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