I hope you enjoy the ki rat, and I'll see you next time with another monster. Thanks for reading!
Friday, August 28, 2015
Frightful Fridays! Ki Rat
I hope you enjoy the ki rat, and I'll see you next time with another monster. Thanks for reading!
Friday, August 21, 2015
Frightful Fridays! Tarrhino
I hope you enjoy the tarrhino, and I hope GMs will use it to literally stick it to their characters. I'll be back next time with a new monster. Thanks for reading!
Monday, August 17, 2015
Superstar Voting Has Begun!
It's the most Superstar time of the year. It's a wee bit early (three months), but this will keep it out of competition with the holiday season to encourage more entries and voting.
Speaking of which, vote for your favorite items here!
http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/RPGSuperstarAction/votingPage
(caution: the site may be down periodically due to the rush of voters at the outset)
Friday, August 14, 2015
Frightful Fridays! Surprise! Elemental
I do hope you enjoy the surprise elemental, and I'll be back with another monster next time (probably something less wacky). Thanks for reading! (and keep your eyes on the comments to figure out which rugby matches or NFL games are taking place)
Friday, August 7, 2015
Frightful Fridays! Aggressisaur
In Frightful Fridays-related news, I'm finding that I have an incredible backlog of illustrations to process, and I have a feeling that a marathon is due before the end of the year. Stay tuned for that.
In Pathfinder RPG-related news, I would be remiss in not pointing out that this year's RPG Superstar has already begun! The deadline for entries is August 17th. Check it out here: http://paizo.com/rpgsuperstar. Good luck to all who decide to enter!
I hope you enjoy the aggressisaur, and I'll be back next time with another monster. Thanks for reading!
Aggressisaur CR 21
Friday, July 31, 2015
Frightful Fridays! Quadropticat
Friday, July 24, 2015
Frightful Fridays! Assassin Squirrel
Sunday, July 19, 2015
Frightful Fridays! Amorphosaurus Rex
I hope you enjoy the amorphosaurus rex, and I'll be back next time with a new monster. Thanks for reading!
Friday, July 10, 2015
Frightful Fridays! Ghost-Hunting Bat
Friday, July 3, 2015
Frightful Fridays! Dobhar Chú
Friday, June 26, 2015
Frightful Fridays! Vampire Clown
XP 9,600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 142 (15d8+75)
Fort +10, Ref +10, Will +12
DR 10/magic or silver; Immune undead traits; Resist cold 10, electricity 10, fire 10
Weaknesses pain of emotions, vulnerable to sonic
Speed 40 ft.; spider climb
Melee bite +10 (1d8–1 plus energy drain), 2 claws +10 (1d6–1)
Special Attacks bardic performance, create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 15th; concentration +20)
Constant—spider climb
At will—hideous laughter (DC 19)
3/day—quickened hideous laughter, refine improvised weapon, shocking grasp
1/day—summon monster IV
STATISTICS
Base Atk +11; CMB +10 (+12 trip); CMD 26 (28 vs. trip)
Feats Catch Off-Guard, Combat Expertise, Dodge, Improved Trip, Improvised Weapon Mastery, Quicken Spell-Like Ability (hideous laughter), Skill Focus (Perform [comedy]), Throw Anything
Skills Acrobatics +15 (+19 to jump), Disguise +23, Escape Artist +15, Knowledge (local) +12, Perception +16, Perform (comedy) +26, Sleight of Hand +15, Stealth +18
Languages Common, Gnome
SQ compression, laughter of the damned
SPECIAL ABILITIES
Bardic Performance (Su) A vampire clown may use bardic performance as a 15th-level bard, and can only use fascinate (5 targets, DC 22).
Create Spawn (Su) A creature that dies as a result of a vampire clown’s energy drain rises 24 hours later as a vampire clown, under the command of the clown that created it for 1 year and 1 day or until the siring clown’s death, after which it becomes free-willed.
Energy Drain (Su) A vampire clown can only drain levels from a creature under the effect of the clown’s hideous laughter.
Laughter of the Damned (Su) A humanoid creature does not benefit from the +4 bonus to its save against hideous laughter by being a different type than the vampire clown. Additionally, the save DC for a vampire clown’s hideous laughter includes a +2 racial bonus.
Saturday, June 20, 2015
Frightful Fridays! Infused Spirit
This ghostly figure wears ancient armor and carries a shield and spear; its body trails off into a swirl of light and dark energy.
XP 6,400
NE Medium undead
Init +6; Senses darkvision 60 ft., deathwatch; Perception +20
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 119 (14d8+56)
Fort +8, Ref +10, Will +12
Immune positive energy, undead traits; Resist cold 10
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +1 grayflame shortspear +18/+13 (1d6+8), or touch +18 (life siphon)
Special Attacks channel negative energy (7/day, 7d6, DC 21), life siphon
STATISTICS
Str 25, Dex 23, Con —, Int 10, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 34 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Command Undead, Dodge, Furious Focus[APG], Mobility, Power Attack
Skills Fly +14, Intimidate +21, Knowledge (religion) +17, Perception +20, Spellcraft +16
Languages Common
SQ absorb positive energy
SPECIAL ABILITIES
Absorb Positive Energy (Su) If an infused spirit is within the radius of a channel positive energy for healing, as an immediate action it can attempt a Will save (same DC as if the channel were used to harm creatures). If it succeeds, it heals damage and otherwise negates the channel attempt. Additionally, if an infused spirit is a valid target for a spell that heals multiple creatures (such as mass cure light wounds), if it succeeds at a Spellcraft check to identify the spell, it can also attempt to absorb the spells energy as above.
Life Siphon (Su) If an infused spirit succeeds at a touch attack, it Inflicts 6d6 points of damage to creature touched (DC 21 Will save for half), and heals the infused spirit half that amount.
Immune to Positive Energy (Su) With the exception of its absorb positive energy ability, an infused spirit can neither be harmed nor healed by positive energy. It retains its immunity to negative energy.
Friday, June 12, 2015
Frightful Fridays! Blitzgeist
Hello, and welcome back to another edition of Frightful Fridays! This week's monster is courtesy of a specific request from my friend Patrick, who wanted some undead creatures in the CR 8–10 range. First up is a galvanic warrior known as the blitzgeist. Its schtick is all about electricity, typically in lightning form, which it uses to blast its foes into oblivion. It can also heal itself with lightning and if it overcharges itself, it can dish out lightning bolts in, well, lightning fast manner.
I hope you like the blitzgeist, and I hope to keep up the weekly trend. Thanks for reading, and I'll see you next time with a new monster!
Lightning crackles along every surface of this ghostly warrior; its ghostly armor and massive weapon speak of the might it possessed in life.
Blitzgeist CR 10
XP 9,600
CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 133 (14d8+70)
Fort +9, Ref +13, Will +11
Defensive Abilities evasion, incorporeal; Immune electricity, undead traits
OFFENSE
Speed fly 80 ft. (perfect)
Melee 2 incorporeal touches +17 (5d6 electricity plus overwhelming shock)
Space 5 ft.; Reach 10 ft.
Special Attacks electrical discharge
Spell-Like Abilities (CL 14th; concentration +19)
At will—lightning bolt (DC 19)
3/day—call lightning storm (DC 20)
STATISTICS
Str —, Dex 25, Con —, Int 12, Wis 15, Cha 21
Base Atk +10; CMB +17; CMD 31
Feats Combat Casting, Combat Reflexes, Dodge, Elemental Focus[APG], Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes
Skills Fly +19, Intimidate +20, Knowledge (arcana) +17, Knowledge (nature) +15, Perception +19, Spellcraft +18
Languages Auran, Common
SQ conductive
ECOLOGY
Environment any land
Organization solitary, pair, squad (3–12)
Treasure none
SPECIAL ABILITIES
Conductive (Su) A blitzgeist struck by a spell or effect that deals electricity damage gains temporary hit points equal to the dice of damage (or 1 point per 5 points of damage, if deals a flat amount of damage) dealt by the spell or effect. These temporary hit points last for 1 hour. If the blitzgeist has temporary hit points in excess of its maximum hit point total, it can deal 10 points of damage to itself to apply the Quicken Spell-Like feat to its lightning bolt spell-like ability.
A blitzgeist can redirect spells that deal electricity damage to target itself instead if it is within 60 feet of any point along which the effect travels. It must succeed at a dispel check (1d20 + blitzgeist's caster level; DC = 11 + spell's caster level) to redirect the spell. It automatically succeeds at redirecting its own spell-like abilities, but it gains only half the temporary hit points from them.
Electrical Discharge (Su) A creature that strikes a blitzgeist with a natural attack or metal melee weapon takes 5d6 points of electricity damage (DC 22 Reflex half). The save DC is Charisma-based.
Overwhelming Shock (Su) Whenever a creature takes electricity damage from a blitzgeist's, it must make a DC 22 Fortitude save to avoid being stunned by the supernatural galvanism for 1 round. The save DC is Charisma-based.
Blitzgeists were powerful warriors who believed themselves invincible, but the metallic armor they clad themselves in and the oversized metal weapons they wielded made them targets for the lightning that spelled their downfall. Rumors speak of particularly brazen warriors who challenged the gods and were repaid with a divine stroke of lightning. Whatever their origins, blitzgeists wander battlefields and haunt their former homes, where they invoke electrical destruction.
Blitzgeists see themselves as generals and field marshals for the undead, and they often surround themselves with armies of skeletons, zombies and more powerful undead. They prefer to send their minions to tackle the rank and file of living armies, while they seek out commanders whom they challenge to single combat.












