2026-10-25

Fantasy Monster: Toothless Fairy

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Toothless Fairy

A little, old looking lady floats in air. Her cruel glee exposed bloody, toothless gums.

CR 11; XP 12,800
CE Small Fey
Init +10; Senses low-light vision; Perception +29

Defense
AC 25, touch 25, flat-footed 18 (+5 deflection, +6 Dex, +1 dodge, +2 insight, +1 size)
hp 150 (20d6+80)
Fort +9; Ref +20; Will +14
Defensive Abilities foresight; DR 10/cold iron

Offense
Speed 20 ft., fly 20 ft. (perfect)
Special Attacks bloody teeth, toothless chewing
Spell-Like Abilities (CL 20th, concentration +21)
Constant—foresight, shield of faith

Statistics
Str 10, Dex 22, Con 16, Int 13, Wis 15, Cha 13
Base Atk +10; CMB +15; CMD 43
Feats Agile Maneuvers, Alertness, Defensive Combat Training, Dodge, Flyby Attack, Hover, Improved Initiative, Lightning Stance, Toughness, Wind Stance
Skills Fly +39, Heal +25, Intimidate +24, Knowledge (nature) +24, Perception +29, Sense Motive +29, Stealth +33
Languages Aklo, Common, Sylvan (spoken with a strong lisp)
SQ malicious relief

Ecology
Environment any
Organization solitary or pair
Treasure standard

Special Abilities

Bloody Teeth (Su) A toothless fairy can conjure seven bloodied teeth that strike up to seven targets unerringly, like magic missile. Each creature struck suffers 2d4+1 points of bleed damage per tooth that hit it and is afflicted with toothless chewing curse.

Malicious Relief (Su) A toothless fairy can remove both mundane and supernatural toothache, including her own or another toothless fairy's toothless chewing curse, but it requires the subject to name seven other people (they must be real people that the recipient honestly believe to be alive) to become targets for the toothless fairy. A person who was subject to costly relief won't suffer another toothache for at least a year.

Toothless Chewing (Su) All creatures struck by a toothless fairy's bloody teeth become cursed with persistent toothache that prevents them from eating solid food. Each time they try to eat solid food, they become wrecked with pain on a failed Fortitude saving throw (DC 21), vomiting anything they attempt to eat for the next 24 hours. Even on success, eating becomes a painful and tiresome ordeal. Particularly soft and bland food might grant +2 bonus to the saving throw. Restoration or regeneration can suppress this pain for a day. This is a curse and pain effect.


Toothless fairies might have been born out of nightmares of losing teeth or suffering of old people whose teeth have decayed into broken remnants, and they definitely love to spread such torment on others.

While they can be bargained with, the price for relief they bring is always inflicting such pain on others, and they are clearly finding a sadistic satisfaction both in the suffering of the victims and the distress suffered by those who chose to save themselves by pointing new targets.


2026-10-18

Fantasy Monster: Thornwall

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Thornwall

A thick tangle of thorns spread quickly across the ground, forming an almost solid wall of growths.

CR 1; XP 400
N Large Plant
Init +1; Senses low-light vision, tremorsense 20 ft.; Perception +1

Defense
AC 12, touch 10, flat-footed 12 (+1 Dex, +2 natural, –1 size)
hp 16 (3d8+3); regeneration 5 (fire or plant-killing effects)
Fort +4; Ref +2; Will +2
Defensive Abilities all-around vision, impassable; Immune plant traits

Offense
Speed 20 ft.
Melee slam +2 (2d4+1)
Space 10 ft.; Reach 5 ft.
Special Attacks hedge wall

Statistics
Str 12, Dex 12, Con 12, Int —, Wis 13, Cha 1
Base Atk +2; CMB +4; CMD 15 (25 against bull-rush and overrun, can't be tripped))

Ecology
Environment plains, forests, gardens
Organization solitary, pair, or hedge (3–12)
Treasure standard

Special Abilities

Hedge Wall (Ex) A group of two or more thornwalls, with each thornwall being adjacent side-to-side to at least one other thronwall, forms a powerful intertwined formation, gaining +1 bonus to attack rolls, damage rolls, saving throws, and AC for each thornwall in the group, to a maximum of +12, and splitting the damage suffered equally between all its members.

Impassable (Ex) As each thornwall is a moving piece of thorny hedge that fully occupies its space and extends around 6 to 7 feet in the air, it is extremely hard to pass through, granting it a +10 bonus to CMD against bull-rush and overrun attempts, and increasing DC of Acrobatics checks to move through its space by 10. Failed attempts to bull-rush, overrun, or move through its space inflict 2d4+1 points of piercing damage. Only creatures four or more size categories smaller can freely move through its space, forcing Tiny creatures attempting to move through thornwall space to make Acrobatics checks. Thornwalls ignore light and heavy vegetation by growing around and through it.


Thornwalls are living walls of tangled thorny bushes that not so much move, as swiftly grow across the ground, leaving withered husks behind. Multiple patches of thornwalls can intertwine together forming impenetrable, and almost literal walls of vegetation.


2026-10-11

Fantasy Monster: Wall Of Faces

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Wall Of Faces

Countless imprints of faces raise out of this massive mound of translucent ooze.

CR 13; XP 25,600
CN Colossal Ooze (aquatic)
Init +9; Senses darkvision 60 ft., blindsight 60 ft.; Perception +37

Defense
AC 28, touch 12, flat-footed 23 (+5 deflection, +5 Dex, +16 natural, –8 size)
hp 204 (32d8+64); fast healing 10
Fort +20; Ref +17; Will +17
Defensive Abilities all-around vision; Immune ooze traits
Weakness susceptible to speak with dead

Offense
Speed 30 ft., swim 30 ft.
Melee bite +22 (3d6+5, 19–20/×2)
Space 30 ft.; Reach 10 ft.
Special Attacks countless bites, devour faces

Statistics
Str 20, Dex 20, Con 14, Int 21, Wis 21, Cha 21
Base Atk +24; CMB +37; CMD 
Feats Bleeding Critical, Blind-Fight, Blinding Critical, Critical Focus, Defensive Combat Training, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Staggering Critical, Vital Strike, Weapon Focus (bite)
Skills Intimidate +37, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (local) +37, Knowledge (nature) +37, Knowledge (nobility) +37, Perception +37, Swim +13
Languages speaks a pidgin of dozens of humanoid languages in a maddening chorus of disjointed voices
SQ amphibious, constriction, stretching

Ecology
Environment any
Organization solitary
Treasure standard

Special Abilities

Countless Bites (Ex) During a full attack, a wall of faces can make up to four bite attacks against each creatures within its reach. It can also make any number of attacks of opportunity each round.

Devour Face (Ex) When a humanoid or monstrous humanoid creature is reduced to 0 or less hit points within reach of wall of faces attack, it is pulled inside the wall of faces space and slowly devoured, until only an impression of its face remains imprinted in the ooze.

Stretching (Ex) A wall of faces can stretch across large surface areas, such as floors, corridors, chimneys, or even ceiling, remaining immobile but cognizant of its surroundings.

Susceptible To Speak With Dead (Ex) A wall of faces can be targeted with speak with dead effect, despite not being dead. If the caster manages to finish the first full round of casting uninterrupted, the wall of faces becomes calm and docile without a saving throw, and its faces will answer any questions given to them as part of this spell as if they were dead bodies – the caster can call the faces by name, role or achievements in life, or other distinguishing characteristics, though it might cause a cacophony of answers if multiple faces meet the criteria used. This effect is broken if any threatening action is taken against the wall of faces. A wall of faces become immune to speak with dead for the next 24 hours afterwards.


Wall of faces is an oozing mass of slime that devours faces and retains shreds of their knowledge, memories, and identities, though not their souls. It is a mad entity, full of contradictory superficial instincts and desires, but underneath it all there is merely a hunger for more.


2026-10-04

Fantasy Monster: Swatterfly

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Swatterfly

An oversized fly carved out of wood that buzzes around on large membranous wings.

CR 2; XP 600
N Small Construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1

Defense
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 21 (2d10+10)
Fort +0; Ref +4; Will +1
Defensive Abilities evasion, rapid movement; Immune construct traits
Weakness vulnerability to acid

Offense
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 wing slaps +4 (1d6+1)
Special Attacks faceswat

Statistics
Str 12, Dex 18, Con —, Int —, Wis 13, Cha 1
Base Atk +2; CMB +3; CMD 16
Feats HoverB
Skills Fly +14, Perception +1, Stealth +8

Ecology
Environment urban, ruins
Organization solitary, pair, or swarm (3–20)
Treasure none

Special Abilities

Faceswat (Ex) A swatterfly can make two wing slap attacks during an aerial charge, and the target of its charge becomes staggered for 1d3+1 rounds on a failed Reflex saving throw (DC 15). Creatures that lack discernible faces, or are mindless and lacking any self-preservation instinct can't be staggered by this ability. The saving throw DC is Dexterity-based.

Rapid Movement (Ex) Creatures that are dazzled, staggered, or slowed can't make attacks of opportunity against a swatterfly.


Swatterflys are big flies carved out of wood with wings made out of stretched bladders that were designed to retaliate against flyswatting by a mad druid... Or maybe they were just intended as autonomous flyswatters that went rogue as soon as they were released. The result was the same, either way – oversized fly-shaped constructs that pesters people by flying into their faces in the most unexpected moments.

A swatterfly can be picked as an improved familiar by a 7th level caster.


2026-09-27

Fantasy Monster: Mosquito Hag

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Hag, Mosquito

A little hag with a crooked nose resembling a proboscis without mouth underneath, surrounded by a cloud of mosquitos that mimic her movements.

CR 1; XP 400
CE Tiny Monstrous Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
Aura mosquito swarm (10 ft.)

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 16 (3d10)
Fort +1; Ref +4; Will +4
Defensive Abilities mosquito swarm; Immune swarm damage, insect-transmitted diseases
Weakness mosquito swarm

Offense
Speed 30 ft.
Melee 2 claws +5 (1d3)
Special Attacks mosquito swarm (2d4 bleed), spreading swarm
Spell-Like Abilities (CL 3rd, concentration +4)
1/day—obnoxious messenger (summons a Tiny swarm of mosquitos that acts as animal messenger), obnoxious spy (summons a Tiny swarm of mosquitos that acts as a visible arcane eye)
At Will—dancing lights, open/close, unseen servant (1 active at a time)

Statistics
Str 10, Dex 13, Con 10, Int 12, Wis 13, Cha 13
Base Atk +3; CMB +1; CMD 12
Feats Nimble Moves, Run
Skills Climb +6, Knowledge (nature) +4, Perception +7, Stealth +15, Swim +6
Languages Aklo, Common, Giant
SQ hold breath (1 hour)

Ecology
Environment forests, jungles, and marshes, coasts of lakes and pools of standing water
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Mosquito Swarm (Ex) A mosquito hag constantly spawns and reabsorbs her own mosquitos, forming a swarm that surrounds her whenever she goes. It inflicts 2d4 points of bleed damage at the start of the hag's turn to all creatures within 10 feet and grants the hag a concealment, but it also makes her vulnerable to area damage like a regular swarm. All effects that repel, kill, or control insects and swarms, deal 2d4 points of damage to the hag per turn of exposure. Additionally, a mosquito hag can pinpoint location of any corporeal creature within her swarm range as if using blindsight. A mosquito hag can suppress and release her swarm as a free action.

Spreading Swarm (Ex) A mosquito hag can take a full-round action to extend her swarm to 30-ft. radius spread for 1 round. It returns to its normal size at the end of turn in which the mosquito hag hadn't used this ability.


Mosquito hags are terribly annoying pests that live in places where mosquitos can thrive. Noticeable, they have no mouth – they feed on blood sucked by their mosquito swarms, and speak by modulated buzzing of the thousands of insect wings.

Mosquito hag grants its coven an ability to cast summon swarm and insect plague.


2026-09-20

Fantasy Monster: Clockwork Poisoner

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Clockwork Poisoner

A four-armed mechanical figure, wearing a mask and elegant courtly attire.

CR 4; XP 
N Medium Construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, detect poison; Perception +12

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 dodge, +3 natural)
hp 42 (4d10+20)
Fort +1; Ref +5; Will +3
DR 5/adamantine; Immune construct traits
Weakness vulnerability to acid

Offense
Speed 30 ft.
Melee 2 daggers +6 (1d4+2 plus variable poison)
Ranged 2 darts +6 (1d4+2 plus variable poison)
Special Attacks poisonous infusion, variable poison
Spell-Like Abilities (CL 4th, concentration +4)
At Will—detect poison

Statistics
Str 14, Dex 14, Con —, Int —, Wis 15, Cha 11
Base Atk +4; CMB +6; CMD 20
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +12, Perception +12, Profession (poisoner) +12, Stealth +12; Racial Modifiers +10 Acrobatics, +10 Perception, +10 Profession (poisoner), +10 Stealth
SQ swift reactions, winding

Ecology
Environment any
Organization solitary or team (2–4)
Treasure none

Special Abilities

Poisonous Infusion (Ex) A clockwork poisoner can take a full-round action to infuse an object with long-term version of its variable poison, giving it delivery method of ingested (for food and drinks) or contact for other items, with save DC of 16, delay of 1 hour and frequency of 1/hour for 12 hours, dealing 1d3 points of damage to selected ability score each hour. A clockwork poisoner can use poison infusion three times per day.

Variable Poison (Ex) Dagger or dart—injury; save DC 12, frequency 1/round for 6 rounds, effect 1d3 points of damage to Str, Dex, Con, Int, Wis, or Cha, as chosen when the poison was created, cure 2 consecutive saves. Daggers and darts used by clockwork poisoner are constantly coated with poison pouring from tiny pipes in hidden the hands. The clockwork poisoner can switch the type of poison used with a swift action.


Clockwork poisoners are tools of courtly warfare, delivering gift of poison through violence or stealth.


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.