2024-03-17

Fantasy Monster: Toll-o-Bell

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Toll-o-Bell

A massive brass bell hangs from eight spidery legs made of wrought iron.

CR 8; XP 4,800
N Huge Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 21, touch 11, flat-footed 21 (+3 deflection, +8 natural, –2 size)
hp 106 (12d10+40)
Fort +7; Ref +7; Will +7
Defensive Abilities glance off, resonance; DR 10/adamantine; Immune construct traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30

Offense
Speed 20 ft.
Melee 3 slams +15 (2d6+5 plus deafening)
Space 15 ft.; Reach 10 ft.
Special Attacks toll-o-doom

Statistics
Str 20, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +12; CMB +19; CMD 29 (41 vs. trip)
Skills Perception +0

Ecology
Environment urban, ruins
Organization solitary or pair
Treasure standard

Special Abilities

Deafening (Ex) Any creature struck by toll-o-bell or damaged by its toll-o-doom special attack is deafened for 1 round, or 1d4+1 rounds on a confirmed critical hit or a failed saving throw.

Glance Off (Ex) Attacks tend to bounce of toll-o-bell sturdy construction. It gains +3 deflection bonus to AC and +3 resistance bonus to saving throws (already included in the stat block).

Resonance (Su) Whenever toll-o-bell is struck by significant force (weapon attacks, fall, impact of certain spells and combat maneuvers that produce physical force performed by creatures wearing metal armor, force and sonic damage), even if the force failed to penetrate damage reduction or resistance, it gains a charge of resonance. Whenever a toll-o-bell is struck with a melee attack, it inflicts sonic damage equal to the number of resonance charges it has on the attacker.

Toll-O-Doom (Su) As a full-round action, toll-o-bell can discharge all of its accumulated resonance in a single, ear-piercing, glass-shattering, resounding boom, dealing 1d6 points of sonic damage per resonance charge to creatures and objects within 60 feet burst. A successful Fortitude saving throw halves the damage (DC 18). Toll-o-bell always rings on its turn following accumulation of 10 resonance charges, though occasionally they use this ability earlier, though the conditions for its trigger might vary between individual constructs. The saving throw DC is Constitution-based and includes +2 racial bonus.


Toll-o-Bells might have been intended merely as an autonomous upgrade over regular town and castle bells, ringing either when command or on predetermined time, without having to rely on complex rigs of ropes and use of bell-ringers, but they quickly found use as machines of war and siege-craft.

Some toll-o-bells still roam the ruins of fallen cities and crumbled castles, trying to follow their original function, ringing as prescribed by oft forgotten customs and conditions.


Constructing toll-o-bell
Requires making a huge brass bell and supporting frame of wrought iron costing 3,000 gp.
CL 12th; Price 35,000 gp
Requirements Craft Construct, geas, shout, telekinesis, wall of ironSkill Craft (metal-casting or similar) DC 25; Cost 19,000 gp


2024-03-10

Fantasy Monster: Chimeswarm

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Chimeswarm

A cloud of tiny bells ringing incessantly as they fly through the air.

CR 7; XP 3,200
N Tiny Construct (swarm)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 88 (16d10)
Fort +5; Ref +9; Will +5
Defensive Abilities swarm traits; DR 5/adamantine; Immune construct traits; Resist sonic 30

Offense
Speed fly 30 ft. (perfect)
Melee swarm attack (4d6 bludgeoning and 4d6 sonic)
Space 10 ft.; Reach 0 ft.
Special Attacks deafening ringing (DC 18)

Statistics
Str 5, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +16; CMB —; CMD —
Skills Fly +12, Perception +0

Ecology
Environment urban, ruins
Organization solitary, pair, or cacophony (3–6)
Treasure standard

Special Abilities

Deafening Ringing (Ex) Creature suffering sonic damage from Chimeswarm attack become deafened for 1 round and have to make a Fortitude saving throw (DC 18). Those who failed their saving throw become deafened and staggered for 1d4 rounds, and suffer –2 penalty to sound-based Bluff, Diplomacy, Perception, Perform, Profession, and Use Magic Device checks for the next 1d4 hours. However, for the same period of time, they receive +2 bonus to saving throws against spoken language-dependent effects and sound-based Bluff, Diplomacy, Perform, or Profession checks made against them suffer –2 penalty as their impaired hearing makes understanding others harder. This is a sonic effect. The saving throw DC is Constitution-based.


Chimeswarm is a cloud of animate bells. While remaining under command of a skilled conductor, they can be instructed to produce exquisite music, but once abandoned they quickly go rogue feral, producing noise whenever something disturbs them, or in response to other sounds—the louder the sound that roused them, the louder their ringing becomes., until their sound becomes mindbogglingly deafening. Multiple groups of unrelated chimeswarms running into each other can easily create perpetual feedback loops heard from miles.

A few lone chimeswarms miraculously keep playing melodious tunes, and there is at least one report of a chimeswarm responding harmoniously to a songbird.


Constructing Chimeswarm
Requires thousand bells costing 1 gp each.
CL 16th; Price 25,500 gp
Requirements Craft Construct, geas, ghost sound, levitate, shatterSkill Craft (metal-casting or similar) DC 25; Cost 13,250 gp


2024-03-03

Fantasy NPC: The Thirsty Prince That Drowned

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The Thirsty Prince That Drowned

A translucent figure of golden luminescence resembling a fit young man, wearing a silk skirt, an ornate diadem, and a necklace adorned with lapis lazuli.

CR 6; 2,400 XP
LE Medium Undead (incorporeal)
Init +8Senses darkvision 60 ft.Perception +1

Defense
AC 18, touch 18, flat-footed 13 (+3 deflection, +4 Dex, +1 dodge)
hp 26 (9d8+27)
Fort +6, Ref +7, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee desiccating touch +10 (6d6 plus fatigue)
Special Attacks call sandstorm

Statistics
Str —, Dex 18, Con —, Int 13, Wis 12, Cha 17
Base Atk +6; CMB +6; CMD 24
Feats Ability Focus (desiccating touch), Combat Reflexes, Dodge, Improved Initiative, Iron Will
Skills Bluff +15, Diplomacy +15, Fly +24, Intimidate +15, Knowledge (nobility) +13, Perception +1, Sense Motive +13
Language three long forgotten ancient languages

Call Sandstorm (Su) The Thirsty Prince can invoke hostile winds across the desert where he perished, disturbing dust and sand across a few miles until the sandstorm reaches full power 3d20 minutes later. Any visibility within the sandstorm is limited to 60 feet, and even then everyone farther than 5 feet gains concealment, movement speed is halved, ranged attacks and Perception checks suffer –4 penalty per 10 feet of distance. Survival checks to avoid getting lost have DC of 30. The sandstorm lasts until the Prince dismisses it, which takes another 3d20 minutes, with a maximum duration of three days. The Prince can't call another sandstorm for as long as the last one lasted.

Desiccating Touch (Su) The Thirsty Prince's touch drains moisture from those he touches, dealing 6d6 points of damage to living creatures and making them fatigued until they spend a round drinking water or other refreshing drink. A successful Fortitude saving throw (DC 19) halves the damage and prevents becoming fatigued. Failing multiple saving throws against this ability, does not make the target exhausted, but increases the amount of liquid that needs  to be drunk to remove the fatigue. Alternatively, the Thirsty Prince can turn a gallon of liquid or a single touched potion into dust—gaining the effects of the potion in the process as if he drank it. The saving throw DC is Charisma-based.

Rejuvenation (Su) The Thirsty Prince is tied to his corporeal remnants, and the royal signet that is still on one of the fingers. After being destroyed, he will reform within 2d4 days next to his bones, or if they are destroyed, near his signet (which is a magic item, granting +2 deflection bonus to AC and +2 resistance bonus to saving throws, worth 14,000 gp, not  even going into its even higher artistic and historical value).


The Thirsty Prince That Drowned was a royal prince of an ancient dynasty traveling through the desert with a diplomatic mission for his realm. On his way back, his caravan was attacked by local nomads, long feuding with his people. When a sandstorm struck, he escaped, but without his guides, his guards, and his slaves, he quickly got lost. After days of wandering, delirious and weakened, he miraculously stumbled upon an off-trail oasis... And then, his exhaustion and wounds caused him to stumble and fall into the very waters that were meant to be his salvation, and he quickly drowned.

Now, his restless spirits haunts the oasis, waiting for someone to bring his remains back to his father's kingdom, willing to promise royal ransom to anyone who would come... But he is a vain and arrogant youth, convinced of his personal and cultural superiority, demanding servility and adherence to the customs of his long gone lands, willing to call sandstorms on those who would defy or disrespect him. He also has no idea how to reach his kingdoms—he had guides and caravan-master dealing with the route, a duty below his exalted station after all.

Even if his kingdom is reached, it's a land of the dead by now, an abandoned city half consumed by the desert. Putting the Prince to actual rest would require recreating ancient burial customs, taking a few days of preparation, even if many of them would be merely staged pretense, and passing at least three out of four skill checks (all DC 30): Knowledge (nobility), Knowledge (religion), Profession (embalmer), and Perform (act, oratory, or sing). Spending a week deciphering and interpreting inscriptions and pictograms on the ancient necropolis reduces DC of all those checks to 20 and making them untrained. Of course, the necropolis might be seemingly devoid of life, but it doesn't mean that it is safe for the living.


2024-02-25

Fantasy Monster: Ginger Hag

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Hag, Ginger

An older, but seemingly fit and hale woman, wearing a dusted apron, her grey hair retain some red highlights, and she smells of spices and dough.

CR 7; XP 3,200
LE Medium Monstrous Humanoid
Init +2; Senses darkvision 60 ft., scent; Perception +2

Defense
AC 20, touch 14, flat-footed 18 (+2 armor, +2 deflection, +2 Dex, +4 natural)
hp 85 (10d10+30)
Fort +7; Ref +11; Will +11
Defensive Abilities apron; SR 18

Offense
Speed 30 ft.
Melee 2 claws +13 (2d4+3) and bite +13 (2d4+3)
Special Attacks dough
Spell-Like Abilities (CL 10th, concentration +12)
Constant—magic fang
At Will—create water, detect poison

Statistics
Str 14, Dex 14, Con 14, Int 15, Wis 15, Cha 15
Base Atk +10; CMB +13; CMD 26
Feats Alertness, Combat Reflexes, Nimble Moves, Toughness, Vital Strike
Skills Bluff +12, Disguise +12, Knowledge (engineering) +12, Perception +4, Profession (baker) +15, Profession (miller) +15, Sense Motive +4, Sleight Of Hand +12, Stealth +15
Languages Aklo, Common, Giant, Sylvan
SQ backed goods

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

Special Abilities

Apron (Su) A ginger hag wears an apron that grants her +2 armor bonus, +2 deflection bonus to AC, and +2 resistance bonus to her saving throws. It also masks her with an illusion of elderly woman of various degree of fitness acting as permanent disguise self (DC 17). Anyone wearing the apron can gain the same benefits, though 24 hours after being taken from the ginger hag, the apron burst in flames inflicting 6d6 points of fire damage to anyone wearing it, and is destroyed. A ginger hag can replace destroyed apron by stealing an apron from an humanoid woman of old or older age category. 

Baked Goods (Sp) A ginger hag can bake magical cookies that produce a number of magical effects on those who eat them: baleful polymorph (anima-shaped cookies), greater heroism (a knight cookie), overland flight (a kite cookie), plane shift (a door cookie). A ginger hag can spend one hour making up to 2d4 such cookies each day, in any combination, and they last for up to three days, though a ginger hag cannot have more than 8 cookies with actual magic power in existence at any one time. Some ginger hags might know secret of making cookies replicating effects of other 5th level spells.

Sticky Dough (Su) A ginger hag can throw a lump of dough at a 5-ft. square within 30 feet as a standard action. Depending on her whim, it will either spread over the square, becoming a difficult terrain until it hardens (anyone moving through becomes stuck on a failed DC 17 Reflex saving throw), grow into an obstacle occupying the square, or become a 5-ft. square piece of a wall a few inches thick, on a side of the square. Regardless of the option used, the hag can't throw another piece of dough until the last one fully hardens over 1d4 rounds (gaining durability of a wooden construction of the same size). Ginger hags often combine those elements to quickly build huts or even whole buildings of hard cake—elements made of this magic dough fuse together seamlessly. The saving throw DC is Strength-based.


Ginger hags are obsessed with baking cakes, cookies, pies (sweet or savory), and their trademark gingerbreads. The fact that they love to supplement flour with ground bones, and use blood as all-natural dye has no impact on the deliciousness of their products... In fact, it might be the secret behind their irresistibility.

Like majority of hags, ginger hags are cruel and petty, but they also have rather surprisingly strong sense of integrity when it comes to their creations, strictly upholding deals they made, at least as long they involve baking, and they received an advance for their services. They are also quite interested in exotic spices and ingredients they could use in their confections.


2024-02-18

Fantasy Monster: Tooth Gremlin

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Gremlin, Tooth

A lanky figure with a toothless mouth, wielding a whip made of leather strap embedded with teeth.

CR 1/3; XP 135

LE Tiny Fey
Init +0; Senses low-light vision, smell rotting teeth; Perception +5

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 7 (2d6)
Fort +0, Ref +3, Will +3
DR 2/cold iron; Immune sickness from tooth fairy death throes

Offense
Speed 20 ft., climb 20 ft.
Melee toothed whip +4 (1d2) or +6 (1d2+2 plus 2d6) against fey
Space 2-1/2 ft.; Reach 0 ft. (10 ft. with toothed whip)
Special Attacks corrupt tooth

Statistics
Str 10, Dex 10, Con 10, Int 9, Wis 11, Cha 11
Base Atk +1; CMB –1; CMD 9
Feats Blind-Fight
Skills Climb +8, Knowledge (nature) +4, Perception +5, Profession (dentist) +5,  Sleight Of Hand +5, Stealth +13
Languages Common, Sylvan

Ecology
Environment urban or plains
Organization solitary, pair, scout party (3–6), or war party (7-20)
Treasure standard

Corrupt Tooth (Su) If a tooth gremlin can touch a handful of loose teeth or a single tooth of a willing or helpless (often sleeping) creature for a whole round, it can corrupt that tooth (or 2d4 lose teeth), inflicting them with a degree of decay. A creature suffering from a corrupted tooth feels pain and has problem with speaking, receiving a 20% chance of mispronouncing verbal components of a spell, and –4 penalty to skill checks that rely on effective speech, such as many Bluff, Diplomacy, Perform, Profession, and Use Magic Device, and in some situations even Knowledge checks (e.g. when attempting to correctly recite a mystical oath or pronounce a true name of a supernatural entity), until the tooth is removed or cleaned with magic or a successful DC 15 Heal or Profession (dentist) check. Tooth fairies suffers a cumulative –1 penalty to attack rolls, saving throws, and skill checks, as well as –5 ft. to their flying speed for each corrupted tooth carried. A tooth fairy monarch that consumes a corrupted tooth is magically compelled to think they gained their normal benefits of eating a tooth, but in reality they gain no healing, and suffer the listed penalties for the next 24 hours.

Smell Rotting Teeth (Ex) A tooth gremlin can detect presence of rotting teeth, both decaying normally or made that way with corrupt tooth ability, as if using scent. Tooth gremlins treat Profession (dentist) as a class skill.

Toothed Whip (Su) A tooth gremlin can make a toothed whip with a little time and effort by tying teeth into a long strap of leather or piece of string. Toothed whip acts as masterwork Tiny scorpion whip with extra reach and fey bane magical property.


Tooth gremlins are a tribe of gremlins that wage a never-ending war against tooth fairies over a long forgotten slight or commandment of a higher power.

Because of their limited ability to chase and attack flying tooth fairies, tooth gremlins prefer to use ambushes and trickery. They will scavenge teeth whenever they can, to corrupt them and use as bait for their traps. Some tooth gremlins live among mortals serving as dentists, offering to pull teeth for small fee, stockpiling the former for their use, and the latter being used to purchase more teeth from different mortals, especially children. They avoid taking teeth from living mortals forcibly—that would be too close to what tooth fairies do, after all—but at least some of them are not above sneaking over to human places, corrupting teeth of sleeping people, and then offering to aid with their removal. At other times, they simply offer coins for them, or steal teeth from the dead.

A few tooth gremlins are making more complex war plans than baiting tooth fairies with acquired teeth and ganging on them, aiming to hunt tooth fairy monarchs. Even fewer are trying to devise even more long-term plans, such as releasing a plague that would cause teeth of all infected children to rot away, introducing laws regulating disposal of children's teeth in manner that would prevent spawning of more tooth fairies, and even more inane solutions.


2024-02-11

Fantasy Monster: Roaming Sarcophagus

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Roaming Sarcophagus

A massive slab of hard stone, adorned with intricate carving and ancient glyphs praising a long dead monarch.

CR 6; XP 2,400
N Large Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 19, touch 13, flat-footed 19 (+4 deflection, +6 natural, –1 size)
hp 68 (7d10+30)
Fort +5; Ref +5; Will +5
Defensive Abilities blessing of protection; DR 10/adamantine; Immune construct traits; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20

Offense
Speed 20 ft.; hovering
Melee slam +12 (4d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks ramming charge
Spell-Like Abilities (CL 12th)
Constant—desecrate (inside the sarcophagus), gentle repose (inside the sarcophagus), shield of faith

Statistics
Str 22, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +7; CMB +13; CMD 23 (can't be tripped, 33 against forced movement)
Skills Perception +0

Ecology
Environment urban, ruins
Organization solitary, pair, or mausoleum (3–9)
Treasure standard

Special Abilities

Blessing Of Protection (Su) Roaming sarcophagus bears ancient blessings of protection and resistance granting it +3 resistance bonus as if it had granted power of protection domain using its caster level as its cleric class level.

Hovering (Su) While it doesn't truly fly, a roaming sarcophagus floats in air two or three feet above surface, be it solid ground, mud, sand, or water. It ignores most difficult terrain and is surprisingly hard to move by external forces.

Ramming Charge (Ex) A roaming sarcophagus can charge through Medium or smaller creatures, making a slam attack against each creature moved over in that way as well as single slam attack against one creature of any size in its reach in front of its position at the end of charge. It provokes attacks of opportunity from creatures it moves past as usually, assuming they are still standing after colliding with a massive slab of stone.


The first roaming sarcophagus was commissioned by an ancient king obsessed with keeping memory of his glorious reign alive among his subject. It had crystal lid that showed the perfectly preserved body of the monarch as it traveled across the country along a preplanned route. It didn't lasted long, though, as the king's successors were less than pleased by being overshadowed by a long dead ruler. After a change of dynasty, the crystal sarcophagus was quietly redirected toward a ravine at the bottom of which it might still remain.

While the first roaming sarcophagus might be lost, the design was kept and improved upon by a cult of the dead, seeking to turn it into a safe haven and a means of travel for not-so-dead. Since then, a number of roaming sarcophagi is being utilized by vampire lords, mummies, liches, and other intelligent undead when journeying over their domains and beyond.

An undead staying within the roaming sarcophagus of modern design—either laying down, or sitting inside with the lid open—can direct the sarcophagus as a free action.

Building a bigger and more durable roaming sarcophagus, infused with even more magical effects, such as unhallow radiating outwards, capable of repairing and reviving corporeal remains of its master, or acting as a traveling temple of death and decay would be definitely an act of an egocentric madman... Obviously some powerful undead have done that.

Constructing Roaming Sarcophagus
Requires carving a massive sarcophagus out of high quality stone worth at least 1,000 gp.
CL 12th; Price 19,000 gp
Requirements Craft Construct, desecrate, gentle repose, overland flight or wind walk, shield of faithSkill Craft (sculpture) DC 25; Cost 10,000 gp


2024-02-04

Fantasy Monster: Monastic Cat

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Monastic Cat

A big tomcat wearing a frock made of sack, walking on hindlegs.

CR 2; XP 600

CG Small Fey
Init +6; Senses low-light vision, scent; Perception +9

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
Defensive Abilities walking innocence; DR 5/cold iron

Offense
Speed 30 ft. (40 ft. on all four), climb 20 ft.
Melee bite +6 (1d4+1), 2 claws +6 (1d4+1)
Spell-Like Abilities (CL 6th, concentration +7)
1/day—create water, cure moderate wounds, erase, mending, prestidigitation, remove disease

Statistics
Str 12, Dex 15, Con 10, Int 13, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 15
Feats Improved Initiative, Nimble Moves, Run
Skills Acrobatics +11, Climb +9, Knowledge (local) +10, Knowledge (religion) +7, Perception +9, Profession (scribe) +6, Sleight Of Hand +11, Stealth +15
Languages Understand Common and Sylvan
SQ marked for posterity

Ecology
Environment monasteries
Organization solitary, pair, order (3–10)
Treasure standard

Marked For Posterity (Su) Markings left by a monastic cat on objects last forever,  and are very hard to remove even when one tries, be they scratches, gnaw-marks, pawprints, or... stains. The DC of any Craft or Profession skill checks made to remove them increases by 20. Any magical means of repairing or removing such markings need to succeed a caster level check against DC of 20+the cat's HD (they work fine to fix all other damage and issues on a failed check, only the monastic cat's markings are omitted). A monastic cat will always recognize markings of another monastic cat for what they are and will never remove markings of any monastic cat, even when magically compelled to do so.

Walking Innocence (Su) No one can be mad at a monastic cat for long, even if they witnessed the cat's shenanigans. A monastic cat gains +20 competence bonus to Bluff and Diplomacy checks made to avoid consequences of its errors, missteps, and mischief, or defuse anger and violence.


No one is certain if monastic cats are mundane animals thoroughly changed by the Otherworld, or faerie spirits that took shapes of earthly beasts to live among mortals. While scholars disagree on that matter, what is know, that monastic cats somehow find their ways into monasteries, covenants, and hermitages, where they live among monks, nuns, and anchorites, where they mimic the lives of mortals, in comedic, flawed, but dedicated way.

Many monks find them nuisance and distraction but others find them charming and genuinely helpful, even if the monastic cats tend to fail to grasp the essence of monasticism, and definitely are completely out of the line when it comes to ascetism.

While they lack opposable thumbs, their paws are surprisingly agile allowing them to aid the monks in everyday and not so everyday task. Or commit mischief, such as tampering with texts, misplacing holy objects, mixing foods in violation of religious restrictions and fasts, drawing silly graffiti on the walls, ceilings, and margins of the books.

A gossip goes that there are few monasteries that are fully composed of monastic cats only, trying their best at mimicking lives of mortal monks. Most actual monks think those stories a mere fairy tales, or parables at best, not expecting monastic cats to be able to keep their covenants running for long.

A monastic cat can potentially be kept as an Improved Familiar (caster level 7th).