Tuesday, October 17, 2017

Frightful Fridays! Monster Mayhem! Ineluctable Quarryhound

Monster number 17, the ineluctable quarryhound, is a super hunter and will follow a PC to the ends of the earth in pursuit of him or her. The image led me to go with a fey creature rather than magical beast, since I could see powerful fey developing this thing from a collection of animals adept at hunting.

I hope you enjoy the ineluctable quarryhound. See you tomorrow with this anniversary edition's first ooze!

This odd creature has a fox’s head, a coyote’s body, a wolf’s hindquarters, and the forelimbs of a raptor. Despite its bestial nature, its eyes gleam with cunning and intelligence.
Ineluctable Quarryhound      CR 16
XP 76,800
CN Medium fey
Init +11; Senses low-light vision, scent; Perception +30
AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 237 (25d6+150)
Fort +14, Ref +21, Will +16
Defensive Abilities sanctioned target; DR 20/cold iron; SR 27
Speed 40 ft., burrow 20 ft., climb 20 ft., fly 60 ft. (good), swim 30 ft.
Melee bite +19 (1d6+3 plus trip), 2 claws +19 (1d4+3 plus grab)
Special Attacks deceptive charge, quarry, shunt, sneak attack +10d6
Spell-Like Abilities (CL 25th; concentration +29)
   Constant—greater invisibility (applies only to non-quarry creatures)
   At will—discern location
   3/day—greater teleport, mass hold monster (DC 23)
   1/day—mirage arcana (DC 19), polymorph any object (DC 22), veil (DC 20)
Str 16, Dex 25, Con 22, Int 17, Wis 14, Cha 19
Base Atk +12; CMB +19 (+21 trip, +23 disarm or grapple); CMD 33 (35 vs. disarm, 39 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Skill Focus (Survival), Spring Attack, Weapon Finesse
Skills Acrobatics +35 (+39 to jump), Bluff +36, Climb +11, Craft (traps) +31, Diplomacy +32, Disable Device +32, Disguise +36, Fly +11, Perception +30, Stealth +35, Survival +33, Swim +11
Languages Elven, Gnome, Sylvan
SQ change shape, trapfinding
Environment any
Organization solitary
Treasure none
Deceptive Charge (Ex) An ineluctable quarryhound can make a feint attempt while charging, with a +2 bonus.
Quarry (Su) An ineluctable quarryhound designates a single creature as its quarry. With respect to the hound’s quarry, it receives a +6 insight bonus on attack rolls, deals an additional 4d6 points of damage with its melee attacks, and can deal nonlethal damage without taking a penalty on its attacks. The hound cannot change the target of this ability for 24 hours, and only if its quarry has been captured, killed, or left the plane.
Sanctioned Target (Su) An ineluctable quarryhound benefits from constant greater invisibility against all creatures but its quarry. The hound cannot be sensed in any other way (hearing, scent, tremorsense, or even more exotic senses) by non-quarry creatures.. In addition, a non-quarry creature attempting to target the hound with an attack, spell, or effect, or include the hound in an area of effect, must succeed at a DC 26 Will save to do so. The save DC is Charisma-based.
Shunt (Su) If an ineluctable quarryhound maintains its grapple on its quarry, it can expend one use of its greater teleport ability to teleport its quarry with it. The quarry negates the greater teleport with a successful DC 26 Will save. The save DC is Charisma-based.
Trapfinding (Ex) An ineluctable quarryhound can use Disarm Device on magic traps as per the rogue's trapfinding class feature.

Fey nobles devised ineluctable quarryhounds, combining features from various canids and hunting birds. A collectively bizarre sense of humor decided to make the fox—a typical quarry animal for many mundane hunters—the face of the hounds. Imbued with powerful arcane abilities, the hounds almost never fail to capture or kill the targets given to them by fey nobility. Quarryhounds which fail their assignments (typically because their prey escapes to another plane) become despondent and usually fade from existence after a day, unless they are able to once again relocate their quarry. If the hounds do not have a time limit for capturing or killing their targets, they like to play with their prey. The hounds follow their targets in various guises and leave cryptic indicators that they are hunting their targets. The hounds use their selective invisibility to taunt their targets in plain view, driving the targets to madness as the targets’ companions cannot see or hear the hounds. Once ineluctable quarryhounds have worn down their prey, they use their shunt ability to whisk their targets away, typically leaving an illusory scene behind to throw off pursuit.

Ineluctable quarryhounds usually operate alone, but rarely a pack of the creatures receive a task to capture a group of targets, such as an entire adventuring party. The hounds work together remarkably well in spite of their solitary natures. It is during or after these mutual hunts where ineluctable quarryhounds mate, producing a single offspring which both parents raise. The hounds have 500-year lifespans, so they don’t often reproduce.

Most ineluctable quarryhounds are sized like hounds from which they derive.

Monday, October 16, 2017

Frightful Fridays! Monster Mayhem! Great Wight Shark

An undead creature was long overdue for the fifth anniversary celebration, but the great wight shark (no, I can't apologize for that pun) needed some time before making its entrance. It amps up the fictionalized murderousness of the great white shark and adds some fun undead-centric abilities. If PCs aren't careful, this thing will keep coming back to haunt them too.

I hope you enjoy the great wight shark. Tomorrow brings yet another monster!

This enormous shark is missing chunks of flesh, but that makes it no less dangerous.
Great Wight Shark      CR 15
XP 51,200
CE Huge undead (aquatic)
Init +0; Senses darkvision 60 ft., keen scent, lifesense; Perception +14
AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
hp 209 (22d8+110); fast healing 5
Fort +12, Ref +12, Will +13
Defensive Abilities channel resistance +8, evasion, profane avoidance, unholy resilience; DR 15/good and slashing; Immune undead traits
Speed 30 ft., swim 60 ft.
Melee bite +26 (6d6+22/19–20 plus 4d6 negative energy damage, bleed, energy drain, and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d4 Con), create spawn, energy drain (2 levels, DC 26), fast swallow, swallow whole (6d6 negative energy damage, AC 21, 20 hp)
Str 33, Dex 10, Con —, Int 3, Wis 10, Cha 21
Base Atk +16; CMB +29 (+33 grapple); CMD 39 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Crippling Critical[APG], Critical Focus, Dazzling Display, Gory Finish[UC], Great Cleave, Improved Critical (bite), Intimidating Prowess, Power Attack, Weapon Focus (bite)
Skills Intimidate +30, Perception +14, Swim +19
SQ frightener, rejuvenation
Environment any ocean
Organization solitary or pack (2–12)
Treasure incidental
Blood Rage (Su) A great wight shark’s blood rage ability activates whenever it detects a creature using its lifesense, but otherwise functions as the universal monster rule of the same name.
Create Spawn (Su) A humanoid creature slain by a great wight shark becomes a wight with the advanced simple template and a 30-ft. swim speed in 1d4 rounds. A shark returns as a great wight shark in 1d4 rounds. All other creatures return as zombies in 1d4 hours. These spawn are free-willed and not under the shark’s command. They do not possess any of the abilities they had in life.
Frightener (Su) If a great wight shark exceeds the DC to demoralize an opponent by more than 10, the opponent must succeed at a DC 26 Will save or become frightened for the number of rounds it would have become shaken. Success on the Will save means the foe is still shaken. This is a mind-affecting fear effect. The save DC is Charisma-based.
Profane Avoidance (Su) A great wight shark adds a profane bonus equal to its Charisma modifier to its Reflex saves.
Rejuvenation (Su) A great wight shark returns to its full hit points after 1 day. To permanently destroy the shark, holy water must be poured over its remains within the area of a hallow spell.
Unholy Resilience (Su) If a great wight shark succeeds at a Will save against a spell or effect that deals positive energy, it takes no positive energy damage.

The product of necromantic experiments gone awry, great wight sharks become much more than mere zombie sharks upon their creation. The sharks’ tenacity and ruthlessness allowed the newly created undead monsters to absorb the negative energy infusing them. They prowl the seas in an attempt to utterly destroy life underwater and spawn more of their kind from living sharks. Occasionally, they allow other creatures to survive an attack enough so they become viable undead, which the cunning sharks use to soften up resistance. Generally, great wight sharks eat anything but their own kind, though. Escaping to land does not end a great wight assault, as the sharks leap onto land and pursue prey only slightly slowed down by being out of the water.

A typical great wight specimen is 20 feet long and weighs 4,000 pounds.

Sunday, October 15, 2017

Frightful Fridays! Monster Mayhem! Byway Crab

Welcome back to the Frightful Fridays! fifth anniversary celebration. Today's monster is nicer than the previous two, generally speaking, and may find itself helping out PCs on a temporary basis. The byway crab governs planar travel and stops abuses of it, so most of the time it will not run into PCs as an antagonist.

See you tomorrow with another one. Thanks for reading!

The air warps around this pink and purple crab and reveals alien vistas.
Byway Crab      CR 14
XP 38,400
N Tiny outsider (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +22
Aura travel lockdown (30 ft., DC 23)
AC 29, touch 25, flat-footed 22 (+6 deflection, +6 Dex, +1 dodge, +4 natural, +2 size)
hp 207 (18d10+108)
Fort +12, Ref +17, Will +16
Defensive Abilities dimensional grace; DR 15/unaligned
Speed 15 ft., climb 15 ft., swim 30 ft.
Melee 2 claws +17 (1d3–3 plus attach)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks word substitution
Spell-Like Abilities (CL 18th; concentration +22)
   At will—dimension door, planar adaptation[APG]
   3/day—banishment (DC 21), greater dispel magic, plane shift (DC 21), quickened dimension door
   1/day—astral projection, blasphemy (DC 22), dictum (DC 22), etherealness, gate, holy word (DC 22), overland flight, shadow walk (DC 20), word of chaos (DC 22)
Str 4, Dex 23, Con 22, Int 19, Wis 21, Cha 18
Base Atk +18; CMB +22 (+26 grapple); CMD 36 (44 vs. trip)
Feats Agile Maneuvers, Combat Casting, Dimensional Agility[UC], Dodge, Improved Initiative, Mobility, Quicken Spell-Like Ability (dimension door), Skill Focus (Knowledge [planes]), Spell Focus (evocation)
Skills Bluff +25, Climb +14, Diplomacy +22, Disable Device +22, Escape Artist +27, Knowledge (arcana) +25, Knowledge (planes) +31, Linguistics +11, Perception +22, Sense Motive +22, Spellcraft +25, Stealth +22, Survival +22, Swim +14
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
SQ dimensional grace
Environment any
Organization solitary, pair, or hub (3–12)
Treasure none
Damage Reduction 15/unaligned (Su) A byway crab reduces damage from melee attacks by creatures with chaotic, evil, good, or lawful subtypes and reduces damage from aligned manufactured weapons.
Dimensional Grace (Su) A byway crab is immune to dimensional anchor, dimensional lock, and spells or effects that force it to undertake extradimensional travel. It can choose to suppress this immunity as a free action.
Travel Lockdown Aura (Su) A byway crab’s travel lockdown aura acts as dimensional lock and ghostbane dirge. However, a creature succeeding at a DC 23 Will save when attempting a spell or effect barred by dimensional lock has a 50% chance for the spell or effect to work properly. The byway crab is not subject to its own aura.
Word Substitution (Sp) A byway crab can sacrifice a use of its blasphemy, dictum, holy word, or word of chaos spell-like abilities to substitute for one of the other spell-like abilities.

Byway crabs were originally unobtrusive vermin feeding on planar detritus as they bounced around the planes. The creatures possessed an inherent gift for acclimating to even the most hostile planes and would often tag along with all sorts of creatures as they travelled through the multiverse. Gradually, the crabs gained sentience as they lived longer and strange planar energies mutated them. As they became more aware of their place in the planar landscape, they gathered together and deliberately chose where they voyaged. They witnessed brutal warfare and all manner of creatures, regardless of ethos or morality, use the Material Plane as their staging ground for these wars and bring death and destruction to innocents with no awareness of realities beyond their own. After witnessing the utter obliteration of a world, byway crabs decided they would police travel among the planes and prevent outsider armies from using unaware worlds as their warfronts. Ironically, the byway crabs managed to bring various warring factions together to eliminate them and many fled to the backwaters they vowed to protect. The scattered creatures work independently to protect their worlds and shut down planar travel where they can. They also use their gifts to grant powerful adventurers access to planes to take the fight to outsiders as their proxies. However, they are drawn to those who abuse planar travel and seek to force them to cease opening portals to other planes.

A typical byway crab measures 7 inches in diameter and weighs a mere 5 pounds. IF allowed to reach its natural lifespan, it can live nearly a millennium.

Saturday, October 14, 2017

Frightful Fridays! Monster Mayhem! Devil's Egg Fungus

It's time for a plant monster! This one was originally scheduled for yesterday, but it wasn't quite as frightening and befitting Friday the 13th as the fish thing. This one is still pretty nasty, though, as it uses its dissolved victims to produce deadly spores.

I'll see you tomorrow with a (probably) nicer monster!

An outline of thick, reddish tendrils is visible beneath the pale surface of this foul-smelling ovoid fungus.
Devil's Egg Fungus      CR 13
XP 25,600
NE Small plant
Init +6; Senses low-light vision, tremorsense 60 ft.; Perception +10
AC 32, touch 18, flat-footed 25 (+6 Dex, +1 dodge, +14 natural, +1 size)
hp 161 (19d8+76)
Fort +15, Ref +12, Will +9
DR 15/slashing; Immune acid, plant traits; Resist electricity 20, fire 20
Speed 30 ft.
Melee slam +22 (4d6+1/19–20 plus trip) or 3 vines +22 (3d6+1 plus 2d6 acid and grab)
Special Attacks bounding charge, enclose, fungal infestation, grab (Medium)
Str 12, Dex 23, Con 18, Int 5, Wis 17, Cha 8
Base Atk +14; CMB +19 (+23 grapple); CMD 31 (can't be tripped)
Feats Agile Maneuvers, Crippling Critical[APG], Critical Focus, Dodge, Improved Critical (slam), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam, vine)
Skills Acrobatics +17 (+25 to jump), Perception +10, Stealth +17; Racial Modifiers +8 Acrobatics to jump
Languages Sylvan (can’t speak)
SQ dual form
Environment warm forests
Organization solitary, pair, or troop (3–8)
Treasure incidental
Bounding Charge (Ex) When in its spherical form, a devil’s egg fungus ignores difficult terrain when it charges. Additionally, it can attack two different foes during a charge, as long as it can reach the second foe by making a jump with a turn of less than 90 degrees from the first foe (essentially, attacking a second target behind the first target but not one perpendicular to the first target). The fungus cannot benefit from Spring Attack when it uses this ability.
Dual Form (Ex) A devil’s egg fungus has two forms: a spherical form and a more plant-like form. The form initially encountered is the spherical form, so the statistics reflect that form (except it cannot use its vine attacks). When it changes into its plant-like form, the fungus’s natural armor bonus decreases by 4 (AC 28, touch 18, flat-footed 21), its DR is lowered to 5/slashing, its resistances are halved, its base speed drops to 10 ft., and it loses its slam attack (but gains vine attacks). The fungus requires a move action to switch between forms.
Enclose (Ex) If a devil’s egg fungus is in its plant form and it succeeds in maintaining a grapple against an opponent, it captures the grappled foe when it switches to its spherical form. This works similarly to the swallow whole ability (6d6 acid damage, AC 17, 16 hp). A living creature killed while enclosed in this way restores the fungus’s fungal infestation ability.
Fungal Infestation (Ex) Once every minute, when a devil’s egg fungus shifts from its spherical form to its plant form it releases a 30-foot-radius cloud of spores. Creatures that fail a DC 23 Reflex save are coated in spores and subject to the fungus’s fungal infestation. The save DC is Constitution-based.
              Fungal Infestation: Disease and poison—contact; save Fort DC 23; onset immediate (poison) and 1 day (disease); frequency 1/round (poison) and 1/day (disease); effect 1d6 Str and 1d6 Dex (poison) and 1d6 Cha (disease); cure 2 consecutive saves. On a failed save against the disease portion of the fungal infestation, the victim suffers from the poison effect immediately.

Despite their name and nasty disposition, devil’s egg fungi are not from the lower planes. It is likely the fungi are the result of cultivation by deranged or sadistic druids who use the mushrooms as guardians and enforcers. The fungi possess a low-level of sapience and follow orders and coordinate attacks with allies. They typically remain in their more resilient spherical form and bounce on prey until they are hobbled or knocked unconscious, and then open up to reveal their multi-tendrilled mushroom form which allows them to drag disabled foes into their mass to feed upon. Devil’s egg fungi create spores from blood absorbed from fleshy prey. The spores further disable prey and 10 percent eventually develop into mature devil’s egg fungi, provided the growing fungi receive plenty of fresh blood.

Friday, October 13, 2017

Frightful Fridays! Monster Mayhem! Slurryfish

Happy Friday the 13th! The horrifying image below demanded an equally horrifying monster, and I hope I delivered on that. The slurryfish takes its inspiration from Edgar the Bug from the first Men in Black movie, but it goes beyond that inspiration. Throw a melting butcher who's actually a slurryfish at your characters and see what happens.

Thanks for reading! I'll be back tomorrow with something less messed up (maybe).

Melted humanoid skin covers the pale skin of this fish-like creature featuring a face seemingly in mid-scream.
Slurryfish      CR 12
XP 19,200
CE Medium aberration (aquatic)
Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +22
AC 27, touch 11, flat-footed 26 (+1 Dex, +16 natural)
hp 152 (16d8+80); fast healing 5
Fort +12, Ref +6, Will +15
Defensive Abilities amorphous, second skin; DR 10/cold iron; Immune acid; Resist cold 20, fire 10; SR 23
Speed 30 ft., swim 60 ft.
Melee bite +19 (2d6+9/19–20 plus 6d6 acid, 1d8 Dexterity drain, and grab)
Special Attacks dexterity drain, melt foe, melting visage
Spell-Like Abilities (CL 16th; concentration +20)
   At will—alter self, detect thoughts (DC 18)
   3/day—cure serious wounds, mind probe[OA] (DC 19), mind thrust VI[OA] (DC 22), zone of silence
Str 23, Dex 12, Con 21, Int 17, Wis 20, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 29
Feats Deceitful, Great Fortitude, Greater Spell Focus (divination), Improved Critical (bite), Intimidating Prowess, Spell Focus (divination), Spell Specialization (mind probe) [UM], Weapon Focus (bite)
Skills Bluff +24, Disguise +24, Escape Artist +20, Intimidate +29, Knowledge (local) +14, Perception +22, Spellcraft +16, Stealth +20, Swim +14
Languages Abyssal, Aklo, Common; telepathy 120 ft.
SQ amphibious
Environment any
Organization solitary
Treasure standard
Dexterity Drain (Su) Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 23 Fortitude save halves the Dexterity drain. The save DC is Constitution-based.
Melt Foe (Su) A living creature killed by a slurryfish’s bite attack or reduced to 0 Dexterity by the slurryfish’s Dexterity drain dissolves into a puddle of boneless flesh. If the victim is adjacent to the slurryfish, it can use a swift action to assume the flesh as an outer covering and benefit from its second skin ability. A victim affected by this ability must have regenerate or a similar spell cast on it to restore its bone structure.
Melting Visage (Su) As a standard action, a slurryfish can have all or part of its second skin seem to melt away in horrifying fashion. This allows it to make an Intimidate check to demoralize all creatures within 30 feet, and it can force one target to attempt a DC 22 Will save to avoid becoming stunned for 1d4 rounds; if the slurryfish sloughs off its second skin (losing the benefits of second skin), it imposes a –4 penalty on this save. This is a mind-affecting fear effect. The save DC is Charisma-based.
Second Skin (Ex) When the slurryfish covers itself with the flesh of another creature using its melt foe ability, it gains a +4 circumstance bonus on Escape Artist checks and to its CMD against grapple attempts. After an hour in the newly assumed form, it gains a +4 circumstance bonus on Bluff and Disguise checks to pretend to be the victim. Additionally, any attack against the slurryfish deals half damage to it (although the slurryfish’s DR, resistances, and immunities may negate some or all of this damage) and half damage to the second skin. If the second skin takes damage equal to half the original creature’s hit points, it is destroyed.
While inhabiting a second skin, a slurryfish can use armor and weapons used by creature whose skin it inhabits. It must use 10 rounds of mind probe (which the original creature can resist with a Will save, even if it died as a result of combat with the slurryfish) to be able to use spells and spell-like abilities possessed by the creature.

Slurryfish are deep sea horrors that terrorize underwater humanoid settlements with an approach not dissimilar to a serial killer. They kill one victim and take over its life for a while before leaving a pile of melted flesh behind after they get bored and stalk another victim. They prefer to kill solitary victims so they can spend time probing the minds of their victims and getting used to the new flesh they use as a covering (during the first hour, the skin is loose-fitting and obviously out of place), but, if they must, they will kill a group of victims and assume the form of one of the them, usually armed with stories about their narrow escape from the creature that killed their comrades.

Slurryfish sometimes make their way to the surface, usually following a visitor to the depths or after killing a landbound victim and reading its thoughts. They can change their bodies to live out of the water, but they find it uncomfortable, so they sow chaos for a short duration before returning to the sea.

A typical slurryfish outside a fleshy shell measures 5–1/2 feet in length and weighs 150 pounds. Slurryfish are long-lived, having natural lifespans reaching 800 years. A pair of slurryfish produce over a dozen spawn, usually seeding the larvae-like brood among dissolved humanoids the pair have killed. Slurryfish otherwise operate independently, but have no antagonism toward each other when they meet; although, they do take a perverse pleasure in tricking other slurryfish into attacking them when they take a humanoid form.

Thursday, October 12, 2017

Frightful Fridays! Monster Mayhem! Orc Furybeast

Howdy! It's almost obligatory for me to throw in a mustelid for these marathons, and I'm getting into high enough CRs where animals become less viable as threats, so I'm presenting the orc furybeast now. It's a supercharged wolverine that hangs out with orcs, so it's probably not going to be friendly. Still, just for fun, I have animal companion stats for the furybeast.

I hope you like the orc furybeast. I'll be back tomorrow for a nicely messed up monster appropriate for Friday the 13th.

Blood mats the brown fur of this powerfully built mustelid which snarls and snaps angrily.
Orc Furybeast      CR 11
XP 12,800
N Medium animal
Init +6; Senses low-light vision, scent; Perception +13
AC 25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
hp 152 (16d8+80)
Fort +15, Ref +12, Will +8; +4 vs. enchantment
Defensive Abilities ferocity, improved uncanny dodge
Speed 40 ft.
Melee bite +20 (3d6+10), 2 claws +19 (3d4+10)
Special Attacks death's wrath, enchanter’s blowback, pounce, powerful build
Str 25, Dex 14, Con 21, Int 1, Wis 16, Cha 8
Base Atk +12; CMB +19; CMD 32 (36 vs. trip)
Feats Dazzling Display, Deadly Finish[UC], Dodge, Gory Finish[UC], Improved Initiative, Intimidating Prowess, Mobility, Weapon Focus (bite)
Skills Acrobatics +10 (+14 to jump), Climb +12, Intimidate +22, Perception +13, Swim +12; Racial Modifiers +16 Intimidate
SQ orcish devotion
Environment temperate hills, mountains, or underground
Organization solitary
Treasure none
Death's Wrath (Ex) When an orc furybeast drops below 0 hit points, it can take 2 points of damage to take a full-round action, but it can only do so to charge an opponent. If the furybeast is slain as a result of an attack of opportunity or readied attack, it can still take its full attack before dying.
Enchanter’s Blowback (Ex) If an orc furybeast saves against an enchantment spell or effect, it flies into a rage. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. When the furybeast attacks the creature that attempted to affect it the spell or effect, it gains a +2 bonus on its attack roll and deals an additional 2 points of damage.
Orcish Devotion (Ex) An orc furybeast will not harm a creature with the orc subtype, even if it is affected by an enchantment effect. A creature with the orc subtype that attacks the furybeast loses this benefit.
Powerful Build (Ex) An orc furybeast adds 1–1/2 times its Strength modifier to damage for all its melee attacks.

Originally hunting and combat companions solely bred for powerful orc chieftains, orc furybeasts have become plentiful enough to add their might to leaders of warbands and exemplary orcs. The animals match the ferociousness of their orc owners and fight with a near rabid intensity until they die. Orcs gifted with furybeasts honor the animals and use them only in meaningful battles or to hunt powerful game. In orc encampments, offspring from furybeast litters are pitted against each other when they near maturity, leaving a lone survivor (or, very rarely, two survivors). Orcs take a pragmatic view of the selection process and do not bet on the outcome.

On extremely rare occasions, a non-orc who has proven him- or herself to an orc tribe receives a furybeast as a gift. Orcs who see a non-orc they do not recognize with a furybeast challenge the owner and, if not satisfied with the response, attempt to violently wrest the animal from the pretender.

A typical orc furybeast stands 3 feet tall at the shoulder, is 5 feet long, and weighs 200 pounds. While furybeasts rarely reach the extent of their natural lifespans, they can reach the age of 30 years.

Orc Furybeast Companions
Starting Statistics: Size Small; AC +2 natural; Speed 30 ft.; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 16, Con 13, Int 1, Wis 12, Cha 8; Special Qualities low-light vision, orcish devotion, powerful build, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (2d6), 2 claws (2d4); Ability Scores Str +8, Dex –2, Con +4; Special Qualities death’s wrath, enchanter’s blowback, ferocity, pounce.

Wednesday, October 11, 2017

Frightful Fridays! Monster Mayhem! Dragonhead Caterpillar

Welcome back for day 11 of the Frightful Fridays! anniversary. I think this will be the last caterpillar for a while. I don't want this to become the "all caterpillar, all the time" feature. I've got to put some spiders in here and there, after all. The dragonhead caterpillar is a dragon's best friend and provides older dragons with a nice minion/trap for unsuspecting hunters.

I hope you enjoy the dragonhead caterpillar. See you tomorrow with monster number 12!

This green caterpillar has a head reminiscent of an adult true dragon’s head; a palpable wave of arcane energy washes off the insect.
Dragonhead Caterpillar      CR 10
XP 9,600
N Tiny vermin
Init +8; Senses darkvision 60 ft.; Perception +0
AC 24, touch 20, flat-footed 16 (+8 Dex, +4 natural, +2 size)
hp 127 (15d8+60)
Fort +12, Ref +13, Will +5
Defensive Abilities fluctuating energy immunity, improved evasion
Speed 20 ft., fly 40 ft. (average)
Melee bite +13 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (30-ft. cone, 10d6 variable [see text], Reflex DC 20 for half, usable every 1d4 rounds), poison
Spell-Like Abilities (CL 15th; concentration +17)
   At will—maximized magic missile
   1/day—prismatic spray (DC 19)
Str 11, Dex 27, Con 17, Int —, Wis 10, Cha 14
Base Atk +11; CMB +17; CMD 27 (can't be tripped)
Feats Toughness[B]
Skills Fly +12
SQ draconic symbiosis
Breath Weapon (Su) A dragonhead caterpillar’s breath weapon deals energy damage of a random type (d4: 1—acid, 2—cold, 3—electricity, 4—fire) each time it uses its breath weapon. Regardless of the energy type used by the caterpillar, true dragons are immune to its breath weapon.
Draconic Symbiosis (Su) Despite its mindlessness, a dragonhead caterpillar obeys a true dragon’s commands. In the case of conflicting commands from more than one dragon, the dragons must attempt opposed Charisma checks; the dragon with the highest check commands the caterpillar for 1 round.
Energy Defense Suppression Poison (Su) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con and 1d4 Dex; cure 2 consecutive saves. A creature that takes ability damage from a dragonhead caterpillar’s poison also has its energy immunities and resistances reduced, regardless of the source of those immunities and resistances; a creature with immunity to energy instead has resist 30, and resistances are reduced by 10 (to a minimum of 0). These reductions last until ability damage inflicted by the poison is restored and for 1 minute thereafter.
Fluctuating Energy Immunity (Su) At the beginning of its turn, a dragonhead caterpillar gains immunity to energy (acid, cold, electricity, fire, or sonic only) used in spells or effects it was targeted by, or it was in the area of effect of, regardless of whether it took damage from those spells or effects. If it was not subject to an attack that dealt energy damage in the previous round, it defaults to an immunity to a random energy type (d4: 1—acid, 2—cold, 3—electricity, 4—fire). A caterpillar starts combat with immunity to the energy used by the dragon with which it is associated (if there is no dragon, the immunity is random as above). The immunities last until the beginning of its next turn.
Magic Missile (Sp) A dragonhead caterpillar’s magic missile spell-like ability is always maximized as if it benefitted from the Maximize Spell metamagic feat.

Dragonhead caterpillars were parasitic creatures which fed off draconic energy and weakened dragons they infested. Many dragons destroyed the pesky caterpillars on sight, but some realized they could genetically engineer the vermin to have them work symbiotically with dragons. Thus, parasitic specimens are extremely rare, while the benign (to dragons) specimens thrive. Many true dragons bleed magical energy when they aren’t using it to defend their lairs, so dragonhead caterpillars feed on that and grow powerful in their own right. Dragons use the caterpillars to defend their lairs and provide a surprise counter to dragon hunters which stock up on defenses and attacks to specifically counter the dragons. The caterpillars have a gland that allows them to gain short-term energy immunity and randomizes the breath weapon they use.

Exposure to dragons has gifted dragonhead caterpillars with significant arcane might. Unless otherwise commanded by dragons, the caterpillars start combat with their breath weapon, followed by prismatic spray, and then magic missiles until they can again use their breath weapon. Dragons often command the caterpillars to physically attack opponents so the caterpillars’ poison can lower resistances to the dragons’ powerful breath weapons.

A typical dragonhead caterpillar measures 8 inches long and weighs less than 10 pounds. The color of its head matches the color of the dragon with which it shares a lair. If it doesn’t have a dragon host, the color of its head matches the light green of its body.

Parasitic Dragonhead Caterpillars

Parasitic dragonhead caterpillars are extremely rare and cost 10,000 gp to purchase from those who cultivate them. These caterpillars have the same statistics as typical dragonhead caterpillars, but they lose the dragon symbiosis special quality and their breath weapons deal energy damage based on an opposing dragon’s vulnerability (if any). Instead of its usual effects, parasitic dragonhead caterpillar poison reduces a dragon’s breath weapon damage (by 2 dice per failed save) and spell resistance (by 2 per failed save) until the dragon restores damage done to its ability scores and 1 minute thereafter, and dragons take a –4 penalty on saves against the parasitic dragonhead caterpillar’s poison.

Tuesday, October 10, 2017

More free monsters! Wait, what?

Hello! The recent Here Be Monsters contest has announced its top 5, and they are all pretty cool monsters. Check them out and vote for your favorite!

Calliope Pachyderm
Gravestone Dryad

Finally, here is the link to cast your vote.

Frightful Fridays! Monster Mayhem! Glom Slug

Hello and welcome to day 10 of the Frightful Fridays! anniversary celebration. Today's monster is based on the monkey slug caterpillar, which is a fairly creepy looking critter. Therefore, it made sense (to me) to take the inspiration and create a mind-controlling aberration.

I hope you enjoy the glom slug. See you tomorrow with another monster!

This many-limbed creature looks like a combination of headless monkey and slug. It leaves a scorched trail behind as it moves.
Glom Slug      CR 9
XP 6,400
CE Small aberration
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20
AC 23, touch 17, flat-footed 17 (+6 Dex, +6 natural, +1 size)
hp 119 (14d8+56)
Fort +10, Ref +10, Will +12
Defensive Abilities amorphous; DR 5/cold iron and piercing; Resist acid 20, electricity 20
Speed 20 ft., climb 20 ft.
Melee slam +17 (1d6+2 plus 3d6 acid and attach)
Ranged spit +13 touch (4d6 electricity and nettling goo)
Special Attacks attach, face hug
Str 15, Dex 22, Con 19, Int 13, Wis 16, Cha 18
Base Atk +10; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Feats Agile Maneuvers, Following Step, Great Fortitude, Step Up, Step Up and Strike, Weapon Finesse, Weapon Focus (spit)
Skills Acrobatics +17, Climb +14, Escape Artist +23, Intimidate +21, Knowledge (dungeoneering) +16, Perception +20, Stealth +20
Languages Aklo (can’t speak)
Environment any underground
Organization solitary or pair
Treasure none
Face Hug (Ex) If a glom slug exceeds an opponent’s AC by 4 when it attacks, confirms a critical hit, or maintains a grapple on the round after it attaches to its foe, it covers the victim’s face. This blinds the victim unless it has alternate visual organs. If the slug begins its turn attached to an opponent’s face, it affects the victim as if it used dominate monster on it, requiring a DC 20 Will save to negate each round the slug remains attached. While the slug affects the victim in this way, it stops inflicting damage from its slam attack; the victim also uses the slug’s visual capabilities and loses the blinded condition. This effect ends immediately after the slug is removed. The save DC is Charisma-based.
Nettling Goo (Ex) A sticky goo covers the location where a creature is struck by a glom slug’s spit attack. The goo cannot be scraped off and requires 10 minutes or fire damage equal to the slug’s HD to evaporate it (this fire damage affects the victim covered in the goo). While covered in the goo, the victim must succeed at a DC 19 Fortitude save to attempt any action other than a single move action. On a failure, the creature takes 4d6 points of electricity damage and loses the action (this causes the victim to lose the spell or spell slot when casting a spell, but has no negative impact on spell-completion items or items with charges). The save DC is Constitution-based and includes a –2 penalty since the goo is not fully potent. Creatures without a nervous system, such as oozes, plants, and undead, are immune to this ability.
Spit (Ex) A glom slug’s spit attack has a 10-foot range increment.

Glom slugs are bizarre escapees from another realm from which their former slaves drove them after they managed to free themselves from the slugs and stage a revolt. The slugs enjoy taking slaves and forcing them to engage in gladiatorial style battles in which they have an intimate perspective. In combat situations, glom slugs take glee in turning allies against one another, forcing their puppets to defend them and counterattack with full awareness of the harm they inflict upon comrades. When they aren’t attached to favorite slaves, they use an electrified expectorant to keep them docile.

Despite the slugs’ propensity for engaging in combats with their slave proxies, they do not normally gather together. The slugs are highly competitive and covet other slugs’ more powerful slaves. They breed by budding, so they never have to work with others for procreation and leave their offspring to fend for themselves. Occasionally, they work for other underground races to procure slaves. In lieu of treasure as a reward for their services, they make strange requests such as redirecting an underground water supply or knocking down a random assortment of stalactites.

Monday, October 9, 2017

Frightful Fridays! Monster Mayhem! Kinetic Giant

Hello again! It's time for monster #9 in the count-up to 30, and this one is a giant, a creature subtype which hasn't graced this blog so far (if I recall correctly). The somewhat grotesque image below and accompanying article spawned an idea of a giant who can take physical punishment and redirect that on its foes. It created a weird image in my mind of a troop of these giants smacking each other their clubs as a morale--and power-- boost.

I hope you enjoy the kinetic giant. See you tomorrow with yet another October monster!

This pale giant has squashed, yet elastic, features. Its ears and nose are virtually nonexistent as if to prevent ready access to weak points on the face.
Kinetic Giant      CR 8
XP 4,800
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
AC 20, touch 8, flat-footed 20 (+4 armor, –1 Dex, +8 natural, –1 size)
hp 114 (12d8+60)
Fort +9, Ref +7, Will +6
Defensive Abilities half damage from melee attacks; Immune bludgeoning damage, force
Weaknesses light sensitivity
Speed 40 ft. (30 ft. in armor)
Melee greatclub +16/+10 (2d8+12) or 2 slams +15 (1d8+8)
Ranged rock +8 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks kinetic redirect, rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +11)
   3/day—magic missile
Str 27, Dex 8, Con 21, Int 9, Wis 14, Cha 8
Base Atk +9; CMB +17 (+19 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome Blow, Bludgeoner[UC], Cleave, Improved Bull Rush, Martial Weapon Proficiency (greatclub), Power Attack
Skills Climb +8, Intimidate +15, Perception +10, Survival +6
Environment any underground
Organization solitary, pair, band (3–8), horde (9–20 plus 1 barbarian chief of 5th-7th level, 1–4 hill giants and 1–6 ogres)
Treasure (hide armor, greatclub, other treasure)
Kinetic Redirect (Ex) If a kinetic giant is targeted by an attack or effect that deals bludgeoning or force damage, it stores the energy from the attack while taking no damage. For a number of rounds equal to the number of dice of damage for the attack, the giant doubles the damage dealt by its slam attacks; on a confirmed critical hit, the damage is instead tripled. In lieu of increasing the damage dealt, the giant can instead attempt a free awesome blow combat maneuver on a successful hit with its slam attack.

Kinetic giants originated from hill giants abducted by an underdwelling race centuries ago. Through selective breeding and precise magical techniques, the underdwellers imbued the former hill giants with resilience to kinetic energy. This made the giants excellent front-line combatants as they could shrug off most weapon attacks. A surprising side effect of the experimentation was the giants’ ability to absorb kinetic energy and release it in their physical attacks, allowing them to unleash devastating blows on their enemies. The giants’ controllers further tinkered with their slaves and granted them relatively minor spellcasting capability in the form of magic missile, which the giants could use offensively or to bolster their own attacks. Unfortunately, many giants broke their mental conditioning, used their powers to destroy their former masters, and then fled. They discovered they could not return to the hills they originally called home, though, since they could no longer abide sunlight. Instead, they took to the caves dotting the hills and preyed on lesser giants, cowing them and taking them as slaves.

Kinetic giants typically cast magic missile on themselves before closing for melee. When multiple kinetic giants attack, they strike each other with their clubs before launching an attack.

A typical kinetic giant stands 9 feet tall and weighs 1,500 pounds. The experimentation has shortened their life spans relative to hill giants, so they live as long as humans.

Sunday, October 8, 2017

Frightful Fridays! Monster Mayhem! Capreolinal Agathion

Hello once again! The image below might lead you to believe you're getting another magical beast, but I figured this little deer needed to be a good outsider. Fortunately, the agathion subtype fit the bill, so the capreolinal is a messenger and scout for the forces of good. During off duty, it protects mundane animals from natural and humanoid-made disasters.

I hope you enjoy the capreolinal. I'll be back tomorrow with something different!

This squat deer, no larger than a small dog, bears a strangely compassionate visage.
Agathion, Capreolinal      CR 7
XP 3,200
NG Small outsider (agathion, extraplanar, good)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +15
Aura magic circle against evil (30 ft.)
AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
hp 85 (9d10+36)
Fort +7, Ref +11, Will +9; +4 vs. poison
DR 5/evil and silver; Immune electricity, petrification; Resist cold 10, fire 5, sonic 10
Speed 30 ft.
Melee 2 hooves +10 (1d6+5), slam +15 (1d6+5)
Special Attacks nimble striker, proffered gift
Spell-Like Abilities (CL 9th; concentration +12)
   Constant—blur, know direction, speak with animals
   At will—charm animal (DC 14)
   3/day—animal messenger, dimension door, expeditious retreat
   1/day—longstrider, sending
Str 6, Dex 21, Con 18, Int 19, Wis 16, Cha 17
Base Atk +9; CMB +6; CMD 21 (25 vs. trip)
Feats Acrobatic Steps, Improved Initiative, Nimble Moves, Run, Weapon Finesse
Skills Acrobatics +17, Handle Animal +15, Heal +15, Knowledge (arcana, nature, planes) +16, Perception +15, Sense Motive +15, Spellcraft +16, Stealth +21
Languages Celestial, Common, Infernal, Sylvan; speak with animals, truespeech
SQ communal expeditious retreat, lay on hands (4d6, 7/day, as a 9th-level paladin)
Environment any land (Nirvana)
Organization solitary, pair, or herd (3–18)
Treasure standard
Communal Expeditious Retreat (Sp) A capreolinal can affect up to 9 creatures within 30 feet of it with its expeditious retreat spell-like ability, dividing the team evenly between all affected creatures.
Magic Circle against Evil (Su) Creatures designated by the capreolinal within its magic circle against evil gain its resistance to fire.
Nimble Striker (Ex) A capreolinal adds its Dexterity modifier in place of its Strength modifier to all damage rolls.
Proffered Gift (Su) As a standard action capreolinal can offer treasure equal to 100 gp per HD of the creature which it offers the treasure to. If the creature takes the treasure, or fails a DC 17 Will save to resist taking the treasure, it will take no action to harm the capreolinal for 1 hour afterwards. The save DC is Charisma-based.

On their home planes or in other planes where agathions take the fight to evil creatures, capreolinals act as messengers and scouts, relying on their quickness and surreptitiousness to cross enemy lines unseen. Capreolinals encountering devils, demons, or other outsiders during a clandestine mission suppress their magic circle against evil aura to ensure their targets aren’t made unintentionally aware of their presence. Despite their harmless appearance, they are capable combatants and know how to apply strikes to foes to inflict the most harm.

On the Material Plane, capreolinals act as protectors of the wilderness and stand guard against those who would harm or exploit more defenseless animals. They use their aura and spell-like abilities to protect their charges from evil and fire, and to grant them a quick burst of speed to escape danger.

A typical capreolinal stands at a humble 2 feet and the shoulder and weighs 40 pounds.

Saturday, October 7, 2017

Frightful Fridays! Monster Mayhem! Goldipillar

Hello and happy Saturday! Monster #7, the goldipillar, is similar to the jewel caterpillar (and I almost inadvertently named this a jeweled caterpillar) and complements it. The jewel caterpillar turns victims to gems and the goldipillar turns them into gold. Unlike the jewel caterpillar, the goldipillar doesn't eat its handiwork.

The monster mayhem continues tomorrow. See you then!

This elegantly bejeweled golden caterpillar wriggles along like a real caterpillar. Its silver fangs barely protrude from its mouth.
Goldipillar      CR 6
XP 2,400
N Tiny construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 65 (10d10+10)
Fort +3, Ref +7, Will +4
DR 5/—; Immune construct traits, magic
Speed 20 ft., climb 20 ft.
Melee bite +16 (1d4–3 plus poison)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 5, Dex 19, Con —, Int —, Wis 13, Cha 16
Base Atk +10; CMB +12; CMD 19 (can't be tripped)
Feats Toughness[B], Weapon Finesse[B]
Skills Climb +12, Stealth +13
SQ venom reservoir
Environment any
Organization solitary, pair, midasmass (3–12)
Treasure double
Goldipillar Venom (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d6 Dex and victim must make a second save or 1 point of Dex damage becomes Dex drain; cure 3 consecutive saves. A victim who takes 1 point of Dex drain or is reduced to 0 Dex transforms into solid gold (otherwise as if by flesh to stone). A stone to flesh spell restores a creature transformed by this poison.
Immunity to Magic (Ex) A goldipillar is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
  • ·       A goldipillar receives no saving throw against chill metal, which deals maximum damage to the creature and slows (as the spell) it each round it deals damage and for 1d4 rounds afterwards.
  • ·       Heat metal breaks any slow effect on the goldipillar and heals damage equal to the amount the spell would inflict. Additionally, the goldipillar adds 1d6 points of fire damage to its bite attack for the spell’s duration. The creature gets no saving throw against this spell.
  • ·       Poison restores 1d4 doses to a goldipillar’s venom reservoir. It cannot exceed 6 doses as a result of this spell.
  • ·       Transmute metal to wood negates a goldipillar’s damage reduction and prevents it from injecting venom with its bite.

Venom Reservoir (Ex) A goldipillar has 6 doses of venom stored within it. It requires 24 hours to replenish its supply of venom.

Goldipillars serve as ostentatious displays of wealth for arcane spellcasters and those who commission such spellcasters for the constructs. They also act as hidden guardians among treasure troves, making them useful for dragons and other creatures that hoard precious items. Medusas also keep goldipillars to add a bit more variety to their gardens of stone statues.

A goldipillar is a mere 10 inches long and weighs 25 pounds.

A goldipillar is carved from an ingot of alchemically treated gold worth 5,000 gp and must have at least 10 gems worth 500 gp each inlaid.

CL 11th Price 30,000 gp

Requirements Craft Construct, lesser geas, flesh to stone, poison, caster must be at least 11th level; Skill Craft (jewelry) DC 20; Cost 15,000 gp

Friday, October 6, 2017

Frightful Fridays! Monster Mayhem! Grimthane

Hello and welcome to the continuation of the Frightful Fridays! fifth anniversary celebration. It feels weird to post something on Friday, but a promise of daily posting makes that inevitable, I suppose. This monster switches things up a bit from the previous mashups, animals, and magical beasts. The grimthane is a fey creature which may have left under the same circumstances as mites, but it has certainly gone its own way.

I hope you enjoy the grimthane, and I'll see you tomorrow with another monster.

This fur-covered creature is almost entirely blue, including the pair of horns jutting from its head. The only exception is the tiger-like tail almost as long as the creature is tall.
Grimthane      CR 5
XP 1,600
NE Tiny fey
Init +4; Senses blindsight 60 ft., low-light vision; Perception +12
Aura feythane (40 ft., DC 16)
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
hp 44 (8d6+16)
Fort +4, Ref +10, Will +7
Defensive Abilities metallurgic realignment; DR 10/cold iron; SR 16
Weaknesses blind
Speed 20 ft., climb 20 ft.
Melee gore +10 (1d4–2 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks choking teleport, death curse, poison
Spell-Like Abilities (CL 8th; concentration +10)
   3/day—charm person (DC 13), deep slumber (DC 15), stinking cloud (DC 15), vanish[APG] (DC 13)
   1/day—deeper darkness, dimension door
Str 6, Dex 18, Con 14, Int 15, Wis 13, Cha 15
Base Atk +4; CMB +6; CMD 13
Feats Combat Expertise, Dodge, Skill Focus (Bluff), Weapon Finesse
Skills Acrobatics +15 (+11 to jump), Bluff +16, Climb +12, Diplomacy +13, Escape Artist +11, Perception +12, Sense Motive +12, Sleight of Hand +15, Stealth +19, Use Magic Device +13
Languages Aklo, Dark Folk, Sylvan
Environment any underground or urban
Organization solitary
Treasure standard
Charm Person (Sp) A grimthane’s charm person spell-like ability also affects fey creatures. Fey creatures within the feythane aura take a –4 penalty on their saves against this spell-like ability even if they are not otherwise affected by the aura.
Choking Teleport (Sp) If a grimthane has uses of its stinking cloud spell-like ability remaining, it can use that spell-like ability as a swift action when it uses dimension door. The stinking cloud is centered on the grimthane’s location prior to teleporting.
Death Curse (Su) When a grimthane is killed, all creatures that harmed it are affected by the curse of broken alliances. Curse of Broken Alliances: save Will DC 16; effect during combat when the victim starts its turn adjacent to an ally, the victim must succeed on a DC 16 Will save or become confused for 1d6 rounds. The save DC is Charisma-based.
Feythane Aura (Su) Fey creatures within a grimthane’s aura cannot attack it unless they succeed on a DC 16 Will save. A creature that makes its save is immune to this grimthane’s aura for 24 hours. The save DC is Charisma-based.
Grimthane Poison (Ex) Gore—injury; save Fort DC 16, frequency 1/round for 6 rounds, effect 1d4 Wis, cure 2 consecutive saves.
Metallurgic Realignment (Su) As a move action, a grimthane can switch its DR so silver weapons bypass it, rather than cold iron weapons, or return its DR to normal. It can attempt a Bluff check (opposed by a Heal or Sense Motive check) as a free action when struck by a weapon that no longer ignores its DR to fool the creature wielding the weapon into believing the weapon harmed it more than it did.

One-time leaders of dark fey, grimthanes found themselves exiled from their homes due to a political falling out in the fey courts. They contented themselves with subjugating mites for a while, but grew bored with the pitiful creatures and moved onward. Mites hold a grudge approaching those they have for dwarves and gnomes, and will often attack grimthanes on sight, but are careful to stay out of range of the grimthanes’ commanding aura.

Grimthanes ally themselves with dark folk and view them as equals. Most dark creepers reciprocate this view, but dark stalkers and more powerful dark folk see them as pawns for their own unknowable schemes. Their deceptively disarming appearance make them excellent spies who operate in plain sight, as they gain the confidence of influential people and learn about a location’s strengths and weaknesses through a series of leading but seemingly benign questions.

Feyborne Toadstool
Aura moderate transmutation; CL 9th
Slot —; Price 15,000 gp; Weight
Cultivated by grimthanes, this dark blue mushroom has small motes of blue glowing from within the mushroom. A creature that consumes the mushroom gains the fey creature template for 1 hour.
Requirements Craft Wondrous Item, polymorph; Cost 7,500 gp

Thursday, October 5, 2017

Frightful Fridays! Monster Mayhem! Polar Cat

Hello again! It's day 5 of the fifth-anniversary celebration, and I'm bringing you the last mashup most likely (for this month, that is). This monster takes the best and worst of cats and polar bears and makes a giant, freezing mess. Just don't bring any canids with you when you when you encounter polar cats.

Thanks for reading!

So darn lazy!

Despite the incongruity of the size of the cat’s head compared to its polar bear body, the white fur coloration is seamless in this weird combination.
Polar Cat      CR 4
XP 1,200
CN Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +9
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +4
Immune cold
Speed 40 ft., swim 30 ft.; ice walk
Melee bite +8 (1d6+4 plus 1d6 cold grab), 2 claws +8 (1d4+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft.-radius cloud, 5d6 cold damage, Reflex DC 15 for half, usable every 1d4 rounds), pounce, rake (2 claws +8, 1d4+4)
Str 18, Dex 15, Con 16, Int 7, Wis 13, Cha 12
Base Atk +5; CMB +10 (+14 grapple); CMD 23 (27 vs. trip)
Feats Dodge, Iron Will, Mobility
Skills Acrobatics +7 (+11 to jump), Perception +9, Stealth +3 (+11 in snow), Swim +12; Racial Modifiers +8 Stealth in snow
Environment cold coastlines and plains
Organization solitary, pair, or clowder (3–8)
Treasure none
Breath Weapon (Su) For 1d4 rounds after a polar cat uses its breath weapon, the area is treated as difficult terrain and creatures inside the area take a –4 penalty on Perception checks.
Ice Walk (Ex) A polar cat moves across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. On snow and ice, it is sure-footed and gains a +4 bonus to CMD.
Snow Vision (Ex) A polar cat can see perfectly well in snowy conditions and doesn’t take any penalties on Perception checks while in snow.

While most crossbreeds are the result of wizards tinkering with nature for their own experimental ends, polar cats are a druidic invention, combining the ferocity of the polar bear with the keen hunting abilities of the cat. The arctic druids who created polar cats hoped to have a creature capable of hunting wintry predators, such as winter wolves and white dragons. Encouraged by their initial successes, they allowed the creatures to breed freely and spread across the tundra.

Unfortunately, when left to their own devices, polar cats are lazy and only hunt trespassers which blunder into their territory. Their polar bear origins make them powerful swimmers, but they reluctantly enter the water. They are also mercurial creatures, sometimes giving up on combat after receiving a single wound only to relentlessly follow the one who inflicted the wound and ambush it. Polar cats have an intense hatred for winter wolves, however, and fight to the death when they encounter the wolves. Rumors tell of the polar cats’ love for salmon, and one could supposedly gain the temporary friendship of a polar cat by feeding it at least five pounds of salmon. No one has been able to verify these claims.

Polar cats stand roughly five feet tall at the shoulder and weigh an average of 700 pounds.

Polar cats can be summoned with summon nature’s ally V.

Wednesday, October 4, 2017

Frightful Fridays! Monster Mayhem! Lake Kaida

The Frightful Fridays! anniversary continues apace and turns to something other than magical beast and giant animal. It is a welcome return to the "protector dragons" known as kaidas, several of which have appeared previously on this blog. The lake kaida is a protector of small, more secluded waterways, and its primary method to protect its territory is the ability to transform into a crocodile.

I hope you've enjoyed the monsters so far. I'm having a lot of fun with this mini-marathon.

Mud and wet grass stick to what appears to be a baby crocodile. The gleam in its eyes belies the intelligence possessed by the creature.
Lake Kaida      CR 3
XP 800
NG Tiny dragon
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 37 (5d12+5)
Fort +7, Ref +6, Will +6
Defensive Abilities ferocity; Immune paralysis, sleep; Resist cold 5, fire 5
Speed 20 ft., climb 20 ft., swim 50 ft.
Melee bite +6 (2d6–2 plus attach), 2 claws +5 (2d4–2)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks attach, breath weapon (30-ft. cone, 4d6 bludgeoning damage, Reflex DC 13 for half, usable every 1d4 rounds), rake (2 claws +5, 2d4–2)
Spell-Like Abilities (CL 5th; concentration +7)
   3/day—create water, hydraulic push[APG], summon nature's ally III (water elementals and animals with swim speeds only)
   1/day—soften earth and stone
Str 6, Dex 15, Con 12, Int 11, Wis 15, Cha 14
Base Atk +5; CMB +5 (+9 grapple); CMD 13 (17 vs. trip)
Feats Agile Maneuvers, Great Fortitude, Weapon Focus (bite)
Skills Appraise +8, Climb +14, Intimidate +10, Knowledge (nature) +8, Perception +10, Spellcraft +8, Stealth +16, Swim +14
Languages Common, Draconic; speak with animals
SQ change shape (crocodile, beast shape II), emergency summon
Environment lakes
Organization solitary, pair, preserve (3–6)
Treasure standard
Breath Weapon (Su) A creature that fails its Reflex save against a lake kaida’s breath weapon is knocked prone.
Emergency Summon (Su) A lake kaida can spend two uses of summon nature’s ally III to use the spell-like ability as a standard action.

Lake kaidas are dragons sworn to protect lakes, ponds, and other small bodies of water. They typically do this by attempting to frighten away trespassers with their breath weapon and spell-like abilities. They prefer to summon water elementals but will summon animals such as crabs and crocodiles to handle foes in and out of the water. As a last resort or against particularly foul despoilers, lake kaidas transform themselves into crocodiles, usually after grabbing hold of an opponent with their less-powerful bites.

Lake kaidas befriend druids and nixies who also have a vested interest in protecting hidden waterways. When they aren’t actively defending their homes, they take an interest in managing the lives of animals where they live. They ensure overpopulation doesn’t occur, allowing natural predation to take its course, and, on the other side of the coin, cultivate animals with declining populations.

Lake kaidas typically measure 1 foot in length and weigh 25 pounds.

A neutral spellcaster with the Improved Familiar feat and animal companion class feature can gain a lake kaida as a familiar at 7th level. The lake kaida will leave the spellcaster if it is does not visit a natural waterway at least once a week (the spellcaster can attempt to negotiate with the kaida in extreme circumstances such as planar travel).