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.



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 4,800
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.