Sunday, October 22, 2017

Frightful Fridays! Monster Mayhem! Cheryllian

Hello, and welcome back to another October monster! Today, my wife, Cheryl, and I are celebrating our 27th anniversary, so I decided to make a "nice" monster as a break from all the awful monsters I've subjected her to over the past couple of weeks. I then decided to name today's monster after her, because that's just the kind of dork I am.

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

This graceful creature has impressive eagle-like wings running a gamut of lustrous blues protruding from its canine body.
Cheryllian      CR 21
XP 409,600
CG Large outsider (chaotic, good, native)
Init +16; Senses darkvision 60 ft., detect evil, scent, true seeing; Perception +35
Aura nightmare disruption
AC 38, touch 22, flat-footed 25 (+12 Dex, +1 dodge, +16 natural, –1 size)
hp 412 (33d10+231); regeneration 20 (evil weapons)
Fort +25, Ref +23, Will +24
Defensive Abilities dream resurrection, evasion; DR 20/evil; Immune cold, mind-affecting effects, negative energy, paralysis; Resist electricity 10, fire 20; SR 32 (against spells cast by evil creatures only)
Speed 40 ft., fly 80 ft. (good)
Melee bite +39 (2d8+7/19–20), 2 claws +39 (2d6+7/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks evil's foe, excise evil influence
Spell-Like Abilities (CL 33rd; concentration +41)
   Constant—detect evil, true seeing
   At will—dream, etherealness, flame strike (DC 25)
   3/day—banishment (DC 24), heal, holy word (DC 27), quickened flame strike (DC 25)
Str 24, Dex 35, Con 24, Int 20, Wis 23, Cha 27
Base Atk +33; CMB +46 (+50 disarm); CMD 64 (66 vs. disarm, 68 vs. trip)
Feats Agile Maneuvers, Blinding Critical, Combat Expertise, Critical Focus, Dodge, Flyby Attack, Greater Disarm, Greater Spell Focus (evocation), Improved Critical (bite), Improved Critical (claw), Improved Disarm, Improved Initiative, Mobility, Quicken Spell-Like Ability (flame strike), Spell Focus (evocation), Staggering Critical, Stunning Critical
Skills Acrobatics +30 (+34 to jump), Bluff +31, Diplomacy +37, Fly +30, Handle Animal +31, Heal +42, Knowledge (arcana, dungeoneering, nature, religion) +36, Knowledge (planes) +39, Perception +35, Sense Motive +35, Spellcraft +34
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ feather gift
Environment any land
Organization solitary, pair, dream council (3–6)
Treasure none
Aura of Nightmare Disruption (Su) When a spell with the phantasm subtype is cast within the aura, or the aura intersects with an ongoing phantasm spell or effect, a cheryllian can make a caster level check to counter or dispel the spell or effect. Creatures within the cheryllian’s aura receive a +4 morale bonus on their Will saves against phantasms.
Dream Resurrection (Su) A slain cheryllian remains dead for a minimum 24 hours unless no applicable good or neutral creatures are within sight of it when it dies. The cheryllian chooses one creature within sight and imbeds itself in that creature’s dreams (a DC 34 Will save negates this effect, forcing the cheryllian to choose another target). The next time the creature sleeps after 24 hours, the cheryllian bursts forth from the creature’s head, causing no damage and brought back to life via resurrection. The cheryllian heals the target creature as if break enchantment had been cast on the it. A cheryllian brought back to life by other means never gains negative levels as a result. The save DC is Charisma-based.
Evil's Foe (Su) A cheryllian deals an extra 2d6 points of damage and increases critical threat range to 17–20 on all its attacks against evil creatures. On successful critical hit, it deals 10d6 damage to evil creatures; this damage is untyped, but counts as positive energy damage for creatures with weaknesses to it.
Excise Evil Influence (Su) As a full-round action, a cheryllian can dispel enchantment or possession spells or effects originating from evil creatures. The creature affected by the enchantment or the possessing creature receives a DC 34 Will save to resist this ability; on a successful save, this cheryllian cannot use the ability on the enchanted or possessed creature again for 24 hours. As a side-effect of a successful excision, the creature affected by the enchantment or possession has no recollection of the time spent under the influence of the enchantment or while possessed. This ability also provides the benefits of atonement, if the creature lost abilities or changed alignment as a result of evil deeds performed while it was not in control. The save DC is Charisma-based.
Feather Gift (Su) Once per day, a cheryllian can bequeath one of its feathers to a good creature or one constantly beset by nightmares. The creature receives a +4 morale bonus on saves against enchantment and phantasm spells and effects, and it can benefit from moment of prescience (CL 25th) once without ending the feather’s ongoing benefits. If the feather’s owner becomes evil, the feather withers and blackens, forever losing its magic.

Cheryllians originally hail from the plane of Elysium, but they have remained on the Material Plane long enough that they have effectively become residents of their new home. The creatures guard dreams and grant powerful protection to those harried by evil foes that use nightmares and other mental manipulation to corrupt innocent souls. They are not aggressive unless in the presence of an evil extraplanar creature, which they can usually suss out with detect evil and true seeing. They reserve true enmity for night hags and the nightmares that carry the hags to the Material Plane to carry out their foul deeds. They also proactively target evil creatures that possess others to hide behind an innocent façade or ruin the possessed peoples’ lives. They work to undo the emotional damage done to those who fell under the control of such beings by erasing the memories of terrible crimes they committed. Cheryllians also frequently travel the Ethereal plane to scour dreamscapes of nightmares sent by evil creatures.

Cheryllians are 9 feet long, 3 feet tall at the shoulder, and weigh 150 pounds. They are effectively immortal creatures, and only a score are known to roam the Material Plane.

Saturday, October 21, 2017

Frightful Fridays! Monster Mayhem! Killduo Guardian

Hello and welcome back to the Frightful Fridays! anniversary. The monsters get extremely dangerous from here on out, starting with the killduo guardian, a two-component creature made of adamantine razors essentially. The best bet for PCs is to separate the component creatures so they can't benefit from their shared body and shared mind abilities, but they might be too smart to fall for most tactics to pull them apart.

I hope you enjoy this nasty critter. I promise that tomorrow's offering will be nicer (provided the characters are on its good side). Thanks for reading!

These two metallic quadrupeds have the exact same appearance, mixing a variety of predatory animals. They move in tandem with one another.
Killduo Guardian      CR 20
XP 307,200
N Large construct
Init +17; Senses darkvision 60 ft., low-light vision; Perception +25
AC 37, touch 23, flat-footed 23 (+13 Dex, +1 dodge, +14 natural, –1 size)
hp 218 (29d10+59) for each half
Fort +9, Ref +22, Will +12
Defensive Abilities hardness 20, improved evasion, shared body; Immune construct traits
Speed 50 ft.; fly 60 ft. (good)
Melee bite +37 (2d8+9 plus trip), 2 claws +37 (2d6+9/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks bleeding attack +10, pounce, rake (2 claws +37, 2d6+9), sneak attack +10d6, teamed threat
Str 28, Dex 36, Con —, Int 13, Wis 17, Cha 8
Base Atk +29; CMB +39 (+43 trip); CMD 63 (69 vs. trip)
Feats Combat Expertise, Combat Reflexes, Coordinated Charge[UC], Dodge, Escape Route[UC], Greater Feint, Greater Trip, Improved Critical (claw), Improved Feint, Improved Initiative, Improved Trip, Mobility, Outflank[APG], Tandem Trip[UC], Toughness
Skills Acrobatics +25 (+33 to jump), Bluff +22, Climb +20, Fly +15, Perception +25, Stealth +28
Languages Common (can’t speak)
SQ camouflage, shared mind
ECOLOGY Environment any land Organization solitary Treasure none
Bleeding Attack (Ex) This ability operates like the bleeding attack rogue talent.
Camouflage (Ex) At rest, a killduo guardian looks like a pair of highly detailed statues. A DC 30 Perception check is required to notice the guardian before it attacks for the first time. Anyone with ranks in Craft (sculptures) or Knowledge (arcana) can use either skill instead of Perception to notice the guardian.
Shared Body (Su) Each half of a killduo guardian begins combat with the listed maximum hit points. At the end of a creature’s (including the killduo guardian's) turn, if neither half of the guardian was destroyed, the hit points for each half revert to 1/2 their total hit points. This ability does not apply if the halves are more than 150 feet from each other.
Shared Mind (Su) If within 150 feet of each other, no half of a killduo guardian is considered flanked or flat-footed unless they both are.
Teamed Threat (Ex) As long as the two halves of a killduo guardian threaten a creature, they count as flanking it.

For those who want an extreme amount of protection for their treasure vaults or other precious commodities along with an aesthetic sensibility, pricy killduo guardians serve admirably. The tandem creatures are designed to work together with maximum efficiency to dispatch pesky looters and other invaders. When not in use, they look like impressively sculpted metallic statues and an ostentatious display of wealth for their owners. Similarly to golems, killduo guardians have controllers which give them basic orders, but they creatures are incredibly intelligent and devise their own tactics to carry out their orders. Uncontrolled killduo guardians retain their desire to protect valuable treasures and offer their services to creatures for adamantine, which they consume to keep themselves in fighting shape.

Each half of a killduo guardian weighs 1,800 pounds, stands 5 feet tall at the shoulder, and measures 12 feet in length.

A killduo guardian is carved from 4,000 pounds of adamantine worth 150,000 gp.

Killduo Guardian
CL 19th Price 350,000 gp

Requirements Craft Construct, battlemind link[UM], clone, geas, limited wish, caster must be at least 19th level; Skill Craft (sculptures) DC 30; Cost 250,000 gp

Friday, October 20, 2017

Frightful Fridays! Monster Mayhem! Verdant Rex

Hello and welcome back for a Friday monster! Today's monster is a facsimile of the tyrannosaurus rex, but it has a few more tricks up its sleeve, like lobbing entire trees or spewing a cone of impaling splinters. Fortunately, it rarely ventures out of the forest it protects.

Thanks for reading along so far. The next monster begins treading in the dangerous CR 20+ realm. See you tomorrow!

This collection of plants is shaped like a tyrannosaurus, complete with small front arms and toothy maw.
Verdant Rex      CR 19
XP 204,800
N Gargantuan plant
Init –2; Senses low-light vision; Perception +24
AC 34, touch 4, flat-footed 34 (–2 Dex, +30 natural, –4 size)
hp 345 (30d8+210)
Fort +23, Ref +8, Will +15
Defensive Abilities verdant healing; DR 20/adamantine and slashing; Immune electricity, fire, plant traits; Resist acid 10
Speed 50 ft.
Melee bite +30 (3d6+12/19–20 plus grab), 2 slams +30 (2d6+12/19–20 plus entangling vines)
Ranged tree +17 (6d6+12 plus trip)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (60-ft. cone, 20d6 piercing damage, Reflex DC 31 for half, usable every 1d4 rounds), swallow whole (10d6 bludgeoning and piercing damage, AC 25, 34 hp), trample (8d6+18, DC 37)
Str 35, Dex 6, Con 23, Int 3, Wis 20, Cha 10
Base Atk +22; CMB +38 (+40 bull rush, +42 grapple); CMD 46 (48 vs. bull rush, can't be tripped)
Feats Awesome Blow, Bull Rush Strike[APG], Cleave, Cleaving Finish[UC], Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Critical (slam), Intimidating Prowess, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical, Toughness, Weapon Focus (tree)
Skills Intimidate +32, Perception +24
Environment any forest
Organization solitary, coterie (2–4 plus 11–20 treants)
Treasure standard
Breath Weapon (Su) A creature that takes damage from a verdant rex’s breath weapon must succeed at a Fortitude save with the same DC as the breath weapon, or become sickened by the splinters impaling its flesh; this condition lasts until the splinters are removed. Removing splinters requires a DC 20 Heal check made as a full-round action. On a failed check, the splinters are still removed, but the process deals 2d6+2 points of damage to the victim.
Entangling Vines (Ex) If a verdant rex successfully strikes an opponent with its slam attack, it covers the victim in grasping vines, which entangle the creature. The creature can break free of the vines with a DC 31 Strength or Escape Artist check. The vines become inert after 1 minute, which also frees the entangled creature. The check DC is Constitution-based.
Tree Throw (Ex) A verdant rex can throw a tree with a 90-foot range increment. The verdant rex can target two adjacent creatures with a single tree; it makes one attack roll and applies the result to each creature’s AC. On a successful hit, the verdant rex receives a free trip attempt, using its CMB, to knock the struck creature prone.
Verdant Healing (Ex) While in a forest, a verdant rex can use a standard action to add trees to its mass, healing it 4d6+20 hit points.

Shaped by forest protectors and given a spark of intelligence through a ritual purportedly enacted by a cabal of treants, verdant rexes are predatory plant creatures capable of deterring all but the most stalwart of enemies. The giant plant amalgams can tear trees from their mass without harm and throw the trees at incredible distances to knock down their foes. At closer range, they rely on a spray of splinters to further harm and incapacitate opponents. They enjoy the visceral feel of close combat and devour smaller opponents or wrap them up in constricting vines. When verdant rexes have turned away major threats, they go dormant and resemble particularly fearsome topiaries until the need arises for them to once again protect the forests they call home.

Verdant rexes are 45 feet long and weigh nearly 10 tons.

Thursday, October 19, 2017

Frightful Fridays! Monster Mayhem! Cavern Pseudoscorpion

Welcome once again to the monster anniversary! Today's monster, the cavern pseudoscorpion, is one of those monsters that is hidden and better left uncovered. When PCs are involved, though, that's just never likely to happen. It's not terribly great in melee against flyers, but it makes up for it with its sticky acid breath weapons which threatens to knock them out of the sky.

I hope you enjoy the cavern pseudoscorpion, and I'll see you tomorrow with monster #20!

This gigantic orange scorpion-like creature has oversized mandibles, long pincer claws, and a stinger that ends in a metallic needle.
Cavern Pseudoscorpion      CR 18
XP 153,600
N Colossal vermin
Init +5; Senses blindsight 90 ft., darkvision 90 ft.; Perception +0
AC 31, touch 7, flat-footed 26 (+5 Dex, +24 natural, –8 size)
hp 283 (27d8+162)
Fort +21, Ref +14, Will +9
Defensive Abilities deflecting carapace; DR 15/—; Immune cold, fire
Speed 50 ft., burrow 40 ft., climb 40 ft.
Melee 2 claws +28 (4d8+32/19–20 plus grab), sting +28 (3d6+16/19–20)
Space 30 ft.; Reach 20 ft.
Special Attacks breath weapon (120 ft. line, 12d8 acid, Reflex DC 29 for half, usable every 1d4 rounds), impale, poison, rend (2 claws, 4d8+24), sticky acid
Str 43, Dex 21, Con 22, Int —, Wis 10, Cha 5
Base Atk +20; CMB +44 (+48 grapple); CMD 59 (67 vs. trip)
Feats Improved Critical[B] (claw, sting)
Skills Climb +24
SQ bioluminescent
Environment any underground
Organization solitary or pair
Treasure none
Bioluminescent (Ex) A cavern pseudoscorpion’s carapace gives off light equivalent to a torch. This luminescence lasts for an hour after the scorpion’s death, but a successful DC 20 Knowledge (nature) or Survival check allows a character to preserve this luminescence for 24 hours.
Deflecting Carapace (Ex) If a cavern pseudoscorpion is targeted by a spell or effect that affects a line and fails its Reflex save or halves the effect on a successful Reflex save, it is affected by the spell or effect as normal and reflects the line in a random direction. It has a 50% chance to bounce the line back to its origin; otherwise, the line bounces in a random direction as per a miss with a splash weapon. The line terminates after it has travelled a total distance per the spell or effect (so, a reflected line may not make it back to its origin).
Impale (Ex) If a cavern pseudoscorpion confirms a critical hit with its tail attack against a creature smaller than itself, the spike-tipped tail impales the target creature. An impaled creature gains the pinned condition (though the scorpion doesn’t gain the grappled condition), takes 2d6 points of bleed damage, and automatically takes damage from the scorpion’s tail each round it remains pinned. The scorpion cannot constrict a creature it has impaled, nor can it use its tail attack while it is impaling a creature, but it doesn’t need to succeed at a grapple combat maneuver check to maintain the grapple. A cavern pseudoscorpion can release an impaled creature as a free action.
Sticky Acid (Ex) If a creature takes damage from a pseudoscorpion’s breath weapon, the acid sticks to the creature. At the beginning of the creature’s turn, it takes an additional 4d8 points of acid damage, and gains the grappled condition. The sticky acid lasts for 6 rounds or until a creature breaks free of the substance (as if breaking a grapple, using the breath weapon’s save DC + 10 as the CMD). A flying creature trapped in the sticky acid cannot fly and falls 60 feet per round.

Cavern pseudoscorpions are primordial vermin which previous generations locked away in inaccessible underground caverns, where the scorpions fed on whatever creatures blundered into their lairs. For the most part, the scorpions went into a dormant state due to lack of food and stubbornly stayed alive as they waited for their hunting grounds to reopen. With civilization spreading and exploring these formerly forbidden areas, the vermin have escaped and gone on rampages before returning to the relative safety of their homes deep underground. Despite their mindlessness, cavern pseudoscorpions seem to harbor a hatred for flying opponents and target them with acidic breath weapon, spewing a tarry substance that sticks to its victims and renders them incapable of flight while burning them further until the substance becomes brittle and sloughs off. The scorpions also possess a tough chitinous shell which protects them from most elemental attacks, allowing them to take on all but the most powerful dragons.

A typical cavern pseudoscorpion stands 15 feet tall, measures 28 feet in length, and weighs 2 tons.

Wednesday, October 18, 2017

Frightful Fridays! Monster Mayhem! Terrorooze

Hello and welcome back to the October shenanigans! An ooze finally, uh, oozes onto the scene for the anniversary, and it's job is to make characters soil themselves in fear (considering its ability to use weird at will, I suspect it will also have the same effect on players).

I hope the terrorooze brings plenty of frights. See you tomorrow with another monster! I may eventually have a benign critter before the end of the month. No promises, though.

A massive spider wriggles at the tail end of this equal massive viper; the center of the snake is gelatinous and unformed.
Terrorooze      CR 17
XP 102,400
NE Huge ooze
Init +2; Senses Perception +22
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 325 (26d8+208); regeneration 10 (silver weapons)
Fort +16, Ref +10, Will +11
Defensive Abilities amorphous, split (silver weapons, 30 hp); DR 10/silver; Immune ooze traits
Speed 30 ft.
Melee 2 slams +29 (3d6+22 plus fearful strike and grab)
Space 15 ft.; Reach 20 ft.
Special Attacks constrict (3d6+22), dual attack, powerful pseudopods
Spell-Like Abilities (CL 26th; concentration +32)
   Constant—detect thoughts (DC 18)
   At will—weird (DC 25, grappled opponents only)
Str 33, Dex 14, Con 27, Int 7, Wis 16, Cha 22
Base Atk +19; CMB +32 (+36 grapple); CMD 44 (can't be tripped)
Feats Combat Reflexes, Dazzling Display, Disheartening Display[ACG], Greater Vital Strike, Improved Visceral Threat, Improved Vital Strike, Intimidating Prowess, Power Attack, Shatter Defenses, Skill Focus (Perception), Stunning Assault[APG], Visceral Threat[MC], Vital Strike, Weapon Focus (slam)
Skills Intimidate +30, Perception +22
SQ camouflage, compression
Environment any underground
Organization solitary, pair, or horror show (3–8)
Treasure incidental
Camouflage (Ex) A terrorooze at rest looks like the surrounding ground. A DC 30 Perception check is required to notice the ooze before it attacks for the first time. Anyone with ranks in Knowledge (dungeoneering) can use that skill instead of Perception to notice the ooze.
Dual Attack (Ex) The two ends of a terrorooze operate independently of each other. It can use a standard action to attack with its slam attacks or to maintain grapples. It does not take a –20 penalty on its CMB checks to make and maintain grapples to avoid gaining the grappled condition unless it has grappled two creatures.
Fearful Strike (Ex) When a terrorooze strikes a creature it has successfully used detect thoughts on, it receives a free Intimidate check to demoralize the creature.
Powerful Pseudopods (Ex) A terrorooze adds twice its Strength bonus to its slam attacks and constrict special attack.
Regeneration (Ex) If a terrorooze splits, both halves resume regenerating when it can begin healing again (due to a silver weapon strike suppressing its regeneration). The ooze’s halves can regenerate hit points up to the ooze’s original maximum hit points.
Weird (Sp) Instead of maintaining a grapple (or multiple grapples), a terrorooze can use its weird spell-like ability on any creatures it begins its turn grappling. If the ooze did not successfully use its detect thoughts spell-like ability against a target, the target receives a +4 circumstance bonus on its initial Will save against weird.

When a horrifying event claims multiple lives, the fear infuses the very blood of the dying creatures. In most cases, such an event spawns undead creatures, but, rarely, the terror-filled blood congeals into an ooze that seeks to inflict terror on other creatures. Terroroozes lie in wait for potential victims and scan their minds to find the things that frighten them the most. They reconfigure themselves to mimic those terrifying images and threaten them with their greatest fears. When the oozes have victims in their grasp, they intensify the feeling of dread, potentially killing their victims outright.

Barbarian tribes aware of the existence of terroroozes use the creatures as a bizarre rite of passage in the belief that mastering the fears manifested by the oozes will make them immune to fear for the rest of their lives.

Improved Visceral Threat (Combat)
Your frightfulness causes a more instant hesitation.
Prerequisite: Intimidating Prowess, Visceral Threat[MC].
Benefit: You can make an Intimidate check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Tuesday, October 17, 2017

Frightful Fridays! Monster Mayhem! Ineluctable Quarryhound

Monster number 17, the ineluctable quarryhound, is a super hunter and will follow a PC to the ends of the earth in pursuit of him or her. The image led me to go with a fey creature rather than magical beast, since I could see powerful fey developing this thing from a collection of animals adept at hunting.

I hope you enjoy the ineluctable quarryhound. See you tomorrow with this anniversary edition's first ooze!

This odd creature has a fox’s head, a coyote’s body, a wolf’s hindquarters, and the forelimbs of a raptor. Despite its bestial nature, its eyes gleam with cunning and intelligence.
Ineluctable Quarryhound      CR 16
XP 76,800
CN Medium fey
Init +11; Senses low-light vision, scent; Perception +30
AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 237 (25d6+150)
Fort +14, Ref +21, Will +16
Defensive Abilities sanctioned target; DR 20/cold iron; SR 27
Speed 40 ft., burrow 20 ft., climb 20 ft., fly 60 ft. (good), swim 30 ft.
Melee bite +19 (1d6+3 plus trip), 2 claws +19 (1d4+3 plus grab)
Special Attacks deceptive charge, quarry, shunt, sneak attack +10d6
Spell-Like Abilities (CL 25th; concentration +29)
   Constant—greater invisibility (applies only to non-quarry creatures)
   At will—discern location
   3/day—greater teleport, mass hold monster (DC 23)
   1/day—mirage arcana (DC 19), polymorph any object (DC 22), veil (DC 20)
Str 16, Dex 25, Con 22, Int 17, Wis 14, Cha 19
Base Atk +12; CMB +19 (+21 trip, +23 disarm or grapple); CMD 33 (35 vs. disarm, 39 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Skill Focus (Survival), Spring Attack, Weapon Finesse
Skills Acrobatics +35 (+39 to jump), Bluff +36, Climb +11, Craft (traps) +31, Diplomacy +32, Disable Device +32, Disguise +36, Fly +11, Perception +30, Stealth +35, Survival +33, Swim +11
Languages Elven, Gnome, Sylvan
SQ change shape, trapfinding
Environment any
Organization solitary
Treasure none
Deceptive Charge (Ex) An ineluctable quarryhound can make a feint attempt while charging, with a +2 bonus.
Quarry (Su) An ineluctable quarryhound designates a single creature as its quarry. With respect to the hound’s quarry, it receives a +6 insight bonus on attack rolls, deals an additional 4d6 points of damage with its melee attacks, and can deal nonlethal damage without taking a penalty on its attacks. The hound cannot change the target of this ability for 24 hours, and only if its quarry has been captured, killed, or left the plane.
Sanctioned Target (Su) An ineluctable quarryhound benefits from constant greater invisibility against all creatures but its quarry. The hound cannot be sensed in any other way (hearing, scent, tremorsense, or even more exotic senses) by non-quarry creatures.. In addition, a non-quarry creature attempting to target the hound with an attack, spell, or effect, or include the hound in an area of effect, must succeed at a DC 26 Will save to do so. The save DC is Charisma-based.
Shunt (Su) If an ineluctable quarryhound maintains its grapple on its quarry, it can expend one use of its greater teleport ability to teleport its quarry with it. The quarry negates the greater teleport with a successful DC 26 Will save. The save DC is Charisma-based.
Trapfinding (Ex) An ineluctable quarryhound can use Disarm Device on magic traps as per the rogue's trapfinding class feature.

Fey nobles devised ineluctable quarryhounds, combining features from various canids and hunting birds. A collectively bizarre sense of humor decided to make the fox—a typical quarry animal for many mundane hunters—the face of the hounds. Imbued with powerful arcane abilities, the hounds almost never fail to capture or kill the targets given to them by fey nobility. Quarryhounds which fail their assignments (typically because their prey escapes to another plane) become despondent and usually fade from existence after a day, unless they are able to once again relocate their quarry. If the hounds do not have a time limit for capturing or killing their targets, they like to play with their prey. The hounds follow their targets in various guises and leave cryptic indicators that they are hunting their targets. The hounds use their selective invisibility to taunt their targets in plain view, driving the targets to madness as the targets’ companions cannot see or hear the hounds. Once ineluctable quarryhounds have worn down their prey, they use their shunt ability to whisk their targets away, typically leaving an illusory scene behind to throw off pursuit.

Ineluctable quarryhounds usually operate alone, but rarely a pack of the creatures receive a task to capture a group of targets, such as an entire adventuring party. The hounds work together remarkably well in spite of their solitary natures. It is during or after these mutual hunts where ineluctable quarryhounds mate, producing a single offspring which both parents raise. The hounds have 500-year lifespans, so they don’t often reproduce.

Most ineluctable quarryhounds are sized like hounds from which they derive.

Monday, October 16, 2017

Frightful Fridays! Monster Mayhem! Great Wight Shark

An undead creature was long overdue for the fifth anniversary celebration, but the great wight shark (no, I can't apologize for that pun) needed some time before making its entrance. It amps up the fictionalized murderousness of the great white shark and adds some fun undead-centric abilities. If PCs aren't careful, this thing will keep coming back to haunt them too.

I hope you enjoy the great wight shark. Tomorrow brings yet another monster!

This enormous shark is missing chunks of flesh, but that makes it no less dangerous.
Great Wight Shark      CR 15
XP 51,200
CE Huge undead (aquatic)
Init +0; Senses darkvision 60 ft., keen scent, lifesense; Perception +14
AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
hp 209 (22d8+110); fast healing 5
Fort +12, Ref +12, Will +13
Defensive Abilities channel resistance +8, evasion, profane avoidance, unholy resilience; DR 15/good and slashing; Immune undead traits
Speed 30 ft., swim 60 ft.
Melee bite +26 (6d6+22/19–20 plus 4d6 negative energy damage, bleed, energy drain, and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d4 Con), create spawn, energy drain (2 levels, DC 26), fast swallow, swallow whole (6d6 negative energy damage, AC 21, 20 hp)
Str 33, Dex 10, Con —, Int 3, Wis 10, Cha 21
Base Atk +16; CMB +29 (+33 grapple); CMD 39 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Crippling Critical[APG], Critical Focus, Dazzling Display, Gory Finish[UC], Great Cleave, Improved Critical (bite), Intimidating Prowess, Power Attack, Weapon Focus (bite)
Skills Intimidate +30, Perception +14, Swim +19
SQ frightener, rejuvenation
Environment any ocean
Organization solitary or pack (2–12)
Treasure incidental
Blood Rage (Su) A great wight shark’s blood rage ability activates whenever it detects a creature using its lifesense, but otherwise functions as the universal monster rule of the same name.
Create Spawn (Su) A humanoid creature slain by a great wight shark becomes a wight with the advanced simple template and a 30-ft. swim speed in 1d4 rounds. A shark returns as a great wight shark in 1d4 rounds. All other creatures return as zombies in 1d4 hours. These spawn are free-willed and not under the shark’s command. They do not possess any of the abilities they had in life.
Frightener (Su) If a great wight shark exceeds the DC to demoralize an opponent by more than 10, the opponent must succeed at a DC 26 Will save or become frightened for the number of rounds it would have become shaken. Success on the Will save means the foe is still shaken. This is a mind-affecting fear effect. The save DC is Charisma-based.
Profane Avoidance (Su) A great wight shark adds a profane bonus equal to its Charisma modifier to its Reflex saves.
Rejuvenation (Su) A great wight shark returns to its full hit points after 1 day. To permanently destroy the shark, holy water must be poured over its remains within the area of a hallow spell.
Unholy Resilience (Su) If a great wight shark succeeds at a Will save against a spell or effect that deals positive energy, it takes no positive energy damage.

The product of necromantic experiments gone awry, great wight sharks become much more than mere zombie sharks upon their creation. The sharks’ tenacity and ruthlessness allowed the newly created undead monsters to absorb the negative energy infusing them. They prowl the seas in an attempt to utterly destroy life underwater and spawn more of their kind from living sharks. Occasionally, they allow other creatures to survive an attack enough so they become viable undead, which the cunning sharks use to soften up resistance. Generally, great wight sharks eat anything but their own kind, though. Escaping to land does not end a great wight assault, as the sharks leap onto land and pursue prey only slightly slowed down by being out of the water.

A typical great wight specimen is 20 feet long and weighs 4,000 pounds.

Sunday, October 15, 2017

Frightful Fridays! Monster Mayhem! Byway Crab

Welcome back to the Frightful Fridays! fifth anniversary celebration. Today's monster is nicer than the previous two, generally speaking, and may find itself helping out PCs on a temporary basis. The byway crab governs planar travel and stops abuses of it, so most of the time it will not run into PCs as an antagonist.

See you tomorrow with another one. Thanks for reading!

The air warps around this pink and purple crab and reveals alien vistas.
Byway Crab      CR 14
XP 38,400
N Tiny outsider (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +22
Aura travel lockdown (30 ft., DC 23)
AC 29, touch 25, flat-footed 22 (+6 deflection, +6 Dex, +1 dodge, +4 natural, +2 size)
hp 207 (18d10+108)
Fort +12, Ref +17, Will +16
Defensive Abilities dimensional grace; DR 15/unaligned
Speed 15 ft., climb 15 ft., swim 30 ft.
Melee 2 claws +17 (1d3–3 plus attach)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks word substitution
Spell-Like Abilities (CL 18th; concentration +22)
   At will—dimension door, planar adaptation[APG]
   3/day—banishment (DC 21), greater dispel magic, plane shift (DC 21), quickened dimension door
   1/day—astral projection, blasphemy (DC 22), dictum (DC 22), etherealness, gate, holy word (DC 22), overland flight, shadow walk (DC 20), word of chaos (DC 22)
Str 4, Dex 23, Con 22, Int 19, Wis 21, Cha 18
Base Atk +18; CMB +22 (+26 grapple); CMD 36 (44 vs. trip)
Feats Agile Maneuvers, Combat Casting, Dimensional Agility[UC], Dodge, Improved Initiative, Mobility, Quicken Spell-Like Ability (dimension door), Skill Focus (Knowledge [planes]), Spell Focus (evocation)
Skills Bluff +25, Climb +14, Diplomacy +22, Disable Device +22, Escape Artist +27, Knowledge (arcana) +25, Knowledge (planes) +31, Linguistics +11, Perception +22, Sense Motive +22, Spellcraft +25, Stealth +22, Survival +22, Swim +14
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
SQ dimensional grace
Environment any
Organization solitary, pair, or hub (3–12)
Treasure none
Damage Reduction 15/unaligned (Su) A byway crab reduces damage from melee attacks by creatures with chaotic, evil, good, or lawful subtypes and reduces damage from aligned manufactured weapons.
Dimensional Grace (Su) A byway crab is immune to dimensional anchor, dimensional lock, and spells or effects that force it to undertake extradimensional travel. It can choose to suppress this immunity as a free action.
Travel Lockdown Aura (Su) A byway crab’s travel lockdown aura acts as dimensional lock and ghostbane dirge. However, a creature succeeding at a DC 23 Will save when attempting a spell or effect barred by dimensional lock has a 50% chance for the spell or effect to work properly. The byway crab is not subject to its own aura.
Word Substitution (Sp) A byway crab can sacrifice a use of its blasphemy, dictum, holy word, or word of chaos spell-like abilities to substitute for one of the other spell-like abilities.

Byway crabs were originally unobtrusive vermin feeding on planar detritus as they bounced around the planes. The creatures possessed an inherent gift for acclimating to even the most hostile planes and would often tag along with all sorts of creatures as they travelled through the multiverse. Gradually, the crabs gained sentience as they lived longer and strange planar energies mutated them. As they became more aware of their place in the planar landscape, they gathered together and deliberately chose where they voyaged. They witnessed brutal warfare and all manner of creatures, regardless of ethos or morality, use the Material Plane as their staging ground for these wars and bring death and destruction to innocents with no awareness of realities beyond their own. After witnessing the utter obliteration of a world, byway crabs decided they would police travel among the planes and prevent outsider armies from using unaware worlds as their warfronts. Ironically, the byway crabs managed to bring various warring factions together to eliminate them and many fled to the backwaters they vowed to protect. The scattered creatures work independently to protect their worlds and shut down planar travel where they can. They also use their gifts to grant powerful adventurers access to planes to take the fight to outsiders as their proxies. However, they are drawn to those who abuse planar travel and seek to force them to cease opening portals to other planes.

A typical byway crab measures 7 inches in diameter and weighs a mere 5 pounds. IF allowed to reach its natural lifespan, it can live nearly a millennium.

Saturday, October 14, 2017

Frightful Fridays! Monster Mayhem! Devil's Egg Fungus

It's time for a plant monster! This one was originally scheduled for yesterday, but it wasn't quite as frightening and befitting Friday the 13th as the fish thing. This one is still pretty nasty, though, as it uses its dissolved victims to produce deadly spores.

I'll see you tomorrow with a (probably) nicer monster!

An outline of thick, reddish tendrils is visible beneath the pale surface of this foul-smelling ovoid fungus.
Devil's Egg Fungus      CR 13
XP 25,600
NE Small plant
Init +6; Senses low-light vision, tremorsense 60 ft.; Perception +10
AC 32, touch 18, flat-footed 25 (+6 Dex, +1 dodge, +14 natural, +1 size)
hp 161 (19d8+76)
Fort +15, Ref +12, Will +9
DR 15/slashing; Immune acid, plant traits; Resist electricity 20, fire 20
Speed 30 ft.
Melee slam +22 (4d6+1/19–20 plus trip) or 3 vines +22 (3d6+1 plus 2d6 acid and grab)
Special Attacks bounding charge, enclose, fungal infestation, grab (Medium)
Str 12, Dex 23, Con 18, Int 5, Wis 17, Cha 8
Base Atk +14; CMB +19 (+23 grapple); CMD 31 (can't be tripped)
Feats Agile Maneuvers, Crippling Critical[APG], Critical Focus, Dodge, Improved Critical (slam), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam, vine)
Skills Acrobatics +17 (+25 to jump), Perception +10, Stealth +17; Racial Modifiers +8 Acrobatics to jump
Languages Sylvan (can’t speak)
SQ dual form
Environment warm forests
Organization solitary, pair, or troop (3–8)
Treasure incidental
Bounding Charge (Ex) When in its spherical form, a devil’s egg fungus ignores difficult terrain when it charges. Additionally, it can attack two different foes during a charge, as long as it can reach the second foe by making a jump with a turn of less than 90 degrees from the first foe (essentially, attacking a second target behind the first target but not one perpendicular to the first target). The fungus cannot benefit from Spring Attack when it uses this ability.
Dual Form (Ex) A devil’s egg fungus has two forms: a spherical form and a more plant-like form. The form initially encountered is the spherical form, so the statistics reflect that form (except it cannot use its vine attacks). When it changes into its plant-like form, the fungus’s natural armor bonus decreases by 4 (AC 28, touch 18, flat-footed 21), its DR is lowered to 5/slashing, its resistances are halved, its base speed drops to 10 ft., and it loses its slam attack (but gains vine attacks). The fungus requires a move action to switch between forms.
Enclose (Ex) If a devil’s egg fungus is in its plant form and it succeeds in maintaining a grapple against an opponent, it captures the grappled foe when it switches to its spherical form. This works similarly to the swallow whole ability (6d6 acid damage, AC 17, 16 hp). A living creature killed while enclosed in this way restores the fungus’s fungal infestation ability.
Fungal Infestation (Ex) Once every minute, when a devil’s egg fungus shifts from its spherical form to its plant form it releases a 30-foot-radius cloud of spores. Creatures that fail a DC 23 Reflex save are coated in spores and subject to the fungus’s fungal infestation. The save DC is Constitution-based.
              Fungal Infestation: Disease and poison—contact; save Fort DC 23; onset immediate (poison) and 1 day (disease); frequency 1/round (poison) and 1/day (disease); effect 1d6 Str and 1d6 Dex (poison) and 1d6 Cha (disease); cure 2 consecutive saves. On a failed save against the disease portion of the fungal infestation, the victim suffers from the poison effect immediately.

Despite their name and nasty disposition, devil’s egg fungi are not from the lower planes. It is likely the fungi are the result of cultivation by deranged or sadistic druids who use the mushrooms as guardians and enforcers. The fungi possess a low-level of sapience and follow orders and coordinate attacks with allies. They typically remain in their more resilient spherical form and bounce on prey until they are hobbled or knocked unconscious, and then open up to reveal their multi-tendrilled mushroom form which allows them to drag disabled foes into their mass to feed upon. Devil’s egg fungi create spores from blood absorbed from fleshy prey. The spores further disable prey and 10 percent eventually develop into mature devil’s egg fungi, provided the growing fungi receive plenty of fresh blood.

Friday, October 13, 2017

Frightful Fridays! Monster Mayhem! Slurryfish

Happy Friday the 13th! The horrifying image below demanded an equally horrifying monster, and I hope I delivered on that. The slurryfish takes its inspiration from Edgar the Bug from the first Men in Black movie, but it goes beyond that inspiration. Throw a melting butcher who's actually a slurryfish at your characters and see what happens.

Thanks for reading! I'll be back tomorrow with something less messed up (maybe).

Melted humanoid skin covers the pale skin of this fish-like creature featuring a face seemingly in mid-scream.
Slurryfish      CR 12
XP 19,200
CE Medium aberration (aquatic)
Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +22
AC 27, touch 11, flat-footed 26 (+1 Dex, +16 natural)
hp 152 (16d8+80); fast healing 5
Fort +12, Ref +6, Will +15
Defensive Abilities amorphous, second skin; DR 10/cold iron; Immune acid; Resist cold 20, fire 10; SR 23
Speed 30 ft., swim 60 ft.
Melee bite +19 (2d6+9/19–20 plus 6d6 acid, 1d8 Dexterity drain, and grab)
Special Attacks dexterity drain, melt foe, melting visage
Spell-Like Abilities (CL 16th; concentration +20)
   At will—alter self, detect thoughts (DC 18)
   3/day—cure serious wounds, mind probe[OA] (DC 19), mind thrust VI[OA] (DC 22), zone of silence
Str 23, Dex 12, Con 21, Int 17, Wis 20, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 29
Feats Deceitful, Great Fortitude, Greater Spell Focus (divination), Improved Critical (bite), Intimidating Prowess, Spell Focus (divination), Spell Specialization (mind probe) [UM], Weapon Focus (bite)
Skills Bluff +24, Disguise +24, Escape Artist +20, Intimidate +29, Knowledge (local) +14, Perception +22, Spellcraft +16, Stealth +20, Swim +14
Languages Abyssal, Aklo, Common; telepathy 120 ft.
SQ amphibious
Environment any
Organization solitary
Treasure standard
Dexterity Drain (Su) Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 23 Fortitude save halves the Dexterity drain. The save DC is Constitution-based.
Melt Foe (Su) A living creature killed by a slurryfish’s bite attack or reduced to 0 Dexterity by the slurryfish’s Dexterity drain dissolves into a puddle of boneless flesh. If the victim is adjacent to the slurryfish, it can use a swift action to assume the flesh as an outer covering and benefit from its second skin ability. A victim affected by this ability must have regenerate or a similar spell cast on it to restore its bone structure.
Melting Visage (Su) As a standard action, a slurryfish can have all or part of its second skin seem to melt away in horrifying fashion. This allows it to make an Intimidate check to demoralize all creatures within 30 feet, and it can force one target to attempt a DC 22 Will save to avoid becoming stunned for 1d4 rounds; if the slurryfish sloughs off its second skin (losing the benefits of second skin), it imposes a –4 penalty on this save. This is a mind-affecting fear effect. The save DC is Charisma-based.
Second Skin (Ex) When the slurryfish covers itself with the flesh of another creature using its melt foe ability, it gains a +4 circumstance bonus on Escape Artist checks and to its CMD against grapple attempts. After an hour in the newly assumed form, it gains a +4 circumstance bonus on Bluff and Disguise checks to pretend to be the victim. Additionally, any attack against the slurryfish deals half damage to it (although the slurryfish’s DR, resistances, and immunities may negate some or all of this damage) and half damage to the second skin. If the second skin takes damage equal to half the original creature’s hit points, it is destroyed.
While inhabiting a second skin, a slurryfish can use armor and weapons used by creature whose skin it inhabits. It must use 10 rounds of mind probe (which the original creature can resist with a Will save, even if it died as a result of combat with the slurryfish) to be able to use spells and spell-like abilities possessed by the creature.

Slurryfish are deep sea horrors that terrorize underwater humanoid settlements with an approach not dissimilar to a serial killer. They kill one victim and take over its life for a while before leaving a pile of melted flesh behind after they get bored and stalk another victim. They prefer to kill solitary victims so they can spend time probing the minds of their victims and getting used to the new flesh they use as a covering (during the first hour, the skin is loose-fitting and obviously out of place), but, if they must, they will kill a group of victims and assume the form of one of the them, usually armed with stories about their narrow escape from the creature that killed their comrades.

Slurryfish sometimes make their way to the surface, usually following a visitor to the depths or after killing a landbound victim and reading its thoughts. They can change their bodies to live out of the water, but they find it uncomfortable, so they sow chaos for a short duration before returning to the sea.

A typical slurryfish outside a fleshy shell measures 5–1/2 feet in length and weighs 150 pounds. Slurryfish are long-lived, having natural lifespans reaching 800 years. A pair of slurryfish produce over a dozen spawn, usually seeding the larvae-like brood among dissolved humanoids the pair have killed. Slurryfish otherwise operate independently, but have no antagonism toward each other when they meet; although, they do take a perverse pleasure in tricking other slurryfish into attacking them when they take a humanoid form.

Thursday, October 12, 2017

Frightful Fridays! Monster Mayhem! Orc Furybeast

Howdy! It's almost obligatory for me to throw in a mustelid for these marathons, and I'm getting into high enough CRs where animals become less viable as threats, so I'm presenting the orc furybeast now. It's a supercharged wolverine that hangs out with orcs, so it's probably not going to be friendly. Still, just for fun, I have animal companion stats for the furybeast.

I hope you like the orc furybeast. I'll be back tomorrow for a nicely messed up monster appropriate for Friday the 13th.

Blood mats the brown fur of this powerfully built mustelid which snarls and snaps angrily.
Orc Furybeast      CR 11
XP 12,800
N Medium animal
Init +6; Senses low-light vision, scent; Perception +13
AC 25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
hp 152 (16d8+80)
Fort +15, Ref +12, Will +8; +4 vs. enchantment
Defensive Abilities ferocity, improved uncanny dodge
Speed 40 ft.
Melee bite +20 (3d6+10), 2 claws +19 (3d4+10)
Special Attacks death's wrath, enchanter’s blowback, pounce, powerful build
Str 25, Dex 14, Con 21, Int 1, Wis 16, Cha 8
Base Atk +12; CMB +19; CMD 32 (36 vs. trip)
Feats Dazzling Display, Deadly Finish[UC], Dodge, Gory Finish[UC], Improved Initiative, Intimidating Prowess, Mobility, Weapon Focus (bite)
Skills Acrobatics +10 (+14 to jump), Climb +12, Intimidate +22, Perception +13, Swim +12; Racial Modifiers +16 Intimidate
SQ orcish devotion
Environment temperate hills, mountains, or underground
Organization solitary
Treasure none
Death's Wrath (Ex) When an orc furybeast drops below 0 hit points, it can take 2 points of damage to take a full-round action, but it can only do so to charge an opponent. If the furybeast is slain as a result of an attack of opportunity or readied attack, it can still take its full attack before dying.
Enchanter’s Blowback (Ex) If an orc furybeast saves against an enchantment spell or effect, it flies into a rage. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. When the furybeast attacks the creature that attempted to affect it the spell or effect, it gains a +2 bonus on its attack roll and deals an additional 2 points of damage.
Orcish Devotion (Ex) An orc furybeast will not harm a creature with the orc subtype, even if it is affected by an enchantment effect. A creature with the orc subtype that attacks the furybeast loses this benefit.
Powerful Build (Ex) An orc furybeast adds 1–1/2 times its Strength modifier to damage for all its melee attacks.

Originally hunting and combat companions solely bred for powerful orc chieftains, orc furybeasts have become plentiful enough to add their might to leaders of warbands and exemplary orcs. The animals match the ferociousness of their orc owners and fight with a near rabid intensity until they die. Orcs gifted with furybeasts honor the animals and use them only in meaningful battles or to hunt powerful game. In orc encampments, offspring from furybeast litters are pitted against each other when they near maturity, leaving a lone survivor (or, very rarely, two survivors). Orcs take a pragmatic view of the selection process and do not bet on the outcome.

On extremely rare occasions, a non-orc who has proven him- or herself to an orc tribe receives a furybeast as a gift. Orcs who see a non-orc they do not recognize with a furybeast challenge the owner and, if not satisfied with the response, attempt to violently wrest the animal from the pretender.

A typical orc furybeast stands 3 feet tall at the shoulder, is 5 feet long, and weighs 200 pounds. While furybeasts rarely reach the extent of their natural lifespans, they can reach the age of 30 years.

Orc Furybeast Companions
Starting Statistics: Size Small; AC +2 natural; Speed 30 ft.; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 16, Con 13, Int 1, Wis 12, Cha 8; Special Qualities low-light vision, orcish devotion, powerful build, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (2d6), 2 claws (2d4); Ability Scores Str +8, Dex –2, Con +4; Special Qualities death’s wrath, enchanter’s blowback, ferocity, pounce.

Wednesday, October 11, 2017

Frightful Fridays! Monster Mayhem! Dragonhead Caterpillar

Welcome back for day 11 of the Frightful Fridays! anniversary. I think this will be the last caterpillar for a while. I don't want this to become the "all caterpillar, all the time" feature. I've got to put some spiders in here and there, after all. The dragonhead caterpillar is a dragon's best friend and provides older dragons with a nice minion/trap for unsuspecting hunters.

I hope you enjoy the dragonhead caterpillar. See you tomorrow with monster number 12!

This green caterpillar has a head reminiscent of an adult true dragon’s head; a palpable wave of arcane energy washes off the insect.
Dragonhead Caterpillar      CR 10
XP 9,600
N Tiny vermin
Init +8; Senses darkvision 60 ft.; Perception +0
AC 24, touch 20, flat-footed 16 (+8 Dex, +4 natural, +2 size)
hp 127 (15d8+60)
Fort +12, Ref +13, Will +5
Defensive Abilities fluctuating energy immunity, improved evasion
Speed 20 ft., fly 40 ft. (average)
Melee bite +13 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (30-ft. cone, 10d6 variable [see text], Reflex DC 20 for half, usable every 1d4 rounds), poison
Spell-Like Abilities (CL 15th; concentration +17)
   At will—maximized magic missile
   1/day—prismatic spray (DC 19)
Str 11, Dex 27, Con 17, Int —, Wis 10, Cha 14
Base Atk +11; CMB +17; CMD 27 (can't be tripped)
Feats Toughness[B]
Skills Fly +12
SQ draconic symbiosis
Breath Weapon (Su) A dragonhead caterpillar’s breath weapon deals energy damage of a random type (d4: 1—acid, 2—cold, 3—electricity, 4—fire) each time it uses its breath weapon. Regardless of the energy type used by the caterpillar, true dragons are immune to its breath weapon.
Draconic Symbiosis (Su) Despite its mindlessness, a dragonhead caterpillar obeys a true dragon’s commands. In the case of conflicting commands from more than one dragon, the dragons must attempt opposed Charisma checks; the dragon with the highest check commands the caterpillar for 1 round.
Energy Defense Suppression Poison (Su) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con and 1d4 Dex; cure 2 consecutive saves. A creature that takes ability damage from a dragonhead caterpillar’s poison also has its energy immunities and resistances reduced, regardless of the source of those immunities and resistances; a creature with immunity to energy instead has resist 30, and resistances are reduced by 10 (to a minimum of 0). These reductions last until ability damage inflicted by the poison is restored and for 1 minute thereafter.
Fluctuating Energy Immunity (Su) At the beginning of its turn, a dragonhead caterpillar gains immunity to energy (acid, cold, electricity, fire, or sonic only) used in spells or effects it was targeted by, or it was in the area of effect of, regardless of whether it took damage from those spells or effects. If it was not subject to an attack that dealt energy damage in the previous round, it defaults to an immunity to a random energy type (d4: 1—acid, 2—cold, 3—electricity, 4—fire). A caterpillar starts combat with immunity to the energy used by the dragon with which it is associated (if there is no dragon, the immunity is random as above). The immunities last until the beginning of its next turn.
Magic Missile (Sp) A dragonhead caterpillar’s magic missile spell-like ability is always maximized as if it benefitted from the Maximize Spell metamagic feat.

Dragonhead caterpillars were parasitic creatures which fed off draconic energy and weakened dragons they infested. Many dragons destroyed the pesky caterpillars on sight, but some realized they could genetically engineer the vermin to have them work symbiotically with dragons. Thus, parasitic specimens are extremely rare, while the benign (to dragons) specimens thrive. Many true dragons bleed magical energy when they aren’t using it to defend their lairs, so dragonhead caterpillars feed on that and grow powerful in their own right. Dragons use the caterpillars to defend their lairs and provide a surprise counter to dragon hunters which stock up on defenses and attacks to specifically counter the dragons. The caterpillars have a gland that allows them to gain short-term energy immunity and randomizes the breath weapon they use.

Exposure to dragons has gifted dragonhead caterpillars with significant arcane might. Unless otherwise commanded by dragons, the caterpillars start combat with their breath weapon, followed by prismatic spray, and then magic missiles until they can again use their breath weapon. Dragons often command the caterpillars to physically attack opponents so the caterpillars’ poison can lower resistances to the dragons’ powerful breath weapons.

A typical dragonhead caterpillar measures 8 inches long and weighs less than 10 pounds. The color of its head matches the color of the dragon with which it shares a lair. If it doesn’t have a dragon host, the color of its head matches the light green of its body.

Parasitic Dragonhead Caterpillars

Parasitic dragonhead caterpillars are extremely rare and cost 10,000 gp to purchase from those who cultivate them. These caterpillars have the same statistics as typical dragonhead caterpillars, but they lose the dragon symbiosis special quality and their breath weapons deal energy damage based on an opposing dragon’s vulnerability (if any). Instead of its usual effects, parasitic dragonhead caterpillar poison reduces a dragon’s breath weapon damage (by 2 dice per failed save) and spell resistance (by 2 per failed save) until the dragon restores damage done to its ability scores and 1 minute thereafter, and dragons take a –4 penalty on saves against the parasitic dragonhead caterpillar’s poison.

Tuesday, October 10, 2017

More free monsters! Wait, what?

Hello! The recent Here Be Monsters contest has announced its top 5, and they are all pretty cool monsters. Check them out and vote for your favorite!

Calliope Pachyderm
Gravestone Dryad

Finally, here is the link to cast your vote.

Frightful Fridays! Monster Mayhem! Glom Slug

Hello and welcome to day 10 of the Frightful Fridays! anniversary celebration. Today's monster is based on the monkey slug caterpillar, which is a fairly creepy looking critter. Therefore, it made sense (to me) to take the inspiration and create a mind-controlling aberration.

I hope you enjoy the glom slug. See you tomorrow with another monster!

This many-limbed creature looks like a combination of headless monkey and slug. It leaves a scorched trail behind as it moves.
Glom Slug      CR 9
XP 6,400
CE Small aberration
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20
AC 23, touch 17, flat-footed 17 (+6 Dex, +6 natural, +1 size)
hp 119 (14d8+56)
Fort +10, Ref +10, Will +12
Defensive Abilities amorphous; DR 5/cold iron and piercing; Resist acid 20, electricity 20
Speed 20 ft., climb 20 ft.
Melee slam +17 (1d6+2 plus 3d6 acid and attach)
Ranged spit +13 touch (4d6 electricity and nettling goo)
Special Attacks attach, face hug
Str 15, Dex 22, Con 19, Int 13, Wis 16, Cha 18
Base Atk +10; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Feats Agile Maneuvers, Following Step, Great Fortitude, Step Up, Step Up and Strike, Weapon Finesse, Weapon Focus (spit)
Skills Acrobatics +17, Climb +14, Escape Artist +23, Intimidate +21, Knowledge (dungeoneering) +16, Perception +20, Stealth +20
Languages Aklo (can’t speak)
Environment any underground
Organization solitary or pair
Treasure none
Face Hug (Ex) If a glom slug exceeds an opponent’s AC by 4 when it attacks, confirms a critical hit, or maintains a grapple on the round after it attaches to its foe, it covers the victim’s face. This blinds the victim unless it has alternate visual organs. If the slug begins its turn attached to an opponent’s face, it affects the victim as if it used dominate monster on it, requiring a DC 20 Will save to negate each round the slug remains attached. While the slug affects the victim in this way, it stops inflicting damage from its slam attack; the victim also uses the slug’s visual capabilities and loses the blinded condition. This effect ends immediately after the slug is removed. The save DC is Charisma-based.
Nettling Goo (Ex) A sticky goo covers the location where a creature is struck by a glom slug’s spit attack. The goo cannot be scraped off and requires 10 minutes or fire damage equal to the slug’s HD to evaporate it (this fire damage affects the victim covered in the goo). While covered in the goo, the victim must succeed at a DC 19 Fortitude save to attempt any action other than a single move action. On a failure, the creature takes 4d6 points of electricity damage and loses the action (this causes the victim to lose the spell or spell slot when casting a spell, but has no negative impact on spell-completion items or items with charges). The save DC is Constitution-based and includes a –2 penalty since the goo is not fully potent. Creatures without a nervous system, such as oozes, plants, and undead, are immune to this ability.
Spit (Ex) A glom slug’s spit attack has a 10-foot range increment.

Glom slugs are bizarre escapees from another realm from which their former slaves drove them after they managed to free themselves from the slugs and stage a revolt. The slugs enjoy taking slaves and forcing them to engage in gladiatorial style battles in which they have an intimate perspective. In combat situations, glom slugs take glee in turning allies against one another, forcing their puppets to defend them and counterattack with full awareness of the harm they inflict upon comrades. When they aren’t attached to favorite slaves, they use an electrified expectorant to keep them docile.

Despite the slugs’ propensity for engaging in combats with their slave proxies, they do not normally gather together. The slugs are highly competitive and covet other slugs’ more powerful slaves. They breed by budding, so they never have to work with others for procreation and leave their offspring to fend for themselves. Occasionally, they work for other underground races to procure slaves. In lieu of treasure as a reward for their services, they make strange requests such as redirecting an underground water supply or knocking down a random assortment of stalactites.

Monday, October 9, 2017

Frightful Fridays! Monster Mayhem! Kinetic Giant

Hello again! It's time for monster #9 in the count-up to 30, and this one is a giant, a creature subtype which hasn't graced this blog so far (if I recall correctly). The somewhat grotesque image below and accompanying article spawned an idea of a giant who can take physical punishment and redirect that on its foes. It created a weird image in my mind of a troop of these giants smacking each other their clubs as a morale--and power-- boost.

I hope you enjoy the kinetic giant. See you tomorrow with yet another October monster!

This pale giant has squashed, yet elastic, features. Its ears and nose are virtually nonexistent as if to prevent ready access to weak points on the face.
Kinetic Giant      CR 8
XP 4,800
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
AC 20, touch 8, flat-footed 20 (+4 armor, –1 Dex, +8 natural, –1 size)
hp 114 (12d8+60)
Fort +9, Ref +7, Will +6
Defensive Abilities half damage from melee attacks; Immune bludgeoning damage, force
Weaknesses light sensitivity
Speed 40 ft. (30 ft. in armor)
Melee greatclub +16/+10 (2d8+12) or 2 slams +15 (1d8+8)
Ranged rock +8 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks kinetic redirect, rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +11)
   3/day—magic missile
Str 27, Dex 8, Con 21, Int 9, Wis 14, Cha 8
Base Atk +9; CMB +17 (+19 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome Blow, Bludgeoner[UC], Cleave, Improved Bull Rush, Martial Weapon Proficiency (greatclub), Power Attack
Skills Climb +8, Intimidate +15, Perception +10, Survival +6
Environment any underground
Organization solitary, pair, band (3–8), horde (9–20 plus 1 barbarian chief of 5th-7th level, 1–4 hill giants and 1–6 ogres)
Treasure (hide armor, greatclub, other treasure)
Kinetic Redirect (Ex) If a kinetic giant is targeted by an attack or effect that deals bludgeoning or force damage, it stores the energy from the attack while taking no damage. For a number of rounds equal to the number of dice of damage for the attack, the giant doubles the damage dealt by its slam attacks; on a confirmed critical hit, the damage is instead tripled. In lieu of increasing the damage dealt, the giant can instead attempt a free awesome blow combat maneuver on a successful hit with its slam attack.

Kinetic giants originated from hill giants abducted by an underdwelling race centuries ago. Through selective breeding and precise magical techniques, the underdwellers imbued the former hill giants with resilience to kinetic energy. This made the giants excellent front-line combatants as they could shrug off most weapon attacks. A surprising side effect of the experimentation was the giants’ ability to absorb kinetic energy and release it in their physical attacks, allowing them to unleash devastating blows on their enemies. The giants’ controllers further tinkered with their slaves and granted them relatively minor spellcasting capability in the form of magic missile, which the giants could use offensively or to bolster their own attacks. Unfortunately, many giants broke their mental conditioning, used their powers to destroy their former masters, and then fled. They discovered they could not return to the hills they originally called home, though, since they could no longer abide sunlight. Instead, they took to the caves dotting the hills and preyed on lesser giants, cowing them and taking them as slaves.

Kinetic giants typically cast magic missile on themselves before closing for melee. When multiple kinetic giants attack, they strike each other with their clubs before launching an attack.

A typical kinetic giant stands 9 feet tall and weighs 1,500 pounds. The experimentation has shortened their life spans relative to hill giants, so they live as long as humans.