19 January 2015

Monster: Rainbow Cat

Rainbow Cat

This creature is a small rainbow-hued cat with a single straight horn growing from its forehead and a pair of butterfly wings.

CR 5; XP 1,600
N Small Magical Beast
Init +7; Senses darkvision 60-ft., low-light vision; Perception +19
Aura pattern amplification (60 feet)


AC 18, touch 14, flat-footed 14 (+3 Dex, +4 natural, +1 size)
HP 51 (6d10+18)
Fort +8, Ref +8, Will +4
Defensive Abilities prismatic affinity


Speed 40 ft., fly 60 ft. (good)
Melee gore +10 (1d4 and rainbow burst), bite +10 (1d4), 2 claws +10 (1d3)
Ranged rainbow arc +10 ranged touch (5d6 and rainbow burst)
Space 5 ft.; Reach 5 ft.
Special Attacks rainbow burst


Str 10, Dex 16, Con 16, Int 13, Wis 15, Cha 15
Base Atk +6; CMB +5; CMD 18
Skills Fly +18, Perception +19, Stealth +16; Racial Modifiers +8 Perception
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Languages Common, Sylvan (can’t speak)


Environment any
Organization solitary or gang (2-4)
Treasure none

Special Abilities

Pattern Amplification (Ex): A rainbow cat colorful pelt shimmers with all the colors of the rainbow synchronizing with nearby pattern effects. Pattern effects created with spells and spell-like abilities within 60 feet of a rainbow cat have their caster level increased by 1. All creatures within the aura suffer -1 penalty to saving throws against pattern effects. This modifiers stack to a maximum of +3 to caster level and -3 to saving throws.

Prismatic Affinity (Ex): A rainbow cat is never blinded by prismatic sphere, prismatic spray, prismatic wall, and similar effects and has effective Spell Resistance of 26 against them. Unlike most other cats, rainbow cats are completely immune to fascinating condition caused by visual effects.

Rainbow Arc (Su): A rainbow cat can project a ray of prismatic light from its horn with a range of 60 feet. Rainbow arc deals 5d6 points of damage and exposes the target to rainbow burst.

Rainbow Burst (Su): A creature struck with horn or rainbow arc has to succeed a Will saving throw (DC 15). Failure exposes them to a burst of light that causes one of the following conditions: blindness for 1d4 rounds, fatigue for 1d4 rounds or sickness for 1d4 rounds, as chosen by the cat. If the attack that triggered the rainbow burst was a confirmed critical hit, the target also becomes stunned for 1d4 round on a failed save or staggered for 1 round if successful.

Like many other magical beasts, rainbow cats are results of magic gone wild. This particular species arose from a group of semi-feral cats dwelling in highly magical ruins. There, many generations of cats were exposed to lingering magic; residual power flew through the area and the creatures living there, slowly imbuing them with increased intelligence. They also acquired appearance and abilities corresponding to various magical effects dissipating in the ruins: for the ancestors of rainbow cats it was a series of prismatic walls protecting various sections of the ruins. After a few generations rainbow cats acquired limited ability to pass those wards and to harness the prismatic magic infusing them. With their heightened intelligence and ability to fly they spread from the ruins and into the world around them.

Rainbow cats are in curious and yet very jaded beings—they enjoy new things but coming from a high magic environment they are accustomed to seeing strange, terrible, and completely weird things, rarely matched in more mundane places. They like to occasionally interact with other intelligent beings and usually avoiding violence, unless their young or their territory is threatened.

The average rainbow cat is 2-½ feet to 4 feet long and weights 20–40 pounds.

15 January 2015

Little Red Goblin: Nontraditional Races

A Little Red Goblin in its sack just brought us a new book: Racial Guide 4: Nontraditional Races.
>Here< is LRGG's blog post and >here< you can find the book itself.

I am pleased to announce that it contains a creation of mine: oc'cli, selected in a contest on Paizo messageboard. Apparently it was unanimous pick of three judges...

The race itself was based on a creature that appeared in my dream in the autumn—appearance only, though, for the cultural and biological background hastily evolved in my mind when I was hastily designing the race for the contest. I can only say I wish I'd remember more of ideas I have in my dreams.

06 January 2015

Wayfinder #12

Twelfth issue of Wayfinder is here! Well, actually it's there...

New creations of mine are aucturn cat and pheyraoh in the bestiary section. Have fun.

31 December 2014


The Liber Influxus Communis is slowly finalized. In fact the WIP version of pdf is already available (at least for backers and contributors, but I think that those who aren't either can get it as well). In light of this it's time to present a sample NPC that uses the class I wrote: the metamorph.


A muscular half-orc with a pair of draconic wings, clawed hands, elongated jaws revealing terrible fangs, and a tail ending with a vicious stinger. His skin is covered in patches of black scales completing the quasi-draconic image.

CR 8; XP 4,800
Male half-orc metamorph 9
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60-ft,, Perception +19

AC 25, touch 19, flat-footed 18 (+2 armor, +2 Dex, +2 deflection, +5 dodge, +4 natural)
hp 76 (9d8+36)
Fort +10, Ref +10, Will +12
Immune acid

Speed 30 ft., fly 30 ft (average)
Melee bite +13 (1d6+7), 2 claws +13 (1d4+7), sting +13 (1d4+7)
Special Attacks breath weapon (30-ft. cone, 9d6 acid, DC 19)

Str 20, Dex 14, Con 14, Int 10, Wis 20, Cha 8
Base Atk +6; CMB +11; CMD 28
Feats Extra Vital Surge (x3), Flyby Attack, Improved Initiative, Iron Will, Toughness
Skills Acrobatics +6, Climb +9, Fly +8, Knowledge [arcana] +12, Linguistics +3, Perception +17, Survival +17, Swim +9
Evolutions bite, breath weapon (acid), claws, energy immunity (acid), flight (winged), improved natural armor, sting, tail
Languages Common, Draconic, Dwarven, Giant, Orc
SQ enhanced natural attacks, vitality surge (4d6, 15/day)
Combat Gear belt of physical might (Str, Dex) +2, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +4,  ring of protection +2.

Special Abilities

Breath Weapon (Su): Dragonheart can spew a cone of acid dealing 9d6 points of damage in 30-ft cone, or half on a successful Reflex saving throw against DC 19. Using this ability expends one use of vitality surge.

Enhanced Natural Attacks (Su): Dragonheart's natural attacks have +2 enhancement bonus to attack rolls and damage.

Vitality Surge (Ex): Up to fifteen times per day, Dragonheart can tap reserves of his vitality as a swift action healing 4d6 points of damage.

Born under another name, name torn to pieces and thrown to the wind, Dragonheart was an outcast, a half-breed hated and mocked by his orcish kinfolk. His life was destined to be short and miserable, serving as a slave to his kin for weakness of his blood. This all changed when the tribe unwittingly stirred local pack of wyverns starting a prolonged war of attrition between orcs and the serpentine fliers. While the orc warriors hunted and prepared ambushes, Dragonheart deep inside wished them failure. When warriors were back with their dead comrades, Dragonheart secretly cheered the scaled menace, when warriors came back with trophies taken from a slain wyverns, Dragonheart was mourning the beasts, and yet hated them for their failure. When away from the tribe, he cursed the tribe for not dying, and he cursed the wyverns for not killing more of the orcs...

One night, he was selected to be a servant to the hunting party, though, and that changed everything. Their ambush on a pair of wyverns was total failure, for Dragonheart let the pebbles fall and alert the wyverns to the hunters' presence. Without the advantage of surprise the orcs rushed the beasts and fell, one by one. They managed to kill one and cripple the other, but in the end only one out of dozen hunters stood, preparing to kill the incapacitated beast. Dragonheart stabbed him in the back and then silently whispered his reasons in the ear of dying kinfolk. After severing final ties connecting him to his tribe, Dragonheart came to the crippled wyvern, killed it with the same knife, cut out the heart and ate it. He woke next morning changed, with claws and first scales on his body. It was the beginning of the transformation that was slowly moving him from mocked half-breed into monstrous hybrid. His scales grew stronger, he sprouted pair of wings. Later, much stronger Dragonheart managed to kill a young black dragon, again eating the heart of the magnificent prey and gaining more of its strength—affinity for corrosive acid that the beast spewed. He was no longer member of vanquished tribe. He was Dragonheart.

18 November 2014

Advanced Bestiary!

Photo courtesy of Patrick Curtin
Pathfinder edition of Advanced Bestiary by Green Ronin Publishing is finally hitting the shelves! The hardcover were already sends to backers (and hopefully to contributors as well...). PDFs can be already bought and printed version can be preordered.

Advanced Bestiary on Paizo.com
Advanced Bestiary on DriveThruRPG
Advanced Bestiary on Green Ronin Online Store

Once you get it, turn the page to... Uh, I have no idea what page actually. Just go through all of it until you find a dwarf druid! The one with mossy hair (if there would happen to be more than one).

And what's more there is another publication looming very-very soon. Or so I hope.

31 October 2014

Monster: Pale Hag

Pale Hag

A pale skinned lady that is beautiful and yet monstrous, with razor sharp claws, red eyes, and a pair of ghostly crones floating beside her.

CR 10; XP 9,600
NE Medium Monstrous Humanoid
Init +9; Senses darkvision 60 ft., deathwatch; Perception +22

AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +13
Defensive Abilities death mantle; DR 5/cold iron and magic; SR 21
Weakness turning vulnerability

Speed 30 ft.
Melee 2 claws +18 (1d6+5) and 2 spectral thrall +12 touch (4d6)
Space 5 ft.; Reach 5 ft. (30 ft. with spectral thrall attacks)
Special Attacks spectral swarm, spectral thrall
Spell-like Abilities (CL 12th, concentration +15)
At will—animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision
1/day—command undead (DC 15), create undead, desecrate

Str 21, Dex 20, Con 21, Int 14, Wis 17, Cha 16
Base Atk +12; CMB +17; CMD 32
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (claws)
Skills Bluff +21, Fly +24, Perception +22, Sense Motive +22, Spellcraft +14, Stealth +20
Languages Abyssal, Common, Giant, Infernal
SQ change shape (any hag, disguise self), coven lore, gift of undeath

Environment any land
Organization solitary
Treasure standard

Special Abilities

Coven Lore (Su): Hag spirits accompanying the pale hag are bound to serve her as repositories of lore and magic. A pale hag gains bonus equal to half her caster level to all Knowledge checks, can attempt any Knowledge check untrained, and can use all the spell-like abilities of a hag coven on her own. After using any of her at will spell-like abilities, a pale hag cannot use the same spell-like ability for two rounds. A pale hag loses access to her at will spell-like abilities (but not other spell-like abilities) when her coven lore ability is suppressed by her turning vulnerability.

Death Mantle (Su): A pale hag can call upon her bond with her enthralled spirits to attune oneself to death for a short time. As an immediate action, a pale hag can gain benefits of negative energy affinity for 1 round. While her death mantle is in effect she is immune to death effects, ignores penalties bestowed by negative levels, and gains flight speed of 60 feet with good maneuverability (maneuverability bonus to Fly checks already included in her stat block). Pale hag can use this ability for a total number of rounds per day equal to her HD. If any hag dies within 30 feet of a pale hag, the later regains a number of extra rounds of use of her death mantle ability equal to the killed hag’s HD.

Gift Of Undeath (Su): A pale hag can use her create undead spell-like ability to raise one dead creature as a ju ju zombie. A pale hag can have single animate ju ju zombie at a time and is unable to create a new one as long as the previous one exist; she can destroy the ju ju zombie she created with a short ritual that takes one whole round while the ju ju zombie is within 100 feet. Unlike the regular spell, a pale hag’s create undead spell-like ability gives her has no direct control over undeads created.

Spectral Swarm (Su): Once per day a pale hag can call upon spirits of hags she killed or whose deaths she caused indirectly to swarm around her in 30 feet whirling vortex of vicious ghosts for 1 round. Any living creature entering the area or beginning its turn within the spectral swarm suffers 4d6 points of negative energy damage while the undead gain 4d6 temporary hit points that last for one hour. The spectral swarm is considered a difficult terrain (even for flying creatures) and provides concealment. If any hag dies within 30 feet of a pale hag, the later regains the use of this ability.

Spectral Thralls (Su): A pale hag is constantly accompanied by spirits of her murdered coven members. While they usually remain unseen, they appear besides her when she is angered, scared or in combat. When a pale hag makes a full attack, in addition to her claw attacks, each spirit can strike once as a secondary natural melee touch attack with 30 feet reach dealing 4d6 points of negative energy damage (granting equal amount of temporary hit points to undead and creatures with negative energy affinity).

Turning Vulnerability: Pale hag’s powers rely on bound spirits of deceased hags. A hag that is exposed to Turn Undead, Rebuke Undead or Lure Undead, or another effect that banishes, destroys, or incapacitates undead beings loses her Coven Lore, Death Mantle, Spectral Swarm, and Spectral Thralls abilities for 1d4 rounds unless the hag succeeds a Will saving throw (even if the effect does not normally allow one). When suffering from her turning vulnerability, a pale hag facade of beauty fall apart revealing her to be a vile monstrosity. Anger of such revelation grants her +2 morale bonus to attack rolls, damage rolls, saving throws, and skill checks, and allows her to make four claw attacks each round.

Sometimes, a hag can discover a secret ritual that allow her to gain more power for herself by sacrificing her coven sisters. The ritual takes years to prepare, and has to be done in secret lest the other hags of the coven learn of it and try to divert it for their own benefit. The ritual culminates in destruction of the other two hags, which must be done by outside party, manipulated into killing them by any member of the coven. This betrayal binds the spirit of the killed hags to the last surviving coven member granting her all the powers of the coven and transforming her into a new, superficially beautiful and potentially immortal form.

To maintain her beauty and her immortality a pale hag has to lead to death by betrayal of at least one hag every century or so, however. Failure to do so causes her body and her control over bound spirits to slowly erode bestowing one permanent negative energy level per month until she dies and is confronted by spirits of hags whose demise she orchestrated.

29 September 2014

Agathion, Lunula

The following creature was my submission for Here Be Monsters contest organized by Sword For Hire blog and Freelance Forge community. As it can be easily noticed by looking on Sword For Hire webpage I haven't made to the top five so I decided to show this monster here on my blog.

Each of the submissions had to be based on a request made in Pathfinder's Bestiary 5 Wishlist thread on Paizo messageboard — I went with Jason "Mikaze" Garrett's request for "octopus-based agathion (or any other celestial)". The last part is the important one, because while I was writing this creature it morphed from agathion to azata. There were two reasons for that:

1) There are two aquatic agathions already in Pathfinder Bestiaries (three counting Mikaze's aequoreal agathion from Wayfinder #8, with excellent picture drawn by Crystal Frazier, if I am not mistaken—there is no signature on the picture itself but I think that it was mentioned in thread about that Wayfinder issue) but no aquatic azata...

2) When I was writing this creature I felt that despite having an animal-based shape it's secondary to its freedom-loving nature. I felt nothing animalistic  about it, which I think is integral part of agathion nature.

The following part is in the form I sent as submission, without changes. I am pretty sure I would rewrite some parts, especially the description. I might work on this monster in the future to make it better—I think that very short description failed to capture both the essence of the monster and hearts of the judges.

The name of the entity itself is based on second part of greater blue-ringed octopus scientific name: Hapalochlaena lunulata.

Agathion, Lunula

This rainbow-hued octopus floats in the air, the shortest two of its eight tentacles ending with humanoid hands. Unlike mundane octopus it has human-like face in place of its beak.

Agathion, Lunula CR 10
XP 9,600
CG Large Outsider (aquatic, azata, chaotic, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +24
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
hp 126 (12d10+60)
Fort +4, Ref +13, Will +13
Defensive Ability price of freedom; DR 5/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 21
Speed 20 ft., fly 30 ft. (perfect), swim 30 ft.
Melee kiss +19 touch (gift of peace), 6 tentacles +18 (1d6+4 plus grab and pull)
Ranged 2 rainbow rays +14 touch (2d6 plus special)
Space 10 ft.; Reach 5 ft. (20 ft. with tentacles)
Special Attacks constrict (1d6+4), pull (tentacle, 5 ft.), rainbow pulse
Spell-Like Abilities (CL 12th; concentration +15)
At will—greater teleport (self and 50 lbs of gear only), remove fear
3/day—magic circle against evil or law (lunala’s choice), mass cure light wounds
1/day—break enchantment, raise dead, restoration
Str 26, Dex 16, Con 20, Int 17, Wis 21, Cha 17
Base Atk +12; CMB +21 (+4 grapple); CMD 33 (can’t be tripped)
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (tentacle)
Skills Bluff +18, Diplomacy +18, Escape Artist +26, Fly +24, Knowledge [history] +18, Knowledge [planes] +18, Perception +24, Sense Motive +24, Stealth +14 (+26 when motionless); Racial Modifiers +8 to Escape Artist, +12 to Stealth while motionless
Languages Celestial, Draconic, Infernal; truespeech
SQ amphibious
Environment any (Elysium)
Organization solitary, pair, or squad (3-6)
Treasure standard
Gift Of Peace (Su) A sentient creature kissed by a lunala is given a vague but vivid vision of choice between peaceful existence and aggression. Creature that chooses peace is placed in blissful dream-like state while her body remains safe in temporal stasis. This effect lasts as long as the creature remains in contact with the lunala plus one round thereafter. A creature that chooses aggression is staggered for one round and remains sickened for as long as it remains in contact with lunala plus one round thereafter. A creature making the choice is fully aware of results of both choice.

Price of Freedom: A lunala can use its freedom ability as an immediate action to interrupt an effect that would bind, capture or otherwise restrain it. Whenever a lunala uses its freedom spell-like ability, it is forced back to Nirvana and put into a dream-like stasis similar to its own gift of peace for a year and a day, though.

Rainbow Pulse (Su): Once per day, a lunula can project a pulse of rainbow light as a standard action. A rainbow pulse is 60-ft. radius burst affecting all creatures within as if they were struck by a rainbow ray.

Rainbow Ray (Su): A lunala can project beams of rainbow light from its hands with 60 feet range. Any creature struck by one of the rays immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for a number of rounds equal to the lunala’s Charisma bonus (3 rounds for typical lunala). This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

A lunala is entity of benign chaos, champion of freedom and individual choice restrained only by compassion and empathy. Sometimes lunalas are mistaken for an exotic agathion, which happens from time to time because of their animalistic appearance. While they don’t seem to mind this, they always try to correct whoever made that mistake believing that knowledge is important component of being able to make free choices.