Saturday, December 15, 2018

Frightful Fridays! Whiteout Swarm

Hello and welcome back for Frightful Fridays! (OK, yeah, it's Saturday) Lots of snow fell where I live, and that is unusual for this time of year, so it inspired me to create a snow-themed monster. Snow is a perfect vehicle for swarms, so you get the whiteout swarm, which stings, freezes, and potentially blinds those in its path. It also has a happy little poison it uses to make more whiteout swarms. Fun!

I hope you enjoy the whiteout swarm. I'll see you again soon with another wintry monster!

Thousands of snowflakes and ice crystals swirl about in a confined space, ignoring the wind (or lack thereof) around them.
Whiteout Swarm      CR 8
XP 4,800
NE Fine outsider (air, cold, elemental, swarm, water)
Init +8; Senses darkvision 60 ft., snow vision; Perception +13
AC 23, touch 23, flat-footed 18 (+4 Dex, +1 dodge, +8 size)
hp 105 (10d10+50); frost healing
Fort +10, Ref +11, Will +7
Defensive Abilities swarm traits; Immune cold
Weaknesses heat sluggishness, vulnerability to fire
Speed 5 ft., fly 60 ft. (good)
Melee swarm (2d6 plus 4d6 cold, distraction, eye sting, and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 20)
Spell-Like Abilities (CL 10th; concentration +12)
   3/day—chill metal (DC 14), hold monster (DC 17)
   1/day—freezing sphere (DC 18)
Str 1, Dex 18, Con 21, Int 4, Wis 10, Cha 15
Base Atk +10; CMB —; CMD
Feats Dodge, Great Fortitude, Improved Initiative, Mobility, Wind Stance
Skills Fly +20, Knowledge (nature) +8, Perception +13, Stealth +24 (+32 in ice and snow), Survival +13; Racial Modifiers +8 Stealth in ice and snow
Languages Aquan, Auran (can’t speak)
Environment cold land
Organization solitary or snowsquall (28)
Treasure none
Eye Sting (Ex) When a whiteout swarm inflicts swarm damage, each creature damaged by the swarm must attempt a DC 20 Fortitude save. On a failed save, an affected creature is blinded for 1d4 rounds, otherwise, the creature is dazzled for 1 round. The save DC is Constitution-based.
Frost Healing (Su) In cold weather (below 40° Fahrenheit), a whiteout swarm gains fast healing 1. Severe cold (below 0° Fahrenheit) improves the swarm’s fast healing to 2, and extreme cold (below 20° Fahrenheit) improves its fast healing to 5.
Heat Sluggishness (Ex) In temperatures above 40° Fahrenheit, a whiteout swarm moves at half speed, and takes a 2 penalty to its Armor Class, skill checks, and saving throws.
Poison (Su) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. Creatures with immunity to cold are immune to this poison. A Small or Medium creature reduced to 0 Dexterity as a result of this poison, or killed while afflicted with this poison, returns as a whiteout swarm in 1d4 rounds. A Large or Huge creature converts into 2 swarms, and a Gargantuan or Colossal creature converts into 4 swarms.
Snow Vision (Ex) A whiteout swarm can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.
Spell-Like Abilities A whiteout swarm infuses some of itself into the spell-like abilities it uses. When it does so, it takes damage equal to the spell-like ability’s spell level.

Whiteout swarms are considered nuisances in the intersections between the Plane of Air and the Plane of Water where they reside. They become parasitic when they fall into the Prime Material Plane, or when led to the Prime Material Plane by powerful ice elementals employing the swarms as a vanguard during an invasion. The swarms seek out body heat with the intent to extinguish it and convert the mass of creatures they kill into additional swarms. Thus, whiteout swarms attack living creatures in preference to undead, constructs, and other non-living targets. They also target larger creatures to ensure the creation of more swarms.

Other powerful cold creatures, such as ancient (or older) white dragons, and undead with arctic bases summon whiteout swarms to devastate their foes and reduce resistance when they launch their attacks. The swarms have rudimentary intelligence, so they follow orders, and they employ sound tactics with external guidance. On their own, they use their spell-like abilities to ensnare and otherwise hinder opponents. They despise warm temperatures and seek to retreat when the temperature becomes unbearable. They are also averse to fire, but they stand an equal chance to flee from opponents employing fire or to focus their attention on such opponents.

Friday, November 30, 2018

Frightful Fridays! Decapitant

Hello and welcome back to Frightful Fridays! Today's set of monsters comes courtesy of my friend, Patrick, who pointed me in the direction of this article. Of course, headhunting ants make for fun monsters, but I wanted an additional aspect beyond the decapitations. A decapitant takes the skull to its monarch and feeds the monarch the decapitated victim's brain, in order to keep the monarch at a level of high intelligence. As a bonus, the decapitant gets to keep the skull of its victim. This allows PCs to figure out which are the toughest monsters, since they'll be the ones wearing the most skulls.

I hope you enjoy the decapitants. See you next week with another monster!

Humanoid and other skulls form a ring around the abdomen of this towering yellow- and red-banded ant. It has enormous, serrated mandibles and a 6-foot-long, poison-tipped stinger.
Decapitant      CR 10
XP 9,600
N Huge vermin
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +1
AC 24, touch 14, flat-footed 18 (+6 Dex, +10 natural, 2 size)
hp 133 (14d8+70)
Fort +14, Ref +10, Will +5
Speed 60 ft., burrow 20 ft., climb 30 ft.
Melee bite +18 (3d6+10 plus grab), sting +18 (2d6+10 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks decapitation, poison
Str 31, Dex 22, Con 21, Int —, Wis 12, Cha 7
Base Atk +10; CMB +22 (+26 grapple); CMD 38 (46 vs. trip)
Skills Climb +18
SQ hive mind
Environment any land
Organization solitary, scouting party (28), dragon hunting party (1 plus 920 decapitants), or colony (2199 plus 1 decapitant consort and 1 decapitant monarch)
Treasure none
Decapitation (Ex) If a decapitant rolls a natural 20 on its attempt to maintain a grapple, it decapitates the creature it has grappled. If the grappled target is helpless, the decapitant can spend a full-round action to decapitate the target.
Hive Mind (Ex) As long as there are at least two decapitants within 100 feet of each other, if any one of the group is aware of a particular danger, they all are. No decapitant in a group is considered flanked or flat-footed unless all of them are.
Poison (Ex) Sting—Injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d8 Dex and paralyzed for 1 round; cure 3 consecutive saves.


This gigantic yellow- and red-banded ant has a wreath of draconic skulls affixed to its head. It has enormous, serrated mandibles, a 6-foot-long, poison-tipped stinger, and membranous wings capable of holding it aloft.
Decapitant Consort      CR 13
XP 25,600
N Huge magical beast
Init +10; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +23
AC 28, touch 14, flat-footed 22 (+4 armor, +6 Dex, +10 natural, 2 size)
hp 184 (16d10+96)
Fort +16, Ref +16, Will +9
Immune mind-affecting effects
Speed 60 ft., burrow 20 ft., climb 30 ft., fly 40 ft. (average)
Melee bite +24 (3d6+10/1920 plus grab), sting +24 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks decapitation, poison
Str 31, Dex 22, Con 23, Int 10, Wis 18, Cha 15
Base Atk +16; CMB +28 (+32 grapple); CMD 44 (52 vs. trip)
Feats Coordinated Maneuvers[APG], Gang Up[APG], Improved Critical (bite), Improved Initiative, Outflank[APG], Paired Opportunists[APG], Power Attack, Swap Places[APG]
Skills Climb +23, Fly +19, Perception +23
SQ hive mind
Environment any land
Organization solitary, mated pair (1 plus 1 decapitant consort), dragon hunting party (1 plus 920 decapitants), or colony (2199 plus 1 decapitant consort and 1 decapitant monarch)
Treasure none
Decapitation (Ex) If a decapitant consort rolls a natural 19 or 20 on its attempt to maintain a grapple (and the grapple attempt is successful on a roll of 19), it decapitates the creature it has grappled. If the grappled target is helpless, the decapitant can spend a full-round action to decapitate the target.
Hive Mind (Ex) If a decapitant consort is within 100 feet of at least one other decapitant, if any one of the group is aware of a particular danger, they all are. No decapitant in a group is considered flanked or flat-footed unless all of them are.
The decapitant consort grants its teamwork feats to all decapitants within 30 feet of it.
Poison (Ex) Sting—Injury; save Fort DC 24; frequency 1/round for 8 rounds; effect 2d6 Dex and paralyzed for 1 round; cure 3 consecutive saves.


This enormous monarch ant is nearly immobile and has no apparent means of attack. However, its bloated, amorphous body crackles with arcane energy.
Decpaitant Monarch      CR 16
XP 76,800
N Gargantuan magical beast
Init 3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +6
AC 31, touch 3, flat-footed 31 (+4 armor, 3 Dex, +24 natural, 4 size)
hp 250 (20d10+140)
Fort +19, Ref +9, Will +14
SR 27
Speed 10 ft.
Space 20 ft.; Reach 15 ft.
Sorcerer Spells Known (CL 20th; concentration +27)
   9th (6/day)—energy drain (DC 26), meteor swarm (DC 26), wail of the banshee (DC 26)
   8th (6/day)—maze, prismatic wall (DC 25), protection from spells
   7th (7/day)—deflection[APG], insanity (DC 26) , mass hold person (DC 26)
   6th (7/day)—greater dispel magic, stone to flesh (DC 23), true seeing
   5th (7/day)—acidic spray[UM] (DC 22), dominate person (DC 26), interposing hand, suffocation[APG] (DC 22)
   4th (7/day)—phantasmal killer (DC 21), shout (DC 21), stoneskin, wall of ice (DC 21)
   3rd (8/day)—aqueous orb[APG] (DC 20), hold person (DC 22), lightning bolt (DC 20), protection from energy
   2nd (8/day)—bull's strength, false life, hideous laughter (DC 21), mirror image, scorching ray
   1st (8/day)—burning hands (DC 18), charm person (DC 20), grease, mage armor, magic missile
   0 (at will)—acid splash, arcane mark, bleed (DC 17), detect magic, jolt[UM], mage hand, mending, message, resistance
Str 34, Dex 4, Con 25, Int 15, Wis 22, Cha 25
Base Atk +20; CMB +36; CMD 43 (can't be tripped)
Feats Combat Casting, Greater Spell Focus (enchantment), Greater Spell Penetration, Iron Will, Persistent Spell[APG], Quicken Spell, Selective Spell[APG], Spell Focus (enchantment), Spell Penetration, Spell Perfection (dominate person)[APG]
Skills Diplomacy +27, Knowledge (arcana) +25, Sense Motive +26, Spellcraft +25
Languages Common, Draconic
SQ confer spells, emergency consort, omniawareness, random trivia, shared spell resistance
Environment any land
Organization solitary, mated pair (1 plus 1 decapitant consort), or colony (1 plus 2199 decapitants and 1 decapitant consort)
Treasure none
Confer Spells (Su) When a decapitant monarch casts a spell with a range of touch or personal and targets itself, all decapitants within 100 feet of the monarch are also targeted by the spell.
Emergency Consort (Su) Once per day, a decapitant monarch spend 1 minute to convert one of its decapitants into a decapitant consort. The hasty process produces a less viable specimen, so it gains the degenerate creature template (2 on all rolls, including damage rolls, and to special ability DCs; 2 to AC and CMD; 2 hp/HD), and it dies 1 hour after creation.
Omniawareness (Su) A decapitant monarch is vaguely aware of everything its decapitants perceive. It is not considered flanked or flat-footed unless all decapitants within 300 feet of the monarch are.
As a move action, a decapitant monarch can choose a decapitant within 100 miles through which it can perceive the target decapitant’s surroundings. The monarch is limited to the sensory capabilities of the target decapitant and cannot use spells to enhance the target decapitant’s ability to sense its surroundings. The monarch is effectively blind while it uses this ability, but it can dismiss it as a free action.
Random Trivia (Ex) The consumption of brain matter from a diversity of creatures gives a decapitant monarch access to a wide array of information. It adds half its Hit Dice on all Knowledge skill checks and may make all Knowledge skill checks untrained. Additionally, 3 times per day, it can take a full-round action to probe the depths of its acquired memories, granting it a +30 insight bonus on any Knowledge skill check.
Shared Spell Resistance (Su) Decapitants within 100 feet of a decapitant monarch gain spell resistance equal to the monarch’s spell resistance 2.
Spells A decapitant monarch casts spells as a 20th-level sorcerer. The spell list above is representative, and can change from monarch to monarch, with the exception of dominate person, which all monarchs know.

Decapitants are carnivorous giant ants with a penchant for separating victims’ heads from their bodies. This serves as more than a gruesome means of death that winds up fueling horror stories told around campfires. The mindless decapitant soldiers bring the heads back to their colonies. Upon arrival, the soldiers scoop out the brain matter and feed it to the highly intelligent decapitant monarchs that control the colonies, and receive the victims’ skulls as trophies. While decapitant monarchs prefer brains from intelligent creatures, they make do with other brains. Monarchs are careful not to strip the territory around their colonies of living creatures to ensure they have a steady supply of brains.

The exception to this conservative feeding is when scouting units of decapitants uncover evidence of lairing dragons. Decapitant monarchs have an addiction to draconic brains and uproot their colonies to move near their favorite food. This is often preceded by a wave of devastation, as the monarchs desire a substantial supply of brains to make the journey. Dozens of soldiers carry monarchs for these relocations, while dozens more scout ahead to ensure no danger may befall their monarchs.

Other than soldiers and monarchs, decapitants have attendants to the monarchs known as consorts. Decapitant consorts are the only decapitants capable of flight without the aid of magic. Beyond serving as attendants to their monarchs, they lead war parties of decapitants against dragons, as well as forces invading territory belonging to their colonies. Consorts come from the ranks of soldier decapitants or from captured and enthralled humanoids. Monarchs prefer humanoids as stock for their consorts, since they find humanoids to be more inherently adaptable than even the most powerful decapitants. The conversion process takes less time for humanoids than for decapitants and requires monarchs to give up less of the brain matter that makes up their diets. It takes 3 months to transform a decapitant into a decapitant consort, but it takes 1 month for a humanoid to transform into a consort. Monarchs employ dominate person to keep their potential consorts docile while convincing their future consorts of the glory and sense of belonging awaiting them as part of the colony.

Decapitant colonies that lose their monarch but not their consort rebuild quickly as the consort becomes the new monarch over the course of a week. Colonies without a monarch or consort require over a year to rebuild, with scouting parties retrieving skull and brains and bringing them to the colonies’ sequestered remnants, whereupon one of the decapitants emerges as a new monarch.

Friday, November 23, 2018

Frightful Fridays! Demonic Plants

Hello and welcome to the post-Thanksgiving (well, in America) Frightful Fridays! Since I missed last week, I figured I would make up for it by stuffing today's post with a plethora of plants. OK, they *look* like plants, but they're actually Abyssal creatures sent to the Prime Material Plane to destroy plants, as Abyssal critters are wont to do. They're especially dangerous to plants (so be careful, leshy and ghoran PCs!), but they have enough ways to murder non-plants to make them a challenge for the majority of PCs.

I hope you enjoy these demonic plants. I'll see you next week with something else!

This sunflower stands as tall as a human and has a thick, red stalk. Its flower is an angry red and bears demonic facial features.
Spiteflower      CR 6
XP 2,400
CE Medium outsider (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +15
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +6
Immune electricity, plant traits; Resist acid 5, cold 5, fire 5
Speed 30 ft.
Melee slam +13 (2d6+7)
Ranged fire beam +10 touch (4d6 fire/1920)
Special Attacks favored enemy (plants +4), hail of seeds
Spell-Like Abilities (CL 8th; concentration +9)
   Constant—speak with plants
   1/day—blight (DC 16)
Str 20, Dex 13, Con 17, Int 6, Wis 18, Cha 13
Base Atk +8; CMB +13; CMD 24 (can't be tripped)
Feats Dazzling Display, Improved Critical (fire beam), Lightning Reflexes, Weapon Focus (fire beam)
Skills Disguise +12, Intimidate +12, Knowledge (nature) +9, Perception +15
Languages Abyssal, Sylvan; speak with plants
SQ camouflage
Environment any land (the Abyss)
Organization solitary or bunch o’ spite (216)
Treasure none
Camouflage (Ex) A spiteflower can make a Disguise check to look like a large sunflower. Creatures can attempt Knowledge (nature) or Knowledge (planes) checks instead of Perception checks to see through the disguise.
Fire Beam (Su) As a move action, a spiteflower can access the Abyss to power its fire beam. Its fire beam can only harm plants, but the raw energy from the Abyss causes the damage to not be subject to resistance or immunity to fire-based attacks.
A spiteflower’s fire beam has a 30-foot range increment.
Hail of Seeds (Ex) Every 1d4 rounds as a standard action, a spiteflower can spray hundreds of razor-sharp seeds in a 30-foot cone. All creatures in the area must succeed at a DC 17 Reflex save or take 6d6 points of piercing damage and 1d4 bleed. On a successful save, they take half damage and no bleed. The save DC is Constitution-based.

This shrub has brittle branches and dying leaves that barely conceal a pair of sickly green, whip-like vines.
Razorwhip Shrub      CR 8
XP 4,800
CE Small outsider  (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +17
AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 95 (10d10+40)
Fort +11, Ref +10, Will +11
Immune electricity, plant traits; Resist acid 10, cold 5, fire 10
Speed 30 ft.
Melee 2 vines +15 (3d6+3/1720/x3 plus 2d4 bleed)
Space 5 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks blood rage, favored enemy (plants +6), razor vines, whip whirl
Spell-Like Abilities (CL 10th; concentration +12)
   Constant—speak with plants
   3/day—blight (DC 17)
   1/day—blade barrier (DC 18)
Str 16, Dex 21, Con 19, Int 6, Wis 18, Cha 15
Base Atk +10; CMB +12; CMD 28 (can't be tripped)
Feats Dazzling Display, Dodge, Lightning Reflexes, Mobility, Weapon Focus (vine)
Skills Disguise +15, Intimidate +15, Knowledge (nature) +11, Perception +17
Languages Abyssal, Sylvan; speak with plants
SQ camouflage
Blood Rage (Ex) A razorship shrub’s ability activates whenever it deals bleed damage to a plant creature, but otherwise functions as the universal monster rule of the same name.
Camouflage (Ex) A razorwhip shrub can make a Disguise check to look like an ordinary shrubbery. Creatures can attempt Knowledge (nature) or Knowledge (planes) checks instead of Perception checks to see through the disguise.
Razor Vines (Ex) A razorwhip shrub’s vines are extremely sharp. They deal slashing damage with a critical threat range of 1720 and a critical multiplier of x3. Additionally, when the shrub confirms a critical hit with a vine attack, it deals 1d4 points of Constitution bleed rather than 2d4 bleed.
Whip Whirl (DC 19) (Ex) Once every 1d4 rounds as a standard action, a razorwhip shrub can swing one of its vines around it, inflicting 6d6 slashing to all creatures within 10 feet of it (DC 19 Reflex half). The save DC is Constitution-based.

This gigantic tangle of leafy vines contains the bones of animals and humans along with the remnants of various other plants within its mass.
Suffokudzu      CR 12
XP 19,200
CE Large outsider (extraplanar)
Init 2; Senses darkvision 60 ft.; Perception +23
AC 27, touch 7, flat-footed 27 (2 Dex, +20 natural, 1 size)
hp 172 (15d10+90); fast healing 5
Fort +15, Ref +3, Will +14
DR 10/adamantine; Immune electricity, plant traits; Resist acid 10, cold 10, fire 10; SR 23
Speed 30 ft., climb 30 ft.
Melee 2 slams +22 (4d6+7/1920)
Space 10 ft.; Reach 10 ft.
Special Attacks devastating blight, engulf, favored enemy (plants +6), smother, strangle
Spell-Like Abilities (CL 15th; concentration +21)
   Constant—speak with plants
   3/day—blight (DC 21), suffocation[APG] (DC 21)
Str 24, Dex 7, Con 23, Int 6, Wis 20, Cha 23
Base Atk +15; CMB +23; CMD 31 (can't be tripped)
Feats Critical Focus, Dazzling Display, Improved Critical (slam), Improved Vital Strike, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Disguise +24, Intimidate +24, Knowledge (nature) +16, Perception +23
Languages Abyssal, Sylvan; speak with plants
SQ camouflage, reuse or recycle
Camouflage (Ex) A suffokudzu can make a Disguise check to look like an ordinary shrubbery. Creatures can attempt Knowledge (nature) or Knowledge (planes) checks instead of Perception checks to see through the disguise.
Devastating Blight (Su) If a suffokudzu uses its blight spell-like ability, rather than targeting a single creature, it can target all creatures it has currently engulfed.
Reuse or Recycle (Ex) If a suffokudzu kills a plant creature while the plant creature is engulfed by it, it can either gain temporary hit points equal to twice the plant creature's Hit Dice for 1 hour, or animate the corpse as if it cast animate plants on it. The suffokudzu can animate any number of plants, and the plants remain animated for 1 hour or until destroyed.

When the demon Aragahz failed in his scheme to retrieve his eye, he was especially furious at the fact a collection of walking plants—leshys—proved his undoing. Seething, he returned to his domain to plot his revenge on the leshys. He came upon the idea to create demonic mockeries of plants found on the Prime Material Plane and setting them loose on the objects of his ire. He commanded his minions to gather Prime Material plants and replanted them in the barren soil in his domain. Replacing sunlight and water with hatred and demon ichor, Aragahz rejoiced as his terrible garden took shape.

All three varieties of demonic plants enjoy destruction, especially in verdant locations. Their hatred for plant creatures overrides everything, so they always focus their attacks on plant creatures in preference to other creatures, regardless of the relative power of the creatures. With the exception of spiteflowers, these demonic plants relish direct attacks, feeling flesh tear and bones and branches break under their assaults. Spiteflowers are content to fry their foes from a comfortable distance, resorting to a spray of bullet-like seeds at groups of opponents that draw too close; they gleefully smash into their foes when they can’t avoid close-quarters combat.

While the demonic plants devastate all plant life where they find it, on rare occasions they leave surviving plants. Unfortunately, the demonic plants incidentally crosspollinate with these survivors, laying the groundwork for more of their ilk.

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
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
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)
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
Environment temperate forests or plains
Organization solitary, pair, or resplendence (38)
Treasure none
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: 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
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
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)
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
Environment temperate or warm swamps
Organization solitary
Treasure incidental
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.

Wednesday, October 31, 2018

Frightful Fridays! Frogtober! Sawbone Frog

As with many things, Frogtober must come to an end, and I've got a spooky one for the final day. Today's Inktober theme was "slice," and the sawbone frog can do all kinds of slicing. Plus it's essentially an Amazon drone, if Amazon was run by a cabal of necromancers.

I had a lot of fun with this month's worth of monsters, and it was an interesting design experiment to limit myself to frog-based monsters and follow the Inktober theme. I hope I added some favorites to your list of monsters.

Happy Halloween!

If you enjoyed this run, and you want to help support the creation of more monsters, I give you my Patreon link:

(art for this will come along in November, and I'll update this post and create a new post once I receive it from Hugo)

This enormous skeletal frog’s limbs terminate in razor-sharp discs made of serrated bone. The discs spin at an incredible speed, keeping the frog aloft.
Sawbone Frog      CR 16
XP 76,800
N Large undead
Init +7; Senses blindsense 60 ft., darkvision 60 ft.; Perception +2
AC 31, touch 17, flat-footed 23 (+7 Dex, +1 dodge, +14 natural, 1 size)
hp 252 (24d8+144); fast healing 10
Fort +14, Ref +15, Will +16
Defensive Abilities channel resistance +4, saw parry; DR 20/bludgeoning and magic; Immune cold, fire, undead traits; Resist acid 10, electricity 20, sonic 10
Speed 20 ft., fly 90 ft. (good), swim 30 ft.
Melee 2 bonesaws +26 (2d6+13/1820/×3 plus bleed)
Ranged 2 bone discs +25 (2d4+9/1820/×3 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), deep cuts, spinning doom, whirling self destruct
Str 29, Dex 25, Con —, Int —, Wis 15, Cha 22
Base Atk +18; CMB +28; CMD 46 (50 vs. trip)
Feats Combat Reflexes[B], Dodge[B], Flyby Attack[B], Hover[B], Mobility[B], Weapon Focus[B] (bone disc)
Skills Fly +21, Swim +17
Environment any
Organization solitary or fleet (216)
Treasure incidental
Bone Disc (Ex) A sawbone frog begins combat with six bone discs. The bone discs have a range increment of 50 feet. Each round the sawbone frog benefits from fast healing, it replaces one of its bone discs (up to a maximum of six).
Deep Cuts (Ex) A sawbone frog applies 11/2 times its Strength modifier to damage with a successful bonesaw attack. Its natural attacks threaten a critical hit on a roll of 1920 and have a x3 critical multiplier. When it confirms a critical hit, it deals double bleed damage.
Saw Parry (Ex) A sawbone frog can give up two attacks of opportunity granted by its Combat Reflexes feat to attempt to parry an attack against it. It makes an attack roll, and if that roll is greater than the roll of the attacking creature, the attack automatically misses.
Spinning Doom (Ex) As a full-round action, a sawbone frog can attempt a DC 25 Fly check to spin in place and attack each creature within reach. It must make separate attack rolls against each opponent. It incurs a 2 penalty on all its attack rolls for this ability and those made until the beginning of its next turn.
Whirling Self Destruct (Ex) When a sawbone frog is reduced to less than 20 hit points, but still has more than 0 hit points, it spins out of control and self-destructs. It uses its spinning doom attack, and launches all its remaining bone discs in random directions (roll 1d8 to determine the direction for each bone disc). A bone disc makes an attack roll as if thrown by the sawbone frog (with a 2 penalty, before counting range penalties) against each target in its trajectory until it hits a creature or object, or travels 200 feet.

Sawbone frogs are undead creatures that were formerly paddle-footed frogs. Their squat physiology and their large feet made them perfect specimens for tweaking by necromancers into their skeletal form, complete with rotating bone blades where their feet once were. Sawbone frogs serve as messengers and defenders for the powerful undead and necromancers that have the resources to obtain them. They have a set of preprogrammed combat techniques and can differentiate between a single foe and multiple foes, allowing them to make the optimum set of attacks. Finally, they have a peculiar defense mechanism in place, allowing them to make a final retributive attack if they take too much damage.

A typical sawbone frog measures 13 feet in length and weighs 800 pounds.

Tuesday, October 30, 2018

Frightful Fridays! Frogtober! Velocitoad

Hello there! It's the next-to-last day of Frogtober! Today's Inktober theme is "jolt," and the velocitoad delivers quite the jolt to its foes. I had fun with the idea of a poison that has a positive effect with some potentially serious downsides. I have to admit I'm amused by the notion that a PC trying to benefit from haste can't stop moving and crashes into obstacles as a result. I kept this one at a low CR so it could be a potential (improved) familiar.

I hope you enjoy the velocitoad. I'll be back tomorrow with the Frogtober finale!

(art will be added to this post and put in a new post when I receive it from Hugo)

This sleek, bright yellow frog seems to hover just above the ground. When it runs, it takes on the appearance of a lightning bolt.
Velocitoad      CR 2
XP 600
N Tiny magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +2
Speed 40 ft.; quick adjust
Melee bite +3 (1d34 plus velocitoad toxin)
Space 21/2 ft.; Reach 0 ft.
Special Attacks flashing charge
Spell-Like Abilities (CL 3rd; concentration +3)
Str 2, Dex 17, Con 13, Int 7, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 11 (15 vs. trip)
Feats Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +7 (+11 to jump), Perception +6
Environment any plains or desert
Organization solitary, pair, or sprint (312)
Treasure none
Flashing Charge (Su) If a velocitoad charges, it gains a +2 dodge bonus to Armor Class against attacks of opportunity for moving out of or within a threatened area. It also adds its Dexterity bonus to its damage in place of its Strength modifier.
Quick Adjust (Su) A velocitoad can take a 5-foot step as an immediate action. If it does so, it cannot take a 5-foot step during its next turn, and it subtracts 5 feet from its total movement during its next turn.
Velocitoad Toxin (Su) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d3 Con and hasted; cure 2 consecutive saves. A victim hasted by velocitoad toxin that moves 20 feet or more during its turn must succeed at a DC 12 Fortitude save or become fatigued (a fatigued victim becomes exhausted, and an exhausted victim drops to 1 hit points and is dying); the victim does not suffer penalties from the fatigued and exhausted conditions while poisoned. While poisoned, a victim is unaware of its fatigued or exhausted condition, unless it succeeds at a DC 12 Will save. Additionally, if a victim hasted by the toxin moves 10 feet or more as a move action, roll a d% to determine how far the victim moves. On 0140, it moves the distance it intends; on 4170, it moves 50% more than it intends; on 7190, it moves twice as far as it intends; and on 91100, it moves three times as far as it intends. If the victim moves further than it intends and collides with a solid object, it takes damage as if it fell the additional distance. The save DCs are Constitution-based.

Velocitoads derive from a species of desert toads gifted with extraordinary speed through exposure to temporal magic. The original toads passed their incredible speed on to their progeny, which also developed a toxin that speeds up other creatures, often to the detriment of the victims. Velocitoads effectively hunt by poisoning their victims and letting those creatures run themselves to death.

A spellcaster with the Improved Familiar feat, and knows haste or another spell that increases base speed, can gain a velocitoad as a familiar at 7th level. While a spellcaster has a velocitoad familiar, she casts spells that increase base speed at +1 caster level for the purpose of determining duration.

Monday, October 29, 2018

Frightful Fridays! Frogtober! Double Frogon

Frogtober's end is drawing nigh, but I've got three more monsters to share with you before we're done. Today's Inktober theme is "double," and it seems appropriate this time to use the theme in the monster's name. The double frogon is a dragon that splits itself into two bodies that act somewhat autonomously. Since they share a mind, the two bodies work together marvelously and use many teamwork feats to their advantage. To offset two sets of attack, they split their hit points. Each each frogon twin only starts with 128 hit points, which might make them easy to one shot before they can even benefit from ganging up on an opponent.

I hope you enjoy the double frogon, and I'll be back tomorrow with another monster!

(art will be added to this post and in a new post when I receive it from Hugo)

These two creatures are identical in appearance, having a frog-like head, forelimbs, and underbody along with reptilian wings, scales on its back and sides, and lizard-like rear limbs. The pair mirror each other’s moves.
Double Frogon      CR 16
XP 76,800
LE Large dragon
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +21
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, 1 size)
hp 256 (19d12+133)
Fort +18, Ref +17, Will +17
Defensive Abilities of one mind; DR 15/magic; Immune paralysis, sleep; Resist fire 20; SR 27
Speed 40 ft., fly 50 ft. (good)
Melee bite +27 (3d6+8/1920), 2 claws +26 (2d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, 10d6 fire damage, Reflex DC 26 for half, usable every 1d4 rounds), simultaneous breath, twin rend
Spell-Like Abilities (CL 19th; concentration +22)
   3/day—dispel magic, liberating command[UC], true strike
   1/day—break enchantment, form of the dragon III, haste
Str 26, Dex 22, Con 25, Int 13, Wis 18, Cha 17
Base Atk +19; CMB +28; CMD 44 (48 vs. trip)
Feats Coordinated Defense[APG], Improved Critical (bite), Improved Initiative, Iron Will, Outflank[APG], Pack Attack[UC], Paired Opportunists[APG], Precise Strike[APG], Shake It Off[UC], Weapon Focus (bite)
Skills Appraise +23, Fly +14, Intimidate +25, Knowledge (arcana) +23, Knowledge (nature) +23, Perception +21, Spellcraft +20, Stealth +10, Use Magic Device +25
Languages Draconic, Infernal
SQ dual dragons
Environment any
Organization solitary, pair, or binaria (4, 8, or 16)
Treasure standard
Breath Weapon (Su) A double frogon is immune to its twin’s breath weapon, but not breath weapons from other double frogons.
Dual Dragons (Ex) A double frogon is a single creature in two identical bodies. At the beginning of combat, its hit points are distributed equally among the two bodies. If the two bodies are adjacent at the end of the double frogon’s turn, it can redistribute the remaining hit points however it wishes. A double frogon rolls twice for initiative and takes the best result. Both bodies act on the same initiative count, so a body with changed initiative (due to Dexterity damage, or spells or effects that change initiative) causes both bodies to change initiative count. The double frogon has a pool of spell-like abilities. Either body can use a spell-like ability, but it counts against the total number of uses for the double frogon. If a body uses a spell-like ability with a target of “you,” both bodies benefit from the spell-like ability if they are adjacent to each other when the spell-like ability is used.
If both bodies are targeted by the same spell or effect, they each receive an independent saving throw to resist the spell or effect.
If one of the bodies dies, the remaining body is shaken until it can generate a replacement body, a process that takes 1 hour.
Of One Mind (Su) If one of a double frogon’s bodies suffers from a mind-affecting effect or spell, but the other body is not affected, the other body can attempt a Will save against the spell or effect. If the other body is successful, the affected body can retry the save, with a +4 bonus, at the beginning of the double frogon’s turn. The double frogon can only use this ability once per effect or spell.
Simultaneous Breath (Su) Both a double frogon’s bodies use their breath weapons at the same time. They do not have to overlap their breath weapons (though they often do). When the double frogon rolls for the duration between breath weapon uses, it rolls twice and uses the lower result.
Twin Rend (Ex) If a double frogon hits the same target with claw attacks from each of its bodies, the pair can rend the target, dealing claw damage plus 11/2 its Strength bonus (2d8+12 for a typical double frogon). If the double frogon hits the same target with at least four claws (two from each body), it can rend the target a second time.

Double frogons are unusual dragons crossed with ancient devils that looked like frogs. The frog devils were eradicated when they to usurp the rulership of Hell, but their progeny live on, largely ignorant of their ancestors and their plots. All double frogons have twinned bodies, which share a strong mental link, allowing them to work together seamlessly in combat. The creatures have an obsession with the number two, and its powers, to the extent that they take draconian measures when they discover double frogon parents have produced an odd number of offspring. Such a blasphemous event results in the death of all frogons, and, considering their intense fixation with the number two, the parents themselves may take measures to eradicate their offspring and themselves. This obsession may explain why double frogons refuse to attack identical twins, even if doing so proves tactically unsound.

A typical double frogon body measures 12 feet in length and weighs 1,500 pounds. A double frogon can live up to 500 years.