Friday, November 9, 2018

Frightful Fridays! Majesticat

Hello and welcome back to Frightful Fridays! I got the chance to do a mashup critter (inspiration image), but I went with fey for the creature type. The majesticat is kind of mundane in the fey world, so it likes to jump into the Material Plane to get the accolades it thinks it deserves (not dissimilar to most cats). It also makes for a decent familiar for enchanters of a chaotic (or gnomish) outlook.

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



This cat has vibrant blue fur trailing off into green feathers just below its shoulders. Its tail is a fan of peacock-like feathers with blue eye spots matching its fur.
Majesticat      CR 2
XP 600
CN Tiny fey
Init +8; Senses low-light vision; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 22 (4d6+8)
Fort +3, Ref +8, Will +5
DR 5/cold iron or lawful; SR 13
OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +8 (1d34), 2 claws +8 (1d2+4)
Space 21/2 ft.; Reach 0 ft.
Special Attacks distracting display, flashing claws
Spell-Like Abilities (CL 4th; concentration +6)
   At will—vanish[APG] (self only)
   3/day—charm person (DC 13), color spray (DC 13)
   1/day—hypnotic pattern (DC 14)
STATISTICS
Str 2, Dex 19, Con 14, Int 8, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 10 (14 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Climb +8, Diplomacy +9, Escape Artist +10, Fly +8, Perception +8, Sense Motive +8
Languages Common, Sylvan; speak with animals (birds and cats only)
SQ gnome friend
ECOLOGY
Environment temperate forests or plains
Organization solitary, pair, or resplendence (38)
Treasure none
SPECIAL ABILITIES
Distracting Display (Ex) As a move action, a majesticat can fan out its feathers, forcing all enemies that see it to attempt a DC 14 Will save. If a creature fails its save, it takes a 2 penalty on attack and damage rolls until the beginning of the majesticat’s next turn. This penalty does not stack with distracting displays from other majesticats. If a creature succeeds at the saving throw, it can’t be affected by the same majesticat’s distracting display. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
Flashing Claws (Ex) A majesticat adds its Dexterity modifier to damage dealt by its claw attacks.
Gnome Friend (Su) A majesticat gains a +4 racial bonus when making Diplomacy or Sense Motive checks against gnomes. Additionally, the DCs for charm spells or effects used by the majesticat increase by 2 against gnomes.

Majesticats are beautiful and intelligent fey animals that often travel from the primal world of the fey to the Material Plane. Scholars studying majesticats reason the vain animals are considered less remarkable among the fey, so they often spill into the Material Plane to receive the level of awe they expect. Majesticats give off an aloof air, but they desire companionship, either among other majesticats or with easily swayed humanoids. They are not above using charm person to convince people to take them in, and they reapply the spell until they achieve full acceptance among those they have chosen. As long as majesticats receive attention, especially regarding their appearance, they are content to remain as companions to humanoids for the entirety of their lives. Gnomes are predisposed to majesticats and more readily accept them as companions (the same majesticat scholars believe it goes beyond their shared fey origins and posit gnomes and majesticats have some primeval connection that manifests on a subconscious level). They are content to remain silent and soak in adoration, but they despise being referred to as “pets,” and will leave companions who refer to them as such. Sometimes, otherwise quiet majesticats surprise those who make this error by speaking up and correcting it, but they only do this once. If they feel the offense is especially egregious, they plot some sort of passive-aggressive punishment against the offender.

Majesticats typically try to avoid combat and use their abilities to confound or at least sway potential opponents. If cornered—or angered—they use color spray to incapacitate foes and then remorselessly attack their helpless victims. While not physically powerful, they know exactly how to inflict as much pain as possible with their claws.

A typical majesticat measures 3 feet in length, mostly taken up by its tail, and weighs 10 pounds. It has a natural lifespan of 25 years.

A chaotic or gnome 7th-level spellcaster can gain a majesticat as a familiar, if the spellcaster has the Improved Familiar feat. A spellcaster with a majesticat familiar is treated as 1 level higher for the purpose of determining the duration of spells with the charm descriptor.

Friday, November 2, 2018

Frightful Fridays! Hydratic Leech

Hello and welcome back for regularly scheduled Frightful Fridays service! The frogs have all been put to bed (if you want to see them again, here is a handy link: https://mythopoeicrambling.blogspot.com/search/label/Frogtober). Now I can turn my attention to other monsters, and first up is a leech full of leeches, inspired by a suggestion from Blaine Bass. The hydratic leech is a fun hydra that attaches its many heads to victims and drains all their blood. Fun may not be exactly accurate. For additional leechception, the leechy hydratic leech is also on offer.

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



Multiple leeches, with circular maws filled with teeth, writhe from a segmented body belonging to an even larger leech.
Hydratic Leech      CR 7
XP 3,200
N Huge magical beast
Init +2; Senses blindsight 60 ft., darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, 2 size)
hp 85 (9d10+36); fast healing
Fort +10, Ref +10, Will +6; +4 bonus vs. mind-affecting effects
Weaknesses susceptible to salt
OFFENSE
Speed 10 ft., swim 30 ft.
Melee 9 bites +13 (1d6+6/1920 plus attach)
Space 15 ft.; Reach 15 ft.
Special Attacks attach, blood drain (1d3 Constitution and 1d3 Strength)
STATISTICS
Str 23, Dex 14, Con 19, Int 1, Wis 16, Cha 4
Base Atk +9; CMB +17; CMD 29 (can't be tripped)
Feats Combat Reflexes, Improved Critical (bite), Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Acrobatics +2 (-6 to jump), Perception +17, Stealth 2 (+10 in swamps), Swim +14; Racial Modifiers +12 Stealth in swamps
SQ amphibious, hydra traits, regenerate head
ECOLOGY
Environment temperate or warm swamps
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Attach (Ex) A hydratic leech has a +4 racial bonus to maintain a grapple on a foe once it is attached. Once attached, each of the leech’s heads makes its own attempt to maintain a grapple as an immediate action. The leech can continue to make attacks with its free heads, and can make attacks of opportunity if at least 50% of its heads are free (5 heads must be free for a typical hydratic leech).
Blood Drain (Ex) Regardless of how many heads a hydratic leech has attached to victims, it can only use blood drain once per victim.
Fast Healing (Ex) A hydratic leech’s fast healing ability is equal to its current number of heads (minimum fast healing 9). This fast healing only applies to damage inflicted on the leech’s body.
Hydra Traits (Ex) A hydratic leech can be killed by severing all 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 0 and hit points equal to the leech’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 leech’s body equal to its current HD. The hydratic leech can’t attack with a severed head, but takes no other penalties.
If a head is attached to a creature when it is severed, it remains attached for 2 additional rounds. Its blood drain is reduced to 1 Con and 1 Str during this time.
Regenerate Head (Ex) When a hydratic leech’s head is destroyed, two heads regrow in 1d4 rounds. The leech cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid damage (or damage from salt) must be dealt to the stump (a touch attack to hit) before they appear. Acid damage from area attacks can affect stumps and the body simultaneously. The hydratic leech doesn’t die from losing its heads until all are cut off and the stumps are seared by acid or salt.
Susceptible to Salt (Ex) A handful of salt burns a hydratic leech as if it were a flask of acid, causing 1d6 points of damage per use.

Hydratic leeches are variant hydras created by covens of marshland hags that prefer vermin to reptilian creatures. These hydras operate mostly on instinct, but are dimly aware of remaining motionless in their swampy lairs as a way to ambush prey. Hydratic leeches hate salt and attack foes they sense employing it. If they lose too many of their heads to salt (reducing them to 2 or 3 heads), though, they flee.

Leechy Hydratic Leech (+3 CR): This variant of the hydratic leech gains the advanced creature template. Additionally, when one of its original heads is severed, the head dissolves into a leech swarm. Regenerated heads do not have this ability.