Saturday, July 22, 2017

Frightful Fridays! Krakitten

Hello, and welcome to another Frightful Fridays! I'm going to say that jet lag still makes it Friday. The family trip to Europe was awesome, and I saw a lot of great art, great architecture, and beautiful mountains and countrysides. One of the things which provided inspiration for this feature was the image below, featured on a t-shirt (one of which I now own). The krakitten just wants to play, and its targets include sailing vessels. If the vessels would just sit still, the krakitten wouldn't even notice them.

I hope you enjoy this week's monster, and I'll see you again soon with another monster. Thanks for reading!

It's adorably causing a shipwreck

This tabby kitten towers over most seagoing vessels. It flails its paws in playful, yet deadly, exuberance.
Krakitten      CR 6
XP 2,400
N Colossal magical beast (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 7, flat-footed 14 (+4 Dex, +1 dodge, +12 natural, –8 size)
hp 84 (8d10+40)
Fort +11, Ref +10, Will +4
DR 5/magic; Immune electricity
Weaknesses distractible
OFFENSE
Speed 30 ft., swim 60 ft.
Melee bite +9 (2d6+8 plus grab)
Ranged hairball +4 (2d4+8 plus entangling hairball)
Space 30 ft.; Reach 20 ft.
Special Attacks capsize, cornered rage, rake (2 claws +8, 2d6+8), structural damage
STATISTICS
Str 26, Dex 19, Con 21, Int 2, Wis 14, Cha 17
Base Atk +8; CMB +24 (+28 grapple); CMD 39 (43 vs. trip)
Feats Athletic, Dodge, Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +11 (+19 to jump), Climb +14, Perception +8, Swim +18
ECOLOGY
Environment warm and temperate ocean
Organization solitary, pair, or clowder (3–8)
Treasure none
SPECIAL ABILITIES
Cornered Rage (Ex) A krakitten always retreats when reduced to 15 hp or fewer. However, if it cannot retreat, it goes into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to AC. The rage lasts for 1 minute or until it can retreat, whichever is shorter. It cannot end its rage voluntarily.
Distractible (Ex) A krakitten takes a –4 penalty on saves against illusion spells and effects. Additionally, pattern spells treat a krakitten as if it had 1/2 of its Hit Dice when determining the spells’ effects.
Entangling Hairball (Ex) If a krakitten’s hairball attack strikes a target, the target creature must succeed on a DC 19 Reflex save or become entangled. An entangled creature can break free of the hairball with a successful DC 19 Escape Artist check or Strength check. A krakitten’s entangling hairball can also affect a creature if the hairball hits the creature’s touch AC, but the affected creature receives a +4 bonus on the Reflex save to avoid becoming entangled and the checks to break free. The save and check DCs are Constitution-based.
Structural Damage (Ex) A krakitten's rake ignores up to 5 points of a target object’s hardness.

Many creatures protect their young by hiding them in well-protected locations, safe from the predations of larger creatures. Some young have inherent means of protection in the form of camouflage or other natural defenses. Oftentimes, one or more of the parent creatures remain with the young to drive off predators. In the case of at least one type of sea cat, the sea cats deposit their eggs near a source of wild arcane energy which has no affect on the adult creatures, but causes the immature sea cats to grow to prodigious size as krakittens.

Krakittens are terrors of the sea lanes, but this is an unfortunate and incidental side effect of their great size coupled with their playfulness. Fortunately, they are clumsy and rarely land direct hits on the objects of their attention. They are also prone to distraction and will follow figments which capture their notice and “play” with the illusory objects until they grow bored or finally realize the objects are not real. Dumping a load of fish in the water also keeps them from attacking ships. Finally, when they become severely injured, they return to their lairs where they can nurse their wounds and recover. Maritime wisdom warns sailors not to trap an injured krakitten, since it becomes enraged and even more destructive.

After a year, the arcane energy infusing krakittens fades, and the creatures mature into sea cats to begin the cycle anew. Oceanic druids have tried in vain to gain krakittens as companion creatures, but the best they can do is lure the overgrown kittens to ships they want destroyed.


Friday, July 14, 2017

Frightful Fridays! Phantom Charger

Hello and welcome to another Frightful Fridays! now with an actual trend of three monsters in a row on Friday. This week's monster is a macabre horse representing a herd of horses unjustly killed, either deliberately or through extreme negligence. So, it gets its revenge by splitting into four copies, lashing shackles around its victim's limbs and pulling its victim apart--a pretty nasty end for a nasty villain. Unfortunately, "vengeance mode" is always on for the horse, so it does this to every living creature it meets.

I hope the phantom charger proves suitably frightful for you, and I'll see you next week with another monster. Thanks for reading!


Green flame dances in the eyes of this ghostly horse. An ichor-dripping fetter trails behind the horse.
Phantom Charger      CR 8
XP 4,800
NE Large undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, –1 size)
hp 102 (12d8+48); fast healing 5
Fort +8, Ref +9, Will +11
Defensive Abilities incorporeal; Immune undead traits
OFFENSE
Speed fly 60 ft. (perfect)
Melee 2 incorporeal touches +14 (3d6 plus 1d6 Strength drain and ghost shackle)
Ranged incorporeal touch +14 (1d6 plus ghost shackle)
Space 10 ft.; Reach 10 ft.
Special Attacks draw and quarter, ghost shackle, Strength drain
STATISTICS
Str —, Dex 21, Con —, Int 3, Wis 16, Cha 19
Base Atk +9; CMB +15; CMD 30
Feats Dazzling Display, Dodge, Gory FinishUC, Mobility, Spring Attack, Weapon Focus (incorporeal touch)
Skills Fly +15, Intimidate +13, Perception +11
SQ solo herd
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Draw and Quarter (Su) If a creature has four ghost shackles placed on it at the beginning of the phantom chargers’ turn, the attached horses pull in opposite directions from each other, threatening to tear the victim apart. This acts as the phantom killer spell (DC 18), except the killer cannot be turned upon the chargers. If the victim survives this attack, the ghost shackles loosen from the victim. However, if the victim dies as a result of this attack, the phantom chargers pull the victim apart and can apply the effects of the Gory Finish feat.
Ghost Shackle (Su) If a phantom charger successfully hits with its incorporeal touch attack either in melee or with a ranged attack (at a maximum of 30 feet), it can attempt a free grapple combat maneuever check. If this check is successful, it locks the shackle around one of the target’s limbs. The charger is tethered to the victim and gains the grappled condition. It can no longer use this ability until the shackle is removed. The victim does not gain the grappled condition, but the charger moves with it when it moves. To remove the shackle, remove curse or a similar spell must be cast on the victim, treating the caster level as the charger’s HD. This is a curse effect.
Solo Herd (Su) A single phantom charger can take a full-round action to create an additional three duplicates of itself. When it does so, all four chargers possess half the originating charger’s hit points. Additionally, the four chargers incur a –2 penalty on their attack rolls. Finally, all chargers lose the fast healing ability when split in this fashion. If one of the chargers is destroyed, the other horses immediately remerge, and the phantom charger cannot use this ability again until all its hit points are restored.
Strength Drain (Su) Creatures hit by a phantom charger’s melee touch attack must succeed at a DC 20 Fortitude save or take 1d6 points of Strength drain. If the target fails its save, the charger also gains 5 temporary hit points. The save DC is Charisma-based.

When a herd of horses is killed in a cruel manner or through an act of severe neglect, the terrible energies surrounding that act create a terrible gestalt version of the dead horses which seek revenge on those responsible for their deaths. The madness driving the implacable creature causes it to attack any living creature it encounters, however. A phantom charger splits into four component ghostly horses at the start of combat and all four attack the same target, weakening it with their hooves and shackling the victim with the fetters representing their tormented last moments. Once four of the victim’s limbs are chained, the horses attempt to draw and quarter it. The phantom charger repeats this process for every living creature it comes across, until it finally kills the person or people responsible for the herd’s death.


Friday, July 7, 2017

Frightful Fridays! Pilferer Dragon

Hello and welcome to the second Frightful Fridays! on its advertised day. I'm returning to the dragon well with this little fella, which likes to steal everything not nailed down and shove it all into its mouth. Of course, that leads to another plane where the dragon stores all its stolen goods.

I hope you enjoy the pilferer dragon (or making your players angry by having it rob them of all their valuables). See you next week with another monster. Thanks for reading!




Myriad colored bands cross the surface of this miniature draconic creature. The bands shift in color, making it difficult to keep an eye on the dragon.
Pilferer Dragon      CR 5
XP 1,600
CN Tiny dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 57 (6d12+18)
Fort +8, Ref +9, Will +6
Immune paralysis, sleep; SR 16
OFFENSE
Speed 15 ft., fly 50 ft. (good)
Melee bite +4 (1d3–4), 2 claws +4 (1d2–4)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon
STATISTICS
Str 2, Dex 19, Con 17, Int 15, Wis 12, Cha 16
Base Atk +6; CMB +8 (+12 steal); CMD 14 (16 vs. steal, 18 vs. trip)
Feats Combat Expertise, Greater StealAPG, Improved StealAPG
Skills Appraise +23, Bluff +12, Fly +12, Knowledge (arcana) +11, Knowledge (local) +9, Knowledge (nobility) +9, Perception +10, Spellcraft +10, Stealth +28, Use Magic Device +12; Racial Modifiers +12 Appraise, +8 Stealth
Languages Common, Draconic
SQ big mouth, chameleon, fast stealth
ECOLOGY
Environment any land
Organization solitary, pair, or crew (3–8)
Treasure (none or triple; see below)
SPECIAL ABILITIES
Big Mouth (Su) A pilferer dragon mouth opens to a pocket dimension where it stores its treasure. When it succeeds at a steal combat maneuver, it can take a move action to stash the stolen item in its mouth.
If the dragon dies, the portal to the dimension collapses, cutting off access to the creature’s hoard.
Breath Weapon (Su) A pilferer dragon can temporarily redirect its portal to an elemental plane, allowing it to choose one of four possible breath weapons: 40-ft. line of acid for 4d6 points of acid damage; 30-ft. cone of cold for 4d6 points of cold damage; 40-ft. line of lightning for 4d6 points of electricity damage; or 30-ft. cone of fire for 4d6 points of fire damage. A successful DC 16 Reflex save halves the damage. The dragon can use its breath weapon every 1d4 rounds. The save DC is Constitution-based.
Chameleon (Su) A pilferer dragon gains a +8 racial bonus on Stealth checks and can hide in plain sight (as the ranger’s camouflage class feature). If the dragon’s background changes drastically (such as from a grassy field to snow-covered ground), it loses the benefits of this ability for 1 round.
Fast Stealth (Su) A pilferer dragon can move at full speed using the Stealth skill without penalty, as per the rogue talent.

Pilferer dragons are a strange evolutionary offshoot of dragon which popped in areas where more massive and powerful dragons were hunted to extinction. The resultant dragons are considerably weaker than their forebears, but they compensate for their minute sizes and subsequent inability to guard a massive hoard with an internal portal to a demi-plane. The dragons store all their ill-gotten loot in their own personal demi-plane—at least sages who have studied pilferer dragons have concluded there is no single plane where all this treasure goes. In a spiteful bit of supernatural physiology, a pilferer dragon’s portal deactivates when the dragon dies. Even if it were returned to life, it loses access to the old hoard and must start a new one in a different demi-plane. Because of this, pilferer dragons will offer to cough something up for (or, at the very least, return stolen items to) creatures presenting a credible threat.
Pilferer dragons enjoy working with each other and other larcenous creatures, especially to pull of large heists. When working with non-draconic creatures, the dragons take advantage of their nearly unparalleled eye for a value’s worth to come out ahead when splitting the take.


Friday, June 30, 2017

Frightful Fridays! Melilutra

Hello and welcome once again to Frightful Fridays! It's making at least a temporary return to Friday, too! In celebration, here's a cute, gigantic otter which is very dependent on others of its kind being around, otherwise it gets really unpleasant.

I hope you enjoy the melilutra. I'll see you next week (on Friday even!) with another monster. Thanks for reading!




This sleek, brown-furred creature is the size of a wolf. Despite its daunting size, it seems playful, especially among other such creatures.
Melilutra      CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +3
OFFENSE
Speed 40 ft., swim 60 ft.
Melee bite +6 (1d6+3), slam +6 (1d6+3)
Special Attacks playful slam, rage of one
STATISTICS
Str 17, Dex 16, Con 17, Int 2, Wis 14, Cha 13
Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Feats Coordinated ManeuversAPG, Precise StrikeAPG
Skills Acrobatics +11 (+15 to jump), Escape Artist +11, Perception +9, Swim +11; Racial Modifiers +8 Acrobatics, +8 Escape Artist
ECOLOGY
Environment temperate rivers and lakes
Organization pair or family (3–12)
Treasure none
SPECIAL ABILITIES
Playful Slam (Ex) A melilutra can deal nonlethal damage with its slam attack without taking a penalty to its attack roll.
Rage of One (Ex) When a melilutra loses its companions (whether they are unconscious or dead), it flies into a rage. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts until combat ends or until one of its companions becomes conscious. It cannot end its rage voluntarily.

Melilutras are oversized otters with a tight-knit social structure to the point of codependence. These otters become enraged when they can see no others of their kind and attack everything in sight as part of a near-primal death wish. If a lone melilutra witnesses the death (actual or perceived) of its last companion melilutra, it focuses its attacks on the creature which dealt the killing blow. After this fury subsides, usually corresponding with the death of all other living creatures in the immediate area, solitary melilutras become despondent and slowly die from thirst and starvation. If a companion melilutra recovers from its wounds and awakens, this also ends the rage, and the surviving creatures attempt to flee.

Melilutras are omnivorous but prefer plants and fish to other fare. Creatures stumbling on a melilutra pair or family find the animals to be aggressively playful, especially if they are full from a recent meal. The otters refrain from using their wicked bites and bodily throw themselves at opponents, hoping to knock them down and then roll around on top of the toppled victims. As highly social creatures, melilutras have developed fighting styles favoring them working in tandem. They teach pups these styles shortly after the pups are born and can swim and run on their own. Pups are born twice a year and are reared by the whole family, which gets them accustomed to being part of a tight-knit group. A displaced melilutra attaches itself to another family if it finds one (with the family welcoming the wayward otter) or adopts a family of ordinary otters as its family.

Melilutra Companions
A character with the animal companion class skill can rear a melilutra from a pup and have the animal treat the character as part of its family. The character must spend a trick to teach the melilutra to accept the rest of the party as its family. If not, the character’s death or unconsciousness will activate its rage.

Starting Statistics: Size Small; Speed 30 ft., swim 40 ft.; AC +2 natural armor; Attack bite (1d4), slam (1d4); Ability Scores Str 13, Dex 18, Con 15, Int 2, Wis 14, Cha 13; Special Attacks playful slam, rage of one; Special Qualities low-light vision.

4th-Level Advancement: Size Medium; Speed 40 ft., swim 60 ft.; Ability Scores Str +4, Dex –2, Con +2; Special Qualities can take a single teamwork feat as one of its bonus feats, and the character with the melilutra companion is treated as having that feat as well.


Saturday, June 24, 2017

Frightful Fridays! Cerebric Spider

Hello and welcome to another Frightful Fridays! This week's monster is within spitting distance of Friday, so we're getting there. Actually, as it turns out, the next three monsters will be published on Fridays, due to circumstances beyond my control. Back to this week's monster, though: it's an ordinary brain-sucking spider, like you have pretty much everywhere.

I hope you enjoy(?) the cerebric spider, and I'll see you again on Friday(!) with another monster. Thanks for reading!



A mass of swirling gray matter is visible in this translucent spider’s abdomen.
Cerebric Spider      CR 11
XP 12,800
CE Medium aberration
Init +9; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (16d8+64); regeneration 5 (cold)
Fort +11, Ref +10, Will +12
DR 10/cold iron and magic; SR 22
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +20 (2d6+12 plus 3d6 electricity, grab, poison, and stunning shock)
Special Attacks brain sucking proboscis, neh-thalggu hatred, poison
STATISTICS
Str 27, Dex 20, Con 18, Int 21, Wis 14, Cha 17
Base Atk +12; CMB +20 (+24 grapple); CMD 36 (44 vs. trip)
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack, Stealthy
Skills Acrobatics +22 (+26 to jump), Climb +22, Escape Artist +22, Intimidate +22, Knowledge (all) +26, Perception +21, Spellcraft +23, Stealth +22; Racial Modifiers +12 Knowledge (all)
Languages Abyssal, Aklo, Common, Draconic, Terran; telepathy 100 ft.
SQ ready lore
ECOLOGY
Environment any temperate or warm land or underground
Organization solitary, pair, trust (3–6)
Treasure incidental
SPECIAL ABILITIES
Brain Sucking Proboscis (Ex) Against a pinned opponent or an opponent denied its Dexterity bonus, a cerebric spider can insert a cartilaginous proboscis into its head as a full round action which provokes attacks of opportunity. The victim takes 1d6 points of Intelligence drain (increasing to 1d8+2 points if it currently suffers from the spider’s liquefactive poison). This drain is reduced by half (to a minimum of 0) if the victim succeeds at a DC 22 Fortitude save. The save DC is Constitution-based.
Liquefactive Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d6 Int damage, and victim must immediately attempt a second save to avoid have 1 point of Int damage convert to Int drain; cure 3 consecutive saves.
Neh-Thalggu Hatred (Ex) A cerebric spider despises its creators. It gains a +2 racial bonus on attack and damage rolls against neh-thalggus, as well as a +2 dodge bonus to AC against the creatures.
Ready Lore (Ex) All Knowledge skills are class skills for cerebric spiders. A number of times per day equal to its Intelligence modifier, it can take 20 on a Knowledge check.
Stunning Shock (Ex) When a cerebric spider damages a target with electricity damage, the target must succeed on a DC 22 Fortitude save or become stunned for 2d4 rounds. On a successful save, the target is instead staggered for 1 round.


A cabal of neh-thalggus realized their numbers were too small to effectively capture many brains in populated areas, especially more lucrative brains belonging to highly intelligent creatures. To remedy this problem, they bioengineered creatures vaguely in their image, but with changes to make them better hunters. Aware of a general sense of arachnophobia among most of the populace (at least according to the overwhelming majority of the brains they had absorbed), the neh-thalggus decided the best form for their creations was that of a spider. Fortunately, cerebric spiders—as the cabal referred to the creatures—were more than capable of extracting liquefied brain matter from their victims and bringing the slurry back to their masters. Unfortunately, the spiders, which originally had enough wits to stalk prey more effectively, grew prodigiously more intelligent and turned on their creators. After utterly destroying the neh-thalggus and devouring the brains stored on their backs, the cerebric spiders hunted for themselves and devastated the nearby community originally plagued by the neh-thalggus. As another unfortunate oversight, the spiders’ creators never considered whether their creations might be fertile. Thus, cerebric spiders have spread throughout the world. They have learned not to consume brains as voraciously as they once did, partially because they realize wholesale devastation brings retribution, but mostly because they have turned toward other pursuits. Cerebric spiders are now researching ways to achieve inherent spellcasting and develop a world-wide hive mind.

Monday, June 19, 2017

Frightful Fridays! Feather Boa Constrictor

Hello again and welcome to another Frightful "Fridays!" This week pairs the feather boa constrictor with last week's glitter elemental. Throw both into an encounter, so characters will be blinded and then strangled by a flying snake. It will be fun!

I hope you enjoy the feather boa constrictor, and I'll be back again soon with another monster. Thanks for reading!


Rather than scales, bright feathers cover the entire length of this snake and flutter almost continuously.
Feather Boa Constrictor      CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +13
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 40 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite +7 (1d6+6 plus grab)
Special Attacks constrict (1d6+6)
STATISTICS
Str 19, Dex 17, Con 16, Int 2, Wis 13, Cha 12
Base Atk +3; CMB +7 (+11 grapple); CMD 21 (can't be tripped)
Feats Dodge, Mobility
Skills Acrobatics +3 (+7 to jump), Climb +12, Disguise +1 (+9 to appear as a feathered wrap), Fly +3, Perception +13, Stealth +16; Racial Modifiers +8 Disguise to appear as a feathered wrap, +8 Perception, +8 Stealth
ECOLOGY
Environment temperate or warm land
Organization solitary, pair, or tangle (3–6)
Treasure none

Whether evolutionary offshoots of snakes or birds, or deliberate experiments to make flying snakes, feather boa constrictors have thrived and propagated themselves enough to create robust populations, primarily in urban areas where they can stalk humanoid prey. Generally smaller than many constrictors, feather boa constrictors weigh an average of 50 pounds and grow no more than 5 feet in length. Larger specimens are found in the wild, but the snakes’ penchant for going unnoticed in urban environments limits their size, except in cases where considerably larger humanoids inhabit an area. The snakes possess numerous smaller muscles they use to move clusters of feathers, which give them an ungainly form of flight wherein they undulate through the air.

Feather boa constrictors have a subtle and slow acting form of chameleonic ability, allowing them to change the color and texture of their feathers. In the wild, they choose drab colors, typically browns and greens, which allow them to hide effectively in trees and foliage. In urban settings, they adopt more vibrant colors to blend in with fashions worn by high-society types or people with ostentatious styles. They are cunning and patient enough to follow someone with a wrap similar in appearance and hiding with the discarded item to better imitate it and devour it afterwards. To keep up the ruse, they use their feathers to lighten their apparent weight. When the snakes have their victims alone, they squeeze the life out of them and then devour the crushed remains. If help arrives for their prey, they awkwardly carry their prey up and out of reach of others.

Nature-oriented individuals train feather boa constrictors so they can blend in with attendees at appropriate events and maintain a less-than-obvious weapon.

Feather Boa Constrictor Companions

Starting Statistics: Size Small; Speed 30 ft., climb 20 ft., fly 40 ft. (average); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 19, Con 12, Int 2, Wis 13, Cha 12; Special Qualities low-light vision, scent.

4th-Level Adjustment: Size Medium; Speed 40 ft., climb 20 ft., fly 30 ft. (poor); Attack bite (1d6 plus grab); Ability Scores Str +6, Dex –2, Con +4; Special Attacks constrict (1d6).


Monday, June 12, 2017

Frightful Fridays! Glitter Elemental

Hello, and welcome to the latest Frightful Fridays! This monster comes about from a brief online discussion with my friend, Greg, who wondered if there was such a thing as a glitter elemental. There may be other iterations out there, but just in case there were absolutely no glitter elementals in existence, I worked one up. Blind your characters mercilessly with one today! (or, you know, whenever you can reasonably put one in a game)

I hope you enjoy the glitter elemental. I'll be back later this week with another monster. Thanks for reading!



A swirl of brightly colored particles surrounds this formless mass of earth, which has holes for sparkling eyes and an empty mouth. A trail of the scintillating particles follows it as it moves.

GLITTER ELEMENTAL
Languages Auran, Terran

ECOLOGY
Environment any (Plane of Air or Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure incidental (precious earth minerals contained in a glitter elemental's body)

SPECIAL ABILITIES
Glitter Bomb (Ex) A glitter elemental is destroyed when it reaches 0 hp. When it dies, it explodes in a cloud of particles affecting all creatures within double the range of its glittering aura. All affected creatures must succeed at a Will save (DC equals save DC of its glittering aura) or suffer from the effects of glitterdust, except the duration is 1 minute per elemental’s HD. Glitter elementals are immune to this ability from other glitter elementals.
Glittering Aura (Ex) The particles surrounding a glitter elemental stick to every surface which they contact. All creatures within the aura take a –40 penalty on Stealth checks and must succeed at a Reflex save to avoid having the particles remain affixed to them (imposing a –20 penalty on Stealth checks when affected creatures leave the aura). Removing the glitter requires a gallon of water. Glitter elementals are immune to the aura of other glitter elementals.


Small Glitter Elemental      CR 1
XP 400
N Small outsider (air, earth, elemental, native)
Init +6; Senses blindsight 10 ft., darkvision 60 ft.; Perception +5
Aura glittering aura (5 ft., DC 12)
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Immune elemental traits
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee slam +4 (1d6+1)
Special Attacks glitter bomb
STATISTICS
Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 13
Base Atk +2; CMB +2 (+4 dirty trick); CMD 14 (16 vs. dirty trick)
Feats Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +6, Diplomacy +5, Fly +8, Knowledge (planes) +1, Perception +5, Stealth –2; Racial Modifiers –8 Stealth


Medium Glitter Elemental      CR 3
XP 800
N Medium outsider (air, earth, elemental, native)
Init +7; Senses blindsight 20 ft., darkvision 60 ft.; Perception +6
Aura glittering aura (10 ft., DC 14)
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 60 ft. (average)
Melee slam +7 (1d8+4)
Special Attacks glitter bomb
STATISTICS
Str 16, Dex 17, Con 15, Int 4, Wis 10, Cha 15
Base Atk +4; CMB +7 (+9 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Dodge, Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +8, Diplomacy +8, Fly +8, Knowledge (planes) +2, Perception +6, Stealth –5; Racial Modifiers –8 Stealth


Large Glitter Elemental      CR 5
XP 1,600
N Large outsider (air, earth, elemental, native)
Init +9; Senses blindsight 30 ft., darkvision 60 ft.; Perception +11
Aura glittering aura (15 ft., DC 17)
DEFENSE
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +4
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks glitter bomb
STATISTICS
Str 20, Dex 21, Con 17, Int 6, Wis 10, Cha 17
Base Atk +8; CMB +14 (+18 dirty trick); CMD 30 (32 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will
Skills Acrobatics +12, Diplomacy +14, Fly +14, Knowledge (planes) +9, Perception +11, Stealth –7; Racial Modifiers –8 Stealth


Huge Glitter Elemental      CR 7
XP 3,200
N Huge outsider (air, earth, elemental, native)
Init +10; Senses blindsight 60 ft., darkvision 60 ft.; Perception +13
Aura glittering aura (30 ft., DC 19)
DEFENSE
AC 21, touch 15, flat-footed 14 (+6 Dex, +1 dodge, +6 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +13, Will +5
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +15 (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 24, Dex 23, Con 19, Int 6, Wis 10, Cha 19
Base Atk +10; CMB +19 (+23 dirty trick); CMD 36 (38 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will, Mobility
Skills Acrobatics +15, Diplomacy +17, Fly +13, Knowledge (planes) +11, Perception +13, Stealth –10; Racial Modifiers –8 Stealth


Greater Glitter Elemental      CR 9
XP 6,400
N Huge outsider (air, earth, elemental, native)
Init +11; Senses blindsight 80 ft., darkvision 60 ft.; Perception +16
Aura glittering aura (40 ft., DC 21)
DEFENSE
AC 24, touch 16, flat-footed 16 (+7 Dex, +1 dodge, +8 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +15, Will +6
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +20 (3d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 28, Dex 25, Con 19, Int 8, Wis 10, Cha 21
Base Atk +13; CMB +24 (+28 dirty trick); CMD 42 (44 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility
Skills Acrobatics +21, Diplomacy +21, Fly +17, Knowledge (planes) +15, Perception +16, Sense Motive +11, Stealth –9; Racial Modifiers –8 Stealth


Elder Glitter Elemental      CR 11
XP 12,800
N Huge outsider (air, earth, elemental, native)
Init +12; Senses blindsight 120 ft., darkvision 60 ft.; Perception +19
Aura glittering aura (60 ft., DC 24)
DEFENSE
AC 27, touch 17, flat-footed 18 (+8 Dex, +1 dodge, +10 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +18, Will +7
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 100 ft. (perfect)
Melee 2 slams +25 (3d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 32, Dex 27, Con 19, Int 10, Wis 10, Cha 23
Base Atk +16; CMB +29 (+33 dirty trick); CMD 48 (50 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Skill Focus (Diplomacy)
Skills Acrobatics +22, Diplomacy +31, Fly +22, Knowledge (arcana) +17, Knowledge (planes) +19, Perception +19, Sense Motive +19, Stealth –8; Racial Modifiers –8 Stealth


Air elementals and earth elementals are mortal enemies and conduct devastating conflicts. During one such ancient conflict where the elementals nearly exterminated each other, a cabal of elementals put aside their differences and secretly created a melding of the two opposing creatures, with an eye toward developing something capable of ending the conflict. The resulting glitter elementals synthesized the two elements and worked an accord between the enemies, in some cases by bringing them together to destroy what they saw as abominations. Some glitter elementals still act as planar ambassadors, but many others have travelled to other planes to satisfy their curiosity, especially when it comes to eternal conflicts. A rare few answer calls by paranoid spellcasters who use the elementals to suss out invisible enemies.


Much like other elementals, glitter elementals vary in appearance from individual to individual, with some casting off precious metals in their glittering auras and others throwing off particles with more esoteric colors. They can all innately sense the particles pervading the air around them, which allows them to sense their immediate surroundings the need for eyesight.

Tuesday, June 6, 2017

Frightful Fridays! Cloud Panther

Hello and welcome to another Frightful Fridays! (I'm sure it's Friday somewhere in the universe) This edition's monster proves Carl Sandburg's claim as slightly inaccurate. The fog actually murders on large cat feet. At any rate, this particular cat might cause PCs to think twice about stepping out into a murky night.

I hope you enjoy the cloud panther, and I'll see you next time with another monster. Thanks for reading!


Shaped like a large cat, this solid mass of fog would seem harmless were it not for the razor-like claws and fangs.
Cloud Panther      CR 7
XP 3,200
CN Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision, mistsight; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +4
DR 5/magic; Immune electricity, precision damage
Weaknesses vulnerability to wind
OFFENSE
Speed fly 60 ft. (good)
Melee bite +14 (1d8+2 plus grab), 2 claws +14 (1d6+2)
Special Attacks pounce, rake (2 claws +14, 1d6+2)
Spell-Like Abilities (CL 9th; concentration +9)
   Constant—blur
   3/day—fog cloud
STATISTICS
Str 14, Dex 21, Con 17, Int 9, Wis 12, Cha 10
Base Atk +9; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Agile Maneuvers, Dodge, Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Fly +13, Perception +13, Stealth +18; Racial Modifiers +8 Stealth
SQ gaseous, hide in plain sight
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or roll (3–8)
Treasure none
SPECIAL ABILITIES
Gaseous (Ex) A cloud panther can pass through small holes or narrow opening without reducing its speed.
Hide in Plain Sight (Ex) A cloud panther can use the Stealth skill even while being observed. As long as it stands in fog or similar cloud-like atmosphere, it can hide itself from view in the open without actually hiding behind anything.
Immunity to Precision Damage (Ex) A cloud panther takes no damage from sneak attacks, critical hits, or other forms of precision damage.
Mistsight (Ex) A cloud panther can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Vulnerability to Wind (Ex) A cloud panther is treated as two sizes smaller against wind effects. Additionally, if subjected to severe or more powerful winds, it loses its DR, hide in plain sight ability, and the benefits of blur until the beginning of its next turn.

Cloud panthers have distant elemental ancestry, but not enough to be true elemental creatures. Sages argue over two possible origins for cloud panthers, with one group claiming their forebears were a pride of elemental cat-like animals stranded on the Material Plane, and the other group positing a primal fusing of elemental stuff with a terrestrial cat. Whatever their origins, cloud panthers breed true (and, in some cases, can spontaneously generate other cloud panthers from thick fog).

Cloud panthers are highly intelligent relative to their apparent bestial nature. A single panther displays considerable patience and cunning when stalking targets, using the cover of mist or other inclement weather to hide from its prey. A roll of cloud panthers employs distraction and other strategies to bring down larger, more powerful prey. The creatures avoid windy areas and flee when confronted with foes who use wind-manipulating magic against them. They often ally with powerful air elementals and serve as hunting companions to djinn. Cloud panthers’ elemental ancestry persists in their instinctive hatred for earth creatures, which the panthers usually attack in preference to other opponents.

A typical cloud panther is just over 5 feet long and weighs 60 pounds.

Friday, May 26, 2017

Frightful Fridays! Blattraupe

Hey there! Unbelievably, Frightful Fridays! has managed to work its way back to a Friday. PaizoCon is to blame for this phenomenon, but I hope to get things back on track in subsequent weeks. This week's monster is the blattraupe, inspired by a finding by Theodric the Obscure himself. This caterpillar is both pro- and anti-nature, depending on how it's deployed.

I hope you enjoy the blattraupe, and I'll see you again with another monster. Thanks for reading!


This caterpillar is green with brown mottling. Minute leaves protrude from its skin.
Blattraupe      CR 3
XP 800
N Tiny magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +7
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
Defensive Abilities leaf armor
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +9 (1d3–4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison, wood destroyer
STATISTICS
Str 2, Dex 17, Con 14, Int 3, Wis 13, Cha 8
Base Atk +4; CMB +5; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Climb +11, Perception +7, Stealth +15 (+19 in forests); Racial Modifiers +4 Stealth in forests
ECOLOGY
Environment temperate and warm forests
Organization solitary, pair, pile (3–6)
Treasure none
SPECIAL ABILITIES
Blattraupe Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d4 Dex damage and victim gains the benefit of barkskin; if a victim is reduced 0 Dex, it is petrified; cure 2 consecutive saves. A creature that successfully bites the blattraupe is subject to its poison.
Leaf Armor (Ex) Once per day as a full round action, a blattraupe extrudes leaves from its body, which then surround it, granting it an additional +2 natural armor bonus and DR 2/piercing. However, its base speed drops to 15 feet when it uses this ability. This effect lasts for 1 hour, at which point the leaves fall off.
Wood Destroyer (Ex) A blattraupe bypasses a wooden object’s first 5 points of hardness. Additionally, it adds its Dexterity modifier, instead of Strength modifier, to damage against plant creatures and wooden objects. Finally, the blattraupe benefits from the Improved Sunder feat when attempting to sunder a wooden object.

A blattraupe is a woodland menace, and trees riddled with perfectly round holes mark its territory. Since the caterpillar is somewhat intelligent, it manages its lair to prevent absolute destruction of the trees supporting it. Fortunately for the creature, its poisonous bite causes victims to petrify into wooden effigies, and it can feast on such victims at its leisure. Because the blattraupe devours petrified victims entirely, very little persists to warn travelers about the dangers of blattraupen-infested woods. Worse, the creatures silently wriggle their way onto wagons and into backpacks to relocate to settlements where they can find wood aplenty. It takes very little time for a blattraupe to inflict terrible damage to structures, often toppling them as the creature indulges its gluttonous appetite at the base of such buildings.

Malicious druids and those opposed to nature employ blattraupen; the former to create life-like wooden statues to adorn their homes, and the latter to destroy forests and flush out prey. While blattraupen are reticent to destroy trees, it is possible to coerce them into it—usually by starving them.


A 7th-level neutral spellcaster with the Improved Familiar feat and the wild empathy class feature can gain a blattraupe as a familiar. While the creature serves as a familiar, the spellcaster gains a +1 natural armor bonus.

Sunday, May 21, 2017

Frightful Fridays! Death Crab

Hello, and welcome to another edition of Frightful Fridays! The image for this monster is courtesy of my friend, Patrick, and I really took to the idea of a scavenging crab taking the skull from a barely functional undead creature, where the fusion of the two creates an even more dangerous monster.

I hope you enjoy the death crab, and I'll be back again with another monster. Thanks for reading!



This seemingly ordinary red crab inhabits a skull with glowing, green eyes. When the crab moves, the skull stays with it.
Death Crab      CR 3
XP 800
NE Tiny magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Immune negative energy
OFFENSE
Speed 20 ft.
Melee 2 claws +8 (1d3+2 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks attach, death bite, serrated claws
STATISTICS
Str 5, Dex 14, Con 15, Int 3, Wis 12, Cha 14
Base Atk +4; CMB +4 (+8 grapple); CMD 11 (19 vs. trip)
Feats Go UnnoticedAPG, Improved Initiative, Weapon FinesseB
Skills Perception +8, Stealth +14; Racial Modifiers +4 Stealth
SQ skull symbiosis
ECOLOGY
Environment coastlines
Organization solitary, pair, or band (3–6)
Treasure incidental
SPECIAL ABILITIES
Death Bite (Su) If a death crab maintains a grapple against an opponent, in addition to dealing its claw damage, its attached skull bites the opponent. The creature must succeed at a DC 14 Fortitude save or take 1d2 points of Constitution damage, which grants the skull 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) and increases its hardness by 1 (up to a maximum of 10). The save DC is Charisma-based.
Serrated Claws (Ex) A death crab deftly attacks with its wicked claws. It gains Weapon Finesse as a bonus feat and adds its Dexterity modifier to its claw damage.
Skull Symbiosis (Su) The skull a death crab inhabits belonged to an undead creature and provides several benefits to the crab. While the skull is intact, the crab gains immunity to negative energy damage (positive energy still heals it), and the crab’s natural armor bonus increases by +2 (already included in its AC). Finally, the skull grants the death crab its signature death bite attack. Destroying the skull removes these abilities from the crab. The skull itself has 10 hp and hardness 5 and uses the death crab’s AC and CMD. The skull must be targeted separately to inflict damage to it, and it takes no damage from spells or effects that have an area of effect. However, if it is the area of effect for a spell or effect that deals positive energy damage to undead (such as a cleric’s channel energy), the skull suffers the damage, which bypasses the skull’s hardness and does not allow the skull a save.

When bleached skeletons wash up on shore, a strange species of hermit crabs breaks off the skulls and inhabits them. In many cases, the skeletons belong to the restless dead, so the skulls retain a measure of the malign spirits animating them. The skulls fuse to their new hosts and drive them to commit acts of murder or vengeance. This symbiotic relationship benefits the crabs, which become harder to strike and can dispatch prey with ease. Death crabs are still carrion eaters and allow their kills to rot before feasting on them. In rare cases, death induced by Constitution damage causes the remains to animate as a skeleton or zombie, but death crabs are usually quick to sever the heads from such victims, especially if the crabs have produced offspring.

Intelligent water-bound undead employ death crabs as guardians, usually favoring them over unintelligent undead, especially since the melding of the two adds a terrible intelligence to the whole. Death crabs allowed to grow to prodigious sizes inhabit the skulls of more impressive creatures provided by their undead caretakers.


Sunday, May 14, 2017

Frightful Fridays! Imaginought

Hello and welcome to a new Frightful Fridays! We're inching closer to this feature's namesake, and I hope to continue doing so. The imaginought is a blank slate until it experiences fearful thoughts and then takes the shape of those thoughts to terrorize its victims. It also likes to "play dead" and let its fast healing restore it to health, so it can launch a final, horrifying attack.

I hope you enjoy the imaginought, and I'll be back again with another monster. Thanks for reading!



A menagerie of horrifying images crosses this creature’s body. Its face is featureless apart from a wide, toothy grin.
Imaginought      CR 7
XP 3,200
NE Large outsider (native)
Init +3; Senses darkvision 60 ft., scent; Perception +14
Aura fear (30 ft., DC 18)
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 85 (9d10+36); fast healing 2
Fort +7, Ref +9, Will +8
DR 5/good; Immune cold, fire; Resist acid 10, electricity 10
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 80 ft. (good)
Melee bite +14 (1d8+5), 2 claws +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks fearful energies, rend (2 claws, 1d6+7)
Spell-Like Abilities (CL 9th; concentration +13)
   At will—detect thoughts (DC 16)
   3/day—burning hands (DC 15), summon swarm
   1/day—bane (DC 15), phantasmal killer (DC 18)
STATISTICS
Str 20, Dex 17, Con 18, Int 13, Wis 15, Cha 18
Base Atk +9; CMB +15; CMD 28
Feats Dazzling Display, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (bite)
Skills Acrobatics +3 (+7 to jump), Bluff +16, Climb +13, Disable Device +15, Disguise +16, Fly +11, Intimidate +21, Knowledge (local) +10, Perception +14, Stealth +11
Languages Common; telepathy 60 ft.
SQ taste of fear
ECOLOGY
Environment any
Organization solitary, pair, nightmare (3–6)
Treasure incidental
SPECIAL ABILITIES
Fearful Energies (Su) If an imaginought has successfully read the surface thoughts of a creature with a fear of a particular type of energy, its burning hands spell-like ability deals maximum damage of that energy type to the phobic creature. Additionally, the creature takes a –2 penalty on its save against burning hands.
Taste of Fear (Su) An imaginought gains a +8 morale bonus on Survival checks to track victims that have failed their Will save against its fear aura.

An imaginought is a bogeyman created from the fearful thoughts of those who enter the foreboding space it inhabits. A blank slate before it is first created, it develops a suite of tricks and powers to maximize the impact of its frightful nature. The creature inherently knows what its “creator” fears, but, should it survive beyond the moment of its creation, it learns to read thoughts to improve and expand its tactics.

A hulking brute of a bipedal creature, standing about 8 feet tall, an imaginought starts with very few details on its dead grey flesh, other than dagger-like claws and a gnashing bite. As it encounters more fears, it coalesces into a preferred nightmare form. A palpable wave of fear emanates from an imaginought. Each creature has subtle differences based on the phobias it has tasted. Typically, though, an imaginought features insects, spiders, or snakes crawling along its body, or a fiery aura. An imaginought is sensitive to numeric superstitions, so it may have 13 total digits on their hands, 6 digits on each hand, or an odd number of horns crowning its brow. These features do not give the creature extra or more powerful attacks. An imaginought also speaks in a familiar voice to its victim, usually belonging to an authority figure or someone who bullied the victim in the past.

An imaginought lives only to sow terror. It likely lets victims go so it can invoke a sense of fear of subsequent encounters. The creature enjoys playing dead where it waits for its victim to draw near and check on it or strike a fatal blow, at which point it leaps up in a horrifying display and continues its attack. Among themselves, imaginoughts are dull and lifeless, perhaps exchanging fearful patterns with each other. The creatures have no original thoughts of their own and rely on sentient creatures’ thoughts and fears from which they create mirror distortions. Without intelligent victims to feed them, they become inert. Thus, imaginoughts stalk their victims to maintain a flow of negative emotions. Some imaginoughts work with animate dreams and night hags to enhance the terror they create and provide the more powerful creatures with victims.


Tuesday, May 9, 2017

Frightful Fridays! Ghost Maw

Hello, and welcome to a new edition of Frightful FridaysTerrible Tuesdays! This week's monster, the ghost maw, is fun for underground explorations where flight is not quite so easy. Maybe it's not fun for the characters who find themselves trapped in 30 cubic feet of stone, though.

I hope you enjoy the ghost maw, and I'll see you again with another monster. Thanks for reading!


A ghostly worm of incredible size and featuring a gnashing, toothy mouth emerges from the surrounding stone.
Ghost Maw      CR 14
XP 38,400
NE Colossal undead (incorporeal)
Init +6; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +17
DEFENSE
AC 26, touch 26, flat-footed 23 (+21 deflection, +2 Dex, +1 dodge, –8 size)
hp 210 (20d8+120); fast healing 5 (while underground)
Fort +12, Ref +8, Will +14
Defensive Abilities incorporeal, malevolent mantle, rejuvenation; Immune undead traits
OFFENSE
Speed fly 90 ft. (poor)
Melee incorporeal touch +18 (6d6+8 negative energy/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks incorporeal terrain, trample (6d6+11 negative energy, DC 22)
STATISTICS
Str —, Dex 15, Con —, Int 1, Wis 14, Cha 23
Base Atk +15; CMB +33; CMD 57 (can't be tripped)
Feats Critical Focus, Dodge, Exhausting Critical, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Skill Focus (Fly), Skill Focus (Perception), Tiring Critical, Weapon Focus (incorporeal touch)
Skills Fly +10, Perception +17, Stealth –6 (+10 underground); Racial Modifiers +8 Stealth (+24 underground)
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Incorporeal Terrain (Su) As a standard action, a ghost maw can transform force solid terrain equal to its space to become incorporeal. Creatures on the transformed terrain must succeed at a DC 26 Reflex save or fall 30 feet (taking 3d6 points of damage). As a free action at the beginning of the ghost maw’s next turn, it can return the terrain to corporeality. Creatures caught in the reconstituted terrain take 8d6 points of damage, as if buried in a cave-in (DC 26 Reflex save for half damage). The creature takes damage as per being buried in a cave-in (1d6 points of nonlethal damage per minute, and then 1d6 points of lethal damage on a failed DC 15 Constitution check each minute after falling unconscious). The save DCs are Charisma-based.
Malevolent Mantle (Su) A ghost maw has a +16 deflection bonus (which stacks with the deflection bonus provided by its Charisma modifier). It also has a +8 racial bonus on its attack and damage rolls.
Rejuvenation (Su) When a ghost maw is destroyed, it only remains destroyed for 2d6 days. After this time, the creature reforms where it was destroyed, fully healed. The only way to permanently destroy a ghost maw is to destroy its corpse and cover the remains in a gallon of holy water (or use a spell such as consecrate).

The malevolent spirit of a burrowing worm which dies while trapped in the earth, a ghost maw seeks to entomb other creatures in the earth and watch them slowly die due to lack of lack of oxygen and the press of earth upon their bodies. It achieves this by rendering ground it intersects with into incorporeality, pulling victims into the ground, and then restoring the earth to reality, crushing all those unable to escape the trap. Failing to harm its prey through its preferred method, it passes over them and drains the life from those unable to move out of the way.

Intelligent incorporeal creatures lure ghost maws to groups of victims and wait for the ghostly worms to entomb the victims within rock where they make easy targets. Ghost maws attack anything that moves, so incorporeality is no guarantee of safety from the creatures. However, the worms prefer flesh and blood creatures to incorporeal prey, so they attack available corporeal creatures, especially those rooted to the ground. Ghost maws are instinctively aware of their connection to the earth and usually stay within reach so they can benefit from its embrace.

Tuesday, May 2, 2017

Frightful Fridays! Cloth Ooze

Hello, and welcome to another Frightful not-so-Fridays! This time, I've got an ooze for you, and, well, it's indistinguishable from a pile of dirty laundry. It is slightly more strangle-y than dirty laundry, though.

I hope you enjoy the cloth ooze, and I'll see you next time with another monster. Thanks for reading!

It's just a harmless pile of clothes.


This mismatched pile of clothing quivers ever so slightly.
Cloth Ooze      CR 4
XP 1,200
N Medium ooze
Init +5; Senses blindsight 60 ft.; Perception +7
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 47 (5d8+25)
Fort +6, Ref +2, Will +3
DR 5/slashing; Immune ooze traits
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d6+6 plus grab and trip)
Special Attacks constrict (1d6+4), reflexive disarm, strangle
STATISTICS
Str 19, Dex 12, Con 21, Int 1, Wis 14, Cha 4
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can't be tripped)
Feats Improved Initiative, Power Attack, Weapon Focus (slam)
Skills Perception +7
SQ camouflage, single-minded attacker
ECOLOGY
Environment any underground or urban
Organization solitary
Treasure incidental
SPECIAL ATTACKS
Camouflage (Ex) Since a cloth ooze looks like a pile of clothes when at rest, a DC 20 Perception check is required to notice it before it attacks the first time. Anyone with ranks in Survival or Knowledge (dungeoneering) can use either of those skills instead of Perception to notice the ooze.
Reflexive Disarm (Ex) If a cloth ooze has an attack of opportunity remaining, it makes an immediate disarm attempt when struck by a melee weapon. Since the ooze cannot distinguish between weapons, it makes this attempt when struck by a natural weapon or an unarmed strike, automatically failing.
Single-Minded Attacker (Ex) A cloth ooze always uses Power Attack when attacking. Its stats reflect this. Additionally, the ooze attempts to first grab an opponent it has hit with its slam attack. If it fails to grab its opponent, it makes a trip attempt.
Strangle (Ex) Foes grappled by a cloth ooze cannot speak or cast spells with verbal components.

Cloth oozes possess the typical acidic composition common to oozes, but it is considerably weaker. Therefore, they cannot burn their victims with their attacks and must instead wait for victims to succumb to their blows or strangulation before they can digest their meals. An odd property of cloth ooze acid renders them unable to dissolve cloth; rather, the material sticks to them. This gives them a small measure of protection and makes it difficult for anything other than slashing weapons to harm them effectively.

Another slight difference between cloth oozes and most ordinary oozes is their very rudimentary intelligence. This suits them well as they have migrated to urban environments where their ability to blend in works better than in a dungeon environment. They have enough patience to wait for a victim to move adjacent to them before they attack. The material comprising them allows them to grab hold of victims, or, failing that, tangle up their victims and cause them to topple over.
Creatures which provide cloth oozes with a steady diet can keep them as guardians, but the oozes have a propensity for turning on their “masters” when food is scarce or when careless controllers get too close.


Sunday, April 23, 2017

Frightful Fridays! Fundamentowl


Hello and welcome to this rain-delayed Frightful Fridays! OK, so rain wasn't the only thing delaying monster entries, but I'm back with an owl which has been exposed to the darkest secrets of the universe and has returned to share these secrets with everyone--regardless of whether they want to know. Even a brief glance into the creature's star-filled eyes induces mild insanity.

Also, Theodric has returned to the blog, breaking up the interminable monster posts. It means I'll have to share again, and I'm happy for it. Check out his latest post here: Swords & Wizardry: It's what I'm running.

I hope you enjoy the fundamentowl, and I'll be back again with another monster. Thanks for reading!



This giant owl’s feathers are a uniform gray; its blue eyes, displaying unrecognizable constellations of stars, have an almost magnetic pull.
Fundamentowl      CR 8
XP 4,800
CN Small magical beast
Init +13; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 22, touch 20, flat-footed 17 (+5 Dex, +4 insight, +2 natural, +1 size)
hp 95 (10d10+40)
Fort +11, Ref +12, Will +0
Defensive Abilities improved evasion, improved uncanny dodge; Immune cold
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +16 (1d4–1 plus grab)
Special Attacks gaze (30 ft., DC 19), grab (Medium), inject knowledge, mental broadcast
Spell-Like Abilities (CL 10th; concentration +14)
   3/day—dimension door, hold monster (DC 19)
   1/day—divination
STATISTICS
Str 8, Dex 21, Con 19, Int 16, Wis 5, Cha 18
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Agile Maneuvers, Dimensional AgilityUC, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Fly +11, Knowledge (arcana, dungeoneering, geography, history, nature, planes, religion) +20, Perception +10, Sense Motive +9, Stealth +17; Racial Modifiers +8 Knowledge (arcana, dungeoneering, geography, history, nature, planes, religion), +8 Perception, +8 Sense Motive, +4 Stealth
Languages Aklo, Common, Sylvan; telepathy 100 ft.
SQ strange knowledge
ECOLOGY
Environment any land
Organization solitary, pair, or curiosity (3–6)
Treasure none
SPECIAL ABILITIES
Gaze (Su) Creatures failing a DC 19 Will save take 1d4 points of Wisdom damage from a fundamentowl’s gaze. A creature that failed its save must attempt a second save to avoid 1 point of Wisdom damage converting to 1 point of Wisdom drain.
Inject Knowledge (Su) If a fundamentowl begins its turn grappling a creature, it forces a stream of information into the creature. A victim failing a DC 19 Will save takes 1d6 points of Wisdom damage (and must attempt a second save to avoid converting 1 point of Wisdom damage to 1 point of Wisdom drain), but it can take 20 on a single Knowledge skill check it makes within 24 hours and can make the check untrained. A creature gains a use of this boon for each failed save against inject knowledge.
Mental Broadcast (Su) If a fundamentowl is affected by a mind-affecting spell or effect and it fails its Will save, it broadcasts the spell or effect to all creatures within range of its telepathy. Affected creatures must also attempt the Will save (the save DC is unchanged by this ability) or suffer the same effects.
Strange Knowledge (Ex) All Knowledge skills are class skills for a fundamentowl. Additionally, the fundamentowl receives a +4 insight bonus to its AC and initiative.

Fundamentowls are one-time familiars which sought knowledge beyond what they gained while serving witches or wizards. These familiars traveled to faraway locations where reality bled away and revealed the secrets of the universe. While they gained considerable knowledge, their minds warped and they went mad. The familiars, shaped into owls for unfathomable reasons, returned to their homes and give in to their compulsions to share their secrets with other creatures, regardless of the detrimental side effects. Imparting knowledge, even forcibly, takes a burden off their minds at least for a while. Fundamentowls also locate familiars and tantalize them with hidden vistas of information denied to them by their masters, thus repeating the cycle.