dex, +2 size, +1 deflection)
hp 53 (6d8+36)
Fort +6, Ref +9, Will +5
Defensive Abilities channel resistance +4, incorporeal, rejuvenation, swarm traits; DR 5/good; Immune undead traits; Resist cold 10, fire 10; SR 14

Offense
Speed 15 ft., climb 15 ft., fly 30 ft. (perfect), swim 15 ft.
Melee swarm (corrupting touch [9d6, Fortitude DC 18 half] plus disease) or swarm (draining touch plus disease)
Space 15 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 18), draining touch, malevolence, smite good 1/day (+6 bonus to damage rolls)

Tactics
During Combat The ghost rat swarm starts combat by using its corrupting touch and malevolence attacks. If it succeeds in merging with a character, it forces that character to jump overboard, lets the character begin drowning, and the portion of the swarm involved in the malevolence returns to the main swarm. If the swarm is reduced to 20 or fewer hit points, it begins to use its draining touch, until it returns to at least 30 hit points.
Melee The ghost rat swarm fights to the death.

Statistics
Str —, Dex 19, Con —, Int 2, Wis 17, Cha 20
Base Atk +4; CMB —; CMD
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Climb +12, Fly +24, Perception +18, Stealth +27, Swim +12; Racial Modifiers +8 Fly, +8 Perception, +8 Stealth

Special Abilities
Disease (Su) Filth fever: Swarm—injury; save Fort DC 18; onset 1d3 days; frequency 1/day; effect 1d4 Dex damage and 1d4 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Draining Touch (Su) A ghost rat swarm gains a touch attack that drains 1d4 Con. On each such successful attack, the swarm heals 5 points of damage to itself. When it makes a draining touch attack, it cannot use its standard ghostly touch attack.
Malevolence (Su) Once per round, a five-foot square of the ghost rat swarm can merge with a creature on the Material Plane. This ability is similar to a magic jar spell (CL 10th), except it does not require a receptacle. To use this ability, the swarm must be in the same square as a target. The target can resist the attack with a successful DC 18 Will save. A creature that successfully saves is immune to the swarm's malevolence for 24 hours. If the malevolence attack is successful, the swarm loses 10 percent of its hit points until that portion of the swarm returns.
Rejuvenation (Su) The ghost rat swarm restores itself in 2d4 days. The only way to permanently destroy the swarm is to destroy the ship it occupies.

 

Monday, February 17, 2014

Frightful (mid-)February! Meowls

Hello and welcome back to Frightful Fridays! It's been quite a while since I posted thanks to various delays, and I apologize for being away. I have one leftover mashup for you, continuing on from the mashup madness a month ago. I ran with the idea that these animals are supreme mousers, and I wanted to present two versions: one suited for wizards, witches and other familiar-owning classes, and one suited for druids and rangers.


I hope you like the meowls, and I promise to bring you something other than a mashup for the next monster. Thanks for reading!



This creature's head, that of a domestic tabby cat, blends seamlessly with its owl body.
Meowl CR 1/2
XP 200
N Tiny animal
Init +2; Senses low-light vision; Perception +5

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1

Offense
Speed 20 ft., fly 40 ft. (good)
Melee bite +4 (1d4–3), 2 talons +4 (1d3–3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks pounce, rake (2 talons +4, 1d3–3), rodent foe

Statistics
Str 5, Dex 14, Con 12, Int 2, Wis 13, Cha 11
Base Atk +0; CMB +0; CMD 7
Feats Weapon Finesse
Skills Fly +10, Perception +9 (+11 vs. rodents), Stealth + 14, Survival +1 (+3 to track rodents); Racial Modifiers +4 Perception (+6 Perception vs. rodents), +4 Stealth, +2 Survival to track rodents

Ecology
Environment temperate forest, plains or urban
Organization solitary, pair, or glaring (3–8)
Treasure none

Special Abilities
Rodent Foe (Ex) A meowl has a +2 racial bonus on Perception and Survival checks against rodents (rats, porcupines, etc.) and rodent hybrid creatures, such as wererats. Additionally, a meowl has a +2 racial bonus on attack and damage rolls against such creatures. A meowl may make untrained Survival checks to track rodents, even if the DC is greater than 10.

A spellcaster with the familiar class ability can take a meowl as a familiar at 1st level and gains a +2 bonus on Stealth checks and a +2 bonus on sight-based and opposed Perception checks in shadows or darkness.


This strange animal is a combination of sandy brown owl body and snarling leopard head.
Great Meowl CR 2
XP 600
N Medium animal
Init +1; Senses low-light vision; Perception +10

Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +3

Offense
Speed 30 ft., fly 80 ft. (average)
Melee bite +3 (1d6+1), 2 talons +3 (1d4+1)
Special Attacks pounce, rake (2 talons +3, 1d4+1), rodent foe

Statistics
Str 12, Dex 13, Con 15, Int 2, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 14
Feats Death from Above, Lightning Reflexes
Skills Fly +5, Perception +14 (+18 vs. rodents), Stealth +9, Survival +2 (+6 when tracking rodents); Racial Modifiers +4 Perception (+8 vs. rodents), +4 Survival when tracking rodents

Ecology
Environment temperate forest or plains
Organization solitary, pair, or pride (3–6)
Treasure none

Special Abilities
Rodent Foe (Ex) A great meowl has a +4 racial bonus on Perception and Survival checks against rodents (rats, porcupines, etc.) and rodent hybrid creatures, such as wererats. Additionally, a great meowl has a +4 racial bonus on attack and damage rolls against such creatures. A great meowl may make untrained Survival checks to track rodents, even if the DC is greater than 10.

Great Meowl Companions
Starting Statistics: Size Small; Speed 30 ft., fly 60 ft. (good); AC +2 natural armor; Attack bite (1d4), 2 talons (1d3); Ability Scores Str 10, Dex 15, Con 13, Int 2, Wis 14, Cha 11; Special Attacks rake (1d3), rodent foe; Special Qualities low-light vision.
4th-Level Advancement: Size Medium; Speed fly 80 ft. (average); AC +2 natural armor; Attack bite (1d6), 2 talons (1d4); Ability Scores Str +2, Dex –2, Con +2; Special Attacks pounce, rake (1d4).

In two separate instances of crossbreeding, a wizard created the first meowl and a druid husbanded the first great meowl. The two predators proved to be compatible and a number of them have spread throughout the world to act as trained hunters of mice or rats, familiars (in the case of standard meowls) or companion animals (great meowls). No truly domesticated specimens exist, but the animals are easily trained, if aloof with their trainers. Rumors persist regarding a crossbreed of great owl and tiger terrorizing jungles and savannas, as well as a lynx/snowy owl crossbreed that hunts frozen lands.

Saturday, December 28, 2013

Frightful Fridays! Mashup Marathon! Polar Wolf

Presenting the final monster of today's mashup marathon: the polar wolf! I really liked the image of the cub, and it struck a strange chord of nostalgia for one of my favorite monsters from when I was much younger, the hoar fox (I know). Needless to say, this ended up being my favorite monster to work on, and I decided to save it for last.

I hope you have enjoyed the monsters from today's blitz. Let me know in the comments which one you liked the best. I'll be back next week with a much saner solo monster entry. Thanks, as always, for reading!


This unusual creature has a polar bear's build and a wolf's coloration; frost streams from the creature's mouth.
Polar Wolf CR 3
XP 800
N Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

Defense
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +2
Immune cold

Offense
Speed 30 ft.
Melee bite +6 (1d4+3 plus trip) and 2 claws +6 (1d3+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (40-ft. cone, 2d8 cold damage, Reflex DC 14 for half, usable every 1d4 rounds)

Statistics
Str 16, Dex 13, Con 14, Int 5, Wis 12, Cha 13
Base Atk +4; CMB +8 (+12 grapple); CMD 19 (23 vs. trip)
Feats Power Attack, Run
Skills Acrobatics +5, Perception +6, Stealth +1 (+9 in snow); Racial Modifiers +8 Stealth in snow

Ecology
Environment any cold
Organization solitary, pair, or aurora (3–10)
Treasure none

At the top of the world, where the veils between reality and strange dimensions ravel more readily, spontaneous creature merges become more common. Such is the case with polar wolves, which blend the size and power of the polar bear with the hunting prowess of the wolf. Breath that can freeze foes in their tracks adds to the polar wolf's arsenal. The creatures have a decent intelligence and often wind up as companions to frost giants.

 

Friday, December 27, 2013

Frightful Fridays! Mashup Marathon! Dhorse

The penultimate mashup in today's marathon is the dhorse. This was one of my favorite images, and I could easily imagine halflings coming up with this creature, one they could ride into battle or just to travel. Sure, it would be a little unnerving at first, but the friendly animal would quell that unease.

The final monster of the day will arrive in an hour! See you then.



In place of this chestnut-colored horse's head is a dog's head; the animal paws at the ground and sniffs the air.
Dhorse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +8

Defense
AC 12, touch 11, flat-footed 10 (+2 Dex, –1 size, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

Offense
Speed 50 ft.
Melee bite +3 (1d4+3 plus trip) and 2 hooves –2 (1d3+1)
Space 10 ft.; Reach 5 ft.

Statistics
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 8
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Run(B), Skill Focus (Perception)
Skills Acrobatics +6 (+10 when jumping), Perception +8

Ecology
Environment any terrestrial
Organization solitary, pair, or herd (3–16)
Treasure none

Halfling druids husbanded the first dhorses, with some magical assistance, and the resulting animals breed true. The animals are more loyal, and less headstrong and skittish, and they combine the best features of riding dog and horse. While some consider dhorses to be abominations, halflings are beginning to come around and choose them as mounts. Dhorses stand shorter than typical horses, but they happen to be the right size for halfling riders.

Dhorse Companions
Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 hooves (1d3); Ability Scores Str 14, Dex 17, Con 15, Int 2, Wis 13, Cha 8; Special Qualities low-light vision, scent.
4th-Level Advancement: Speed 50 ft.; Ability Scores Str +2, Dex –2, Con +2.

 

Frightful Fridays! Mashup Marathon! Koalapus

Here is another monster that refused to be constrained to the animal or magical beast categories. Thanks to working on this feature, I've come up with a sort of mythology around the dread krakens, self-styled rulers of everything below the waves and plotters of the surface dwellers' destruction. One thing dread krakens love to do is make octopus-themed monsters that they can inflict upon the surface world, and the koalapus is no exception.

Two more monsters to go before this mashup marathon concludes. I hope you have been enjoying it thus far, and thanks for reading!

He just wants to give you a nice, long hug.


What at first appears to be a cuddly koala bear transcends into horror as the creature reveals the tentacled mass carrying it.
Koalapus CR 7
XP 3,200
CE Large aberration (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +16

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, –1 size, +10 natural)
hp 85 (10d8+40)
Fort +7, Ref +4, Will +10

Offense
Speed 30 ft., climb 20 ft., swim 60 ft.
Melee 4 tentacles +11 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks constrict (1d6+6)
Spell-Like Abilities (CL 10th; concentration +12)
1/day—vortex (DC 17)
1/day—watery tentacles

Statistics
Str 18, Dex 12, Con 19, Int 13, Wis 16, Cha 14
Base Atk +7; CMB +12 (+14 disarm, +16 grapple, +14 steal); CMD 23 (25 vs. disarm, 25 vs. steal)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Improved Steal, Weapon Focus (tentacle)
Skills Climb +16, Escape Artist +14, Intimidate +15, Knowledge (nature) +14, Perception +16, Stealth +6 (+14 in water), Swim +18; Racial Modifiers +8 Stealth in water
SQ amphibious

Ecology
Environment any
Organization solitary, pair, or collective (3–6)
Treasure standard

Special Abilities
Watery Tentacles (Sp) This variant of black tentacles works like that spell, but it can only be cast in water. It has a 20-foot-radius area of effect and can reach beyond the water's surface. Additionally, when a tentacle grapples a foe, it makes targeted dispel attempts (per dispel magic using the koalapus's caster level) against any spell or effect that allows a creature to breathe underwater.

Dread krakens, taken with terrestrial legends about the drop bear, decided to create their own version, suited to their image. A koalapus is at home on the shore and underwater, but it prefers to stalk and attack prey on land. A typical tactic for a koalapus is to climb a tree of average height and wait for someone to pass under it, at which point the koalapus either attempts to grab something from the passerby or drops onto the unsuspecting victim. Thanks to their liquid variant of black tentacles, a koalapus is even more dangerous in water. Despite the terror a koalapus sows in the dread krakens' service, they may have made a strategic error in creating the koalapus, for the creature is highly ambitious and will eventually desire to overthrow its master, with the aid of other koalapuses.

 

Frightful Fridays! Mashup Marathon! Bearasaurus

Paris brought this image to my attention a while ago, and I squirreled it away for a rainy mashup day (oddly, it hasn't been raining while I've been working on these—perhaps it is wherever you are reading). Thanks also to Thomas LeBlanc who posted this image and provided the inspiration. Only three more monsters remain in the mashup marathon, and I hope you'll check back in an hour for the next one.

Find out my secret origin here.

This dog seems friendly, despite the appearance of several dangerous spines arranged on its body.
Bearasaurus CR 2
XP 600
LG Medium magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
Defensive Abilities spines

Offense
Speed
30 ft.
Melee bite +5 (1d6+2 plus trip) and tail slap +0 (1d4+1)

Statistics
Str 15, Dex 12, Con 14, Int 5, Wis 13, Cha 12
Base Atk +3; CMB +5; CMD 16 (20 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Acrobatics +5, Perception +8, Stealth +5

Ecology
Environment temperate or warm terrestrial
Organization solitary, pair, or pack (3–8)
Treasure none

Special Abilities
Spines (Ex)
A foe striking a bearasaurus with natural weapons, an unarmed strike, or a one-handed weapon takes 1d3 points of piercing damage. A creature grappling a bearasaurus takes 2d4 points of piercing damage each round it does so.

A cross between a hunting dog and a stegosaurus created the first bearasaurus, and, despite the oddly personal nature of this creation, the formula has disseminated to others who have created bearasauruses of their own. Bearasauruses all possess a keen intellect and a strong desire to perform good deeds, much to the chagrin of those expecting yet another murder machine. This is not to say that bearasauruses will not harm another creature; they will definitely do so if it supports the greater good, or protects those with whom they ally.

 

Frightful Fridays! Mashup Marathon! Gorillephant

This image had been making the rounds through many gaming groups, and my group was no exception. I imagine there are several interpretations of this mashup out there, but that won't keep me from attempting my own. I ended up outfitting it slightly differently than what the image portrayed, and I hope you do like my interpretation.
 
The mashup marathon is beginning to wind down, with only four monsters remaining. Check back in an hour for the first of those four!

Carrying a lance, this hybrid of elephant and gorilla prepares to charge.
Gorillephant CR 1
XP 200
Gorillephant ranger 1
CG Large monstrous humanoid
Init –2; Senses darkvision 60 ft.; Perception +6

Defense
AC 13, touch 7, flat-footed 13 (+4 armor, –2 Dex, –1 size, +2 natural)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +2
Defensive Abilities ancient foe, stability

Offense
Speed 30 ft.
Melee lance +4 (2d6+6/×3) or morningstar +4 (2d6+6), and slam –1 (1d6+2)
Ranged short bow –2 (1d8/x3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemy (gnolls +2)

Statistics
Str 19, Dex 6, Con 14, Int 12, Wis 15, Cha 8
Base Atk +1; CMB +6; CMD 14
Feats Power Attack
Skills Climb +5, Handle Animal +3, Intimidate +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Survival +8
Languages Common, Giant, Gnoll, Halfling
SQ track, wild empathy

Ecology temperate hills or plains
Organization solitary, family (2–6), troop (7–20 plus 100% noncombatants)
Treasure NPC gear (hide armor, lance, morningstar other treasure)

A relatively new race, gorillephants are rumored to be the creation of a druid who sought to merge the intelligence of a gorilla with the power of an elephant. This druid then awakened his creations and set them free to start their own society, whereupon they ran afoul of gnoll slavers. They routed the slavers and passed their first test at survival in the greater world, but the experience left them embittered towards gnolls.

Gorillephants live in families or troops with leadership going to the senior member of the group, regardless of gender. Thus far, gorillephants have been reluctant to live in, let alone travel to, urban areas, but a handful of rebellious and adventurous gorillephants have made their presence known.

Gorillephant Characters
Gorillephants are defined by their class levels—they do not possess racial Hit Dice. All gorillephants have the following racial traits.
+2 Strength, +2 Intelligence, –2 Dexterity: Gorillephants are intelligent, physically powerful creatures, but quite ponderous.
Large: Gorillephants are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Gorillephants take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a –4 size penalty on Stealth checks, and gain a +1 bonus on combat maneuver checks and to their CMD.
Normal Speed: Gorillephants have a base speed of 30 feet.
Slam: Gorillephants can deliver a powerful slam (1d6 points of damage).
Natural Armor: Gorillephants receive a +2 natural armor bonus.
Darkvision: Gorillephants can see in the dark up to 60 feet.
Ancient Foe: Gorillephants gain a +2 dodge bonus to AC against gnolls and a +2 racial bonus on combat maneuver checks made to grapple gnolls.
Plains Dweller: Gorillephants receive a +2 racial bonus on Survival checks.
Stability: Gorillephants gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

 

Frightful Fridays! Mashup Marathon! Monarch Stingray

I could not constrain this mashup to an animal, magical beast, or vermin, so I went with a fey creature. In a marvelous example of synchronicity, I discovered that the term for a group of stingrays is "fever," which really fit the surreal nature of the monarch stingray. I hope you enjoy the latest mashup monster, and I'll see you again in another hour!

The final, and arguably coolest, mashup in this collection.

This massive stingray has the coloration of a monarch butterfly; it gracefully swims through the water, and then emerges to continue its graceful movements in the air.
Monarch Stingray CR 8
XP 4,800
CG Medium fey
Init +5; Senses low-light vision; Perception +23

Defense
AC
22, touch 16, flat-footed 16 (+5 Dex, +6 natural, +1 dodge)
hp 97 (13d6+52)
Fort +8, Ref +13, Will +11
Defensive Abilities evasion

Offense
Speed 15 ft., fly 60 ft. (good), swim 80 ft.
Melee sting +11 (3d6+3 plus poison) and 2 wings +6 (2d4+1)
Spell-Like Abilities (CL 13th; concentration +16)
At will—color spray (DC 14)
3/day—rainbow pattern (DC 17)
1/day—cloak of dreams (DC 19)

Statistics
Str 16, Dex 21, Con 19, Int 12, Wis 17, Cha 16
Base Atk +6; CMB +9; CMD 25
Feats Alertness, Combat Casting, Dodge, Mobility, Spring Attack, Stealthy, Weapon Finesse
Skills Acrobatics +21 (+13 when jumping), Bluff +19, Escape Artist +23, Fly +21, Perception +23, Sense Motive +23, Stealth +24, Swim +21
Languages Aquan, Sylvan

Ecology
Environment any temperate or warm
Organization solitary, pair, or fever (3–6)
Treasure incidental

Special Abilities
Poison (Ex) Sting—Injury; save Fort DC 20; frequency 1/round for 8 rounds; effect 1d6 Wis; cure 2 consecutive saves.

Some legends relate how faerie creatures had no set form in their primal dimension; it was not until they visited the mortal realms that they decided on appearances that pleased them. Many took on an idealized humanoid guise, but an occasional outlier would see beauty in the fauna or flora of the world. Monarch stingrays melded the delicate appearance of the monarch butterfly with the streamlined form of the stingray, and they remained in that shape. Though beneficent creatures, monarch stingrays often startle and spook those unaccustomed to the sudden appearance of a flying stingray. Their inability to speak Common does not help matters, and they must resort to their spell-like abilities to escape frightened mobs.

 

Frightful Fridays! Mashup Marathon! Duckigator

The mashup marathon has jumped its last shark and, regrettably, landed in the jaws of the duckigator. I imagine this creature would be somewhat conflicted about attacking waterfowl, if it was working off more than instinct. I'll see you again in an hour with something less "fowl."

The eyes of this creature's alligator head, set atop a duck's body, glare balefully.
Duckigator CR 1
XP 400
N Medium animal
Init +1; Senses low-light vision; Perception +5

Defense
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d8+6)
Fort +6, Ref +4, Will +1
Defensive Abilities alchemical resistance

Offense
Speed 20 ft., fly 30 ft. (poor), swim 50 ft.
Melee bite +3 (2d4+3 plus grab)

Statistics
Str 15, Dex 13, Con 16, Int 2, Wis 12, Cha 9
Base Atk +1; CMB +3 (+7 grapple); CMD 14
Feats Power Attack
Skills Fly +1, Perception +5, Stealth +1 (+9 in water), Swim +10; Racial Modifiers +8 Stealth in water

Ecology
Environment temperate or warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Treasure none

Special Abilities
Alchemical Resistance (Ex)
A duckigator gains a +4 racial bonus to its Armor Class when targeted by alchemical attacks.

A merging of two foul-tempered animals resulted in even more foul-tempered duckigators. The creatures happen to be trainable, requiring a lot of work and patience. Usually, they accompany like-minded druids and rangers in their attacks and hunts. Duckigators are unwieldy fliers, but they make up for that somewhat with their resilience to alchemical compounds thanks to the mixture of oils found in waterfowl and hide possessed by crocodiles.

Duckigator Companions
Starting Statistics: Size Small; Speed 20 ft., fly 30 ft. (poor), swim 50 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 15, Con 14, Int 2, Wis 12, Cha 9. Special Qualities alchemical resistance.
4th-Level Advancement: Size Medium; Attack bite (2d4); Ability Scores Str +2, Dex –2, Con +2; Special Attacks grab.

 

Frightful Fridays! Mashup Marathon! Sharkat

The latest monster results from the unfortunate decision to combine a domestic cat with anything. Even though the sharkat is a vicious creature, it suffers from the dometic cat's distractibility, and will discontinue its attack when it see a bright red dot (for example).

I hope you enjoy the sharkat, and I'll be back in an hour to continue the mashup marathon!


This sleek, tabby-striped shark has the top part of a cat's head, including the ears, but its mouth is the decidedly toothy shark's maw.
Sharkat CR 3
XP 800
N Medium animal (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent, low-light vision; Perception +5

Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +6, Ref +6, Will +2
Weakness distractible

Offense
Speed 20 ft., swim 60 ft.
Melee bite +7 (2d6+4)

Statistics
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Power Attack, Weapon Focus (bite)
Skills Acrobatics +6 (+2 jump), Perception +5, Stealth +6, Swim +15

Ecology
Environment temperate and warm ocean or coastline
Organization solitary, pair, or pride (3–10)
Treasure none

Special Abilities
Distractible (Ex)
If presented with a colorful or lighted display (such as from dancing lights), a sharkat must succeed at a Will save with a DC equal to 15 plus the effect's spell level or break off its attack and move towards the display. Each subsequent round, the sharkat can attempt another Will save to shake off the distraction (with a cumulative +1 circumstance bonus to its saving throw).

Sometimes, a creature hybrid does not turn out as expected, and sharkats are prime examples of this. Sharkats are powerful predators, but they have an easily exploitable flaw where a visual display will divert their attention away from prey. Due to this distractibility, sharkats do not make suitable animal companions.

Frightful Fridays! Mashup Marathon! Tuxedorca

I am easily amused by the mashups that I receive, and I knew I had to do something with this one. In keeping with my somewhat rubbish ability to name things, I present the tuxedorca. I'll be back in 60 minutes with yet another monster as the mashup marathon continues!

This massive black and white whale has a penguin head; it makes a tremendous leap out of the water, clearing the surface by tens of feet.
Tuxedorca CR 4
XP 1,200
N Large animal (aquatic)
Init +2; Senses low-light vision; Perception +7

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, –1 size, +6 natural)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +3

Offense
Speed 15 ft., swim 70 ft., surge
Melee bite +9 (2d6+9)
Space 10 ft.; Reach 10 ft.

Statistics
Str 23, Dex 15, Con 16, Int 2, Wis 14, Cha 11
Base Atk +3; CMB +10; CMD 22
Feats Diehard, Endurance, Weapon Focus (bite)
Skills Acrobatics +7 (–1 when jumping), Perception +7, Stealth +2 (+10 in water), Swim +14; Racial Modifiers +8 Stealth in water
SQ amphibious

Ecology
Environment cold oceans
Organization solitary, pair, or raft (3–16)
Treasure none

Special Abilities
Surge (Ex)
Once every 10 minutes, a tuxedorca can leap prodigiously from the water, doubling its swim speed and granting it a +16 racial bonus to Acrobatics when jumping from the water.

Mixing a penguin with an orca created a manageably sized whale in the tuxedorca, which serves subarctic druids well. Tuxedorcas are not very maneuverable on land, but in the sea they move incredibly quickly, especially when they surge through the water. Generally, the creatures have a nasty temperament, but they do not display that too much to their masters.

Tuxedorca Companions
Starting Statistics: Size Medium; Speed 20 ft., swim 60 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 17, Dex 17, Con 14, Int 2, Wis 12, Cha 11; Special Qualities surge.
7th-Level Advancement: Size Large; Speed 15 ft., swim 70 ft.; AC +4 natural armor; Attack bite (2d6); Ability Scores Str +6, Dex –2, Con +2, Wis +2.