Sunday, October 14, 2018

Frightful Fridays! Frogtober! Armageddanura

Hello once again! Today's Inktober/Frogtober theme is clock, so Hugo Solis ( and I are presenting a monster that comes with its own set of countdowns. The armageddanura proclaims a world's end (just look at that claw of judgment!) and then proceeds to hasten its demise. If PCs are lucky, they'll get to see how much time they have left before they exit the stage. It could be a short term depending on how the fight against this thing goes.

I hope you're able to end a world or two with the armageddanura (perhaps with some daemons and demons as seasoning to taste). I'll be back tomorrow with another monster!

Doom! No, not that one. Why does everyone ask that?

This immense frog floats above the ground and points a claw in judgment. Each iris in its eyes is an hourglass with a variable amount of sand-like material remaining in the upper part of the hourglass. Its chest features an enormous hourglass with very little sand-like material in the hourglass’s upper chamber.
Armageddanura      CR 22
XP 614,400
NE Colossal outsider
Init +2; Senses darkvision 60 ft.; Perception +40
AC 40, touch 20, flat-footed 40 (2 Dex, +20 insight, +20 natural, 8 size)
hp 449 (31d10+279); regeneration 20 (good spells and weapons)
Fort +19, Ref +15, Will +23
Defensive Abilities doom revisited on you, fortification (75%); DR 20/epic and good; Immune ability damage, ability drain, acid, cold, death effects, electricity, fire, sonic; SR 33 (28 against spells or effects with the good descriptor)
Speed 60 ft., fly 80 ft. (average)
Melee bite +34 (8d8+11/1920 plus grab), slam +34 (8d10+11/1920), tongue +29 (6d6+5 plus pull and grab)
Space 30 ft.; Reach 20 ft. (80 ft. with tongue)
Special Attacks constrict (6d6+11), fast swallow, personalized countdown, pull (tongue, 10 fet), swallow whole (plane shift [DC 25] or 4d6 acid damage plus 4d6 cold damage and 4d6 electricity damage and 4d6 fire damage and 4d6 negative energy damage, AC 20, 44 hp), thunder of damnation, trample (8d10+16, DC 36)
Spell-Like Abilities (CL 31st; concentration +39)
   At will—foresight, plane shift
   3/day—quickened polar midnight[UM] (DC 27), quickened storm of vengeance (DC 27), quickened unholy word (DC 27)
   1/day—cursed earth[UM] (DC 27), gate, mass suffocation[APG] (DC 27), tsunami[APG] (DC 27)
Str 32, Dex 6, Con 29, Int 17, Wis 22, Cha 27
Base Atk +31; CMB +50 (+52 bull rush, +54 grapple and sunder); CMD 78 (80 vs. bull rush or sunder, 82 vs. trip)
Feats Awesome Blow, Blinding Critical, Combat Casting, Critical Focus, Critical Mastery, Deafening Critical, Greater Sunder, Improved Bull Rush, Improved Critical (bite, slam), Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability (polar midnight, storm of vengeance, unholy word)
Skills Fly +24, Intimidate +42, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +40, Spellcraft +34, Use Magic Device +39
Languages Abyssal, Celestial, Common, Infernal; telepathy 200 ft.
Environment any
Organization solitary
Treasure none
Doom Revisited on You (Su) If a creature fails to overcome an armageddanura’s spell resistance, the spell targets the originator of the spell or effect. In the case of a spell or an effect that affects an area, the spell or effect is centered on the originator. Newly affected creatures are allows a saving throw, but the save DC increases by 5.
If a creature fails to penetrate an armageddanura’s fortification with a critical hit or precision damage, the armageddanura takes no damage. Instead, the attack reflects back on the attacking creature, which makes a new attack roll against itself with a +5 bonus on the attack roll. The attack deals precision damage and automatically inflicts a critical hit if the attack is successful.
Personalized Countdown (Su) A creature that sees an armageddanura views a clock that shows the hour and date of its irrevocable death. The creature must attempt a DC 28 Will save. On a failed save the creature becomes frightened for 1 minute, while a successful save reduces this to shaken for 1 minute. This is a mind-affecting gaze effect. The save DC is Intelligence-based.
Swallow Whole (Su) A creature swallowed by an armageddanura that makes its save against the plane shift effect while swallowed whole takes the listed damage. The swallowed creature must attempt the saving throw against the plane shift effect each turn.
Thunder of Damnation (Su) Once per hour, an armageddanura can make a proclamation of doom. All creatures within a 1-mile radius take 4d6 sonic damage (Fortitude DC 33 halves). A creature that failed the first save must succeed on a second DC 33 Fortitude save or become stunned for 1d6 rounds. The save DC is Charisma-based.

When a world is imminently doomed, but its death throes threaten the multiverse, an armageddanura arrives to ensure the world meets its fate without collateral damage. Since the creature leaves no survivors, its existence is almost unknown among mortal creatures. Those who have studied the creature and the path of destruction in its wake believe a group of deity-like beings created it to enact judgment upon worlds they oversaw. The good beings among them built in a hidden failsafe, which allows good-aligned weapons or spells to overcome the considerable defenses at the armageddanura’s disposal.

An armageddanura lays waste to major settlements before moving on to pick off stragglers. If it meets stiff opposition, it spends time to destroy the offending object or to devour a particularly pugnacious foe to either shunt the foe to a random plane or destroy the foe with the planar energies composing it. It usually must dispatch some gathering of “heroes” seeking to prevent the afrogalypse.

Saturday, October 13, 2018

Frightful Fridays! Frogtober! Protector Plush Frog

Frogtober hops on as we reach day 13! Today's theme is "guarded," and what can make you feel more guarded than a lovable plush frog that can rip into those who try to harm you? I can't think of anything, either. Hugo Solis ( did a marvelous job of capturing the protector plush frog's adorableness, while hinting at an underlying menace for those that provoke it.

I hope you enjoy today's Frogtober offering, and I'll see you again tomorrow!

We're friends 'til the end, remember?

This child’s toy is fashioned like a warmly smiling, bright green frog. It has a soft appearance and looks as though it could serve as a pillow.
Protector Plush Frog      CR 1
XP 400
N Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 14 (2d10+3)
Fort +0, Ref +2, Will +0
Immune construct traits
Speed 20 ft.
Melee slam +2 (2d4-2)
Space 21/2 ft.; Reach 0 ft.
Special Attacks ward protector
Str 6, Dex 15, Con —, Int 3, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Improved Initiative, Toughness
Skills Perception +6, Sense Motive +0 (+8 on checks for its ward and creatures interacting with its ward); Racial Modifiers +4 Perception, +8 Sense Motive on checks for its ward and creatures interacting with its ward
Languages magic mouth (limited set of phrases)
SQ calming influence
Calming Influence (Ex) While within 5 feet of its ward, a protector plush frog grants its ward a +4 morale bonus on saves against fear.
Ward Protector (Su) When a protector plush frog’s ward is threatened, the frog gains +4 Strength, hardness 2, and a +8 morale bonus on Intimidate checks. If the frog uses its magic mouth as a move action it can make a Intimidate check to demoralize all opponents within 30 feet that can hear it. It makes a single check and applies that to all affected opponents. Finally, the frog is not destroyed when it reaches 0 hit points; instead it gains the ferocity defensive ability, treating its Constitution score as 10. When the frog is reduced to 0 hit points or less, its horrifying appearance allows it to make a free Intimidate check to all opponents within 30 feet that can see it.
If a protector plush frog’s ward is no longer threatened, the frog reverts to its normal form at the beginning of its next turn. If the frog is at 0 hit points or less when it does so, it is immediately destroyed.

Protector plush frogs serve as companions and protectors to humanoid children primarily, but they are sometimes found with adults and non-humanoid creatures that appreciate the frogs’ utility. During the frogs’ creation, they are paired with the person or creature they are to protect. Changing “owners” incurs a cost equal to 1/10 the price to create a protector plush frog.

When protector plush frogs are in companion mode, they are soft and cuddly. Their creation involves a series of phrases used to improve their wards’ self-esteem or otherwise encourage a sense of play. Sample phrases include, “You’re my best friend,” “You’re making me croak up,” or “You’re terrific.” The frogs’ rudimentary intelligence allows them to choose the most appropriate phrase for the situation. Some protector frogs have phrases they use to intimidate or drive away opponents, but often the sheer fact that a toy turns to speak to an unsuspecting foe is creepy enough.

In addition to their ability to frighten away those who would harm their wards, protector plush frogs gain supernatural strength and fortitude when standing guard over their wards. If they survive turning away threats, they return to their cuddly form immediately and seek to reassure their frightened charges.

A typical protector plush frog is 11/2 feet in diameter and weighs less than 1 pound. Its weight increases to 5 pounds when it is in protector mode.

A protector plush frog is sewn from cloth and contains goose down or comparable stuffing. The frog is treated with alchemical solutions, costing 200 gp, to allow it to withstand the rigors of play and battle.

Protector Plush Frog
CL 5th; Price 4,200 gp

Requirements Craft Construct, animate objects, lesser geas, magic mouth, permanency, remove fear, creator must be at least caster level 5th; Skill Craft (cloth) DC 20; Cost 2,200 gp

Friday, October 12, 2018

Frightful Fridays! Frogtober! Amphrogoliath

Hello! Day 12 of Frogtober comes back to a semi-frequent theme on this blog: mashup monsters. Today's theme was "whale," so I decided to smoosh a frog and a whale together. It works! (I think) Hugo Solis ( admirably illustrated the amphrogoliath and added a number of cool features to the original description I gave him. It looks really cool, and I think it would be terrifying to run into one of these in the water, or just out of it.

I hope you enjoy the amphrogoliath, and I'll see you tomorrow with another frog-based monster!

Off-brand version of the "Jaws" theme plays

This bizarre cross between frog and whale has the length and pectoral fins (albeit frog-shaped) of a typical whale. Its head is an amalgam of frog and whale, it has powerful frog hindlegs that aid with its speed in the water, and it has a row of relatively stubby frog forelegs near where its tail would be. Its blue coloration, with rich green striations, helps it blend in with its aquatic environs.
Amphrogoliath      CR 12
XP 19,200
N Gargantuan magical beast (aquatic)
Init 2; Senses darkvision 60 ft., low-light vision; Perception +16
AC 28, touch 4, flat-footed 28 (2 Dex, +24 natural, 4 size)
hp 168 (16d10+80); fast healing 5
Fort +15, Ref +8, Will +11
Speed 30 ft., swim 90 ft.
Melee bite +23 (6d6+11 plus grab), tail slap +21 (3d6+5), tongue +21 (1d8+5 plus grab)
Space 20 ft.; Reach 15 ft. (40 ft. with tongue)
Special Attacks capsize, pull (tongue, 15 feet), smashing breach, swallow whole (6d6 bludgeoning damage, AC 22, 16 hp), trample (6d6+16, DC 29)
Str 32, Dex 6, Con 21, Int 3, Wis 18, Cha 11
Base Atk +16; CMB +31 (+33 bull rush, +35 grapple); CMD 39 (41 vs. bull rush, 43 vs. trip)
Feats Awesome Blow, Crippling Critical[APG], Critical Focus, Improved Bull Rush, Iron Will, Multiattack, Power Attack, Quick Bull Rush[UC]
Skills Perception +16, Stealth 5 (+15 in water), Swim +23; Racial Modifiers +20 Stealth in water
SQ amphibious
Environment temperate or warm oceans and coastlines
Organization solitary, pair, or crash (36)
Treasure incidental
Fast Healing (Ex) If an amphrogoliath completely leaves water, its fast healing is reduced to 2 beginning on its next turn.
Smashing Breach (Ex) As a full-round action, an amphrogoliath can make a special charge attack against creatures on the surface of the water. At the end of its charge, the amphrogoliath breaches, then slams down onto the target with incredible force. Any Large or smaller creatures in the amphrogoliath’s space must make a DC 23 Reflex save or take 6d6+16 points of bludgeoning damage and be forced into the nearest space adjacent to the amphrogoliath. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
Trample (Ex) An amphrogoliath can only trample creatures when it is on land.

Amphrogoliath origins have been lost to the mists of time, but the prevailing theory among scholars of ancient aquatic empires is that transmuters creates amphrogoliaths as engines of war against landbound kingdoms. While those ancient kingdoms are no more, or, at the very least, no longer threaten those living above the wave, amphrogoliaths still ply the seaways and endanger ships and coastal dwellers alike.

Amphrogoliaths have exceptionally slow metabolisms and swim lazily about the oceans they claim as their territories. Since they have few natural (or unnatural) predators and seldom require much food, they share the water with a wide variety of creatures with no issue. However, in the rare occasions where they must exert themselves or otherwise become hungry, they quickly depopulate an area measuring a mile in radius. If they happen to be near shore, they hop up on land and raid nearby villages for food, which includes hapless villagers in their way.

Either their odd biology, or a failsafe mechanism bred in by their creators, makes it so amphrogoliath offspring cannot survive in open water. The “tadpoles” must live in damp mud for the first two years of their lives, while they grow at a prodigious rate. One or both parents lurks in open water nearby or on the shore where they deposit their offspring. The parents are fierce protectors of their young but leave their progeny on their own once they reach maturity. Unless food is scarce, crashes of amphrogoliaths get along well with each other and often protect other amphrogoliaths under attack.

An adult amphrogoliath measures 75 feet long and weighs 50 tons. An amphrogoliath that spends its life peacefully can reach 70 years of age.

Thursday, October 11, 2018

Frightful Fridays! Frogtober! Tormentoad

It's time for another Frogtober monster! For today's "cruel" Inktober theme, Hugo Solis ( delivered an awesome rendition of the tormentoad, a happy little(?) "kyton toad" that likes pain. OK, actually, it likes to inflict lots of pain. Its barbed tongues are pretty long, but just getting out of reach of them won't save PCs, since it can also teleport its tongues. Fun!

I hope you enjoy the tormentoad, and I'll see you tomorrow with a friendlier frog monster.

Welcome to my nightmare

This gigantic toad has tusks jutting out from below its mouth and horns above its wickedly-gleaming eyes. Its mouth and tusks are ringed with sharp barbs. It flicks out a long tongue also covered in terrible barbs.
Tormentoad      CR 10
XP 9,600
LE Huge outsider (evil, extraplanar, lawful)
Init 2; Senses darkvision 60 ft., deathwatch; Perception +20
AC 24, touch 6, flat-footed 24 (-2 Dex, +18 natural, 2 size)
hp 136 (13d10+65)
Fort +11, Ref +6, Will +12
DR 10/good and silver; Immune cold, pain effects, poison; Resist acid 10, fire 10; SR 21
Speed 50 ft.
Melee bite +19 (1d8+8), gore +19 (2d6+8), 2 tongues +18 (2d6+4 plus 2d4 bleed and grab)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks impale, inescapable reach, inflict pain, powerful charge (gore, 4d6+8), pull (tongue, 10 feet)
Spell-Like Abilities (CL 13th; concentration +13)
   3/day—cure light wounds
Str 26, Dex 6, Con 21, Int 8, Wis 19, Cha 10
Base Atk +13; CMB +23 (+27 grapple); CMD 31 (35 vs. trip)
Feats Dazzling Display, Gory Finish[UC], Great Fortitude, Multiattack, Power Attack, Shatter Defenses, Weapon Focus (tongue)
Skills Acrobatics +14 (+22 to jump), Heal +20, Intimidate +16, Knowledge (local) +15, Perception +20
SQ fed by suffering
Environment any (Plane of Shadow)
Organization solitary or wrack (28)
Treasure none
Fed by Suffering (Ex) If a creature fails its Fortitude save against a tormentoad’s inflict pain ability, or if a creature grappled by the tormentoad takes bleed damage, the tormentoad heals 5 hit points.
Impale (Ex) If a tormentoad confirms a critical hit with its gore attack against a creature smaller than itself, the tusk impales the target creature. An impaled creature gains the pinned condition (though the tormentoad doesn’t gain the grappled condition), takes 1d6 points of bleed damage, and automatically takes half damage from the tormentoad’s gore each round it remains pinned. It can continue to make a gore attack while it is impaling a creature, but it deals half damage. If it impales two creatures, it can no longer make its gore attack. Against an impaled creature, the tormentoad doesn’t need to succeed at a grapple combat maneuver check to maintain the grapple. The tormentoad can release an impaled creature as a free action.
Inescapable Reach (Ex) As a full-round action, a tormentoad can detach one of its tongues and teleport it as if it used dimension door. The tongue can make an attack after it teleports. The tormentoad can use another full-round action to teleport the tongue (and any creatures the tongue has grabbed) to its mouth. If the tormentoad is adjacent to a detached tongue, it can use a move action to reattach it.
Inflict Pain (Ex) If a creature is struck by a tormentoad’s natural attacks or the tormentoad maintains a grapple against a creature, the creature must succeed on a DC 21 Fortitude save or become staggered for 1 round from the pain. The save DC is Constitution-based.

Kytons are not known as sentimental creatures by any stretch of the imagination, but, if they had the concept of a beloved pet, tormentoads would fit the bill. These extraplanar animals are highly intelligent compared to more mundane specimens and apply that intelligence to maximizing pain. They are well aware of the effects of pain on those not inured to it and enjoy inflicting suffering on their victims, especially with an audience. Tormentoads are constantly aware of how close their victims are to death, so they often release and may even heal those who are on the edge of death in order to prolong their victims’ suffering.

Tormentoads often make their way to the Material Plane to serve cruel interrogators in order to viciously extract information or merely inflict torture. After their work is done, they are free to roam and inflict pain on the soft creatures of the world. While they delight in the squeals of pain from non-sentient creatures, they much prefer administering their tender mercies on sentient beings who experience the existential dread associated with pain. Tormentoads escaping the Plane of Shadow also escape the pain of being pain-inflicting monsters among creatures who embrace and enjoy pain.

A typical tormentoad stands 20 feet tall, measures 16 feet in length, and weighs 3,000 pounds.

Wednesday, October 10, 2018

Frightful Fridays! Frogtober! Bitter Medicine Frog

It's time for another Frogtober monster, and you're invited! Hugo Solis ( created a masterful rendition of this frog creature that is actually a colony of slime molds. The bitter medicine frog can cure nausea, but at a terrible price. If no one purposefully eats one, it likes to jump into the gullets of potential warm-bodied hosts where it devours them from the inside to produce more bitter medicine frogs. It's the circle of life!

I hope you enjoy the bitter root frog, and I'll be back tomorrow with another froggy monstrosity.

I'd also like to point you to an archetype by Landon Bellavia, inspired by the arcanaruna: The archetype does a fantastic job of showing an arcanaruna's growth from juvenile to adult. I hope you like it as much as I do!


This slime mold is shaped like a frog and has nodules of fungal material protruding from its body like warts. When it moves along a surface, its front half shifts and the back half flows quickly toward the front half.
Bitter Medicine Frog      CR 8
XP 4,800
CN Tiny plant
Init +9; Senses low-light vision, tremorsense 30 ft.; Perception +14
AC 22, touch 18, flat-footed 16 (+5 Dex, +1 dodge, +4 natural, +2 size)
hp 102 (12d8+48); regeneration 5 (cold)
Fort +12, Ref +11, Will +7
Defensive Abilities amorphous; DR 10/slashing; Immune acid, plant traits; Resist fire 10
Weaknesses cold
Speed 20 ft., climb 20 ft.
Melee slam +16 (1d24 plus attach)
Space 21/2 ft.; Reach 0 ft.
Special Attacks attach, forced ingestion
Str 2, Dex 21, Con 18, Int 5, Wis 17, Cha 8
Base Atk +9; CMB +12; CMD 19 (can't be tripped)
Feats Dodge, Go Unnoticed[APG], Improved Initiative, Lightning Reflexes, Mobility, Weapon Finesse
Skills Climb +13, Perception +14, Stealth +20
Environment temperate and warm forests
Organization solitary or apothecary (212)
Treasure none
Forced Ingestion (Ex) If a bitter medicine frog succeeds on a grapple check to maintain a grapple, it forces itself down its target's throat. It removes any sickened or nauseated conditions currently suffered by its target, and its target is immune to spells or effects that cause these conditions. While within the target, the bitter medicine frog deals 8d6 points of acid damage to the target each round (DC 20 Fortitude save halves) and it releases paralyzing spores every 1d3 rounds. When it releases spores, the target must succeed on a DC 20 Fortitude save or become paralyzed for 1 minute. The save DCs are Constitution-based.
The bitter medicine frog takes half damage from attacks targeting the host or including it in an area effect. Removing a bitter medicine frog requires cutting into the victim, which deals 2d6 points of damage, and a successful DC 20 Heal check.

Bitter medicine frogs get their name from their uniformly frog-like shape and their dangerous use to combat nausea. The cure often proves overwhelmingly more lethal than the symptoms it’s meant to alleviate. While they look like strange frogs, they are actually colonies of slime molds with a hive mind. Bitter medicine frogs reproduce by implanting themselves into living hosts and consuming their hosts from the inside. The originating colonies die along with their hosts, but the spores they use to paralyze their hosts form new colonies which burst from the corpses one month later.

Bitter medicine frogs roost in trees and are difficult to spot among the greenery. They use height to their advantage, so they can drop onto the heads of their victims. However, they are fast climbers, allowing even grounded bitter medicine frogs to reach their victims’ mouths seconds after attaching to their legs. More mercenary druids employ the plants as weapons against their foes, welcoming the replacement of flesh-and-blood humanoids with a fresh patch of bitter medicine frogs.

Tuesday, October 9, 2018

Frightful Fridays! Frogtober! Prismafrog

Welcome back once more to Frogtober! Today's theme is "precious," and the frog that Hugo Solis ( illustrated is certainly that. More than that, though, the prismafrog is a guardian of other, perhaps more precious, treasure. It has an array of prismatic beams and eye beams it can fire to really wreck treasure looting PCs' days.

I hope you enjoy the prismafrog. See you tomorrow with something decidedly less blingy.

The croaking crown jewel

This towering golden frog has a line of expensive gems of varying sizes and color down its back. Its left eye is a diamond and its right eye is a garnet. Light emanates from the gems and the frog itself.
Prismafrog      CR 19
XP 204,800
N Large construct
Init +11; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +0
AC 34, touch 20, flat-footed 23 (+11 Dex, +14 natural, 1 size)
hp 212 (28d10+58); fast healing 10
Fort +9, Ref +20, Will +9
DR 20/adamantine and magic; Immune construct traits, gem immunities
Weaknesses susceptible to darkness
Speed 40 ft.
Melee slam +33 (2d6+6)
Ranged eye ray +33 touch (heightened [9th] disintegrate or imprisonment) and prismatic ray +33 touch (prismatic ray)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 28th; concentration +30)
   At will—sunburst (DC 20)
   1/day—prismatic sphere (DC 21)
Str 23, Dex 33, Con —, Int —, Wis 10, Cha 15
Base Atk +28; CMB +35; CMD 56 (60 vs. trip)
Feats Toughness[B]
Environment any
Organization solitary or laserium (26)
Treasure triple (body worth 105,000 gp, intact gem worth 5,000 gp each)
Eye Ray (Ex) A prismafrog’s eye ray has a range of 240 feet. Unless commanded otherwise, the prismafrog has an equal chance to fire a ray that operates like disintegrate (heightened to a 9th-level spell) or imprisonment. The save DC for either effect is 26. The prismafrog can use one prismatic ray one eye ray as a full attack action.
Gem Immunities (Su) While all of a prismafrog’s gems are intact, it is immune to all forms of energy damage. Destroying a gem removes the specified energy immunity and the use of a prismatic ray. Each gem has hardness 20 and 60 hit points. Amethyst: No immunity and violet prismatic ray; Azurite: No immunity and indigo prismatic ray; Citrine: Immunity to electricity and yellow prismatic ray; Diamond: Immunity to force and disintegrate eye ray; Emerald: Immunity to sonic and green prismatic ray; Garnet: No immunity and imprisonment ray; Ruby: Immunity to fire and red prismatic ray; Sapphire: Immunity to cold and blue prismatic ray; Topaz: Immunity to acid and orange prismatic ray.
Prismatic Ray (Su) A prismafrog’s prismatic ray has a range of 240 feet. When the prismafrog targets a creature, roll a d8 to determine the color of the beam(s) that fire at the target: 1—red—2d4x10 points of fire damage; 2—orange—2d4x10 points of acid damage; 3—yellow—2d4x10 points of electricity damage; 4—green—poison (poison [save DC 26, frequency 1/round for 6 rounds; initial effect death; secondary effect 1 Con; cure 2 consecutive saves); 5—blue—flesh to stone (DC 26 Fort save negates); 6—insanity (DC 26 Will save negates); 7—plane shift (DC 26 Will save negates); 8—roll twice, ignoring results of 8).
The prismafrog can use one prismatic ray one eye ray as a full attack action.
Susceptible to Darkness (Ex) If a prismafrog is in an area of darkness, it cannot use its eye ray or prismatic ray.

Prismafrogs are ostentatious protectors of equally ostentatious tombs and treasure vaults. Their creation is a jealously guarded secret among those who know how to craft them. Arcanarunas who set up lairs to hoard their stored spell knowledge use prismafrogs to guard their lairs.

Prismafrogs are autonomous creatures with a built-in randomizer to their attacks, obviating the need for them to make choices. While they are not bright enough to decide on how to employ their attacks, they are programmed to use sunburst to counter darkness effects that render them ineffective. Intelligent controllers can direct prismafrogs to use specific eye rays and prismatic rays, but this lack of randomness means directed prismafrogs cannot use a combined ray.

A prismafrog’s body is made of 1,500 pounds of adamantine and gold, plus gems required for the eye ray and prismatic ray abilities (amethyst, azurite, citrine, diamond, emerald, garnet, ruby, sapphire, and topaz) worth a total of 150,000 gp.

CL 20th; Price 650,000 gp

Requirements Craft Construct, Heighten Spell, disintegrate, geas/quest, imprisonment, prismatic sphere, prismatic spray, wish, creator must be caster level 20th; Skill Craft (sculpture) DC 40; Cost 400,000 gp.

Monday, October 8, 2018

Frightful Fridays! Frogtober! Stellaruna

Hello and welcome back for day 8 of Frogtober, featuring illustrations by Hugo Solis (! Today's frog (delivering on the theme of "star") deviates from the horribleness of the previous frogs, unless you happen to be an evil aberration, in which case, the stellaruna will make today a bad day. A stellaruna eschewed other celestial beings' watchfulness of and animosity toward fiendish beings, so it can seek out evil among the stars, especially evil perpetrated by unknowable elder beings. The PCs shouldn't have a problem with this creature (unless they're in the habit of summoning aboleths or worse) and may even find it a valuable ally in a pitched fight against some eldritch horror.

I hope you enjoy the stellaruna. See you tomorrow for day 9 of Frogtober!

The star of this show

A tapestry of stars covers this immense frog’s skin. Its eyes shine with the light of a star going supernova.
Stellaruna      CR 17
XP 102,400
CG Gargantuan outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +31
AC 29, touch 29, flat-footed 18 (+5 deflection, +10 Dex, +1 dodge, +7 insight, 4 size)
hp 264 (23d10+138)
Fort +19, Ref +19, Will +20
Defensive Abilities improved uncanny dodge, uncanny dodge; DR 20/adamantine and evil; Immune cold, fire, sonic; Resist electricity 20; SR 28
Speed 50 ft., fly 90 ft. (perfect)
Melee bite +27 (3d6+8 plus 3d6 cold and 3d6 fire)
Ranged stellar furnace ray +22 touch (12d6 fire), void ray +22 touch (12d6 cold)
Space 20 ft.; Reach 15 ft.
Special Attacks aberration hunter, crush (DC 27, 8d6+12)
Spell-Like Abilities (CL 23rd; concentration +28)
   At will—break enchantment, holy smite (DC 19) (deals extra damage to evil aberrations rather than evil outsiders), interplanetary teleport[UM]
   3/day—greater dispel magic, meteor swarm (DC 24), polar ray
   1/day—mass heal
Str 26, Dex 31, Con 22, Int 17, Wis 24, Cha 21
Base Atk +23; CMB +35; CMD 68 (72 vs. trip)
Feats Combat Expertise, Critical Focus, Dodge, Flyby Attack, Greater Spell Penetration, Improved Critical (stellar furnace ray, void ray), Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Staggering Critical
Skills Acrobatics +10 (+18 when jumping), Diplomacy +28, Fly +26, Intimidate +31, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +29, Perception +31, Sense Motive +31, Spellcraft +29
Languages Abyssal, Aklo, Celestial, Common, Infernal
SQ starflight
Environment any
Organization solitary, binary, or trinary
Aberration Hunter (Su) A stellaruna gains a +4 racial bonus on attack and damage rolls, and opposed skill checks against aberrations. This bonus also applies to saving throws and spells originating from aberrations. In addition, if the steallruna identifies an aberration with a Knowledge (dungeoneering) check, it treats its attacks as possessing the appropriate qualities (including epic) to bypass the aberration’s damage reduction.
Crush (Ex) In addition to the listed damage, a stellaruna can create a 30-foot-diameter, 60-foot-deep pit where it lands, without harm to itself.
Starflight (Su) A stellaruna can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the stellaruna knows the way to its destination.
Stellar Furnace Ray (Su) A stellaruna’s stellar furnace ray has a 240-foot range. This attack ignores resistance to fire. Immunity to fire still fully protects a target from this attack.
Void Ray (Su) A stellaruna’s void ray has a 240-foot range. This attack ignores resistance to cold. Immunity to cold still fully protects a target from this attack.

Where most celestial beings concern themselves with misery caused by the denizens of the lower planes, stellarunas saw what they considered a more disturbing problem in and beyond the firmament of the Material Plane. Vast, incomprehensible beings of terrible power and an insatiable appetite for chaos and devastation seemingly lurked in the places few creatures saw. Much like their mortal counterparts, stellarunas speaking of such beings were considered insane. They were ousted from their home plane, but this suited them well, since they desired to travel the Material Plane and thwart these awful beings. Stellarunas recognize their foes don’t pose an imminent threat like many devils, daemons, and demons do, but they believe these aberrant creatures present a more universal threat.

Stellarunas travel from world to world to root out less powerful aberrations and cults dedicated to the impossible beings they regard as deities. They sometimes get overzealous in their crusades against aberrations and wipe out whole communities tainted by cults.

Good clerics can use greater planar ally to call a stellaruna to assist with combat against an aberration with at least 20 Hit Dice.

Stellarunas have access to stars and the void of space, and are nigh unquantifiable when it comes to their size. They present themselves in a compact shape when dealing with other creatures, measuring roughly 25 feet long, and weighing 50 tons. As long as there are stars in the universe and they survive the massive battles they pick, stellarunas have infinite lifespans.

Sunday, October 7, 2018

Frightful Fridays! Frogtober! Sandtoad

Hello and welcome back to Frogtober! Today's Inktober theme is "exhausted," and Hugo Solis ( really captured the sleepy essence of the sandtoad. It's an undead toad that died in the desert and is really angry about it, so much so that it afflicts the living with the fatigue of travelling through the inhospitable land where it dwells.

I hope you enjoy the sandtoad. I'll see you tomorrow with the opener of week 2 for Frogtober!

Please also check out the response to all these frog monsters by Wojciech "Drejk" Gruchala:

Sooooo sleepy

This toad is composed entirely of sand, which occasionally drifts off its body. Heavy, drooping eyelids, also made of sand, almost conceal the pits where the creature’s eyes should be.
Sandtoad      CR 2
XP 600
NE Small undead
Init +1; Senses darkvision 60 ft.; Perception +0
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +4, Will +3
Defensive Abilities dispersive evasion, sandy composition; DR 5/bludgeoning; Immune undead traits
Weaknesses kilning
Speed 30 ft.
Melee bite +4 (1d6+1 plus fatigue)
Special Attacks breath weapon (30-ft. cone, 3d6 piercing and slashing damage, Reflex DC 13 for half, usable every 1d4+1 rounds)
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 15
Base Atk +2; CMB +2; CMD 13 (17 vs. trip)
Feats Lightning Reflexes[B]
Skills Stealth +5 (+13 in sandy environments); Racial Modifiers +8 Stealth in sandy environments
Environment any desert
Organization solitary or harmattan (212)
Treasure incidental
Breath Weapon (Su) If a creature fails its Reflex save against a sandtoad’s breath weapon, it is subject to the fatigue effect described below.
If a sandtoad spends a full-round action gathering sand from its square and squares adjacent to it, it can use its breath weapon on its next turn.
Dispersive Evasion (Ex) When a sandtoad is caught in the area of effect of a spell or ability that deals damage, it automatically disperses. If it makes a Reflex save against such a spell or effect, it takes no damage. With the exception of failing a Reflex save against a spell or effect that deals fire damage (see kilning below), it must spend 1 round regathering itself, regardless of the success of its save. It is immune to all damage while it is discorporate.
Fatigue (Su) A creature hit by a sandtoad’s attacks or caught in the sandtoad’s breath weapon become fatigued if the creature fails a DC 13 Fortitude save. If the creature is already fatigued from this attack (but not due to any other sources of fatigue), it instead becomes exhausted. If the sandtoad causes a creature to become fatigued after making a melee attack, it heals 3 hit points. The save DC is Constitution-based.
Kilning (Ex) If a sandtoad takes fire damage from a spell or effect that deals damage to an area, the sand forming it becomes glasslike. The sandtoad loses its DR and the benefit of its sandy composition. If it takes damage from a critical hit or precision damage, the glass cracks, restoring the sandtoad to its normal state.
Sandy Composition (Ex) A sandtoad has a 50% chance to ignore additional damage from critical hits and precision damage. This drops to 25% when it is hit by a bludgeoning weapon.

While many sentient creatures that succumb to thirst in harsh desert environments rise as hateful undead, very few animals return from death as a result of their misadventures in the desert. Desert toads adapted to arid climates that die just short of pockets of life-giving water are prone to return as sandtoads, reflective of the inherent unfairness in their deaths by dehydration or sheer exhaustion. Like many undead, sandtoads return to inflict the same sort of conditions that contributed to their demises.

Their shared environments make sandtoads a ready choice for mummies to use as guardian creatures. Where sandtoads are not available, mummy spellcasters aware of the creatures build them from scratch using spells like create undead (which requires a minimum caster level of 12th). Mummies and other desert dwelling undead command sandtoads to use their abilities to the best effect. Without outside commands, sandtoads never recharge their breath weapons while threatened.

A typical sandtoad stands 3 feet tall, measures just over 4 feet in length, and weighs a mere 20 pounds.

Saturday, October 6, 2018

Frightful Fridays! Frogtober! Refluxfrog

Hello and welcome back to Frogtober, where today's theme is "drooling." The refluxfrog does that and the some. The frog-shaped ooze devours its prey, and then its overactive acid digests the prey while giving the critter a convenient acid breath weapon. It's fun for everyone, except for maybe most of the PCs.

I hope you enjoy digesting the refluxfrog, beautifully rendered by Hugo Solis ( See you tomorrow (or, uh, later today, depending on where you are) with another monster!


This creature looks like an enormous frog, but its body seems to be made entirely of liquid. Its mouth dribbles acid which scores the ground and, when the creature burps, it releases a small stream of sizzling liquid.
Refluxfrog      CR 6
XP 2,400
N Huge ooze
Init 2; Senses blindsight 60 ft.; Perception 5
AC 6, touch 6, flat-footed 6 (-2 Dex, -2 size)
hp 76 (9d8+36)
Fort +7, Ref +1, Will 2
Defensive Abilities acid reflux; Immune ooze traits
Speed 30 ft.
Melee slam +12 (2d6+8 plus 2d6 acid and acid burn), tongue +7 touch (2d6 acid, acid burn, grab, and pull)
Space 15 ft.; Reach 10 ft. (20 ft. with tongue)
Special Attacks acid burn (1d6, DC 18), acid death, breath weapon (30-ft. line, 4d6 acid damage, Reflex DC 18 for half), pull (tongue, 10 ft.), swallow whole (2d6 acid damage, AC 10, 7 hp)
Str 26, Dex 7, Con 18, Int —, Wis 1, Cha 1
Base Atk +6; CMB +16 (+20 grapple); CMD 24 (28 vs. trip)
Skills Acrobatics 2 (+14 Acrobatics when jumping)
Environment underground
Organization solitary
Treasure incidental
Acid Burn (Ex) A refluxfrog’s attacks inflict acid burn which works like the burn special attack, except it deals 1d6 points of acid damage to an affected creature at the start of the affected creature’s turn.
Acid Death (Ex) A refluxfrog explodes in a spray of fog that acts as an acid fog spell (caster level equals the refluxfrog’s HD). The fog immediately deals 2d6 points of acid damage to each creature and object in the area and at the refluxfrog’s initiative count in subsequent rounds.
Acid Reflux (Ex) Whenever a creature strikes a refluxfrog with a manufactured piercing or slashing weapon, the weapon takes 4d6 points of acid damage unless the attacker makes a DC 18 Reflex save. Damage caused to weapons in this manner is not halved, but hardness does help prevent some of the damage dealt. If a creature strikes a refluxfrog with a natural weapon that deals piercing or slashing damage, it takes 4d6 points of acid damage (DC 18 Reflex save for half). The save DCs are Constitution-based.
Breath Weapon (Ex) A refluxfrog can typically only use its breath weapon once per combat. For every 15 points of acid damage it deals with its swallow whole ability, it must use its breath weapon on its next turn. If a creature fails its Reflux save against the refluxfrog’s breath weapon, it is affected by the refluxfrog’s acid burn.

Refluxfrogs are unusual oozes that uniformly take the forms of gigantic frogs. This gives credence to the notion that the oozes were created by an intelligent race, but no explorers have turned up evidence of their manufacture. The frog motif is reinforced with their long tongues, formed from their membranous tissue. Rather than engulf their prey like most oozes, they use their tongues to pull prey into their masses as if they were frogs swallowing creatures they’ve ensnared. Refluxfrog bodies churn with acid, which becomes hyperactively productive when they consume prey. This forces the oozes to violently expel the acid moments after swallowing creatures.

Refluxfrogs stand 12 feet tall, are roughly 16 feet in diameter, and weigh 2,000 pounds.

Friday, October 5, 2018

Frightful Fridays! Frogtober! Pseudoraptor Frog

Hello and welcome back for day 5 of Frogtober! Today's Inktober theme is "chicken," and Hugo Solis ( crafted the very nice illustration below. It's part frog! It's part chicken! It's all delicious! (maybe more so in certain parts of your campaign world) You've even got an option to take a pseudoraptor frog as an animal companion. PCs can confound their opponents with one.

I hope you enjoy the pseudoraptor frog, and I'll see you tomorrow with another monster!

Should I walk or hop across the road?

This creature combines features of a frog and a chicken, with a frog’s head complete with chicken beak sitting atop a body with fleshy folds rather than feathers. Two legs extend from its body and end in short but dangerous talons.
Pseudoraptor Frog      CR 5
XP 1,600
N Large animal
Init +7; Senses low-light vision, scent; Perception +10
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, 1 size)
hp 59 (7d8+28)
Fort +9, Ref +8, Will +4
Defensive Abilities stability
Speed 30 ft., fly 20 ft. (clumsy), swim 30 ft.
Melee bite +9 (1d6+5 plus grab), 2 talons +10 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks leaping charge, pounce, rake (2 claws +9, 1d8+5)
Str 21, Dex 16, Con 18, Int 1, Wis 14, Cha 11
Base Atk +5; CMB +11 (+13 bull rush, +15 grapple); CMD 24 (30 vs. bull rush, 28 vs. trip)
Feats Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (talon)
Skills Acrobatics +13 (+17 when jumping), Fly 7, Perception +10, Swim +13; Racial Modifiers +4 Acrobatics when jumping, +8 Perception
Environment warm land
Organization solitary, pair, coop (320)
Treasure none
Leaping Charge (Ex) When charging, a pseudroraptor can ignore difficult terrain if it succeeds on a DC 20 Acrobatics check.
Stability (Ex) A pseudoraptor frog gains a +4 racial bonus to its CMD against bull rush and trip attempts while standing on solid ground.

Many people look at pseudoraptor frogs and their strange amalgamation of chicken and frog features and assume some magical tinkering took place. In fact, the frogs grew powerful legs and barely functional wings over the course of multiple generations, so they could hunt flying prey and avoid predators hunting them. Their ungainliness proves misleading to intelligent creatures who encounter them, and these creatures are often caught completely off-guard when the frogs suddenly leap out and slash the creatures with their powerful talons.

Pseudoraptor frogs instinctively lair in locations with broken ground, aware that landbound foes have trouble navigating the obstacles inherent in the landscape while they are free to cover the distance without hindrance. They like open spaces and avoid situations where they get boxed in. The frogs are often found in blasted wastelands and serve as guard animals for powerful creatures that call such places home.

A typical pseudoraptor stands 9 feet tall, weighs 700 pounds, and lives for 15 years.

Pseudoraptor Frog Companions
Druids, rangers, and other characters might choose a pseudoraptor frog for its surprising mode of attack.

Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural armor; Attack bite (1d4), 2 talons (1d6); Ability Scores Str 13, Dex 18, Con 12, Int 1, Wis 14, Cha 11; Special Qualities low-light vision, scent, stability, leaping charge

7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d6), 2 talons (1d8); Ability Scores Str +8, Dex 2, Con +6; Racial Modifiers +4 Acrobatics when jumping

Thursday, October 4, 2018

Frightful Fridays! Frogtober! Arcanaruna

Hello and welcome back for day 4 of Frogtober! Today's Inktober theme is "spell," so today's monster has spells in abundance. The arcanaruna, wonderfully illustrated below by Hugo Solis (, doesn't think it has enough magic, though, so it steals and absorbs what it can, usually from PCs it encounters. It also has a younger version that isn't quite so readily malevolent, but it eventually grow into it. Thanks to a discussion with Landon Bellavia, one of my Patreon (obligatory link: patrons, I realized the juvenile arcanaruna needed to be neutral rather than the neutral evil of its parent.

I hope you enjoy the arcanaruna, and I'll see you tomorrow with a pretty fun froggy monster!

This looks delicious!

Multiple glyphs of varying shapes cover this gray frog’s skin. Several of them glow with a torch-like intensity.
Arcanaruna      CR 15
XP 51,200
NE Small aberration
Init +9; Senses arcane sight, darkvision 60 ft.; Perception +26
AC 30, touch 22, flat-footed 25 (+4 armor, +6 deflection, +5 Dex, +4 natural, +1 size)
hp 210 (20d8+120)
Fort +14, Ref +13, Will +17
Defensive Abilities absorb magic, adaptable energy resistance; DR 10/magic; Resist acid 20, cold 20, electricity 20, fire 20, sonic 10; SR 26
Speed 30 ft., fly 60 ft. (perfect)
Melee tongue +21 touch (magic siphon)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Sorcerer Spells Known (CL 20th; concentration +26)
   9th (6/day)—dominate monster (DC 25), meteor swarm (DC 25), weird (DC 25)
   8th (6/day)—incendiary cloud (DC 24), polar ray, stormbolts[APG] (DC 24)
   7th (6/day)—delayed blast fireball (DC 23), greater teleport, insanity (DC 23)
   6th (7/day)—disintegrate (DC 22), freezing sphere (DC 22) , greater dispel magic
   5th (7/day)—baleful polymorph (DC 21), cone of cold (DC 21), hold monster (DC 21), suffocation[APG] (DC 21)
   4th (7/day)—bestow curse (DC 20), black tentacles, enervation, stoneskin
   3rd (7/day)—dispel magic, displacement, fireball (DC 19), slow (DC 19)
   2nd (8/day)—blur, false life, ghoul touch (DC 18), glitterdust (DC 18), mirror image
   1st (8/day)—mage armor, magic missile, ray of enfeeblement (DC 17), shield, shocking grasp
   0 (at will)—arcane mark, dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, message, open/close (DC 16), read magic
Str 6, Dex 21, Con 23, Int 18, Wis 16, Cha 23
Base Atk +15; CMB +12; CMD 33 (37 vs. trip)
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Quicken Spell, Silent Spell, Weapon Finesse
Skills Appraise +24, Bluff +26, Fly +23, Knowledge (arcana) +27, Knowledge (planes) +19, Perception +26, Sense Motive +23, Spellcraft +31, Use Magic Device +30
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Terran
Special Qualities arcane formation
Environment any
Organization solitary
Treasure double (ioun stones)
Absorb Magic (Su) When a spell or spell-like ability fails to overcome an arcanaruna’s spell resistance, it is absorbed by the arcanaruna. If the spell or spell-like ability affected an area, it completely fails to function, but a spell or spell-like ability with multiple targets work on the other targets. The arcanaruna heals a number of hit points equal to twice the spell’s level. Additionally, the arcanaruna can choose one of the following options: increase its deflection bonus to Armor Class by a value equal to 1/4 the spell level (minimum 1), add the spell to its spells known, or add the spell level to a spell point pool (for its arcane formation ability). The deflection bonus and the spell point pool last for 1 hour, while the additional spells known last for 24 hours.
Adaptable Energy Resistance (Su) As a free action at the beginning of its turn, an arcanaruna can lower one energy resistance by 10 to increase another energy resistance by 10 or give itself immunity to the chosen energy type if the energy resistance is at 30. Alternatively, it can reduce an immunity to an energy type to resist 30, so it can increase another energy resistance by 10 (or change it into an immunity as above).
Arcane Formation (Su) As a standard action, an arcanaruna can use its spell point pool to create an ioun stone or create a sigil that acts as a symbol or glyph spell. It must expend spell points equal to the price of the ioun stone divided by 1,000, or the level of the spell. Stones created by the arcanaruna only last for 1 hour if the it remains alive. However, if the arcanaruna is killed, any stones it created become permanent. Sigils have a duration per the spells they duplicate.
Magic Siphon (Su) If an arcanaruna succeeds on a touch attack with its tongue against a target, it can choose an item in the target’s possession to suppress its magic for 1d4 rounds. The arcanaruna must be aware of the item (typically through the use of arcane sight) to choose an item. The target must succeed on a DC 23 Will save to avoid this effect. If the target fails, the arcanaruna increases its spell point pool by a value equal to 1/2 the item’s caster level. The save DC is Wisdom-based.

This gray frog is no larger than a cat. It has a dimly-glowing rune on each flank. The gleam of intellect in its eyes betrays its seemingly animal nature.
Juvenile Arcanaruna      CR 2
XP 600
N Tiny aberration
Init +6; Senses darkvision 60 ft., detect magic; Perception +7
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities adaptable energy resistance; Resist acid 5, fire 5; SR 13
Speed 20 ft., fly 40 ft. (average)
Melee tongue +6 touch (magic suppression)
Space 21/2 ft.; Reach 0 ft. (5 ft. with tongue)
Str 2, Dex 14, Con 15, Int 14, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Appraise +5, Fly +12, Knowledge (arcana) +8, Perception +7, Spellcraft +8, Use Magic Device +6
Languages Aklo, Draconic
Environment any
Organization solitary
Treasure none
Adaptable Energy Resistance (Su) As a free action at the beginning of its turn, a juvenile arcanaruna can lower one energy resistance by 5 to increase another energy resistance by 5. It cannot have an energy resistance better than 10 using this ability.
Magic Suppression (Su) If a juvenile arcanaruna succeeds on a touch attack with its tongue against a target, it can choose an item in the target’s possession to suppress its magic for 1 rounds. The arcanaruna must be aware of the item (typically through the use of detect magic and concentration for 3 rounds) to choose an item. The target must succeed on a DC 12 Will save to avoid this effect. The save DC is Wisdom-based.

Arcanarunas come from a now-dead world somewhere in the dark corner of the universe. Given their predilection for absorbing magic wherever they travel, it is likely this odd species with a similar appearance to frogs caused the catastrophe that destroyed their world. Those who have managed to study the creatures and keep their magic intact trace their path through the Material Plane and other dimensions to other dead or dying worlds.

Arcanarunas claim their sole motivation is to catalogue all the world’s arcane magic. If they have to rip it from selfish beings who hoard their knowledge and power to themselves, so be it. They usually attempt a more benign approach when encountering an arcane caster, presenting themselves as students and practitioners of the art. If that doesn’t work, they goad spellcasters into casting spells on them, so they can absorb and study the spells. If arcanarunas join a fray with a mixture of arcane spellcasters and non-spellcasters, they target the non-arcane spellcasters for destruction while leaving the spellcasters intact. After all, they don’t want to destroy their meal tickets.

Arcanarunas live for 800 years. They produce offspring at a slow rate, and often send the innocuous-looking spawn to hunt for arcane spellcasters to whom they can attach themselves as familiars. While the contract between “master” and familiar precludes these juvenile arcanarunas from directly killing the spellcasters they serve, they often arrange for assassinations when they feel they are ready to reach adulthood.

A spellcaster of at least 7th level who has the Improved Familiar feat may select the juvenile arcanaruna as a familiar. The arcanaruna bestows its energy resistances and spell resistance to the spellcaster when they are adjacent to each other.