Friday, November 9, 2018

Frightful Fridays! Majesticat

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

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



This cat has vibrant blue fur trailing off into green feathers just below its shoulders. Its tail is a fan of peacock-like feathers with blue eye spots matching its fur.
Majesticat      CR 2
XP 600
CN Tiny fey
Init +8; Senses low-light vision; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 22 (4d6+8)
Fort +3, Ref +8, Will +5
DR 5/cold iron or lawful; SR 13
OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +8 (1d3–4), 2 claws +8 (1d2+4)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks distracting display, flashing claws
Spell-Like Abilities (CL 4th; concentration +6)
   At will—vanish[APG] (self only)
   3/day—charm person (DC 13), color spray (DC 13)
   1/day—hypnotic pattern (DC 14)
STATISTICS
Str 2, Dex 19, Con 14, Int 8, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 10 (14 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Climb +8, Diplomacy +9, Escape Artist +10, Fly +8, Perception +8, Sense Motive +8
Languages Common, Sylvan; speak with animals (birds and cats only)
SQ gnome friend
ECOLOGY
Environment temperate forests or plains
Organization solitary, pair, or resplendence (3–8)
Treasure none
SPECIAL ABILITIES
Distracting Display (Ex) As a move action, a majesticat can fan out its feathers, forcing all enemies that see it to attempt a DC 14 Will save. If a creature fails its save, it takes a –2 penalty on attack and damage rolls until the beginning of the majesticat’s next turn. This penalty does not stack with distracting displays from other majesticats. If a creature succeeds at the saving throw, it can’t be affected by the same majesticat’s distracting display. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
Flashing Claws (Ex) A majesticat adds its Dexterity modifier to damage dealt by its claw attacks.
Gnome Friend (Su) A majesticat gains a +4 racial bonus when making Diplomacy or Sense Motive checks against gnomes. Additionally, the DCs for charm spells or effects used by the majesticat increase by 2 against gnomes.

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

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

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

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

Friday, November 2, 2018

Frightful Fridays! Hydratic Leech

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

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



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

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

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

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: https://www.patreon.com/FrightfulFridays.

(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
DEFENSE
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
OFFENSE
Speed 20 ft., fly 90 ft. (good), swim 30 ft.
Melee 2 bonesaws +26 (2d6+13/18–20/×3 plus bleed)
Ranged 2 bone discs +25 (2d4+9/18–20/×3 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), deep cuts, spinning doom, whirling self destruct
STATISTICS
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
ECOLOGY
Environment any
Organization solitary or fleet (2–16)
Treasure incidental
SPECIAL ABILITIES
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 1–1/2 times its Strength modifier to damage with a successful bonesaw attack. Its natural attacks threaten a critical hit on a roll of 19–20 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
DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +2
OFFENSE
Speed 40 ft.; quick adjust
Melee bite +3 (1d3–4 plus velocitoad toxin)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks flashing charge
Spell-Like Abilities (CL 3rd; concentration +3)
   Constant—haste
STATISTICS
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
ECOLOGY
Environment any plains or desert
Organization solitary, pair, or sprint (3–12)
Treasure none
SPECIAL ABILITIES
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 01–40, it moves the distance it intends; on 41–70, it moves 50% more than it intends; on 71–90, it moves twice as far as it intends; and on 91–100, 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
DEFENSE
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
OFFENSE
Speed 40 ft., fly 50 ft. (good)
Melee bite +27 (3d6+8/19–20), 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
STATISTICS
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
ECOLOGY
Environment any
Organization solitary, pair, or binaria (4, 8, or 16)
Treasure standard
SPECIAL ABILITIES
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 1–1/2 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.

Sunday, October 28, 2018

Frightful Fridays! Frogtober! Wish Toad

Frogtober is winding down, but I've got four more froggies to go before I call it done. Today's Inktoboer theme is "gift." Since "grift" rhymes with "gift," it made sense (to me, at least) to have a rare few griftoads (previously detailed here) decide they were done with their thievery and share everything. It's not as easy as them setting up a stall and handing stuff out, though. They are chaotic after all, so they make a great game of it. If the PCs survive and don't decide to murder a wish toad, they get prizes. Yay!

I hope you enjoy the wish toad. See you tomorrow with another monster!

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




Gems of all description cover this miniscule frog’s skin. Its wide eyes display a hint of mischief.
Wish Toad      CR 15
XP 51,200
CN Diminutive fey
Init +7; Senses low-light vision; Perception +30
DEFENSE
AC 30, touch 30, flat-footed 22 (+8 deflection, +7 Dex, +1 dodge, +4 size)
hp 212 (25d6+125)
Fort +13, Ref +21, Will +17
Defensive Abilities natural invisibility; DR 15/cold iron or lawful; SR 29
OFFENSE
Speed 5 ft., fly 60 ft. (perfect)
Space 1 ft.; Reach 0 ft.
Special Attacks bag of tricks, death curse
Spell-Like Abilities (CL 25th; concentration +29)
   At will—summon nature's ally III, summon nature's ally IV, summon nature’s ally V
   7/day—summon nature's ally VI, summon nature's ally VII
   3/day—greater dispel magic, quickened summon nature's ally III, quickened summon nature's ally IV, quickened summon nature's ally V, summon nature's ally VIII, summon nature's ally IX
   1/day—greater teleport
STATISTICS
Str 1, Dex 24, Con 21, Int 18, Wis 16, Cha 19
Base Atk +12; CMB +15; CMD 29
Feats Alertness, Augment Summoning, Combat Casting, Dodge, Mobility, Moonlight Summons[UM], Quicken Spell-Like Ability (summon nature's ally III, summon nature's ally IV, summon nature's ally V), Spell Focus (conjuration), Starlight Summons[UM], Sunlight Summons[UM], Superior Summoning[UM]
Skills Acrobatics +30 (+18 when jumping), Bluff +27, Disable Device +27, Disguise +27, Escape Artist +30, Fly +29, Knowledge (local) +26, Perception +30, Sense Motive +30, Sleight of Hand +30, Spellcraft +24, Stealth +30, Survival +23, Use Magic Device +25
Languages Common, Draconic, Sylvan, Undercommon
SQ reward for the chase, summoning alacrity
ECOLOGY
Environment any forest
Organization solitary
Treasure triple
SPECIAL ABILITIES
Bag of Tricks (Su) A wish toad can substitute a conjuration (summoning) spell found on the druid’s spell list (for example, elemental swarm or summon froghemoth[UM]) or a transmutation spell on the druid’s spell list that creates a creature or weapon (such as liveoak or siege of trees[UC]) for its summon nature’s ally spells. If the substitute spell requires a casting time of more than 1 full round, the wish toad can expend two uses of summon nature’s ally of the same spell level or higher to cast the spell as a standard action.
Alternatively, a wish toad can spend one use of summon nature’s ally to create a trap as a standard action. The trap can be a natural hazard (deadfall, pit, snare, etc.) or duplicate a druid spell. The trap’s CR depends on the summon nature’s ally spell: summon nature’s ally III—CR 2 or lower, summon nature’s ally IV—CR 3 or 4, summon nature’s ally V—CR 5 or 6, summon nature’s ally VI—CR 7 or 8, summon nature’s ally VII—CR 9 or 10, summon nature’s ally VIII—CR 11 or 12, summon nature’s ally IX—CR 13 or 14.
Death Curse (Su) If a wish toad is slain by another creature, that creature and all creatures within 60 feet of the wish toad are affected as if the toad targeted them with major curse[UM]. Affected creatures must succeed on a DC 26 Will save to avoid the curse, which is specifically tailored to the affected creatures (–6 Strength to a martial character, for example); the creature that slew the wish toad suffers a –4 penalty on the save. The save DC is Charisma-based.
Reward for the Chase (Su) After a set number of challenges created by a wish toad’s summon nature’s ally spells or its bag of tricks ability (typically 7, but no fewer than 5), the wish toad ends its game when it is captured. As recompense for surviving its trials, it offers magic items at the recipient’s request (limited by triple the treasure value for its CR) or a casting of limited wish (except it can duplicate druid spells rather than sorcerer/wizard spells). It can grant up to six rewards, and it can only reward a single creature once.
Summoning Alacrity (Su) A wish toad casts summon nature’s ally spells as a standard action.

On extremely rare occasions, griftoads grow tired of chasing material gain and decide to offer up all their treasure to worthy opponents before they finally croak. This burgeoning sense of altruism transforms such griftoads into wish toads. However, wish toads are not altogether altruistic, since they only reward those who can overcome the tests it lays out for a group it deems deserving. Wish toads set up and improvise several tasks it expects challengers to solve using different approaches, but it doesn’t penalize groups that don’t resolve a task the way it expects. Wish toads begin their games by dropping their veils of invisibility and setting out the trials ahead as a series of riddles. It then heads toward the first trial and winks out of view.

Upon completion of the final task as determined by wish toads, the challengers are given the opportunity to catch the toads, which rely on their natural invisibility but no other tricks. If they are caught, they offer incredible rewards to the victors. Once they have dispensed all the treasures and wishes requested of them, they perish in a grand pyrotechnic display (that is otherwise harmless).

If the challengers pursue wish toads and ignore the challenges set forth, the toads have a handful of tricks to thwart their pursuers. They reserve castings of summon nature’s ally to slow opponents down and resort to greater teleport if their opponents’ murderous intentions become clear. If they are killed, they inflict horrifically appropriate curses upon their slayers.

Saturday, October 27, 2018

Frightful Fridays! Frogtober! Donnerkröte

Frogtober rolls into day 27, with the Inktober theme of "thunder." The donnerkröte is thunder incarnate, allowing it to disrupt spells with the rumbling it generates, inflict sonic damage to anyone who gets too close to it, and pulverize victims it swallows with constant barrages of thunder. It can unleash a thunderous breath weapon, and it has a lovely interaction with lightning (GMs, be sure to add some electrical-themed allies to a donnerkröte for extra fun).

I hope you enjoy the donnerkröte, and I'll see you tomorrow for day 28!

(as per previous entries, art is forthcoming, and I shall update this post and create a new post when I receive the art from Hugo)



Donnerkröte      CR 10
XP 9,600
N Huge outsider (air, elemental)
Init +1; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +19
Aura rumbling (DC 21)
DEFENSE
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, –2 size)
hp 136 (13d10+65)
Fort +11, Ref +9, Will +13
Immune electricity, elemental traits, sonic; SR 21 (against silence and similar spells and effects)
OFFENSE
Speed 50 ft., fly 60 ft. (average)
Melee bite +19 (2d8+8 plus grab), slam +19 (3d6+8/19–20 plus 2d6 sonic)
Space 15 ft.; Reach 10 ft.
Special Attacks electrical shock wave, swallow whole (4d6 sonic damage, AC 18, 13 hp), thundering roar
Spell-Like Abilities (CL 13th; concentration +15)
   1/day—control weather
STATISTICS
Str 27, Dex 12, Con 20, Int 8, Wis 17, Cha 15
Base Atk +13; CMB +23 (+27 grapple); CMD 34 (38 vs. trip)
Feats Critical Focus, Deafening Critical, Great Fortitude, Improved Critical (slam), Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +17 (+25 when jumping), Fly +13, Intimidate +26, Perception +19, Survival +19
Languages Auran
ECOLOGY
Environment any land (primarily among clouds) or Plane of Air
Organization solitary or din (2–8)
Treasure incidental
SPECIAL ABILITIES
Electrical Shock Wave (Su) If a spell or effect that deals electricity damage targets a donnerkröte or a creature within 5 feet of the donnerkröte, or has an area of effect that includes the donnerkröte, the electricity causes the donnerkröte to generate a tremendous clap of thunder, dealing sonic damage to all creatures in a 30-foot radius equal to the electricity damage dealt, knocking them prone, and stunning them for 1d4 rounds. An affected creature that makes a DC 21 Fortitude save takes half damage and is not knocked prone and is not stunned. The save DC is Constitution-based.
Rumbling Aura (Su) If a creature starts its turn within 10 feet of a donnerkröte, it takes 2d6 points of sonic damage (Fortitude DC 21 negates). The rumbling emanating from the donnerkröte also disrupts spellcasting; casting within 100 feet of the donnerkröte requires a concentration check (DC 15 + the level of the spell being cast). All other concentration checks and Perception checks involving hearing made inside the aura have their DCs increased by 5. This is a sonic effect. The save DC is Constitution-based.
Thundering Roar (Su) As a standard action every 1d4 rounds, a donnerkröte can unleash a booming roar, dealing 8d8 points of sonic damage to creatures in a 60-foot cone (Fortitude DC 21 for half). Creatures that take sonic damage must succeed at an additional DC 21 Fortitude save or become deafened for 1 hour and stunned for 1d6+1 rounds; creatures that succeeded on their first save receive a +4 bonus on the new save. The save DCs are Constitution-based.
The first time during combat the donnerkröte uses its thundering roar, it makes a single Intimidate check to demoralize all creatures within 100 feet that can hear it. This is a sonic effect.

Donnerkröte are unusual air elemental creatures that move among thunderheads and chase stormy weather. When they cannot find suitable natural weather, they create their own. They are content to eat birds and other flying creatures and generally remain at high altitudes, resting among mountain tops when they tire of soaring among the clouds. While donnerkröte are not dumb creatures, they have simple needs and avoid contact with other intelligent species, especially those that keep to the ground. When incited to anger, though, they pursue those that anger them and go on a destructive spree after they have dispatched their aggravators. Powerful air elementals and druids focused on the sky and weather ally with donnerkröte and exploit their ability to use electrical effects as a spark to generate bone-rattling thunderclaps.

While donnerkröte are at equally at home in the Plane of Air as they are on the Material Plane, they prefer the relative tranquility of the Material Plane. They are less likely to run into other creatures (despite the Plane of Air’s seemingly infinite expanses, space can quickly become crowded) and are more likely to escape or destroy those that vex them.

Friday, October 26, 2018

Frightful Fridays! Frogtober! Malleanura

Hello and welcome back for Frogtober! The prompt for day 26 of Inktober is "stretch," and the malleanura goes to surprising lengths with its limbs. I see this as a weird frog with 20-foot-long versions of those novelty sticky hands. However, it can use its sticky hands to inflict a minor curse of malleability on its opponents, and then control transfigured foes. As a sticky-handed frog critter does...

I hope you enjoy the malleanura. Another monster will be here for you tomorrow.

(reminder: art for the malleanura will be coming along in the next month, and I'll update this post and create a new post when I receive it)




This creature looks like a putty model of a bullfrog with ripples appearing almost imperceptibly under its skin. One of its forelimbs is as big as its body, allowing it to reach a considerable distance.
Malleanura      CR 12
XP 19,200
CN Tiny aberration
Init +7; Senses darkvision 60 ft.; Perception +24
DEFENSE
AC 27, touch 19, flat-footed 20 (+7 Dex, +8 natural, +2 size)
hp 168 (16d8+96)
Fort +13, Ref +14, Will +15
Defensive Abilities amorphous; DR 10/cold iron; Immune polymorph; SR 23
Weaknesses vulnerability to lawful spells and effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +21 touch (1d2–4 plus curse of pliability)
Space 2–1/2 ft.; Reach 0 ft. (20 ft. with slam)
Special Attacks adhere, curse of pliability, puppeteer
STATISTICS
Str 2, Dex 25, Con 22, Int 19, Wis 21, Cha 16
Base Atk +12; CMB +17 (+19 disarm); CMD 23 (25 vs. disarm, can't be tripped)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Lightning Reflexes, Skill Focus (Bluff), Weapon Finesse
Skills Acrobatics +26, Bluff +25, Climb +20, Escape Artist +26, Knowledge (arcana) +20, Knowledge (local) +20, Perception +24, Sense Motive +19, Spellcraft +23
Languages Aklo, Common; telepathy (60 feet, creatures affected by curse of pliability)
ECOLOGY
Environment any land
Organization solitary or contention (2–8)
Treasure none
SPECIAL ABILITIES
Adhere (Ex) As a standard action, a malleanura can stick one of its limbs or its entire body to a creature suffering from the malleanura’s curse of pliability. It makes a touch attack against the target creature that deals no damage and incurs an attack of opportunity from the target creature. If the malleanura succeeds, its limb or body is stuck to the target creature. If the malleanura chooses to adhere its body to the target creature, as a free action, it can change its coloration to match that of the target creature, giving it total concealment. A malleanura choosing to adhere limbs to creatures can do so with two of its limbs. While it is adhered, it gains a +8 bonus to CMD against grapple combat maneuvers.
Curse of Pliability (Su) A creature struck by a malleanura must succeed at a DC 21 Fortitude save to avoid having its body become pliable and sticky. On a failed save, the creature gains a +2 bonus on combat maneuver checks to grapple and to CMD against grapple combat maneuvers, has a 25% chance to treat any critical hit or sneak attack as a normal hit, and gains the compression ability. However, the creature also suffers a –2 penalty on attack and damage rolls, incurs a –2 penalty on Strength-based checks, and increases armor check penalties by 2 (this applies to any worn armor, including armor that has an armor check penalty of 0). This is a curse and polymorph effect. The save DC is Charisma-based.
Puppeteer (Su) If a malleanura begins its turn in contact with a creature suffering from its curse of pliability, the creature must succeed at a DC 21 Will save or become dominated (as per dominate monster). The domination lasts as long as the malleanura remains in contact with the victim. If the malleanura is in contact with, and dominating, more than one creature, it can give all dominated creatures commands as part of a single move action. The save DC is Charisma-based.
Vulnerability to Lawful Spells and Effects (Su) A malleanura does not benefit from spell resistance against spells and effects with the lawful descriptor. Additionally, it suffers a –4 penalty against such spells and effects, and it takes 50% more damage from lawful spells and effects that deal damage.

Malleanuras are believed to have spawned in the same shapeless dimension that gave rise to gibbering mouthers and chaos beasts. They absorb material from their surroundings to grant their limbs impossible lengths, often to the surprise of those who make an assumption based on their size. The frog-like malleanuras are considerably more benign than gibbering mouthers and chaos beasts, for what it’s worth. While they have the capability to shape themselves and creatures they touch, they rarely do so with the end goal of killing creatures they encounter. However, it would be a stretch to say they are benevolent creatures. They understand their sharing a gift of elasticity isn’t entirely advantageous for most corporeal creatures, yet they still impart this gift anyway.

Worse still, malleanuras use this transformation as an inroad to control others affected by their curse of pliability. They mostly do this to preserve themselves from harm. By throwing one or two of the opposition’s allies against the opposition, malleanuras confound their opponents and can work their way toward escaping. Malleanuras are aware of the capabilities of the creatures they control, so they use those abilities to suit them best. However, they are reticent to force their puppets into situations that would get their puppets killed.

The reasons for this seeming beneficence are known only to malleanuras, which also seem to have intense rivalries with others of their species. Their main purpose for puppeteering other creatures is to fight proxy battles with other malleanuras. These combats have odd rules and change from conflict to conflict, but the death of a proxy is always considered a loss for the malleanura controlling the slain creature.

Rumors speak of more powerful malleanuras capable of maintaining control over creatures without having to remain in contact and overriding control by lesser specimens.

Thursday, October 25, 2018

Frightful Fridays! Frogtober! Puffer Frog

Hello and welcome back for some more Frogtober fun! Today's Inktober theme is "prickly," and the image that leapt to mind was that of a puffer fish, with all those lovely spines. However, I've done plenty of magical beasts and animals, and I realized I haven't designed a vermin for this month. I thought it would be fun to throw a jellyfish into the mix of puffer fish and frog. Its resting position is with all of its spines facing inward so it can dose them with acid and poison, and then it inverts many of its spines (to burn and poison its opponents) when it goes into battle.

I hope you enjoy the puffer frog. See you tomorrow with another monster!

(as mentioned earlier, I won't have an illustration for this or a little while. I'll update this post and create a new post when I get the art from Hugo)


This gaunt, frog-shaped creature is translucent apart from the numerous thorn-like objects pointing inward. Several stubby tentacles dangle from what appears to be its mouth. Despite its awkward appearance it floats in the air with no difficulty.
Puffer Frog      CR 4
XP 1,200
N Large vermin
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +3, Will +2
Defensive Abilities amorphous; DR 5/piercing or slashing
OFFENSE
Speed 10 ft., fly 40 ft. (average), swim 30 ft.
Melee slam +8 (1d8+9 plus 1d4 acid and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks engulf (DC 18, 1d8 piercing, 1d6 acid, and poison), spiky skin
STATISTICS
Str 23, Dex 15, Con 18, Int —, Wis 13, Cha 6
Base Atk +3; CMB +10; CMD 22 (can't be tripped)
Feats Hover[B]
Skills Fly +0, Swim +14
SQ amphibious, compression
ECOLOGY
Environment any
Organization solitary or colony (2–16)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Slam or engulf—Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. A creature that takes Dexterity damage from this poison is sickened until the Dexterity damage is healed.
Spiky Skin (Ex) Damage from a puffer frog’s slam attack counts as bludgeoning and piercing damage.

The name “puffer frog” is a misnomer for these alien jellyfish based on their odd frog-like resting appearance and their propensity to bloat when startled. The creatures are kept as pets and guardian creatures by other intelligent jellyfish-like creatures on distant worlds and below the sea. Their strange biology allows them to survive in the air as well as in the water.

When at rest, puffer frogs have their spikes facing inward, which allows the spikes to absorb acid and poison contained within the creatures’ bodies. When fending off predators or hunting prey, they intake large quantities of air to increase their apparent size, and, in the process, turn half the spikes outward. This instinctive response alerts predators that the puffer frogs are dangerous, while it gives the jellyfish an advantage when they stalk prey. Their poison burns as it courses through victims’ bodies, rendering their victims unable to mount an effective defense. After victims succumb to the poison, puffer frogs flow over and digest their fallen prey. The jellyfish rarely engulf foes while the creatures still have fight left in them, but, if cornered, they use this tactic as a last resort.

A typical puffer frog measures 12 feet in length and weighs 250 pounds.

Wednesday, October 24, 2018

Frightful Fridays! Frogtober! Scissor Toad

It's time for another Frogtober monster! Today's Inktober theme is "chop," and the scissor toad likes to do that, especially to fleshbags like the PCs. Fortunately, your characters will encounter it at high enough level to be able to replace limbs or (in the direst of chance) heads. It also puts on a nice show for other PCs in the audience, perhaps introducing a little fear into the combat (beyond the notion your PC might lose an arm, leg, or head).

I hope you enjoy the scissor toad, and I'll see you tomorrow with another monster!

(as mentioned earlier, I'll update this post and create a separate post when I receive art from Hugo)




This immense, sandy colored toad has massive blades for arms that do not end in claws. The toad constantly has its blade arms crossed.
Scissor Toad      CR 13
XP 25,600
N Huge animal
Init +4; Senses low-light vision; Perception +15
DEFENSE
AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
hp 180 (19d8+95)
Fort +16, Ref +15, Will +12
OFFENSE
Speed 50 ft.
Melee 2 arms +22 (3d8+15/18–20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 3d8+15), savage slice, terrifying cut, vorpal shearing
STATISTICS
Str 30, Dex 19, Con 21, Int 2, Wis 18, Cha 9
Base Atk +14; CMB +26; CMD 40 (44 vs. trip)
Feats Cleave, Cleaving Finish[UC], Crippling Critical[APG], Critical Focus, Deadly Finish[UC], Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +18 (+26 when jumping), Intimidate +9, Perception +15, Stealth –4 (+4 in deserts); Racial Modifiers +8 Stealth in deserts
ECOLOGY
Environment warm deserts or wastelands
Organization solitary, pair, or trimming (3–6)
Treasure none
SPECIAL ABILITIES
Savage Slice (Ex) A scissor toad's arm attack applies 1–1/2 its Strength modifier to damage and threatens a critical hit on a roll of 18–20.
Terrifying Cut (Ex) The sheer viciousness of death at a scissor toad’s arms is frightening to behold. If the toad kills a creature as a result of its rend special attack or vorpal shearing, it makes an Intimidate check with a +8 racial bonus to demoralize all creatures that witness the death.
Vorpal Shearing (Ex) If a scissor toad confirms a critical hit on a creature with one of its arms and can rend the creature, the creature loses a leg or an arm. The creature is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and it takes 1d6 points of bleed damage each round. A creature with only one arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg cannot walk or run. It can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. Depending on GM discretion, a creature with more than four legs with one leg missing may be able to move at normal speed.
If a scissor toad confirms both critical hits on the same creature, the toad severs the creature’s head, as if it used a vorpal weapon.

Found in harsh deserts and other barren parts of the world, scissor toads are mercifully rare and hardly leave their territories. The toads, likely the result of magical (or other) mutation, tangle with other similarly titanic beasts populating these forbidden locales. Scissor toads are implacable foes and fight until either they or their prey/aggressors are dead. They enjoy the shear thrill of the hunt and the feel of blood spraying across their sword-like arms when they divest opponents of limbs and heads.

A normal scissor toad specimen stands 22 feet tall and weighs 1,700 pounds. Its scissor arms are incredibly long and prop up the toad higher than an ordinary toad’s limbs would. A scissor toad can live up to 10 years.

Tuesday, October 23, 2018

Frightful Fridays! Frogtober! Mud Drake

Finally, here is a monster posted on the day it is supposed to be posted. The mud drake is pretty special because it reunites Hugo Solis (https://deviantart.com/butterfrog) and me on a drake, a fair time after collaborating on Book of Drakes (along with then freelancer, and now Paizo Managing Developer, Adam Daigle). It still fits the Frogtober theme, as you can see in Hugo's delightful illustration below, and today's "muddy" theme for Inktober.

Hugo is having to take a hiatus on illustrations, because the pesky day job calls. As soon as he's able to return to these (probably mid- to late November), I'll post them up so you can witness them. I'll be continuing on with the Frogtober monsters until the end of the month, and I'm glad we were able to enter the hiatus on a high note.

I hope you enjoy the mud drake, and I'll see you tomorrow with another monster.

Oh dude, not on the carpet!




This dragon is a mishmash of creature parts. Its main body and head are shaped like a toad, it has stubby bat-like wings that flap constantly to keep it aloft, and it has a long crocodilian tail. Mud constantly falls in clumps from the dragon.
Mud Drake      CR 11
XP 12,800
N Large dragon
Init +0; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
hp 149 (13d12+65)
Fort +13, Ref +10, Will +12
Defensive Abilities dense mind; DR 10/piercing; Immune acid, paralysis, sleep; Resist fire 10
Weaknesses vulnerability to water
OFFENSE
Speed 30 ft., fly 60 ft. (poor), swim 50 ft.
Melee bite +19 (2d6+7/19–20), 2 claws +19 (1d8+7), tail slap +17 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks acidic critical, breath weapon (40-ft. cone, 6d6 acid damage and 6d6 bludgeoning damage, Reflex DC 21 for half, usable every 1d4 rounds)
Spell-Like Abilities (CL 13th; concentration +16)
   3/day—slowing mud[ACG] (DC 16)
   1/day—transmute rock to mud
STATISTICS
Str 25, Dex 10, Con 21, Int 9, Wis 14, Cha 16
Base Atk +13; CMB +21 (+23 bull rush); CMD 31 (33 vs. bull rush, 35 vs. trip)
Feats Hover, Improved Bull Rush, Improved Critical (bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack
Skills Climb +15, Fly +9, Intimidate +16, Knowledge (geography) +10, Knowledge (nature) +10, Perception +15, Stealth –4 (+12 in muddy areas), Survival +15, Swim +20; Racial Modifiers +16 Stealth in muddy areas
Languages Common, Draconic
ECOLOGY
Environment temperate and warm marshes
Organization solitary
Treasure standard
SPECIAL ABILITIES
Acidic Critical (Ex) If a mud drake confirms a critical hit with one of its natural attacks, it deals acid damage equal to the natural attack’s base damage (unmodified by Strength).
Breath Weapon (Su) A creature that fails its save against a mud drake’s breath weapon becomes entangled and must make an additional DC 21 Reflex save to avoid becoming covered in mud and stuck to the ground. A flying creature that fails this Reflex save is unable to fly and falls to the ground. An entangled creature takes 1d6 points of acid damage for 2 additional rounds, while a mud-covered creature takes 3d6 points of acid damage for 4 additional rounds. Washing off the mud requires a gallon of water per creature entangled or stuck in the mud.
Dense Mind (Ex) A mud drake that fails a Will save against a mind-affecting spell or effect is not subject to the spell or effect until the end of its next turn. At the beginning of its turn, it can spend a move action to attempt new Will saves against all mind-affecting spells or effects that have not yet taken effect.
Vulnerability to Water (Ex) A spell or effect that creates a lot of water (such as create water or hydraulic push) and strikes a mud drake forces the drake to succeed on a DC 20 Reflex save to avoid having some of its muddy exterior washed off. On a failed save, the drake loses 5 points of fire resistance, and its DR is reduced by 5. The drake must spend a full-round action rolling around in mud to restore its DR and fire resistance to normal.

Mud drakes are lazier than typical dragons that bully lesser swampland races, such as lizardfolk and boggards, into serving them. Occasionally, they must use their might to repel an attack on the humanoids they have cowed to ensure their vassals don’t turn on them. In these cases, and when sheer muddy-mindedness overcomes them, they ferociously attack. They are straightforward fighters that take advantage of environments in which their foes are slowed while they have maneuverability. Mud drakes target flying creatures in preference to landbound opponents when they use their breath weapons, but they otherwise liberally apply their acidic, muddy breath weapons to freeze foes in place and burn entrapped foes.

Mud drakes are carnivorous but supplement their diets with copious amounts of mud. They replenish the mud coating their bodies by bathing in mud regularly. This mud remains affixed to the drakes throughout the day, unless they are exposed to incredible amounts of water.

A typical mud drake is 12 feet long and weighs 1200 pounds, a quarter of which is mud. A mud drake has a brutishly short lifespan compared to many other dragons, only reaching 50 years of age.

Frightful Fridays! Frogtober! Griftoad

Catching up from the convention continues, and here is yesterday's monster: the griftoad. The Inktober theme for yesterday was "expensive," and an encounter with a griftoad might prove as such, since it likes to steal everything that isn't nailed down (and even stuff that is, if it gets the opportunity). It has a nice bag of holding like gullet where it can store its ill-gotten gains, but it is somewhat vulnerable to damage, meaning all the stuff it has stored inside might get lost with a particularly powerful or deadly sword stroke.

Hugo Solis (https://deviantart.com/butterfrog) once again did a marvelous job with the illustration. I really like the detail of the coins spilling out of the griftoad's purse.

I will definitely be back this evening with a new monster and finally get caught up.

Got bling?




This anthropomorphic toad wears finely tailored clothing that manages to conceal its rotund shape. It wears several pieces of exquisite jewelry and carries a fancy rapier with a gem-encrusted pommel.
Griftoad      CR 10
XP 9,600
CN Small fey
Init +11; Senses low-light vision; Perception +17
DEFENSE
AC 24, touch 20, flat-footed 17 (+2 deflection, +7 Dex, +4 natural, +1 size)
hp 144 (17d6+85)
Fort +10, Ref +17, Will +10
Defensive Abilities improved evasion; DR 10/cold iron or lawful; SR 21
OFFENSE
Speed 30 ft.
Melee +2 agile cold iron rapier +18/+13 (1d4+9/18–20), tongue +11 (steal)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pilfering tongue
Spell-Like Abilities (CL 17th; concentration +21)
   3/day—charm person (DC 15), modify memory (DC 18), suggestion (DC 16)
   1/day—beguiling gift[APG] (DC 15), foe to friend[APG] (DC 19), getaway[APG], glibness, invisibility, magic aura, pilfering hand[UC]
STATISTICS
Str 6, Dex 25, Con 21, Int 16, Wis 10, Cha 19
Base Atk +8; CMB +14 (+18 steal); CMD 24 (26 vs. steal, 28 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Disengaging Feint[UC], Disengaging Flourish[UC], Greater Steal[APG], Improved Feint, Improved Initiative, Improved Steal[APG], Martial Weapon Proficiency (rapier), Weapon Finesse
Skills Acrobatics +26, Bluff +24, Disguise +24, Escape Artist +26, Knowledge (local) +23, Perception +17, Sense Motive +17, Sleight of Hand +27, Stealth +25, Use Magic Device +21
Languages Aklo, Common, Draconic, Sylvan, Undercommon
SQ dimensional gullet
ECOLOGY
Environment any land
Organization solitary or cadre (2–6)
Treasure triple (+2 agile cold iron rapier, ring of protection +2, other treasure in its dimensional gullet)
SPECIAL ABILITIES
Dimensional Gullet (Su) A griftoad’s stomach is similar to a bag of holding. It can carry up to 500 pounds of material in its gullet. Retrieving an object from its gullet requires a standard action. If the toad is struck by a piercing or slashing weapon, there is a 10% chance that the attack ruptures its gullet (this increases to 25% for critical hits and attacks with precision damage), and all the objects contained within it are lost forever. The griftoad must fully heal before it can use its dimensional gullet again.
Pilfering Tongue (Ex) A griftoad must hit its target's touch AC to perform a steal combat maneuver.  As part of a full round action, a griftoad can use its tongue to make this attack.

Griftoads are a race of fey creatures who valued their appearance over all other concerns. A fey noble affronted by several members of the race who tried to steal a valuable art object cursed them to look like toads. The newly created griftoads were at a loss for what they could do now that they bore such a grotesque visage and appeals by those not affiliated with the thieves fell on deaf ears. Rather than steal away to a hiding place where they could sulk, many griftoads decided to embrace their piteous appearance and use it to their advantage. While their antics are known throughout the fey courts, they have plenty of patsies to fool in the various worlds and planes touched by the fey lands.

While griftoads have built up a reputation as thieves and scoundrels, they typically use their abilities to take down arrogant marks. They much prefer a longer con, where they work themselves into their marks’ inner circle and subtly turn other against their marks or convince their marks they have a valuable prize to offer for a relatively mere pittance. While the toads are capable of using their tongues to steal objects almost unseen, the majority of them find such petty theft gauche, unless the thefts bolster their schemes. One of their favorite tricks to sow discord is to steal an object and use beguiling gift to convince someone else to take it in view of the former owner. In combat, they eschew their stance on theft and steal items from their foes to weaken them. As a desperate gambit, griftoads that have stolen valuable objects from their foes and stored them in their gullets threaten to destroy their gullets with their rapiers, which would effectively eliminate the stolen items.

A typical grifttoad stands just over 3 feet tall and weighs 70 pounds. Assuming a scheme hasn’t gotten the better of a griftoad, it can live for up to 85 years.