Monster: Tormentroll

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An emaciated and twisted trollish figure, its grayish skin pierced with dozens of cold iron rods and covered with terrible scars that form mystic glyphs.

CR 8; XP 4,800
CE Large Monstrous Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1

AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 100 (8d10+56); regeneration 10 (acid, good, or fire)
Fort +11, Ref +8, Will +7
Defensive Abilities absorb pain, ferocity, madness of pain; Immune charm, fascination, fear, nausea, sleep, sickened; Resist acid 20, fire 20

Speed 30 ft.
Melee 2 claws +15 (1d6+8), bite +15 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rending pain
Spell-Like Abilities (CL 8th; concentration +5)

Constant—resist energy (acid), resist energy (fire)

Str 26, Dex 14, Con 24, Int 3, Wis 13, Cha 5
Base Atk +8; CMB +17; CMD 29
Feats Blind-Fight, Great Fortitude, Improved Initiative, Intimidating Prowess
Skills Intimidate +16, Perception +1
Languages Smatterings of Infernal
SQ giant-blood

Environment any
Organization solitary, pair, or a gang (3—10)
Treasure incidental

Absorb Pain (Su) A tormentroll affected with a pain effect gains benefits of haste for as long as the effect lasts (1 round for instantaneous effects).

Giant-Blood (Ex) Tormentroll still count as giants despite no longer qualifying as humanoids.

Madness Of Pain (Ex) A tormentroll is wrecked with constant pain that makes it highly erratic and hard to control. Whenever it is exposed to a compulsion effect that would control its actions (as opposed to simply shutting down some mental functions like hold monster), the tormentroll becomes confused, only following the mental directions on "act normally" effect. Any attempt to contact the tormentroll mind, either with telepathy or mind-reading, transfers a powerful jolt of intense pain, dealing 5d6 points of nonlethal damage and staggering the creature contacting the tormentroll mind for 1d4 rounds. A successful Will saving throw (DC 21) halves the damage and reduces staggered duration to 1 round. The saving throw DC is Constitution-based. This is a pain effect.

Rending Pain (Su) When a tormentroll hits a creature with both claws, the victim is exposed to a torrent of suffering and becomes fatigued for 1d4 rounds (1 round on on a successful Fortitude saving throw against DC 15). This is a mind-affecting pain effect. The saving throw DC is Charisma-based and includes +4 racial bonus.

Tormentrolls are shaped not born, results of kytons' vile machinations. When the pain-devils get their clawed hand on troll pups, they put them to eternal tortures, pushing them with iron, acid, cold, fire, and starvation 
to the limits of their extraordinary resilience and beyond. The resulting creatures are wrathful, hateful monstrosities that will lash against whatever and whoever they can, though they are dreadfully obedient—the only fear they seem to feel anymore—of their kyton overseers, usually. Occasionally, a kyton master may condition a tormentroll or a pack, to obey whoever wears an intricate cold iron bracelet and then gift or trade the beast to an ally, a servant, or a cultist, though such tormentrolls tend to rebel against their new masters sooner or later.


Monster: Goblin-Gourd

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A green-and-yellow gourd with a pair of large wing-like leafs, with a leering face cut out, with tongues of flame flickering from inside.

CR 1/2; XP 200
N Tiny Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Aura eerie glow (5 ft.)


AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune construct traits

Speed 20 ft.
Melee slam +3 (1d3 plus 1 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bouncing charge, volatile demise

Str 10, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 11 (can't be tripped)
Feats MobilityB
Skills Acrobatics +26 (jumping +22); Racial Modifiers +24 Acrobatics

Environment any
Organization solitary, pair, or a batch (3—20)
Treasure incidental

Bouncing Charge (Ex) Goblin-gourds move by leaping and bouncing, which allows them to charge through difficult terrain and over obstacles, if they manage to make requisite Acrobatics checks. Because of their restricted reach they always charge into the target's square, usually provoking attacks of opportunity.

Eerie Glow (Su) Goblin-gourd sheds dim light within 5 feet. Any creature within the are of the light suffers –2 penalty to saving throws against fear effects. This penalty does not stack with shaken condition.

Volatile Demise (Su) Goblin-gourds reduced to 0 hit points blow up after a short delay. At the beginning of their following turn, they explode dealing 1d6 points of fire damage to creatures in the same square as them. A successful Reflex saving throw (DC 10) halves the damage. The saving throw DC is Constitution-based. Effects that destroy objects such as disintegration prevent the explosion.

Goblin-gourds are primitive constructs recently invented by goblin alchemists and sorcerers as shock weapons. They are sent in wild waves against their enemies, spearheading ambushes and attacks, though their numbers are limited by amount of resources available to goblin tribe. Despite (or perhaps because of) its novelty, the design already spread from goblins to other alchemists and fire-magic artisans.

Big Goblin-Gourd (CR 1) has giant simple template, Small size, HD21 hp, Reflex +1, Attack slam +5 (1d4 plus 1d4 fire) and its explosion deals 2d6 points of fire damage within 5 feet burst (Reflex save DC 11).

A possibility of creating a noxious variant that deals acid damage with its slam and volatile demise is speculated to be an easy modification of the original design, as are thunderous (electricity) and freezing (cold) potential variants.

A goblin-gourd has to be made from a gourd that was fertilized with volatile alchemical compounds while growing and then infused with fire magic.

CL 5th; Price 500 gp
Requirements Craft Construct, jump, flaming sphere; Skill Craft (alchemy) DC 10; Cost 250 gp.

Big Goblin-Gourds have CL 7th, price of 2000 gp, cost 1000 gp, and also require knowledge of plant growth spell.


Monster: Gnoll-Harpy

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This creature appears as a cross between a gnoll female and a bat-winged harpy.

CR 6; XP 6,400
CE Medium Monstrous Humanoid
Init +7; Senses darkvision 60 ft., scent; Perception +15


AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 67 (9d10+18)
Fort +5, Ref +9, Will +7
Immune harpy's captivating song

Speed 20 ft., fly 80 ft. (average)
Melee bite +12 (2d4+3), 2 talons +12 (1d6+3)
Special Attacks derisive laughter
Spell-Like Abilities (CL 9th, concentration +12)
3/day—ventriloquism (DC 14)

Str 16, Dex 16, Con 14, Int 11, Wis 13, Cha 17
Base Atk +9; CMB +12; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative
Skills Fly +15, Intimidate +15, Perception +15, Perform (comedy) +15
Languages Common, Gnoll
SQ sound mimicry

Environment warm plains, deserts, marshes, and mountains
Organization solitary, pair, or a flight (3—12)
Treasure standard

Derisive Laughter (Su) Gnoll-harpies laughter has a powerful psychological effect on sapient beings. A gnoll-harpy can target a single enemy within 100 feet as a swift action, or all enemies within the range as a standard action and mock them. On a failed Will saving throw (DC 17), they are either incited or ashamed. Incited targets have to spend their next move action to approach the gnoll-harpy, while ashamed one have to spend their next move action to move away. Lack of shared language gives +4 bonus to the saving throw. This is an emotion mind-affecting effect. Gnoll-harpies are immune to each other's derisive laughter. Once a creature was subject to derisive laughter, successfully or not, it gains +2 bonus to saving throws against it for the next 24 hours.

Gnoll-harpies seem to be descendants of gnoll and harpies mingling, inheriting the worst qualities of both, though that does not explain their completely different wing build—they might be result of some sort of hidden demonic taint among the gnolls, however. They are stronger and more malicious than regular harpies, and more messy and louder than gnolls. They are also vastly more intelligent than either, which baffles sages even more.

They are often at odds with regular harpies, who hate them, though they occasionally cooperate with gnolls, unless deemed abominations by envious shamans.


Monster: Frog-Eater

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A brown and rotting green crocodile with multiple legs and an elongated tail, with a giant insect-like growth on its end.

CR 9; XP 6,400

NE Huge Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +26


AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 123 (13d10+52)
Fort +14, Ref +10, Will +10
Immune poison

Speed 30 ft., burrow 30 ft., swim 30 ft.
Melee bite +16 (3d6+5 plus grab), sting +16 (3d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks fast swallow, swallow whole (3d6 acid, AC 17, 12 hp)

Str 20, Dex 10, Con 18, Int 11, Wis 19, Cha 11
Base Atk +13; CMB +20 (+24 grapple); CMD 30
Feats Furious Focus, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Perception +26, Stealth +8 (+20 in water and mud), Swim +13; Racial Modifiers +12 Stealth in water and mud
Languages Boggard, Grippli
SQ hold breath

Environment warm swamps
Organization solitary
Treasure standard

Burrow (Ex) A forg-eater can burrow through mud and sand, though not through soil or stone.

Frog-Eater Poison (Ex and Su) Sting—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect 1 Str, 1 Dex, and sickened condition until the beginning of the next turn, cure 2 consecutive saves. Humanoid and monstrous humanoid creatures that fail all the saving throws against the frog-eater poison, suffer from a feverish dreams the next time they go to sleep, having 50% chance of gaining ability to cast a random spell-like ability exactly once (d12)—1: beast shape I, 2: cure light wounds, 3: detect aberrations, 4: detect animals and plants, 5: endure elements, 6: heightened awareness, 7: hide from animals, 8: monkey fish, 9: speak with animals, 10: speak with plants, 11: tree shape, 12: whispering lore. After the spell-like ability is used, it's gone. A creature can collect multiple such spell-like abilities, though each has to be gained separately on different days, with at least a day of rest between each case of poisoning.

Frog-eaters are crocodilian monstrosities that savor the taste of grippli and boggard flesh, whom they bait with their insect-shaped growth on their tails. While intelligent, they have simple animalistic desires and emotions focused on eating, sleeping, and occasional mating. Their tails, in addition to functioning as a frog-bait, hides a sting that can deliver a poison that can induce hallucinations and an occasional glimpse of shamanic insight.

A few frog-eaters became a petty deities for boggard and grippli communities, accepting sacrifices in return for their protection and access to their poison to their favored servants.