2017-12-31

Monster: Big Eater

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Big Eater

An enormous, eyeless, fur-covered orb, with wide maw, large, spike covered tongue, and two long tentacles extending from its mouth.


CR 11
; XP 12,800
NE Huge Aberration
Init +7; Senses blindsight 60 ft., scent; Perception +23

Defense

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 152 (16d8+80)
Fort +10, Ref +10, Will +14
Defensive Abilities eat magic, razor fur; DR 10/—; Immune disease, fear, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Weakness blindness

Offense
Speed fly 20 ft. (perfect)
Melee 2 tentacles +19 (1d8+8/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+8), disgorged destruction, grabbing tentacles, hungry maw

Statistics
Str 26, Dex 16, Con 20, Int 13, Wis 18, Cha 13
Base Atk +12; CMB +22 (+24 bull rush, +26 grapple); CMD 39
Feats Defensive Combat Training, Flyby Attack, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (tentacle)
Skills Fly +26, Intimidate +20, Knowledge (arcana) +20, Perception +23, Spellcraft +20
Languages Aklo; telepathy 100 ft.

Ecology
Environment underground
Organization single, pair, or a feast (3 or 6)
Treasure standard

Special Abilities


Eat Magic (Su) When a spell or spell-like ability fails to penetrate a big eater's Spell Resistance, the big eater gains 5 temporary hit points per level of the spell. Temporary hit points gained from eating magic or digesting living beings with their hungry maw ability last for 1 hour or until depleted or used to power their disgorged destruction ability.

Disgorged Destruction (Su) A big eater can unleash a beam of raw force as a standard action, expending the energy it gained from spells and digested creatures. Using this ability consumes all the temporary hit points the big eater currently has and deals an equal amount of force damage within a 60 feet line. Creatures caught within the beam who succeed a Reflex saving throw (DC 23) suffer half the damage instead. The saving throw DC is Constitution-based.

Grabbing Tentacles (Ex) A big eater's tentacles are very efficient at grabbing, pinning, and moving the victims into the creature's maw. A big eater that grapples one or two Large or smaller creatures with its tentacles, can maintain a grapple with one of the tentacles as a swift action and attack or maintain grapple with the other tentacle as a standard action without –20 penalty to its CMB.

Hungry Maw (Ex) When a big eater successfully pins a creature one or more size categories smaller than itself that it grappled with a tentacle, it can pull the victim inside its huge maw. Hungry maw is filled with a spiky teeth and a large tongue that can hold the victims in place while it is digested. A creature can escape the hungry maw by breaking from the pinned condition. Each round the creature stays trapped within the hungry maw, it suffers 1d4 points of ability drain to all its ability scores and the big eater gains 1d4 × 5 temporary hit points. When any of the ability scores is reduced to 0, the victim is completely digested. A big eater can hold single Large, two Medium, four Small, or eight Tiny creatures within its stomach.

Razor Fur (Ex) The seemingly soft fur of a big eater is really vicious tangle of razor sharp, semi-animate tendrils that deal 2d6 points of slashing damage to anyone striking a big eater with an unarmed strike, natural weapon or melee touch attack, or attempting or maintaining a grapple against one.


Big eaters are voracious aberrations that are mostly interested in eating, preferably sapient beings, though they are not terribly picky. They are intelligent enough to be reasoned with, though they are hard to negotiate with unless one can offer them morsel more attractive than oneself. Differences in tastes and preferences for certain flavors over others seem to be a main distinguishing factor of their individual personalities, though once their hunger is satiated (a no small feat, and not something than lasts for more than an hour or so), they show signs of interests beyond feeding.

2017-12-24

Monster: Malakuma

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Malakuma

A dried corpse wearing resplendent robes and a golden circlet on its shriveled brow.


CR 13
; XP 25,600
LE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +25

Defense

AC 28, touch 20, flat-footed 24 (+6 deflection, +4 Dex, +8 natural)
hp 184 (16d8+112)
Fort +11, Ref +15, Will +18
Defensive Abilities channel resistance +4, regal grace, rejuvenation; DR 10/chaotic and silver; Immune undead traits

Offense
Speed 30 ft.
Melee 2 claws +19 (1d8+6 plus 1d4 Cha damage) or brass axe +21/+16/+11 (2d6+9/19–20/×3) and claw +14 (1d8+3 plus 1d4 Cha damage)
Ranged brass bow +20/+15/+10 (2d6+9/×3)
Special Attacks charisma damage
Spell-Like Abilities (CL 16th; concentration +22)
1/day—dominate person (DC 21), quickened bestow curse (DC 20), quickened fear (DC 20), remove curseword of recall (own tomb)
1/month—weather control
1/year—bless plants or diminish plants

Statistics
Str 22, Dex 18, Con —, Int 19, Wis 15, Cha 22
Base Atk +12; CMB +18; CMD 38
Feats Alertness, Combat Reflexes, Improved Initiative, Quicken Spell-Like Ability (bestow curse), Quicken Spell-Like Ability (fear), Toughness, Weapon Focus (claw), Weapon Focus (longbow)
Skills Diplomacy +25, Intimidate +25, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nobility) +20, Knowledge (religion) +23, Perception +25, Sense Motive +25
Languages Common, Infernal, four other local languages
SQ royal offerings, royal way

Ecology
Environment urban and ruins
Organization single, pair, or a dynasty (3—12)
Treasure double standard

Special Abilities


Brass Weapons (Su) A malakuma can create axe or bow made of brass as a swift action. Either is a +3 weapon that deals damage as if was wielded by creature one size category larger, and crumbles to nothingness one round after leaving the malakuma's grasp. The axe has keen weapon property while the bow also is treated as adaptive composite bow.

Charisma Damage (Su) Malakauma's claws cause 1d4 points of Charisma damage per hit. Malakuma can also cause 1d4 Charisma damage with a melee touch attack. When Charisma damage inflicted by malakuma exceeds a humanoid's Charisma score, that humanoid dies and rises 1d4 rounds later as a wight in the service of malakuma. Members of royal families become Advanced wights. Malakuma can typically control up to 64 HD of wights.

Regal Grace (Su) Malakumas gain bonus to saving throws and deflection bonus to AC equal to their Charisma bonus.

Rejuvenation (Su) Malakumas reform in 1d12 months after being destroyed. To permanently destroy them, one needs to erase all the references to their name and all of their depictions.

Royal Offerings (Su) A malakuma desires reverence and sacrifices. Each day, an offering of an animal, flowers, liquors, and jewelry (though a cheap substitute is enough) needs to be made to appease malakuma. The person performing the offerings (typically the reigning king, queen, or royal heir, preferably one of the malakuma's kinfolk) has to make a Knowledge (nobility), Knowledge (religion) and a Diplomacy or Perform checks (DC 15, or 20 if one has no blood ties to the malakuma), these checks always fail on natural 1 or 2. Succeeding all three checks grants the person performing the rites +2 profane bonus to Charisma score, +4 bonus to saving throws against disease and poison, and constant detect poison with 5 feet range for the next 24 hours. For each failed test the malakuma inflicts 1d4 point of Charisma damage to the person performing the sacrifice. A malakuma that is not appeased for at least month goes on a rampage, slaying citizens of the realm that forsaken until a proper reverence is given to the dead king.

Royal Way (Su) All doors, gates, drawbridges, and similar barriers open before the malakumas within borders of the realms their ruled.


Malakumas are great kings, dead but not forgotten yet, enthroned in their tombs awaiting reverence and offerings from their descendants and their subjects. For the sacrifices they bless their scions with aura of royalty and resistance to disease and poison. They can be also pleaded for advice and blessings, in exchange for new monuments to their memory. In dire circumstances malakumas can be even roused to stand against invading enemies, but only when they are convinced their continued cult would be threatened.

2017-12-17

Seven Young Fists: Silken Voice

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Silken Voice

A black-haired, red-skinned lady with a patch of white highlighting her blue eyes. She wears a comfortable tunic and a lose skirt that reveals a red-and black furred tail.

CR 1/2; XP 200
Female akaimimi monk 1
LG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +7

Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3

Offense
Speed 30 ft.
Melee unarmed strike +4 (1d6) or flurry of blows +4/+4 (1d6)
Special Attacks stunning fist (1/day, DC 13)
Spell-Like Abilities (CL 1st, concentration +2)
1/day—augury

Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 18
Feats DodgeBStunning FistBWeapon Finesse
Skills Acrobatics +7, Knowledge (history) +7, Knowledge (religion) +7, Perception +7, Sense Motive +7
Language Common, Sylvan, Vanara
SQ red panda affinity

Notable Gear potion of cure light wounds, courtier's outfit for formal occasions


Silken Voice is a member of a young group of warriors and do-gooders known as Seven Young Fists. She is a soft spoken woman introduced to the arts of philosophy and unarmed fighting by an old Vanara known as Master Sour Wit, who raised her after her mother, who was an adviser to a local governor fighting the growing corruption, lost her life to a plague that claimed life of thousands of commoners and hundreds of courtiers and magistrates across the land.

Of the Seven Young Fists, Silken Voice is the one closest to being the voice of reason and restraint, though she is also the one the most incensed by corruption of magistrates and governors, whom she holds to the highest (and often unrealistic) standards because of her idealistic image of her mother.

2017-12-10

Space Monster: Executor Robot

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Robot, Executor

A black-tinted robot with a vaguely skeletal shape and red-glowing eyes.

CR 8; XP 4,800
NE Medium Construct (technological)
Init +6; Senses darkvision 60 ft., low-light vision, quarry sniffer; Perception +16

Defense
HP 125
EAC 20; KAC 22
Fort +8; Ref +8; Will +5
Defensive Abilities ; Immunities construct

Offense
Speed 30 ft., climb 30 ft.
Melee killblade +20 (3d4+12 P or S)
Ranged particle beam +17 (2d8+8 E)
Offensive Abilities deathtrap, execute

Statistics
Str +4; Dex +6, Con —, Int +2, Wis +0, Cha +0
Skills Acrobatics +16, Athletics +16, Intimidate +21, Perception +16, Stealth +21
Languages Common, 4 other languages
Other Abilities unliving

Ecology
Environment any
Organization solitary or pair

Special Abilities

Deathtrap (Ex) An executor robot destroyed with its programmed quarry within range of its quarry sniffer ability explodes in 30 feet radius sphere of plasma dealing 9d6 points of electricity and fire damage. A successful Reflex saving throw (DC 16) halves the damage. Creatures caught within the blast are also exposed to medium level of radiation (DC 16).

Execute (Ex) An executor robot's critical hit deals triple damage instead of double, when performing coup d'grace.

Killblade (Ex) An executor robot can extend  deadly blades from its arms as a part of attack. It can retract them as a swift action.

Quarry Sniffer (Ex) An executor robot can be given chemical profile of a designated quarry, gaining blindsense (chemical) with 60 feet, blindsight (chemical) with 10 feet range with regard to the specific target.

Particle Beam (Ex) An executor droid has a built-in particle beam with 50 feet range increment. On a critical hit, a particle beam delivers a medium dose of radiation (DC 16) that ignores armor protection (but not protective spells and other effects).


Executor robots' sole purpose is to kill, kill brutally and messily. They find their quarries and proceed to finish them in close combat, unless there is no other possibility than taking out the target from a distance. For this grisly purpose, they are programmed with ruthless personality and cruelty for they are meant to terrorize those who witness their work. Crime organizations and totalitarian governments are main operators of executor robots, using them to send message of fear.

2017-12-03

Space NPC: Hrin P'Karmitch

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Hrin P'Karmitch

An alien being that looks like a black-blue spider with a blue earthworm head growing out vertically instead of an abodmen. Four of its legs end in small pincers. It wears a transparent environmental suit filled with yellow and green gas.

CR 1; XP 400
Forrikar scientist
N Medium Aberration
Init +1; Senses darkvision 60-ft.; Perception +0

Defense
HP 17; RP 3
EAC 11; KAC 12
Fort +1; Ref +1; Will +6

Offense
Speed 20 ft.
Melee pincer pinch +4 (1d4+1 S)
Ranged forrikar dissolutor pistol +6 (1d4+1 A)
Offensive Abilities overcharging modulation

Statistics
Str +0; Dex +0, Con +2, Int +4, Wis +1, Cha +0
Skills Computers +10, Engineering +5, Life Science +10, Medicine +5, Physical Science +10, Piloting +5
Languages Forrikar, a number of languages of minor races from Forrikar Space, and terribly butchered Common
Other Abilities scientific expertise
Gear forrikar armored environmental suit, forrikar dissolutor pistol (50 ft. range increment, corrode 1d4 critical effect, 50 charge capacity), forrikar hand computer (tier 1)

Special Abilities

Overcharging Modulation (Ex) Hrin can spend 1 point of Resolve to tweak a weapon wielded as a move action, or a weapon wielded by another creature as a standard action. The weapon gains +1 enhancement bonus to its next attack roll and it will deal 1d6 points of bonus damage with its next attack.

Scientific Expertise (Ex) Hrin is a highly competent scientist, adding 1d6 to each of their Life Science and Physical Science checks, as long as they have at least 1 point of Resolve.


Hrin P'Karmitch is a scientist belonging to a poorly known race that inhabits isolated cluster. Unlike their recluse kin, Hrin came to the known space when an accidental discovery led them to believe they hold a key (or rather a series of equations) that could prevent some great incoming calamity that would consume great number of sapient lives. Regretfully, their grasp of local languages is incomplete, especially when it comes to advanced physics, preventing sharing their warning in meaningful way. For this purpose, Hrin seeks local scientists that could aid in translation of their equations into local systems, identify the threat, and prevent it, or at least mitigate its results.

Strangely, a number of unlikely accidents start to pile in Hrin's proximity, though the scientist wasn't harmed by any of them, yet...

2017-11-26

Space NPC: Faq Aep Terminus

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Faq Aep Terminus

A handsome drow wearing a sharp suit and a pair of stylish dark glasses.

CR 8; XP 4,800
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120-ft.; Perception +21
Aura jinx (60 ft.)

Defense
HP 105
EAC 19; KAC 20
Fort +7; Ref +7; Will +13
Defensive Abilities fast healing 5, untouchable; DR 10/good; Immunities electricity, poison; Resistances acid 10, cold 10, fire 10; SR 19

Offense
Speed 30 ft.
Melee phase claws +14 (1d8+8 Fo)
Ranged eye beam +16 (1d10+8 A, C, E, or F)
Spell-Like Abilities (CL 8th)
1/week—interplanetary teleport (self only)
3/day—discharge (DC 20), entropic grasp (DC 20), suggestion (DC 20)
At Will—detect magicdetect thoughts (DC 18), dancing lights, mending, psychokinetic handtoken spell, unseen servant

Statistics
Str +0; Dex +2, Con +0, Int +4, Wis +2, Cha +6
Skills Bluff +16, Computers +16, Culture +16, Engineering +16, Diplomacy +16, Perception +21, Sense Motive +21
Languages Abyssal, Celestial, Drow, Infernal; telepathy 100 feet
Other Abilities pilling costs

Ecology
Environment any (Abyss)
Organization unique

Special Abilities

Aura Of Jinx (Su) Faq Aep Terminus spreads malfunctions and failure whenever he goes. All d20 rolls within 60 feet fail automatically on natural results of 1–2. Rolling a natural 1 or 2 on an attack roll makes the failing character hit an ally within range, or oneself if there is no suitable target. Rolling a natural 1 or 2 on a saving throw increases the damage or duration of the effect by 50%. Rolling a natural 1 or 2 on an initiative check makes the failing character dazed and unable to act on its first turn. When a creature makes an attack roll, saving throw, ability check, or a skill check within aura of jinx, Faq Aep Terminus can take a reaction to make the creature roll twice, picking the worse result (this does not count as hostile action for purpose of breaking untouchable effect).

Pilling Costs (Su) Mere presence of Faq Aep Terminus within a settlement disturbs local economy, delaying transports, increasing number of breakages, shortages, and loses. Each week Faq Aep Terminus spends within the settlement, the price of all items and commodities increases by (1d6–1) × 5%. The prices revert to normal level at the rate of 5% per week once the demon leaves the settlement. Additionally, Faq Aep Terminus has an intuitive understanding of logistic processes and bureaucracy structures, letting him find the keystone people and places to mess with.

Untouchable (Su) Faq Aep Terminus, as a cultured and professional business-demon, exudes an aura of civility. Anyone taking an offensive action against Faq Aep Terminus, including attempting to deliberately catch him within an harmful area effect, has to attempt a Will saving throw (DC 18). On a failed save, the attacker is compelled to abort the action or direct it against another targets without endangering Faq Aep Terminus. A successful saving throw allows completing the offensive action and renders the creature immune to untouchable for the next 24 hours. This is a compulsion effect. Creatures that were attacked by Faq Aep Terminus or witnessed him attacking their allies or neutral creatures (but not when Faq Aep Terminus defended against unprovoked attack) are unaffected by his untouchable special ability for the next 24 hours.


Faq Aep Terminus is an assistant to a scribe of second undersecretary to an adviser of a demon lordling of failures and bureaucracy. Despite his lowly standing, Faq enjoys his rank immensely, for he has little responsibilities and a lot of opportunities to mess with mortal and immortal lives.

Faq Aep Terminus often makes deals with unscrupulous businessfolks and corporations, bringing misfortune to their enemies, sometimes even going as far as auctioning his presence (or lack of thereof) between competing groups. On other occasions, he simply visits a major production or trade hub and enjoys the misery his presence brings, and then proceeds to advise distraught mortals how to deal with the pilling issues. For a small favor or two...

When fighting, Faq Aep Terminus hands manifest translucent claw made of pure force, and when he pulls off his glasses, he reveals bottomless pits of chaotic energies he has in place of eyes, firing bolts of energy of his choice.

2017-11-19

Monster: Vizzel

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Vizzel

A big weasel with very vivid red and white fur coat and three pairs of limbs.


CR 2
; XP 600
N Small Magical Beast
Init +4; Senses low-light vision, scent; Perception +12

Defense

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +3
Defensive Abilities evasion

Offense
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d4 plus attach)
Ranged acid splash +8 touch (1d3 acid)
Special Attacks bite the hand, destructive reverberation
Spell-Like Abilities (CL 3rd; concentration +5)
At Will—acid splash, dancing lightsdetect magicprestidigitationread magic

Statistics
Str 10, Dex 18, Con 12, Int 15, Wis 15, Cha 15
Base Atk +3; CMB +2 (+6 to maintain grapple); CMD 16 (20 to escape its grapple)
Feats Acrobatic Steps, Nimble Moves
Skills Acrobatics +14, Perception +12, Spellcraft +9, Use Magic Device +9; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Spellcraft, +4 Use Magic Device
Languages Common, Elven, Sylvan
SQ compression, hitch a ride

Ecology
Environment urban and ruins
Organization single or pair
Treasure negligible

Special Abilities


Bite The Hand (Ex) A creature bitten by an attached vizzel gains a circumstance bonus to saving throws against mind-affecting effects equal to the lethal bite damage suffered until the start of the following turn. A vizzel familiar can take an immediate action to bite its master while the master is forced to make a saving throw against mind-affecting effect, granting the master a bonus to the saving throw equal to bite damage inflicted.

Destructive Reverberation (Su) A vizzel's bite counts as a magic weapon. When a vizzel bites a creature that suffered damage from a spell or a spell-like ability since its last turn, it deals additional 2d6 points of force damage. Extra damage from destructive reverberation don't apply to bite the hand saving throw bonus.

Hitch A Ride (Ex) Despite being Small-sized, a vizzel can easily climb a willing Small or Medium person, or be carried by one without much problem, allowing it to occupy the same space as an ally.


Vizzels are descendants of an awakened weasel familiar that was blessed by a nascent deity of magic. They are playful, curious, and friendly creatures, that love eating, sleeping, and arcane magic, though they tend to be very opinionated about spells and their use, having vary varied, and not always reasonable favorite and disliked spells, schools, and magic items.

A vizzel is a viable Improved Familiar feat pick for a 5th level caster.

2017-11-12

Planar NPC: Xing Jin Wei

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Xing Jin Wei

A raven-haired elf with a lightly golden skin and emerald eyes. He wears soft silken robes with wide sleeves, from which a curious weasel looks out.

CR 2; XP 600
Male elf witch 3
LN Medium Humanoid (elf)
Init +1; Senses low-light vision; Perception +6

Defense
AC 11, touch 11, flat-footed 11 (+1 Dex)
hp 13 (3d6)
Fort +2, Ref +5, Will +6; +2 vs. enchantment
Immune sleep

Offense
Speed 30 ft.
Melee dagger +1 (1d4)
Ranged thrown dagger +2 (1d4/19–20)
Special Attacks slumber hex (DC 15)
Witch Spells (CL 3rd; concentration +7)
2nd—blindness/deafness (DC 16), summon swarm
1st—mage armor, sleep (DC 15), unseen servant
0 (at will)—dancing lights, detect magic, detect poison, stabilize 

Statistics
Str 10, Dex 12, Con 10, Int 18, Wis 14, Cha 13
Base Atk +1; CMB +1; CMD 12
Feats AlertnessB, Breadth Of Experience, Brew PotionBExtra Hex
Skills Appraise +8, Craft (alchemy) +14, Heal +8, Knowledge (arcana) +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Profession (any) +4, Spellcraft +10, Use Magic Device +5
Language Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ familiar (weasel), hexes (cauldron, healing), patron (healing), seen it all

Notable Gear cloak of resistance +1, a selection of self-made potions, including at least 4 potions of cure light wounds, a wagon carrying magical components, well stocked alchemy lab, and a modest library of magic lore.

Seen It All (Ex) Xing Jin Wei traveled far and wide and learned many things. He treats Appraise and all Knowledge skills as his class skills.


Xing Jin Wei is a traveling potion-maker and trader of minor magic items, seeking quality components, business opportunities, new recipes, and magical wares to buy and sell. He is very courteous but distant, aloof even, and cares little for others, except his weasel familiar.

Mastering alchemy and collecting tidbits of lore of all kinds are his love, his trade in potions is a way of channeling his studies into a productive business and finance further research.

Xing Jin Wei travels take him to many places, cities, towns, villages, and outposts, where he can offer his wares or hire services of mercenaries and sell-swords. He might look for a party to deliver him rare components, or guard him while traversing particularly dangerous regions. He can be met on the road, or while staying in an inn, such as in Wayside Inn side track encounter for Prepare For War series by Amora Game.

2017-11-05

Space Monsters: Voidstar Nightwalker

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Nightwalker, Voidstar

A titanic orb of utter darkness, with a few tendrils extending a few miles away from it. The whole entity is visible only because its silhouette is highlighted by purple glow of necrotic radiation.

Tier 20
CE Colossal starship undead
Speed 2; Maneuverability clumsy (turn 4)
AC 37; TL 37
HP 800; DT 20; CT 160
Shields 800 (forward 200, port 200, starboard 200, aft 200)
Attack (Forward) life-ender beam (special), void beam +30 (2d6 × 10)
Attack (Port) nightchaser torpedo +30 (10d6), void beam +30 (2d6 × 10)
Attack (Starboard) nightchaser torpedo +30 (10d6), void beam +30 (2d6 × 10)
Attack (Aft) nightchaser barrage +30 (10d6, array)
Attack (Turret) void beam +30 (2d6 × 10), 3 × void ray +30 (10d6, point +15)
Skills Computers +40, Engineering +40, Piloting +45
Systems extreme-range senses (40 hex), +15 defensive countermeasures (DC 45 to be scanned)
Other Abilities shadow flight, unliving

Special Abilities

Life-ender Beam (Su) The voidstar's main weapon is a terrible beam of negative energy that sucks life out of countless living beings caught within. It is too slow acting to affect small and agile opponents, only being capable to be properly focused on relatively immobile targets, such as planets, asteroids, and space stations, or those moving on completely predictable trajectories, such as disabled ship, and has range of 20 hexes. Each round of exposure to life-ender beam inflicts 1d4 negative levels to 1d100 thousands of living creatures that are big enough to have stat blocks, and decimates vegetation and lesser lifeforms. For each thousand of creatures affected, the voidstar regains 1 shield point that is added to the weakest shield arc. Firing a life-ender beam is independent of other actions taken in the same round and does not count as a gunnery action.

Nightchasers (Su) Nightchasers are lesser nightwalkers called from the depths of the Negative Energy Plane and sent after their designated targets, howling telepathic screams heard for tens of thousands of miles around. When a nighchaser hits a planet, a planetoid, or a station, it spawns a nightwalker entity that will haunt the region until banished or killed, and greatly increase chance of undead spawning for years to come.
Nightchaser torpedo is a heavy tracking weapon with long range and speed of 12. It inflicts 10d6 points of damage when it hits and additional 10d6 per round for two rounds thereafter. Nightchaser barrage is a heavy tracking weapon with long range and array special property.

Shadow Flight (Su) A voidstar traverses the vast gulf of space by sliding between the borders of the interstellar void and the Shadow Plane and back. A voidstar can travel between nearby systems in 1d10 years, and between distant systems in 1d10 × 1d10 years.

Starship Combat Resolve (Ex) A voidstar gains a pool of 12 Resolve points it can spend on actions in starship combat at the start of each starship combat.

Unliving Starship (Ex) A voidstar nightwalker is a undead being the size of the biggest capital ships and acts as one. Though it has no crew, it can still take engineering, gunnery, piloting, and science officer actions (one of each, in appropriate phases) using the skill bonuses listed above. Assume it has 20 ranks in each of relevant skills. When a voidstar uses divert action to replenish shields, it regains 50 SP.
Use the following table to determine the effects when the voidstar takes critical damage. The voidstar does not take critical conditions, all critical effects last for one round only.
1d100SystemEffects
01–25Main weaponThe voidstar can't use its lifeneder beam next round.
26–40BeamsThe voidstar can't fire its direct weapons other than the lifeender beam next round.
41–55PortalsThe voidstar can't fire its tracking weapons next round.
56–70HeartThe voidstar can't take engineering actions next  round.
71–85BrainThe voidstar can't take science officer actions next round.
86–00PropulsionThe voidstar can't take piloting actions in the following round.

Void Weapons (Su) A voidstar can project beams of destructive energy. Void beam is a capital direct-fire weapon with long range. Void ray is a heavy direct-fire weapon with short range and point (+15) property.


Voidstars are harbingers of cosmic destruction, enormous nightwalkers that might be restless spirits of the extingished stars, or something entirely else. A voidstar can appear on the Material Plane when a star system dies and start its crusade of extinguishing living worlds, moving from system to system until stopped by mortal beings, with or without aid from extraplanar forces.

Preparation for coming of a voidstar and assembling a force capable of defeating it could be a suitable material for a whole campaign.

2017-11-04

Space Monster: Asteroid Drake

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Drake, Asteroid

A bulky, ungainly two-legged dragon with a massive head, pair of curled wings, and a lengthy tail. Its back is adorned with two rows of spines crackling with lightning.

CR 7; XP 3,200
NE Gargantuan Dragon
Init +0; Senses blindsense (electromagnetic) 120 ft., darkvision 120 ft., low-light vision; Perception +19

Defense
HP 110
EAC 19; KAC 21
Fort +11; Ref +11; Will +8
Immunities paralysis, radiation, sleep; Resistances cold 20, electricity 20, fire 20

Offense
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +18 (1d8+12 P)
Multiattack bite +12 (1d8+12 P), and 2 claws +12 (1d8+12 S)
Space 20 ft.; Reach 20 ft.
Offensive Abilities breath weapon (50-ft. cone, 8d6 E & F, DC 16, usable every 1d4 rounds)

Statistics
Str +5; Dex +0, Con +4, Int –2, Wis +0, Cha +2
Skills Acrobatics +14, Athletics +14, Perception +19
Languages Draconic
Other Abilities living starship, no breath

Ecology
Environment asteroids and abandoned space stations
Organization solitary, pair, or flight (3—6)

Asteroid Drake (Starship Combat)
Tier 4
NE Tiny starship dragon
Speed 16; Maneuverability perfect (turn 0)

AC 20; TL 24
HP 11; DT —; CT 
Shields 300 (forward 75, port 75, starboard 75, aft 75)
Attack (Turret) plasma breath +10 (4d6, short range, point [+12])
Systems medium-range senses, +8 defensive countermeasures (DC 22 to be scanned)

Skills Computers +10, Engineering +10, Piloting +15 (skill equivalent values for purpose of starship combat actions only)

Special Abilities

Living Starship (Ex) In micro-gravity, near-vacuum environment an asteroid drake can surround itself with a field of psychokinetically controlled plasma, which allows it to fly in space. Away from larger structures, the field strengthens by multiple orders of magnitude allowing the creature to match starship speeds, and forms a protective shield capable of surviving direct starship-grade weaponry hits. It also focuses the drake's breath weapon into long-distance blasts of plasma that can breach hulls. In spaceship combat, an asteroid drake can take a piloting action and a gunnery action, plus one additional action selected from balance (helm phase), divert (engineering phase, restores 10 shield points), scan (helm phase), shoot (gunnery phase, allows using plasma breath second time in the same turn), or target system (helm phase).


Asteroid drakes are inhabitants of asteroid belts, comets, and small moons that are capable of flying through space and hunt small starships, shuttles, freighters, and mining vessels. While not terribly bright, they are cunning and aggressive creatures, using clouds of dust, gas, and fields of debris to their advantage. They usually feed on radiation and gasses formed out of plasma-vaporized minerals, though they enjoy an occasional snack of organic food, be it astronauts' flesh, or hydropnic-garden algae container.

2017-11-03

Space Monster: Arborreid

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Arborreid

A beautiful, androgynous silhouette with pale green skin and yellow and red hair.

CR 6; XP 2,400
N Medium Fey
Init +3; Senses low-light vision, scent, sense through (vision, vegetation); Perception +13
Aura life bubble (30 ft.)

Defense
HP 75
EAC 17; KAC 18
Fort +7; Ref +7; Will +9
DR 5/cold iron

Offense
Speed 30 ft.
Melee hardened branch staff +9 (1d6+6 B, block)
Ranged thorns +11 (1d8+6 P, range increment 50 ft., critical bleed 1d4)
Offensive Abilities ensnaring stems
Spell-Like Abilities (CL 6th)
2/day—mystic cure II (3d8+2), summon creature II (Small First World Beast)
At Will—phytokinetic hand (as psychokinetic hand but only in areas of dense vegetation which does the manipulation), token spell

Statistics
Str +0; Dex +3, Con +0, Int +0, Wis +2, Cha +5
Skills Life Science +18, Medicine +13, Mysticism +13, Perception +13, Sense Motive +13
Languages Common, Gnome, Sylvan
Other Abilities plantlike

Ecology
Environment places of artificially sustained vegetation in high-tech surroundings, such as starship hydroponic gardens
Organization solitary

Special Abilities

Ensnaring Stems (Sp) As a standard action, an arborreid can command dense vegetation to entangle any number of creatures within her life bubble aura range for 1d4+1 rounds. A successful Reflex saving throw (DC 18) prevents being entangled.

Life Bubble Aura (Su) An arborreid is surrounded by a field that maintains pleasant environmental conditions and helps the vegetation thrive, acting like area version of life bubble spell tuned to human-like life forms, with an additional +4 bonus to saving throws against radiation. An arborreid can take a full action to anchor her life bubble to a fixed point on the ground, extending its radius to 60 feet from the center and tripling the growth rate of vegetation within the area. The anchored life bubble aura snaps back to the arborreid immediately if the arborreid leaves its area, and wanes in 1d4 days after arborreid death.

Thorns (Su) An arborreid can grow and fire piercing thorns from her fingers.


Arborreids are nymph-like fey that grew fond of places of artificially sustained vegetation, such as arboretums and hydroponic gardens. They often bond with such places, spending all their time there, caring little for things that don't endanger their wards. Many salvagers founds thriving gardens under an arborreid care in otherwise deserted wrecks and stations.