Friday, August 17, 2018

Frightful Fridays! Outer Cat

Hello and welcome back for another Frightful Fridays! This week you get a cat. The outer cat is a highly intelligent being with an ego to match, so it forces people to build structures for it. Sometimes the buildings are monuments to the cats, and sometimes they're just designs that please the cats. They are dedicated foes to hounds of Tindalos but otherwise run from most combats.

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

This sand-colored cat has a squid’s tentacle for a tail, numerous smaller tentacles projecting from its mouth, and a squid’s mantle topping its head. Its eyes are the inky black of the lightless void.
Outer Cat      CR 13
XP 25,600
NE Small aberration
Init +8; Senses darkvision 60 ft.; Perception +24
AC 29, touch 25, flat-footed 20 (+5 deflection, +8 Dex, +1 dodge, +4 natural, +1 size)
hp 171 (18d8+90)
Fort +13, Ref +16, Will +14
DR 15/cold iron and good; Immunities mind-affecting effects; SR 24
Speed 30 ft.
Melee 2 claws +22 (1d8 plus poison), 2 tentacles +22 (2d6 plus grab)
Special Attacks create spawn, hound foe, pounce, rake (2 claws +22, 1d8 plus poison)
Spell-Like Abilities (CL 18th; concentration +23)
   At will—dimension door, suggestion (DC 19)
   3/day—dominate person (DC 20), greater command (DC 21)
   1/day—major creation, mass hold person (DC 23)
Str 10, Dex 27, Con 20, Int 17, Wis 16, Cha 21
Base Atk +13; CMB +12 (+16 grapple); CMD 36 (40 vs. trip)
Feats Blind-fight, Dimensional Agility[UC], Dimensional Assault[UC], Dodge, Great Fortitude, Lightning Reflexes, Skill Focus (Knowledge [engineering]), Spell Focus (enchantment), Weapon Finesse
Skills Acrobatics +29, Bluff +23, Climb +12, Escape Artist +29, Intimidate +26, Knowledge (engineering) +30, Perception +24, Stealth +24
Languages Aklo, Common, Dwarven, Elven; telepathy 120 ft.
SQ change shape (Tiny or Small cat, beast shape II), impart knowledge, permanent creation
Environment any
Organization solitary or court (1 outer cat and 210 mummies)
Treasure none
Accursed Poison (Su) Curse and poison—Injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d4 Con drain and 1d4 Cha drain; cure accursed poison is both a curse and a poison and can only be cured if the curse is first removed, at which point the poison can be magically removed (or cured after 2 consecutive saves). Creatures reduced to 0 Charisma are killed by accursed poison. The save DC is Charisma-based and includes a 2 penalty.
Create Spawn (Su) Humanoid creatures killed by an outer cat’s accursed poison rise in 1d4 rounds as mummies under the outer cat’s control. When the outer cat dies, the mummies become free-willed. The mummies do not possess any of the abilities they had in life.
Hound Foe (Su) An outer cat gains a +4 racial bonus on attack and damage rolls against hounds of Tindalos. This bonus also applies to skill checks the outer cat makes when opposing a hound of Tindalos. Hounds of Tindalos within 20 feet of the outer cat are affected as if it were the focal point of dimensional lock.
Impart Knowledge (Su) A creature dominated by an outer cat gains an enhancement bonus to its Knowledge (engineering) checks equal to the outer cat’s ranks in Knowledge (engineering)—18 ranks for a typical outer cat. The creature is also treated as trained in Knowledge (engineering).
Permanent Creation (Su) If an outer cat uses major creation to create an object from stone or base metals, the object is permanent.

Outer cats are a race of monument builders who used humanoid slaves on their home world to carry out their visions. The cats became envious of each other and commissioned the building of ever more ostentatious buildings and used their slaves to enact their proxy wars. Consumed with their rivalries and absorbed in their own egos, the outer cats were wholly unprepared when hounds of Tindalos attacked their world and wiped out most of the population. The surviving outer cats used their most personal monuments to enhance their teleportation abilities to escape their home world and travel to other planets.

Outer cats took some lessons from their exodus. When they force slaves to build monuments, they limit their demands to a small region, and they often use mind-controlled intermediaries to lead construction. Outer cat buildings focus their teleportation abilities, so they can use an interplanetary teleport effect, allowing them to seed multiple worlds with their designs. Before they leave a world, they fill their buildings with guardians and accumulated treasure, for which they have little use. Some outer cats instruct their slaves to build angular, usually pyramid-shaped, constructions to draw hounds of Tindalos to them so they can attack their hated foes.

Outer cats rarely enter combat against other creatures, and often use their abilities to coerce others into protecting them or to teleport away. When forced to fight, they use their poison-tipped claws to gain additional minions in mummies. They rarely use their claws to create mummies, since they prefer living humanoids, especially on worlds where undead are hunted, and they wish to remain hidden. However, when they are ready to depart a world, they create multiple mummies to fill their former constructions with guardians. Despite the cats’ shared experience and ouster, they refuse to cooperate with each other except when facing hounds of Tindalos. If two or more outer cats land on the same world, they engage in telepathic combat, with the loser forced to vacate the world as soon as possible. Outer cats that appear on worlds previously inhabited by other outer cats deface their predecessors’ constructions if they learn of them.

A typical outer cat stands 2 feet tall at the shoulder, is just under 4 feet long, and weighs 50 pounds. It can live up to 300 years.

Friday, August 10, 2018

Frightful Fridays! Razorwind

Hello and welcome to another week of Frightful Fridays! (brought to you by Con Crud! Get Con Crud! It's fun! this advertisement paid for by the con crud bureau)

It's been awhile since I've worked on a fey critter for the blog. With thoughts turning to fall, which is just around the corner, I was struck by the mental image of leaves swirling about in mini-tornadoes. It was not much of a leap to envision fey obsessed with autumn leaves, to the point they use them for protection and as weaponry. The razorwind gives up a measure of its natural/cursed invisibility to remain surrounded by leaves and becomes angry when it loses its coat of leaves.

I hope you enjoy the razorwind. I'll see you next week with another monster!

Dry leaves, in a panoply of autumnal colors and stained red and brown with blood, whirl about this unseen humanoid figure.
Razorwind      CR 3
XP 800
CN Small fey
Init +8; Senses low-light vision; Perception +9
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 27 (5d6+10)
Fort +3, Ref +8, Will +5
Defensive Abilities natural invisibility; DR 5/cold iron
Weaknesses vulnerability to wind
Speed 30 ft., fly 40 ft. (good)
Melee slam +7 (1d41 plus swirl of leaves)
Special Attacks leafless rage, swirl of leaves
Spell-Like Abilities (CL 5th; concentration +8)
   Constant—speak with plants
Str 8, Dex 19, Con 14, Int 15, Wis 12, Cha 17
Base Atk +2; CMB 1 (+3 disarm); CMD 13 (15 vs. disarm, can't be tripped)
Feats Combat Expertise, Improved Disarm, Improved Initiative, Weapon Finesse[B]
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +14, Knowledge (nature) +10, Perception +9, Perform (wind instruments) +10, Sleight of Hand +12, Stealth +12, Survival +6
Languages Druidic, Sylvan; speak with plants
Environment temperate and warm forests
Organization solitary, pair, or susurrus (312)
Treasure standard
Leafless Rage (Ex) This ability acts as blood rage (+2 Con, +2 Str, 2 penalty to AC), but only applies when a razorwind has lost its swirl of leaves ability. It can only end its rage when it restores the use of swirl of leaves.
Natural Invisibility (Ex) A razorwind benefiting from its swirl of leaves ability only has concealment (20% miss chance). If it loses all its leaves, it benefits fully from natural invisibility.
Swirl of Leaves (Su) Typically, a razorwind is surrounded by dozens of leaves which spin about its body. The leaves are exceptionally sharp and inflict 3d6 points of slashing damage and 1d4 bleed to a creature struck by the razorwind’s slam attack. A successful DC 14 Reflex save halves the slashing damage and negates the bleed. The save DC is Constitution-based.
While leaves surround the razorwind, it gains a +1 natural armor bonus to AC and a +2 bonus to CMB for disarm attempts (these bonuses are figured into its stats). If the razorwind with swirl of leaves confirms a critical hit on an opponent, it can make a disarm attempt as a free action.
If the razorwind fails a Reflex save against a spell or effect that deals fire damage, the razorwind loses swirl of leaves. If the razorwind succeeds on its Reflex save, it can voluntarily lose swirl of leaves if it takes fire damage to negate the fire damage.
If a razorwind loses its swirl of leaves, either through taking fire damage or exposure to severe winds, it must find a square covered in leaves and take a standard action to restore the ability.
Vulnerability to Wind (Ex) A razorwind is treated as two sizes smaller vs. wind effects. Additionally, when it is exposed to severe (31 mph) or stronger winds, it loses its swirl of leaves ability.

Legend speaks of a group of fey responsible for decorating the halls of their nobles’ forest home with foliage found in the forest. They became so enamored with the array of colors presented by autumn leaves, they refused to part with them, even going so far as to ignore the nobles’ demands to do so. One of the nobles grew terribly angry with this refusal by subordinate fey and gave them one more chance to relent. Unreasonably attached to the ephemeral objects, they didn’t realize the danger they faced and rebuffed the noble once more. The incensed noble cursed them with permanent invisibility, negated only by their “precious” leaves, and threw them out of the otherworldly woods. These newly created razorwinds, or flense faeries as they are sometimes called, have a deep affinity for leaves, and they become furious when separated from them.

Razorwinds inhabit old forests where they serve as guardians to the forests and the creatures inhabiting the forests. Dryads, who otherwise find the razorwinds’ bloodlust distasteful, call upon the creatures when threatened by lumber concerns and diplomatic avenues have failed. Razorwinds also attach themselves to intelligent plant creatures and enjoy spending their days with all types of leshys, preferably leaf leshys. If a leshy dies while under a razorwind’s protection, the latter creature absorbs the remains of the leshy to honor the fallen creature.

A typical razorwind stands 3 feet tall and weighs 20 pounds. The leaves spinning about a razorwind make it seem larger, almost reaching human proportions.

Friday, August 3, 2018

Frightful Fridays! Deathstrike Hydra

Hello and welcome back to another Frightful Fridays! I'm currently in Indianapolis for GenCon, but my past self was nice enough to remember to post this, so I didn't panic upon realizing I hadn't posted it. Hearkening back to the "Extreme" days of the 1990s, today's monster uses one of those supercool names gracing every other comic book cover put out by Image Comics. The deathstrike hydra is a terrible opponent at CR 14, and it can make multiple strikes with its cobra-like heads, even allowing it to make two attacks of opportunity for a single trigger.

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

Several lightning-quick serpentine heads, with fangs dripping green and sizzling venom, extend from this creature’s powerful body.
Deathstrike Hydra      CR 14
XP 38,400
CE Huge magical beast
Init +12; Senses darkvision 60 ft., low-light vision, scent; Perception +17 (+2 per additional head)
AC 29, touch 17, flat-footed 20 (+8 Dex, +1 dodge, +12 natural, –2 size)
hp 199 (19d10+95); fast healing 12
Fort +16, Ref +19, Will +12; –4 vs. mind-affecting effects or spells originating from serpentine creatures
Defensive Abilities all-around vision, poisonous blood (deathstrike hydra venom); Immunities poison
Speed 40 ft., swim 30 ft.
Melee 7 bites +23 (2d6+6/18–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, quick strike, vicious bite
Str 22, Dex 27, Con 20, Int 3, Wis 19, Cha 10
Base Atk +19; CMB +27; CMD 46 (can't be tripped)
Feats Acrobatic Steps, Combat Reflexes, Dodge, Greater Spring Attack[UW], Improved Initiative, Improved Spring Attack[UW], Iron Will, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +19 (+23 to jump), Perception +17 (+2 per additional head), Swim +18; Racial Modifiers +2 Perception per additional head
SQ hydra traits, regenerate head
Environment temperate and warm marshes
Organization solitary
Treasure standard
All-Around Vision (Ex) A deathstrike hydra loses this ability if it only has one head remaining.
Deathstrike Hydra Venom (Ex) Bite—Injury or Contact—Poisonous Blood; save Fort DC 24; frequency 1/round for 8 rounds; effect 1d6 Con; cure 3 consecutive saves.
Fast Healing (Ex) A deathstrike hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 10). This fast healing applies only to damage inflicted on the hydra’s body.
Hydra Traits (Ex) A deathstrike hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 5 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, has its Perception modifier reduced by 2, and potentially loses its all-around vision, but it takes no other penalties.
Poisonous Blood (Ex) In addition to the usual ways to invoke this ability, an opponent that severs a deathstrike hydra’s head is sprayed with deathstrike hydra venom.
Quick Strike (Ex) A deathstrike hydra with at least two heads can make an additional attack for a given opportunity. A second attack counts as two attacks for purposes of Combat Reflexes. The hydra can make an attack of opportunity against an opponent that misses a melee attack or fails to sunder one of the hydra’s heads.
Additionally, if a deathstrike hydra succeeds on a bite attack, it can make an additional attack with that head at a –5 penalty. This counts against the attacks it receives with Combat Reflexes, and it only receives one such additional attack per head.
Regenerate Head (Ex) When a deathstrike hydra’s head is destroyed, two heads regrow in 1d4 rounds. The hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 20 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.
Vicious Bite (Ex) A deathstrike hydra's bite attacks threaten a critical hit on a roll of 18–20. If the hydra scores a critical hit on a target, it deals 2d6 bleed in addition to twice its bite damage.

Modified from standard hydra stock by druidic serpentfolk transmuters, deathstrike hydras marry a king cobra’s deadliness to the hydra’s formidability. The resulting creatures are supremely quick, even more foul-tempered, and highly venomous. Their heads lash out with incredible speed, allowing them to attack opponents twice in rapid succession with a single head. While they can become impatient in their attacks and strike speedily on the offensive, they are cunning enough to recognize when foes attempt to maneuver around them and reserve some of their attacks to thwart opponents trying to do so.

Deathstrike hydras respect intelligent serpentine creatures and often ally themselves with such creatures. The hydras’ serpentfolk creators left safeguards in place to control them, since the irritable creatures often lose sight of who their allies are and attack everything in sight.

A typical deathstrike hydra stands 12 feet tall and measures 25 feet from head to tail.

Variant Deathstrike Hydras

Caustic Deathstrike Hydra (+2 CR): A caustic deathstrike hydra’s heads each have a breath weapon (30-ft. line, 6d6 acid damage, Reflex half) usable in place of a bite attack every 1d4 rounds. The save DC is 10 + 1/2 the hydra’s HD + the hydra’s Con modifier. The hydra also adds 1d6 acid damage to its bite attacks. Additionally, the hydra is immune to acid, so only 20 points of fire damage can prevent its neck stump from growing new heads. Finally, the hydra’s poisonous blood also deals 4d6 points of acid damage.

Snakehead Deathstrike Hydra (+1 CR): When a snakehead deathstrike hydra’s head is severed, the head becomes an independent advanced king cobra (Pathfinder Roleplaying Game Bestiary 2), which has DR 5/—. Additionally, if the hydra dies, all its current heads detach and become advanced king cobras with DR 5/—.

The above variants can be combined. The snakehead deathstrike hydra’s independently created king cobras retain the caustic deathsrike hydra’s breath weapon.

Friday, July 27, 2018

Frightful Fridays! Catichoke

Hello and welcome to Frightful Fridays! I've reached into my cache of images for this week's monster, which will trigger all the allergies. The catichoke leaves a cloud of smoke and dander in its wake, invoking sneezing and coughing fits in everyone caught in the cloud. Spellcasters who don't like their adventuring companions can select a catichoke as an improved familiar.

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

This gray cat head rests atop a cloud of similarly colored smoke. When it moves, it leaves clouds of smoke in its wake.
Catichoke      CR 2
XP 600
N Tiny outsider (air, earth, elemental, native)
Init +3; Senses darkvision 60 ft., smoke sight; Perception +7
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
DR 5/magic; Immune elemental traits; Resist fire 10
Speed 20 ft., fly 60 ft. (good)
Melee bite +3 (1d23 plus 1d4 Str)
Space 21/2 ft.; Reach 0 ft.
Special Attacks billowing flight, Strength damage
Str 4, Dex 17, Con 14, Int 4, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 13 (can't be tripped)
Feats Dodge, Mobility
Skills Escape Artist +17, Fly +15, Perception +7, Stealth +16; Racial Modifiers +8 Escape Artist
SQ gaseous
Languages Auran, Terran (can only speak to other catichokes)
Environment temperate and warm land
Organization solitary, pair, or clouder (312)
Treasure none
Billowing Flight (Ex) All squares a catichoke passes through when it flies are affected as if stinking cloud had been cast on them (DC 13 Fortitude negates). The cloud reaches from the catichoke’s height down to the ground. The affected squares revert to normal at the end of the catichoke’s next turn (provided it doesn’t travel through the squares again during its next turn). The save DC is Constitution-based.
Gaseous (Ex) A catichoke can pass through small holes or narrow openings without reducing its speed. It cannot enter water or other liquid. If the catichoke attacks another gaseous creature (either as a result of the catichoke’s Strength damage reducing a victim to 0 Strength, through an inherent special ability, or by gaseous form or a similar spell or effect), it adds its Dexterity modifier to damage rather than its Strength modifier (1d2+3 points of damage for a typical catichoke).
Smoke Sight (Su) A catichoke can see through fire, fog, and smoke without penalty.
Strength Damage (Su) A creature that takes Strength damage from a catichoke’s bite attack becomes smoke if its Strength score is reduced to 0. The affected creature acts as if it were targeted by gaseous form until its Strength score increases above 0.

The origin of catichokes is unclear; various sages claim wayward border elementals stuck on the Material Plane took on a native form and stuck with it through generations, while others posit a group of cats became infused with elemental energies at a weak point between the Material Plane and the Elemental Planes of Air and Earth. Whatever their actual origin, all catichokes release unending clouds of dander-filled smoke as they move, leaving those who witness them wondering how such small beings can produce so much material. The clouds seem to coalesce into the cat-like creatures after a few seconds, so the creatures can reuse them, meaning they don’t have an infinite supply.

Catichokes are persistent enemies of hell hounds. As with their origins, it is unknown how the creatures came into contact with each other. The most likely explanation is that a group of planar travelers who befriended the cats encountered a pack of hell hounds and the catichokes pass on the tale of this meeting to their children. Another, less popular, explanation also provides another possible origin for the catichokes’ genesis: they were bred specifically to attack hell hounds and other infernal denizens.

A typical catichoke is 1 foot in length, stands 6 inches tall, and weighs a slight 4 pounds.

A spellcaster of at least 7th level with at least one neutral component to alignment who takes the Improved Familiar feat can select a catichoke as a familiar. If the spellcaster with a catichoke familiar has at least one spell with the air or earth descriptor prepared or known, the spellcaster can use gaseous form once per day as a spell-like ability.

Friday, July 20, 2018

Frightful Fridays! Inferno Bulette

Hello and welcome back to Frightful Fridays! We're in the middle of the hot days of summer in the Northern Hemisphere, so it seems appropriate to wheel out the last of the elemental bulettes, the inferno bulette, today. This bulette melts everything and is so hot it can penetrate fire immunity and resistance (except for creatures with the fire subytpe). It's already fairly angry, but targeting it with cold damage makes it enraged, and it will go after the source of the cold.

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

If you want to revisit the other elemental bulettes (or look them over for the first time!), these handy links will take you to them.

Stone Bulette
Glacier Bulette
Blitz Bulette

This creature, shaped like a massive teardrop of flame with four legs, transitions in color from blue at its head, through white and orange along its body, to red at its tail.
Inferno Bulette      CR 19
XP 204,800
N Huge magical beast (fire)
Init +11; Senses darkvision 60 ft., low-light vision; Perception +21
AC 34, touch 16, flat-footed 26 (+7 Dex, +1 dodge, +18 natural, 2 size)
hp 324 (24d10+192)
Fort +22, Ref +21, Will +16
Immune fire
Weaknesses vulnerability to cold
Speed 60 ft., burrow 40 ft., fly 90 ft. (good); detonating teleport
Melee bite +31 (3d6+9 plus 8d8 fire and burn), 2 claws +31 (2d8+9 plus 6d8 fire and burn)
Space 15 ft.; Reach 10 ft.
Special Attacks burn (4d6, DC 30), burn through
Str 28, Dex 25, Con 27, Int 2, Wis 22, Cha 11
Base Atk +24; CMB +35 (+39 sunder); CMD 53 (55 vs. sunder, 57 vs. trip)
Feats Dodge, Following Step[APG], Greater Sunder, Hover, Improved Initiative, Improved Sunder, Iron Will, Mobility, Power Attack, Skill Focus (Perception), Step Up, Step Up And Strike[APG]
Skills Acrobatics +25 (+37 to jump), Fly +7, Perception +21
Languages Ignan
SQ superheated
Environment any warm land
Organization solitary or pair
Treasure none
Burn Through (Su) As a full-round action, an inferno bulette can make a special charge attack. Creatures in the path of the charge take 11/2 times the fire damage dealt by the bulette’s bite attack and are subject to burn, but they take no physical damage. Targets of this ability can make an attack of opportunity against the bulette. If a target forgoes its attack of opportunity, it can attempt a DC 29 Reflex save to take half damage and avoid burn. The save DC is Dexterity-based.
A charging inferno bulette that deals sufficient damage to an object to destroy it with this ability can continue its charge with no penalty.  When using this ability against larger structures (like a wall), the bulette does not destroy the structure if it deals sufficient damage to substance's hit points (per the breaking and entering rules in the Pathfinder Roleplaying Game Core Rulebook), but it leaves a hole equal to its size in the structure.  If it does not deal enough damage to destroy the object or break through the structure, it stops adjacent to the object and takes 1d6 points of damage for every 10 feet it moved to reach the object.
An inferno bulette must wait 1d4 rounds before using this ability again.
Detonating Teleport (Su) Once every 1d4+1 rounds, an inferno bulette can explode and propel itself up to 120 feet from its current location. All creatures within 20 feet of the bulette’s original location take 10d8 points of fire damage (DC 30 Reflex save for half). This is a teleportation effect. The save DC is Constitution-based.
Superheated (Su) An inferno bulette’s body reaches extreme high temperatures, which taper off from its head to its tail. Its bite attack ignores up to 20 points of fire resistance, and its claws ignore up to 10 points of fire resistance. When it charges, including when it uses its burn through ability, its attacks ignore fire immunity. Creatures with the fire subtype retain their fire immunity against the bulette’s attacks.

Bulettes touched by the Elemental Plane of Fire undergo a transformation where plasma replaces most of their flesh. These inferno bulettes generate incredible heat, with the greatest amount concentrated in their heads. The further from the bulettes’ head, the cooler their bodies become, but even their tails emanate heat at a lava-like intensity. The cantankerous creatures often test their fiery bodies against standing structures and opponents.

Inferno bulettes are straightforward opponents and use their inherent abilities at the first opportunity. They charge about battlefields and overrun as many opponents as possible. When they can’t charge and have no nearby opponents, they detonate themselves to jump to a target. Likewise, when foes inflict cold damage against the bulettes, they take advantage of their maneuverability to destroy cold-using foes along with all objects on their foes.

Unlike most elemental-touched bulettes, inferno bulettes serve roles in their elemental plane. Powerful generals from the Elemental Plane of Fire use inferno bulettes as shock troops to destroy defensive lines and generally demoralize the opposition. Salamanders attempt to ride the bulettes into battle and often fall prey to their own mounts without some sort of magical control.

Inferno bulettes measure 22 feet in length. The ionized gas constituting most of the bulettes’ bodies make them extraordinarily light, with most specimens weighing a relatively mere 500 pounds.

Friday, July 13, 2018

Frightful Fridays! Drop Sloth

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

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

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

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

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

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

Friday, July 6, 2018

Frightful Fridays! Swamp Rabbit

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

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

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

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

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

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

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

Friday, June 29, 2018

Frightful Fridays! Blitz Bulette (Zappity Zap Lightning Death)

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

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

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

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

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

Friday, June 22, 2018

Frightful Fridays! Tiny Tearers

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

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

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

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

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

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


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

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

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

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

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

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

Friday, June 15, 2018

Frightful Fridays! Glacier Bulette

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

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

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

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

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