2026-09-13

Fantasy Monster: Eternal Bomber

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Eternal Bomber

A slightly misshapen man, with oddly attached limbs, discolorations, burns, and pinkish pustules dripping with sulphur-smelling puss.

CR 9; XP 6,400
CN Medium Monstrous Humanoid
Init +8; Senses darkvision 60 ft.; Perception +17

Defense
AC 23, touch 15, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +4 natural)
hp 114 (12d10+48); regeneration 10 (cold, disintegration)
Fort +8; Ref +12; Will +10
Defensive Abilities frantic panic, unfinal blast; Resist acid 10, fire 10

Offense
Speed 30 ft.
Melee 2 slams +16 (1d6+4 plus 2d6 acid plus 2d6 fire)
Special Attacks grown bomb (60 ft. range, 30 ft. radius burst, 6d6 acid and 6d6 fire, DC 20 Reflex for half)

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 7
Base Atk +12; CMB +16; CMD 30
Feats Dodge, Improved Initiative, Iron Will, Mobility, Nimble Moves, Run
Skills Acrobatics +16, Climb +19, Perception +17, Profession (demolitions) +14, Stealth +19
Languages Common, Ignan

Ecology
Environment ruins, battlefields
Organization solitary, pair, or squad (3–8)
Treasure standard

Special Abilities

Frantic Panic (Ex) An eternal bomber suffering from cowering, frightened, or panicking conditions, or any intense emotional effect, be it rage, despair, but also love or charm-induced friendship and trust, moves in a random direction, and then either throws its grown bomb at the nearest noticeable target – a threatening creature, friend or foe, an obstacle, or a noteworthy landmark or part of scenery, or makes a second move in a random direction.

Grown Bomb (Ex) Once every 1d4 rounds, an eternal bomber can pull out a a pustule out of his flesh and lob it at a point within 60 feet. as a standard action. The grown bomb explodes dealing 6d6 acid and 6d6 fire damage (or half on a successful DC 20 Reflex saving throw) within a 30-ft. radius burst. The saving throw DC is Constitution-based.

Unfinal Blast (Ex) When dropped to 0 or less hit points, eternal bomber whole body explodes in a shower of fiery, corrosive guts and shards. And then all that splatter starts to regrow back, forming a big, fleshy sack with 8 hardness and 100 temporary hit points in 1d4 rounds. Once the eternal bomber regenerated to full hit points, or the temporary hit points are depleted, the sack opens, releasing the eternal bomber fully capable of acting again. The unfinal blast doesn't  trigger if the eternal bomber is disintegrated or killed with cold damage.


Eternal bombers are a mad result of a mad experiment, an attempt to create the perfect sappers – ones for whom a mistake doesn't mean an end of career or life – by infusing a number of volunteers, and no-so volunteers, with alchemical tinctures, troll blood, and other arcane ingredients. The initial results were quite promising, allowing the first squad to quickly shrug off any casualties, leading to creation of a more and more units.

It could not last, though, for the pain and trauma of blowing up and regrowing new bodies, again and again, invariably pushed the eternal bombers into emotional instability and madness. Each regeneration introduced minute, but cumulating imperfections, to bodies and minds alike, turning eternal bombers into as much threat to their own forces as the enemies, especially superiors who condemned them to this terrible fate.



2026-09-06

Fantasy NPC: Ghost-Hunter Of Overgrown Dale

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Ghost-Hunter Of Overgrown Dale

A man in pale brown and yellow jacket moves through the forests outgrowths, without jostling even a single leaf.

CR 6; 19,200 XP
CN Medium Undead (incorporeal)
Init +5; Senses darkvision 60 ft., scent; Perception +10

Defense
AC 19, touch 19, flat-footed 14 (+4 deflection, +5 Dex)
hp 51 (6d8+24)
Fort +6, Ref +7, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Ranged ghostly arrows +10 touch (6d6)
Special Attacks annoying arrows

Statistics
Str –, Dex 20, Con –, Int 13, Wis 13, Cha 19
Base Atk +4; CMB +4; CMD 23
Feats Point-Blank Shot, Precise Shot, Weapon Focus (ghostly arrows)
Skills Fly +22, Knowledge (nature) +10, Perception +10, Stealth +14, Survival +10
Language Common, Sylvan

Annoying Arrows (Su) Any animal hurt by Ghost-Hunter's arrows becomes aggressive and violent, gaining +2 morale bonus to attack rolls, damage rolls, and saving throws until the ghostly shaft is removed, its emotions are calmed, or magical healing is applied.

Ghostly Arrows (Su) Ghost-Hunter fires spectral arrows out of his spectral bow, with a range increment of 100 feet, passing through natural vegetation.


Ghost-Hunter Of Overgrown Dale was arrogant and boastful young man in life, and remains obsessed with his hunting skills in death. He doesn't remember – and doesn't want to – that he was gored by wounded boar because of his carelessness.

Now he appears to stalk the forests of his home dale (he never flies above the line of shorter trees), interfering with hunters, mocking their skills, challenging them to duels, or even kill-stealing their prey. He never directly tries to harm his competitors bodily, aiming only at their pride.


2026-08-30

Fantasy Monster: Wheel Of Damnation

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Wheel Of Damnation

A upper half of a tattered skeleton mantled in a wreath of blue flame is interwoven into iron spokes of a crude wheel. And yet, though the wheel whirls madly, seemingly in both directions at once, shredding the ground with spikes, the body in its center remains eerily motionless.

CR 7; XP 3,200
LE Medium Undead
Init +10; Senses darkvision 60 ft., smell damned; Perception +16

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 85 (10d8+40)
Fort +7; Ref +9; Will +10
Immune undead traits; Resist cold 20, fire 20

Offense
Speed 40 ft.
Melee slam +13 (2d4+4 plus 3d6 cold and 3d6 fire)
Special Attacks blast leap, buzz through

Statistics
Str 16, Dex 22, Con —, Int 11, Wis 17, Cha 19
Base Atk +7; CMB +10; CMD 30
Feats Acrobatic Step, Improved Initiative, Nimble Moves, Run, Weapon Finesse
Skills Acrobatics +26, Knowledge (planes) +10, Knowledge (religion) +13, Perception +16; Racial Modifier +10 Acrobatics 
Languages understands Common and Infernal, cries and babbles incoherently

Ecology
Environment urban, roads
Organization solitary, pair, or crowd (3–6)
Treasure standard

Special Abilities

Blast Leap (Su) When a wheel of damnation jumps, lands, falls down, or is subject to channel energy, it creates a 10-ft.-radius burst of blue flames that deals 3d6 cold and 3d6 fire damage. A successful Reflex saving throw (DC 19) halves the damage. The saving throw DC is Charisma-based.

Buzz Through (Su) A wheel of damnation deals 3d6 cold and 3d6 fire damage when it moves through space of other creatures. A successful Reflex saving throw (DC 19) negates this damage). A wheel of damnation still needs to make normal Acrobatics check to move through space of other creatures. The saving throw DC is Charisma-based.

Smell Damned (Su) A wheel of damnation can smell creatures that are under curse effect, lost their soul, or sold their soul through a pact, as if it had scent ability.


What terrible deeds damn those souls to suffer such wretched state after their death, is unclear, though it often looks like kytons are somehow involved, or at least present to watch...

Wheels of damnation are tormented and hateful beings seeking to inflict pain and suffering on other damned beings, though any mortal will do if they get desperate enough.


2026-08-23

Fantasy Monster: Squiddog

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Squiddog


A squid-shaped head on a vaguely canine, albeit six legged body.

CR 5; XP 1,600
N Medium Aberration (aquatic)
Init +10; Senses darkvision 60 ft.; Perception +14

Defense
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 55 (10d8+10)
Fort +4; Ref +9; Will +8

Offense
Speed 50 ft., swim 50 ft.
Melee 4 tentacles +8 (1d6+1)
Space 5 ft.; Reach 10 ft.
Special Attacks ink spray (30-ft. cone, 1d4+1 rounds blindness, DC 16 Reflex negates)

Statistics
Str 12, Dex 22, Con 12, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +8; CMD 24 (28 vs trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Nimble Moves, Weapon Focus (tentacle)
Skills Perception +14, Stealth +14, Swim +9; Racial Modifier +8 Stealth
SQ amphibious

Ecology
Environment warm aquatic, coasts, underground
Organization solitary or pack (2–6)
Treasure standard

Special Abilities

Ink Spray (Ex) A squiddog can spray ink in a 30-ft. long cone-shaped burst once every 1d4+1 rounds as a standard action, blinding exposed creatures that fail their Reflex saving throw (DC 16) for 1d4+1 rounds. The saving throw DC is Wisdom-based.


Squiddogs are strange cephalopods that occasionally emerge from warm coastal waters and underground lakes in search of food and entertainment.

2026-08-16

Fantasy Monster: Smoke Hag

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Hag, Smoke

A short, wrinkled woman with hairs that resemble smoldering dried leaves.

CR 8; XP 800
CE Small Monstrous Humanoid
Init +10; Senses darkvision 60 ft., low-light vision, scent, smoke vision; Perception +18

Defense
AC 15, touch 15, flat-footed 13 (+6 Dex, +4 natural, +1 size)
hp 102 (12d10+36)
Fort +7; Ref +14; Will +11

Offense
Speed 30 ft.
Melee 2 claws +19 (1d6+1)
Special Attacks smoke breath (DC 19)
Spell-Like Abilities (CL 12th, concentration +13)
At Will—ignite, pyrotechnics (DC 13), quench (DC 14)

Statistics
Str 12, Dex 22, Con 16, Int 13, Wis 17, Cha 13
Base Atk +12; CMB +13; CMD 28
Feats Improved Initiative, Nimble Moves, Power Attack, Skill Focus (Knowledge [nature]), Skill Focus (Profession [herbalism]), Weapon Finesse
Skills Bluff +13, Heal +15, Knowledge (nature) +19, Perception +18, Profession (herbalist) +21, Stealth +10
Languages Aklo, Common, Giant

Ecology
Environment urban, rural
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Smoke Breath (Su) A smoke hag can exhale a noxious smoke in a 30-ft. cone-shaped spread that dazzles any creatures within for 1 round and produces up to two of the following effects, chosen by the hag: inflicts 10d6 points of acid and fire damage from acrid heat, blinds for 1d4+1 rounds, staggers for 1d4+1 rounds, or causes coughing, preventing speaking for 1d4+1 rounds. A successful Fortitude saving throw (DC 19) halves the damage and negates any other effects. A smoke hag can use this ability once every 1d4+1 rounds but can reset the recovery time by taking a full-round action inhaling from an adjacent censer or bonfire in which herbs are being burned. Smoke hag is immune to effects of her own smoke breath, but breath of another smoke hag makes her confused (but quite happy) for 1 round, with no save.

Smoke Vision (Su) A smoke hag sees through smoke, fog, and mist as if it was merely a faint tint.


Smoke hags know secrets of noxious herbs and volatile incenses, they are also a bit of pyromaniacs, loving to gaze into fire and smoke. They are also careless enough to accidentally start fires and expose others to psychedelic substances.

Their mood often switches between creepy friendliness, borderline paranoid, and contemplative indifference. They can share their herbs at one moment, and accuse you of stealing their stash the next minute, while others merely watch spouting inane commentary.

Smoke hags hate being wet, and avoid water, but contrary to occasional claims do not dissolve in water, they just get angry or panic, as they are poor swimmers.

They always keep multiple open fire and piles of flammables in their dens. As a part of a hag coven, smoke hags enable it to use incendiary cloud (DC 21) and planar binding (belkers or smoke elementals) spell-like abilities, and share their smoke vision with all members of the coven within 1 mile.


2026-08-09

Fantasy Monster: Invisible Burden

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Invisible Burden

An eerie feeling of intense burden keeps you low...

CR 3; XP 800
NE Small Undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +7

Defense
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 size)
hp 19 (3d8+6)
Fort +3; Ref +3; Will +6
Defensive Traits incorporeal; Immune undead traits

Offense
Speed 5 ft. (crawling on ground only as a full-round action)
Special Attacks crushing weight (3d6, Will DC 15 negates), pass the burden, share the burden

Statistics
Str , Dex 14, Con —, Int 11, Wis 13, Cha 15
Base Atk +2; CMB +2; CMD 16
Feats Ability Focus (Crushing Weight), Iron Will
Skills Bluff +8, Perception +7, Sense Motive +7, Stealth +8
Languages Common

Ecology
Environment urban, rural
Organization solitary, pair, or a load (3–10)
Treasure none

Special Abilities

Crushing Weight (Su) As a standard action, an invisible burden can laugh at a creature carrying or dragging a heavy or heavier load, or simply carrying a large, heavy object in their hands on their back within 30 feet. The target falls and suffers 3d6 points of crushing damage, dropping the carried objects, and possibly damaging or destroying it in the process. A successful Will saving throw (DC 15) prevents the incident and makes the target immune to crushing weight for the next 24 hours. The saving throw DC is Charisma-based.

Pass The Burden (Su) When an invisible burden witnesses a corporeal creature voluntarily agreeing to carrying a burden or helping with a strenuous physical work within 30 feet, it can attach to that creature as a standard action, seating itself on the victim's back. For as long as the invisible burden is attached, the target remains exhausted, and also suffers any positive energy damage that would be dealt to the invisible burden in its place.

Share The Burden (Su) An invisible burden can point to a single creature as a standard action, making the victim feel tired and overwhelmed by whatever they carry, suffering fatigued condition for as long as they remain in invisible burden's line of sight. An invisible burden can only share the burden with a single creature at a time.

Unseen Form (Su) An invisible burden is supernaturally invisible at all times. Effects that end invisibility, such as invisibility purge or antimagic field reveal small figure holding to the victim's back or curled on the ground.


An invisible burden is a hateful spirit of a person that was worked to death carrying weights, or crushed by one. Now they share their pain by burdening others with their massive, if immaterial, presence.

They sometimes call for help, pretending to be old or injured people, or children lying in bushes, asking passersby to carry them elsewhere, though the agreeing to carry burden doesn't have to be directed at an invisible burden to suffice.

While an invisible burden will never voluntarily attach to a creature immune to exhaustion, they can be tricked to do so with deception, misdirection, or even some illusions.


2026-08-02

Fantasy Monster: Magma Bloom

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Magma Bloom

An ovoid bulb, covered in a thick, basalt-like rind, surrounded by scorching and melting ground.

CR 4; XP 1,200
N Medium plant
Init +0; Senses tremorsense 60 ft.; Perception +2
Aura ground is lava (10 ft.)

Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 39 (6d8+12)
Fort +7; Ref +2; Will +4
Immune plant traits, poison; Resist acid 20, cold 20, fire 20

Offense
Speed 20 ft.
Special Attacks noxious breath (30 ft. cone, 3d6 acid)

Statistics
Str 20, Dex 10, Con 14, Int –, Wis 15, Cha 1
Base Atk +4; CMB +9; CMD 19 (29 vs trip)
Skills Perception +2

Ecology
Environment volcanic
Organization solitary, pair, grove (3–12)
Treasure standard

Special Abilities

Ground Is Lava (Su) Ground surrounding magma bloom heats and melts, creating a zone of difficult terrain. Anyone starting their turn standing on the melting rocks suffers 2d6 points of fire damage. If a magma bloom stays in one point for extended time, the ground might remain molten for hours or even days even after the plant moves elsewhere. After a magma bloom is killed, it opens, looking like an exotic fiery flower surrounded by burning ground for 1d4 days, after which it withers and the ground cools, leaving 1d4+1 sprouts buried underneath.

Noxious Breath (Su) When threatened, magma bloom responds by exhaling a corrosive mist  from its upper slit that deals 3d6 points of acid damage within a 30-ft. long cone-shaped spread.


Magma blooms are weird volcanic growths that heat the earth and stone around them to the point of cracking and melting. They slowly migrate from volcanic lands, sometimes forming small colonies in weirdest places, like in a crack of glacier, on sandy island in the middle of an ocean, or deep in toxic swamps.

Immature magma blooms are Small immobile plants surrounded by 5-ft. zone of scorching and melting ground.