Friday, September 15, 2017

Frightful Fridays! Trapper Slug

Hello and welcome to another Frightful Fridays! Thanks to the magic of missing a week, I've managed to return to Friday (at least temporarily). This edition's monster is a giant slug that is slick on the outside, and quite the opposite on its underside. It encases its prey in acidic goop and waits for the acid to dissolve its prey, so it can eat. It's absolutely delightful.

I hope you enjoy the trapper slug, and I'll see you again with another monster. Thanks for reading!



Slime glistens on this black slug. A trail of sizzling and acrid tar follows it.
Trapper Slug      CR 5
XP 1,600
N Large vermin (aquatic)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +1
DEFENSE
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 59 (7d8+28); aquatic healing
Fort +9, Ref +1, Will +3
Defensive Abilities protective slime; DR 5/piercing; Immune bludgeoning damage; Resist acid 10
OFFENSE
Speed 30 ft., climb 20 ft., swim 40 ft.
Melee slam +8 (1d6+6 plus entrap)
Space 10 ft.; Reach 10 ft.
Special Attacks dissolute entrapment, entrap (DC 17, 1d4 minutes, hardness 5, hp 10)
STATISTICS
Str 18, Dex 9, Con 19, Int —, Wis 13, Cha 4
Base Atk +5; CMB +10; CMD 19 (27 vs. grapple, can't be tripped)
Skills Climb +12, Swim +12
SQ amphibious
ECOLOGY
Environment temperate or warm water and coastlines
Organization solitary or cornucopia (2–12)
Treasure incidental
SPECIAL ABILITIES
Aquatic Healing (Ex) While submerged in water, a trapper slug gains fast healing 2.
Deliquescent Entrapment (Ex) A creature rendered helpless by a trapper slug’s entrap attack takes 1d6 points of acid damage at the beginning of its turn. Once free, the creature no longer takes this damage.
Protective Slime (Ex) A trapper slug is coated in protective slime that grants it a +8 racial bonus to CMD against grapple attempts and immunity to fire. If a spell or effect deals 10 or more points of fire damage to the slug, it takes no damage, but it loses it protective slime, removing its immunity to fire and bonus to CMD. A trapper slug that spends 1 minute submerged in water replaces the slime.

Trapper slugs are aquatic slugs typically found in the depths of lakes and along calm seashores. They typically content themselves with feeding on fish and other waterborne fauna. However, when drought strikes or when their sources of food go scarce, they emerge onto land to continue their hunts. Trapper slugs possess a slimy outer coating, allowing them to escape even larger predators. In contrast, the slime changes to a sticky substance on the slugs’ underside, which hardens around the slugs’ prey. The slime then becomes acidic to dissolve prey, and the slugs feed on the resulting slurry after the slime becomes brittle and breaks apart. While unintelligent, trapper slugs are aware of the nearest sources of water and retreat to them when they are near death (6 hp for the typical trapper slug), so they can regenerate their slimy coating and heal quickly in the water.

Trapper slugs typically measure 8 feet in length and weigh at least 800 pounds. They reproduce asexually, laying their eggs in the liquefied remains of a victim and leaving the immature slugs to fend for themselves.


We Be Monsters 4!

Hello! There will be a new monster later today, but I first wanted to let you know about the Here Be Monsters 4 contest, beginning now.

http://aswordforhire.blogspot.fi/2017/09/here-be-monsters-4-out-of-primal-world.html

The theme for this year is the primal realm, home to fey and several otherworldly creatures. The catch is we are not accepting fey creatures for the contest.

I hope you decide to enter! I also look forward to sharing the top 5 later on in the blog.

Monday, September 4, 2017

Frightful Fridays! Octopus Dragon

Hello and welcome to another Frightful Fridays! This monster is courtesy of my friend David Mallon, who pointed out his illustration during a discussion about octopus dragons. You can find more of his art here: https://davemallon.net/. Check it out!

As for the dragon itself, I had originally planned to create a one-off, like many other draconic creatures, but then I decided it really needed a full write up with age categories. As it grows older, it sprouts more tentacles, making it a grappling machine.

I hope you enjoy the octopus dragon, and I'll see you next time with another monster. Thanks for reading!




This creature combines the awe-inspiring presence of a terrestrial dragon with the rubbery and tentacular nature of an octopus.
Octopus Dragon
NG dragon (water)
BASE STATISTICS
CR 5; Size Small; Hit Dice 6d12
Speed 20 ft., swim 60 ft.
Natural Armor +4; Breath Weapon cloud, 2d8 cold
Str 13, Dex 18, Con 15, Int 14, Wis 14, Cha 17
ECOLOGY
Environment any water
Organization solitary
Treasure triple
SPECIAL ABILITIES
Aberrant Hunter (Su) Once per day as a swift action, an adult or older octopus dragon can grant all its natural weapons the bane (aberrations) weapon special ability. This effect lasts for 2 rounds per age category.
Animal Companion (Ex) A young octopus dragon gains an octopus as an animal companion as if it were a druid equal to its caster level.
Cephalopod Speaker (Su) An octopus dragon benefits from a constant speak with animals effect, but only for cephalopods.
Crush of the Deep (Su) Once per day as a standard action, a great wyrm octopus dragon can cause a 60-foot-radius area of water within its line of sight to greatly increase its pressure. Creatures caught within the area at the beginning of their turn suffer 14d6 points of bludgeoning damage and are stunned (Fortitude save halves and reduces the stunned effect to staggered). The area of intensified pressure lasts for as long as the dragon concentrates on it plus 10 rounds after its stops concentrating.
Fast Swimmer (Ex) A juvenile octopus dragon increases its swim speed by 30 feet. When the dragon increases its size category, its swim speed increases by a further 30 feet.
Inky Breath (Su) A very young or older octopus dragon’s breath weapon creates a cloud of ink. In addition to the cold damage it inflicts, the cloud acts as an area of darkness for 1 round. The duration increases by 1 round per additional age category beyond very young, and the octopus dragon can use a move action to move the cloud 60 feet. The cloud deals no additional damage beyond the initial effect. When an octopus dragon reaches the adult age category, the cloud acts as an area of deeper darkness, and it can move the cloud as a free action. The dragon is unaffected by the darkness or deeper darkness created by its inky breath.
Land Walker (Ex) A young adult octopus dragon becomes more comfortable on land and increases its base speed by 10 feet. For every increase in size category, its base speed increases by a further 10 feet.
Multi-Grab (Ex) An old or older octopus dragon can grapple multiple opponents with its tentacles. Instead of the –20 penalty on its CMB check to make and maintain the grapple to avoid gaining the grappled condition, it takes a –5 penalty per target grappled. To use this ability, the dragon must grapple opponents at least one size category smaller than itself.
Spells (Sp) An octopus dragon casts spells as a druid with the indicated caster level. It uses Wisdom as its spellcasting ability score.
Watery Ally (Sp) Once per day, an ancient or older forest dragon can summon a greater water elemental. The caster level for this effect is the same as the dragon’s caster level.

Age Category
Special Abilities
Caster Level
Wyrmling
Cephalopod speaker, immunity to cold
Very young
Amphibious, inky breath
Young
Animal companion, purify food and drink
1st
Juvenile
Fast swimmer, frightful presence, protection from chaos
3rd
Young adult
DR 5/cold iron, land walker, spell resistance
5th
Adult
Aberrant hunter, black tentacles
7th
Mature adult
Amorphous, DR 10/cold iron
9th
Old
Multi-grab, wall of force
11th
Very old
DR 15/cold iron and magic
13th
Ancient
Freezing sphere, watery ally
15th
Wyrm
DR 20/cold iron and magic
17th
Great wyrm
Crush of the deep, tsunami
19th

Young Octopus Dragon      CR 9
XP 6,400
NG Large dragon (water)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 115 (10d12+50)
Fort +11, Ref +10, Will +10
Immune cold, paralysis, sleep
OFFENSE
Speed 20 ft., fly 100 ft. (poor), swim 60 ft.
Melee bite +14 (2d6+5/19–20), 3 tentacles +15 (1d8+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (40-ft. cloud, 6d8 cold damage, DC 19), inky breath
Spell-Like Abilities (CL 10th; concentration +14)
   At will—purify food and drink
Druid Spells Prepared (CL 1st; concentration +4)
   1st—entangle (DC 14), hydraulic pushAPG
   0 (at will)—detect magic, know direction, stabilize
STATISTICS
Str 21, Dex 16, Con 19, Int 16, Wis 16, Cha 19
Base Atk +10; CMB +16 (+18 bull rush, +20 grapple); CMD 29 (31 vs. bull rush, can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Power Attack, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +3 (1 to jump), Fly 3, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Perception +16, Spellcraft +16, Stealth +12, Swim +26, Use Magic Device +17
Languages Aquan, Common, Draconic; cephalopod speaker
SQ amphibious


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Adult Octopus Dragon      CR 13
XP 25,600
NG Huge dragon (water)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +24
Aura frightful presence (180 ft., DC 24)
DEFENSE
AC 29, touch 10, flat-footed 27 (+2 Dex, +19 natural, –2 size)
hp 216 (16d12+112)
Fort +16, Ref +12, Will +15
DR 5/cold iron; Immune cold, paralysis, sleep; SR 24
OFFENSE
Speed 30 ft., fly 100 ft. (poor), swim 90 ft.
Melee bite +22 (2d8+8/19–20), 4 tentacles +23 (1d8+8 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks aberrant hunter, breath weapon (50-ft. cloud, 12d8 cold damage, DC 24), constrict (1d8+8), crush (Small creatures, DC 24, 2d8+12), inky breath
Spell-Like Abilities (CL 16th; concentration +22)
   At will—black tentacles, protection from chaos, purify food and drink
Druid Spells Prepared (CL 7th; concentration +12)
   4th—ball lightningAPG (DC 19), dispel magic
   3rd—neutralize poison, remove disease, water breathing
   2nd—barkskin, bull's strength, chill metal (DC 17), unshakable chillUM (DC 17)
   1st—entangle (DC 16), faerie fire, hydraulic pushAPG (2), magic fang, speak with animals
   0 (at will)—detect magic, know direction, resistance, stabilize
STATISTICS
Str 27, Dex 14, Con 23, Int 20, Wis 20, Cha 23
Base Atk +16; CMB +26 (+28 bull rush, +30 grapple); CMD 38 (40 vs. bull rush, can't be tripped)
Feats Critical Focus, Exhausting Critical, Improved Bull Rush, Improved Critical (bite), Power Attack, Tiring Critical, Toughness, Weapon Focus (tentacle)
Skills Appraise +24, Fly +13, Intimidate +25, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (nature) +24, Perception +24, Spellcraft +24, Stealth +13, Swim +35, Use Magic Device +25
Languages Abyssal, Aklo, Aquan, Common, Draconic; cephalopod speaker
SQ amphibious


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Ancient Octopus Dragon      CR 18
XP 153,600
NG Gargantuan dragon (water)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +34
Aura frightful presence (300 ft., DC 30)
DEFENSE
AC 38, touch 7, flat-footed 37 (+1 Dex, +31 natural, –4 size)
hp 372 (24d12+216)
Fort +22, Ref +17, Will +21
Defensive Abilities amorphous; DR 15/cold iron and magic; Immune cold, paralysis, sleep; SR 29
OFFENSE
Speed 60 ft., fly 120 ft. (clumsy), swim 150 ft.
Melee bite +33 (4d6+12/19–20), 6 tentacles +33 (1d8+12 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks aberrant hunter, breath weapon (50-ft. cloud, 20d8 cold damage, DC 30), constrict (1d8+12), crush (Medium creatures, DC 30, 4d6+18), inky breath, multi-grab
Spell-Like Abilities (CL 24th; concentration +32)
   At will—black tentacles, freezing sphere (DC 24), protection from chaos, purify food and drink, wall of force
   1/day—summon (level 9, 1 greater water elemental 100%)
Druid Spells Prepared (CL 15th; concentration +22)
   8th—stormboltsAPG (DC 25)
   7th—control weather, creeping doom (DC 24), vortexAPG (DC 24)
   6th—antilife shell, epidemicUM (DC 23), repel wood, swarm skinAPG
   5th—baleful polymorph (2, DC 22), blessing of the salamanderAPG (DC 22), insect plague (summons jellyfish with the same effect), stoneskin
   4th—ball lightningAPG (DC 21), control water, dispel magic, geyserAPG (DC 21), rusting grasp
   3rd—hydraulic torrentAPG (2), greater magic fang, neutralize poison, remove disease, water breathing
   2nd—barkskin, bear's endurance, bull's strength, chill metal (2, DC 19), unshakable chillUM (DC 19)
   1st—entangle (DC 18), faerie fire, hydraulic pushAPG (3), speak with animals
   0 (at will)—detect magic, know direction, resistance, stabilize
STATISTICS
Str 35, Dex 12, Con 27, Int 24, Wis 24, Cha 27
Base Atk +24; CMB +40 (+42 bull rush, +44 grapple); CMD 51 (53 vs. bull rush, can't be tripped)
Feats Awesome Blow, Critical Focus, Exhausting Critical, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Lightning Reflexes, Power Attack, Tiring Critical, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Acrobatics +1 (+13 to jump), Appraise +34, Bluff +35, Diplomacy +35, Fly +14, Intimidate +35, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +34, Spellcraft +34, Stealth +16, Swim +47, Use Magic Device +35
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Infernal; cephalopod speaker
SQ amphibious

Ancient foes to aboleths and other underwater abominations, octopus dragons were nearly driven to extinction before retreating to the Plane of Water. There they regrew their numbers and allied themselves with native water elementals. When they returned, they began their war with the aboleths anew, but this time they have learned not to make a frontal assault. When they can, they use water elemental allies to soften up their foes, and they have taken to asking for return favors from creatures they have rescued from watery doom. While they have taken care not to become as deceitful as their major antagonists, their unquestioning benevolence now potentially comes with a price, especially for those who have proven themselves adept in other areas.


Sunday, September 3, 2017

Sci-Fi Sunday (Jewel Caterpillar)

Hello and welcome to a new feature on the blog! I plan to convert monsters that make sense to transfer to the Starfinder Roleplaying Game, and the jewel caterpillar seemed like the best candidate to kick this off (because lasers).

I'll be back tomorrow with another monster for the Pathfinder Roleplaying Game. Thanks for reading!

This spiky caterpillar appears to be made from a translucent crystal.
Jewel Caterpillar      CR 4
XP 1,200
N Diminutive magical beast
Init +7; Senses blindsense (gems, vibration) 60 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE                              HP 52
EAC 18; KAC 19
Fort +7, Ref +7, Will +3
Defensive Abilities can’t be tripped, fade out; DR 5/bludgeoning Immune electricity, fire; Resist acid 10
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +4 (1d2–5 P plus jewel caterpillar poison)
Ranged energy ray +12 (3d6 A, C, E, or F [see below]; crit burn 1d6)
Space 1 ft.; Reach 0 ft.
Offensive Abilities consume gem, spines
STATISTICS
Str –5, Dex +3, Con +3, Int –3, Wis +0, Cha +2
Feats Go UnnoticedAPG
Skills Athletics +11, Perception +6, Stealth +19
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or vault (3–12)
Treasure standard (intact jewel caterpillar corpse)
SPECIAL ABILITIES
Consume Gem (Ex) As a full action, a jewel caterpillar can destroy a gem it touches. When it does so, it heals an amount of hit points equal to 1/10 the gem’s value in credits. A magic gem receives a Reflex save (DC 15) to avoid destruction.
Energy Ray (Ex) A jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray, it must wait 1 round before it can fire another energy ray. During this delay, it changes color to match the type of energy damage it will deal on its next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a 40-foot range increment.
Fade Out (Ex) As a swift action, a jewel caterpillar can make itself translucent or return to its fully visible state. This grants it partial concealment (20% miss chance) and a +8 racial bonus on Stealth checks. While translucent, the caterpillar cannot use its energy ray.
Jewel Caterpillar Poison (Ex) Bite—injury; save Fort DC 15; track Dexterity; frequency 1/round for 6 rounds; effect at the immobile state, the victim becomes a gem statue (worth 1,000 credits per creature’s total HD), as if affected by flesh to stone; cure 2 saves.

Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison. A creature that grapples a jewel caterpillar takes 1d4 points of piercing damage each round it does so.