Friday, June 24, 2016

Frightful Fridays! Bloodbag

Hello, and welcome to the return of Frightful Fridays! I'd claim that the previous entry haunted me too much, and it took me a while to recover, but it was actually real life that intervened. This week's monster is courtesy of my college-age child, who wanted a monster made entirely of blood that would run up to characters to hug them and then explode in a shower of blood. I either did a great or horrific job of parenting.

I hope you enjoy the bloodbag, and I should be back with a new monster next week. Thanks for reading!


This pool of blood coalesces into a vaguely humanoid form; a thin membrane contains the fluid.
Bloodbag      CR 6
XP 2,400
NE Medium ooze
Init +2; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 85 (9d8+45)
Fort +8, Ref +5, Will +3
DR 5/slashing; Immune ooze traits; Resist fire 10
Weaknesses vulnerable to negative energy
OFFENSE
Speed 20 ft.
Melee slam +12 (3d6+9 plus grab)
Special Attacks blood drain (1d2 Con), self-destruction
STATISTICS
Str 23, Dex 14, Con 21, Int 5, Wis 10, Cha 8
Base Atk +6; CMB +12 (+16 grapple); CMD 24 (can't be tripped)
Skills Stealth +11
SQ camouflage, compression
ECOLOGY
Environment any land
Organization solitary, pair, or blood bank (3–6)
Treasure none
SPECIAL ABILITIES
Blood Drain (Ex) A bloodbag drains blood at the end of its turn if it grapples a foe, inflicting the listed Constitution damage. It also gains 5 temporary hit points as it incorporates the blood into its mass. These temporary hit points last for a maximum of 1 hour.
Camouflage (Ex) Since a bloodbag looks like a pool of blood what at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. A creature with ranks in Heal can use that skill instead of Perception to notice the bloodbag.
Self-Destruction (Ex) As a standard action, a bloodbag can rupture its membrane and explosively release blood in a 10-foot radius. All creatures within range are afflicted with bloodbag hemorrhagia (which also affects undead creatures that drain blood) and must succeed at a DC 19 Reflex save or become blind for 1d4 rounds. The bloodbag is still alive after this self-destruction, albeit with half its current hp. To utterly destroy a discorporate bloodbag, it must take damage equal to its hp plus its current Con from area of effect spells or effects. Otherwise, the bloodbag returns 24 hours later fully healed.
Bloodbag Hemorrhagia Self-Destruction—contact; save Fort DC 19; onset 1 day; frequency 1/day; effect 1d4 Con damage, victim takes 1 point of bleed damage after taking damage from a piercing or slashing weapon; cure 2 consecutive saves.

The result of a misguided attempt to create a counter to blood-drinking undead by infecting them with a hemorrhagic disease, bloodbags proved ineffective at their intended objective. Instead, they compete with bloodsucking creatures in order to grow and reproduce. Bloodbags have a thin, coagulated membrane that protects them from all but the sharpest weapons. The membrane is porous enough to allow them to absorb blood from victims they have entangled in their mass.

In heavily trafficked areas, bloodbags remain near dead victims to add to the pretense as a pool of blood. They don’t take treasure, so they benefit from the curious or greedy who search the body for money or other items and pay little attention to the fact that the victims are nearly exsanguinated. Bloodbags self-destruct as a defense and reproduction mechanism, inflicting their attackers with a hemorrhagic disease, the bleeding from which typically spawns new bloodbags. If nothing is done about the blood droplets created by a self-destructed bloodbag, it reforms after a day to continue its hunt for blood.

Friday, June 3, 2016

Fun at North Texas RPG Con

Why oh why did it take me so long to make it to this con in my home state?

The first night I sat in on the first half of tournament game with Bill Barsh where I earned the sobriquet "Steak Salad Guy."

The first whole day I had a blast with a group furn by Kelly Rowe through Strahd's Castle (pictures below.)


This morning I misread the schedule and got here early (sleep? Who needs it?) and will be in Matt Finch's Mythrus Tower.

Got my Expert books signed by Stephen R. Marsh, talked with New Big Dragon and picked up a few things from him. Great booths -- especially have to give a shout-out to David Donohoo of Ettin Games. Don't drive through the Houston area without visiting the best gaming store in the area.

Tuesday, May 31, 2016

NTRPG CON, Here I Come!


This is the year folks! It's finally happening!

After years of not getting to go, tomorrow, I will head back up to my home grounds of DFW and game until I drop. Hopefully, there also will be a decent amount of shopping, meeting people I've known only online or through podcasts, and making new gaming friends.

Here's what I'm registered for:

THURS. ALL DAY 6/2
AD&D 2e - Kelly Rowe The House of Strahd


FRIDAY AM 6/3
S&W - Matt Finch Mythrus Tower

FRIDAY PM 6/3
OD&D - Tim Kask    Sneak Peek/Test # 2


SAT AM 6/4
Swords & Wizardry - Jillian Webb    ???

SAT PM 6/4
Empire of the Petal Throne - Dr. Victor Raymond The Jakallan Underworld  

I hope to see you there!

Saturday, May 7, 2016

Deciphering Dyson

I can't imagine there are any readers of my blog who are unfamiliar with Dyson's Dodecahedron. It's a must-read RPG blog -- and his lovely maps have gone isomorphic, which I simply adore as the most helpful kind of dungeon maps.

Recently as I was looking over one of Dyson's maps, I found a spot I couldn't rightly interpret, nor helpfully explain to Dyson my perception in the comments to get clarity. So I made some pictures to hopefully get across my problem to enable him to fix my understanding.

The map is found at the top of this post: Return to Durahn's Tomb. At the top of the stairs to the overlook above the elevated niche to the entry room is where my interpretation problem begins.

In the detail shot below, as I look at the right angle niche above the half-square dais or platform, the stairs appear to lead to an undifferentiated space. I can imagine that the red lines I've added below would differentiate the space, but they'd represent a sheer drop from the stairs which I doubt Dyson intended.


In the detail shot below, I have added a landing for the stairs in green lines that turn into a gallery above a lower overlook, but getting those two spaces to make sense together is also not exactly obvious.


Funny enough, if I flip the entire image (below) the problem with that intermediary space disappears entirely and the area becomes an octagon, and the only things that then would need fixing are the sarcophagi and the main entrance.


So, I look forward to Dyson's explanation, and I appreciate the time he spends sharing his labors with us foremost, but also in helping me get clarity.

If you have never supported Dyson's work before, now is as good a time as any. If you're looking for a one-time purchase, I've enjoyed his Dyson's Delves II, but you could also contribute to his Patreon account to keep these works coming and released into the wild.

Friday, April 29, 2016

Frightful Fridays! The Worst Monster Ever

Hello and welcome to another Frightful Fridays! This is one I've had on the back burner for a couple of months, but I couldn't bring myself to finish it. When I first experienced this horrific sight, I temporarily lost my arachnophobia and coulrophobia. Worse, this is something I witnessed along with several million people.

I hope you survive beholding this horrific monster. I'll be back next week with something more down-to-earth, like a giant polyp that shoots polyps that release spores infested with flesh-eating paramecia. Thanks for reading!

For fear of summoning Elder Gods because I included the image, here is a link to the disturbing video.

A fusion of monkey, baby, and puppy dances jerkily instead of walking. It jabbers its own name as its obscene pink tongue probes for exposed flesh.
Puppymonkeybaby      CR 4
XP 1,200
CE Small aberration
Init +8; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d8+15)
Fort +4, Ref +7, Will +1
Defensive Abilities dancing dodge; Immune mind-affecting effects; SR 15
OFFENSE
Speed 30 ft., climb 10 ft.
Melee bite +8 (1d4), tongue +3 touch (befuddling lick)
Special Attacks babble, bewildering dance
ECOLOGY
Environment any land
Organization solitary, pair, or “dear <insert deity name>, why?” (3–12)
Treasure incidental (potions of dubious quality)
STATISTICS
Str 10, Dex 18, Con 16, Int 3, Wis 5, Cha 17
Base Atk +3; CMB +2; CMD 16
Feats Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +8, Climb +8, Escape Artist +8, Perception +1, Perform (dance) +9
SQ confusion grace
SPECIAL ABILITIES
Babble (Su) A puppymonkeybaby repeats its name continuously, battering its opponents’ mental defenses with its inanities. A creature within 60 feet of the puppymonkeybaby must succeed at a DC 15 Will save to avoid taking a –4 penalty on further Will saves against the puppymonkeybaby’s abilities. Regardless of the result, a creature cannot be affected by the same puppymonkeybaby’s babble for 24 hours. This is a mind-affecting, sonic effect; the save DC is Charisma-based.
Befuddling Lick (Su) If a puppymonkeybaby succeeds at a touch attack with its tongue, the target creature must succeed at a DC 15 Will save or become confused for 1d6+1 rounds. This is a mind-affecting effect, and the save DC is Charisma-based.
Bewildering Dance (Su) A puppymonkeybaby can perplex opponents by performing a twitching dance. All creatures within 30 feet that can see the puppymonkeybaby when it uses its bewildering dance must succeed on a DC 15 Will save or be fascinated for 2d6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
   Once per day, a puppymonkeybaby can make a Perform (dance) check to set the save DC for this ability. The puppymonkeybaby must accept the result of the Perform check even if its lower than the normal save DC.
Confusion Grace (Su) If a puppymonkeybaby attacks a confused creature, the creature will not attack the puppymonkeybaby in return. Likewise, if a confused creature gets "attack nearest creature" as a result on its confusion roll, the creature ignores the puppymonkeybaby.
Dancing Dodge (Ex) As an immediate action on a successful attack against it, if a puppymonkeybaby is not flat-footed or immobilized, it can make a Perform (dance) check to replace its AC against that attack. The puppymonkeybaby must accept the result, even if it is worse that its current AC. The resulting AC still suffers any penalties incurred by the puppymonkeybaby against its AC.

The dread kraken, Ith’qa’lool’pon, decided the best way to defeat the two-legged land dwellers that vexed it was to create innocuous spies that its enemies would accept in their midst. The infiltrators would telepathically gather information about enemy strength, plans, and other vital intel, and they would transmit that information to the dread kraken. Ith’qa’lool’pon set his aboleth fleshcrafters to the task, so the devious creatures tore images of beloved creature from the minds of humanoids they had been torturing. The result was the puppymonkeybaby. Pleased with the abominable amalgams, the dread kraken set them loose.

The creatures were not successful at their intended task, since they could not actually read humanoid minds. However, they created such incomprehension and dismay among people, that several locations they infested fell to rioting as a result of their baffling natures. With resistance softened as a result of infighting, the dread kraken could send its shock troops to finish off what the puppymonkeybabies started. Areas that managed to drive off the creatures learned to shoot one on sight if it reappeared.

Fortunately, for the world at large, the formula for creating puppymonkeybabies self-immolated (yes, even underwater) after the aboleths created the first batch. Unfortunately, through some depraved process, puppymonkeybabies bred true and continue to assault people with their nonsensicality.


Friday, April 22, 2016

Frightful Fridays! Katakirauwa

Hello, and welcome back to another edition of Frightful Fridays!, after much too long of a break. Theodric the Obscure received some wonderful news (which I won't share, because I am protecting his obscurity), so I'm celebrating with...an evil pig? Sure, why not?

I hope you enjoy this week's monster, and I hope to be back next week with something else. Thanks for your patience, and thanks for reading!


This pig is missing its left ear and its eyes glow red. Adding to its eerie appearance, it casts no shadow.
Katakirauwa      CR 5
XP 1,600
CE Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural, +1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +4
OFFENSE
Speed 40 ft.
Melee bite +11 (1d6+6)
Special Attacks create, soul-draining charge
STATISTICS
Str 19, Dex 16, Con 18, Int 5, Wis 14, Cha 9
Base Atk +6; CMB +9 (+11 bull rush); CMD 23 (25 vs. bull rush, 27 vs. trip)
Feats Dodge, Improved Bull Rush, Mobility, Power Attack, Spring Attack
Skills Acrobatics +10 (+14 to jump), Perception +14, Stealth +11; Racial Modifiers +8 Perception
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, or sounder (3–6)
Treasure none
SPECIAL ABILITIES
Create Spawn (Su) If a humanoid creature dies as a result of a katakirauwa’s soul-draining charge, the slain creature rises as a zombie 2d4 rounds later. The katakirauwa has no control over the zombie, but it does not attack the katakirauwa.
Soul-Draining Charge (Su) If a katakirauwa succeeds at a bull rush attack during a charge, it passes through its opponent’s legs, dealing 1d4 Cha damage. If the katakirauwa scores a natural 20 on its CMB roll, it instead deals 1d4 Cha drain. A creature reduced to 0 Charisma dies as a result.

Frightful stories tell of one or more unnatural pigs running rampant through a large population center, and, merely by charging between the legs of their victims, destroying their souls and leaving shambling husks in their wake. These creatures are difficult to bring down for the average townsfolk who also have to deal with friends and family turning into zombies. While katakirauwa are not highly intelligent, they are clever enough to attack at night when their lack of shadows will not give them away. Katakirauwa also make an initial attack in an outlying area to create a small pack of zombies they then lure to a settlement, allowing them to prey on people in the chaos.

Katakirauwa spontaneously generate piglet versions of themselves after they destroy four souls, but their increased numbers generally reduce their overall threat. Uncooperative creatures among themselves, an overly large group of katakirauwa falls into disarray as individuals attack each other to prevent them from stealing souls.

Powerful undead creatures often “raise” a katakirauwa and use it to soften up resistance and to bolster its ranks of undead minions.


Monday, March 28, 2016

It's going to be Legen...wait for it...

DARY. As in Legendary Games.

Now I might be a wee bit prejudiced. Staff blogger Mike Welham is coauthor of the last volume. Sometime guest blogger and all-the-time friend-of-the-blog Paris Crenshaw is the lead designer and author.  But it would be wrong to blame me for having awesome friends, and even more wrong to deny yourself based on wrong.


And what would you be denying yourself? A stellar adventure perfect for introducing young players to fantasy tabletop role-playing. This adventure will be available in both a Pathfinder Beginner version and a D&D 5e version.


Give a listen to the Tome Show episode that interviews Paris and Jason Nelson about the adventure (this portion starts about 45 minutes into the program, if you want to skip the Tolkien stuff for now). Then head over to Kickstarter to find a level of support that will give you want you want for your game. Based on my relationship of many years with Paris (and Mike) and my previous dealings with Legendary Games, I feel confident in recommending this KS without reservation. Also note the unique flavor you will be getting in this adventure, which is more colonial fantasy than it is medieval fantasy. (I wish this was reflected more in some of the illustrations that I've seen so far, but when I find an RPG product in which I can't find something to criticize, I'll let you know.) Both Pathfinder's Beginners game and 5e a great rules sets to use to introduce new and young gamers, and well-written, appropriate pre-written adventures for those of us who do so hit the spot. Hats off to all involved, and to Legendary Games for stepping in and taking over Paris' labor of love that I have had the pleasure of seeing go from its inception years ago to this.


Thursday, February 25, 2016

More Free Monsters (with a small catch)

The top six monsters in this year's Here Be Monsters contest have been revealed. The links are below. I've also included a link for the voting booth. Please consider voting for your favorite among the six finalists.

Protean, Anomiak
Hellhorn
Enabler Devil
Hellfire Gorger
Headless Devil
Hellforge Slag

Vote!

I had a tremendous time judging all the monsters, and it was great to see all the creativity on display!

Tuesday, February 23, 2016

Great Deal on Creature Compendium

If you don't know my hometown pal Richard LeBlanc of New Big Dragon, let me help you with that right now. For me, he is the undisputed king of the d30 and also one of a handful of people that make their own products that are not only professional, but pleasurable to look at.
(Let me be clear: his PRODUCTS.) ;-)


If you love monsters and Old School D&D, he has a great deal going on right now on OBS sites: ONE crispy electronic dollar for his Creature Compendium. Grab it and enjoy just reading about new monsters or even better surprising your players.

Friday, February 19, 2016

Frightful Fridays! Flensing Treant

Hello, and welcome back to another edition of Frightful Fridays! For once, the monster is actually out on a Friday (albeit a week late). I spent last weekend selecting my favorite monsters for this year's Here Be Monster's contest, and I'm looking forward to the reveal. We had a great selection of monsters to choose from.

This week's monster has been rooting around in my brain (sorry!) for a while, and I finally decided on the abilities to make this a fearsome monster. I occasionally return to the theme of nature turning on civilization (but not in a "The Happening" way), and a killer plant with an axe to grind against those who ravage nature is perfect for that theme.

I hope you like the flensing treant, and I'll be back hopefully tomorrow with the creepiest monster I've ever worked on. Thanks for reading!


Angry red “eyes” glow from this twisted tree’s trunk, which also bleeds a black sap; its leaves rustle without wind, and its roots twitch.
Flensing Treant      CR 14
XP 38,400
NE Huge plant
Init –2; Senses low-light vision; Perception +32
DEFENSE
AC 30, touch 6, flat-footed 30 (–2 Dex, +24 natural, –2 size)
hp 210 (20d8+120)
Fort +18, Ref +4, Will +11
Defensive Abilities poison sap; DR 15/cold iron and slashing; Immune plant traits
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +22 (3d6+8/19-20 plus tearing bark), 4 tentacles +17 (1d6+4 plus grab)
Ranged 2 leaves +15 (2d6+8 plus bleed)
Space 15 ft.; Reach 15 ft. (20 ft. with tentacles)
Special Attacks bleed (1d6), constrict (1d6+8), flensing leaves, trample (3d6+12, DC 28)
Spell-Like Abilities (CL 20th; concentration +24)
   At will—entangle (DC 15)
   1/day—plant growth, wall of thorns
STATISTICS
Str 27, Dex 6, Con 23, Int 16, Wis 21, Cha 18
Base Atk +15; CMB +25 (+27 bull rush and sunder, +29 grapple); CMD 33 (35 vs. bull rush and sunder, can't be tripped)
Feats Alertness, Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Sundering StrikeAPG, Weapon Focus (slam), Weapon Focus (tentacle)
Skills Intimidate +24, Knowledge (nature) +22, Perception +32, Sense Motive +29, Stealth –3 (+17 Stealth in forests), Survival +22
Languages Common, Sylvan, Treant; treespeech
SQ animate trees, double damage against objects, of the forest
ECOLOGY
Environment any forest
Organization solitary or pair
Treasure double
SPECIAL ABILITIES
Animate Trees (Sp) A flensing treant can animate any trees within 360 feet at will, controlling up to four trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a flensing treant (although it has only one slam attack and lacks the treant's special abilities), gaining the flensing treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
Double Damage against Objects (Ex) A flensing treant or animated tree that makes a full attack against an object or structure deals double damage.
Flensing Leaves (Ex) Once every 1d4 rounds, a flensing treant can release of cloud of razor-sharp leaves that deal 4d6 points of slashing damage to creatures in a 30-foot radius (DC 26 Reflex half). A creature failing its Reflex save also takes 2d6 points of bleed damage.
A flensing treant’s thrown leaves have a 60-foot range increment, and the treant gains a +4 racial bonus on its attack rolls with the leaves.
Of the Forest (Su) When in a forest, a flensing treant cannot be caught flat-footed, and it always knows the location of invisible creatures. It still suffers the miss chance against creatures with concealment.
Poison Sap (Ex) If a creature adjacent to a flensing treant damages it with a slashing weapon, the treant sprays the creature with poisonous sap. Additionally, when the treant is caught in the area of an effect that deals fire damage, it aerosolizes its poison, affecting all creatures in a 30-foot radius.
Flensing treant poison—contact; save Fort DC 26; frequency 1/round for 8 rounds; effect 2d4 Dex; cure 2 consecutive saves.
Tearing Bark (Ex) If a flensing treant confirms a critical hit with its slam attack, it inflicts 1d4 points of Strength bleed.
Treespeech (Su) A flensing treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet it with an attitude of friendly or helpful.


In darker groves bordering on unseelie fey realms or in forests ravaged by civilization, flensing treants sprout and thrive. Whether the treants made a deal with dark fey for their terrifying powers or they came into them through their own righteous anger, these creatures have the same suite of abilities. Their roots take on a life of their own, allowing them to grasp opponents and squeeze the life out of them. Their leaves harden and take on a razor edge, allowing them to fertilize their forests with the blood of their foes. Their black sap fills enemy pores and hardens, minimizing the chance for escape.

Flensing treants usually lurk in their forest homes, providing a false sense of security for those living near a forest claimed by the treants. When prey eventually refuses to come to them, they raise a coterie of trees and bring the fight to civilization they so hate. On rare occasions, when vengeance births a flensing treant, it reverts to a normal treant when its desire for revenge has been sated.

Wednesday, February 10, 2016

One more day to get your monsters in!

The submission deadline for Here Be Monsters 2 closes tomorrow at 5 PM EST. We've received a number of entries so far, but there is plenty of room for some excellent Hell-themed (or Hell-antagonizing) monsters!

http://aswordforhire.blogspot.fi/2016/01/here-be-monsters-2-hell-breaks-loose.html

Sunday, February 7, 2016

Frightful Fridays! (Superbowl Sunday! Edition) Impact Moth

Hello and welcome to this week's Frightful Fridays! OK, it's a little late this week thanks to some weekend work. I couldn't find a mashup of a horse and a panther in honor of the "big game," but I figured this little guy would work nicely instead. Jason pointed out the rosy maple moth, and its coloration reminded me somewhat of the giant mantis shrimp, so I drew some inspiration from that for the moth's bullet charge ability.

I hope you enjoy the impact moth, and I hope DMs can use it to punch some holes in PCs. Thanks for reading, and I'll see you again in the next week!

This moth (found here) wants to fight.

This colorful, delicate moth flies directly into an object and shatters it.
Impact Moth      CR 4
XP 1,200
N Tiny magical beast
Init +7; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Immune mind-affecting effects
OFFENSE
Speed 10 ft., fly 60 ft. (good)
Melee slam +10 (4d6–4)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks bullet charge
STATISTICS
Str 2, Dex 17, Con 15, Int 3, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 13 (21 vs. trip)
Feats Dodge, Mobility, Weapon Finesse
Skills Fly +16, Perception +15; Racial Modifiers +8 Perception
ECOLOGY
Environment any forest
Organization solitary, pair, or hail (3–12)
SPECIAL ABILITIES
Bullet Charge (Ex) Once every 1d3 rounds, an impact moth can make a special charge attack. During this attack, the moth deals an extra 2d6 points of damage with its slam attack, its critical threat range doubles, and it ignores hardness of 10 or less. Additionally, it gains a +2 deflection bonus against attacks of opportunity. If an impact moth confirms a critical hit with this attack, it flies through the target and can continue moving up to double its speed.

Impact moths, also known as bullet moths, have bright colors much like any other dangerous natural creature does to mark it as a threat, despite its otherwise dainty appearance. The moths build up kinetic energy when they fly and use that to puncture material and flesh alike. Telltale holes riddle trees in their forest homes.

Impact moths are omnivores, but they prefer eating fresh kills. Multiple moths work together to bring down larger creatures and feast on the remains afterwards. The kinetic energy they generate requires them to eat twice their two-pound bodyweight every day. Impact moths live for eight years and mated pairs produce up to a dozen larvae per year. The caterpillars are drab and have none of the moths’ kinetic abilities. They pupate after 2 months, during which they feed on high-energy grains and fruits, and emerge from their cocoons 1 month later.


Monday, February 1, 2016

Frightful Fridays! Plasma Fish (late because of the fish's shyness)

Hello, and welcome to another (late) edition of Frightful Fridays! He-Whose-Blog-I've-Have-Usurped posted this little guy up and demanded stats. I can't say no to Theodric the Obscure, but I got a little delayed by some freelance work.

I hope you enjoy this fire-spitting fish (in single adult and baby swarm varieties), and I'll see you on Friday with another monster. Thanks for reading!



This ghostly fish blends in with the ambient light. It spits out a glob of material that catches fire despite being underwater.
Plasma Fish      CR 2
XP 600
N Diminutive animal (aquatic)
Init +7; Senses blindsight 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee bite +1 (1d3-5)
Ranged plasma spit +9 (2d6 fire)
Space 1 ft.; Reach 0 ft.
Special Attacks blinding burst
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 6 (can't be tripped)
Feats Go UnnoticedAPG, Improved Initiative
Skills Perception +6, Swim +11
ECOLOGY
Environment temperate or warm water
Organization solitary, pair, or school (3–20)
Treasure none
SPECIAL ABILITIES
Blinding Burst (Ex) Instead of dealing damage with its plasma spit, a plasma fish can induce temporary blindness in its opponent. The target must succeed at a DC 13 Fortitude save or become blind for 1d6+1 round. A successful save reduces this effect to dazzled for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma fish has a maximum range of 10 feet with its plasma spit. The fire produced by this attack is unaffected by being underwater.


This collection of hundreds of ghostly fish radiates light and heat.
Plasma Fish Swarm      CR 4
XP 1,200
N Diminutive animal (aquatic, swarm)
Init +7; Senses blindsight 60 ft., low-light vision; Perception +9
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 39 (6d8+12)
Fort +7, Ref +8, Will +4
Defensive Abilities swarm traits; Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee swarm (2d6 plus 1d6 fire and distraction)
Ranged 2 plasma spits +11 (2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks blinding burst, distraction (DC 15)
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +4; CMB —; CMD
Feats Go UnnoticedAPG, Improved Initiative, Iron Will
Skills Perception +9, Swim +11
SPECIAL ABILITIES
Blinding Burst (Ex) Instead of dealing damage with its plasma spit, a plasma fish swarm can induce temporary blindness in its opponent. The target must succeed at a DC 15 Fortitude save or become blind for 1d6+1 round. A successful save reduces this effect to dazzled for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma fish swarm has a maximum range of 20 feet with its plasma spit. The fire produced by this attack is unaffected by being underwater.

Plasma fish are extremely shy and usually attempt to flee from larger creatures. However, if trapped, they unleash fire that works remarkably well underwater. Plasma fish eat bioluminescent plants that they combine with enzymes to produce an inert plasma within their bodies. When they spit it out, it catches fire and burns as well as if it were in air.

Plasma fish live for 5 years, during which they lay hundreds of eggs once a year. After fertilization, they gestate for 1 month. The young plasma fish congregate into a massive swarm that collectively avoids predators, which still manage to winnow the fish down to a manageable population.

A spellcaster who uses a gland from an adult plasma fish (requiring a DC 15 Heal or Survival check to remove intact) as a spell component for a spell with the fire descriptor can cast the spell underwater with no change to the spell.


Friday, January 22, 2016

Frightful Fridays! Oceanic Hydra

It's a Frightful miracle! Yes, today's post is actually on a Friday. It's been a while since this feature has gone to the sea, and today's monster does so in a big way. The dread kraken-spawned oceanic hydra rampages across the sea, smashing ships and devouring sailors, and it enjoys protection from fire that would otherwise severely hinder it.

I hope you enjoy the oceanic hydra, and I'll be back next week with another monster. Thank you for reading!

PS: Don't forget the Here Be Monsters 2 contest going on now. This post has all the details you need to enter your monster. I'm hoping to see a lot of great entries!


Four crested serpentine heads are barely visible through a shroud of mist. The creature towers over maritime vessels.
Oceanic Hydra      CR 18
XP 153,600                                                                           
CE Colossal magical beast (aquatic)                  
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +25
Aura aquatic shell (5 ft.)
DEFENSE
AC 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size)
hp 312 (25d10+175); regeneration 20 (fire)
Fort +21, Ref +13, Will +12
Immune acid, cold
OFFENSE
Speed 30 ft., swim 80 ft.
Melee 4 bites +29 (3d8+11/19–20 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon (60-ft. cone, 10d6 bludgeoning damage, Reflex DC 29 for half, usable every 1d4 rounds), capsize, constrict (3d8+11), ship killer
STATISTICS
Str 33, Dex 8, Con 25, Int 5, Wis 18, Cha 10
Base Atk +25; CMB +44 (+46 bull rush, +48 grapple and sunder); CMD 53 (55 vs. bull rush and sunder, can't be tripped)
Feats Awesome Blow, Cleave, Cleaving FinishUC, Crippling CriticalAPG, Critical Focus, Great Cleave, Greater Sunder, Improved Bull Rush, Improved Cleaving FinishUC, Improved Critical (bite), Improved Sunder, Power Attack, Weapon Focus (bite)
Skills Perception +25, Swim +29
SQ hydra traits, regenerate head
ECOLOGY
Environment any aquatic
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aquatic Shell (Su) A constantly flowing shroud of water surrounds an oceanic hydra. This aura douses all nonmagical fires in the area and inflicts a –4 on ranged attack rolls. Additionally, the hydra gains concealment (20% miss chance) against all attacks made from more than 5 feet away. If a creature with the fire subtype ends its turn adjacent to the hydra, it takes 25d6 points of damage (DC 29 Reflex save for half). Finally, the shell dispels any fire spells targeting or including the hydra in their area, but the hydra must succeed on a dispel check (1d20 + the hydra’s HD) against the spell (DC 11 + caster level of the fire spell). If a hydra succeeds at dispelling a spell with an area of effect, it only dispels the portion covering the hydra’s space.
If an oceanic hydra takes at least 50 points of fire damage from a single source, it loses the benefit of its shell. If it is in a body of water, it can use a standard action to restore the shell.
Breath Weapon (Su) In addition to the damage dealt by an oceanic hydra’s breath weapon, the hydra also gains a free awesome blow combat maneuver against all creatures taking damage (creatures succeeding at their Reflex saves add 8 to their CMD).
Hydra Traits (Ex) An oceanic hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When an oceanic hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 10 points of fire damage must be dealt to the stump (a touch attack to hit) before they appear. Fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by fire.
Ship Killer (Ex) An oceanic hydra ignores 5 points of hardness with all of its attacks.

Dread krakens took terrestrial hydras for their regenerative abilities and grafted on several abilities to create marine engines of destruction. The resulting oceanic hydras are slightly more intelligent than their land-bound progenitors and only start off with four heads. Where they truly shine is in their devastating abilities. They breathe a torrent of seawater that pushes foes away, and they have a protective watery shell that proves antithetical to fiery creatures and effects. Oceanic hydras prefer to open their attacks by breaching the hulls of ships and attacking those fleeing from the sinking vessels. As with many dread kraken creations, these hydras owe no fealty to their creators, but the krakens are content to allow the hydras to rampage on the surface while they remain safe on the ocean floor.


Thursday, January 21, 2016

Here Be Monsters 2!

Here Be Monsters 2 is ramping up, and I'm one of the judges this year! I'm in amazing company with Mikko Kallio and Jacob W. Michaels, both of whom run the blog A Sword for Hire, which is hosting the contest. The inimitable Adam Daigle is guest judging.

Check out the blog for more details. The monster requirements will be released soon. I hope you consider entering, and I look forward to reading your entries.

http://aswordforhire.blogspot.fi/