Friday, July 13, 2018

Frightful Fridays! Drop Sloth

Hello and welcome back to Frightful Fridays! Happy Friday the 13th! Today's monster is a birthday present for my son, who wanted me to design a sloth. He originally wanted a dire sloth, but that was already in the Tome of Horrors. I proposed the drop sloth below, and he agreed to that. The drop sloth is so slow that it warps time and space, not in any kind of scientifically accurate way, mind you. The fey-touched wilderness where drop sloths originated don't play by the rules, though.

I hope you enjoy the drop sloth, and I'll see you next week with another monster!



This brown-furred creature looks like a typical arboreal sloth grown to prodigious size with its front pair of paws featuring three scythe-like claws. It moves at a nearly imperceptible speed.
Drop Sloth      CR 9
XP 6,400
N Huge magical beast
Init 3; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +16
DEFENSE
AC 23, touch 5, flat-footed 23 (3 Dex, +18 natural, 2 size)
hp 126 (12d10+60)
Fort +13, Ref +5, Will +8
DR 10/—; Immune falling damage, speed-changing magic, staggered, stunning
OFFENSE
Speed 5 ft., climb 5 ft.
Melee claw +18 (3d6+12/1920)
Space 15 ft.; Reach 10 ft.
Special Attacks crush
STATISTICS
Str 27, Dex 5, Con 20, Int 4, Wis 18, Cha 7
Base Atk +12; CMB +22; CMD 29 (33 vs. trip)
Feats Improved Critical (claw), Improved Vital Strike, Power Attack, Staggering Blow, Vital Strike
Skills Climb +22, Perception +16
SQ space-time distortion
ECOLOGY
Environment any forest
Organization solitary, pair, or singularity (38)
Treasure none
SPECIAL ABILITIES
Crush (Ex) A drop sloth at a height greater than 10 feet or higher can land on foes two or more size categories smaller than the sloth as a full-round action, using its whole body to crush them. It can maneuver itself to land anywhere in a radius equal to its current height from the ground. Creatures in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking bludgeoning damage equal to 3d8 plus 11/2 times the sloth’s Strength bonus during the next round, unless the sloth moves off them. If the sloth chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. The save DC is Constitution-based.
Additionally, when a drop sloth uses this ability, it creates a 20-foot-diameter pit with a depth twice the vertical distance it fell.
Immunity to Speed-Changing Magic (Su) A drop sloth is immune to spells and effects that decrease or increase its speed, such as haste and slow.
Space-Time Distortion (Su) A drop sloth’s uncanny slowness has several effects on physical interactions around it. As a move action which does not provoke attacks of opportunity, a drop sloth can attempt a single combat maneuver check (with a +4 racial bonus) against all creatures within 30 feet of it to either pull them toward it or push them away. It can only create one effect when it uses this ability. Creatures move 20 feet towards the sloth (stopping when they are adjacent to the sloth) or 20 feet away from it. Creatures larger than the sloth move 10 fewer feet for every size category larger than the sloth. The creatures’ movement does not provoke attacks of opportunity, and creatures moved this way stop if they would move into a solid object or creature.
Once per day as a standard action, a drop sloth can move backwards up to 1 minute along its personal timeline. This typically allows it to reset its position and restore lost hit points to the beginning of combat.

Drop sloths were ordinary sloths which found their ways into primordial forests infused with ancient magic that caused the sloths to grow to enormous size. A significant decrease in speed accompanied this growth, and the drop sloths’ supreme slowness has strange effects on the passage of time and the influence of gravity around them. The sloths resist all effects to change their speed, and they can use their slowness to slide themselves backward through time. As drop sloths are not highly intelligent creatures, they take advantage of this ability when they have been severely wounded or when they want to position themselves for additional drop attacks. They also become supermassive when they fall from heights, surprisingly not affecting the branches from which they hang prior to their falls. Drop sloths create immense craters; a strong sign of lairing drop sloths are deep pits near stout trees.

Drop sloths are herbivorous but eat very little considering their weight, so they have almost no impact on the forests where they live. Since they don’t eat meat and prefer not to move much, they rarely attack other creatures. However, a pair of drop sloths rearing its young becomes protective of their offspring and attack intruders. Sometimes, a solitary sloth just becomes irritable for no apparent reason and launches itself at anything moving near it. In primordial woods ruled by fey, some fey manage to train drop sloths to act as guardians. This typically requires decades of work, so most fey become bored with the activity and leave the sloths to their own devices.

Drop sloths are 18 feet in length and weigh 1 ton. They somehow avoid breaking branches from which they hang, but when they fall on prey, their weight effectively increases to 5 tons. Drop sloths are extremely long-lived, reaching several centuries in age, with some specimens living for up to two millennia.

Friday, July 6, 2018

Frightful Fridays! Swamp Rabbit

Hello and welcome back for another installment of Frightful Fridays! Today's monster came at the request of one of my Patreon patrons (Patreon plug: https://www.patreon.com/FrightfulFridays), who became a Pathfinder Society Venture Captain in upstate South Carolina. The new lodge chose the swamp rabbit as its symbol/mascot, and he wanted stats for it. As always, I took a few wee liberties with the base animal, and the result is below.

I hope you enjoy the swamp rabbit, and I'll see you next week with something else. Thanks for reading!



White fur peeks through the otherwise mud-covered fur belonging to this rabbit, which possesses webbed rear paws oversized even compared to other rabbits.
Swamp Rabbit      CR 4
XP 1,200
N Small animal
Init +3; Senses low-light vision; Perception +6
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +3
Defensive Abilities wriggle free; Resist fire 5 (in swamps only)
OFFENSE
Speed 40 ft., swim 30 ft.
Melee bite +7 (1d6), 2 slams +7 (1d6)
Special Attacks muck splash
STATISTICS
Str 11, Dex 17, Con 16, Int 2, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 16 (20 vs. trip)
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +9 (+13 to jump), Escape Artist +11 (+15 in swamps), Perception +6, Stealth +11 (+19 in swamps), Swim +8; Racial Modifiers +8 Escape Artist (+12 in swamps), +8 Stealth in swamps
SQ hold breath
ECOLOGY
Environment temperate and warm swamp
Organization solitary, pair, or warren (324)
Treasure none
SPECIAL ABILITIES
Muck Splash (Ex) As part of full round action, a swamp rabbit on muddy ground can move its speed and attempt to blind a single target within 10 feet of it at any point during its move. The swamp rabbit resolves this as a dirty trick maneuver and gains a +4 racial bonus to its CMB for the attempt.
Wriggle Free (Ex) Generations of escaping alligators, crocodiles, and other grabby predators, as well as humanoid-laid traps, have allowed swamp rabbits to develop loose skins that enable them to escape grasps more quickly. A swamp rabbit can attempt an Escape Artist check to escape a grapple as a move action. If it instead uses a standard action, it gains a +4 racial bonus on the check.

Swamp rabbits are nearly amphibious herbivores that forage in marshes and other swamplands. They primarily eat grasses, reeds, and other vegetation found in their habitats. Unlike many other herbivores, swamp rabbits stand and fight, rather than run, when threatened. They have powerful teeth, and they use their overly large legs to forcefully kick their foes. Generations of tussles with alligators have helped develop their offensive and defensive capabilities, such that they have become natural enemies to alligators and other swampy predators. A lone swamp rabbit acts as bait for a predator and even allows itself to get snagged by the larger creature before a rush of rabbits descends on the predator to kill it or drive it away.

A swamp rabbit stands 3 feet tall, but can stretch to 4 feet in length, and weighs 80 pounds. They live approximately 15 years.

Swamp Rabbit Animal Companions
Druids and rangers who spend much of their time in swamps or other muck-filled areas benefit from having a swamp rabbit as an animal companion.

Swamp Rabbit Companions
Starting Statistics: Size Small; Speed 30 ft., swim 20 ft.; Attack bite (1d4), 2 slams (1d4); Ability Scores Str 9, Dex 17, Con 12, Int 2, Wis 14, Cha 8; SQ low-light vision, wriggle free
4th-Level Advancement: Ability Scores Str +2, Con +4; Attack bite (1d6), 2 slams (1d6); Special Attacks muck splash

Friday, June 29, 2018

Frightful Fridays! Blitz Bulette (Zappity Zap Lightning Death)

Hello and welcome to another Frightful Fridays! I am continuing to shuffle elemental bulettes in with other monsters, and this week I'm turning my attention to the air elemental-infused bulette. The alternate name comes from one of my Patreon patrons (I haven't brought this up in a while, but here is the link: https://www.patreon.com/FrightfulFridays), and I think it's reasonably appropriate. It basically takes on the form of a living lightning bolt to blast multiple foes near simultaneously.

I hope you enjoy the blitz bulette, and I'll see you next week with another monster. Thanks for reading!

Electric sparks fly from the hazy outline of this blindingly yellow bulette. The creature seems to only stand in one place for a millisecond before shifting itself several feet.
Blitz Bulette      CR 17
XP 102,400
N Huge magical beast
Init +13; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +24
DEFENSE
AC 32, touch 18, flat-footed 22 (+9 Dex, +1 dodge, +14 natural, 2 size)
hp 262 (21d10+147)
Fort +19, Ref +21, Will +9
Defensive Abilities improved evasion, improved uncanny dodge, whirling mind; Immune electricity; Resist fire 10
OFFENSE
Speed 60 ft.
Melee bite +28 (2d8+5 plus 6d6 electricity), 2 claws +28 (2d6+5 plus 4d6 electricity)
Space 15 ft.; Reach 10 ft.
Special Attacks lightning charge
Spell-Like Abilities (CL 21st; concentration +20)
   Constant—blur, freedom of movement
STATISTICS
Str 21, Dex 29, Con 24, Int 3, Wis 14, Cha 8
Base Atk +21; CMB +32; CMD 48 (52 vs. trip)
Feats Acrobatic Steps, Agile Maneuvers, Combat Reflexes, Dodge, Greater Spring Attack[UW], Improved Initiative, Improved Spring Attack[UW], Mobility, Nimble Moves, Skill Focus (Acrobatics), Spring Attack, Weapon Finesse[B]
Skills Acrobatics +28 (+40 to jump), Perception +24; Racial Modifiers +8 Perception
ECOLOGY
Environment temperate plains
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Lightning Charge (Ex) Three times per day, a blitz bulette can take a special charge action, allowing it to move up to four times its speed and not in a straight line. To target a creature, the bulette must move into its space, and it deals 8d6 points of electricity damage when it does so. Targeted creatures can make an attack of opportunity at a 4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the bulette and receive a DC 27 Reflex save to take half damage. A bulette must wait 1d4 rounds before using this ability again. The save DC is Constitution-based.
When a blitz bulette uses this ability and moves at least 40 feet in a straight line, it creates the equivalent of a wall of fire along the entire distance it moves in a straight line. It creates a wall for every applicable straight line it moves while using this ability.
Whirling Mind (Ex) A blitz bulette cannot maintain a particular train of thought. If it fails a Will save against a charm or compulsion spell or effect, it can attempt a new Will save against the spell or effect at the beginning of its turn with a cumulative +2 bonus on its Will save.

Blitz bulettes are infused with elemental energies from the Plane of Air, most notably the lightning that arcs throughout the plane. They retain the predatory natures of ordinary bulettes, and eat considerably more than their mundane counterparts, if only to fuel their tireless dashes through the plains where they hunt. Thunderous booms in clear skies announce the presence of blitz bulettes, and they are never capable of sneaking up on prey. However, they move at such a rapid pace, they can leap upon prey before their targets are fully aware of what is transpiring. During combat, blitz bulettes never remain in one location, and they often move at least 5 feet or bounce among their opponents, biting or slashing them as they go. They can also turn themselves into a near-literal stroke of lightning, allowing them to arc between foes and electrocute them. This constant movement makes it difficult to pinpoint their exact location, and the bulettes resist most attempts to restrain them, including magical means. Rumors speak of blitz bulettes being forced to stop moving utterly and dying seconds later in an explosion of lightning due to the strain on their bodies.

Blitz bulettes measure 20 feet in length and are thinner than typical bulettes, only weighing 1,000 pounds. They are short-lived, with their metabolisms typically burning out after 30 years.

Friday, June 22, 2018

Frightful Fridays! Tiny Tearers

Hello and welcome back for another monstrous Friday! I've got two monsters for you, one "inspired" by a dream/nightmare I had earlier this week, and a concept waiting for the right moment to appear on the blog. These delightfully deadly will happily carve up PCs for dinner, or just because they want to.

I hope you enjoy the death's head scarab beetle and the radervish. I'll see you next week with another monster!



A chalky white skull on this beetle’s underside contrasts with the midnight hue of the rest of its carapace.
Death's Head Scarab Beetle      CR 9
XP 6,400
N Tiny vermin
Init +10; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 23, touch 19, flat-footed 16 (+6 Dex, +1 dodge, +4 natural, +2 size)
hp 119 (14d8+56)
Fort +13, Ref +10, Will +5
DR 10/piercing
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft.
Melee bite +18 (4d6+6 plus rip flesh)
Space 2½ ft.; Reach 0 ft.
Special Attacks consume body
STATISTICS
Str 19, Dex 23, Con 18, Int —, Wis 13, Cha 6
Base Atk +10; CMB +14; CMD 29 (37 vs. trip)
Feats Dodge[B], Improved Initiative[B], Mobility[B], Weapon Finesse[B]
Skills Acrobatics +18 (+22 to jump), Climb +14, Stealth +22; Racial Modifiers +12 Acrobatics, +8 Stealth
ECOLOGY
Environment any land
Organization solitary, pair, or abattoir (360)
Treasure incidental
SPECIAL ABILITIES
Consume Body (Ex) As a full-round action that provokes attacks of opportunity, a death’s head scarab beetle can devour the entirety of a living Medium or smaller creature that has died within the past hour. The beetle heals a number of hit points equal to the creature’s maximum hit points.
Alternatively, once per week, a death’s head scarab beetle can deposit eggs in the corpse of a (formerly) living creature. The eggs rapidly develop into larvae, which grow into 2d6 full-sized beetles in 10 rounds. Dealing 20 points of energy damage to the corpse before this time has elapsed destroys the larvae. Newly grown beetles cannot use this form of the consume body ability.
Rip Flesh (Ex) When a death’s head scarab beetle successfully bites its target, the target takes 2d6 points of bleed damage, and takes 1d4 points of bleed damage to a random physical ability score (d6 result: 12 Strength, 34 Dexterity, 56 Constitution). A successful DC 21 Fortitude save halves both types of bleed damage. The save DC is Constitution-based.

Legends about death’s head scarab beetles speak of a town that fell on tough times as it suffered through a brutal winter. The townsfolk devoured their winter stores and turned their hunger toward livestock and pets, eventually running out of those as well. Faced with turning to cannibalism, the town’s leaders proposed entrapping wayward travelers as food, and the plan succeeded, keeping the town fed until spring could arrive. Their last victim just before the spring thaws cursed the townsfolk just before dying, and the spirits of the countless prior victims gave weight to the curse. As a result, the people transformed into mindless beetles with insatiable hunger and a white skull denoting them as dangerous.

Since then, death’s head scarab beetles have spread throughout the world in order to satisfy their unending craving for flesh. A single beetle can devour a human in seconds, leaving only skeletal remains in its wake. They also breed prodigiously, but they must deposit their eggs within a day of producing them, or their progeny will devour them before perishing if there is no immediate source of food available. Assassins risk their own lives to use death’s head scarab beetles to carry out larger jobs or to ensure no witnesses remain.

Death’s head scarab beetles measure 11/2 foot in length and weigh 2 pounds.

--------------------

This red root vegetable bobs up and down in the air as its leaves whirl rotor-like above it.
Radervish      CR 7
XP 3,200
N Tiny plant
Init +9; Senses low-light vision; Perception +3
DEFENSE
AC 20, touch 18, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +2 size)
hp 82 (11d8+33)
Fort +10, Ref +10, Will +6
Defensive Abilities evasion, uncanny dodge; Immune plant traits
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee 2 leaf blades +15 (2d64 plus 2d4 bleed)
Space 2½ ft.; Reach 0 ft. (5 ft. with leaf blades)
STATISTICS
Str 2, Dex 21, Con 16, Int 5, Wis 17, Cha 10
Base Atk +8; CMB +11; CMD 18
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack[B]
Skills Acrobatics +20 (+16 to jump), Fly +20
Languages Sylvan, Treant (can’t speak)
SQ camouflage
ECOLOGY
Environment temperate forests
Organization solitary, pair, or flight (3–12)
Treasure none
SPECIAL ABILITIES
Camouflage (Ex) A radervish looks like a normal plant when at rest. A DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the radervish.

Fixtures of fey gardens and forests featuring other intelligent plant life, radervishes are excitable plants that throw themselves into battle to protect their homes. The leaves protruding from their tops move independently of their bodies, allowing them to spin them rapidly to keep themselves aloft. These leaves also have razor-sharp edges, making them formidable foes as they open up terrible wounds in their prey.

Radervishes in the employ of intelligent creatures overcome their impulsiveness and heed their masters. If they are given orders to do so, they remain still long enough to surprise prey. When left to their own devices, though, they give little thought to their own lives when attacking opponents. They enjoy putting themselves in the center of combat where their leafy blades can bite into as many targets as possible.

Radervishes measure 1-foot in diameter, and their leaves stretch to 6 feet. They only weigh several ounces. Surprisingly, dead radervishes are just as edible as regular radishes.

Radervish Plant Companions
Druids and other characters who can gain plant companions can choose a radervish as a companion. A radervish companion is not quite as intelligent as its wild cousins.

Starting Statistics: Size Tiny; Speed 20 ft., fly 30 ft. (good); AC +2 natural armor; Attack 2 leaf blades (1d6); Ability Scores Str 2, Dex 17, Con 14, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, 5-foot reach with leaf blades.
4th-Level Advancement: Attack 2 leaf blades (2d6 plus 2d4 bleed); Ability Scores Dex +4, Con +2.

Friday, June 15, 2018

Frightful Fridays! Glacier Bulette

Hello and welcome back to Frightful Fridays! As implied (or promised or threatened) earlier, I had more elemental bulettes in my mind after working on the stone bulette. The glacier bulette is essentially a massive shell of ice surrounding an extremely large bulette specimen. Of course, as a creature with the cold subtype, it has vulnerability to fire, but using fire to defeat this bulette might be more dangerous than not, since it gains quite a bit of momentum when temporarily freed from its icy shell.

I hope you enjoy the glacier bulette. I'll be back next week with another monster!



This towering iceberg stands on four legs. Icy spikes protrude from its hide, and chunks of ice calve from its body at random intervals.
Glacier Bulette      CR 12
XP 19,200
N Colossal magical beast (cold)
Init 3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft. (120 ft. on ice); Perception +14
DEFENSE
AC 27, touch 1, flat-footed 27 (3 Dex, +28 natural, 8 size)
hp 168 (16d10+80); fast healing 5 (while standing on ice or snow or in wintry precipitation)
Fort +15, Ref +7, Will +11
Defensive Abilities impenetrable hide; DR 10/—; Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed 20 ft., burrow 20 ft. (40 ft. through ice and snow only); ice glide, icewalking
Melee bite +22 (3d8+19/1920 plus grab), 2 claws +21 (2d6+13)
Space 30 ft.; Reach 20 ft.
Special Attacks ice spray, savage bite, swallow whole (6d6 cold damage, AC 24, 16 hp), trample (6d6+19, DC 31)
STATISTICS
Str 37, Dex 5, Con 20, Int 2, Wis 19, Cha 10
Base Atk +16; CMB +37 (+39 bull rush, +41 grapple); CMD 44 (46 vs. bull rush, 48 vs. trip)
Feats Awesome Blow, Crippling Critical[APG], Critical Focus, Dazzling Display, Improved Bull Rush, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (bite)
Skills Climb +17, Intimidate +20, Perception +14, Stealth -19 (-3 in icy conditions), Swim +17; Racial Modifiers +16 Stealth in icy conditions
ECOLOGY
Environment any cold
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Ice Glide (Ex) A burrowing glacier bulette can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing bulette flings the bulette back 30 feet, stunning the creature for 1 round, unless it succeeds on a DC 15 Fortitude save.
Ice Spray (Ex) As a full-round action that provokes attacks of opportunity, a glacier bulette can shake loose icy spikes it has accumulated on its body. All creatures within 30 feet of the bulette take 12d6 points of cold and piercing damage (Reflex DC 23 halves). Creatures that take attacks of opportunity do not receive Reflex saves to avoid the damage. The save DC is Constitution-based.
A glacier bulette can only use this ability once per day, but if it stands on ice or snow or is in wintry precipitation, it regains the use of this ability after 1d6+1 rounds.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces a glacier bulette climbs must be icy. The bulette can move across icy surfaces without penalty and doesn’t need to make Acrobatics checks to run or charge on ice.
Impenetrable Hide (Ex) The ice forming a glacier bulette’s outer shell grants it considerable protection. It gains DR 10/. When the bulette must attempt a Reflex save to avoid taking energy damage, other than fire damage, from an area of effect spell or effect, it makes a Fortitude save instead; if it succeeds on the Fortitude save, it takes no damage, and if it fails it takes half damage). Finally, when targeted by a ranged spell or effect with a single target, the spell or effect has a 50% chance of deflecting off the bulette. If the bulette has an attack of opportunity remaining, it can deflect the spell or effect back to its source.
If a glacier bulette takes at least 40 points of fire damage in one round, it reduces all the benefits of its impenetrable hide (DR 5/, 25% chance of deflecting a single-target spell or effect, takes full damage on a failed Fortitude save) until the end of its next turn. If the bulette takes at least 80 points of fire damage in one round, it loses all benefits of its impenetrable hide until the end of its next turn.
Savage Bite (Ex) A glacier bulette applies 11/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 1920.
Vulnerability to Fire (Ex) If a glacier bulette takes 40 points of fire damage in a round, it gains the benefits of the haste spell for 1 round. The duration of this benefit increases by 1 round for every 20 additional points of fire damage the bulette takes that round. If the bulette takes fire damage while hasted in subsequent rounds, any additional duration overlaps with rather than adds to the current duration.

Glacier bulettes enjoy their lonely existences in the polar regions of the world where they charge at ancient glaciers to bring avalanches down upon themselves. They are cantankerous at best when other creatures intrude on their solitude, and, while they have animal intelligence, they instinctively know to bury themselves in snow and ice to launch surprise attacks on their foes. Despite their massive size, they are ponderous creatures and move almost as slowly as their namesakes. When fire melts their dense icy hides, though, their speed increases drastically, and they use this increased speed to charge at and crush opposition.

Glacier bulettes stand 30 feet tall, measure 40 feet from snout to tail, and weigh 10 tons. Their slow metabolisms help guarantee some longevity, with the oldest bulettes reaching 500 years of age.

Friday, June 8, 2018

Frightful Fridays! Triangulene

Hello and welcome back for another edition of Frightful Fridays! This week's monster is a strange two-dimension being which can inflict some pain on its 3-D foes. The triangulene also introduces some weird effects, centered around the number 3. Hopefully, using this monster will not cause math anxiety, especially when it comes to applying damage reduction and resistances.

If you decide to inflict one (or three) of these on your players, I'd love to hear about it. I'll see you next week with another monster. Thanks for reading!



This bronze, equilateral triangle fades in and out of view as its two-dimensionality renders it invisible from certain viewpoints.
Triangulene      CR 9
XP 6,600
N Medium construct (extraplanar)
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +9
Defensive Abilities 3vasion
DEFENSE
AC 24, touch 15, flat-footed 18 (+5.1 Dex, +9 natural)
hp 99 (12d10+33)
Fort +6, Ref +9, Will +6
DR 9/adamantine, slashing, and two-dimensional; Immune construct traits; Resist acid 9, cold 12, electricity 21, fire 15
OFFENSE
Speed 30 ft.
Melee 3 slams +18 (3d6+3/18/x3 plus 3d3 bleed)
Special Attacks unlink
STATISTICS
Str 15, Dex 21, Con —, Int 9, Wis 12, Cha 15
Base Atk +12; CMB +15; CMD 30
Feats Great Fortitude, Improved Initiative, Skill Focus (Perception), Toughness, Weapon Fin3sse, Weapon Focus (slam)
Skills Acrobatics +15, Disguise +3, Escape Artist +9, Perception +9, Stealth +15; Racial Modifiers +6 Acrobatics, +3 Escape Artist, +9 Stealth
SQ tripartite enforcement, two-dimensional
Languages Flatlander, Triangulene
ECOLOGY
Environment any (flatland dimension)
Organization solitary or trio
Treasure none
SPECIAL ABILITIES
Tripartite Enforcement (Ex) An attack roll results in a success against a triangulene when the d20 roll is divisible by 3 (a 20 is an automatic miss). The attack roll must also be an 18 on the d20 (which is always an automatic hit against the triangulene), or the roll must equal or exceed the triangulene’s Armor Class. The above restrictions apply as well to confirming critical threats against the triangulene. Damage dealt to the triangulene is reduced to the nearest multiple of 3 (this ability applies after reducing damage for a successful save).
When a triangulene attacks, it receives 3 d20s and chooses the best result; it must also roll a number divisible by 3 on its attack roll to ensure a successful attack against a target. A roll of 18 on the d20 is an automatic hit against its target. The triangulene’s damage increases to the nearest multiple of 3. Likewise, when it inflicts bleed damage, the bleed damage increases to the nearest multiple of 3.
Two-Dimensional (Ex) A triangulene’s two-dimensionality makes it effectively invisible from beyond 60 feet. Additionally, it can position itself as a swift action to make itself invisible to all creatures in a 30-foot cone. This form of invisibility cannot be detected with see invisibility or true seeing.
Unlink (Ex) As a move action, a triangulene can unlink its three sides to become a line. This renders it invisible to all creatures (this invisibility also cannot be detected with see invisibility or true seeing) and increases its reach to 15 feet, but it can only make a single slam attack which deals piercing damage on its turn. It can return to its normal form as a move action.

Triangulenes hail from an alternate plane of existence where everything exists in two dimensions. When the triangulenes’ flatland dimension suffered an accidental incursion from a three-dimensional plane, the inhabitants were baffled by and fearful of the deific intruders. The plane’s leading arcane researchers realized they had encountered three-dimensional beings for the first time and decided to send a squad of intrepid triangulenes to travel beyond their realm and investigate. Triangulenes try to remain hidden observers, but they resort to violence if nec3ssary. Their strange interactions with multi-dimensional planes afford them several protections they take advantage of against their foes. Communicating with them is possible, but they speak in a strange cadence and employ abstract mathematical concepts in conversation.

Triangulene trios which have spent considerable time in three-dimensional often merge together to form pyrrhamids.

Triangulenes all have three sides measuring 6 feet in length, and they weigh a mere 3 pounds.

Friday, June 1, 2018

Frightful Fridays! Stone Bulette (PLUS: news about a design contest)

Hello, and welcome back for another week of Frightful Fridays!

Before I get to this week's monster, I want to direct your attention to a design contest I'm helping out with. You can find the announcement here: http://paizo.com/threads/rzs2v62v?CONTEST-Announcing-the-very-first. I hope you'll consider entering! I'm looking forward to seeing the community's creativity.

Now for today's monster, which is the stone bulette, a larger and slightly less aggressive relative to the standard bulette. This bulette can only jump in place, but it tends to knock everyone down when it does. It can also launch stones from its stomach with about as much force as cannon fire. If the bulette happens to have swallowed a PC, the poor character may find him- or herself ejected along with the stone.

I hope you enjoy the stone bulette, and I'll see you next week with another monster!



This four-legged stone behemoth stands firmly on the ground beneath it. A rumble akin to a rockslide emanates from its stomach.
Stone Bulette      CR 11
XP 12,800
N Gargantuan magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +15
DEFENSE
AC 25, touch 7, flat-footed 24 (+1 Dex, +18 natural, 4 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +10
Defensive Abilities fortification (50%), rockhead; DR 10/—; Immune acid, bleed, petrification
OFFENSE
Speed 40 ft., burrow 40 ft.; earth glide
Melee bite +20 (3d6+13/1920 plus grab), 2 claws +19 (2d8+9)
Ranged gut stone +13 (4d6+9)
Space 20 ft.; Reach 15 ft.
Special Attacks gut stone, leap, savage bite, siege bulette, swallow whole (4d6 bludgeoning damage, AC 19, 14 hp), trample (3d6+13, DC 26)
STATISTICS
Str 29, Dex 12, Con 20, Int 3, Wis 19, Cha 8
Base Atk +14; CMB +27 (+31 grapple or sunder); CMD 38 (42 vs. bull rush, 40 vs. sunder, 46 vs. trip)
Feats Deadly Finish[UC], Greater Sunder, Improved Sunder, Iron Will, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +10 (+14 to jump), Perception +15
SQ stability
ECOLOGY
Environment any land
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Gut Stone (Ex) A stone bulette can spit out a rock from its stomach with incredible force. The bulette’s gut stone has a range increment of 60 feet and receives a +2 racial modifier on attack rolls. Creatures swallowed whole when the bulette launches a gut stone must succeed at a DC 22 Reflex save or fly out with the stone, taking damage as if falling for the number of feet the bulette launches the stone.
Alternatively, the bulette can use a specialized gizzard to grind the stone into smaller rocks to create a 30-foot cone that deals 4d6 bludgeoning damage to all creatures caught in the area (Reflex DC 22 for half). This use of the bulette’s gut stone has no effect on creatures it has swallowed whole.
The save DCs are Constitution-based. A stone bulette typically starts an encounter with 4 gut stones. It can take a full-round action to burrow into the ground to replenish its supply, but it cannot use these new gut stones until 1d4 rounds later.
Leap (Ex) A stone bulette can leap in place as a move action, which provokes attacks of opportunity. When it lands, all creatures within 30 feet of it fall prone. Creatures that don’t take attacks of opportunity can attempt a DC 26 Reflex save to remain standing. The save DC is Strength-based.
Rockhead (Ex) A stone bulette has delayed reactions to mind-affecting spells and effects and to the notion it is dying. A mind-affecting spell or effect doesn’t begin to affect the bulette until the beginning of the originating creature’s next turn. At the beginning of the bulette’s turn, it attempts another Will save (if applicable) against any delayed mind-affecting spells or effects.
Additionally, when a stone bulette is brought below 0 hit points but not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, it immediately falls unconscious and begins dying.
Savage Bite (Ex) A stone bulette’s applies 11/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 1920.
Siege Bulette (Ex) A stone bulette ignores up to 10 points of hardness when damaging objects. If it charges or makes a full attack against an object or structure, it deals double damage.
Stability (Ex) A stone bulette receives a +4 bonus to CMD against bull rush and trip combat maneuvers.

Stone bulettes resulted from further arcane experimentation with the base stock, infusing earth elemental traits into the newer creations. These bulettes move through rock and soil as if it were water and leave faint “ripples” in the ground as signs of imminent attacks.

While stone bulettes are more patient than their terrestrial kin and wait for opportunities to attack, they often enter a frenzied state where they devour everything in their paths. They consume all material they encounter, but prefer stone over metal and flesh. Their strange stomachs shape stone into smooth, weighty rocks with which they can pepper prey from great distances. These bulettes don’t wait long before closing with distant foes as they charge into battle, crushing and swallowing their opponents. Victims unfortunate enough to land in a stone bulette’s stomach find themselves unwitting projectile material when the bulette launches one of its gut stones.

Stone bulettes become especially angered when they come across structures larger than themselves and repeatedly ram these affronts until nothing is left but piles of rubble, which the bulettes usually ingest. Likewise, if a weapon continually penetrates their rocky hide, they focus their attacks on the offending item until they satisfactorily destroy it. Clever tacticians aware of a stone bulette’s hunting grounds can use the beast as an uncontrollable siege weapon, with all the terrible implications of doing so.

A stone bulette typically measures 20 feet from maw to tail and weighs in at a massive 3 tons.

Friday, May 25, 2018

Frightful Fridays! Amber Bear

Hello and welcome back for another Frightful Fridays! Today's monster is a friendly bear who likes to get up close and personal with its prey, mostly by absorbing prey into its mass and then transforming its future food into a solid chunk of amber. The amber bear could also serve as a plot device to introduce a forgotten critter/horror into your campaign.

I hope you enjoy the amber bear, and I'll see you next week with another monster. Thanks for reading!




This translucent orange bear seems to have no organs within its mass, but it has several petrified bones floating around.
Amber Bear      CR 8
XP 4,800
N Large animal
Init +3; Senses low-light vision, scent; Perception +14
DEFENSE
AC 20, touch 8, flat-footed 20 (–1 Dex, +12 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +9
Defensive Abilities amorphous; DR 10/slashing; Resist acid 5, electricity 5, fire 10
Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +15 (2d6+6 plus grab), 2 claws +15 (2d4+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks swallow whole (2d6 bludgeoning damage plus amber petrification, AC 16, 10 hp), trample (2d6+9, DC 22)
STATISTICS
Str 23, Dex 8, Con 19, Int 2, Wis 16, Cha 11
Base Atk +9; CMB +16 (+18 drag, +20 grapple); CMD 25 (27 vs. drag, 29 vs. trip)
Feats Improved Drag[APG], Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Climb +20, Perception +14, Stealth –1 (+7 in forests); Racial Modifiers +8 Stealth in forests
SQ compression
ECOLOGY
Environment temperate or warm forests
Organization solitary, pair, or preserve (3–8)
Treasure incidental
SPECIAL ABILITIES
Amber Petrification (Ex) While an amber bear has a creature swallowed whole, the creature must attempt a DC 20 Fortitude save. On the first failure, the victim becomes staggered for 1d4 minutes. On the second failure, the victim becomes immobilized for 1d4 hours. On the third failure, the victim petrifies into a solid piece of amber (as if affected by flesh to stone and requiring similar means to reverse the effect). While an amber bear has a victim swallowed whole, it loses the benefits of compression. The save DC is Constitution-based.
Amorphous (Ex) Critical threats against an amber bear still require a confirmation roll. On a confirmed critical hit, or when applying precision damage, the creature encased within the amber bear takes the extra damage. The bear still takes the base damage from the successful hit.
Trample (Ex) An amber bear can choose to grapple the first creature it successfully tramples. If it begins its next turn with the creature grappled in this way, it can absorb it into its body as if it used swallow whole. it deals no bite damage when it does so.
Vulnerability to Cold (Ex) If an amber bear takes cold damage, it loses the benefits of compression and its amorphous ability (including additional damage dealt to a swallowed creature), and its damage reduction becomes 5/slashing, until the end of its next turn.

Amber bears are prehistoric animals that live in primordial woods verging on the primal world of the fey. They share their homes with evolutionary antecedents to many modern animals and throwbacks with no modern equivalents. The bears hunt animals smaller than themselves, but they do not eat them in a conventional manner. Instead, the bears encase their prey in the semisolid amber composing their bodies. This amber eventually petrifies potential food, which the bears regurgitate and feast on later. Amber bears require very little in the way of nutrients and feed infrequently, so they often carry petrified victims for weeks or months at a time.

Amber bears hate cold and migrate out of temperate forests prior to the onset of wintry weather. If opponents target the bears with spells or effects that deal cold damage, the bears focus their attention on such opponents.

Amber bears live up to 30 years, but they can go into extreme forms of hibernation where they completely solidify (becoming statue-like), which extends their lives indefinitely. Fully grown amber bears weigh between 600 and 700 pounds and are 8 feet in length.

Friday, May 18, 2018

Frightful Fridays! Tavernscourge Blob

Welcome once again to another week of Frightful Fridays! This week's monster grew out of a concept my father shared with me, where the monster was a piece of gum stuck under the table. It became this tavern-dwelling blob with an immense fondness for alcohol, including any coursing through the blood of PCs.

I hope you enjoy the tavernscourge blob, and I'll see you next week with another monster!



This shapeless gray mass, no larger than a typical coin, looks like putty. It smells vaguely of alcohol and the tasteless remains of prechewed food.
Tavernscourge Blob      CR 3
XP 800
N Diminutive ooze
Init +2; Senses sense alcohol, tremorsense 30 ft.; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 32 (5d8+10)
Fort +5, Ref +3, Will +1
Defensive Abilities energy interaction; DR 5/piercing; Immune acid, cold, electricity, fire, ooze traits
Weaknesses vulnerability to sonic
OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +9 (1d25 plus attach)
Space 1 ft.; Reach 0 ft.
Special Attacks alcohol drain
STATISTICS
Str 1, Dex 14, Con 14, Int 3, Wis 11, Cha 8
Base Atk +3; CMB +1 (+9 to maintain a grapple); CMD 6 (14 to resist breaking its grapple, can't be tripped)
Feats Great Fortitude, Skill Focus (Stealth), Weapon Finesse
Skills Climb +10, Knowledge (local) +6, Perception +4, Stealth +17; Racial Modifiers +8 Knowledge (local)
SQ agglutinant
ECOLOGY
Environment any land (taverns and inns)
Organization solitary or buzzkill (28)
Treasure incidental
SPECIAL ABILITIES
Agglutinant (Ex) A tavernscourge blob gains a +8 racial modifier to CMB checks to maintain a grapple and to its CMD to resist a creature breaking its grapple. Additionally, it can take a move action to attach small objects (no larger than a coin) to itself; this grants it a +2 armor bonus to AC, but slows its base and climb speeds to 5 feet. Removing an object requires a standard action.
Alcohol Drain (Ex) Within a container of alcohol, a tavernscourge blob converts one pint of alcohol into water as it absorbs the alcohol. For each pint it absorbs, it gains 5 temporary hit points (which last for 1 minute). If it absorbs four pints of alcohol, it splits into two tavernscourge blobs, each with half the original blob’s hit points at the time it split.
When attached to a creature, it removes the effects of one pint of alcohol from the creature, which must also make a DC 14 Fortitude save or take 1 point of Constitution damage. If the creature has no alcohol in its system, it takes 1 point of Constitution damage and it must make a DC 14 Fortitude save or take an additional point of Constitution damage. For each point of Constitution damage inflicted, the blob gains temporary hit points and splits into two blobs as above. The save DC is Constitution-based.
Attach (Ex) When a tavernscourge blob attaches itself to a creature, and until it deals Constitution damage with its alcohol drain ability, the creature only notices the blob with a successful DC 16 Perception check. The check DC is Dexterity-based and includes a +2 racial bonus.
Energy Interaction (Ex) A tavernscourge blob is immune to acid, cold, electricity, and fire, but it has unusual reactions to energy types to which it is exposed. If subject to cold damage, it gains a +2 natural armor bonus to AC and its base and climb speeds are reduced to 5 feet. If subject to fire damage, it gains the effects of haste and loses its damage reduction. If subject to electricity damage, its slam attack deals 1d4 points of electricity damage for the following round; if it is attached to a creature at the beginning of its turn, it deals the electricity damage if it maintains its grapple.
Sense Alcohol (Ex) A tavernscourge blob can immediately sense the presence of alcohol in closed containers or within creatures in a 60-foot radius as if by scent. This range increases to 300 feet for exposed alcohol.

Tavernscourge blobs were alchemical creations meant to scrub alcohol from the bloodstream or from drinks, but their interactions with alcohol awoke a bizarre intelligence and an overwhelming desire for the substance. Their initial attempts to obtain their favorite drink caused them to drain the blood of their victims. They eventually came to a dim understanding that “riding” potential victims to locations with alcohol would prove more rewarding. When they arrived upon travelers at taverns, they hopped off and attached themselves to the underside of tables. There, they could absorb alcohol into their masses in secret, often cleaning up spills created by rowdy drinkers.

Tavernscourge blobs are typically content with the amount of alcohol they take in this manner, but occasionally, an overwhelming desire for drink overtakes them and they destroy kegs and kill patrons in their zeal. Worse, the more alcohol they absorb in these frenzies, the more blobs they create, exacerbating the situation.

Calmer oozes learn about their establishments’ “regulars,” often so they can attach themselves to outsiders to make trips to other taverns. By plying these oozes with alcohol and working out a way to communicate with them, creatures can gather information about the conversations and goings-on at the locations hosting the oozes.

Friday, May 11, 2018

Frightful Fridays! Encasing Snail

Hello and welcome back for another Frightful Fridays! This week's monster throws shells at PCs, entrapping them within the shells which then dissolve their victims into goo. It's fun! (at least for GMs)

I hope you enjoy the encasing snail. A new monster will be here to greet you next week!



This massive snail has a bright pink foot and several mottled-brown shells which fit loosely on its back. The shells rattle as the snail moves.
Encasing Snail      CR 7
XP 3,200
N Large magical beast
Init 2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
DEFENSE
AC 21, touch 7, flat-footed 21 (2 Dex, +14 natural, 1 size)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +8
DR 20/bludgeoning; Immune acid; Resist cold 20, electricity 20, fire 20
OFFENSE
Speed 30 ft., climb 20 ft., swim 30 ft.
Melee slam +14 (3d6+9/1920 plus adhesive)
Ranged shell +6 (2d6+9 or shelling)
Space 10 ft.; Reach 10 ft.
Special Attacks adhesive, shelling, trample (3d6+9, DC 20)
STATISTICS
Str 23, Dex 6, Con 18, Int 3, Wis 16, Cha 7
Base Atk +9; CMB +16 (+18 bull rush or drag); CMD 24 (26 vs. bull rush and drag, can't be tripped)
Feats Improved Bull Rush, Improved Critical (slam), Improved Drag[APG], Iron Will, Power Attack
Skills Climb +19, Perception +11, Swim +19
SQ flexible tread
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or cluster (312)
Treasure incidental
SPECIAL ABILITIES
Adhesive (Ex) An encasing snail automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the snail is alive without removing the adhesive first. A weapon that strikes the snail is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry off a stuck weapon. Acid or universal solvent dissolves the adhesive, but the snail can still grapple normally. The snail can dissolve its adhesive as a swift action; the acidic material it uses deals 4d6 acid damage to a grappled creature (DC 18 Reflex for half). The adhesive also breaks down 1 minute after the creature dies. The save and check DCs are Constitution-based.
Flexible Tread (Ex) An encasing snail ignores difficult terrain.
Shelling (Ex) As a standard action, an encasing snail can fire one of its shells; it can fire a number of shells equal to twice its Constitution modifier (typically 8 times). This attack has a 30-foot range increment and a maximum range of 180 feet. The snail targets the center of a 10-foot-by-10-foot square (AC 5) with this attack. Any creatures fully within the area where the shell lands must succeed on a DC 18 Reflex save or become trapped within the shell; on a successful save, creatures move to a space adjacent to the shell. The shell has AC 17, hardness 5, and 8 hp, and is immune to acid damage. At the beginning of the snail’s turn, creatures trapped within a shell take 3d6 points of acid damage (DC 18 Fortitude for half). The save DCs are Constitution-based.
For every 2 shells the snail uses, its DR and resistances are reduced by 5. Additionally, its natural armor bonus to AC is reduced by 1. It also gains a +2 circumstance bonus to its Dexterity (this effectively maintains its AC, but improves its touch AC by 1 and reduces its flat-footed AC by 1). Finally, its base speed increases by 5 feet.
An encasing snail can reattach a shell as a full-round action. This restores one of the uses of this ability.

Encasing snails were once ordinary specimens that underwent magical and alchemical tinkering to increase their size, improve their adhesive properties, and produce a bizarre method of attack. All encasing snails are carnivores and use their shells to ensnare prey and dissolve it, so the snails can ingest the remaining slurry. Their shells are held together loosely by the same adhesive they secrete from their feet. The snails produce a burst of air which loosens and ejects the outermost shell. They can target a shell’s landing spot with surprising refinement. While they primarily use their launched shells to encase prey, they also use their shells to directly harm foes, usually those who regularly manage to avoid or escape the encasement.

An encasing snail measures 12 feet in length, is 8 feet tall, and weighs 450 pounds. A typical specimen lives up to 80 years.

Variant Encasing Snails
The snails’ creators made modifications to the snails to capture rather than destroy prey, as well as to target incorporeal prey or prey with teleportation abilities. 
Anesthetizing Encasing Snail (CR +0): Anesthetizing encasing snails are identical to ordinary encasing snails, but replace their shells’ acid damage with a numbing poison.
Anesthetizing Poison—contact; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d4 Str and 1d4 Dex, and the victim is staggered for 1 round; cure 2 consecutive saves.
Ghost Encasing Snail (CR +2): Ghost encasing snails gain the advanced simple template. In addition, incorporeal creatures cannot pass through a shell which has encased them, and creatures within a shell must succeed at a DC 21 caster level check to use teleportation spells or effects to escape the shell.

Friday, May 4, 2018

Frightful Fridays! Strifemonger Demon

Hello and welcome once again to Frightful Fridays! This week's monster comes with a disclaimer to carefully consider using it against your PCs, since it might ruin friendships. Alternatively, you could use it as a behind-the-scenes manipulator creating messes the PCs have to clean up. The strifemonger demon excels at turning allies against each other and just sits back and watches the mayhem.

I hope you enjoy the strifemonger demon. I'll see you next week with another (most likely, nicer) monster. Thanks for reading!



A subtle smile creases the lips of this immaculately dressed humanoid with violet skin. A pair of curved horns seem to accent its perfect coiffure.
Strifemonger Demon      CR 9
XP 6,400
CE Medium outsider (demon)
Init +3; Senses darkvision 60 ft.; Perception +19
Aura treachery (DC 19)
DEFENSE
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 114 (12d10+48)
Fort +12, Ref +7, Will +12
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
OFFENSE
Speed 30 ft.
Melee 2 claws +16 (2d4+4 plus mindnumb poison), gore +16 (2d6+4 plus Wisdom drain)
Special Attacks like pawns on a chessboard
Spell-Like Abilities (CL 12th; concentration +15)
   At will—greater teleport (self plus 50 lbs. of objects only), hostile juxtaposition[UC] (DC 18), murderous command[UM] (DC 15)
   3/day—confusion (DC 18), unadulterated loathing[UM] (DC 17)
   1/day—dominate person (DC 19), malicious spite[UM] (DC 18), mislead, modify memory (DC 19)
STATISTICS
Str 19, Dex 16, Con 19, Int 12, Wis 18, Cha 17
Base Atk +12; CMB +16; CMD 29
Feats Combat Casting, Conceal Spell[UI], Deceitful, Improved Conceal Spell[UI], Spell Focus (enchantment), Subtle Enchantments[UI]
Skills Bluff +22, Diplomacy +18, Disguise +22, Knowledge (local) +16, Perception +19, Sense Motive +19, Sleight of Hand +18
Languages Abyssal, Common; telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self)
ECOLOGY
Environment Abyss or any urban
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Aura of Treachery (Su) A strifemonger demon’s aura induces distrust among ostensible allies. Creatures that fail their saves are no longer treated as allies to other creatures and can’t provide flanking, use or benefit from teamwork feats or aid another actions, or allow creatures to move through their space. Any spell or effect that requires a willing target fails if used on an affected creature, and even harmless effects require an attack roll, if applicable, and require affected creatures to attempt a saving throw to resist their effects (if a save is allowed). This is a mind-affecting effect, and the save DC is Charisma-based.
Like Pawns on a Chessboard (Su) Three times per day as an immediate action, a strifemonger demon can use its hostile juxtaposition spell-like ability. If the demon was subject to an attack, and its target fails the saving throw against hostile juxtaposition, the attack applies to the target. If it successfully uses this ability and remains in the area of effect of a spell or effect, it is still subject to that spell or effect. Instead of using the ability on itself and another target, it can use it on two separate targets; if either target succeeds on the Will save, both targets remain in their original locations.
Mindnumb Poison (Ex) Claws—Injury; save Fort DC 20; frequency 1/round for 8 rounds; effect 1d4 Wis; cure 2 consecutive saves.
Wisdom Drain (Su) A strifemonger demon’s gore attack inflicts an additional 1d2 points of Wisdom drain on a successful hit (DC 19 Will save negates). On a successful critical hit, the target does not receive a saving throw. The save DC is Charisma-based.

When strifemonger demons were mortals, they were gossips, liars, and rabble rousers who sought only to destroy friendships and lives. While their methods seemed to give them a more diabolical slant, their desire to leave emotional and physical wreckage in their wake gave them demonic forms in the afterlife. With an array of preternatural capabilities at the fingertips, they continue to sow discord among mortals, allowing their victims to destroy themselves thanks to petty jealousies or misperceived communications.

Strifemonger demons generally work alone but take on brief partnerships with other demons with more subtle techniques at their disposal. Their craft makes them inherently paranoid, and they often dissolve alliances at the merest sign of betrayal. When strifemongers work together, they target two opposing people or groups and incent them to attack each other, usually by exaggerating the conflict between the two targets. They can mask their spellcasting to make it seem like the decision to murder or ruin a foe is their target’s idea.

On the battlefield, the demons prefer not to take lives directly and will not use their physical attacks to dispatch opponents, unless their lives are at risk. Their main approach is to inflict their foes with confusion, reducing their foes’ resistance to their spell-like abilities for particularly resistant opponents, and then liberally using hostile juxtaposition to enjoy the ensuing chaos.

A typical strifemonger demon stands just under 6 feet tall and weighs 175 pounds, but their ability to change shape means they are rarely encountered in their typical size.