Friday, November 17, 2017

Frightful Fridays! Undead Wolves

Hello and welcome back for another Frightful Fridays! This week's monster duo is courtesy of my friend Patrick who asked for collections of undead animals. The wolf head swarm and the ghostly wolf troop worked together nicely, so I decided to put them both out simultaneously.

I hope you enjoy either or both sets of wolves. I'll see you next week!


Foul, necromantic energies animate hundreds of wolf heads, which let loose simultaneously with a chilling howl.
Deadwolf Swarm      CR 10
XP 9,600
CE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft., scent; Perception +26
DEFENSE
AC 25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +8 natural, +2 size)
hp 127 (15d8+60)
Fort +8, Ref +11, Will +12
Defensive Abilities swarm traits; DR 10/good; Immune undead traits
OFFENSE
Speed 40 ft.
Melee swarm (3d6 negative energy plus 1d8 Dexterity damage, distraction, and trip)
Space 10 ft.; Reach 0 ft.
Special Attacks dexterity drain, distraction (DC 20), mournful howl, trip
STATISTICS
Str 14, Dex 19, Con —, Int 7, Wis 16, Cha 17
Base Atk +11; CMB — (+17 trip); CMD
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Intimidate), Skill Focus (Perception), Toughness
Skills Intimidate +27, Perception +26, Stealth +16
ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, death pack (3–6)
Treasure none
SPECIAL ABILITIES
Dexterity Drain (Su) A creature that takes Dexterity damage from a deadwolf swarm must succeed at a DC 20 Fortitude save or half of the Dexterity damage converts to Dexterity drain. When a creature fails the save, the deadwolf swarm gains 5 temporary hit points. The save DC is Charisma-based.
Mournful Howl (Su) As a swift action, a deadwolf swarm can let loose a terrifying howl, allowing it a free Intimidate check to demoralize all creatures within 60 feet that can hear the howl. A creature within the swarm and already suffering the shaken condition becomes frightened on a failed save. The save DC is Charisma-based.
Trip (Ex) A deadwolf swarm can trip opponents it damages with its swarm attack. Its effective CMB equals BAB + Strength modifier + 4 (racial bonus), giving a typical deadwolf swarm CMB +17.

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Every spectral wolf in this regimented group numbering over a dozen bares its teeth menacingly.
Ghost Wolf Troop      CR 13
XP 25,600
LE Medium undead (incorporeal, troop)
Init +12; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 23, touch 23, flat-footed 14 (+4 deflection, +8 Dex, +1 dodge)
hp 180 (19d8+95)
Fort +10, Ref +16, Will +16
Defensive Abilities channel resistance +4, incorporeal, troop traits; DR 10/good and silver; Immune undead traits
OFFENSE
Speed fly 50 ft. (perfect); sprint
Melee troop (4d6+8 negative energy)
Space 20 ft.; Reach 5 ft.
Special Attacks chilling howl
STATISTICS
Str —, Dex 27, Con —, Int 11, Wis 16, Cha 19
Base Atk +14; CMB +22; CMD 37 (can't be tripped)
Feats Dodge, Hover, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Toughness, Wind Stance
Skills Fly +23, Intimidate +26, Perception +25, Stealth +26, Survival +22
ECOLOGY
Environment any land
Organization solitary or pack (2–4)
Treasure none
SPECIAL ABILITIES
Chilling Howl (Su) As a standard action, a ghost wolf troop can release negative energy in the form of a howl in unison. All creatures within the troop’s space and within 20 feet of the troop must attempt a DC 23 Will save. Creatures sharing a space with the troop take 8d6 points of negative energy damage and are stunned for 1d4 rounds on a failed save. Creatures not sharing a space with the troop gain a +2 circumstance bonus on their Will saves, and take 4d6 points of negative energy damage and are stunned for 1 round on a failed save. A successful save halves the damage and negates the stunned effect. The save DC is Charisma-based.
Sprint (Ex) Once per minute a ghost wolf troop may sprint, increasing its speed to 100 feet for 1 round.

Deadwolf swarms and ghost wolf troops each arise as a result of the mass slaughter of living wolves. Sometimes, the inciting event will create both deadwolf swarms and ghost wolf troops, particularly if the wolves were decapitated en masse. The first order of business for the undead wolves is to destroy the person or people responsible for their deaths. Afterwards, the wolves continue hunting as packs like they did in life, but they usually target intelligent prey rather than game. Powerful vampires and liches attract both types of undead to their side with promises of plenty of fresh kills in return for protection. These undead controllers stand amid the wolves with little fear of harm from the creatures, adding a further element of terror in their battles against the living.


Friday, November 10, 2017

Frightful Fridays! Glitteranha

Hello and welcome back to another Frightful Fridays! I might get used to actually dropping these on Friday. Today's monster is a cute and cuddly voracious fey that can blind their prey and attach to them with their sharp teeth. Glitteranhas encountered in swarms don't stick to their victims, but they leave bloodier wounds, so it's not much of a trade off.

I hope you enjoy the glitteranha, and I'll see you next week with another monster!



This bipedal creature has fish scales, cartilaginous wings, fin-like ears, and a dorsal fin atop its head. Its face features lifeless eyes and a grinning mouth full of razor-sharp teeth, which it continually gnashes.
Glitteranha      CR 3
XP 800
NE Tiny fey (aquatic)
Init +7; Senses low-light vision; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +4
DR 5/cold iron
OFFENSE
Speed 10 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3–1 plus attach and 1d2 bleed)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks glittering assault
Spell-Like Abilities (CL 5th; concentration +11)
   At will—glitterdust (DC 14)
STATISTICS
Str 8, Dex 17, Con 14, Int 7, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+3 to jump), Escape Artist +11, Fly +15, Perception +8, Stealth +17, Swim +15
SQ amphibious
Environment temperate forests, lakes, or plains
Organization solitary, pair, gnash (3–20)
Treasure incidental
SPECIAL ABILITIES
Attach (Ex) For each round a glitteranha remains attached to a creature, its bleed damage becomes cumulative.
Glittering Assault (Sp) As part of a move action or charge where a glitteranha ends its move adjacent to or in the same square as an enemy, it can cast glitterdust, targeting only that foe. It must succeed at a DC 19 concentration check, for which it has a +4 racial bonus, otherwise the spell has no effect. If it succeeds in using glitterdust and its opponent is blinded as a result, it takes no attack of opportunity from that foe for moving through its threatened squares.


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Numerous razor-toothed flying fey comprise this cloud of creatures, heralded with insane chittering and gnashing of teeth.
Glitteranha Swarm      CR 8
XP 4,800
NE Tiny fey (aquatic, swarm)
Init +10; Senses low-light vision; Perception +17
DEFENSE
AC 21, touch 19, flat-footed 14 (+6 Dex, +1 dodge, +2 natural, +2 size)
hp 102 (12d6+60)
Fort +10, Ref +14, Will +10
Defensive Abilities swarm traits; DR 10/cold iron; SR 19
OFFENSE
Speed 10 ft., fly 40 ft. (good), swim 30 ft.
Melee swarm (3d6 plus 1d6 bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks blinding light, distraction (DC 20)
STATISTICS
Str 8, Dex 23, Con 18, Int 7, Wis 15, Cha 16
Base Atk +6; CMB —; CMD
Feats Dodge, Great Fortitude, Improved Initiative, Mobility, Toughness, Wind Stance
Skills Acrobatics +21 (+13 to jump), Fly +21, Intimidate +15, Perception +17, Stealth +21, Swim +21
SQ amphibious
ECOLOGY
Environment temperate forests, lakes, or plains
Organization solitary or bloodchurn (2–8)
Treasure incidental
SPECIAL ABILITIES
Blinding Light (Su) At the end of a glitteranha swarm’s movement, it targets all creatures within its space and all creatures adjacent to it with an effect similar to glitterdust. Creatures that succeed on DC 19 Will save are dazzled for 1 round. As per glitterdust, a blinded creature can attempt a new Will save at the end of its turn. The save DC is Charisma-based.

Glitteranhas are fey creatures which used to hunt in otherwise pristine lakes. Their tremendous appetites caused them to strip their homes of food, and they eventually turned on each other. Their cannibalistic acts cursed them to a life of never-ending hunger but provided adaptations to diversify their hunting range. Individually, glitteranhas are tenacious foes and rarely let go of prey once they have latched on. While they have the ability to blind prey from a distance, they lack the patience to wait for it to take effect and often charge in to tear flesh from their targets. More frighteningly, glitteranhas gather in massive swarms and annihilate life where they pass. Their greater numbers induce a strange feedback which improves their defensive capabilities, making them much more difficult to repel. However, once the swarm disperses, individual glitteranhas attack and devour each other, creating a gruesome sight.

A typical glitteranha measures 2 feet in length and weighs 30 pounds. The creatures can live up to 60 years, but their voracious appetites tend to shorten this lifespan.


Friday, November 3, 2017

Frightful Fridays! Physiscopia

Hello and welcome back to another Frightful Fridays! This week's monster is actually posting on Friday, making it 5 in a row, which is a recent record. I'll try to keep the momentum going. Anyway, today's monster, the physiscopia, is essentially a menagerie of animals (with accents of plant). It hurts the physiscopia when it yanks an animal from its collective, but the animal benefits from any ongoing protections/augmentations benefiting the physcopia.

I'll be back next week with another monster. Thanks for reading!



A riot of animals lines this humanoid creature’s “skin,” which also features bark from numerous different trees. A cacophony of roars, howls, bird cries, and trumpets erupts from the creature.
Physiscopia      CR 8
XP 4,800
N Large monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
hp 95 (10d10+40)
Fort +9, Ref +11, Will +10
DR 5/cold iron
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +14 (1d8+5), 2 claws +14 (1d6+5), gore +14 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks detach animal, wild shape (as 8th level druid, animal forms only, 5/day)
Spell-Like Abilities (CL 10th; concentration +12)
   At will—speak with animals
   1/day—aspect of the bear[APG], aspect of the falcon[APG], aspect of the stag[APG], aspect of the wolf[APG], blessing of the salamander[APG], greater animal aspect[UC]
Druid Spells Prepared (CL 10th; concentration +13)
   5th—animal growth (DC 18), commune with nature
   4th—atavism[UM] (DC 17), bloody claws[APG] (DC 17), thorn body[APG]
   3rd—dominate animal (DC 16), mad monkeys[UM], greater magic fang, rain of frogs[UM]
   2nd—animal messenger, barkskin, bear's endurance, bull's strength, summon swarm
   1st—calm animals (DC 14), charm animal (DC 14), entangle (DC 14), hide from animals, longstrider
   0 (at will)—create water, know direction, resistance, stabilize
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 16, Cha 15
Base Atk +10; CMB +16; CMD 30
Feats Great Fortitude, Natural Spell, Outflank[APG], Quick Wild Shape[UM], Wild Speech[UM]
Skills Climb +13, Fly +11, Handle Animal +15, Knowledge (nature) +14, Perception +16, Survival +16, Swim +12
Languages Sylvan; speak with animals
ECOLOGY
Environment any
Organization solitary or menagerie (2–12)
Treasure incidental
SPECIAL ABILITIES
Detach Animal (Su) As a move action, a physiscopia can release an animal from its collective mass. This acts as a summon nature’s ally I–V spell (CL 10th), but the physiscopia can only call forth a single creature with the animal type. This ability deals an amount of damage to the physiscopia equal to twice the spell level. If the animal is still alive at the end of the spell’s duration, it returns to the physiscopia’s mass, healing it the same amount of hit points. An animal called forth in this way benefits from all spells and spell-like abilities affecting the physiscopia when it uses this ability. The animal is also treated as possessing any teamwork feats possessed by the physiscopia. Additionally, the animal gains DR 2/cold iron. A physiscopia must call forth a different animal each time it uses this ability, unless an animal has returned to its mass. It must wait 24 hours before it can use this ability for an animal that has died.

Chosen guardians of nature, physiscopias embody all elements of animals and plants. Lesser physiscopias lean more toward animal aspects, while more powerful specimens combine fauna and flora. They contain all known animal species within their whole and can pluck individual animals to help them combat those who harm the natural world. Physiscopias have humanoid origins and maintain an awareness of the balance between civilization and nature, so they check their attacks against humanoids who unwittingly harm their protectorates, seeking only to drive the offenders away. Against deliberate encroachment, though, physiscopias allow their primal nature to take hold and pursue and kill transgressors. Because the animals are part of a physiscopia gestalt, anything benefitting physiscopias also benefits the animals they detach from the whole. Given enough time to prepare, physiscopias can create a powerful army of animals with which they can overwhelm their foes. Physiscopias are aware of the danger they expose their animal components to when they pull them out for battle and mourn every animal they lose in a fight.

Typical physiscopias stand 8 feet tall and weigh 400 pounds. They have a lifespan of 200 years, but very few of them reach old age.

A druid of at least 10th level can become a physiscopia through a 24-hour ritual that takes place at one of the equinoxes. More powerful druids (15th level or higher) who become physiscopias gain access to higher level summon nature’s ally spells for their detach special ability, can call forth plant creatures, and cannot be harmed by animals or plants.

Tuesday, October 31, 2017

Frightful Fridays! Monster Mayhem! Zha'arg'll

Hello and welcome to the finale of the Frightful Fridays! fifth anniversary celebration! I'd been waiting for the right moment to spring a monster based on the below image, and five years to the date of starting this feature seemed appropriate. Some of Zha'arg'll's aspects take their cue from the awesome move, Harbinger Down, and those of you who have seen the movie will pick up on those right away. Thanks for reading along during this month of monsters!

If you enjoyed these monsters, please consider taking a look at my Patreon page and pledging as little as $1/month. It is thanks to the support of my patrons that I could devote a month designing monsters (weighing in at a total of 22,000 words for the month) for the blog.


Worst Macy's Thanksgiving Parade Float Ever!
(alternatively: That's No Balloon!)


This massive eight-legged, segmented creature floats lazily. A pink fluid oozes from its mouth and the short claws at the end of its limbs.
Zha'arg'll      CR 30
XP 9,830,400
CN Colossal magical beast (kaiju)
Init +12; Senses darkvision 600 ft., low-light vision; Perception +48
DEFENSE
AC 50, touch 10, flat-footed 42 (+8 Dex, +40 natural, –8 size)
hp 774 (36d10+576); fast healing 30
Fort +35, Ref +28, Will +26
Defensive Abilities amorphous, ferocity, indestructible, reactive reshape, recovery, splashback; DR 20/epic and slashing; Immune ability damage, ability drain, acid, death effects, disease, energy drain, fear; Resist cold 20, electricity 30, fire 30, negative energy 30, sonic 30
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft., fly 90 ft. (poor), swim 90 ft.
Melee 4 slams +49 (6d10+21/19–20 plus 4d6 acid and disease)
Space 30 ft.; Reach 20 ft.
Special Attacks breath weapon (DC 43), disease, engulf (DC 49, 20d6 acid and disease), hurl foe
STATISTICS
Str 53, Dex 26, Con 41, Int 3, Wis 34, Cha 28
Base Atk +36; CMB +65 (+67 bull rush or drag, +69 sunder); CMD 83 (85 vs. bull rush, drag, or sunder, 91 vs. trip)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (slam), Improved Drag[APG], Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Stunning Critical, Toughness, Vital Strike
Skills Fly +10, Perception +48, Swim +48
Languages Aklo (can’t speak)
SQ compression, massive
ECOLOGY
Environment any cold
Organization solitary (unique)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds as a standard action, Zha'arg'll can expel pink vomit to a range of 300 feet. Each creature caught in the line must succeed at a DC 43 Reflex save or take 20d6 points of acid damage. A successful save halves the damage. If a creature takes any damage from Zha'arg'll’s breath weapon, it is subject to Zha'arg'll’s genetic rewrite disease (with a +4 circumstance bonus on the save against the disease on a successful Reflex save). The save DC is Constitution-based.
Genetic Rewrite Disease (Su) Breath weapon, engulf, or slam—injury; save Fort DC 43; onset 1d6 rounds; frequency 1 round; effect 2d6 points of damage to each physical ability score and staggered for 1 round; cure 4 consecutive saves. Victims otherwise immune to disease are affected by Zha'arg'll’s disease, but they receive a +8 enhancement bonus on their Fortitude saves. Heal does not automatically remove the disease; a caster level check must be attempted as per remove disease, but casting heal grants a +8 bonus to the check. Additionally, dealing 70 points of cold damage to a victim cures the disease.
If any of the victim’s physical ability scores drop to 0 as a result of this disease, it dies and transforms into a puddle of goo. Any creature touching this goo is subject to this disease. At the end of Zha'arg'll’s next turn, any puddles of goo rejoin Zha'arg'll and heal it a number of hit points equal to the slain creature’s total hit points. Any excess hit points are treated as temporary hit points and last for 1 hour.
Indestructible (Su) Zha'arg'll does not die unless it takes at least half its total hit points in cold damage. While it appears dead when its hit points are reduced to a negative amount equal to its Constitution score, its remains go dormant and respawn Zha'arg'll anew after a year. Destroying Zha'arg'll requires dealing cold damage equal to its total hit points and successfully casting remove disease or heal 7 times (using the save DC for its genetic rewrite disease, and subject to its effects on heal) within 10 minutes of dealing the cold damage.
Reactive Reshape (Ex) When Zha'arg'll is targeted by a ranged attack or a melee piercing weapon, it can spend one use of its Combat Reflexes feat to make a combat maneuver check in place of its Armor Class (against touch attacks, the combat maneuver check takes a –8 penalty).
Splashback (Ex) A creature that strikes Zha'arg'll with a melee attack must attempt a DC 36 Reflex save to avoid taking 4d6 points of acid damage and being subject to Zha'arg'll’s genetic rewrite disease. This affects creatures at a range up to 20 feet from Zha'arg'll, but every 5 feet away from it grants a +2 circumstance bonus on the save. The save DC is Dexterity-based.


Zha'arg'll, the Affliction from Beyond the Stars, comes from a now dead world where experimenters sought to create a gestalt mind to unify all the world’s populace. They learned too late they received instructions from powerful and ancient beings which wanted to terminate life in the universe. In a last-ditch effort to save the world, the leaders used magic and technology to jettison the creature into the cold depths of space. Unfortunately, they couldn’t scour the creature’s remnants, and they grew quietly into another creature and, with the world spent of its resources to deal with a repeat of the threat, laid waste to everything. Meanwhile, the original creation drifted until it crash landed in the polar region of its new home. There it waits until it feels body heat and senses intelligence, at which point it will activate and begin its reign of destruction anew.

Zha'arg'll seems relatively harmless despite its size. Its appearance is similar to a tardigrade writ large, and its stubby legs end in seemingly useless claws. However, Zha'arg'll is actually comprised of billions of microscopic tardigrades it can keep to a cohesive whole. When it strikes a target, it sloughs off thousands of the microscopic creatures, inflicting almost no harm to the composite creature. This infestation overwrites the genetic code of the victim, eventually transforming its victim’s flesh and bones into more of itself. When the victim dies, the resulting mass rejoins Zha'arg'll, adding to its mass and restoring any injuries it may have incurred.

When Zha'arg'll “dies,” it explodes in a shower of seemingly inert gore. However, its remaining viable genetic material leaks into the ground and undergoes a dormant cycle where it regrows to its full size after a year, devouring and assimilating whatever fauna it can find. As it grows, the bizarre creature sends out a subliminal pulse to nearby polar tribes This pulse promises great power to those who find it and assume it as a mantle.

Monday, October 30, 2017

Frightful Fridays! Monster Mayhem! Nameless Naga

Welcome back for the next to last October monster! The nameless naga is not quite at the Great Old One level, but it is a wonderful associate for one. It also doesn't mind consuming PCs' minds or reducing their bodies to piles of goo. If the nagas are feeling especially cooperative, they might be able to open a gate to call forth a primordial deity. Fun!

There's one more monster to go this month, and I'm looking forward to unveiling it tomorrow!



An octopus head with a mouth surrounded by tentacles tops this serpentine body, from which sprout six arms ending in wicked claws.
Nameless Naga      CR 29
XP 6,553,600
CE Huge aberration
Init +17; Senses darkvision 60 ft., true seeing; Perception +40
Aura will suppression (DC 37)
DEFENSE
AC 47, touch 25, flat-footed 30 (+17 Dex, +22 natural, –2 size)
hp 731 (34d8+578); regeneration 30 (fire)
Fort +27, Ref +28, Will +27
DR 20/cold iron, epic, and lawful; Immune ability damage, ability drain, acid, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist electricity 30, fire 20; SR 40
OFFENSE
Speed 60 ft., climb 40 ft., fly 80 ft. (good), swim 90 ft.
Melee bite +39 (5d6+15/19–20 plus 3d6 bleed, grab, and poison), 6 claws +39 (3d8+15/19–20 plus grab), tail slap +36 (3d8+7 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks brush with madness, constrict (tail only, 3d8+15), dissolution, eviscerate, independent grapple, poison, sneak attack +10d6, surprise slash, swallow whole (12d6 acid, AC 21, 73 hp)
Spell-Like Abilities (CL 34th; concentration +44)
   Constant—true seeing
   At will—deeper darkness
Sorcerer Spells Known (CL 20th; concentration +30)
   9th (7/day)—dominate monster (DC 31), mass hold monster (DC 31), transmute blood to acid[UM] (DC 31)
   8th (7/day)—frightful aspect[UC], irresistible dance (DC 30), polymorph any object (DC 30)
   7th (7/day)—greater hostile juxtaposition[UC] (DC 27), insanity (DC 29), spell turning
   6th (8/day)—cloak of dreams[APG] (DC 28), greater dispel magic, mass suggestion (DC 28)
   5th (8/day)—baleful polymorph (DC 27), feeblemind (DC 27), hold monster (DC 27), mind fog (DC 27)
   4th (8/day)—bestow curse (DC 24), black tentacles, charm monster (DC 26), mindwipe[OA] (DC 26)
   3rd (8/day)—displacement, haste, lightning bolt (DC 23), slow (DC 25)
   2nd (9/day)—blindness/deafness (DC 22), false life, hideous laughter (DC 24), mirror image, touch of idiocy
   1st (9/day)—mage armor, magic missile, protection from law, reduce person (DC 23), shield
   0 (at will)—acid splash, bleed (DC 20), dancing lights, detect magic, mage hand, prestidigitation, ray of frost, resistance, touch of fatigue (DC 20)
STATISTICS
Str 40, Dex 45, Con 42, Int 21, Wis 26, Cha 31
Base Atk +25; CMB +42 (+46 grapple); CMD 69 (can't be tripped)
Feats Bleeding Critical, Combat Casting[B], Combat Reflexes, Critical Focus, Eschew Materials[B], Greater Spell Focus (enchantment, transmutation), Improved Critical (bite, claw), Multiattack, Sneaking Precision[UC], Spell Focus (enchantment, transmutation), Stand Still, Stealthy, Toughness, Weapon Focus (bite, claw)
Skills Acrobatics +44 (+56 to jump), Bluff +42, Climb +31, Escape Artist +48, Fly +17, Intimidate +40, Knowledge (arcana, planes) +39, Perception +40, Spellcraft +40, Stealth +46, Swim +31, Use Magic Device +40
Languages Abyssal, Aklo, Celestial, Common, Infernal; telepathy 120 ft.
SQ compression, improbable arcane engine
ECOLOGY
Environment any
Organization solitary or coven (3)
Treasure double
SPECIAL ABILITIES
Brush with Madness (Su) After a nameless naga’s mind-affecting spell ends or is resisted, the target creature must attempt a DC 37 Will save or become confused for 2d6 rounds. The save DC is Charisma-based.
Dissolution (Su) If a swallowed creature is reduced to less than 0 hp, it must succeed at a DC 43 Fortitude save or disintegrate, healing the nameless naga by an amount of hit points equal to twice the creature’s Hit Dice.
Eviscerate (Ex) If a nameless naga maintains a grapple against an opponent, it deals 2d6 points of damage to a physical ability score of its choice in addition to the chosen action.
Independent Grapple (Ex) A nameless naga can grapple up to three creatures of two size categories lower than itself (or smaller) without negatively impacting itself.
Improbable Arcane Engine (Su) During its turn, a nameless naga can either use deeper darkness as a quickened spell-like ability or cast a quickened 6th-level spell or lower, without using higher slot.
Nameless Naga Poison (Ex) Poison—Injury; save Fort DC 43; frequency 1/round for 10 rounds; effect 2d4 points of damage to all stats; cure 3 consecutive saves.
Spells A nameless naga casts spells as a 20th-level sorcerer.
Surprise Slash (Ex) A nameless naga inflicts half its sneak attack damage to an opponent it has grappled.
Will Suppression Aura (Su) The first time a creature enters a nameless naga’s will suppression aura, it must attempt a DC 37 Will save. On a failure, it permanently loses any immunity to mind-affecting effects it possesses, and replaces it with a +8 enhancement bonus on saves against mind-affecting effects. Creatures without immunity to mind-affecting effects that first enter the aura take a permanent –8 penalty on Will saves on a failed save. This is a curse effect. The save DC is Charisma-based.

Nameless nagas sprung from naga covens who heeded the strange call to travel to dimensions beyond mortal reckoning and came back from the journey…changed. Their altered minds gave them greater command over arcane power and their bodies mutated to make them fearsome adversaries. They have also undertaken a mission to open their world up to the dark gods from beyond and extract information about ancient rituals from their victims to that end. As nihilistic agents of their new lords, they care little about the state of the creatures they encounter and leave gibbering, fearful wrecks in their wake.

Unlike many other nagas, nameless nagas work well together and form covens to better enact their plans. A nameless naga coven works similarly to a hag coven, but only has access to gate, interplanetary teleport[UM], mass suffocation[APG] (DC 31), and weird (DC 31). When all three nagas are within 20 feet of one another, they increase their spell resistance by 5, the save DCs for their spells increase by 2, and their regeneration changes to fast healing. A nameless naga coven can convert a different type of naga into a nameless naga during a two-day-long winter solstice ritual. This new naga must find or form its own coven.


A nameless naga is 25 feet long, including a tail reaching 8 feet in length, and it weighs 1,200 pounds.

Sunday, October 29, 2017

Frightful Fridays! Monster Mayhem! Treewretch

Welcome back to the Frightful Fridays! fifth anniversary celebration. Helping round out the supremely powerful monsters is the treewretch, the failed result of a demonic attempt to create their version of the World Tree. It failed in that particular aspect, but it's turned out to be an incidental weapon of death and destruction.

I hope you enjoy the treewretch. See you tomorrow with the anniversary's penultimate monster!




Diseased earth surrounds this horrific, twisted tree covered with milky eyes and toothy maws. Several dead bodies dangle from the tree’s branches and twitch in a mocking dance.
Treewretch      CR 28
XP 4,915,200
CE Gargantuan plant
Init +11; Senses blindsight 60 ft., low-light vision; Perception +37
Aura unholy aura
DEFENSE
AC 47, touch 17, flat-footed 36 (+11 Dex, +30 natural, –4 size)
hp 682 (35d8+525); regeneration 20 (fire)
Fort +33, Ref +24, Will +24
Defensive Abilities blood tears, husks, scream of pain; DR 20/cold iron, epic, and good; Immune acid, electricity, plant traits; Resist cold 20
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft.
Melee 3 bites +40 (2d10+17/17–20 plus grab), 5 slams +40 (3d6+17/19–20 plus grab)
Ranged 2 rocks +34 (2d10+25)
Space 20 ft.; Reach 20 ft. (30 ft. with slam)
Special Attacks destruction strike, razor teeth, rock throwing (240 ft.), swallow whole (8d6 acid and bludgeoning, AC 25, 68 hp)
Spell-Like Abilities (CL 25th; concentration +34)
   Constant—unholy aura
   At will—destruction (DC 28), horrid wilting (DC 29), wail of the banshee (DC 30)
   3/day—quickened wail of the banshee (DC 30), waves of exhaustion
   1/day—cursed earth[UM] (DC 30)
STATISTICS
Str 45, Dex 32, Con 38, Int 15, Wis 37, Cha 28
Base Atk +26; CMB +47 (+49 bull rush, +51 grapple); CMD 68 (70 vs. bull rush, can't be tripped)
Feats Awesome Blow, Bleeding Critical, Combat Reflexes, Critical Focus, Devastating Strike[UC], Greater Spell Focus (necromancy), Greater Vital Strike, Improved Bull Rush, Improved Critical (slam), Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (wail of the banshee), Spell Focus (necromancy), Toughness, Vital Strike, Weapon Focus (bite), Weapon Focus (slam)
Skills Intimidate +44, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Perception +37, Spellcraft +30
Languages Aklo, Sylvan
ECOLOGY
Environment any land
Organization solitary (unique)
Treasure double
SPECIAL ABILITIES
Blood Tears (Su) Three times per day as a standard action, a treewretch can weep tears of acidic blood. This grants it resist 20 against fire and adds 2d6 acid damage to its slam attacks. These benefits last for 1d4+1 rounds or until the treewretch takes more than 20 points of fire damage (before applying its fire resistance).
Destruction Strike (Sp) If a treewretch confirms a critical hit, it can use its destruction spell-like ability as an immediate action. The effect is lessened, however, and only inflicts 10d6 points of damage on a failed save and no damage on a successful save.
Husks (Ex) A treewretch can expend two uses of its Combat Reflexes feat to interpose one of the dead bodies hanging from it against a ranged attack. When it uses this ability, it makes a combat maneuver check, and if the result of the check exceeds the result of the ranged attack roll, the husk takes the damage. The treewretch begins combat with 2d6 husks and loses a husk if it takes more than 20 points of damage from the intercepted attack (otherwise, the husk fully regenerates after the attack). The treewretch can spend a move action or forgo one of its slam attacks to add a dead creature within reach to its husks.
Razor Teeth (Ex) A treewrtech’s critical threat range for its bite attack is 17–20.
Scream of Pain (Su) If a treewretch is struck with a slashing or piercing weapon, it unleashes a scream that deals 1d6 points of sonic damage per 10 points of damage dealt to all creatures within 20 feet (DC 36 Reflex halves). A confirmed critical hit with a slashing or piercing weapon allows the treewretch to use its wail of the banshee spell-like ability as an immediate action. This counts against the number of quickened wail of the banshee uses it has, but it can still use this ability even if it no longer has uses of quickened wail of the banshee.

Seeking to create their own Abyssal version of Yggdrasil, several powerful demons tended a single tree on the Prime Material Plane that defiantly stood after they laid waste to the forest surrounding it. The tree gained intelligence and absorbed the malevolence of its demon caretakers. The treewretch learned about the demons’ plans to move it to the Abyss. Having no desire to leave its terrestrial home, it destroyed the demons and scattered its seeds throughout the Prime Material Plane, where one descendent of the original tree lives on multiple different worlds. The demon lords overseeing the experiment viewed it as a failure and decided to leave the trees where they rooted to sow death and mayhem.

A treewretch is a slow-moving creature, but it is incredibly reactive when it comes to combat. It grabs the bodies of creatures it has slain and uses them to deflect attacks from those who attack it from afar. It makes no effort to hide itself from detection, so it spends little time in forests except to devastate them. Demons are also drawn to a treewretch, despite the fact the creature is just as likely to kill them as any mutual foes, and lurk about the treewretch’s branches.


Upon a treewretch’s death, it explodes in a shower of foul-smelling seeds, which shoots to all corners of the world; one (and only one) takes root in a remote location and becomes a new treewretch after a week of growth. A treewretch is 28 feet tall and weighs 12 tons.

Saturday, October 28, 2017

Frightful Fridays! Monster Mayhem! Ashen Goliath

Hello and welcome back for more frightful monsters! Today's monster, the ashen goliath, is the first undead monster to make an appearance for the anniversary, but I had to save this one for a very high CR slot. It's awful and it will neutralize healers in a party, making it more awful.

I hope you enjoy the ashen goliath. See you tomorrow with the next horrific thing!



This skeletal creature seemingly composed entirely of ash towers over everything around it. A hateful glowing orb takes up most of its head.
Ashen Goliath      CR 27
XP 3,276,800
NE Colossal undead
Init +6; Senses blindsight 60 ft., darkvision 60 ft.; Perception +43
Aura frightful presence (60 ft., DC 40)
DEFENSE
AC 46, touch 26, flat-footed 44 (+2 Dex, +20 natural, +22 profane, –8 size)
hp 647 (35d8+490); fast healing 20
Fort +24, Ref +26, Will +24
Defensive Abilities choking cloud, hateful deflection; DR 20/holy (or undead bane) and silver; Immune cold, electricity, fire, positive energy, undead traits
OFFENSE
Speed 90 ft.
Melee 2 slams +37 (4d6+18/19–20 plus 4d8 negative energy damage, ashen remains, energy drain)
Ranged hate-fueled cannon +21 touch (12d8+13)
Space 30 ft.; Reach 30 ft.
Special Attacks absorb positive energy, devastation at ground zero, energy drain (1d4+1 levels, DC 40), hate-fueled cannon
STATISTICS
Str 47, Dex 15, Con —, Int 8, Wis 20, Cha 37
Base Atk +26; CMB +52 (+54 bull rush, +56 sunder); CMD 86 (88 vs. bull rush or sunder)
Feats Awesome Blow, Combat Reflexes, Dazzling Display, Deadly Finish[UC], Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Intimidating Prowess, Power Attack, Sundering Strike[APG], Toughness, Weapon Focus (hate-fueled cannon, slam)
Skills Acrobatics +2 (+26 to jump), Intimidate +69, Knowledge (religion) +37, Perception +43
ECOLOGY
Environment any land
Organization solitary or night’s army (1 ashen goliath plus 1 lich with caster level 20, 2–8 vampires of 20th level, and 10–100 undead of CR 15 or higher)
Treasure none
SPECIAL ABILITIES
Absorb Positive Energy (Su) When positive energy is used to harm undead, an ashen goliath automatically absorbs the positive energy and adds the damage to the next use of its hate-fueled cannon. When positive energy is used to heal living creatures, an ashen goliath can take an immediate action to attempt to absorb it by succeeding at an opposed Charisma check against the creature casting the spell or using an ability. If the ashen goliath is successful, it absorbs the positive energy as above.
Ashen Remains (Su) On a successful hit with its slam attack, an ashen goliath leaves a layer of ash on its opponent. This ash deals 2d8 points of negative energy at the beginning of the target’s turn until it is removed. A full-round action or exposure to strong winds removes the ash.
Choking Cloud (Su) When an ashen goliath is struck by a bludgeoning or slashing weapon, it releases a cloud of ash toward the creature that struck it, out to a distance of 15 feet. If the creature is caught in this cloud, it must attempt a DC 40 Reflex save or take 2d8 points of negative energy damage, and become nauseated for 1d4 rounds and then sickened for 1 minute. On a successful save, the creature is only sickened for 1 round and takes no damage. The save DC is Charisma-based.
Damage Reduction Only silver weapons with the holy or undead bane weapons special abilities can bypass an ashen goliath’s damage reduction.
Devastation at Ground Zero (Su) When an ashen goliath is destroyed it detonates in a blast of pure hatred, dealing 24d8 points of damage to all creatures within 30 feet of the goliath, 16d8 points of damage to all creatures between 30 and 60 feet from the goliath, and 8d8 points of damage to all creatures between 60 and 120 feet from the giant. A DC 40 Reflex save halves this damage. The save DC is Charisma-based.
Hate-Fueled Cannon (Su) An ashen goliath can attack with its hate-fueled cannon as part of a full-attack action or when it uses two move actions to move. The cannon has a range increment of 120 feet and deals untyped damage, which includes the goliath’s Charisma modifier (rather than its Strength modifier).
Alternatively, an ashen goliath can take a standard action to fire its cannon in a 15-foot-wide, 120-foot-long line, inflicting the listed damage to all creatures caught in the line (DC 40 Reflex halves). It must wait 1d4 rounds before it can use this version of its ability again; this does not prevent it from otherwise making attacks with its hate-fueled cannon. The save DC is Charisma-based.
Creatures that die as a result of damage from the goliath’s hate-fueled cannon are reduced to ash.
Hateful Deflection (Su) An ashen goliath adds its Charisma-modifier to its Reflex saves.

When an entire settlement falls in a violent attack, usually involving fire or some other overwhelming release of energy, and healers refused to come to the settlement’s aid allowing the few remaining survivors to die a linger death, an ashen goliath forms from the remains. The resulting creature is a revenge-driven machine of destruction which seeks to inflict its pain one hundred-fold. When it fights multiple foes, it scans for any opponents with holy symbols of deities that potentially lend healing powers to the opponents. It slaughters all creatures but the opponents it identified and grimly enjoys the futility of the healers attempting to restore health and life as it absorbs life-giving energy. It uses this energy to fuel its core of anger, which it unleashes on its foes in single bursts or in a destructive line. Its sheer power and malice is like a beacon to other undead creatures, which flock to the goliath. The most powerful undead attempt to manipulate the goliath for their own purposes, which suits the creature as long as it can continue unleashing its devastation. However, when an ashen goliath meets its ultimate end, not even undead creatures are safe from the apocalyptic energies it releases.


An ashen goliath is nearly 40 feet tall and weighs 25 tons.

Friday, October 27, 2017

Frightful Fridays! Monster Mayhem! Razor Trilobite Beetle

Welcome back to the Frightful Fridays! anniversary, where once again I'm hitting a Friday post (sure, posting every day helps with that). Today's beauty is its own slasher horror film, complete with decapitations. The razor trilobite beetle will make your characters' lives miserable for a round, until regeneration or resurrection spells are cast.

I hope you like the razor trilobite beetle. Stay tuned for monster number 28!



Fresh blood drips from the edges of this giant black beetle’s armor-like shell. Its tail features a number of dangerous looking barbs.
Razor Trilobite Beetle      CR 26
XP 2,457,600
N Large vermin
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +2
DEFENSE
AC 43, touch 17, flat-footed 35 (+8 Dex, +26 natural, –1 size)
hp 594 (36d8+432); regeneration 20 (electricity)
Fort +32, Ref +22, Will +14
Defensive Abilities roll up; DR 15/adamantine and piercing; Immune acid; Resist cold 20, electricity 10, fire 20, sonic 10
OFFENSE
Speed 50 ft., climb 50 ft.
Melee 2 slams +39 (6d6+19/15–20/x4 slashing plus 2d6 bleed, 1d6 Str bleed, and 1d4 Con bleed), tail slap +37 (3d6+6 plus poison)
Ranged acid spit +34 (8d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (2d6, 1d6 Str, and 1d4 Con), poison, razor carapace
STATISTICS
Str 37, Dex 26, Con 35, Int —, Wis 15, Cha 6
Base Atk +27; CMB +41; CMD 59 (67 vs. trip)
Feats Lightning Reflexes[B], Multiattack[B]
Skills Acrobatics +24 (+32 to jump), Climb +21
ECOLOGY
Environment any underground
Organization solitary or colony (2–12)
Treasure none
SPECIAL ATTACKS
Acid Spit (Ex) If a razor trilobite beetle’s acid spit hits its target’s touch AC, the target takes half damage; a successful DC 40 Reflex save reduces the damage to 25%. The beetle’s acid spit has a 40-foot range increment. The save DC is Charisma-based.
Razor Carapace (Ex) A razor trilobite beetle’s slam attacks have a critical threat range of 15-20 and a critical multiplier of x4. On a roll of natural 19 or 20, followed by a successful roll to confirm a critical hit, the beetle severs its opponent’s head.
Razor Trilobite Toxin (Ex) Tail slap—Injury; save Fort DC 40; frequency 1/round for 8 rounds; effect 2d6 Dex and victim must make an additional DC 40 Fort save or become paralyzed for 2d4 rounds; cure 2 consecutive saves.
Reflect Rays (Ex) Rays and ranged touch attacks that strike a razor trilobite beetle have a 50% chance of being reflected back at their source, using the original attack roll to determine whether they hit.
Roll Up (Ex) As a move action, a razor trilobite beetle can roll itself up into a ball. It gains +4 natural armor, becomes immune to cold and fire, and increases its resist electricity to 20. Its reflect rays ability improves to reflect all rays and ranged touch attacks back at their source. In exchange, its base speed is reduced to 20 feet and it cannot climb. Additionally, it loses its tail slap and acid spit attacks.

Razor trilobite beetles live in tight underground caverns where the can better stalk their prey. They often wait on the ceilings of such locations where they drop on unsuspecting passersby. Many intelligent underground species avoid the beetles or placate them with living animals they can hunt and eat. The beetles eat roughly 50 pounds of meat a day and hungry beetles have no qualms about entering habitations and wreaking havoc. Their armored carapaces have extremely sharp edges, allowing the creatures to sever limbs and heads with ease. At best, the beetles leave prey bleeding out after slicing up their victims. Their carapaces also give them a measure of protection from various energy sources, and they reflect rays the relatively lumbering creatures cannot avoid. When the creatures become severely wounded, they roll up into a ball, which improves their carapace’s protection. Even when not in direct combat with opponents, the beetles are dangerous thanks to the digestive fluids they can spit at great distances.

A typical razor trilobite beetle is 12 feet long and weighs 1,500 pounds. The beetles have an incredible lifespan compared to most insectoid creatures, and live up to 30 years.


A razor trilobite beetle’s shell can be incorporated into the creation of a vorpal weapon. If the vorpal weapon has a critical threat range of 18–20 or better, the vorpal special ability applies on a roll of a natural 19 or 20, followed by a successful roll to confirm the critical hit. Incorporating a razor trilobite beetle’s shell in this manner increases the base price for the vorpal special ability to +6.

Thursday, October 26, 2017

Frightful Fridays! Monster Mayhem! Mistwhale

Hello and welcome back for another day of the Frightful Fridays! anniversary. It almost seems inevitable that the creatures get larger as they get more powerful. This is certainly the case with the mistwhale (and all the remaining monsters I have planned are Large or larger), but the mistwhale is a gentle giant, at least until provoked. Then it slaps its foes around (quite literally) and transforms them into fog and eats them. So, maybe the PCs will give this whale a pass and leave it alone. I know, that is highly unlikely.

Hopefully, you can appreciate the mistwhale's majesty before it gets slaughtered. See you tomorrow with monster number 27!



This enormous cetacean is visible as a darker form in the cloud of fog surrounding it.
Mistwhale      CR 25
XP 1,638,400
N Colossal magical beast
Init +2; Senses darkvision 60 ft., low-light vision, mistsight; Perception +34
Aura fog bank (120 ft.)
DEFENSE
AC 44, touch 4, flat-footed 42 (+2 Dex, +40 natural, –8 size)
hp 577 (35d10+385)
Fort +29, Ref +21, Will +24
Defensive Abilities amorphous; DR 20/magic; Immune cloud immunity
Weaknesses vulnerability to wind
OFFENSE
Speed fly 60 ft. (good); fog stride
Melee bite +43 (6d8+16 plus grab), slam +43 (8d8+16/19–20 plus cloudform curse)
Space 30 ft.; Reach 30 ft.
Special Attacks energy charged fog, fast swallow, swallow whole (10d6 bludgeoning damage, AC 30, 57 hp), sweeping swallow
Spell-Like Abilities (CL 35th; concentration +38)
   At will—solid fog
   3/day—quickened solid fog
STATISTICS
Str 43, Dex 14, Con 31, Int 8, Wis 33, Cha 16
Base Atk +35; CMB +59 (+61 bull rush, +63 grapple); CMD 71 (73 vs. bull rush, can't be tripped)
Feats Awesome Blow, Bludgeoner[UC], Bull Rush Strike[APG], Cleave, Cleaving Finish[UC], Critical Focus, Great Cleave, Hover, Improved Bull Rush, Improved Cleaving Finish[UC], Improved Critical (slam), Iron Will, Power Attack, Quicken Spell-Like Ability (solid fog), Skill Focus (Fly), Staggering Critical, Stunning Critical, Toughness
Skills Fly +22, Perception +34
ECOLOGY
Environment temperate and warm skies
Organization solitary, pair, or pod (3–6)
Treasure standard
SPECIAL ABILITIES
Cloud Immunity (Su) A mistwhale is immune to fog and cloud spells and effects. It ignores any benefits provided by a creature’s gaseous shape (from gaseous form, for example), treating the creature as solid for purposes of bypassing damage reduction and inflicting critical hits.
Cloudform Curse (Ex) A creature hit by a mistwhale’s slam must succeed at a DC 30 Will save or permanently become gaseous, as if it were the target of gaseous form. A creature that successfully saves cannot be affected by the same mistwhale’s cloudform curse for 24 hours. This is a curse and polymorph effect. The save DC is Charisma-based.
Energy Charged Fog (Su) As a standard action, a mistwhale can cause the fog bank to deal 10d6 points of acid, cold, or electricity damage (chosen when the mistwhale uses this ability) to all creatures within the fog’s current radius. A DC 37 Reflex save halves this damage. A mistwhale is immune to its own use of this ability. The mistwhale must wait 1d6 rounds before it can use this ability again. The save DC is Constitution-based.
Fog Bank (Su) A mistwhale is constantly surrounded by a 120-ft.-radius fog. While within this fog, it gains resist 20 against acid, cold, electricity, and fire. All creatures within the fog gain concealment from opponents within 5 feet and total concealment from opponents farther away. Wind disperses the fog as follows: strong winds reduce the radius to 60 feet, severe winds reduce the radius to 30 feet, and windstorms (or stronger) reduce the radius to 10 feet. A mistwhale replenishes the fog at the end of its turn.
Fog Stride (Ex) A mistwhale can move through impeding fog (such as that produced by solid fog) without taking any penalties.
Sweeping Swallow (Ex) As a full-round action, a mistwhale can attempt to swallow whole all creatures at least two size categories smaller than itself. This works like the grapple combat maneuver, but the mistwhale does not need to make a check; it merely has to move over opponents in its path. Targets of this ability can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt a DC 29 Reflex save to avoid the mistwhale. The mistwhale can only target one creature per round with this ability, no matter how many times its movement takes it over a target creature. The save DC is Dexterity-based.
Vulnerability to Wind (Ex) A mistwhale is treated as if it were a Medium creature for the purposes of determining the effects high wind has upon it.

Mistwhales originated at the border between the Planes of Air and Water and migrated, forcibly, to the Prime Material Plane. The shy creatures travel from thundercloud to thundercloud, or they drive lazily in areas where fog is almost always present, to hide their presence from those that might hunt them. When the whales feel secure in their territories, they call to one another with low-pitched, rumbling songs. Despite their ephemeral appearance, they are solid creatures capable of delivering deadly blows. However, when initially threatened, they check their attacks to nonlethally harm foes with the intent of driving their opponents away. If a threat becomes persistent, mistwhales switch to lethal attacks and sweep threatening creatures into their mouths—as terrestrial whales would with krill—or transform opponents into fog to neutralize the threat. It can also electrify or change the composition of the fog surrounding it to devastate creatures within.

Mistwhales often form alliances with druids and nature-oriented flying creatures for mutual protection, but break such alliances when they see their allies proactively attacking others.


Mistwhales retreat to uninhabited locales to breed and rear their young, which require 5 years to reach maturity. A typical mistwhale is 35 feet long and weighs 5,000 pounds.

Wednesday, October 25, 2017

Frightful Fridays! Monster Mayhem! Hallucigenia Worm

Hello and welcome back to the beginning of the final week of the monstrous anniversary! The link below talks about a creature much smaller than the monster it inspired, but I thought it would be more appropriate as a very visible creature. Once characters survive its bizarre mindscapes, they might have to face the might of the worm itself.

The monsters get deadlier (or weirder, or both) as we get to CR 30. I'll see you tomorrow with the CR 25 monster!




The colors and general features of this massive spined, multi-legged worm shift from moment to moment. Images of familiar yet distorted memories appear at random around the creature.
Giant Hallucigenia Worm      CR 24
XP 1,228,800
CE Huge aberration
Init +12; Senses darkvision 60 ft.; Perception +42
DEFENSE
AC 42, touch 20, flat-footed 30 (+12 Dex, +22 natural, –2 size)
hp 527 (34d8+374)
Fort +24, Ref +23, Will +24
Defensive Abilities lies become reality, spines; DR 20/cold iron and lawful; Immune mind-affecting effects
OFFENSE
Speed 40 ft., burrow 30 ft., fly 90 ft. (average)
Melee 4 claws +35 (3d6+9 plus grab), spine +36 (2d6+11/19–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks diverting attack, hallucigenscape, nightmare curse, poison, rend (2 claws, 3d6+13)
Spell-Like Abilities (CL 42nd; concentration +47)
   At will—greater oneiric horror[OA] (DC 23), mass synesthesia[OA] (DC 25), mirror image, screen, veil (DC 24)
   3/day—quickened greater oneiric horror[OA] (DC 23), quickened mirror image, quickened veil, weird (DC 27)
STATISTICS
Str 28, Dex 35, Con 32, Int 20, Wis 21, Cha 23
Base Atk +31; CMB +43 (+47 grapple); CMD 60 (can't be tripped)
Feats Agile Maneuvers, Combat Expertise, Critical Focus, Deceitful, Great Fortitude, Greater Feint, Greater Spell Focus (illusion), Impaling Critical (spine)[UC], Improved Critical (spine), Improved Feint, Improved Impaling Critical[UC], Quicken Spell-Like Ability (greater oneiric horror, mirror image, veil), Spell Focus (illusion), Weapon Finesse[B], Weapon Focus (spine), Weapon Specialization (spine)
Skills Bluff +44, Disguise +44, Fly +22, Knowledge (arcana, local, planes) +39, Perception +42, Sense Motive +39, Spellcraft +42
Languages Aybssal, Aklo, Celestial, Common, Undercommon; telepathy 180 ft.
ECOLOGY
Environment any
Organization solitary
Treasure double
SPECIAL ABILITIES
Diverting Attack (Ex) As part of a full attack action, a giant hallucigenia worm can forgo one of its claw attacks to make a Bluff check to feint an opponent.
Giant Hallucigenia Worm Poison (Ex) Spine—Injury; save Fort DC 38; frequency 1/round for 10 rounds; effect 1d8 Wis drain and victim is confused for 1d4 rounds (cumulative); cure 3 consecutive saves.
Hallucigenscape (Su) Once per day, a giant hallucigenia worm can put a number of creatures equal to half its Hit Dice and within range of its telepathy into a strange mindscape. This operates similarly to microcosm[OA], but has no limitation on the total Hit Dice it can affect, and creatures with 16 or more HD that make their saves are still in the mindscape for 1d6 rounds. A DC 33 Will save partially negates this effect as per the spell (and with the above caveat). While creatures are in the mindscape, the worm spend a standard action to populate the mindscape for a particular creature with an exact duplicate of itself (but at full health) or a CR 20 (or lower) creature. If the worm chooses something other than a duplicate of the affected creature, the creation gains DR 10/— and the worm’s lies become reality ability (the save DC is lowered to 29, however). If a target creature dies in the mindscape, it returns to reality, unconscious yet stable, and with a negative number of hit points equal to its Constitution – 1. Even if the creature is healed to 0 or positive hit points, it must succeed at a DC 33 Will save to awaken; otherwise, it awakens after an hour. If a target creature manages to defeat its opponent in the mindscape, it returns to reality immediately, but with the wounds sustained while within the mindscape. Creatures that failed their initial save (or did not receive a save) are subject to the worm’s nightmare curse. This is a mind-affecting effect. Intelligent creatures do not benefit from an immunity to mind-affecting effects against this ability; they instead receive a +4 insight bonus on their Will saves, and, if they succeed, they ignore the effect entirely. The save DC is Charisma-based.
Lies Become Reality (Su) A creature that attacks a giant hallucigenia worm, or targets it with or includes it the area of effect of a spell that deals damage, must succeed at a DC 33 Will save or become convinced the attack or spell has no effect on the worm, causing the worm to take no damage. Further uses of the same attack or spell grant the creature a cumulative +2 insight bonus on its Will save. The save DC is Charisma-based.
Nightmare Curse (Su) save Will DC 33; frequency 1 day; effect 1d6 Wis drain, the victim is fatigued, and it is unable to regain arcane spells for the next 24 hours. A creature that attempts remove curse or any similar spell to remove the nightmare curse and fails is subject to this curse.
Screen (Sp) A giant hallucigenia worm only requires 1 round to use its screen spell-like ability. When it uses this spell-like ability, any previous instances are dispelled.
Spines (Ex) Any creature that makes a melee attack against a giant hallucigenia worm must succeed at a DC 36 Reflex save or be struck by the worm’s spines, taking 2d6+6 points of damage and becoming subject to its poison. Using a reach weapon does not endanger the attacker in this way. The save DC is Strength-based.

Giant hallucigenia worms spend most of their near infinite lives dreaming of civilizations predating even the most ancient mortal nations. When they awaken from their dreams, they spread chaos and incite violence by inflicting their dreams upon others. The worms create compartmentalized mindscapes from images in their minds and place their victims alone in these mindscapes. Monsters or hostile duplicates of the victims populate these surreal locations and attack the victims while taunting them about their failures. The worms use their powers of illusion to disguise the monsters as their victims’ allies, fomenting strife between those who fell under the worms’ power. The mindscapes do not kill their victims, but generate recurring nightmares and create a profound distrust of others and of reality itself. Giant hallucigenia worms are fascinated by creatures that show resilience to their mindscapes and may seek to parlay with them rather than attack. They prefer not to avoid combat but they have the physical might to defend themselves, and their hallucinogenic properties make it extremely difficult to harm them.


Very few creatures have glimpsed the worm’s true form, but it is roughly 30 feet long and weighs nearly 8 tons.

Tuesday, October 24, 2017

Frightful Fridays! Monster Mayhem! Waveform Kaida

Hello again! We're heading into the home stretch for this year's monstrous anniversary, Today's monster, the waveform kaida, is the flip side of yesterday's unpossibulp, but it wouldn't want to hear about any comparisons to its chaotic counterpart. This one makes a bit of a concession to players who like to metagame, since it is possible to figure out the sequences imposed by the kaida and exploit them.

I'll see you tomorrow with another monster. Thanks for reading!



This dragon has a set of wings running from its shoulders to the tip of its tail. The wings form a sinusoidal wave.
Waveform Kaida      CR 23
XP 819,200
LN Medium dragon
Init +11; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +22
Aura sequencing (90 ft., DC 30)
DEFENSE
AC 40, touch 30, flat-footed 32 (+7 Dex, +1 dodge, +12 luck, +10 natural)
hp 478 (33d12+264)
Fort +26, Ref +25, Will +25
Defensive Abilities progressed resistance; DR 20/chaotic; Immune paralysis, sleep, sonic; Resist acid 5, cold 10, electricity 20, fire 30; SR 34
OFFENSE
Speed 30 ft., fly 80 ft. (perfect)
Melee bite +40 (3d6+7/19–20), 2 claws +40 (2d6+7/19–20)
Special Attacks breath weapon (60-ft. cone, 16d8 sonic damage, Reflex DC 34 for half, usable every 1d4 rounds), eschew randomization, sequencelock curse
Spell-Like Abilities (CL 33rd; concentration +37)
   Constant—detect chaos
   At will—greater dispel magic
   3/day—interplanetary teleport, quickened greater dispel magic
STATISTICS
Str 25, Dex 25, Con 26, Int 20, Wis 20, Cha 19
Base Atk +33; CMB +40; CMD 70 (74 vs. trip)
Feats Alignment Channel (chaos—harm only), Alignment Channel (law—heal only), Blind-fight, Channel Smite, Combat Casting, Combat Expertise, Combat Reflexes, Death from Above[UC], Destructive Dispel[UC], Dodge, Flyby Attack, Greater Channel Smite[UC], Improved Critical (bite, claw), Improved Initiative, Iron Will, Mobility
Skills Acrobatics +40, Appraise +22, Bluff +40, Craft (clockwork) +22, Disable Device +40, Escape Artist +22, Fly +40, Heal +22, Intimidate +40, Knowledge (arcana) +22, Knowledge (engineering) +40, Perception +22, Sense Motive +40, Spellcraft +22, Stealth +40, Use Magic Device +22
Languages Celestial, Common, Draconic, Dwarven, Infernal; telepathy 120 ft.
SQ no breath
ECOLOGY
Environment any
Organization solitary, pair, or amplification (3–6)
SPECIAL ABILITIES
Aura of Sequencing (Su) When combat starts, a waveform kaida chooses a sequence over possible d20 rolls (for example, even numbers counting up from 2 to 20 and then back down to 2). All creatures making a d20 roll within the waveform kaida’s aura must succeed at a DC 30 Will save or use the next number in the sequence for the result. The Will save is not subject to the sequence and is rolled independently of it. If the save is successful, the creature rolls a d20 as normal, and the sequence does not progress. The waveform kaida is always beholden to this sequence and does not receive a Will save to avoid the effects. The save DC is Charisma-based.
Breath Weapon (Su) Chaotic creatures take an additional 8d8 points of sonic damage and are affected as if by dictum if they take damage from a waveform kaida’s breath weapon. After the first use of the breath weapon, it is reusable after 1 round; the reuse duration increases by 1 round until it reaches 4 rounds, and then resets to 1 round again.
Eschew Randomization (Su) A waveform kaida is not subject to percentile chances less than 100% to miss a foe due to concealment, nor is it subject to percentile chances to negate a critical hit (for example,from the fortification armor special ability)
Progressed Resistance (Su) A waveform kaida starts combat with the listed energy resistances. At the beginning of its turn, its resistances increase by 5. For a resistance of 30, the value instead decreases by 5 until it reaches 5.
Sequencelock Curse (Su) If a waveform kaida dies, all creatures that damaged the kaida in the past minute are affected by its sequencelock curse. Sequencelock Curse save Will DC 30; effect the creature’s d20 rolls are predetermined, counting up from 1 to 10 and then restarting at 1. Chaotic creatures take a –4 penalty on their Will saves and the sequence only goes from 1 to 5 on a failed save.

Where most kaidas protect a location, object, or creature, waveform kaidas take responsibility for the order of the universe itself. They travel to hot spots where chaotic beings work to weaken the fabric of reality, either intentionally or accidentally, and put a stop to them. They are open to negotiate, unless their opponents are obviously powerful chaotic outsiders, in which case they initiate combat without warning. Their breath weapon is a sound waveform which destructively interacts with chaotic creatures regardless of their origins. Waveform kaidas have no tolerance for lawful creatures engaging in what the dragons see as destructive behavior. Generally, the kaidas work alone, but they gather together for events threatening the stability of the universe, even deigning to challenge chaotic deities if necessary.


All waveform kaidas are 10 feet in length and weigh 250 pounds. They are immortal creatures, and a new kaida seems to spring into existence on the opposite side of the universe when another kaida dies.

Monday, October 23, 2017

Frightful Fridays! Monster Mayhem! Unpossibulp

Hello and welcome back to the October Frightful Fridays! celebration. Today's monster is one of the most unusual I've had the opportunity to work on, but it really lends itself to a strange interpretation. It's also a little work-intensive on a GM's part, depending on how he or she wants to handle all the random rolls, but it might be fun to have a player's eyes bug out when an attack roll of 44 misses it, while an attack roll of 15 hits it.

However you want to inflict this on your games, I hope you like using it. See you tomorrow with another, probably less weird, monster!



This fish-like creature has a flexible stalk atop its body supporting a pair of eyes and a single-jointed appendage ending in a pincer. It sways back and forth in the air as if swimming through it, creating a haunting whistle as it does.
Unpossibulp      CR 22
XP 614,400
CN Medium aberration
Init +14; Senses blindsight 60 ft., darkvision 60 ft.; Perception +40
DEFENSE
AC 20, touch 20, flat-footed 10 (+10 Dex); weirdness armor
hp 450 (36d8+288); regeneration 15 (see variable DR)
Fort +20, Ref +22, Will +23
Defensive Abilities all-around vision, amorphous, overwhelming mind; DR 20/variable; Immune mind-affecting effects, unpredictable immunities; SR 33
OFFENSE
Speed fly 60 ft. (perfect)
Melee pincer +29 (4d6+1/19–20 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks disorientating whistle, overwhelming mind
Spell-Like Abilities (CL 36th; concentration +40)
   At will—dimension door, greater dispel magic, insanity (DC 21)
   3/day—mislead (DC 20), quickened greater dispel magic
STATISTICS
Str 12, Dex 31, Con 26, Int 14, Wis 17, Cha 19
Base Atk +27; CMB +37 (+41 dirty trick, disarm, and grapple, +39 trip); CMD 48 (50 vs. dirty trick and disarm, can't be tripped)
Feats Agile Maneuvers, Combat Expertise, Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Dimensional Maneuvers[UC], Dimensional Savant[UC], Disarming Strike[APG], Greater Dirty Trick[APG], Greater Disarm, Improved Critical (pincer), Improved Dirty Trick[APG], Improved Disarm, Improved Initiative, Improved Trip, Quicken Spell-Like Ability (greater dispel magic), Tripping Strike[APG], Weapon Focus (pincer)
Skills Acrobatics +40, Disable Device +40, Escape Artist +40, Fly +25, Perception +40, Perform (wind instruments) +31, Sleight of Hand +40, Spellcraft +40, Stealth +15
Languages Aklo, Common
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Disorientating Whistle (Su) When an unpossibulp flies, air whistles through the holes in its sides. Creatures that can hear the whistling must succeed at a DC 32 Will save or become shaken for 1 round. On a roll of a natural 1, the creature instead becomes confused for 1d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
Overwhelming Mind (Ex) An unpossibulp’s alien mind is an unfathomable whirl of strange concepts anathematic to most minds. If a creature makes mental contact with the unpossibulp, it must succeed at a DC 32 Will save or be stunned for 2d4 rounds. On a successful save, the creature is instead staggered for 1d4 rounds. Once a creature is exposed to this unpossibulp’s overwhelming mind, it is immune to this effect from the unpossibulp for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Unpredictable Immunities (Su) At the beginning of each of an unpossibulp’s turns, roll a D8 to determine its energy immunities (1—acid, 2—cold, 3—electricity, 4—fire, 5—sonic, 6—negative energy, 7—roll a d6 twice or select two, 8—immune to all energy types). If the two d6 rolls are identical, the unpossibulp deals the damage it would have otherwise taken to all creatures within 30 feet of it (DC 32 Reflex halves). The save DC is Charisma-based.
Variable DR (Su) Lawful weapons (not +5 weapons, however) always bypass an unpossibulp’s DR. In addition, at the beginning of each of the unpossibulp’s turns, roll a d8 to determine other ways to bypass its DR (1—adamantine, 2—cold iron, 3—silver, 4—wood, 5—nonmagical weapons, 6—ranged weapons, 7—improvised weapons, 8—lawful weapons). On a result of 8, the unpossibulp takes 50% more damage from lawful weapons. Weapons that bypass an unpossibulp's DR also suppress its regeneration.
Weirdness Armor (Su) A random set of attack rolls strike an unpossibulp, rendering its Armor Class moot. A natural 1 on an attack roll always hits the unpossibulp, while a natural 20 always misses. At the beginning of each of the unpossibulp’s turns, roll a d8 to determine which attack rolls hit the unpossibulp (1—even numbers, 2—odd numbers, 3—numbers evenly divisible by 5, 4—prime numbers, 5—numbers evenly divisible by 3, 6—numbers ending in a specific digit [roll a d10 to determine], 7—palindromes, 8—perfect squares). This also applies to rolls to confirm a critical hit.

An unpossibulp is from a remote dimension where the laws of physics don’t always apply uniformly. Occasionally, a hole opens in such a reality, allowing an unpossibulp to escape and wreak havoc. The alien creature has no discernable agenda and attempts to question it about its purpose are met with baffling responses (“consumption of consumption, “egregious giraffes,” and the like). Likewise unknown are actions which provoke the creature. Brandishing weapons might not catch its attention, but it may go on the offensive based on a specific word or phrase. It also quits combat based on unspecifiable criteria, and it may create an opening to its own reality through which it escapes.


An unpossibulp measures 8 feet in length, with its body only taking up half that length. The creature is simultaneously weightless and impossibly dense when it comes to attempts to determine its weight.