Monster: Stumpling

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It appears to be a mossy tree stump walking around on its roots, with three branches lashing around.

CR 3; XP 800

N Small Plant
Init +1; Senses low-light vision; Perception +5


AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +2
DR 5/slashing; Immune plant traits

Speed 20 ft.
Melee 3 slams +6 (1d4+2)

Str 14, Dex 12, Con 16, Int 1, Wis 13, Cha 7
Base Atk +3; CMB +4; CMD 15 (27 vs. trip)
Feats Blind-Fight, Combat Reflexes
Skills Perception +5, Stealth +9 (+19 in forests and glades), Survival +2; Racial Modifiers +10 Stealth in forests and glades

Environment forests
Organization single, pair, or a school (3–10)
Treasure incidental

Stumplings are small plant creatures that mimic the appearance of a tree stump. They have animal-like intelligence and are not aggressive unless threatened or directed by a greater force, such as a angered druid or malevolent fey. Some stumplings can show a greater degree of curiosity, and keep following travelers and rummage through camp sites, as they show no fear of humans.

Despite their non-threatening nature a large group of stumplings was responsible for an outburst of war between two kingdoms—the creatures settled in peace a hilly region between the countries, and were mistaken to be results of lumbering operation violating the established border treaty. When the hostilities broke, a few acres of tree stumps got up and walked away bothered by the noise but it took whole day for the belligerents to realize what just happened.

Stumplings are sometimes herded by timber braves, kept as pets and companions.

Mangrovlings (CR 4) have giant template and 10 feet reach.


Monster: Dvaurgr

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A corpse of a long-dead dwarf, with desiccated skin, bleached bones, and dry, yet moldy beard. Its body is embedded with many pieces of gold and silver, stuck into skin and bones, and weaved into the strands of its beard and hair.

CR 10; XP 9,600

LE Medium Undead (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +26


AC 24, touch 14, flat-footed 24 (+4 deflection, +10 natural)
hp 127 (15d8+60)
Fort +9, Ref +7, Will +13; +2 racial bonus against spells and spell-like abilities
Defensive Abilities channel resistance +4, golden-scales; DR 10/cold iron or chaotic; Immune undead traits; SR 21

Speed 15 ft.
Melee dvaurgr scepter +20/+15/+10 (1d6+9) and slam +14 (1d6+3/19–20 plus energy drain) or 2 slams +19 (1d6+7/19—20 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 21), rotting greed
Spell-Like Abilities (CL 15th, concentration +19)
1/day—form of the dragon II

Str 24, Dex 10, Con —, Int 17, Wis 19, Cha 19
Base Atk +11; CMB +18 (+20 steal); CMD 34 (36 vs. steal, 38 vs. bull-rush and trip)
Feats Alertness, Combat Expertise, Improved Critical (slam), Improved Initiative, Improved Steal, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Appraise +18, Bluff +19, Craft (trapmaking) +18, Intimidate +22, Knowledge (dungeoneering) +18, Perception +26, Sense Motive +26
Language Dwarven

Environment underground
Organization single, accompanied by cairn wights, haunts, and traps
Treasure standard (hoarded with treasure for the accompanying cairn wights, haunts, and traps)

Special Abilities

Create Spawn (Su) Creatures killed with a dvaurgr's energy drain or death throes rise as cairn wights 1d4 rounds thereafter, with additional ability to sense direction and distance toward the pieces of hoard taken away from their creator's barrow. While they are not directly controlled by the dvaurgr who created them, they are infected with his greed and obsession and will actively defend his hoard, pursue thieves, and take action to re-assemble the hoard.

Dvargr's Scepter (Su) A dvaurgr's scepter is a +2 dwarf-bane light mace formed out of fused pieces of the dvaurgr's hoard. A dvaurgr can reform his scepter in his hand as a move action if it is destroyed or stolen, as long as he is near his hoard. As a free action, he can make any pieces of his hoard within 100 feet glow with an eerie pale fluorescence that gives no actual illumination beyond making the valuables visible. Three times per day, a dvaurgr can use a standard action to touch a cairn wight of own creation with the scepter and send that creature to seek and bring valuables that could be added to the dvaurgr's hoard, as if using command undead effect (DC 21). A cairn wight on such mission gains +2 profane bonus to attack rolls, weapon damage rolls, saving throws, and skill checks.

Golden Scales (Su) Pieces of gold and silver stuck within a dvaurgr's body protect him by deflecting mundane and magical attacks, granting him a deflection bonus to AC equal to his Charisma bonus. When a dvaurgr is destroyed, his body explodes sending lethal rain of shrapnel within 30 ft.-radius burst, dealing 10d6 points of piercing and slashing damage and infecting damaged creatures with rotting greed. A successful Reflex saving throw (DC 21) halves the damage, while a successful Fortitude saving throw (DC 21) prevents being infected with rotting greed. The saving throw DC of this ability is Charisma-based.

Rotting Greed (Su) death throes—injury; save Fort 21; onset 1 day; frequency 1 day; effect 1d3 Cha and 1 Cha drain; cure can't be cured on its own and requires successful use of remove curse followed by remove disease or combination of similar effects to be healed. Sapient creatures who are afflicted with rotting greed are suffering from growing paranoia and greed. When their Charisma damage exceeds their Charisma scores, they become obsessed with reassembling the destroyed dvaurgr's hoard instead of falling comatose. They will take every action possible to track and recover missing pieces and take them to the hoard. While in this state they recognize others in the same stage of rotting greed and cairn wights spawned by the same dvaurgr on sight and avoid interfering with each other. If at least half of the hoard is recovered and one of the cairn wights or infected is a dwarf, the dvargr is revived in the dwarven body. Otherwise, they seek to bring a suitable dwarven corpse to the barrow for the dvaurgr spirit to animate it. When a creature suffering from the final stage of rotting greed dies, it animates within 1d4 hours as a cairn wight bound to the dvaurgr's hoard. This is a curse and disease effect. The saving throw DC of this ability is Charisma-based.

Dvaurgrs are dead dwarven lords who were utterly corrupted by their greed. They live in barrows or desolated dwarven dungeons, surrounded only by their hoards, undead, and whatever remnants of dwarven craft and culture time has not unmade yet.

Dvaurgrs are quite intelligent, though greedy, envious, and obsessed with their wealth. They can be negotiated with, though they easily fall into burst of homicidal anger when their paranoia kicks in, and they are notoriously cunning—tricking intruders into unfavorable deals, suicidal missions, and getting themselves into various traps. Wherever intruder succeeds in adding to the dvaurgr's hoard, or dies trying, it's a success in the later's eyes.

Dvaurgrs detest direct sunlight, though it does no actual harm to them, being merely a psychological aversion.


Monster: Mining Ooze

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Mining Ooze

A sizable pool of quicksilver-resembling mass which moves around of its own volition.

CR 11; XP 12,800
N Colossal Ooze
Init +0; Senses blindsense 60 ft., scent; Perception +0

AC 22, touch 2, flat-footed 22 (+20 natural, –8 size)
hp 150 (12d8+96)
Fort +12, Ref +4, Will +4

Defensive Abilities diffuse, elemental reactivity; DR 10/—; Immune acid, cold, death, disease, electricity, fire, ooze traits, petrificiation, polymorph
Weakness repelled by water

Speed 30 ft., burrow 10 ft.

Melee dissolve (10d10)
Space 30 ft.; Reach 30 ft.

Special Attacks dissolve

Str 10, Dex 10, Con 26, Int —, Wis 10, Cha 1

Base Atk +9; CMB —; CMD —
SQ bore through stone

Environment underground

Organization solitary
Treasure standard (nuggets of pure metal)

Special Abilities

Bore Through Stone (Ex) A namesake ability of a mining ooze allows it to dissolve solid, non-magical stone, at the rate of one 5-ft cube per hour.

Diffuse (Ex) A mining ooze is enormous blanket of thin slime, acting similarly in some ways more like swarm than solid entity. It can slide over difficult terrain, obstacles, and creatures of any size without hindrance, and it can move into spaces much smaller than its actual size, while acting as a difficult terrain for any creatures moving through its space. For example, it can move into tunnels as long as it retains continuity and fills a total of 36 5-ft. cubes. Mining ooze is too soft and malleable to be affected with combat maneuvers, suffers no damage from falls, and cannot be trapped, buried, and crushed under avalanches and seismic events.

Dissolve (Ex) A mining ooze makes no regular attacks, instead, it automatically deals listed damage to all creatures and unattended organic objects within its space at the end of its move. Creatures and objects reduced to 0 hit points are dissolved and absorbed by the ooze, effectively disintegrating them.

Elemental Reactivity (Ex) While a mining ooze is immune to damage from acid, cold, electricity, or fire, it reacts in certain ways to them. Electricity staggers it for one round, but also attracts, making it move toward the source of electricity until the end of its following turn (barring other stimuli). Cold solidifies, increasing its coherence and healing 1 hit point per three damage it should inflict, but also reduces range of its blindsense to 10 feet until the end of its following turn. Acid attracts mining ooze while suppressing its scent until the end of the following turn. Fire heals it and staggers. When multiple effect attract a mining ooze at the same time, it moves toward the strongest one.

Repelled By Water (Ex) A mining ooze avoids contact with fresh water. When submerged, it seeks the shortest route out of the water, and it avoids squares containing open water. Despite this revulsion, water does not seem to cause any short-term harm to mining oozes, and no one managed to keep one submerged for long enough to find if it has any long-lasting effects on them.

Mining ooze is somewhere between being a force of nature, an underground environmental hazard, and a living, though extremely dangerous digging tool. The origins of mining oozes are unknown—some dwarven sages speculate they come from the farthest depths of the earth itself, where heat and lack of air is lethal to living creatures. A few brave (or crazy) dwarven crews attempted to harness the stone-dissolving ability of mining oozes, hence the name. They used water and elemental magic to crudely direct the creatures into right places. There is an issue with reclaiming nuggets of pure metals that get embedded in a mining ooze, though, as it requires killing those enormously resilient creatures, which is not a trivial task even for a dedicated crew of dwarven miners.

Note: The creature's CR reflects is resilience and ability to deal mass damage in direct, unrefined combat. It's mindlessness combined with elemental reactivity can be used against it quite creatively, allowing for easier victories than its CR would suggest.


Monster: Serpent-Hound

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A slender wolf-sized, four-legged beast covered in scales and bone plates, with long, sinuous neck and tail.

CR 2; XP 600

N Medium Dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7


AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 21 (2d12+8)
Fort +7, Ref +5, Will +5
Defensive Abilities efficient metabolism; Immune magic sleep, paralysis, poison; Resist acid 10

Speed 40 ft., swim 20 ft.
Melee bite +4 (1d4+3 plus 1d4 acid)
Ranged acid spit +4 (2d4 acid)
Special Attacks acid spit

Str 14, Dex 14, Con 18, Int 7, Wis 15, Cha 11
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative
Skills Perception +7, Stealth +7, Survival +7, Swim +15
Language Draconic

Environment any temperate or tropical
Organization single, pair, or pack (3–12)
Treasure standard

Special Abilities

Acid Spit (Ex) A serpent-hound can spit its corrosive saliva with a ranged touch attack at a distance of up to 30 feet. It deals 2d4 points of acid damage on hit, and another 1d4 points of acid damage at the beginning of the serpent-hound's following turn, unless washed or scrapped off with some acid-resistant or disposable tool as a full-round action.

Efficient Metabolism (Ex) A serpent-hound requires only a fraction of water and food comparing to other creatures of its size, being able to delay starvation and thirst effects for a number of days equal to its Constitution score. It can easily withstand natural heat of a hot or very hot environment, and hold its breath for 1 minute per point of Constitution score. When facing risk of starvation or desiccation, a serpent-hound can enter hibernation for a period of up to 1 month per point of Constitution score.

Serpent-hounds are aggressive predators, much smarter than their wolf-like living suggest. Despite their intelligence they only seem to desire simple joys of life—thrill of hunt, taste of fresh kill (or not so fresh, their tastes vary considerably), bathing in sunlight, or swimming in warm water. They gladly use their intelligence and cunning to reach those simple goals, sometimes they even cooperate with humanoids, monstrous humanoids, and dragons, though they prefer reptilian sapient beings over mammals.

While serpent-hounds speak draconic, they often communicate with each other through loud hisses and screeching, similarly to wolf's baying.

Particularly sociable dragons and draconic humanoids sometimes keep packs of serpent-hounds as their guardians, watchers, hunters, and bloodhounds.

A serpent-hound can be selected by character with Leadership that speaks Draconic language as a cohort with effective level 5.

Frostscale serpent-hounds are covered with a combination of scales and fur-like feathers, being accustomed to living in arctic or glacial terrain instead of warm, having resistance to cold and spirit burning saliva that deals fire damage.

Stormchaser serpent-hounds are resistant to electricity and deal electricity damage with their bite and spit.

Serpent-Steeds (CR 3) have giant template, base land speed of 50 feet, inflict 1d6+6 plus 1d6 points of acid damage with their bite, and 2d6 points of acid damage with their acid spit (1d6 in the following turn). They sometimes serve as mounts to reptilian humanoids. They can also act as a 6th level cohort.


Monster: Dwarves Of Bronze, Iron, and Mithril

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Metal dwarves are constructs build by dwarves in their own shape and animated by spirits of their dead kin. The ashes from a dwarven cremated body are mixed with a molten lead, which is used to fill a hollowed dwarf-shaped vessel made of one of the three main materials.

Metal dwarves are designed to aid dwarves in particularly daunting or risky tasks, provide extra muscle, and defend them, supplementing rarely numerous ranks of their kind. While they lack golems' blanket immunity to magic, they have a degree of magic resistance and some elemental resistances. They do not contain consciousness or memories of the spirit that animates them, merely its vital force, their intelligence is artificially byproduct of their creation process, involving runic inscriptions of lore and mind etched on the inner side of their shell.

Bronze Dwarf

This is a  four feet tall figurine of a dwarf made out of bronze, with pick-axes for hands. Its beard, hair, and eyes are made of polished copper.

CR 2; XP 600

LN Small Construct
Init +0; Senses darkvision 120 ft.; Perception +1


AC 15, touch 11, flat-footed 15 (+4 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +0, Will +1; +2 to saving throws against spells and spell-like abilities
Defensive Abilities magic resistant; DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10

Speed 15 ft.
Melee 2 slams +5 (1d3+2/×4)
Special Attacks pick-arms

Str 14, Dex 10, Con —, Int 7, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 13 (17 vs. bull-rush or trip)
Feats Power Attack
Skills Profession (miner) +5
Languages understands Dwarven

Environment underground
Organization single, pair, squad (4–10), or platoon (11–40)
Treasure standard

Special Abilities

Magic Resistant (Ex) A bronze dwarf has a +2 bonus to saving throws against spells and spell-like abilities. It always attempts to make a saving throw against a spell or spell-like ability that allows one, even harmless, and is never considered a willing target.

Pick-Arms (Ex) A bronze dwarf's arms end in pick-shaped appendages. Its slam attacks deal bludgeoning and piercing damage with ×4 critical damage multiplier, and can be used as masterwork miner's tools (the masterwork bonus already included in Profession (miner) skill). Pick-hands ignore up to 8 points of hardness of non-magical, unattended objects made of wood or stone.

A bronze dwarf is animated with a spirit of a deceased dwarf of low standing. Those constructs are mainly used for mining and some basic unskilled work that requires strength, endurance, and resilience.

Iron Dwarf

This is a  six feet tall figurine of a dwarf made out of iron, with a hammer-like hands. It is adorned with polished silver details.

CR 5; XP 1,600

LN Medium Construct
Init +0; Senses darkvision 120 ft.; Perception +2


AC 18, touch 10, flat-footed 18 (+8 natural)
hp 53 (6d10+20)
Fort +2, Ref +2, Will +4; +4 to saving throws against spells and spell-like abilities
Defensive Abilities magic resistant; DR 5/adamantine; Immune construct traits; Resist cold 20, fire 20

Speed 15 ft.
Melee 2 slams +10 (1d8+4)
Special Attacks hammer-hands, iron overseer, sledge-strike

Str 18, Dex 10, Con —, Int 11, Wis 15, Cha 11
Base Atk +6; CMB +10; CMD 20 (24 vs. bull-rush or trip)
Feats Power Attack, Skill Focus (Craft [smithing]), Vital Strike
Skills Craft (smithing) +11, Knowledge (engineering) +6
Languages understands Dwarven

Environment underground
Organization single, pair, single iron dwarf commanding a squad of bronze dwarves or two to four iron dwarves leading a platoon
Treasure standard

Special Abilities

Magic Resistant (Ex) An iron dwarf has a +4 bonus to saving throws against spells and spell-like abilities. It always attempts to make a saving throw against a spell or spell-like ability that allows one, even harmless, and is never considered a willing target.

Hammer-Hands (Ex) An iron dwarf's arms can be used as masterwork smith's tools (the masterwork bonus already included in Craft (smith) skill).

Iron Overseer (Su) An iron dwarf may take a swift action to silently coordinate actions of bronze dwarves within 60 feet, granting them +1 competence bonus to attack and weapon damage rolls, saving throws, and skill checks until the start of his following turn.

Sledge Strike (Ex) When an iron dwarf hits a single target with both hands in the same turn, the target suffers 1d6 points of sonic damage and becomes staggered for 1 round. A successful Fortitude saving throw (DC 17) prevents being staggered. The saving throw DC is Strength-based.

Iron dwarves are powered by spirits of skilled workers and are used for particularly demanding smithing and metallurgy work, often accompanied by groups of bronze dwarves, and an occasional dwarven artisan.

Mithril Dwarf

This is an eight feet tall figurine of a stocky dwarf made out of mithril. It has golden beard, golden eyes, and various other golden details, and are covered in runic markings.

CR 8; XP 1,600

LN Large Construct
Init +4; Senses darkvision 120 ft.; Perception +2


AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 96 (12d10+30)
Fort +6, Ref +6, Will +9; +6 to saving throws against spells and spell-like abilities
Defensive Abilities magic resistant; DR 10/adamantine; Immune construct traits; Resist cold 30, fire 30

Speed 15 ft.
Melee 2 slams +17 (2d6+6)
Special Attacks mithril overseer, thunder bellow

Str 22, Dex 10, Con —, Int 15, Wis 17, Cha 15
Base Atk +12; CMB +19; CMD 29 (33 vs. bull-rush or trip)
Feats Breadth Of Experience, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Appraise +14, Diplomacy +15, Knowledge (all) +10, Perception +15, Profession (all) +5, Sense Motive +15
Languages Dwarven
SQ lore, mending touch 6d6 (8/day)

Environment underground
Organization single, often with retinue to two to four iron dwarves, and possibly a full platoon of bronze dwarves
Treasure standard

Special Abilities

Lore (Ex) A mithril dwarf adds half its HD as a bonus to all Knowledge checks and can take 10 on any Knowledge checks.

Magic Resistant (Ex) A mithril dwarf has a +6 bonus to saving throws against spells and spell-like abilities. It always attempts to make a saving throw against a spell or spell-like ability that allows one, even harmless, and is never considered a willing target.

Mending Touch (Su) A mithril dwarf can repair 1d6 points of damage per two HD to the touched construct or object. Using this ability is usually a standard action, though the mithril dwarf can use it on itself with a swift action. A mithril dwarf can use this ability once per day per two HD plus its Intelligence modifier.

Mithril Overseer (Su) A mithril dwarf may take a swift action to silently coordinate actions of iron and bronze dwarves within 60 feet, granting them +1 competence bonus to attack and weapon damage rolls, saving throws, and skill checks until the start of his following turn. This bonus stacks with iron overseer ability.

Thunder Bellow (Su) A mithril dwarf can expel a roaring concussion blast, dealing 10d6 points of sonic damage in a 30 ft.-long cone to creatures and rigid objects, and deafening for 1d4 rounds. A successful Fortitude saving throw (DC 18) halves the damage and prevents deafening. A mithril dwarf has to spend three move actions inhaling air before it can use thunder bellow again. The saving throw DC is Charisma-based.

Whereas lesser metal dwarves are powered with single spirit each, mithril dwarves made with mixed ashes of multiple respected sages and elders, to provide other metal dwarves with direction, and living dwarves with counsel.

Variants And Other Metal Dwarves:
Beyond the three the most common models, there are other types of metal dwarves, though being crafted with much less frequency. Brass dwarves (CR 3) are bronze dwarves with advanced template and acid resistance 10. Steel dwarves (CR 6) are iron dwarves with advanced template and electricity resistance 20. Quicksilver dwarves (CR 9) are mithril dwarves with advanced template and sonic resistance 30. All of those also increase their magic resistant bonus by 1.

Cremated ashes and a spirit of a particularly heroic dwarf can be used to fill an adamantine vessel, creating an adamantine dwarf (CR 11), and ashes of dwarves who died in childhood can be crafted into tin dwarves (CR 1/2), tiny servitors and familiars.


Monster: Flame Shard

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Flame Shard

This vertically stretched octahedron is composed of translucent flames and emanates intense heat.

CR 7; XP 6,400

N Medium Outsider (elemental, fire, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +11


AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 51 (6d10+18)
Fort +8, Ref +10, Will +6
Defensive Abilities absorb fire, incorporeal; Immune disease, elemental traits, fire
Weakness vulnerable to cold

Speed fly 20 ft. (perfect)
Ranged 2 fire bolts +12 touch (4d6 fire)
Special Attacks burn through, flame wave

Str —, Dex 20, Con 16, Int 9, Wis 15, Cha 21
Base Atk +6; CMB +11; CMD 26
Feats Point-Blank Shot, Precise Shot, Weapon Focus (fire bolt)
Skills Fly +22, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +11
Language understand Ignan; telepathy 100 feet (creatures with fire subtype only)

Environment deserts and volcanic regions
Organization single, pair, or swarm (3–12)
Treasure standard

Special Abilities

Absorb Flame (Su) A flame shard is healed by fire damage, recovering 1 hit point per 3 points of damage the effect would normally inflict.

Burn Through (Su) Creatures struck with one of the flame shard's fire bolts have their fire resistance reduced by 10 points until the end of the flame shard's following turn. Effects of multiple hits stack.

Fire Bolt (Su) A flame shard can fire single bolt of fire as a standard action or two bolts of fire as a full-round action. Each fire bolt is a ranged touch attack with range of 60 feet and no range increment, dealing 4d6 points of fire damage.

Flame Wave (Su) A flame shard can focus its heat into a wave of flames as a standard action, creating a 30-ft. radius burst around itself at the start of its following turn and becoming dazed for the next 1d4+1 rounds. Flame wave inflicts 6d6 points of fire damage or half on a successful Reflex saving throw (DC 16). The saving throw DC is Constitution-based.

Flame shards are elemental spirits of pure disembodied fire. While they are not usually malicious, they are quite territorial and may get aggressive toward intruders, with the exception for creatures with fire subtype. They seem to have problem with comprehending existence of non-fire beings, (and even more so of non-fire sapience), tending to treat solid mortal creatures as moving parts of scenery, and may get annoyed or even outright angry when their surroundings are altered by presence of organic mess.

Their thought patterns are definitely strange to corporeal organic beings, making communication with them tricky, even for linguist (and conjurers) highly skilled in Ignan.

Frost Shards have cold subtype, inflict and absorb cold damage, and reduce cold resistance with their freeze through ability, while the Storm Shards have air subtype, inflict and absorb electricity damage, and reduce electricity resistance.

Flame Shardling (CR 3) is Tiny and has AC 16 (+2 defection, +2 Dex, +2 size), 2d10+2 HD, 13 hp, Fort +1, Ref +5, Will +5, Dex 14, Con 12, Cha 15, Point-Blank Shot feat, Fly +19, Knowledges +4, Perception +7. It can make 2 fire bolt +6 (1d6 fire) attacks. Its burn through ability reduces fire resistance by 5 per hit, and its flame wave only triggers when it is dropped to 0 or less hit points, inflicts 2d6 points of fire damage within 10 ft. radius (saving throw DC 13). It can be selected as an Improved Familiar by a caster using a significant amount of fire magic with 7th or higher caster level. They are more tractable with than flame shards as they seem to lack strong territorial instinct and they appear to be more curious of non-fire existence as well.


Wishing For More

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Recently, Owen KC Stephens made a not-so-serious post about lesser wishes available here. This opened a flood-gate of even less serious ideas for lesser wish-like spells...

Here you can see a few of my ideas (wishful thinking appeared a few times proposed by different people, this version is mine):

Me Too!
School universal [language-dependent]; Level bard 5, mesmerist 5, occultist 5, psychic 7, skald 5, sorcerer/wizard 7, summoner 5, witch 7
Casting Time 1 immediate action

When someone cast or is granted a wish, you can demand Powers That Be to grant you the same benefits. Roll 1d100:
01-10You gain the effects of the wish instead of the original recipients.
11-25The effects of the original effect are split between you and the intended recipient(s).
26-50The wish takes full effect for you and the original recipients.
51-75The wish takes full effect for you and the original recipients, though you must pay off the component cost of the wish - either willingly or through expensive coincidences.
76-90You were denied the wish. It works normally for the original recipients.
91-100You gain twisted or reversed effect while it works normally for the original recipients.

Make It So!
School enchantment (compulsion) [curse, language-dependent, mind-affecting]; Level bard 4, cleric 6, mesmerist 4, inquisitor 4, psychic 6, skald 4, sorcerer/wizard 6, witch 6
Casting Time 1 immediate action
Components V, S
Range close
Target one creature
Duration until fulfilled, up to 1 year and a day
Saving Throw special; Spell Resistance yes

You can place a geas on a creature that just made a verbal statement of desire or request that compels her to make that statement or desire true. The target has to either take actions that will fulfill that desire or request, or seek ways of doing so, if the statement or request is unlikely or seemingly impossible to complete.

The target is allowed a Will saving throw to negate the effect if the statement or request is explicitly harmful to him or those who are close and dear to him (e.g. someone used an expression of surprise or emotion that does not state actual desire, such as "gods damn me!").

Wishful Thinking
School universal [curse]; Level Any class 0
Casting Time 1 standard action
Components V, S
Range personal
Target caster
Duration permanent

You make a wish and it gets etched in your mind. Whoever reads your thoughts, probes your memories, speaks with your corpse, or summons your spirit after your death, learns of that wish. You can recall that wish easily. As a side effect, it cannot be removed with effects that alter or erase memory without removing the curse first (or fulfilling that wish). You can have only one wishful thinking active at any one time.

Wishing Well
School universal [language-dependent]; Level Any class 1
Components V, S, M (1 gold coin)

This spell can produce effects of a wish, maybe. While casting this spell, you utter a desired wish and throw a coin into a well hoping that it will take an effect... Each month the wish remains unfulfilled, there is 1% chance that a supernatural entity will take notice and interest in your wish... Though not necessarily with good intents or execution.

01–10CapriciousThe entity fulfills the wish out of boredom or curiosity. It might meddle with lives of those affected by the wish in the future just for fun or consider you (or those who benefited from the wish) its debtors.
11–30BenevolentSelfless or otherwise good-natured wishes are granted. Selfish, cruel, or otherwise evil wishes are twisted in a way that makes them non-malicious or punishes you for being evil. The benefactor might expect you to use benefits of this wish to help others.
31–40CluelessThe wish is fulfilled by an entity that lacks through understanding of mortal beings and might twist it inadvertently because of missing context, cultural differences, or less than perfect grasp of language.
41–60FickleThe entity lacks the power to produce a true wish. Instead, it takes whatever action it can to attempt to make the wish true, bestows a dream of the wish being fulfilled, or creates a suggestion or phantasm that makes you deluded the wish was granted.
61–70SchemingThe wish granted is part of a greater scheme and made in a way that fits that plan.
71–90MalevolentSelfish, cruel, or otherwise evil wishes are fulfilled. Good-natured wishes are twisted. The entity considers you its debtor.
91–100ContradictoryThe entity produces effects reverse to the wording or intent of the wish

Once this spell is cast, the request for the wish remains hanging until it is fulfilled in some way (including casting an actual wish later), thus making the risk of it being fulfilled in unexpected or undesired way in the future.


Monster: Barrow-Tree

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A dark and foreboding tree with gaping holes resembling eyes and maw. Bones and skulls are fused into its trunk, and blood seeps from cracks in its blackened bark instead of sap. A few skulls and partial skeletons hang from its branches.

CR 9; XP 6,400

CE Huge Undead
Init +3; Senses darkvision 60 ft.; Perception +20


AC 23, touch 11, flat-footed 23 (+4 deflection, –1 Dex, +12 natural, –2 size)
hp 119 (14d8+56)
Fort +8, Ref +8, Will +12
Defensive Abilities all-around vision, channel resistance +4, lumbering, spirit shroud, walking blight; DR 10/slashing and magic; Immune undead traits
Weakness vulnerable to fire

Speed 15 ft.
Melee 2 slams +18 (3d6+9)
Ranged barrow-swarm +13 touch (3d6 bleed)
Space 15 ft.; Reach 15 ft.
Special Attacks barrow-swarm

Str 28, Dex 8, Con —, Int 13, Wis 17, Cha 19
Base Atk +10; CMB +21 (+23 with bull-rush); CMD 34 (36 vs. bull-rush, can't be tripped)
Feats Awesome Blow, Improved Bull-Rush, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (barrow-swarm), Weapon Focus (slam)
Skills Intimidate +21, Knowledge (religion) +18, Perception +20, Stealth +8, Survival +20; Racial Modifier +16 Stealth in forest

Environment temperate forests, hills, and graveyards
Organization single, pair, or grove (3–12)
Treasure standard

Special Abilities

Barrow-Swarm (Su) A barrow-tree can release swarms of spirits infesting some of the skeletons hanging on its branches to attack single living creature within 60 feet as a swift action. On a successful ranged touch attack, the swarm attacks the designated victim dealing 3d6 points of bleed damage per round, until it is sent against another creature, the victim dies or receives any form of magical healing. Unless the barrow-tree was destroyed, stopping bleeding with a Heal check merely passes the swarm to the person that performed the first aid. Effects that ward against insects, such as repel vermin, protect against the barrow-swarm attacks.

Lumbering (Ex) A barrow-tree can't run, but it also can't be slowed or tripped and ignores difficult terrain.

Spirit Shroud (Su) A barrow-tree is protected by veil of ethereal spirits that can be sometimes seen as a light mist pouring out of its skulls and rolling around the tree. A barrow-tree gains deflection bonus to AC equal to its Charisma bonus (minimum +1), all around vision, and uses its Charisma modifier instead of Dexterity when calculating Reflex saving throw and ranged attack. When a living creature dies within 60 feet, the shroud thickens granting the barrow-tree temporary hit points equal to the deceased creature's HD for 1 minute. Temporary hit points from multiple deaths stack, with each death resetting their duration.

Walking Blight (Su) A barrow-tree presence blights the nearby vegetation. The plants grow weak or twisted near the places frequented by barrow-tree. A barrow-tree is immune to any plant-based environmental effects, including magical ones.

When a tree growing on barrows or in haunted forest becomes corrupted with blood, death, fear, and pain, it can absorb spirits of the deceased and fuse with their bones to form a malign undead entity. Barrow-trees are intelligent but vicious beings of nature turned into manifestation of death and suffering, they do not communicate, though spiritual vestiges that surround them might speak, moan, cajole, or plea for help.

Sorrow Trees (CR 10) are particularly malicious and cunning barrow-trees, with Intelligence and Charisma scores of 21, 133 hit points, Fortitude and Reflex saving throws bonuses of +9, Bluff +21, Intimidate +21, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planees) +19, and Knowledge (religion) +22. Sorrow-trees are capable of sending their bound spirits to communicate telepathically with creatures within 60 feet and can attack three different creatures with their barrow-swarms at the same time.


Monster: Spider-herder

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This creature resembles a hybrid of a mantis and a big grass-hopper, though its head is quite humanoid-like, except for its mandibles.

CR 1; XP 400

LG Diminutive fey
Init +6; Senses low-light vision; Perception +7


AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 14 (4d6)
Fort +1, Ref +3, Will +4
Defensive Abilities evasion; Immune poison

Speed 30 ft., climb 30 ft.
Melee bite +8 (1d2–4), and 2 talons +8 (1d2—4)
Space 1 ft.; Reach 0 ft.
Special Attacks dancing sparks
Spell-Like Abilities (CL 4th; concentration +6)
At Will—commune with spiders (as commune with birds, but limited to 100 feet range and the local spiders provide information)

Str 3, Dex 14, Con 10, Int 13, Wis 10, Cha 15
Base Atk +2; CMB +0; CMD 6 (10 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +17, Climb +11, Craft (weaving) +8, Escape Artist +17, Handle Animal +6, Perception +7, Stealth +21; Racial Modifier +8 Acrobatics, +8 Escape Artist
Languages Common, Sylvan
SQ spider empathy +6

Environment any
Organization single, band (2–12), or tribe (13–50), often accompanied by tamed spiders
Treasure standard (though usually very undersized)

Special Abilities

Dancing Sparks (Su) Spider-herders can create four sparks at will as a standard action. They act like dancing lights cantrip, except spider-herders have to take a standard action to direct and move the sparks, and each spark inflicts 1 point of electricity damage and goes out if it comes in contact with any creature. A spider-herder can choose to inflict nonlethal damage with this ability.

Spider Empathy (Ex) Spider-herders can influence reaction of spiders as if using wild empathy, working on spiders and spider-like monsters with Intelligence of 2 or less. They can use Handle Animal to train and direct spiders as if they were animals with Intelligence score of 1.

Spider-herders are benevolent, if a bit scary looking (for their ten inches of height at least) fey that inhabit various abandoned dwellings and ruins, and occasional spider-infested region of a forest. From time to time, a spider-herder or a pack of them might move in with a sympathetic humanoids, finding shelter in the attic or basement.

Spider-herders can harness static charges generated by movement of their vestigial wings to produce light, shock their enemies, or prod unruly spiders, which they train and breed like herd animals.

A spider-herder can act as an Improved Familiar for a 5th level spellcaster with Lawful Good, Neutral Good, or Lawful Neutral alignment.


A spider-tamer (CR 3) is a particularly powerful spider-herder with AC 19, 35 hp, 10 HD, Dex 20, Int 19, Wis 16, and Cha 21. Spider-tamers can use aggressive thundercloud (one active at a time) at will, and cast awaken on a spider once per year.