Hello Frightful Fridays! readers. I've jumped into the Patreon pool to support my monster creations. I appreciate any and all pledges, which will help me stay on a more consistent schedule. After all, I can't skip six weeks when I've got people paying for monsters. I can promise I will withhold none of the monsters I work on for patrons. There is a reward level that puts monsters on hold for two months, but those monsters will make their way to the blog for all to enjoy. I respect my readers and my friend who allowed me to virtually take over his blog, and I don't want to put up a paywall for content.
In short, free monsters will continue to appear on the blog, and the Patreon is mostly a tip jar and an incentive to continue to produce monsters in a more timely manner. I hope you'll consider a pledge or passing the word along. Thanks!
https://www.patreon.com/FrightfulFridays
Saturday, November 26, 2016
Friday, November 25, 2016
Frightful Fridays! (Thanksgiving Week Spectacular) Pyton
Hello and welcome back for the final Thanksgiving week monster! I hope those of you who celebrated had a good holiday and Black Friday is treating you OK, whichever side of the counter you happen to be on. The overstuffed feeling from Thanksgiving is both a pleasant and painful feeling, so today's monster plays on that theme, coinciding with the kytons' MO. The original plan was to have a weird pie-throwing monster that causes its victims to explode after eating the pie. It wandered from goofy to creepy as I continued to work on its design. I hope you like the result.
Thanks for reading all week! I'll have an announcement later today, after you've had time to "digest" this monster. Also, please don't forget to enter a monster for this year's Here Be Monsters contest. We've received some great entries, but we definitely have room for more! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
Thanks for reading all week! I'll have an announcement later today, after you've had time to "digest" this monster. Also, please don't forget to enter a monster for this year's Here Be Monsters contest. We've received some great entries, but we definitely have room for more! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
Chains covered in
eerily enticing pastries and pies cover the bulk of this corpulent humanoid,
but its flesh oozes through the chain links. A pleasant smell, tinged with a
hint of rot, wafts from the creature.
Pyton CR 4
XP 1,200
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init –1; Senses darkvision 60 ft.; Perception
+12
DEFENSE
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 45 (6d10+12);
regeneration 2 (good weapons and spells)
Fort +7, Ref +4, Will +5
Defensive Abilities
sweet flesh; DR 5/good or silver; Immune cold; Resist fire 10
OFFENSE
Speed 20 ft.
Melee spiked
chain +9/+4 (2d4+4), bite +4 (1d6+4 plus grab)
Special Attacks
overfeed, unnerving gaze (30 ft., DC 15)
Spell-Like Abilities
(CL 12th; concentration +14)
At will—putrefy food and drinkAPG (DC
13)
3/day—feast of ashesAPG (DC 15)
STATISTICS
Str 17, Dex 8, Con 14, Int 15, Wis 16, Cha 15
Base Atk +6; CMB +9 (+13 grapple); CMD 18
Feats Endurance,
Power Attack, Spell Focus (transmutation)
Skills Craft
(alchemy) +11, Diplomacy +11, Intimidate +11, Knowledge (planes) +11,
Perception +12, Profession (cook) +12, Sense Motive +12, Sleight of Hand +8
Languages Common,
Infernal
ECOLOGY
Environment any
(Plane of Shadow)
Organization
solitary, pair, buffet (3–8)
Treasure standard
(gourmet food, culinary recipes, etc.)
SPECIAL ABILTIES
Feats of Ashes (Sp)
A creature that eats flesh from the pyton staves off the starvation effect from
the pyton’s feast of ashes for 1 day.
Overfeed (Ex) A
pyton can feed its flesh or food on hand to a helpless creature or one it has
pinned. The victim must succeed at a DC 15 Fortitude save or become painfully
full. On the first failed save, the victim becomes sickened for 1d4 rounds. On the
second failed save, the victim becomes nauseated for 1d6 rounds and then
sickened for 1d4 hours. On the third failed save, the victim becomes paralyzed
for 1d8 rounds, nauseated for 1d6 minutes, and then sickened for 2d6 hours. On
the fourth failed save, the victim dies. If all conditions have expired for the
victim, it acts as if it had failed one fewer saving throw; after 24 hours, the
number of saves resets completely. The save DC is Constitution-based.
Sweet Flesh (Su)
A creature that successfully bites a pyton (or is fed via its overfeed special
ability) must succeed at a DC 15 Will save or continue to make bite attacks
against the pyton. A creature with bite attacks that count as silver or good does
not suppress a pyton’s regeneration. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
Unnerving Gaze (Ex)
A creature that succumbs to a pyton’s unnerving gaze becomes sickened for 1d6
rounds as it imagines itself eating flesh from the pyton and from its
companions. This is a mind-affecting fear effect. The save DC is
Charisma-based.
Pytons are gourmands among kytons, sampling flesh from a
variety of creatures and spreading the pleasure and pain of gluttony to others.
They also enjoy the exquisite pain caused by others feasting on their bodies.
Pytons insinuate themselves among their prey, offering delicious meals tainted
with their flesh and with judicious use of feast
of ashes. They then welcome creatures hungry for more, binding their dinner
guests in chains and feeding them until their bodies burst through the chains,
killing them. Pytons bring victims to the threshold of death by overfilling their
bodies with high-quality food and then allow their stomachs to settle for a
couple of hours before repeating the process.
Thursday, November 24, 2016
Frightful Fridays! (Thanksgiving Week Spectacular) Murducken
Hello, and welcome back to this week's mini monster marathon. Today's monster is in celebration of that most atrocious of creations, the turducken, but this one is undead and can explode into its components to wreak further havoc.
I hope you enjoy the murducken. I'll wrap things up tomorrow with an actual Friday monster. Happy Thanksgiving! I am truly thankful for my readers.
This denuded turkey
oozes rotting flesh. Its herky-jerky movements belie its speed and adroitness.
Murducken CR 5
XP 1,600
NE Small undead
Init +8; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 19, touch 15,
flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp 52 (7d8+21)
Fort +5, Ref +6, Will +6
DR 5/good or piercing;
Immune fire, undead traits; Resist electricity 10
OFFENSE
Speed 30 ft., fly
20 ft. (clumsy)
Melee 2 slams +10
(1d6+3 plus ghoul fever and grab)
Special Attacks
bursting split
Spell-Like Abilities
(CL 7th; concentration +10)
1/day—grease (centered on murducken only)
STATISTICS
Str 17, Dex 19, Con —, Int 3, Wis 12, Cha 16
Base Atk +5; CMB +7 (+11 grapple); CMD 21
Feats Improved
Initiative, OutflankAPG, Precise StrikeAPG, Weapon Focus
(slam)
Skills Acrobatics
+10, Disguise +7, Escape Artist +14, Fly +2, Perception +5; Racial Modifiers +4 Acrobatics, +8
Escape Artist
ECOLOGY
Environment any
land
Organization
solitary, pair, or feast of death (3–6)
Treasure
incidental
SPECIAL ABILITIES
Bursting Split (Ex)
Once per day as a standard action, a murducken can burst into its necromantic poultry
components with an attendant spray of gore and bones. All creatures within 20 feet
of the murducken must attempt a DC 16 Reflex save. On a failed save, a victim
takes 4d6 points of piercing and slashing damage, is nauseated for 1d4 rounds
(and sickened for an additional 1d6 minutes afterwards), and subject to the
murducken’s ghoul fever. On a successful save, a victim takes half damage and is
sickened for 1d6 rounds.
This ability replaces the murducken with three component creatures. A component
creature is the same as the base murducken but has half its hit points and
takes a –2 penalty on attack and damage rolls, saving throws, ability checks, and
skill checks.
Disease (Su) Ghoul Fever: Slam—injury; save DC 16; onset 1 day; frequency
1/day; effect 1d4 Con and 1d4 Dex
damage; cure 2 consecutive saves. The
save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul
at the next midnight, while a humanoid of 4 Hit Dice or more rises as a ghast.
An animal or magical beast with 4 or more Hit Dice rises as a murducken. A
creature who returns as an undead creature in this way is independent of other
undead creatures and retains none of the abilities it possessed in life.
Grease (Sp) A
murducken is immune to its own grease
spell-like ability and can move through greased
squares without penalty. This immunity does not apply to other castings of grease.
Terrifying abominations created from terrifying
abominations, murduckens are ghastly creations seeking to spread disease and directly
destroy the living. The duplicitous creatures look like ordinary turkeys filled
with duck and chicken meat, but their lack of intellect and impatience usually
lead to them blowing their disguise before they can fool potential victims. In
ghoul enclaves, murduckens are created and hunted as part of a horrifying
unholy day, where powerful murduckens usually lay waste to dozens of ghouls
before being wrestled down and devoured.
Murducken Creation
- Preheat oven to 375 degrees F (190 degrees C).
Lay the boned chicken skin-side down on a platter and season liberally
with salt, pepper, Creole seasoning, and pureed ghoul flesh. Lay the boned
duck skin-side down on top of the chicken and season liberally with salt,
pepper, Creole seasoning, and pureed ghoul flesh. Cover and refrigerate.
- Lay the boned turkey skin-side down on a flat
surface. Cover with a layer of cold Flesh and Oyster Dressing and push the
dressing into the leg and wing cavities so they will look as if they still
have bones in them.
- Lay the duck on top of the turkey skin-side
down and cover it with a layer of unnaturally cold dressing. Lay the chicken on top of
the duck skin-side down and cover it with a layer of unnaturally cold dressing.
- With the help of an assistant, bring the edges
of the turkey skin up and fasten them together with toothpicks. Add the
bones back to the unholy mass of flesh. Use kitchen string to lace
around the toothpicks to help hold the stuffed turkey together. Carefully
place the murducken, breast up in a large roasting pan.
- Roast covered for 4 hours or until the murducken is golden brown. Continue to roast uncovered for 1 hour or until
a meat thermometer inserted through the thigh registers 180 degrees F. and
a thermometer inserted through the stuffing registers 165 degrees F. Check
the murducken every few hours to baste and remove excess liquid. There
will be enough pan juices for a gallon of gravy.
- Cast animate
dead and enjoy!
(Base recipe courtesy of http://allrecipes.com/recipe/13874/turducken/)
Wednesday, November 23, 2016
Frightful Fridays! (Thanksgiving Week Spectacular) Culinary Kaida
Hello, and welcome back to this week-long monster jamboree. My mind turns toward food as I approach the Thanksgiving holiday in America, and I also realized it had been quite a while since the previous kaida on this blog. So, the two ideas came together in the culinary kaida, guardian (and consumer) of food. Given its voracious appetite, this dragon might be of use against tomorrow's monster.
I hope you enjoy the culinary kaida, and I'll see you tomorrow with a scary Thanksgiving-themed creature. Thanks for reading!
Oh yeah! I don't think I've nagged you enough about the Here Be Monsters Contest. Enter today!!! (or at least by the deadline)
This portly,
aquamarine dragon breathes out smoke smelling of exotic spices.
Culinary Kaida CR 2
XP 600
LN Tiny dragon
Init +2; Senses darkvision 60 ft., low-light
vision; Perception +6
DEFENSE
AC 14, touch 14,
flat-footed 12 (+2 Dex, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +5, Will +3
Immune disease,
ingested poison, paralysis, sleep
OFFENSE
Speed 10 ft., fly
50 ft. (average)
Melee bite +7
(1d3–4
plus dehydration), 2 claws +7 (1d2–4 plus starvation)
Space 2½ ft.;
Reach 0 ft.
Special Attacks
breath weapon (30-ft. cone, blindness and sickness, Reflex DC 12 partial,
usable every 1d4 rounds)
Spell-Like Abilities
(CL 11th; concentration +14)
At will—detect poison, prestidigitation, purify food
and drink (DC 13)
3/day—create food and water
1/week—heroes' feast
STATISTICS
Str 2, Dex 15, Con 13, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Endurance,
Weapon Finesse
Skills Appraise
+7, Craft (alchemy) +7, Diplomacy +9, Fly +10, Intimidate +3 (+11 in kitchens),
Perception +6, Profession (cook) +11, Sense Motive +6, Spellcraft +6; Racial Modifiers +8 Intimidate (in
kitchens), +8 Profession (cook)
Languages Common,
Draconic
SQ this is my
kitchen
ECOLOGY
Environment any
urban
Organization
solitary or pair
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Creatures failing the Reflex save against a culinary kaida’s breath weapon are
blinded for 1 round and sickened for 1d6 minutes. Creatures that succeed at the
Reflex save are not blinded and only sickened for 1d6 rounds.
Dehydration (Su) If
a culinary kaida successfully bites an opponent, the victim must succeed at a
DC 12 Fortitude save or become dehydrated. On the first failure, the creature
is treated as if it had gone 24 hours without water. On each successive
failure, the creature is treated as if it went an additional 4 hours without
water. Once the cumulative hours exceed its Constitution score, it must make a Constitution
check (DC equal to 10 + the number of hours beyond its Constitution score) or
take 1d6 points of nonlethal damage as per the thirst rules. The save DC is
Constitution-based.
Starvation (Su) If
a culinary kaida strikes an opponent with a claw, the victim must succeed at a
DC 12 Fortitude save or starve. On each failure, the creature is treated as if
it had gone 1 day without food. If the cumulative days (including any from
actual starvation) exceed 3 days, the creature must make a Constitution check
(DC equal to 10 + the number of days beyond 3) or take 1d6 points of nonlethal
damage as per the starvation rules. The save DC is Constitution-based.
This Is My Kitchen
(Su) When a culinary kaida is in a kitchen or other setting where cooking
primarily occurs, it gains a +8 bonus on Intimidate checks. Additionally, it
does not suffer a penalty from being a smaller size than its target in such
settings.
Culinary kaidas preserve the edibility of food and water,
ensuring others cannot become ill from eating food and drinking liquids they
oversee. When they have the time and inclination, they also prepare elegant
meals, rivaling those created by renowned chefs. A typical culinary kaida is 2
feet long from snout to tail, has a 3-foot wingspan, and weighs 20 pounds
(thanks to their healthy appetites).
Thanks to their expertise with food and drink, culinary
kaidas often end up in kitchens and other food preparation locales, where they
quite often take charge. Many kaidas are authoritarian figures in the kitchens
they supervise and berate those who fail to maintain the high standards set by
the dragons. In kitchens where culinary kaidas have less experience than the
head chefs, the dragons often argue about cooking and preparation with their
superiors. A rarer path for the kaidas takes them to royal palaces where they
act as food tasters, using their detect
poison spell-like ability to protect nobility. These opportunities remove
them from food preparation but allow them to enjoy exquisite dishes; they still
can’t resist occasional visits to kitchens to “improve” the quality of food
made there.
In combat, culinary kaidas prefer to incapacitate foes,
usually by starving or dehydrating them. Once they have subdued their
opponents, they create food and water to restore them to health. The kaidas
also use their breath weapons—filled with strong spices that induce blindness
and nausea in creatures exposed to the breath weapon—to debilitate their foes.
A 7th-level lawful or true neutral spellcaster with the Improved
Familiar feat and at least 3 ranks in Profession (cook) can select a culinary
kaida as a familiar. Provided the creature remains well-fed, it happily travels
with the spellcaster.
Tuesday, November 22, 2016
Frightful Fridays! (Thanksgiving Week Spectacular) Inferno Treant
Hello, and welcome back to this Thanksgiving week of monsters. Keeping with the nature theme and jumping on a nicely coincidental fall theme, and thanks to a suggestion from my daughter, the inferno treant displays all the colors of autumn but in a destructive manner. I really like the image of a continually burning tree flanked by fire elementals also shaped like trees laying waste to a nearby village--unless some adventurers can stop the onslaught.
I hope you like the inferno treant, and I'll be back tomorrow with another monster. Thanks very much for reading!
***ALSO: You still have until Saturday to enter your monster in the latest Here Be Monsters contest! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
I hope you like the inferno treant, and I'll be back tomorrow with another monster. Thanks very much for reading!
***ALSO: You still have until Saturday to enter your monster in the latest Here Be Monsters contest! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
Every inch of this
massive tree is on fire, giving it a distinctive yellow, orange, and red glow.
Inferno Treant CR 6
XP 2,400
CN Huge plant
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC 18, touch 10,
flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 76 (9d8+36)
Fort +10, Ref +5, Will +6
Immune fire, plant
traits
OFFENSE
Speed 50 ft.
Melee 2 slams +12
(1d8+7 plus 1d6 fire and burn)
Space 15 ft.; Reach 15 ft.
Special Attacks
burn (1d6, DC 18)
STATISTICS
Str 25, Dex 15, Con 18, Int 8, Wis 17, Cha 14
Base Atk +6; CMB +15 (+17 sunder); CMD 27 (29 vs. sunder, can't be
tripped)
Feats Dazzling
Display, Improved Sunder, Intimidating Prowess, Power Attack, Weapon Focus
(slam)
Skills Intimidate
+15, Perception +9
Languages Common,
Ignan, Treant
SQ burning trees,
double damage against objects
Environment any
forest
Organization
solitary, pair, or wildfire (3–8)
Treasure
incidental (fireproof gems, jewels, and magic items)
SPECIAL ABILITIES
Burning Trees (Sp)
An inferno treant can convert up to two trees within 120 feet into medium fire
elementals. The trees require 1 full round to become fire elementals, after
which they can act as normal. While an inferno treant can create as many fire
elementals as it wishes, it can only control two at a time. If the treant moves
out of range or is destroyed, the fire elementals it created collapse into a
pile of ash.
Double Damage Against
Objects (Ex) An inferno treant that makes a full attack against an object
or structure deals double damage.
Inferno treants do not seek to protect the forests from
which they derive. Instead, they carry out vengeance for destruction caused to
their forest homes, typically through the careless use of fire by intelligent
creatures. The treants gather a force of fire elementals from trees surviving a
wildfire and track the responsible parties to their source, where the treants
and elementals can lay waste to the community and ostensibly prevent future thoughtless
destruction. Typical treants find inferno treants abhorrent and just as
destructive as (if not more) the creatures liable for the accidental creation
of the fiery treants. Treants normally aid in destroying inferno treants to
preserve what they can, but, if their wrath has been provoked, they are content
to let their conflagrative relatives wreak destruction.
Dead inferno treants often leave an acorn or another similar
nut that looks like a large ember. Destructive druids procure these nuts to
cultivate groves of inferno treants, which appear to be normal trees (or merely
animated trees) until someone applies fire to them. These objects are worth 500
gp to interested parties and require a DC 21 Knowledge (nature) check to
recognize their value.
Monday, November 21, 2016
Frightful Fridays! (Thanksgiving Week Spectacular) Primal Unicorn
Hello and welcome to a special edition of Frightful Fridays! Each day this week, I'll be posting a monster, including a fun Thanksgiving critter. I'm thankful for all my readers, and I want to make up for some missing weeks, so I'm creating this small run. I hope you enjoy them, starting with the primal unicorn. I've seen plenty of antithetical unicorns (all evil and negative and such), and I've worked on my share, but I wanted to do something close to nature. Luckily, friends posted the below image, and it re-triggered that desire.
I hope you like the primal unicorn, and I'll see you tomorrow with another monster. Thanks for reading!
ALSO: You still have a few days to enter your monster in the latest Here Be Monsters contest! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
I hope you like the primal unicorn, and I'll see you tomorrow with another monster. Thanks for reading!
ALSO: You still have a few days to enter your monster in the latest Here Be Monsters contest! http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
This rhinoceros, covered
in greenish wool, sports a massive horn.
Primal Unicorn CR 4
XP 1,200
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light
vision; Perception +11
DEFENSE
AC 17, touch 9,
flat-footed 17 (+8 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +4, Will +6
DR 5/piercing or
wood
OFFENSE
Speed 50 ft.
Melee gore +9
(2d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks blood
rage, powerful charge (4d6+14), striding charge, trample (2d6+10, DC 17)
Spell-Like Abilities
(CL 9th; concentration +13)
At will—create food and water
3/day—animal growth (DC 19), entangle (DC 15)
1/day—remove disease, summon nature's ally IV, tree
stride
STATISTICS
Str 21, Dex 10, Con 17, Int 10, Wis 20, Cha 19
Base Atk +5; CMB +11 (+13 bull rush); CMD 21 (23 vs. bull rush, 25 vs. trip)
Feats Improved
Bull Rush, Intimidating Prowess, Power Attack
Skills Knowledge
(nature) +9, Intimidate +9, Perception +11, Stealth –4 (+4 in forests), Survival
+11; Racial Modifiers +4 Knowledge
(nature), +8 Stealth in forests, +4 Survival
Languages Sylvan
(can't speak)
SQ wild empathy
+13, woodland stride
ECOLOGY
Environment any
forest
Organization
solitary, pair, crash (3–6)
Treasure none
SPECIAL ABILITIES
Animal Growth (Sp)
Once per day, a primal unicorn can quicken its animal growth spell-like ability as per the Quicken Spell-Like
Ability feat, but only when it uses animal
growth on itself.
Blood Rage (Ex) A
primal unicorn can attempt a DC 16 Will save at the beginning of its turn to
voluntarily end its rage. The save DC is Constitution-based (and based on the rage’s
increased Constitution).
Striding Charge (Su)
Once per day, a primal unicorn with its tree
stride spell-like ability active can charge from a tree to which it
transports as part of its full-round action.
Wild Empathy (Su)
This ability works like the druid’s wild empathy class feature. A primal
unicorn has a +4 racial bonus on wild empathy checks, and a primal unicorn with
class levels granting wild empathy adds its racial modifier to wild empathy
checks.
Woodland Stride (Ex)
This works like the druid’s woodland stride ability. Additionally, a primal
unicorn’s charge is not hindered by trees, and it does not harm trees when it
charges.
Primal unicorns are more physically imposing specimens compared
to typical unicorns. Rather than an equine form, primal unicorns take a rhinoceros
shape. They weigh 2,500 pounds, stand 4 feet tall, and are 7 feet long.
Primal unicorns are in tune with their forest homes and
protect all creatures who live there, animal, fey, and humanoid alike.
Regardless of a creature’s alignment, primal unicorns give them equal
protection, provided the creature respects other forest residents, and, most
importantly, the forest itself. Primal unicorns react violently to outside
destruction caused to their forests and usually lead a charge of animals to
repel despoilers. Other than chasing egregious destroyers, primal unicorns
rarely leave their homes. Because of their insular dispositions, primal
unicorns have faded from public conscience as more proactive creatures such as unicorns
and many “anti-unicorn” variants take the stage.
Foes who mistake the primal unicorns’ rhino-like appearance
for slow, lumbering attacks meet unpleasant surprises when the unicorns charge
at incredible speeds, nimbly dodging trees as they run. Primal unicorns often
use their tree stride spell-like
ability in the morning to give themselves an extra advantage for most of day,
allowing them to maneuver other trees to get better charge lanes.
Wednesday, November 9, 2016
A new monster contest!
Here Be Monsters is holding another contest, this time featuring monsters from outer space! It's the same crew as last year (Jacob W. Michaels, Mikko Kallio, and myself judging, with monster maven Adam Daigle as the guest judge), and this year's angle promises to be a lot of fun.
Please consider entering. I look forward to seeing your monsters from beyond the stars!
http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
Please consider entering. I look forward to seeing your monsters from beyond the stars!
http://aswordforhire.blogspot.fi/2016/11/here-be-monsters-3-from-beyond-stars.html
Labels:
Bestiary,
Contests,
Pathfinder,
RPG
Sunday, October 16, 2016
Frightful Fridays! Flabberghast
Hello, and welcome back to a new edition of Frightful Fridays! (slightly delayed) This week's monster goes against my normal appreciation for gnomes and fey by bringing out an undead monstrosity focused on fey (and gnomes thanks to their bloodline). It's still a potentially nasty monster against other characters, too.
I hope you enjoy the flabberghast, and I'll be back later with another monster. Thanks for reading!
I hope you enjoy the flabberghast, and I'll be back later with another monster. Thanks for reading!
This skeletal creature’s bones fade into a
set of withered brambles where its legs should be. It has alternatively bony
and branch-like horns protruding form its skull.
Flabberghast CR
6
XP 2,400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +15
Aura aura of despair (10 ft., DC 17)
XP 2,400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +15
Aura aura of despair (10 ft., DC 17)
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4
natural)
hp 67 (9d8+27)
Fort +6, Ref +9, Will +9
Defensive Abilities evasion; DR 5/cold iron; Immune undead traits; Resist cold 20, electricity 10; SR 17
Weaknesses compulsion vulnerability
hp 67 (9d8+27)
Fort +6, Ref +9, Will +9
Defensive Abilities evasion; DR 5/cold iron; Immune undead traits; Resist cold 20, electricity 10; SR 17
Weaknesses compulsion vulnerability
OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee 2 claws +11 (1d6+2 plus 1d6 Cha damage), gore +10 (1d8+2)
Special Attacks broken beauty, create spawn, feybane, rend (2 claws, 1d6+3)
Spell-Like Abilities (CL 9th; concentration +12)
3/day—dancing lights, faerie fire
1/day—confusion (DC 16), deep slumber (DC 16), entangle (DC 14), glitterdust (DC 15), major image (DC 16)
Melee 2 claws +11 (1d6+2 plus 1d6 Cha damage), gore +10 (1d8+2)
Special Attacks broken beauty, create spawn, feybane, rend (2 claws, 1d6+3)
Spell-Like Abilities (CL 9th; concentration +12)
3/day—dancing lights, faerie fire
1/day—confusion (DC 16), deep slumber (DC 16), entangle (DC 14), glitterdust (DC 15), major image (DC 16)
STATISTICS
Str 14, Dex 19, Con —, Int 17, Wis 16, Cha 17
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Lightning Reflexes, Vital Strike, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +12, Fly +12, Intimidate +15, Knowledge (arcana) +11, Knowledge (nature) +12, Perception +15, Sense Motive +15, Spellcraft +11, Stealth +14
Languages Aklo, Common, Sylvan
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Lightning Reflexes, Vital Strike, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +12, Fly +12, Intimidate +15, Knowledge (arcana) +11, Knowledge (nature) +12, Perception +15, Sense Motive +15, Spellcraft +11, Stealth +14
Languages Aklo, Common, Sylvan
ECOLOGY
Environment any
land
Organization solitary,
pair, reprisal (3–6)
Treasure standard
SPECIAL ABILITIES
Aura of Despair (Su) Any creature within or
entering a flabberghast’s aura must succeed on a DC 17 Will save or take a –2
penalty on attack rolls, saving throws, ability and skill checks, and weapon
damage for as long as it remains within the aura. A creature that successfully
saves is immune to the same flabberghast’s aura for 24 hours. The save DC is
Charisma-based.
Additionally, a
flabberghast suppresses spells and effects granting morale bonuses within its
aura, but it does not dispel them.
Broken Beauty (Su) If a flabberghast confirms a
critical hit with its claws, in addition to inflicting 1d6 points of Charisma
damage, it deals 1d2 points of Charisma drain (DC 17 Will save negates). If the
flabberghast successfully drains Charisma, it gains a temporary +1 enhancement
bonus to all Charisma-based skill checks, and save DCs for its spells and
abilities. These bonuses stack with each other and last for 1 hour. The save DC
is Charisma-based.
Compulsion Vulnerability (Su) A flabberghast generally enjoys an undead creature’s immunity to mind-affecting effects, but it still falls prey to the seemingly bizarre rules governing fey. It must attempt a Will save against a spell or effect with the compulsion descriptor, and it incurs a –4 penalty on such saves.
Create Spawn (Su) If the flabberghast kills a gnome or a fey creature, either through damage or by reducing the creature to 0 Charisma, the creature returns as a flabberghast one hour later. Other creatures killed by a flabberghast rise as ghasts.
Feybane (Su) Once per day as a swift action, a flabberghast can imbue its gore attack with the bane (fey creatures and gnomes) weapon ability for 1 minute.
Compulsion Vulnerability (Su) A flabberghast generally enjoys an undead creature’s immunity to mind-affecting effects, but it still falls prey to the seemingly bizarre rules governing fey. It must attempt a Will save against a spell or effect with the compulsion descriptor, and it incurs a –4 penalty on such saves.
Create Spawn (Su) If the flabberghast kills a gnome or a fey creature, either through damage or by reducing the creature to 0 Charisma, the creature returns as a flabberghast one hour later. Other creatures killed by a flabberghast rise as ghasts.
Feybane (Su) Once per day as a swift action, a flabberghast can imbue its gore attack with the bane (fey creatures and gnomes) weapon ability for 1 minute.
Fey are no strangers to undeath and several of their number
fall prey to vampires, spectres, and other foul creatures. However,
flabberghasts are undead unique to fey. Typically resulting from fey creatures
brought low by the backstabbing machinations omnipresent in faerie courts,
flabberghasts return to a twisted form of unlife, embittered against all other
fey. This hatred also applies to humanoids with fey origins such as gnomes.
Flabberghasts prefer targeting the objects of their ire over other creatures
but are not so overwhelmed by rage to ignore obvious threats. Ultimately, the
creatures wish to diminish all beauty in the world and often stop just short of
killing foes to force them to suffer (at least temporarily) with
disfigurations.
Despite, or perhaps because of, their antipathy toward fey, flabberghasts
ally with unseelie fey to destroy their opponents. Only powerful nobles deal
with flabberghasts, because the creatures almost invariably seek to betray
their allies, usually after bolstering their numbers.
Friday, October 7, 2016
Frightful Fridays! Stubby Squid
Hello, and welcome to a beeelated Frightful Fridays! Life got extremely busy, and I missed working on new critters for the blog. But this little squid spoke to me, and I was compelled to return this week to put it out there.
I hope you enjoy the stubby squid, and I shall be back sooner than two month's time with another monster. Thanks for reading!
I hope you enjoy the stubby squid, and I shall be back sooner than two month's time with another monster. Thanks for reading!
This miniature purple squid has large, expressive
eyes. It waves its tentacles seemingly in greeting.
Stubby Squid CR
4
XP 1,200
CN Diminutive aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +11
XP 1,200
CN Diminutive aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +2
natural, +4 size)
hp 42 (5d8+20); fast healing 2
Fort +5, Ref +4, Will +7
Defensive Abilities amorphous; Resist acid 10; SR 16
hp 42 (5d8+20); fast healing 2
Fort +5, Ref +4, Will +7
Defensive Abilities amorphous; Resist acid 10; SR 16
OFFENSE
Speed 10 ft., swim 40 ft.
Melee 4 tentacles +10 (1d4–4 plus attach)
Space 1 ft.; Reach 0 ft.
Special Attacks attach, dehydrate, mind swap
Spell-Like Abilities (CL 5th; concentration +8)
3/day—water breathing (other creatures only)
Melee 4 tentacles +10 (1d4–4 plus attach)
Space 1 ft.; Reach 0 ft.
Special Attacks attach, dehydrate, mind swap
Spell-Like Abilities (CL 5th; concentration +8)
3/day—water breathing (other creatures only)
STATISTICS
Str 3, Dex 16, Con 18, Int 13, Wis 17, Cha 16
Base Atk +3; CMB +2 (+6 grapple); CMD 8 (16 vs. grapple and trip)
Feats Go UnnoticedAPG, Improved Initiative, Skill Focus (Bluff), Weapon FinesseB
Skills Bluff +11, Escape Artist +11, Perception +11, Sense Motive +8, Stealth +20, Swim +17
Languages Aklo, Common
SQ amphibious, symbiosis
Base Atk +3; CMB +2 (+6 grapple); CMD 8 (16 vs. grapple and trip)
Feats Go UnnoticedAPG, Improved Initiative, Skill Focus (Bluff), Weapon FinesseB
Skills Bluff +11, Escape Artist +11, Perception +11, Sense Motive +8, Stealth +20, Swim +17
Languages Aklo, Common
SQ amphibious, symbiosis
ECOLOGY
Environment temperate and warm oceans
Organization solitary, pair, or raft (3–12)
Treasure incidental
Organization solitary, pair, or raft (3–12)
Treasure incidental
SPECIAL ABILITIES
Attach (Ex) The suckers on a stubby squid’s
tentacles latch onto a target with surprising tenacity. The squid gains a +4
racial bonus on combat maneuver checks to maintain a grapple, and a +8 racial
bonus to CMD against grapples.
Dehydrate (Ex) A stubby squid attached to a creature halves the amount of time (12 hours plus 1/2 Constitution score) the creature can go without water. Additionally, the DC for the Constitution check to avoid nonlethal damage from dehydration increases by +2 for each previous check.
Fast Healing (Ex) A stubby squid loses fast healing when it is out of salt water.
Mind Swap (Su) As a full-round action, a stubby squid can trade minds with a creature to which it is attached. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist this ability with a DC 15 Will save. The mind swap lasts for 1d4 hours or when the squid ends the effect as a free action, whichever is sooner. If a creature saves against the effect, this particular stubby squid cannot attempt it again with the creature for 24 hours The save DC is Charisma-based.
Symbiosis (Ex) While a stubby squid is attached to a creature, the creature gains the spell resistance and acid resistance possessed by the squid. The creature cannot voluntarily lower the spell resistance. Likewise, the squid enjoys energy resistances and immunities possessed by the creature.
Dehydrate (Ex) A stubby squid attached to a creature halves the amount of time (12 hours plus 1/2 Constitution score) the creature can go without water. Additionally, the DC for the Constitution check to avoid nonlethal damage from dehydration increases by +2 for each previous check.
Fast Healing (Ex) A stubby squid loses fast healing when it is out of salt water.
Mind Swap (Su) As a full-round action, a stubby squid can trade minds with a creature to which it is attached. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist this ability with a DC 15 Will save. The mind swap lasts for 1d4 hours or when the squid ends the effect as a free action, whichever is sooner. If a creature saves against the effect, this particular stubby squid cannot attempt it again with the creature for 24 hours The save DC is Charisma-based.
Symbiosis (Ex) While a stubby squid is attached to a creature, the creature gains the spell resistance and acid resistance possessed by the squid. The creature cannot voluntarily lower the spell resistance. Likewise, the squid enjoys energy resistances and immunities possessed by the creature.
Stubby squids are not animals despite their outward
appearance. Instead, they are intelligent lifeforms with alien minds. They
indulge in their curiosity by attaching themselves to fast-moving oceanic
creatures or obviously non-aquatic specimens. If they feel they have approached
friendly creatures, they attempt to convince the creatures to carry them along.
They otherwise just attach themselves to their targets and hope for the best.
Regardless, they entice potential hosts with their conveyed protection from acid
and spells, as well as the ability to breathe water (typical stubby squids can
provide water breathing to a single
creature for a full day). Squids with a positive symbiotic relationship inform
their hosts of their need for water when they leave the sea and the potential
for dehydration as they drain water from their hosts.
In aquatic environments, stubby squids work together
peacefully. Outside their watery homes, they become extremely competitive over precious
water resources. The squids are instinctively aware of other squids, even those
hidden on a host’s body. The squids assert their intelligences over their hosts,
sequestering their hosts’ minds away in their bodies, to engage in proxy
battles. When their hosts die in these bizarre combats, the squids find the
nearest available creatures to possess and continue their conflicts. Warring stubby
squids wipe out settlements ill-equipped to handle them, typically with only one
squid-hosting “survivor” remaining.
Friday, August 12, 2016
Frightful Fridays! Fog Golem
Hello, and welcome back to a new Frightful Fridays! After skipping a week for GenCon, I'm back with a foggy golem for you. It's a walking cloudkill, which should be a lot of fun for GMs, but not so much fun for characters.
I hope you enjoy the fog golem, and I'll be back next week with another monster. Thanks for reading!
I hope you enjoy the fog golem, and I'll be back next week with another monster. Thanks for reading!
This creature’s dark
grey humanoid shape barely stands out in the enormous fog bank billowing around
it as it moves.
Fog Golem CR 9
XP 6,400
N Huge construct
Init +8; Senses darkvision 60 ft., fog vision,
low-light vision; Perception +10
Aura fog cloud
(20 ft.)
DEFENSE
AC 17, touch 17,
flat-footed 8 (+8 Dex, +1 dodge, –2 size)
hp 118
(12d10+52); fast healing 5
Fort +4, Ref +12, Will +6
DR 10/adamantine
and magic; Immune construct traits, critical
hits, elemental composition, magic, sneak attacks
OFFENSE
Speed fly 30 ft.
(perfect)
Melee 2 slams +18
(elemental strike)
Space 15 ft.;
Reach 15 ft.
Special Attacks
engulf (DC 18, elemental strike and cloudkill)
Spell-Like Abilities
(CL 12th; concentration +14)
Constant—gaseous form
STATISTICS
Str 7, Dex 27, Con —, Int —, Wis 15, Cha 14
Base Atk +12; CMB +12; CMD 31 (can't be tripped)
Feats Dodge,
Mobility, Toughness, Weapon Finesse
Skills Fly +12,
Perception +10, Stealth +0 (+16 in fog); Racial
Modifiers +8 Perception, +16 Stealth in fog
ECOLOGY
Environment any
land
Organization
solitary, pair, or bank (3–6)
Treasure none
SPECIAL ABILITIES
Elemental Composition
(Ex) A fog golem can change its composition to a particular energy type as a move action. It can select acid, cold, electricity, or fire. It is immune to the chosen energy type. If the golem’s controller is not available to command it to change its composition, it changes to protect itself from the most recently used energy type to damage it. If it has not been damaged, it changes composition to bypass resistances or immunities enjoyed by its foes; in this case, it chooses acid, cold, electricity, and fire in order. The golem starts a typical encounter with an acid composition.
Elemental Strike (Ex)
A fog golem’s slam attacks deals 2d6+12 points of damage based on the chosen
energy type (acid, cold, electricity, fire) for its elemental composition.
Engulf (Ex) A fog
golem deals its elemental strike damage to all targets it engulfs, and it
subjects them to the effects of the cloudkill
spell (DC 17 Fortitude partial). The save DC to avoid being engulfed includes a +4 racial bonus. The save DC for the cloudkill effect is Charisma-based.
Fog Cloud (Ex) Fog
surrounds a fog golem as per the fog
cloud spell. If the fog is dispersed, the golem regenerates it at the end of
its next turn.
Fog Vision (Ex) A
fog golem can see perfectly well in fog and clouds.
Immunity to Magic
(Ex) A fog golem is immune to spells and spell-like abilities that allow
spell resistance. Certain spells and effects function differently against it,
as noted below.
- · A gust of wind spell (or any spell increasing wind speed that targets the fog golem) slows a fog golem (as per the slow spell) and suspends its fast healing for 1d4 rounds, with no saving throw.
- · A solid fog spell (or any spell replicating solid fog) targeting a fog golem slows it and negates its DR (magic, but not adamantine) and immunities to critical hits and sneak attacks for 1d6 rounds, with no saving throw. If the spell deals energy damage, the golem takes damage from the spell, unless its elemental composition ability grants it immunity.
Whereas a single elemental spirit animates most golems, a
minimum of one elemental spirit for each of the four elements animate fog
golems. Fog golems guard locations where their ability to pass through tiny
spaces make them more valuable than other golems. While they are mindless, they
are capable of adapting their energy signatures to effectively combat opponents
reliant on or protected against specific energy types. Acid-imbued fog golems’ caustic
fluid sizzles when it condenses, cold-imbued golems form stinging icy crystals,
electricity-imbued golems crackle angrily, and fire-imbued golems release ash
and smoke rather than fog.
CONSTRUCTION
A fog golem’s body consists of specially treated gases
infused with all four elements. The gases must be treated with oils worth 2,000
gp.
FOG GOLEM
CL 9th; Price 62,000 gp
Construction
Requirements
Craft Construct, cloudkill, gaseous form, geas/quest, limited wish,
creator must be at least caster level 9th; Skill
Craft (alchemy) or Knowledge (nature) DC 19; Cost 32,000 gp
Saturday, July 30, 2016
Frightful Fridays! Star Conqueror
Hello, and welcome back to another edition of Frightful Fridays! (Saturday edition) My friend Jason asked me to stat up Starro, one of the first Silver Age comic book supervillains. I realized I hadn't ever done a comic book creature for the blog, and this seemed like a suitable choice for the first such monster.
I hope you enjoy the star conqueror, and I'll hopefully have a monster lined up for this Friday. Thanks for reading!
I hope you enjoy the star conqueror, and I'll hopefully have a monster lined up for this Friday. Thanks for reading!
Several smaller
starfish attend this enormous purple starfish. A malevolent eye glares from the
center of the being.
Star Conqueror CR 18
XP 153,600
NE Gargantuan aberration
Init –2; Senses darkvision 60 ft.; Perception
+39
DEFENSE
AC 34, touch 4,
flat-footed 34 (–2 Dex, +30 natural, –4 size)
hp 322
(28d8+196); fast healing 10
Fort +16, Ref +7, Will +20
DR 10/—; Resist acid 30, cold 30, electricity
30, fire 30, sonic 30; SR 29
OFFENSE
Speed 30 ft., fly
90 ft. (perfect), swim 90 ft.; starflight
Melee 2 slams +29
(8d6+12/19–20)
Space 20 ft.; Reach 15 ft.
Special Attacks
energy projection, spore release
Statistics
Str 35, Dex 6, Con 24, Int 21, Wis 18, Cha 17
Base Atk +21; CMB +37; CMD 45 (49 vs. trip)
Feats Alertness,
BludgeonerUC, Cleave, Combat Expertise, Critical Focus, Greater
Feint, Improved Critical (slam), Improved Feint, Magical Aptitude, OutflankAPG,
Persuasive, Power Attack, Staggering Critical, Stunning Critical
Skills Bluff +31,
Diplomacy +21, Fly +17, Intimidate +38, Knowledge (arcana) +36, Knowledge (geography)
+33, Perception +39, Sense Motive +36, Spellcraft +40, Use Magic Device +35
Languages
Abyssal, Celestial, Common, Draconic, Infernal; telepathy 180 ft.
SQ hive mind, no
breath
ECOLOGY
Environment any
Organization invasion
(star conqueror plus 1–6 greater star spores and 3–12 lesser star spores)
Treasure none
Special Abilities
Energy Projection
(Ex) When a spell dealing energy damage does not bypass a greater star
spore’s spell resistance or energy resistance, it stores the energy damage. It
can store up to 60 points of damage in this way. As a standard action, it can
release the energy through up to 6 rays, with which it makes touch attacks
against one or more targets. The total stored damage is divided evenly between
the individual rays.
Hive Mind (Ex) As
long as one star spore is within 300 feet of a star conqueror, if one of the
group is aware of a particular danger, they all are. The star conqueror is only
considered flanked or flat-footed when all of the group is.
Spore Release (Ex)
Once per hour as a full-round action, a star conqueror can release 1d4 greater
star spores and 2d4 lesser star spores. Its maintains telepathic communication
with spores it releases regardless of distance, unless they are on different
planes.
Starflight (Su) A
star conqueror can survive in the void of outer space. It flies through space
at an incredible speed. A trip within a single solar system takes 3d20 hours,
while a trip beyond the solar system takes 3d20 days (or more, at the GM’s
discretion). If the star conqueror does not know the way to its destination,
the time increases drastically.
This oversized
starfish floats in the air. An eye protrudes from the top of the starfish,
while the underside has a maw filled with serrated teeth.
Greater Star
Spore CR 14
XP 38,400
NE Large aberration
Init –1; Senses darkvision 60 ft.; Perception
+31
DEFENSE
AC 28, touch 8,
flat-footed 28 (–1 Dex, +20 natural, –1 size)
hp 210
(20d8+120); fast healing 5
Fort +12, Ref +5, Will +16
DR 5/—; Resist acid 20, cold 20, electricity
20, fire 20, sonic 20; SR 25
OFFENSE
Speed 30 ft., fly
90 ft. (perfect), swim 90 ft.
Melee 2 slams +23
(6d6+9/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks
energy projection
Spell-Like Abilities
(CL 20th; concentration +22)
At will—dominate monster (DC 21)
STATISTICS
Str 29, Dex 8, Con 22, Int 17, Wis 18, Cha 15
Base Atk +15; CMB +25 (+29 grapple); CMD 34 (38 vs. trip)
Feats Alertness,
BludgeonerUC, Cleave, Combat Expertise, Greater Feint, Improved
Critical (slam), Improved Feint, OutflankAPG, Power Attack, Skill
Focus (Intimidate)
Skills Bluff +22,
Fly +28, Intimidate +31, Knowledge (arcana) +26, Perception +31, Sense Motive
+28, Spellcraft +26, Swim +17
Languages Abyssal, Common, Infernal; telepathy 120 ft.
SQ hive mind
ECOLOGY
Environment any
Organization
solitary, pair, or dominance (3–6)
Treasure none
SPECIAL ABILITIES
Dominate Monster (Sp)
A greater star spore can only use its dominate
monster spell-like ability when it pins a creature or maintains a pin. It
uses this ability as a move action. If the star spore is removed from its
victim, the dominate monster spell
ends.
Energy Projection
(Ex) When a spell dealing energy damage does not bypass a greater star
spore’s spell resistance or energy resistance, it stores the energy damage. It
can store up to 60 points of damage in this way. As a standard action, it can
release the energy through up to 6 rays, with which it makes touch attacks
against one or more targets. The total stored damage is divided evenly between
the individual rays.
Hive Mind (Ex) As
long as there are at least two star spores, or one star spore and the star
conqueror, within 300 feet of each other, if one of the group is aware of a
particular danger, they all are. No star spore in a group is considered flanked
or flat-footed unless all of them are.
This smaller starfish
floats in the air. While less powerful than its brethren, it nonetheless
radiates a palpable menace.
Lesser Star
Spore CR 10
XP 9,600
NE Small aberration
Init +1; Senses darkvision 60 ft.; Perception
+22
DEFENSE
AC 24, touch 12,
flat-footed 23 (+1 Dex, +12 natural, +1 size)
hp 127 (15d8+60);
fast healing 2
Fort +9, Ref +6, Will +13
DR 5/—; Resist acid 10, cold 10, electricity
10, fire 10, sonic 10; SR 21
OFFENSE
Speed 30 ft., fly
90 ft. (perfect), swim 90 ft.
Melee 2 slams +17
(4d6+4/19–20 plus grab)
Special Attacks
energy projection
Spell-Like Abilities
(CL 15th; concentration +16)
At will—dominate person (DC 16)
STATISTICS
Str 19, Dex 12, Con 18, Int 13, Wis 18, Cha 13
Base Atk +11; CMB +14 (+18 grapple); CMD 25 (29 vs. trip)
Feats Cleave,
Combat Expertise, Greater Feint, Improved Critical (slam), Improved Feint,
OutflankAPG, Power Attack, Weapon Focus (slam)
Skills Bluff +16,
Fly +29, Intimidate +19, Knowledge (arcana) +19, Perception +22, Swim +12
Languages Common;
telepathy 90 ft.
SQ hive mind
ECOLOGY
Environment any
Organization
solitary, pair, or minor dominance (3–8)
Treasure none
SPECIAL ABILITIES
Dominate Person (Sp)
A lesser star spore can only use its dominate
person spell-like ability when it pins a creature or maintains a pin. It
uses this ability as a move action. If the star spore is removed from its
victim, the dominate person spell
ends.
Energy Projection
(Ex) When a spell dealing energy damage does not bypass a greater star
spore’s spell resistance or energy resistance, it stores the energy damage. It
can store up to 40 points of damage in this way. As a standard action, it can
release the energy through up to 5 rays, with which it makes touch attacks
against one or more targets. The total stored damage is divided evenly between
the individual rays.
Hive Mind (Ex) As
long as there are at least two star spores, or one star spore and the star
conqueror, within 300 feet of each other, if one of the group is aware of a
particular danger, they all are. No star spore in a group is considered flanked
or flat-footed unless all of them are.
The star conqueror is a unique being whose sole aim is to dominate
the known universe. It does this by unleashing thousands of star spores, which
look nearly identical to it, on a planet and letting them seek out creatures
they can enslave. Once the entire populace of intelligent creatures has star
spores controlling it, the conqueror moves on to the next inhabited planet to
continue the process. The star conqueror can carry hundreds of star spores on
it and shelter them in the depths of space. It also produces a hundred new
spores per day.
Star spores control their hosts to protect them and destroy
any opposition. A host benefits from the star spores’ immunities and
resistances, but star spores just fly to another potential host when previous
hosts die. Star spores usually attach to their hosts’ faces, making it very
easy to spot creatures under their control. Occasionally, when their desire for
subterfuge overcomes their arrogance, they find subtler locations on their
victims, such as the chest or back, to which they attach.
Saturday, July 16, 2016
Frightful Fridays! Gorillagator
Hello, and welcome to a new Frightful Fridays! I'm at a local convention this weekend, organizing and playing in Pathfinder Society games. As it turns out, it's been a while since I've unleashed a mashup monster on the blog, so this is a good time for it. I also get to point out how wizards are dumb with their owlbears and other hybrids they dump into an unsuspecting world.
I hope you like the combat machine that is the gorillagator. I'll be back next week with another monster. Thanks for reading!
I hope you like the combat machine that is the gorillagator. I'll be back next week with another monster. Thanks for reading!
This massive alligator
has a mix of reptilian skin and gorilla fur. It features an elongated, toothy
alligator snout, and muscular arms and legs belonging to a gorilla.
Gorillagator CR 11
XP 12,800
CE Huge magical beast
Init +5; Senses darkvision 60 ft., low-light
vision; Perception +19
DEFENSE
AC 25, touch 9,
flat-footed 24 (+1 Dex, +16 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +6
OFFENSE
Speed 20 ft.,
climb 20 ft., swim 30 ft.; sprint
Melee bite +19
(2d6+7/19–20 plus grab), 2 claws +20 (2d4+7 plus grab), tail slap +14 (1d6+3)
Space 15 ft.; Reach 10 ft.
Special Attacks
blood rage, death roll, rend (2 claws, 2d4+10), terrifying scream
STATISTICS
Str 25, Dex 13, Con 20, Int 3, Wis 14, Cha 10
Base Atk +14; CMB +23 (+27 grapple); CMD 34 (38 vs. trip)
Feats Crippling
CriticalAPG, Critical Focus, Dazzling Display, Improved Critical
(bite), Improved Initiative, Intimidating Prowess, Weapon Focus (claw)
Skills Climb +15,
Intimidate +23, Perception +19, Swim +15; Racial
Modifiers +16 Intimidate
ECOLOGY
Environment warm marshes
Organization
solitary, pair, or rage (3–6)
Treasure
incidental
SPECIAL ABILITIES
Blood Rage (Ex)
When a gorillagator takes damage in combat, on its next turn it can fly into a
rage as a free action. It gains +2 Constitution and +2 Strength, and gains a +8
morale bonus on Will saves against mind-affecting spells and effects, but it
takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute,
whichever is shorter. It cannot end its rage voluntarily.
Terrifying Scream (Ex)
As a free action at the beginning of combat, a gorillagator can unleash a unsettlingly
loud scream. Each flat-footed creature within 30 feet of the gorillagator must
make a DC 19 Will save or become shaken for 1 minute. The save DC is
Charisma-based and includes a +2 racial bonus.
Gorillagators resulted when a cabal of transmuters reasoned they
could do better than the owlbear. In their hubris, they created a pair of
fecund creatures fusing the torso of a gorilla to the body of an alligator. In
the process, they added a component of insatiable anger, resulting in their
creations turning on them, escaping, and producing offspring. The terrifying
animal hybrids clear out their marshy homes, and then turn on each other when
food runs out.
Gorillagators start combat by attempting to demoralize their
opponents, with their awful screams and displays of might. The creatures are
susceptible to mind control at this time. However, as soon as something injures
them, they fly into a rage that makes it considerably more difficult to affect
their minds. Gorillagators fight to the death.
Saturday, July 9, 2016
Frightful Fridays! Geleton
Hello, and welcome back to another edition of Frightful Fridays! Today's monster completes the triumvirate started with the bloodbag and continuing with the meatshield. As with the bloodbag, the idea for the geleton came from my nearly adult child. Now might be a good place to mention that I take requests for monsters (I do have a couple in the pipeline, but I'm happy to take more). Like the other two monsters, I hope I succeeded at taking a silly concept and turning it into a viably scary creature.
I also hope you can use the geleton in your games. I'll be back again on Friday with another critter. Thanks for reading!
I also hope you can use the geleton in your games. I'll be back again on Friday with another critter. Thanks for reading!
They look delicious!
This bones belonging
to this strangely-colored skeleton bend at odd angles.
Geleton CR 7
XP 3,200
CE Medium aberration
Init +4; Senses darkvision 60 ft.; Perception
+16
DEFENSE
AC 20, touch 14,
flat-footed 16 (+4 Dex, +6 natural)
hp 85 (10d8+40);
fast healing 2
Fort +7, Ref +7, Will +10
Defensive Abilities
amorphous, dissolution, sticky body; DR
5/slashing; Immune acid
OFFENSE
Speed 30 ft.
Melee slam +13
(2d6+9 plus 4d6 acid and 1d4 Con damage)
Spell-Like Abilities
(CL 10th; concentration +12)
3/day—wall of ectoplasmOA (DC 17)
STATISTICS
Str 22, Dex 19, Con 18, Int 13, Wis 17, Cha 14
Base Atk +7; CMB +13 (+17 disarm); CMD 28 (30 vs. disarm)
Feats Combat
Expertise, Deceitful, Greater Disarm, Improved Disarm, Stealthy
Skills Acrobatics
+16, Bluff +16, Climb +10, Disguise +16, Escape Artist +21, Perception +16,
Stealth +21
Languages Aklo, Common
SQ compression,
duplicate
ECOLOGY
Environment any
land
Organization
solitary, pair, or closet (3–8)
SPECIAL ABILITIES
Dissolution (Ex)
If a piercing or slashing weapon deals damage to a geleton, the weapon must
succeed at a DC 19 Reflex save or take 4d6 points of acid damage. Weapons made
of bone take no acid damage. The save DC is Constitution-based.
Duplicate (Ex) If
a geleton reduces a creature to 0 Con, as a move action, it disgorges some of
its liquid interior on the remaining skeleton (dealing 20 points of damage in
the process). One round later, a new geleton arises, but it only has half the
maximum hp.
Sticky Body (Ex)
If a weapon strikes a geleton, it can attempt a disarm check as an immediate
action. It gains the benefit of its feats when it attempts to disarm its
opponent.
Geletons are tumescent bags of acidic ectoplasm taking the
structure provided by skeletons that resist their acid. The acid makes bones
pliable without destroying them, so they can easily contort themselves and
squeeze into tight spaces. They “reproduce” by reducing victims to their skeletons
and then imparting some of their essence to the new receptacles. Since this
weakens them, they usually try to attack solitary victims. In the process of dissolving flesh, they render it into ectoplasm, which trails behind them and allows them to create walls of the material.
Geletons enjoy playing on superstitions and beliefs about
the undead they mimic and act accordingly when targeted by positive energy.
While they prefer to roam together and spawn more geletons, they also ally with
necromancers and actual undead. In return for providing surprises against their
allies’ opponents, they receive previously animated undead that are no longer
viable.
Friday, July 1, 2016
Frightful Fridays! Dire Pink Fairy Armadillo
Hello, and welcome back to another edition of Frightful Fridays! I'm taking a break from the creepy to bring you something cute this week. However, the dire pink fairy armadillo's cuteness is deceptive, because it's got sharp claws that will dig furrows in characters just as deep as those they create in the ground. Should a grasslands druid, ranger, hunter, or other animal-companioned character want one, they're available.
I hope you enjoy the dire pink fairy armadillo, and I'll see you next week with another monster. Thanks for reading!
I hope you enjoy the dire pink fairy armadillo, and I'll see you next week with another monster. Thanks for reading!
This pink, armor-plated
animal is low to the ground; its claws are definitely built for digging but
look like they could inflict harm on flesh.
Dire Pink Fairy
Armadillo CR 3
XP 800
N Small animal
Init +7; Senses low-light vision, scent;
Perception +6
DEFENSE
AC 18, touch 13,
flat-footed 14 (+3 Dex, +4 natural, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 30 ft.,
burrow 10 ft., swim 20 ft.; sand glide
Melee 2 claws +7 (1d6+3)
STATISTICS
Str 17, Dex 16, Con 17, Int 2, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved
Initiative, Reactive Burrower
Skills Acrobatics
+7, Perception +6, Stealth +11, Swim +11
ECOLOGY
Environment temperate
and warm plains
Organization
solitary, pair, or roll (3–8)
Treasure none
Dire pink fairy armadillos are gigantic cousin to pink fairy
armadillos and considerably more aggressive. Also unlike their smaller cousins,
they are more comfortable gathering in groups. A typical hunting tactic for a
roll of armadillos is to leave one out as prey for a potential predator, while
the others lie in wait just under the ground’s surface. When the unsuspecting
creature draws close, the hiding armadillos leap out of their hiding spots and
savage the victim with their claws.
Lone dire pink fairy armadillos take a more defensive
approach to confrontation and rely on their burrowing ability to avoid
predators. Since they virtually swim through loose earth, they leave little
trace for pursuers. These armadillos usually wait until the last second to
drive into the ground to confound predators.
Dire Pink Fairy
Armadillo Companions
The fierceness possessed by dire pink fairy armadillos makes
them good candidates for animal companions. Note that these armadillos have
access to the Reactive Burrower feat when choosing a feat for them.
Starting Statistics:
Size Small; Speed 30 ft., burrow 10 ft., swim 20 ft., sand glide; AC +2 natural armor; Attack 2 claws (1d4); Ability Scores: Str 15, Dex 16, Con 15,
Int 2, Cha 13; Special Qualities low-light
vision, scent.
4th Level Advancement:
Size Medium; Speed 30 ft., burrow 20 ft., swim 20 ft.; AC +4 natural armor; Attack
2 claws (1d8); Ability Scores Str
+4, Dex –2, Con +4.
New Feat
Dire pink fairy armadillos can react to danger and dive into
the ground to avoid being hit by a foe. Other creatures with a burrow speed can
take the below feat.
Reactive Burrower
You can take to the safety of the earth when threatened by
an attack.
Prerequisites:
Burrow speed.
Benefit: As an
immediate action, you can burrow 5 feet into the ground in response to an
attack. You gain a +4 circumstance bonus to Armor Class when using this feat. Your burrow speed decreases by 5 feet during your turn. You must be aware of the attack to use this feat, and you cannot use this feat
if you are denied your Dexterity bonus to Armor Class.
Saturday, June 25, 2016
Frightful Fridays! Meatshield
Hello and welcome to a bonus edition of Frightful Fridays! I can't really claim it's a bonus, though, since I've been pretty slack with the monsters lately. This monster is courtesy of Paris, who jokingly suggested it as the next monster after the bloodbag. I took it as a challenge, and here we are with a mobile mound of meat that can turn people into more mobile meat mounds.
I hope you enjoy this "companion" to the bloodbag. I'll still be back on Friday with a new monster. Thanks for reading!
I hope you enjoy this "companion" to the bloodbag. I'll still be back on Friday with a new monster. Thanks for reading!
The odor of meat
getting ready to turn bad wafts from this collection of scraps somehow held
together in a loose sphere; limbs made of meat jut from the mass to propel the
creature forward.
Meatshield CR 5
XP 1,600
Meatshield
NE Medium construct
Init +0; Senses blindsight 60 ft., darkvision 60
ft., low-light vision; Perception +0
DEFENSE
AC 18, touch 10,
flat-footed 18 (+8 natural)
hp 58 (7d10+20)
Fort +2, Ref +2, Will +2
DR 5/—; Immune construct traits, magic
OFFENSE
Speed 40 ft.,
climb 20 ft.
Melee 2 slams +10
(2d6+3)
Special Attacks
create spawn, pulverize
STATISTICS
Str 17, Dex 11, Con —, Int —, Wis 10, Cha 5
Base Atk +7; CMB +10; CMD 20 (can't be tripped)
Skills Climb +11
ECOLOGY
Environment any
land
Organization
solitary, pair, or slaughterhouse (3–12)
Treasure none
SPECIAL ABILITIES
Create Spawn (Su)
A creature that dies from a meatshield’s red ache rises as a meatshield in 8
hours.
Immune to Magic (Ex)
A meatshield is immune to any spell or spell-like ability that allows spell
resistance. In addition, certain spells and effects function differently against
the creature, as noted below.
- Purify food and drink heals 10 hit points and increases a meatshield’s movement rates by 10 feet. A meatshield no longer inflicts red ache with its attacks.
- Putrefy food and drink deals 10 hit points of damage to a meatshield and reduces its movement rates by 10 feet. All of its attacks inflict red ache.
Pulverize (Ex) If
a meatshield hits the same target with both of its slam attacks, it deals an
additional 1d4 Strength damage and afflicts its victim with red ache.
Red
Ache Pulverize—injury; save Fort
DC 15; onset 1d3 days; frequency 1/day; effect 1d6 Str damage; cure
2 consecutive saves.
On the opposite end of the spectrum from the bloodbag, but
no less ill-advised, meatshields resulted when a nascent necromancer attempted
to raise undead creatures from an assemblage of meat scraps. She was successful
to an extent and became the newly formed creatures’ first victim. The
meatshields roamed the neighboring lands, instinctively aware that they needed
to inflict their procreative disease on victims rather than outright
slaughtering them. Those who hear victims describe an attack by a living mound
of meat attribute the outrageous tales to fever brought on by the disease. Of
course, very few people understand how victims transform into piles of meat when
they succumb to the disease, and most run screaming when the piles coalesce and
lurch into action.
While meatshields are constructs with nominal undead traits
of creating spawn and inflicting disease, the secrets of making the creatures died
with the original creator. No one has openly dared to recreate the experiment. However, those who can control meatshields use them as shock troops or as protection (as their namesake would imply).
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