Saturday, January 28, 2017

Frightful Fridays! Fur Golem

Hello and welcome to today's Frightful Fridays! I'm drawing ever closer to actually publishing these on Friday. Today's monster was inspired by my friend Vesu Vias, who knows I like cats and freaky images from which I can make monsters. I extended the theme to make this viable for all types of furry creatures to create a golem that also serves as an awful fashion statement.

I hope you enjoy the fur golem. I'll be back again with another monster. Thanks for reading!

(and, because I haven't done it in a while, if you enjoy these monsters, please consider looking at my Patreon: https://www.patreon.com/FrightfulFridays. $1 per month gets you access to all the monsters early.)




A number of pelts squirm around this living fur coat, which lurches forward with surprising speed.
Fur Golem      CR 7
XP 3,200
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 75 (10d10+20)
Fort +3, Ref +6, Will +4
DR 10/slashing; Immune construct traits, magic
Weaknesses vulnerability to acid
OFFENSE
Speed 30 ft.
Melee 2 slams +14 (2d6+4 plus grab)
Special Attacks constrict (2d6+4), smother
STATISTICS
Str 19, Dex 17, Con —, Int —, Wis 12, Cha 3
Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can't be tripped)
SQ garment
SPECIAL ABILITIES
Garment (Ex) A Small, Medium, or Large creature capable of controlling a fur golem can wear it as a coat, as it conforms to the creature’s body shape. The wearer gains a natural armor bonus depending on its size (Small +6, Medium +4, Large +2). An attack that hits the wearer splits its damage as follows: damage reduced by the fur golem’s DR is dealt to the wearer and all other damage (including energy damage from magical weapons) is split equally between the wearer and the golem. The wearer and golem each take half damage from damage-dealing spells and effects. The golem provides no protection from non-damaging spells and effects targeting the wearer or including the wearer in the area of effect. A creature can wear a fur golem without armor proficiency, but a worn fur golem acts as masterwork hide armor for the purposes of max Dex bonus (+4), armor check penalty (–2), and arcane spell failure chance (20%).
A worn fur golem can make a slam attack during its wearer’s turn, but it cannot grab or smother foes.
Immunity to Magic (Ex) a fur golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the acid descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
·       Animal growth affects a fur golem as if it were an animal, and it receives no saving throw. A fur golem affected by animal growth cannot be effectively worn by a Small creature, and the size-based benefits apply to the next larger size (Medium->Large->Huge).
·       Dominate animal allows the caster to act as the golem’s controller for the spell’s duration.
·       Hold animal slows a fur golem for 3 rounds (no saving throw).
·       A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed it full normal hit points, it gains any excess as temporary hit points. A fur golem gets no saving throw against attacks that deal electricity damage.
Smother (Ex) When a fur golem grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components and must hold its breath, as per the suffocation rules.

Fur golems feature several animal pelts stitched together into a vaguely cloak-like shape. The creations are autonomous, but they can also be worn to provide their creators with protection.

Typical fur golems are 5 feet tall and weigh 200 pounds.

Construction
The fur comprising a fur golem can come from any number of animals, including a single Large animal. For aesthetic purposes, the same species of animal is typically used. Treating the fur for proper animation as a golem requires magical powders and unguents worth at least 1,000 gp.

FUR GOLEM
CL 10th; Price 17,000 gp
CONSTRUCTION
Requirements Craft Construct, dominate animal, limited wish, suffocate, creator must be caster level 10th; Skill Craft (cloth) DC 16; Cost 9,000 gp


Monday, January 23, 2017

Frightful Fridays! Mantis Ray (magical beast edition)

Hello! I received a comment about the mantis ray in the last post asking why it wasn't a magical beast, similarly to the owlbear. My only answer is that I wanted to design it as an animal companion. So, considering that request, I decided to create a magical beast version for the mantis ray. I still couldn't quite get away from making it a companion creature--this time as an improved familiar. I hope this provides you a suitable alternative to the animal version of the mantis ray.

This odd creature is an amalgam of manta ray and praying mantis.
Mantis Ray      CR 2
XP 600
N Medium magical beast (aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 30 ft., swim 40 ft.
Melee 2 claws +5 (1d3+2 plus grab), tail slap +5 (1d4+2)
Special Attacks decapitating bite, pounce
STATISTICS
Str 14, Dex 15, Con 16, Int 1, Wis 13, Cha 8
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)
Feats Improved Initiative, Skill Focus (Acrobatics)
Skills Acrobatics +9 (+13 when jumping), Perception +5, Stealth +6, Swim +10; Racial Modifiers +4 Acrobatics when jumping
SQ amphibious, camouflage
ECOLOGY
Environment any aquatic and shorelines
Organization solitary, pair, or flight (3–12)
Treasure none
SPECIAL ABILITIES
Camouflage (Ex) A mantis ray can take a full-round action, which incurs attacks of opportunity, to bury itself in loose sand or soil, granting itself a +8 circumstance bonus to Stealth checks. It can charge from its hiding spot, but its base speed is reduced by 10 feet.
Decapitating Bite (Ex) If a mantis ray begins its turn grappling an opponent, it can make a free bite attack against that opponent. The bite deals 1d6 (plus Strength modifier) points of damage and has a critical threat range of 17-20. If the mantis ray confirms the critical with its bite attack, the victim must succeed at a DC 13 Fortitude save or lose its head, and die if it requires its head to survive. The save DC is Strength-based.

A 7th-level neutral spellcaster (or one with the aquatic subtype) with the Improved Familiar feat can gain a mantis ray as a familiar.


Sunday, January 15, 2017

Frightful Fridays! Mantis Ray

Hello and welcome back for this week's Frightful Fridays! monster...not on Friday. This week's monster is another weirdo mashup, but I thought they component creatures worked well. The praying mantis parts grab hold of a victim, allowing the mouth on the manta's underside to chomp down on the victim's head. Fun!

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



This odd creature is an amalgam of manta ray and praying mantis.
Mantis Ray      CR 2
XP 600
N Medium animal (aquatic)
Init +6; Senses blindsense 30 ft., low-light vision; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
OFFENSE
Speed 30 ft., swim 40 ft.
Melee 2 claws +4 (1d3+2 plus grab), tail slap +4 (1d4+2)
Special Attacks decapitating bite, pounce
STATISTICS
Str 14, Dex 15, Con 16, Int 1, Wis 13, Cha 8
Base Atk +2; CMB +4 (+8 grapple); CMD 16 (24 vs. trip)
Feats Improved Initiative, Skill Focus (Acrobatics)
Skills Acrobatics +9 (+13 when jumping), Perception +5, Stealth +6, Swim +10; Racial Modifiers +4 Acrobatics when jumping
SQ amphibious, camouflage
ECOLOGY
Environment any aquatic and shorelines
Organization solitary, pair, or flight (3–12)
Treasure none
SPECIAL ABILITIES
Camouflage (Ex) A mantis ray can take a full-round action, which incurs attacks of opportunity, to bury itself in loose sand or soil, granting itself a +8 circumstance bonus to Stealth checks. It can charge from its hiding spot, but its base speed is reduced by 10 feet.
Decapitating Bite (Ex) If a mantis ray begins its turn grappling an opponent, it can make a free bite attack against that opponent. The bite deals 1d6 (plus Strength modifier) points of damage and has a critical threat range of 17-20. If the mantis ray confirms the critical with its bite attack, the victim must succeed at a DC 13 Fortitude save or lose its head, and die if it requires its head to survive. The save DC is Strength-based.

The horrific experiments pairing a manta ray and a praying mantis have been lost to the mists of time, but the resultant creatures have proven fruitful enough to plague waterways and beaches since then. Mantis rays can survive outside the water for long periods of time and have adapted their hunting techniques to use the beach to hide themselves from potential prey until they leap to the attack. Fortunately, their awkward body shapes make it difficult to employ their lethal bites from their undersides. Once they have ensnared victims in their claws, though, they can maneuver the prey into position where they can behead the prey with razor-sharp teeth.

MANTIS RAY COMPANION
This bizarre creature can be taken as an animal companion.

Starting Statistics: Size Small; Speed 20 ft., swim 40 ft.; Attack 2 claws (1d2 plus grab), tail slap (1d3); Ability Scores Str 10, Dex 17, Con 14, Int 1, Wis 13, Cha 8; SQ amphibious, camouflage, low-light vision.

7th-Level Advancement: Size Medium; Speed 30 ft., swim 40 ft.; Attack 2 claws (1d3 plus grab), tail slap (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Attacks decapitating bite; SQ +4 Acrobatics when jumping, blindsense 30 ft.

Saturday, January 7, 2017

Frightful Fridays! Commanding Crown

Hello and welcome to a new week of Frightful Fridays! I had this one ready to go, but then I got distracted by snow. Six inches of snow (which is a lot for this area, recently) later and it's looking quite nice. So, of course, this week's monster is not snow related. Instead, I have an illustration from Remy Nyx, who wanted a monster made from it. The result is the commanding crown, which only wishes to drop onto someone's head and encourage mild megalomania.

I hope you enjoy the commanding crown, and I'll be back next week with something else. Thanks for reading!


This gem-studded golden crown glows with an inner light and floats gently at a height roughly equal to a standing human’s head.
Commanding Crown      CR 12
XP 19,200
NE Tiny aberration
Init +4; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 27, touch 17, flat-footed 22 (+4 Dex, +1 dodge, +10 natural, +2 size)
hp 144 (17d8+68)
Fort +9, Ref +11, Will +14
Defensive Abilities constructed, hardness 10; Immune cold, electricity; Resist fire 10; SR 20
OFFENSE
Speed 5 ft., fly 60 ft. (perfect)
Melee slam +18 (1d2–4 plus adhesive)
Space 2½ ft.; Reach 0 ft.
Special Attacks adhesive, mental domination, subjugating shock
Spell-Like Abilities (CL 17th; concentration +21)
   Constant—magic aura (to radiate a strong aura of enchantment)
   3/day—quickened murderous commandUM (DC 17), mass charm person (DC 21), suggestion (DC 19)
   1/day—dominate person (DC 21), envious urgeUM (DC 22), feeblemind (DC 21), greater command (DC 21), mass hold person (DC 22)
STATISTICS
Str 2, Dex 19, Con 18, Int 17, Wis 18, Cha 19
Base Atk +12; CMB +14 (+26 grapple); CMD 21 (can't be tripped)
Feats Combat Casting, Dodge, Greater Spell Focus (enchantment), Lightning Reflexes, Mobility, Quicken Spell-Like Ability (murderous command), Skill Focus (Bluff), Spell Focus (enchantment), Weapon Finesse
Skills Bluff +27, Fly +20, Knowledge (arcana) +20, Knowledge (local) +13, Knowledge (nobility) +13, Perception +23, Sense Motive +21, Spellcraft +20, Stealth +19, Use Magic Device +20
Languages Aklo, Common, Draconic, Dwarven; telepathy 120 ft.
SQ valuable corpse
ECOLOGY
Environment any
Organization solitary
Treasure double (see valuable corpse)
SPECIAL ABILITIES
Adhesive (Ex) The inside of a commanding crown is lined with a powerful adhesive. When it successfully strikes a target, it gains a free attempt to grapple the target without provoking attacks of opportunity. The adhesive gives it a +12 racial bonus on grapple checks and allows it to grapple without gaining the grappled condition. Strong alcohol or universal solvent dissolves the adhesive for 1d4 rounds as the crown exudes more.
Constructed (Ex) Although a commanding crown is a living creature, its body functions in many ways as a construct. For the purposes of effects targeting creatures by type, the crown counts as both an aberration and a construct. It is immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The crown is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is not at risk of death from massive damage. It has bonus hit points as a construct of its size. A commanding crown is destroyed when reduced to 0 hp or less.
Mental Domination (Su) If a commanding crown begins its turn grappling a humanoid, it can attempt to bend that creature’s will as a standard action. If the grappled humanoid fails a DC 22 Will save, it falls under the crown’s influence, as per dominate person. The save DC is Charisma-based.
A creature under the crown’s control benefits from the crown’s spell resistance, energy resistances and immunities, and the immunities provided by the crown’s construction special ability. The crown operates independently of the controlled creature.
Subjugating Shock (Su) Once every 1d6 rounds, a commanding crown can unleash a blast of lightning that deals 8d6 electricity damage to all creatures in a 30-foot radius (DC 22 Reflex halves). Creatures taking damage must attempt an additional Reflex save (with a +4 bonus for creatures making the initial save) to avoid becoming stunned for 1 round.
Valuable Corpse (Ex) Precious metals and valuable gems comprising a commanding crown are worth twice the value in treasure for the crown’s CR. Additionally, by placing the crown on its head, a creature can use the crown’s remaining spell-like abilities.

Imperious relatives to mimics, commanding crowns have locked themselves into a specific shape, but one they use to likewise fool victims. Whereas mimics seek to kill for sport, commanding crowns enjoy asserting control over dupes and using them to kill others. Commanding crowns attempt to appear like intelligent magic items capable of granting enchantment spells, and they speak telepathically to their chosen targets with promises of power. If necessary, they use their suggestion spell-like ability to encourage victims to place them on their heads. Once the crowns have claimed their subjects, they gather allies using their spell-like abilities to build armies and foment war against an imagined enemy. Once their carefully cultivated wars have begun, they slip off their subjects’ heads and float away to witness the carnage from afar.

Commanding crowns easily recognize other commanding crowns, which they throroughly despise. The creatures force their proxies to fight each other and have the victor destroy the opposing crown before it can claim another subject.


Tuesday, January 3, 2017

Frightful Fridays! Needlesphere

Happy New Year and welcome back to Frightful Fridays! (not actually on Friday this week) The new year starts with a ball of needles which bounces around and treats characters as its pincushions. It then flies apart into a veritable swarm of needles to get up close and stabby.

I hope you enjoy the needlesphere, and I'll see you later this week with another monster. Thanks for reading!


A cohesive ball of needles rolls of its own accord. Painfully sharp needles, dripping with a viscous red fluid, fly from the mass.
Needlesphere      CR 11
XP 12,800
N Large construct
Init +9; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 27, touch 15, flat-footed 21 (+5 Dex, +1 dodge, +12 natural, –1 size)
hp 112 (15d10+30)
Fort +5, Ref +12, Will +6
Defensive Abilities needle defense; DR 10/bludgeoning and magic; Immune construct traits; Resist cold 10, fire 10
OFFENSE
Speed 40 ft.
Melee slam +18 (4d6+4 plus pain and poison)
Ranged 4 needles +19 (1d6+4 and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks autonomous attacks, poison
STATISTICS
Str 18, Dex 21, Con —, Int —, Wis 13, Cha 5
Base Atk +15; CMB +20; CMD 36 (can't be tripped)
Feats DodgeB, Improved InitiativeB, Lightning ReflexesB, MobilityB, Spring AttackB
Skills Perception +9; Racial Modifiers +8 Perception
SQ camouflage, needleswarm form
SPECIAL ABILITIES
Autonomous Attacks (Ex) A needlesphere can make ranged needle attacks as part of a full attack or when it uses Spring Attack.
Camouflage (Ex) Since a needlesphere looks like a pile of needles when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Knowledge (dungeoneering) can use this skill instead of Perception to notice the creature.
Needle Defense (Ex) Any creature that strikes a needlesphere with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d6+4 points of piercing damage from the needlesphere’s needles, suffers from the creature’s pain attack, and is subject to the creature’s poison.
Needles (Ex) A needlesphere’s needles have a range increment of 20 feet. If the sphere is reduced to 50 or fewer hp, it can no longer make ranged attacks.
Needleswarm Form (Ex) On command or when a needlesphere drops to 30 or fewer hp, it reverts to a swarm of needles (refer to the statblock below). The needleswarm has the needlesphere’s current hp or the needleswarm’s listed hp, whichever is lower.
Pain (Ex) A foe hurt by a needlesphere’s slam attack or needle defense must succeed at a DC 22 Reflex save or a needle breaks off in its flesh, causing the target to become sickened until all embedded needles are removed. Removing a needle requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional needle can be removed. On a failed check, the needle is still removed, but this deals 1d6+4 points of damage to the victim. The save DC is Dexterity-based.
Needlesphere Poison (Ex) Needle or slam—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Slam (Ex) A needlesphere’s slam attacks deal bludgeoning and piercing damage.

A cloud of needles swirls around a tiny core of metal. Each needle glows red as if it was just pulled from a fire.
Needleswarm      CR 11
XP 12,800
N Fine construct (swarm)
Init +9; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 26, touch 24, flat-footed 20 (+5 Dex, +1 dodge, +2 natural, +8 size)
hp 97 (15d10+15)
Fort +5, Ref +12, Will +6
Defensive Abilities swarm traits; Immune construct traits; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 30 ft. (perfect)
Melee swarm (3d6 plus 2d6 fire, distraction, pain, and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 17), poison
STATISTICS
Str 1, Dex 21, Con —, Int —, Wis 13, Cha 5
Base Atk +15; CMB —; CMD
Feats DodgeB, Improved InitiativeB, Lightning ReflexesB, MobilityB, ToughnessB
Skills Fly +21, Perception +9; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Pain (Ex) A foe hurt by a needleswarm’s swarm attack must succeed at a DC 22 Reflex save or a needle breaks off in its flesh, causing the target to become sickened until all embedded needles are removed. Removing a needle requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional needle can be removed. On a failed check, the needle is still removed, but this deals 1d6 points of damage to the victim. The save DC is Dexterity-based.
Needlesphere Poison (Ex) Swarm—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.

Needlespheres are odd golem-like constructs created to serve particularly sadistic spellcasters who can afford them. Like many lesser golems, needlespheres are programmed to guard an object or area when created; this programming typically cannot be changed after creation. The spheres have two basic forms: a densely compact sphere with the ability to fire individual needles at multiple targets, and a loose collection of needles capable of swarming targets. The magnetic energy holding the swarm form together generates friction among the needles, causing them to superheat and burn targets caught in the swarm.

Construction
A needlesphere is created from 1,000 pounds of individual masterwork needles and a chunk of magnetic ore costing a total of 5,500 gp.

Needlesphere
CL 9th; Price 45,500 gp
CONSTRUCTION
Requirements Craft Construct, lead blades, lesser geas, poison, summon swarm, caster must be at least 11th level; Skill Craft (sculpting) DC 20; Cost 25,500 gp