26 June 2016

Monster: Steel Angel

Steel Angel

It is a slender figure made of polished steel, burnished brass, and golden light, its form reminiscent of a clockwork angel with wings made of long metal blades. Its left shoulder is burdened with a strange turret-like protrusion crackling with empyrean energies.

CR 12; XP 19,200
NG Huge Construct (extraplanar, good)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision; Perception +18


Defense
AC 27, touch 11, flat-footed 24 (+2 Dex, +1 dodge, +16 natural, –2 size)
hp 128 (16d10+40)
Fort +5, Ref +7, Will +7
Defensive Abilities fall not to evil; DR 10/adamantine and evil; Immune construct traits, magic

Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +21 (3d6+7) and 2 wings +16 (1d8+3)

Ranged rapture gun +17/+12/+7/+2 ranged touch (3d6)
Space 15 ft.; Reach 15 ft.
Special Attacks rapture gun
Spell-Like Abilities (CL 20th)
Constant—detect evil

Statistics
Str 24, Dex 14, Con —, Int 15, Wis 15, Cha 15

Base Atk +16; CMB +25; CMD 38
Feats Combat Reflexes, Dodge, Improved Critical (rapture gun), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (rapture gun)
Skills Fly +18, Knowledge (planes) +18, Perception +18, Sense Motive +18

Language understands Celestial but does not speak

Ecology
Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Fall Not To Evil (Su) A steel angel is strangely energized when fighting forces of evil. It gains a cumulative fast healing 1 for each creature with aura of evil or evil subtype within 60 feet.


Immunity To Magic (Ex) A steel angel is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • Spells and spell-like abilities with the evil descriptor deal 1 point of damage per spell level or their normal damage whichever is higher, though they cause no other effects on steel angels.
  • Spells and spell-like abilities with the good descriptor heal the steel angel for 1 point per spell level or their normal healing whichever is higher.
  • Disintegrate turns the steel angel incorporeal for one round, making it appear as a radiant version of oneself made of celestial energies. The incorporeal steel angel can still use its rapture gun to attack corporeal creatures without penalties.
  • Banishment, dismissal, and other effects that expel extraplanar creatures still work to abjure steel angels, though they have no other effects.
Rapture Gun (Su) A steel angel can fire bolts of holy energy from its built-in rapture gun. It has range increment of 100 feet, requires ranged touch attack to hit and deals 3d6 points of damage per hit. As a standard action, a steel angel can fire a massive beam of holy energy dealing 15d6 points of damage to all creatures within 100 feet line. A successful Reflex saving throw (DC 20) halves the damage. The saving throw DC is Charisma-based. After firing the beam, the steel angel cannot use its rapture gun for the next 1d4 rounds.

Steel angels are marvels of empyrean mechanics, divine constructs made of otherworldly materials powered by celestial spirits. They are powerful tools for good forces, capable of withstanding many of fiendish afflictions and powers while energized by mere presence of nearby evil.

20 June 2016

Monster: Oozeling

Oozeling

This little blob of rainbow-colored, semi-translucent slime oozes around vigorously.

CR 2; XP 600
N Tiny Ooze
Init +6; Senses blindsight 10 ft., scent; Perception +5


Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +3
Defensive Abilities ooze; Immune disease, fear, nausea, sickened

Offense
Speed 20 ft., climb 20 ft., swim 20 ft
Ranged boring acid +6 ranged touch (2d6 acid)

Space 2-1/2 ft.; Reach 0 ft.
Special Attacks 

Statistics
Str 4, Dex 14, Con 14, Int 11, Wis 15, Cha 11

Base Atk +2; CMB –3; CMD 9 (can't be tripped)
Feats Alertness, Improved Initiative
Skills Climb +5, Escape Artist +22, Perception +7, Sense Motive +7, Swim +5; Racial Modifiers +20 Escape Artist

Language can't speak
SQ compression

Ecology
Environment any

Organization solitary, pair, or swarm (3-20)
Treasure incidental only

Special Abilities

Boring Acid (Ex) An oozeling can excrete and spit corrosive fluid dealing 2d6 points of acid damage to single creature or object within 20 feet on a successful ranged touch attack, and reducing acid resistance by 1 until the end of the oozeling's following turn. Resistance reduction from consecutive hits with this ability stack, to a maximum reduction of 10 with each hit resetting duration of the effect. When grappled, pinned or swallowed, an oozeling can excrete corrosive fluid from his whole surface as a standard action, inflicting 4d6 points of acid damage to the grappling, pinning or swallowing creature. Oozelings suffer nonlethal damage from other oozelings' boring acid but have no special resistances against acid damage from other sources.

Oozzlings are sentient, friendly blobs of motile protoplasm, almost certainly a byproduct of some magical or alchemical experiment. They are quite gregarious and curious beings with vigor and attention span of a young kitten. They can be also accidentally destructive due to their natural corrosive qualities and while they can't jump, they can move on almost any horizontal surfaces with ease.

A 3rd level spellcaster with Improved Familiar feat can take oozeling as a familiar.

13 June 2016

Monster: Darklight Reaver

Darklight Reaver

A spectral figure woven of darkness with eyes and an outline made of purple glow.

CR 9; XP 6,400
CE Medium Undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +17


Defense
AC 22, touch 22, flat-footed 15 (+5 deflection, +6 Dex, +1 dodge)
hp 114 (12d8+60)
Fort +8, Ref +10, Will +12
Defensive Abilities incorporeal; Immune undead

Offense
Speed fly 30 ft. (perfect)
Melee 2 darklight tendrils +15 (5d6)

Space 5 ft.; Reach 5 ft. (15 ft. with darklight tendrils)
Special Attacks darklight spawn, whirlwind of tendrils

Statistics
Str —, Dex 22, Con —, Int 17, Wis 15, Cha 21

Base Atk +9; CMB +9; CMD 25
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Technologist
Skills Fly +29, Knowledge (arcana) +18, Knowledge (engineering) +15, Intimidate +20, Perception +17, Sense Motive +17, Stealth +21

Language Luminarian
SQ darklight malfunction

Ecology
Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Darklight Malfunction (Su) A darklight reaver can cause a touched luminarian device to act erratically and unpredictably, possibly producing various quirks or make it spectacularly fail until repaired and re-calibrated.

Darklight Spawn (Su) 
 When a darklight reaver drops a living creature below 0 hit points, the victim is enveloped with a cocoon of magical darkness that completely consumes its corpse within 1d4+1 rounds, except for luminars. A luminar victim of this effect emerges from the cocoon of darkness as a darklight remnant under the darklight reaver's control. The cocoon can be dispersed with magical light of at least 2nd level.

Darklight Tendrils (Su) A darklight reaver can attack its enemies with tendrils of darkness extending from its spectral arms. They have exceptional reach and are treated as incorporeal touch attacks that overcomes damage reduction of any kind.

Whirlwind Of Tendrils (Su) A darklight reaver can make a single darklight tendril attack against any number of creature within its reach as a full-round action.

Darklight reavers are twisted and malevolent spirits of luminars that died corrupted with great darkness. They are sadistic beings that find great joy in extinguishing light of their living siblings and corrupting their technology.

06 June 2016

Planar NPC: Zyizzack The Stickyfingers

Zyizzack The Stickyfingers

A small, gremlin-like personage, with long and tattered ears, big yellow eyes, and a brown warty hide. Besides a backpack carried on his back, he only wears a simple loincloth and a pair of leather bracers.


CR 4; XP 1,200

CN Small Outsider (extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +15

Defense

AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 37 (5d10+10); regeneration 1 (lawful)
Fort +3, Ref +9, Will +7; +4 vs. abjuration and divination magic

Offense
Speed 30 ft., climb 30 ft.
Melee dagger +11 (1d3+1)
Ranged dagger +11 (1d3+1)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 10th)
At will—detect magic, mage hand, prestidigitation
1/day—animate ropegetaway (self only), invisibility (self only)

Statistics
Str 12, Dex 20, Con 14, Int 11, Wis 17, Cha 11
Base Atk +5; CMB +5; CMD 20
Feats Improved Initiative, Skill Focus (Disable Device), Weapon Finesse
Skills Appraise +8, Climb +17, Disable Device +20, Perception +15, Sleight Of Hand +17, Stealth +17; Racial Modifiers +4 Disable Device, +4 Perception, +4 Sleight Of Hand
Language Common, Sylvan, Undercommon
SQ handy tools, sack of wonders

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


Handy Tools (Sp) Zyizzack can conjure daggers and tools (including scales and magnifying glass suitable for appraising, climbing tools, lockpicks, spying glasses, hearing tubes, false prosthetics helpful with Sleight Of Hand, and camouflage clothing) by reaching into his sack of wonders. They all act like a summoned tools granting +5 competence bonus to their appropriate skill checks and dissolve into nothingness one round after leaving Zyizzack's possession.

Sack Of Wonders (Sp) Any purse or sack used by Zyizzack can become an opening to his personal extradimensional space acting like a central portion of a handy haversack.

Zyizzack The Stickyfingers is an extraordinary thief, an apt safecracker, a scourge of interplanar treasures, and a self-professed thrill seeker. He is also a poor liar, poor planer, and a bigger coward than he would ever admit. He is also not even half as smart as he think he is, and he is definitely too curious for his own good. Despite all those misgivings, he is a competent thief and can be hired as such. When conjured he might demand either help with a heist of his own, or information about a suitable target (and possibly a spare time to rob such target) as the payment for his services.

Those who know about him and his ways suspect that he is a sort of semi-ascended gremlin or maybe a child of a gremlin and some sort of extraplanar entity, though no one knows for sure. Zyizzack himself is telling many, often contradictory stories about oneself, claiming to be a bastard child of god of thievery and fey lady, a mortal thief reborn as an immortal entity, a benign rakshasa who turned on cruelty and decadence of his kind, a devil who stole back his soul from hell... And he clearly lies through his teeth, whichever the story he is telling.

30 May 2016

Monster: Darklight Remnant

Darklight Remnant

A dried, almost skeletal humanoid husk with pieces of blackened crystal embedded in its skull.

CR 4; XP 1,200
CE Medium Undead
Init +2; Senses darkvision 60 ft.; Perception +9

Aura darklight aura (60 feet)

Defense
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 39 (6d8+12)
Fort +2, Ref +4, Will +7
Defensive Abilities absorb light; Immune blindness, undead

Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+3)

Special Attacks black breath (15-ft. cone, Ref DC 15 negates, blindness for 1d4 rounds)

Statistics
Str 16, Dex 14, Con —, Int 7, Wis 11, Cha 15

Base Atk +4; CMB +7; CMD 19
Feats Dodge, Iron Will, Weapon Focus (claws)
Skills Perception +9; Stealth +11

Language Luminarian

Ecology
Environment any

Organization solitary, pair, or pack (3–12)
Treasure standard

Special Abilities

Absorb Light (Su) When a darklight remnant touches a target of a spell or spell-like ability with light descriptor, or enters into direct contact with an effect of such spell or spell-like ability (such as orbs of light created with dancing lights spell), the spell is subject to a targeted dispel magic with a caster level equal to darklight remnant's HD. A darklight remnant heals 1 point of damage per level of spell or spell-like ability dispelled in such way.

Black Breath (Su) A darklight remnant has a breath weapon that covers the target with clinging darkness blinding for 1d4+1 rounds on a failed Reflex saving throw (DC 15). A darklight remnant can use its breath every 1d4+1 rounds (using the same roll for refresh of the ability and its duration). This is a darkness effect. The saving throw DC is Charisma-based.


Darklight Aura (Su) A darklight remnant reduces strength of all lights within 60 feet by one step, turning bright light into normal light, normal light into dim, dim light into darkness, and darkness into supernatural darkness that blocks darkvision.


When a luminar dies, its light bursts for a one last time and then extinguishes forever. If its light was tainted with a negative energy, though, that final eruption is followed by an implosion of darkness, forcibly sucked into the now dead luminar's crystals as a light-consuming force. After some period of time, the corrupted corpse raises as a darklight remnant—a hateful undead that is attracted to light upon which it feeds.

23 May 2016

Monster: Conflagration Of Forbidden Lore

Conflagration Of Forbidden Lore

This human-sized pillar of dark smoke, with strands of purple, green, and sickly yellow color moves around like a living entity, forming shapes of grinning skulls where a human would have head.

CR 8; XP 4,800
CE Medium Outsider (air, chaotic, elemental, evil, extraplanar, fire)
Init +9; Senses darkvision 60 ft., aura sightPerception +15

Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 95 (10d10+40)
Fort +7, Ref +12, Will +11
Defensive Abilities gaseous body; DR 5/—; Immune elemental traits, fire

Offense
Speed fly 30 ft. (perfect)
Melee 4 claws +15 (1d6+5)

Special Attacks breath weapon (3/day, 30-ft. cone, 10d6 fire, Reflex DC 19 for half, blinds for 1 round on failed save), trail of embers
Spell-Like Abilities (CL 10th; concentration +12)
Constant—aura sight, comprehend languages
3/day—dispel good or law, modify memory (DC 16), suggestion (DC 15)

Statistics
Str 20, Dex 20, Con 18, Int 17, Wis 15, Cha 15

Base Atk +10; CMB +15; CMD 30
Feats Dodge, Improved Initiative, Iron Will
Skills Fly +26, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +16, Perception +15, Sense Motive +15, Stealth +18

Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Giant, Infernal, Ignan, Protean, Terran, Undercommon; telepathy 100 feet
SQ dark lore

Ecology
Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Dark Lore (Su) A conflagration of forbidden lore is elemental incarnation of dark knowledge. It can bestow a +1 profane bonus to caster level to a willing recipient touched, (+2 profane bonus to caster level when casting spells with chaotic or evil descriptors), though the recipient also suffers –4 penalty to saving throws against conflagration's abilities and is under a geas to seek forbidden knowledge. The conflagration can communicate with the recipient of this ability with its telepathy as long as they are on the same plane and can dismiss this effect at will as a standard action regardless of the distance. Dark lore can be also removed with break enchantment, dispel chaos, or dispel evil, or atonement cast on a willing recipient.


Gaseous Body (Ex) A conflagration of forbidden lore has a body  that really is a cloud of ash and smoke held in coherent shape by its dark will. It can pass through small holes and narrow cracks, and cannot be bull-rushed, dragged, entangled, grappled, repositioned or tripped. It cannot enter antimagic field and if captured within one, it loses coherency and raises up like a normal smoke until it leaves the affected area.

Trail Of Embers (Su) When a conflagration moves, it leaves a trail of burning embers on the ground underneath, turning the squares over which it flew into a difficult terrain that inflicts 2d6 points of fire damage to anyone moving into one of its squares or beginning its turn in one. The embers last until the start of the conflagration's next turn. The conflagration can suppress this ability as a free action.

Books burn, even most of those which are dedicated to dark secrets. Burning tomes of forbidden lore might not be best way of disposing them, though. Dark knowledge has power, power that might not simply dissipate when burned, instead suffusing the ash and smoke of the burned books, coalescing them into elementals of the unholy secrets known as conflagrations of forbidden lore.

Conflagrations of forbidden lore are malicious beings that love to spread dark secrets to the promising sages and magicians, tempting them with more knowledge and more power and making them turn to dark research, creating and writing down more forbidden lore. At the same time, they often work to spread misinformation and confuse those who appear to be beyond their temptation, and destroy books containing information that would help fight forces of evil and chaos.

16 May 2016

Planar NPC: Khyzzos That Is Four

Khyzzos That Is Four

An enormous spider made of stone, crystal, coral, molten lava, and crackling lightning.


CR 9; XP 6,400

N Large Outsider (air, earth, fire, water)
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +17

Defense

AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
Defensive Abilities fourfold mind, unrestrained by elements; Immune cold, fire; Resist acid 10, electricity 10; SR 20

Offense
Speed 30 ft., fly 30 ft. (perfect), burrow 30 ft., swim 30 ft.
Melee Bite +17 (2d6+6 plus elemental rip), 2 claws +17 (1d8+6)
Ranged 4 elemental rays +16 touch (3d6, 19-20/x2)
Special Attacks elemental rip

Statistics
Str 22, Dex 18, Con 18, Int 15, Wis 15, Cha 11
Base Atk +12; CMB +19; CMD 33 (45 vs. trip)
Feats Combat Reflexes, Improved Critical (elemental ray), Improved Initiative, Iron Will, Skill Focus (Craft [weaving]), Weapon Focus (elemental ray)
Skills Climb +29, Craft (weaving) +23, Fly +25, Knowledge (planes) +17, Perception +17, Sense Motive +17, Stealth +15, Swim +29
Language Aquan, Auran, Ignan, Terran
SQ no breath, weave elements

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


Elemental Rays (Su) Khyzzos can project up to four bolts of energy with a range of 60 feet and no range increment. Each bolt deals 3d6 points of acid, cold, electricity, or fire damage on a successful ranged touch attack. Khyzzos can fire single bolt of each energy type at the same time.

Elemental Rip (Su) Khyzzos's bite pierces through the magical effects that grant resistance to acid, cold, electricity, or fire damage, or absorb such types of damage, affecting them as targeted greater dispel magic with CL 12th.

Fourfold Mind (Ex) Khyzzos four minds are hard to control. It can roll a saving throw against mind-affecting effect twice and pick the better result.

Unrestrained By Elements (Ex) Khyzzos is never hindered or stopped in its movement by obstacles made of air, earth, fire, or water, nor can be trapped with them as if protected by freedom of movement.

Weave Elements (Su) Khyzzos can shape air, earth, fire, and water into weird shapes, semi-solidifying them until disturbed. Each 5-ft cube requires a hour or more of work, depending upon the intricacy of the designs and patterns imbued into the elements.

Khyzzos That Is Four is a spidery entity travelling the verges between the elemental planes and adorning them with beautiful but eerie elemental sculptures. It seems to be driven by four distinct minds, sharing single body, single set of memories, skills, and abilities, and a sense of identity as Khyzzos. However, they are unable to share thoughts directly and have to communicate with each other by speaking—often quietly murmuring to oneself. Each of the minds is capable of speaking at the same time, making listening to Khyzzos argument with oneself a confusing task. Each of the individual minds speaks in a different elemental language and Khyzzos minds often switch during conversation, sometimes even in the middle of sentence.

Khyzzos That Is Four loves to work with elements and create its sculptures, and is sometimes called by genies, elemental lords, and powerful conjurers to serve as an artist.