I hope you enjoy the ki rat, and I'll see you next time with another monster. Thanks for reading!
Friday, August 28, 2015
I hope you enjoy the ki rat, and I'll see you next time with another monster. Thanks for reading!
Friday, August 21, 2015
I hope you enjoy the tarrhino, and I hope GMs will use it to literally stick it to their characters. I'll be back next time with a new monster. Thanks for reading!
Monday, August 17, 2015
It's the most Superstar time of the year. It's a wee bit early (three months), but this will keep it out of competition with the holiday season to encourage more entries and voting.
Speaking of which, vote for your favorite items here!
(caution: the site may be down periodically due to the rush of voters at the outset)
Friday, August 14, 2015
I do hope you enjoy the surprise elemental, and I'll be back with another monster next time (probably something less wacky). Thanks for reading! (and keep your eyes on the comments to figure out which rugby matches or NFL games are taking place)
Friday, August 7, 2015
In Frightful Fridays-related news, I'm finding that I have an incredible backlog of illustrations to process, and I have a feeling that a marathon is due before the end of the year. Stay tuned for that.
In Pathfinder RPG-related news, I would be remiss in not pointing out that this year's RPG Superstar has already begun! The deadline for entries is August 17th. Check it out here: http://paizo.com/rpgsuperstar. Good luck to all who decide to enter!
I hope you enjoy the aggressisaur, and I'll be back next time with another monster. Thanks for reading!
Aggressisaur CR 21
Friday, July 31, 2015
Friday, July 24, 2015
Sunday, July 19, 2015
I hope you enjoy the amorphosaurus rex, and I'll be back next time with a new monster. Thanks for reading!
Friday, July 10, 2015
Friday, July 3, 2015
Friday, June 26, 2015
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 142 (15d8+75)
Fort +10, Ref +10, Will +12
DR 10/magic or silver; Immune undead traits; Resist cold 10, electricity 10, fire 10
Weaknesses pain of emotions, vulnerable to sonic
Speed 40 ft.; spider climb
Melee bite +10 (1d8–1 plus energy drain), 2 claws +10 (1d6–1)
Special Attacks bardic performance, create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 15th; concentration +20)
At will—hideous laughter (DC 19)
3/day—quickened hideous laughter, refine improvised weapon, shocking grasp
1/day—summon monster IV
Base Atk +11; CMB +10 (+12 trip); CMD 26 (28 vs. trip)
Feats Catch Off-Guard, Combat Expertise, Dodge, Improved Trip, Improvised Weapon Mastery, Quicken Spell-Like Ability (hideous laughter), Skill Focus (Perform [comedy]), Throw Anything
Skills Acrobatics +15 (+19 to jump), Disguise +23, Escape Artist +15, Knowledge (local) +12, Perception +16, Perform (comedy) +26, Sleight of Hand +15, Stealth +18
Languages Common, Gnome
SQ compression, laughter of the damned
Bardic Performance (Su) A vampire clown may use bardic performance as a 15th-level bard, and can only use fascinate (5 targets, DC 22).
Create Spawn (Su) A creature that dies as a result of a vampire clown’s energy drain rises 24 hours later as a vampire clown, under the command of the clown that created it for 1 year and 1 day or until the siring clown’s death, after which it becomes free-willed.
Energy Drain (Su) A vampire clown can only drain levels from a creature under the effect of the clown’s hideous laughter.
Laughter of the Damned (Su) A humanoid creature does not benefit from the +4 bonus to its save against hideous laughter by being a different type than the vampire clown. Additionally, the save DC for a vampire clown’s hideous laughter includes a +2 racial bonus.
Saturday, June 20, 2015
This ghostly figure wears ancient armor and carries a shield and spear; its body trails off into a swirl of light and dark energy.
NE Medium undead
Init +6; Senses darkvision 60 ft., deathwatch; Perception +20
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 119 (14d8+56)
Fort +8, Ref +10, Will +12
Immune positive energy, undead traits; Resist cold 10
Speed 30 ft., fly 60 ft. (good)
Melee +1 grayflame shortspear +18/+13 (1d6+8), or touch +18 (life siphon)
Special Attacks channel negative energy (7/day, 7d6, DC 21), life siphon
Str 25, Dex 23, Con —, Int 10, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 34 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Command Undead, Dodge, Furious Focus[APG], Mobility, Power Attack
Skills Fly +14, Intimidate +21, Knowledge (religion) +17, Perception +20, Spellcraft +16
SQ absorb positive energy
Absorb Positive Energy (Su) If an infused spirit is within the radius of a channel positive energy for healing, as an immediate action it can attempt a Will save (same DC as if the channel were used to harm creatures). If it succeeds, it heals damage and otherwise negates the channel attempt. Additionally, if an infused spirit is a valid target for a spell that heals multiple creatures (such as mass cure light wounds), if it succeeds at a Spellcraft check to identify the spell, it can also attempt to absorb the spells energy as above.
Life Siphon (Su) If an infused spirit succeeds at a touch attack, it Inflicts 6d6 points of damage to creature touched (DC 21 Will save for half), and heals the infused spirit half that amount.
Immune to Positive Energy (Su) With the exception of its absorb positive energy ability, an infused spirit can neither be harmed nor healed by positive energy. It retains its immunity to negative energy.
Friday, June 12, 2015
Hello, and welcome back to another edition of Frightful Fridays! This week's monster is courtesy of a specific request from my friend Patrick, who wanted some undead creatures in the CR 8–10 range. First up is a galvanic warrior known as the blitzgeist. Its schtick is all about electricity, typically in lightning form, which it uses to blast its foes into oblivion. It can also heal itself with lightning and if it overcharges itself, it can dish out lightning bolts in, well, lightning fast manner.
I hope you like the blitzgeist, and I hope to keep up the weekly trend. Thanks for reading, and I'll see you next time with a new monster!
Lightning crackles along every surface of this ghostly warrior; its ghostly armor and massive weapon speak of the might it possessed in life.
Blitzgeist CR 10
CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +19
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 133 (14d8+70)
Fort +9, Ref +13, Will +11
Defensive Abilities evasion, incorporeal; Immune electricity, undead traits
Speed fly 80 ft. (perfect)
Melee 2 incorporeal touches +17 (5d6 electricity plus overwhelming shock)
Space 5 ft.; Reach 10 ft.
Special Attacks electrical discharge
Spell-Like Abilities (CL 14th; concentration +19)
At will—lightning bolt (DC 19)
3/day—call lightning storm (DC 20)
Str —, Dex 25, Con —, Int 12, Wis 15, Cha 21
Base Atk +10; CMB +17; CMD 31
Feats Combat Casting, Combat Reflexes, Dodge, Elemental Focus[APG], Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes
Skills Fly +19, Intimidate +20, Knowledge (arcana) +17, Knowledge (nature) +15, Perception +19, Spellcraft +18
Languages Auran, Common
Environment any land
Organization solitary, pair, squad (3–12)
Conductive (Su) A blitzgeist struck by a spell or effect that deals electricity damage gains temporary hit points equal to the dice of damage (or 1 point per 5 points of damage, if deals a flat amount of damage) dealt by the spell or effect. These temporary hit points last for 1 hour. If the blitzgeist has temporary hit points in excess of its maximum hit point total, it can deal 10 points of damage to itself to apply the Quicken Spell-Like feat to its lightning bolt spell-like ability.
A blitzgeist can redirect spells that deal electricity damage to target itself instead if it is within 60 feet of any point along which the effect travels. It must succeed at a dispel check (1d20 + blitzgeist's caster level; DC = 11 + spell's caster level) to redirect the spell. It automatically succeeds at redirecting its own spell-like abilities, but it gains only half the temporary hit points from them.
Electrical Discharge (Su) A creature that strikes a blitzgeist with a natural attack or metal melee weapon takes 5d6 points of electricity damage (DC 22 Reflex half). The save DC is Charisma-based.
Overwhelming Shock (Su) Whenever a creature takes electricity damage from a blitzgeist's, it must make a DC 22 Fortitude save to avoid being stunned by the supernatural galvanism for 1 round. The save DC is Charisma-based.
Blitzgeists were powerful warriors who believed themselves invincible, but the metallic armor they clad themselves in and the oversized metal weapons they wielded made them targets for the lightning that spelled their downfall. Rumors speak of particularly brazen warriors who challenged the gods and were repaid with a divine stroke of lightning. Whatever their origins, blitzgeists wander battlefields and haunt their former homes, where they invoke electrical destruction.
Blitzgeists see themselves as generals and field marshals for the undead, and they often surround themselves with armies of skeletons, zombies and more powerful undead. They prefer to send their minions to tackle the rank and file of living armies, while they seek out commanders whom they challenge to single combat.
Friday, June 5, 2015
This delicate-seeming moth is the size of a small dog; its dark eyes absorb light and life.
Denouemoth CR 22
NE Small aberration
Init +14; Senses arcane sight, true seeing; Perception +35
AC 40, touch 34, flat-footed 29 (+12 deflection, +10 Dex, +1 dodge, +6 natural, +1 size)
hp 402 (35d8+245); fast healing 5
Fort +17, Ref +23, Will +23
Speed 20 ft., fly 90 ft. (good)
Melee bite +37 (1d6–2), sting +37 (1d6–2 plus implant), 2 wings +32 touch (1d2–2 plus touch of vulnerability)
Special Attacks implant, reflection of failure
Spell-Like Abilities (CL 35th; concentration +41)
At will—insanity (DC 23)
7/day—orb of the void (DC 26), prediction of failure (DC 24)
3/day—energy drain (DC 27), greater spellcrash (DC 25), mage's disjunction (DC 26)
1/day—cursed earth, interplanetary teleport
Str 6, Dex 31, Con 22, Int 18, Wis 19, Cha 23
Base Atk +26; CMB +35 (+39 disarm); CMD 56 (58 vs. disarm, 64 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Dodge, Flyby Attack, Greater Disarm, Greater Spell Focus (necromancy), Greater Spell Penetration, Hover, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (abjuration), Spell Focus (necromancy), Spell Penetration, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +10 (+6 to jump), Disable Device +45, Escape Artist +39, Fly +21, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (planes) +39, Perception +35, Spellcraft +42, Stealth +39, Use Magic Device +41
Languages Abyssal, Aklo, Celestial, Common, Infernal
Environment any land
Organization solitary, pair, or brood (3–6)
Implant (Su) If a denouemoth damages a creature with its sting attack, it implants a larval denouemoth in its victim. If the prospective host fails a DC 33 Fortitude save, the larva lives dormant within the victim; otherwise it dies. If the host takes at least 120 points of energy damage that kills it, the larva bursts out of the corpse, grows instantaneously to adult, and uses its interplanetary teleport ability to travel to a new planet. While its host is alive, the larva has no adverse effect on it.
Reflection of Failure (Su) If a spell or effect fails to penetrate a denouemoth's spell resistance, it can use its prediction of failure spell-like ability as an immediate action against the spellcaster.
Touch of Vulnerability (Su) If a denouemoth touches a target with its wings, it potentially saps its opponent of power. The target creature must succeed at a DC 33 Will save or permanently take a –4 penalty to spell resistance and saving throws. An affected creature also reduces its energy resistances and damage reduction by 10 (to a minimum of 0). This is a curse effect, and can be removed via the normal means, but the DC to remove the effect is increased by 4. A creature that saves against this ability cannot be affected by the same denouemoth's ability for 24 hours. The save DC is Charisma-based.
Denouemoths live solely to see the ends of the worlds on which they reside. These effectively immortal creatures shelter away in the hidden areas of their home worlds and watch for signs of armageddon. Spurred to action, the moths locate the most powerful good creatures on their doomed planets and attack. While not a direct physical threat, the moths reduce their opponents in power such that they cannot prevent the oncoming destruction of their homes. The moths also implant their larvae in their foes; these larvae can only metamorphose in the destructive death throes of a world, so the moths prefer to select creatures likely to be the final living creatures as hosts.