The top six monsters in this year's Here Be Monsters contest have been revealed. The links are below. I've also included a link for the voting booth. Please consider voting for your favorite among the six finalists.
Protean, Anomiak
Hellhorn
Enabler Devil
Hellfire Gorger
Headless Devil
Hellforge Slag
Vote!
I had a tremendous time judging all the monsters, and it was great to see all the creativity on display!
Thursday, February 25, 2016
Tuesday, February 23, 2016
Great Deal on Creature Compendium
If you don't know my hometown pal Richard LeBlanc of New Big Dragon, let me help you with that right now. For me, he is the undisputed king of the d30 and also one of a handful of people that make their own products that are not only professional, but pleasurable to look at.
(Let me be clear: his PRODUCTS.) ;-)
If you love monsters and Old School D&D, he has a great deal going on right now on OBS sites: ONE crispy electronic dollar for his Creature Compendium. Grab it and enjoy just reading about new monsters or even better surprising your players.
(Let me be clear: his PRODUCTS.) ;-)
If you love monsters and Old School D&D, he has a great deal going on right now on OBS sites: ONE crispy electronic dollar for his Creature Compendium. Grab it and enjoy just reading about new monsters or even better surprising your players.
Friday, February 19, 2016
Frightful Fridays! Flensing Treant
Hello, and welcome back to another edition of Frightful Fridays! For once, the monster is actually out on a Friday (albeit a week late). I spent last weekend selecting my favorite monsters for this year's Here Be Monster's contest, and I'm looking forward to the reveal. We had a great selection of monsters to choose from.
This week's monster has been rooting around in my brain (sorry!) for a while, and I finally decided on the abilities to make this a fearsome monster. I occasionally return to the theme of nature turning on civilization (but not in a "The Happening" way), and a killer plant with an axe to grind against those who ravage nature is perfect for that theme.
I hope you like the flensing treant, and I'll be back hopefully tomorrow with the creepiest monster I've ever worked on. Thanks for reading!
This week's monster has been rooting around in my brain (sorry!) for a while, and I finally decided on the abilities to make this a fearsome monster. I occasionally return to the theme of nature turning on civilization (but not in a "The Happening" way), and a killer plant with an axe to grind against those who ravage nature is perfect for that theme.
I hope you like the flensing treant, and I'll be back hopefully tomorrow with the creepiest monster I've ever worked on. Thanks for reading!
Angry red “eyes” glow from this
twisted tree’s trunk, which also bleeds a black sap; its leaves rustle without
wind, and its roots twitch.
Flensing Treant CR 14
XP 38,400
NE Huge plant
Init –2; Senses low-light vision; Perception +32
DEFENSE
AC 30, touch 6, flat-footed
30 (–2 Dex, +24 natural, –2 size)
hp 210 (20d8+120)
Fort +18, Ref +4, Will +11
Defensive Abilities poison
sap; DR 15/cold iron and slashing; Immune plant traits
Weaknesses vulnerable to
fire
OFFENSE
Speed 30 ft.
Melee 2 slams +22
(3d6+8/19-20 plus tearing bark), 4 tentacles +17 (1d6+4 plus grab)
Ranged 2 leaves +15 (2d6+8
plus bleed)
Space 15 ft.; Reach 15 ft. (20 ft. with tentacles)
Special Attacks bleed (1d6),
constrict (1d6+8), flensing leaves, trample (3d6+12, DC 28)
Spell-Like Abilities (CL
20th; concentration +24)
At will—entangle (DC 15)
1/day—plant growth, wall of thorns
STATISTICS
Str 27, Dex 6, Con 23, Int 16, Wis 21, Cha 18
Base Atk +15; CMB +25 (+27 bull rush and sunder, +29
grapple); CMD 33 (35 vs. bull rush and sunder, can't be tripped)
Feats Alertness, Awesome
Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved
Sunder, Power Attack, Sundering StrikeAPG, Weapon Focus (slam),
Weapon Focus (tentacle)
Skills Intimidate +24,
Knowledge (nature) +22, Perception +32, Sense Motive +29, Stealth –3 (+17
Stealth in forests), Survival +22
Languages Common, Sylvan,
Treant; treespeech
SQ animate trees, double
damage against objects, of the forest
ECOLOGY
Environment any forest
Organization solitary or
pair
Treasure double
SPECIAL ABILITIES
Animate Trees (Sp) A flensing
treant can animate any trees within 360 feet at will, controlling up to four trees
at a time. It takes 1 full round for a tree to uproot itself, after which it
moves at a speed of 10 feet and fights as a flensing treant (although it has
only one slam attack and lacks the treant's special abilities), gaining the flensing
treant's vulnerability to fire. If the treant that animated it terminates the
animation, moves out of range, or is incapacitated, the tree immediately takes
root wherever it is and returns to its normal state.
Double Damage against Objects
(Ex) A flensing treant or animated tree that makes a full attack against an
object or structure deals double damage.
Flensing Leaves (Ex) Once
every 1d4 rounds, a flensing treant can release of cloud of razor-sharp leaves
that deal 4d6 points of slashing damage to creatures in a 30-foot radius (DC 26
Reflex half). A creature failing its Reflex save also takes 2d6 points of bleed
damage.
A flensing treant’s thrown leaves have a 60-foot range increment, and
the treant gains a +4 racial bonus on its attack rolls with the leaves.
Of the Forest (Su) When in a
forest, a flensing treant cannot be caught flat-footed, and it always knows the
location of invisible creatures. It still suffers the miss chance against
creatures with concealment.
Poison Sap (Ex) If a
creature adjacent to a flensing treant damages it with a slashing weapon, the
treant sprays the creature with poisonous sap. Additionally, when the treant is
caught in the area of an effect that deals fire damage, it aerosolizes its
poison, affecting all creatures in a 30-foot radius.
Flensing treant poison—contact; save
Fort DC 26; frequency 1/round for 8
rounds; effect 2d4 Dex; cure 2 consecutive saves.
Tearing Bark (Ex) If a
flensing treant confirms a critical hit with its slam attack, it inflicts 1d4
points of Strength bleed.
Treespeech (Su) A flensing treant
has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants
greet it with an attitude of friendly or helpful.
In darker groves bordering on unseelie fey realms or in forests ravaged
by civilization, flensing treants sprout and thrive. Whether the treants made a
deal with dark fey for their terrifying powers or they came into them through
their own righteous anger, these creatures have the same suite of abilities.
Their roots take on a life of their own, allowing them to grasp opponents and
squeeze the life out of them. Their leaves harden and take on a razor edge,
allowing them to fertilize their forests with the blood of their foes. Their black
sap fills enemy pores and hardens, minimizing the chance for escape.
Flensing treants usually lurk in their forest homes, providing a false
sense of security for those living near a forest claimed by the treants. When
prey eventually refuses to come to them, they raise a coterie of trees and
bring the fight to civilization they so hate. On rare occasions, when vengeance
births a flensing treant, it reverts to a normal treant when its desire for
revenge has been sated.
Wednesday, February 10, 2016
One more day to get your monsters in!
The submission deadline for Here Be Monsters 2 closes tomorrow at 5 PM EST. We've received a number of entries so far, but there is plenty of room for some excellent Hell-themed (or Hell-antagonizing) monsters!
http://aswordforhire.blogspot.fi/2016/01/here-be-monsters-2-hell-breaks-loose.html
http://aswordforhire.blogspot.fi/2016/01/here-be-monsters-2-hell-breaks-loose.html
Labels:
Contests,
Pathfinder,
RPG
Sunday, February 7, 2016
Frightful Fridays! (Superbowl Sunday! Edition) Impact Moth
Hello and welcome to this week's Frightful Fridays! OK, it's a little late this week thanks to some weekend work. I couldn't find a mashup of a horse and a panther in honor of the "big game," but I figured this little guy would work nicely instead. Jason pointed out the rosy maple moth, and its coloration reminded me somewhat of the giant mantis shrimp, so I drew some inspiration from that for the moth's bullet charge ability.
I hope you enjoy the impact moth, and I hope DMs can use it to punch some holes in PCs. Thanks for reading, and I'll see you again in the next week!
I hope you enjoy the impact moth, and I hope DMs can use it to punch some holes in PCs. Thanks for reading, and I'll see you again in the next week!
This moth (found here) wants to fight.
This colorful, delicate moth
flies directly into an object and shatters it.
Impact Moth CR 4
XP 1,200
N Tiny magical beast
Init +7; Senses blindsight 60 ft., darkvision 60
ft., low-light vision; Perception +15
DEFENSE
AC 18, touch 16, flat-footed
14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Immune mind-affecting
effects
OFFENSE
Speed 10 ft., fly 60 ft.
(good)
Melee slam +10 (4d6–4)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks bullet
charge
STATISTICS
Str 2, Dex 17, Con 15, Int 3, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 13 (21 vs. trip)
Feats Dodge, Mobility,
Weapon Finesse
Skills Fly +16, Perception
+15; Racial Modifiers +8 Perception
ECOLOGY
Environment any forest
Organization solitary, pair,
or hail (3–12)
SPECIAL ABILITIES
Bullet Charge (Ex) Once every
1d3 rounds, an impact moth can make a special charge attack. During this
attack, the moth deals an extra 2d6 points of damage with its slam attack, its
critical threat range doubles, and it ignores hardness of 10 or less.
Additionally, it gains a +2 deflection bonus against attacks of opportunity. If
an impact moth confirms a critical hit with this attack, it flies through the
target and can continue moving up to double its speed.
Impact moths, also known as bullet moths, have bright colors much like
any other dangerous natural creature does to mark it as a threat, despite its
otherwise dainty appearance. The moths build up kinetic energy when they fly
and use that to puncture material and flesh alike. Telltale holes riddle trees
in their forest homes.
Impact moths are omnivores, but they prefer eating fresh kills.
Multiple moths work together to bring down larger creatures and feast on the
remains afterwards. The kinetic energy they generate requires them to eat twice
their two-pound bodyweight every day. Impact moths live for eight years and mated
pairs produce up to a dozen larvae per year. The caterpillars are drab and have
none of the moths’ kinetic abilities. They pupate after 2 months, during which
they feed on high-energy grains and fruits, and emerge from their cocoons 1
month later.
Monday, February 1, 2016
Frightful Fridays! Plasma Fish (late because of the fish's shyness)
Hello, and welcome to another (late) edition of Frightful Fridays! He-Whose-Blog-I've-Have-Usurped posted this little guy up and demanded stats. I can't say no to Theodric the Obscure, but I got a little delayed by some freelance work.
I hope you enjoy this fire-spitting fish (in single adult and baby swarm varieties), and I'll see you on Friday with another monster. Thanks for reading!
I hope you enjoy this fire-spitting fish (in single adult and baby swarm varieties), and I'll see you on Friday with another monster. Thanks for reading!
This ghostly fish blends in with
the ambient light. It spits out a glob of material that catches fire despite
being underwater.
Plasma Fish CR 2
XP 600
N Diminutive animal (aquatic)
Init +7; Senses blindsight 60 ft., low-light
vision; Perception +6
DEFENSE
AC 17, touch 17, flat-footed
14 (+3 Dex, +4 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee bite +1 (1d3-5)
Ranged plasma spit +9 (2d6
fire)
Space 1 ft.; Reach 0 ft.
Special Attacks blinding
burst
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 6 (can't be tripped)
Feats Go UnnoticedAPG,
Improved Initiative
Skills Perception +6, Swim
+11
ECOLOGY
Environment temperate or
warm water
Organization solitary, pair,
or school (3–20)
Treasure none
SPECIAL ABILITIES
Blinding Burst (Ex) Instead
of dealing damage with its plasma spit, a plasma fish can induce temporary
blindness in its opponent. The target must succeed at a DC 13 Fortitude save or
become blind for 1d6+1 round. A successful save reduces this effect to dazzled
for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma
fish has a maximum range of 10 feet with its plasma spit. The fire produced by
this attack is unaffected by being underwater.
This collection of hundreds of ghostly fish radiates light and heat.
Plasma Fish Swarm CR 4
XP 1,200
N Diminutive animal (aquatic, swarm)
Init +7; Senses blindsight 60 ft., low-light
vision; Perception +9
DEFENSE
AC 17, touch 17, flat-footed
14 (+3 Dex, +4 size)
hp 39 (6d8+12)
Fort +7, Ref +8, Will +4
Defensive Abilities swarm
traits; Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee swarm (2d6 plus 1d6
fire and distraction)
Ranged 2 plasma spits +11 (2d6
fire)
Space 10 ft.; Reach 0 ft.
Special Attacks blinding
burst, distraction (DC 15)
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +4; CMB —; CMD —
Feats Go UnnoticedAPG,
Improved Initiative, Iron Will
Skills Perception +9, Swim
+11
SPECIAL ABILITIES
Blinding Burst (Ex) Instead
of dealing damage with its plasma spit, a plasma fish swarm can induce
temporary blindness in its opponent. The target must succeed at a DC 15
Fortitude save or become blind for 1d6+1 round. A successful save reduces this
effect to dazzled for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma
fish swarm has a maximum range of 20 feet with its plasma spit. The fire
produced by this attack is unaffected by being underwater.
Plasma fish are extremely shy and usually attempt to flee from larger
creatures. However, if trapped, they unleash fire that works remarkably well underwater.
Plasma fish eat bioluminescent plants that they combine with enzymes to produce
an inert plasma within their bodies. When they spit it out, it catches fire and
burns as well as if it were in air.
Plasma fish live for 5 years, during which they lay hundreds of eggs
once a year. After fertilization, they gestate for 1 month. The young plasma
fish congregate into a massive swarm that collectively avoids predators, which
still manage to winnow the fish down to a manageable population.
A spellcaster who uses a gland from an adult plasma fish (requiring a
DC 15 Heal or Survival check to remove intact) as a spell component for a spell
with the fire descriptor can cast the spell underwater with no change to the
spell.
Friday, January 22, 2016
Frightful Fridays! Oceanic Hydra
It's a Frightful miracle! Yes, today's post is actually on a Friday. It's been a while since this feature has gone to the sea, and today's monster does so in a big way. The dread kraken-spawned oceanic hydra rampages across the sea, smashing ships and devouring sailors, and it enjoys protection from fire that would otherwise severely hinder it.
I hope you enjoy the oceanic hydra, and I'll be back next week with another monster. Thank you for reading!
PS: Don't forget the Here Be Monsters 2 contest going on now. This post has all the details you need to enter your monster. I'm hoping to see a lot of great entries!
I hope you enjoy the oceanic hydra, and I'll be back next week with another monster. Thank you for reading!
PS: Don't forget the Here Be Monsters 2 contest going on now. This post has all the details you need to enter your monster. I'm hoping to see a lot of great entries!
Four crested
serpentine heads are barely visible through a shroud of mist. The creature
towers over maritime vessels.
Oceanic Hydra CR 18
XP 153,600
CE Colossal magical beast
(aquatic)
Init –1; Senses darkvision 60 ft., low-light
vision, scent; Perception +25
Aura aquatic
shell (5 ft.)
DEFENSE
AC 33, touch 1,
flat-footed 33 (–1 Dex, +32 natural, –8 size)
hp 312
(25d10+175); regeneration 20 (fire)
Fort +21, Ref +13, Will +12
Immune acid, cold
OFFENSE
Speed 30 ft.,
swim 80 ft.
Melee 4 bites +29
(3d8+11/19–20 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks
breath weapon (60-ft. cone, 10d6 bludgeoning damage, Reflex DC 29 for half,
usable every 1d4 rounds), capsize, constrict (3d8+11), ship killer
STATISTICS
Str 33, Dex 8, Con 25, Int 5, Wis 18, Cha 10
Base Atk +25; CMB +44 (+46 bull rush, +48 grapple and
sunder); CMD 53 (55 vs. bull rush and sunder, can't be tripped)
Feats Awesome
Blow, Cleave, Cleaving FinishUC, Crippling CriticalAPG,
Critical Focus, Great Cleave, Greater Sunder, Improved Bull Rush, Improved
Cleaving FinishUC, Improved Critical (bite), Improved Sunder, Power
Attack, Weapon Focus (bite)
Skills Perception
+25, Swim +29
SQ hydra traits,
regenerate head
ECOLOGY
Environment any
aquatic
Organization
solitary
Treasure standard
SPECIAL ABILITIES
Aquatic Shell (Su)
A constantly flowing shroud of water surrounds an oceanic hydra. This aura
douses all nonmagical fires in the area and inflicts a –4 on ranged attack
rolls. Additionally, the hydra gains concealment (20% miss chance) against all
attacks made from more than 5 feet away. If a creature with the fire subtype
ends its turn adjacent to the hydra, it takes 25d6 points of damage (DC 29 Reflex
save for half). Finally, the shell dispels any fire spells targeting or
including the hydra in their area, but the hydra must succeed on a dispel check
(1d20 + the hydra’s HD) against the spell (DC 11 + caster level of the fire
spell). If a hydra succeeds at dispelling a spell with an area of effect, it
only dispels the portion covering the hydra’s space.
If an oceanic hydra takes at least 50 points of fire damage
from a single source, it loses the benefit of its shell. If it is in a body of
water, it can use a standard action to restore the shell.
Breath Weapon (Su)
In addition to the damage dealt by an oceanic hydra’s breath weapon, the hydra
also gains a free awesome blow combat maneuver against all creatures taking
damage (creatures succeeding at their Reflex saves add 8 to their CMD).
Hydra Traits (Ex)
An oceanic hydra can be killed by severing all of 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 hydra'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 hydra's body equal to the hydra's current HD. A hydra can't
attack with a severed head, but takes no other penalties.
Regenerate Head (Ex)
When an oceanic hydra's head is destroyed, two heads regrow in 1d4 rounds. A
hydra cannot have more than twice its original number of heads at any one time.
To prevent new heads from growing, at least 10 points of fire damage must be
dealt to the stump (a touch attack to hit) before they appear. Fire damage from
area attacks can affect stumps and the body simultaneously. A hydra doesn't die
from losing its heads until all are cut off and the stumps seared by fire.
Ship Killer (Ex) An
oceanic hydra ignores 5 points of hardness with all of its attacks.
Dread krakens took terrestrial hydras for their regenerative
abilities and grafted on several abilities to create marine engines of
destruction. The resulting oceanic hydras are slightly more intelligent than
their land-bound progenitors and only start off with four heads. Where they
truly shine is in their devastating abilities. They breathe a torrent of
seawater that pushes foes away, and they have a protective watery shell that
proves antithetical to fiery creatures and effects. Oceanic hydras prefer to
open their attacks by breaching the hulls of ships and attacking those fleeing
from the sinking vessels. As with many dread kraken creations, these hydras owe
no fealty to their creators, but the krakens are content to allow the hydras to
rampage on the surface while they remain safe on the ocean floor.
Thursday, January 21, 2016
Here Be Monsters 2!
Here Be Monsters 2 is ramping up, and I'm one of the judges this year! I'm in amazing company with Mikko Kallio and Jacob W. Michaels, both of whom run the blog A Sword for Hire, which is hosting the contest. The inimitable Adam Daigle is guest judging.
Check out the blog for more details. The monster requirements will be released soon. I hope you consider entering, and I look forward to reading your entries.
http://aswordforhire.blogspot.fi/
Check out the blog for more details. The monster requirements will be released soon. I hope you consider entering, and I look forward to reading your entries.
http://aswordforhire.blogspot.fi/
Labels:
Contests,
Pathfinder,
RPG
Saturday, January 16, 2016
Frightful Fridays (nearly-Friday edition)! Athenaeum Sentinel
Hello, and welcome back to the second of this week's monsters. I'm zeroing in on Friday, and I anticipate actually posting a monster on the upcoming Friday. Today's monster comes from a picture on my friend Patrick's Facebook page, and an able assist by Drejk brought it to my attention. The post made reference to a devil dog, but I wanted something less evil this time (you know, for a change of pace), and the bookshelves behind the dog swerved me to the idea of a canine protector of arcane lore.
I hope you enjoy the athenaeum sentinel, and I should (really!) be back on Friday with a new monster. Thanks for reading!
I hope you enjoy the athenaeum sentinel, and I should (really!) be back on Friday with a new monster. Thanks for reading!
No tomes for you! Rowf!
This otherwise
unassuming dog’s eyes glow green, as if they could pierce through to a creature’s
very soul.
Athenaeum
Sentinel CR 5
XP 1,600
N Small magical beast
Init +7; Senses darkvision 60 ft., know
alignment, low-light vision; Perception +14
DEFENSE
AC 18, touch 14,
flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 51 (6d10+18)
Fort +8, Ref +8, Will +5
Immune charm,
compulsion, fear; SR 16
OFFENSE
Speed 40 ft.
Melee bite +11
(2d6+6 plus trip)
Special Attacks
final word
STATISTICS
Str 19, Dex 16, Con 16, Int 14, Wis 17, Cha 19
Base Atk +6; CMB +9; CMD 22 (26 vs. trip)
Feats Alertness,
Combat Reflexes, Improved Initiative
Skills Acrobatics
+11 (+15 to jump), Intimidate +10, Perception +14, Sense Motive +11, Spellcraft
+16; Racial Modifiers +8 Acrobatics,
+8 Spellcraft
Languages Common,
Elven; tongues
SQ bardic
knowledge +3, blast sanctum
SPECIAL ABILITIES
Blast Sanctum (Su) If an athenaeum sentinel is caught within the area of a damaging spell or spell-like ability and the caster fails to penetrate the sentinel's SR, the effect is negated as if countered.
Final Word (Su) When
an athenaeum sentinel dies, it affects all creatures within 40 feet as if
targeted with the sentinel’s choice of dictum,
holy word, or power word stun (CL 13th, save DC 21). If the sentinel chooses power word stun, the effect cannot
exceed 150 total hit points and stuns creatures with the fewest hit points
first.
Know Alignment (Su)
An athenaeum sentinel automatically knows the alignment of any creature it can
see.
Athenaeum sentinels were bred by mages who valued the dogs’
loyalty and infused them with magical abilities that allow them to drive off intruders
and protect the repositories they protect from harm. Sentinels prefer to
convince trespassers to leave peacefully, but they prepare for mayhem from
chaotic or evil creatures. Their partners—the highly intelligent athenaeum
sentinels do not regard them as “masters”—receive a warning akin to the alarm spell when athenaeum sentinels
confront intruders and when they die. Unless the sentinels wish to inflict
maximum damage to evil or chaotic opponents upon their deaths, they usually
resort to power word stun on dying to
hold their foes long enough for their partners to arrive and mete out whatever
justice they wish to.
Because athenaeum sentinels spend much of their time around
books and other documents, they have inherently absorbed considerable
knowledge. While protecting their libraries, they use this knowledge to
determine the best choice for their invader bane ability. Gaining a sentinel’s
trust, especially convincing it that no harm will come to its protected materials,
allows characters to ask it questions, for which it will provide answers to the
best of its ability. Athenaeum sentinels released from duty find adventurers
with whom they can share their wealth of knowledge and for whom they can act as
protectors.
Tuesday, January 12, 2016
Frightful Fridays (mid-week edition)! Skittercorpse
Hello, and welcome back to a new edition of Frightful Fridays! I meant for this to go out on Friday, but life intervened, so here it is not even remotely close to Friday. My friend Patrick brought the artwork for this to my attention (and the alternate name of the Nope Crawler),. Since I can't say not to creepy spider-like monsters, I created the skittercorpse, which likes to pretend to be the body of a friend or family member to draw its meals close.
I hope you enjoy the skittercorpse, and I'll be back on a proper Friday with a new monster. If you're looking for more monsters, my friend Drejk posted a week's worth on his blog. You can check them out here:
Thanks for reading!
This vaguely
recognizable corpse sprouts spear-like legs. A hungry maw opens at the top of
its head.
Skittercorpse CR 11
XP 12,800
CE Medium undead
Init +5; Senses darkvision 60 ft., lifesense 120
ft.; Perception +16
DEFENSE
AC 26, touch 16,
flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (16d8+64);
fast healing 2
Fort +8, Ref +10, Will +13
DR 5/good and
slashing; Immune undead traits
OFFENSE
Speed 40 ft.,
climb 20 ft.
Melee bite +20
(3d6+7 plus grab), 2 claws +19 (2d6+7/19–20)
Special Attacks ability
drain, create spawn, dearly departed, horrific transformation, impalement
Spell-Like Abilities
(CL 16th; concentration +19)
Constant—nondetection (also defeats necromancy
spells, such as deathwatch, that
reveal its undead state), spider climb
STATISTICS
Str 25, Dex 20, Con —, Int 13, Wis 16, Cha 17
Base Atk +12; CMB +19 (+23 grapple); CMD 35 (can't be tripped)
Feats Dazzling
Display, Deadly FinishUC, Dodge, Gory FinishUC, Improved
Critical (claws), Mobility, Toughness, Weapon Focus (bite)
Skills Acrobatics
+15 (+19 to jump), Bluff +13, Climb +22, Disguise +22, Perception +16, Sense
Motive +16, Spellcraft +14, Stealth +18
Languages Common
SQ lockjaw
ECOLOGY
Environment any
land
Organization
solitary, pair, or abattoir (3–8)
Treasure
incidental
SPECIAL ABILITIES
Ability Drain (Su)
When a skittercorpse establishes or maintains a grapple with its bite, it deals
1d4 Strength drain and 1d4 Wisdom drain. A creature reaching 0 in either
ability score dies as a result.
Create Spawn (Su)
A creature that dies while a skittercorpse has grappled it returns as a
skittercorpse 24 hours later. The new creature is independent of the
skittercorpse that created it.
Dearly Departed (Su)
A skittercorpse can scan the thoughts of
creatures in range of its lifesense and takes on the appearance of dead
humanoids with strong connections to the scanned creatures. If a target
creature fails a DC 21 Will save, it becomes shaken when it sees the
skittercorpse. This is a mind-affecting fear effect. The save DC is
Charisma-based.
Horrific
Transformation (Su) When a skittercorpse assumes its true form, all
creatures within 120 feet of the skittercorpse must attempt a DC 21 Will save.
Failure causes the victim to become frightened for 1d4 rounds. A creature
affected by the skittercorpse’s dearly departed ability incurs a –4 penalty on
the save and is frightened for 2d4 rounds on a failed save or 1 round on a
successful save. This is a mind-affecting fear effect. The save DC is Charisma-Based.
Impalement (Ex)
When a skittercorpse confirms a critical hit with a claw, it can make a grapple
attempt as an immediate action. A success gives its opponent the pinned
condition.
Lockjaw (Ex) A
skittercorpse has a +4 racial bonus to grapple checks it attempts with its
bite.
Skittercorpses use deception to lure the living to them,
whereupon they change into their hideous forms and latch onto their unsuspecting
victims. Given their ability to read the thoughts of those who come near them
and their limited capability to assume different forms, scholars assume that
skittercorpses are the reanimated remains of vengeful doppelgangers. Other
theories suggest they arise from the bodies of people left behind to die by
their companions, and their resentment drives them to lure the living to a
horrifying doom. Skittercorpses prefer to use their thought-reading ability to
create the appearance of a single individual common to all their victims to improve
the deception, but they usually manage to trick at least one creature into
approaching their inert forms. If no one approaches and does not attack, the
corpses exert enough patience to wait for the next set of victims. Skittercorpses
lair in places where corpses are commonly found, such as well-traveled dungeons
or graveyards.
Skittercorpses attract will-o’-wisps to their lairs, as the
latter creatures feast on the overwhelming fear generated by the former
creatures. In return, will-o’-wisps act as candles or other sources of light to
add to the ruse of an ordinary corpse.
Saturday, December 12, 2015
Frightful Fridays! Cats and Dogs
Hello, and welcome back to Frightful Fridays! I am partially making up for the absence with a pair of entries today, so I've got an unusual cat and dog for you. The staubvolkekatze is a curious earth elemental with an appropriately cat-like form. Meanwhile, the pugbug (name courtesy of Paris Crenshaw) hides its alien appearance behind the pug's equally alien appearance. Thanks to Derek for the find on the staubvolkekatze, and to Patrick for the find on the pugubg!
I hope you enjoy both creatures, and I'll be back with another pair of monsters to get back on track. Thanks for reading!
A billowing cloud of
dust moves of its own accord and forms the face of a cat.
Staubvolkekatze CR 2
XP 600
CN Small outsider (earth, elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 15, touch 15,
flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +1
Immune elemental
traits
Weaknesses
vulnerable to wind
OFFENSE
Speed 10 ft.,
burrow 20 ft., fly 30 ft. (average)
Melee slam +7
(1d3–4 plus choking and stinging dust)
Special Attacks
choking and stinging dust, death curse
Spell-Like Abilities
(CL 3rd; concentration +4)
1/day—obscuring mist
STATISTICS
Str 2, Dex 17, Con 12, Int 5, Wis 11, Cha 12
Base Atk +3; CMB –2; CMD 12 (can't be tripped)
Feats Dodge,
Mobility, Weapon FinesseB
Skills Escape
Artist +9, Fly +9, Perception +6, Stealth +12
Languages Terran
(cannot speak)
SQ compression
ECOLOGY
Environment warm
deserts and plains
Organization
solitary, pair, or dust storm (3–8)
SPECIAL ABILITIES
Choking and Stinging
Dust (Ex) A creature struck by a
staubvolkekatze’s slam attack also takes 2d6 points of piercing and slashing
damage. Additionally, the creature must succeed at a DC 12 Fortitude save or
become sickened for 1d4 rounds. If it already has the sickened condition from
this ability, it instead becomes nauseated for the duration. The save DC is
Constitution-based.
If a creature ends its turn adjacent to the staubvolkekatze,
the creature takes 1d6 points of piercing and slashing damage.
Death Curse (Su) If a staubvolkekatze dies, all
creatures it damaged during the previous minute are affected as if by cup of dustAPG (DC 13
Fortitude negates).
Vulnerable to Wind
(Ex) A staubvolkekatze takes 1 point of damage if it is subjected to strong
winds. Severe winds deal 1d4 points of damage to the staubvolkekatze, and more
powerful winds require it to succeed at a Fortitude save (DC 10 + 1 per 10 mph)
to avoid destruction.
A staubvolkekatze is an inquisitive earth elemental with a weak
cohesion in the dust particles making up its form. Scholars speculate that the
first staubvolkekatze sprung into existence as a result of a larger earth
elemental’s disintegration. The creature patterned its appearance after the
first living being it encountered—a cat—and all staubvolkekatzen take the same
appearance. If left to its own devices, a staubvolkekatze is docile and will
not attack. It follows someone it finds interesting and indulges its curiosity
as long as its focus of attention allows it. Other than it becoming bored, the
only non-hostile means of discouraging its attention is to subject it to powerful
winds.
A staubvolkekatze’s curiosity leads it to ally with
spellcasters who can communicate with it. A 7th-level spellcaster with the
Improved Familiar feat and the ability to speak Terran can select a
staubvolkekatze as a familiar. The creature loses its death curse ability when
it becomes a familiar.

The little dog’s face
tears open to allow an arachnoid creature to crawl out of it.
Pugbug CR 4
XP 1,200
CE Tiny aberration
Init +4; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 20, touch 16,
flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 37 (5d8+15)
Fort +4, Ref +7, Will +5
Defensive Abilities
dog shell; DR 5/piercing or
slashing; Resist acid 10
OFFENSE
Speed 20 ft.
Melee bite +9
(1d4–2 plus 3d6 acid and poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks
shellburst
Spell-Like Abilities
(CL 5th; concentration +7)
3/day—ventriloquism (DC 13)
1/day—darkness,
misdirection
STATISTICS
Str 6, Dex 19, Con 16, Int 12, Wis 13, Cha 15
Base Atk +3; CMB +5; CMD 13 (21 vs. trip)
Feats Deceitful,
Lightning Reflexes, Weapon Finesse
Skills Acrobatics
+11 (+7 to jump), Bluff +9, Climb +9, Craft (taxidermy) +8, Disguise +9 (+13
Disguise while in dog shell), Escape Artist +10, Perception +8, Stealth +16; Racial Modifiers +4 Disguise while in
dog shell
Languages Aklo,
Common
ECOLOGY
Environment any
land
Organization
solitary or pair
Treasure none
SPECIAL ABILITIES
Dog Shell (Ex) A
pugbug spends most of its life in a hardy dog shell. As a full-round action, it
can extract itself from the shell, leaving it intact for reentry. Upon doing
so, it loses its natural armor bonus and DR, but its speed increases by 10 ft.,
and it gains a climb speed of 20 ft. (adding +8 to its Climb checks).
Pugbug Poison (Ex)
Bite—Injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Shellburst (Ex) As
a swift action, a pugbug can burst forth from its dog shell, destroying the
shell in the process. This gory display forces all creatures that see it to
make a DC 14 Will save. Failure causes a victim to become shaken.
A global war ruined a distant world populated by intelligent
arachnoid and insectoid creatures. The arachnids won the war, but their planet
will soon stop supporting life. They discovered a new world with an environment
similar to that of their world, and their greatest minds developed a way to
travel to their potential new home. Exercising caution, they elected to send a
handful of scouts to discover whether the populace would welcome their arrival,
or, barring that, whether they could destroy or enslave the inhabitants. The
scouts enjoy crafting disguises for themselves from other creatures, and they formerly
used the carapaces of their insectoid enemies to infiltrate their camps. During
their first forays into this world, they discovered the ubiquity of dogs and
the access the animals had to various locations. They decided to assume the
form of pugs, since pug eyes provide them with a perfect disguise for their
overly large eyes. Their species name is an unpronounceable set of clicks mixed
with pheromones, so they are known as pugbugs to those that have uncovered
their ruse.
Pugbug scouts maintain their disguises while they are on
this world and only extract themselves from their shells when they have been
found out and must escape. In order to preserve their disguises, they forgo
applying acid damage and poison to their bites. Pugbugs are insectivores, but
they find meat palatable and will eat scraps typically provided to dogs. They
have also discovered that digging around an ant mound is not uncommon behavior
for dogs, so they can supplement their diets without arousing suspicion.
Sunday, November 1, 2015
Frightful Fridays! Weeping Willow Dragon
Happy Halloween! (for those of you on the West Coast) Today got away from me, so this is going up just a little late. I wanted a dragon to finish up the week, and this seems suitable for the season. Weeping willow dragons are guardians of graveyards, but they see undead creatures as a reasonable component of the natural order, so they have no problem with ghouls and vampires roaming around. They have immunity to many undead powers, so they present formidable foes for creatures that think they can take advantage of the dragons' outlook.
I hope the weeping willow dragon is to your liking (along with all the other spooky monsters from this week), and I'll be back on Friday with another monster. As always, thanks for reading!
I hope the weeping willow dragon is to your liking (along with all the other spooky monsters from this week), and I'll be back on Friday with another monster. As always, thanks for reading!
This draconic creature
has bark-like skin and leaves drooping down to the ground. It glares with cold
menace.
Weeping Willow Dragon
NE dragon
BASE STATISTICS
CR 5; Size Small; Hit Dice 6d12
Speed 60 ft.
Natural Armor +5;
Breath Weapon cone, 2d6 negative
energy
Str 13, Dex 15, Con 14, Int 10, Wis 13, Cha 10
ECOLOGY
Environment any
land (graveyards)
Organization
solitary
Treasure double
SPECIAL ABILITIES
Call to the Dead (Su)
An old or older weeping willow dragon can affect intelligent undead with
mind-affecting effects.
Gloom (Su) A very
young or older weeping willow dragon reduces the illumination level in a
30-foot radius by one step to a minimum of dim light (it does not affect areas
of dim light or darker). This darkness is treated as a 2nd-level spell for
purposes of overcoming it. An adult or older dragon reduces the illumination
level by up to two steps, increases the radius to 60 feet, and can reduce the
illumination level to darkness. Its darkness is treated as a 4th-level spell. A
wyrm or older dragon reduces the illumination level by up to three steps,
increases the radius to 90 feet, and can create an area of darkness similar to
that created by deeper darkness. Its darkness
is treated as a 7th-level spell.
Immune to Negative
Energy (Su) A weeping willow dragon takes no damage from negative energy.
It is also immune to ability drain and energy drain.
Living Graveyard (Su)
A great wyrm weeping willow dragon can bring the graveyard it calls home to
life. This acts as per the animate
objects spell, but it can choose different objects as a swift action at the
beginning of its turn.
Plant Traits (Ex)
In addition to dragon immunities, a weeping willow has plant immunities
(mind-affecting effects, poison, polymorph, and stunning).
Spell-Like Abilities
(Sp) A weeping willow dragon gains the following spell-like abilities,
usable at will upon reaching the listed age category. Young—ghost sound; Juvenile—ray of enfeeblement; Adult—command undead; Old—enervation; Ancient—eyebite;
Great wyrm—finger of death.
Undead Guardian (Su)
An young adult or older weeping willow dragon grants channel resistance to undead
within its frightful presence aura. The bonus equal the dragon’s Charisma
modifier.
See in Darkness (Su)
An ancient or older weeping willow dragon can see in magical darkness.
|
Age Category
|
Special Abilities
|
Caster Level
|
|
Wyrmling
|
Immune to negative energy, plant traits
|
—
|
|
Very young
|
Gloom
|
—
|
|
Young
|
Ghost sound
|
—
|
|
Juvenile
|
Frightful presence, deathwatch
|
1st
|
|
Young adult
|
DR 5/good and magic, spell resistance, undead guardian
|
3rd
|
|
Adult
|
Death knell
|
5th
|
|
Mature adult
|
DR 10/magic
|
7th
|
|
Old
|
Call to the dead, enervation
|
9th
|
|
Very old
|
DR 15/magic
|
11th
|
|
Ancient
|
Eyebite, see in
darkness
|
13th
|
|
Wyrm
|
DR 20/magic
|
15th
|
|
Great wyrm
|
finger of death,
living graveyard
|
17th
|
Young Weeping Willow
Dragon CR 9
XP 6,400
NE Large dragon
Init +5; Senses dragon senses; Perception +15
Aura gloom (30
ft.)
DEFENSE
AC 21, touch 10,
flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 105 (10d12+40)
Fort +11, Ref +8, Will +9
Immune ability
drain, energy drain, negative energy, plant traits
OFFENSE
Speed 60 ft., fly
200 ft. (poor)
Melee bite +15
(2d6+5), 2 claws +14 (1d8+5), tail slap +12 (1d6+2), wing +12 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks
breath weapon (40-ft. cone, DC 19, 6d6 negative energy)
Spell-Like Abilities
(CL 10th; concentration +11)
At will—ghost sound (DC 11)
STATISTICS
Str 21, Dex 13, Con 18, Int 12, Wis 15, Cha 12
Base Atk +10; CMB +16 (+18 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Improved
Bull Rush, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)
Skills Appraise
+9, Fly +3, Heal +15, Intimidate +14, Knowledge (nature) +14, Knowledge
(religion) +14, Perception +15, Spellcraft +14
Languages Common,
Draconic, Sylvan
Adult Weeping Willow
Dragon CR 13
XP 25,600
NE Huge dragon
Init +4; Senses dragon senses, see in darkness;
Perception +23
Aura frightful
presence (180 ft., DC 21), gloom (60 ft.)
DEFENSE
AC 28, touch 8,
flat-footed 28 (+20 natural, –2 size)
hp 200 (16d12+96)
Fort +16, Ref +10, Will +14
DR 5/magic; Immune ability drain, energy drain, negative
energy, plant traits; SR 24
OFFENSE
Speed 60 ft., fly
200 ft. (poor)
Melee bite +23
(2d8+8), 2 claws +22 (2d6+8), tail slap +20 (2d6+4), wing +20 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks
breath weapon (50-ft. cone, 12d6 negative energy), crush
Spell-Like Abilities
(CL 16th; concentration +19)
At will—deathwatch, death knell (DC 16), ghost
sound (DC 13)
Sorcerer Spells Known
(CL 5th; concentration +8)
2nd (5/day)—blindness/deafness (DC 16), unshakable chillUM (DC 16)
1st (7/day)—alarm, chill touch (DC 15), detect
undead, ray of sickeningUM
(DC 15)
0 (at will)—bleed (DC 14), detect magic, disrupt undead,
penumbraUM, ray of frost, touch of fatigue (DC 14)
STATISTICS
Str 27, Dex 11, Con 22, Int 16, Wis 19, Cha 16
Base Atk +16; CMB +26 (+28 bull rush); CMD 36 (38 vs. bull rush, 40 vs. trip)
Feats Improved
Bull Rush, Improved Initiative, Improved Vital Strike, Multiattack, Power
Attack, Spell Focus (necromancy), Vital Strike, Weapon Focus (bite)
Skills Appraise
+11, Bluff +9, Fly +3, Heal +23, Intimidate +22, Knowledge (nature) +22,
Knowledge (religion) +22, Perception +23, Spellcraft +22, Stealth +11, Use
Magic Device +22
Languages Aklo,
Common, Draconic, Sylvan, Undercommon
SQ undead
guardian
Ancient Weeping
Willow Dragon CR 18
XP 153,600
NE Gargantuan dragon
Init +3; Senses dragon senses, see in darkness;
Perception +33
Aura frightful
presence (300 ft., DC 27), gloom (90 ft.)
DEFENSE
AC 34, touch 5,
flat-footed 34 (–1 Dex, +29 natural, –4 size)
hp 348
(24d12+192)
Fort +22, Ref +13, Will +20
DR 15/magic; Immune ability drain, energy drain, negative
energy, plant traits; SR 30
OFFENSE
Speed 60 ft., fly
250 ft. (clumsy)
Melee bite +33
(4d6+12), 2 claws +32 (2d8+12), tail slap +30 (2d8+6), wing +30 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks
breath weapon (60-ft. cone, 20d6 negative energy), crush, tail sweep
Spell-Like Abilities
(CL 24th; concentration +29)
At will—death knell (DC 19), deathwatch, enervation, eyebite (DC
23), ghost sound (DC 15)
Sorcerer Spells Known
(CL 13th; concentration +18)
6th (4/day)—circle of death (DC 23), disintegrate (DC 21)
5th (7/day)—hold monster (DC 20), magic
jar (DC 22), suffocationAPG
(DC 22)
4th (7/day)—animate dead, charm monster (DC 19), enervation,
phantasmal killer (DC 19)
3rd (7/day)—lesser animate deadUM, displacement, ray of exhaustion (DC 20), vampiric
touch
2nd (7/day)—blindness/deafness (DC 19), command undead (DC 19), false life, spectral hand, unshakable
chillUM (DC 19)
1st (8/day)—chill touch (DC 18), detect undead, ray of enfeeblement (DC 18), ray
of sickeningUM (DC 18), shield
0 (at will)—arcane mark, bleed (DC 17), dancing lights,
detect magic, disrupt undead, mage hand,
penumbraUM, ray of frost, touch of fatigue (DC 17)
STATISTICS
Str 35, Dex 9, Con 26, Int 20, Wis 23, Cha 20
Base Atk +24; CMB +40 (+42 bull rush); CMD 49 (51 vs. bull rush, 53 vs. trip)
Feats Greater
Spell Focus (necromancy), Greater Vital Strike, Improved Bull Rush, Improved
Initiative, Improved Vital Strike, Multiattack, Persistent SpellAPG,
Power Attack, Quicken Spell, Spell Focus (necromancy), Vital Strike, Weapon
Focus (bite)
Skills Appraise
+32, Bluff +32, Fly +4, Heal +33, Intimidate +32, Knowledge (nature) +32,
Knowledge (religion) +32, Perception +33, Sense Motive +33, Spellcraft +32,
Stealth +6, Use Magic Device +24
Languages
Abyssal, Aklo, Common, Draconic, Infernal, Sylvan, Undercommon
Friday, October 30, 2015
Frightful Fridays! Skull Spider
Hello, and thank you again for joining me in this celebration of three years of monster blogging. Today's post is on its rightful night, too. I couldn't let this mini run of monsters go by without including a spider monster. They're inherently creepy (at least to me), but I added a little more by having this spider drop its babies off in its victim, so they can gnaw on its brain and then make a home in the victim's skull and pretend to be him or her. That is a thing I could see sentient spiders doing, but that's just me.
I hope you enjoy the skull spider, and I'll be back tomorrow with the grand finale for this week's run. Thanks for reading!
I hope you enjoy the skull spider, and I'll be back tomorrow with the grand finale for this week's run. Thanks for reading!
Eight bristled,
segmented legs support a humanoid skull with scraps of hair and rotting flesh
making the victim’s features somewhat recognizable.
Skull Spider CR 11
XP 12,800
LE Tiny aberration
Init +13; Senses
darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 22,
flat-footed 16 (+9 Dex, +1 dodge, +4 natural, +2 size)
hp 136 (16d8+64)
Fort +9, Ref +14, Will +12
Defensive Abilities
improved evasion, skull; Immune
mind-affecting effects
OFFENSE
Speed 20 ft.,
climb 20 ft.
Melee bite +23
(1d4–1 plus grab and poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks
deposit spiders, grab (Large)
Spell-Like Abilities
(CL 16th; concentration +20)
Constant—nondetection
1/day—stoneskin
STATISTICS
Str 8, Dex 29, Con 18, Int 21, Wis 14, Cha 19
Base Atk +12; CMB +19 (+23 grapple); CMD 29 (37 vs. trip)
Feats Agile
Maneuvers, Combat Expertise, Deceitful, Dodge, Improved Feint, Improved
Initiative, Mobility, Weapon Finesse
Skills Bluff +24,
Climb +21, Disguise +24, Escape Artist +16, Knowledge (all) +13, Perception +20,
Spellcraft +19, Stealth +21
Languages Common,
Dwarven, Elven, Gnome, Halfling, Orc; telepathy 300 ft. (skull spiders only)
SQ hive mind
ECOLOGY
Environment any
temperate
Organization
solitary, pair, infiltration (3–6), hive (7–20)
Treasure
incidental
SPECIAL ABILITIES
Deposit Spiders (Ex)
If a skull spider successfully grapples an opponent, it can deposit dozens of miniscule
spiders in the victim as a swift action. At the beginning of the victim’s next
turn and each minute thereafter, it must succeed at a DC 22 Fortitude save or
take 1d6 points of Charisma drain. The victim is unaware of this drain, and a
successful DC 20 Heal check is required to discover the infestation. When the
victim reaches 0 Cha, one of the minute spiders grows to its adult size and
takes control of the victim. The spider retains all of the victim’s knowledge,
abilities, and skills as well as its own.
Removing the spiders requires area of effect damage equal to
one-fourth the skull spider’s maximum hit points. Any spell or effect that
harms vermin also works on the spiders.
Hive Mind (Ex) If
within 300 feet of each other, no skull spider is considered flanked or flat-footed
unless they all are.
Skull Spider Poison
(Ex) Bite—Injury; save Fort DC
22; frequency 1/round for 4 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Skull (Ex) A
skull spider typically inhabits a humanoid skull when it begins combat. As long
as it does so, it gains hardness 5, but all its movement rates decrease to 15
ft., it takes a –4 penalty to Dexterity, and it loses the benefit of improved
evasion. The spider’s statistics with the skull are Ref +12; Defensive Abilities
hardness 5; Speed 15 ft., climb 15
ft.; Melee bite +21 (1d4–1 plus grab
and poison); Dex 25; CMB +17 (+21 grapple); CMD 27 (35 vs. trip); Skills Escape Artist +14, Stealth +19.
Hailing from a distant world where they destroyed its
civilizations, skull spiders traveled to this planet to start their conquest
anew. These aberrant creatures have a spider-like appearance, but they are not
true spiders. They feast on brain tissue and prefer brains belonging to
intelligent creatures. After feeding, they gain the memories and abilities of
the creature they consume, and they roost in the victim’s skull and impersonate
the victim. Their stolen memories fade over time, however. After a three- to
five-year period, the spiders bud offspring and detach themselves from their
host, using the skull as armor and leaving a gory, headless body behind. Until
this time, skull spiders typically conduct themselves as their victims would
behave and gain new experiences to share with other skull spiders, including
their offspring.
Skull spiders gather in groups for mutual protection and
information sharing. Small groups infiltrate a settlement and slowly convert
the inhabitants. If skull spiders exclusively populate the settlement, the
creatures send out a reconnaissance group to scout for a suitable spot to
relocate. Mass exoduses of skull spiders leave baffling trails of headless
corpses.
Subscribe to:
Posts (Atom)









