Monster: Wirepede

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A roll of twisted barbed wire with pieces of metal forming a plated shell over its upper side in a vague semblance of a large cetipede.

CR 2; XP 6,400
N Small Construct (animate)
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +0

AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will +0
Defensive Abilities amorphous, barbed armor, hardness 3, roll up; Immune construct traits
Weakness susceptible to rust

Speed 40 ft., burrow 20 ft.
Melee gore +4 (2d6+1 plus bleed)
Special Attacks bleed (1d4)

Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1
Base Atk +2; CMB +2; CMD 13 (can't be tripped)

Environment urban and ruins
Organization solitary, pair, or swarm (3–12)
Treasure pieces of metal imbued with magic, suitable as components for creation of magic items, such as armor, rings, and items dealing with metal.

Barbed Armor (Ex) Sharp spikes covering the wirepede deal 1d4 points of bleed damage to anyone hitting a wirepede with with unarmed or natural attack, or making a grapple check against it.

Roll Up (Ex) When a wirepede remains motionless, takes a total defense action, or is rendered incapable of action (but not when it is made physically impossible to move, like being petrified), it rolls up into a defensive position. While in such state, a wirepede doubles its hardness and damage inflicted by its barbed armor.

Rust Susceptibility (Ex) A wirepede exposed to a magical rust effect loses its hardness for 1d4 rounds.

Wirepedes form spontaneously out of torn magical mails, discarded rings, wires, scales, and plates accumulated in areas with high ambient magic—such as old battlefields where powerful sorceries were unleashed, abandoned runic forges, and forgotten magical armories. They roam the surrounding areas, scrounging for pieces of metal to incorporate in their bodies, mimicking actions of other mindless vermin. While normally not aggressive, they will lash violently against anyone trying to prevent them from feeding on metal scraps or reclaim their component scraps.

Medium wirepedes (CR 4) have 4 HD, 42 hp, AC 16, Fort +2, Ref +2, Will +2 (including innate +1 resistance bonus), Atk gore +7 (2d8+4 plus 1d6 bleed), hardness 5, and their barbed armor inflicts 1d6 points of bleed.

Large wirepedes (CR 6) have 8 HD, 74 hpAC 18, Fort +4, Ref +3, Will +4 (including innate +2 resistance bonus), Atk gore +12 (4d6+7 plus 1d8 bleed), hardness 8, and their barbed armor inflicts 1d8 points of bleed.

Huge wirepedes (CR 8) have 12 HD, 106 hpAC 20Fort +7, Ref +5, Will +7 (including innate +3 resistance bonus), Atk gore +19 (6d6+10 plus 2d6 bleed), hardness 10, and their barbed armor inflicts 2d6 points of bleed.


Monster: Scorpiodile

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This monstrosity has a head and a body of a crocodile, a pair of weird, puffy forearms, six short legs, and a flexible tail ending with a stinger.

CR 9; XP 6,400
N Large Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17

AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 126 (12d10+60)
Fort +12, Ref +12, Will +8
Defensive Abilities primal mind; Immune fear, pain

Speed 40 ft., burrow 20 ft., swim 40 ft.
Melee bite +19 (1d8+8/19–20 plus grab) and sting +19 (1d8+8 plus poison)
Ranged web-slinger +13 touch (entangle)
Special Attacks constrict (1d8+8)

Str 26, Dex 14, Con 18, Int 1, Wis 15, Cha 7
Base Atk +12; CMB +21 (+25 grab); CMD 33 (41 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Perception +17, Swim +14
SQ hold breath

Environment warm deserts, swamps, and rivers
Organization solitary or pair
Treasure incidental shiny trinkets

Hold Breath (Ex) A scorpiodile can hold its breath for a number of rounds equal to 4 times its Constitution score.

Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 1 save. The save is Constitution-based.

Primal Mind (Ex) A scorpiodile's mind is a primitive one, making the creature immune to fear and pain effects, and quite difficult to control with any finesse. Using a mind-affecting effects on a scorpiodile to make it do anything more complex than attack a visible creature, or to prevent it from eating anything that smells like food, forces a new Will saving throw against the controlling effect. A successful saving throw renders the scorpiodile confused for 1d4+1 rounds, and it keeps attacking its controller instead of harming oneself on results of 51-75.

Web-Slinger (Ex) A scorpiodile has two forearms ending in web-glands that can shoot strong, sticky webbing with a range of 60 feet as a ranged touch attack. A creature hit with the webbing becomes entangled, and on a failed Reflex saving throw (DC 18) gets stuck to the surface it is standing on. The web dries and falls apart in 2d4 rounds and the creature stuck can free itself with a successful Strength check (DC 18). The saving throw DC is Dexterity-based.

Scorpiodiles name doesn't give them full justice, for they have qualities not only of crocodiles and scorpions, but also of spiders. It is not quite clear what mad god created those beasts, though evil deities of desert are often considered obvious suspects. Wherever was the reason for their creation, the scorpiodiles came out as voracious, almost mindless monsters driven only by primal instincts of hunting and feeding. Thankfully, they have problem with suppressing those instincts even for mating, keeping their numbers mercifully small. When gorged on meat, they tend to nap lazily, until disturbed or getting hungry again.


Monster: Lasereye Falcon

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Falcon, Lasereye
A particularly big falcon with its eyes glowing with red light.

CR 3; XP 800
N Small Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15

AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 27 (5d10)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion, glare-resistant

Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +6 (1d4), bite +6 (1d4)
Ranged laser beam +8 touch (2d8 fire)
Special Attacks laser eyes, opportunity mark

Str 10, Dex 14, Con 10, Int 2, Wis 15, Cha 7
Base Atk +5; CMB +4; CMD 17
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +10, Perception +15, Survival +3; Racial Modifiers +8 Perception

Environment mountains and deserts
Organization solitary or pair
Treasure incidental shiny trinkets

Laser Eyes (Su) A lasereye falcon can fire a laser beam from its eye with 10 feet range increment, dealing 2d8 points of fire damage on a successful ranged touch attack, and dazzling the target for one round, even if the attack missed. A laser attack can pass through force fields and force effects. It can also pass through transparent barriers, though it deals damage to the barrier in the process. Invisible creatures are immune to laser damage. Fog, smoke, and other clouds provide cover as well as concealment against laser attacks. Darkness (magical or otherwise) provides concealment against laser attacks. Lasereye falcon can't use its laser eyes attack when suffering from blindness.

Glare-Resistant (Ex) A lasereye falcon eyes are resistant to light-based dazzling and blinding effect, though they can be blinded normally through other effects.

Opportunity Mark (Ex) When a creature takes an action that provokes an attack of opportunity while within 30 feet and line of sight of a lasereye falcon, the lasereye falcon can focus its senses on the target, ignoring any concealment the target has until the end of the falcon's following turn.

Lasereye falcons are creation of mad android druid, enhanced with a biocybernetic enhancement that allows them to fire beams of focused light from their eyes and is passed to their offspring.

While they can be tamed, they are quite unruly and defiant, and may scorch their handlers when ruffled in the wrong way. They also tend to be picky about their diet, having strong preference for half scorched meats.

Greater Lasereye Falcons (CR 4) have advanced template and multi-frequency laser eyes ability, dealing 4d6 points of damage, and capable of switching between a laser beam that passes through force fields and ignores invisible creatures, and a laser beam that is stopped by force fields and harms invisible creatures. Their opportunity mark ability tracks an enemy for three rounds after an action that provokes attacks of opportunity was taken.


Fantasy NPC: The Gentleman With The Frozen Eyes And The Burning Hair

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The Gentleman With The Frozen Eyes And The Burning Hair

A willowy figure in an impeccable coat adorned with colored laces. His eyes are made of pale blue ice and his hair are burning flame.

CR 7; XP 3,200
CN Medium Fey
Init +8; Senses low-light vision; Perception +21

AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural)
hp 81 (18d6+18)
Fort +6, Ref +14, Will +11
Defensive Abilities evasion, inured to elements; DR 10/cold iron and magic; Immune cold, fire

Speed 30 ft.; water walk
Melee scorching touch +13 touch (4d6/19–20/×2 and staggered) and freezing touch +13 touch (4d6/19–20/×2 and entangled)
Ranged scorching touch +13 touch (4d6/19–20/×2 and staggered) and freezing touch +13 touch (4d6/19–20/×2 and entangled)
Special Attacks freezing touch, resonant denial, scorching touch
Spell-Like Abilities (CL 20th, concentration +22)
Constant—water walk
At Will—prestidigitation, pyrotechnics (DC 14), quenchray of cold, spark
3/day—quickened summon monster IV (fire or ice elementals only), quickened teleport

Str 10, Dex 18, Con 10, Int 13, Wis 11, Cha 15
Base Atk +9; CMB +9; CMD 23
Feats Improved Critical (ray), Improved Critical (touch), Improved Initiative, Point-Blank Shot, Precise Shot, Quicken Spell-like Ability (summon monster IV), Quicken Spell-like Ability (teleport), Toughness, Weapon Finesse
Skills Acrobatics +25, Escape Artist +25, Knowledge (arcana) +19, Knowledge (nature) +22, Knowledge (planes) +19, Perception +21, Perform (dance) +23
Language Aquan, Auran, Common, Ignan, Sylvan
SQ fey wishcraft

Fey Wishcraft (Sp) Once per month, the Gentleman can make a mortal being wish come true, but only in a way that is somewhat related to frost or fire—for example he might bring an early winter, make the competitor's business burn in an accident, or bind an elemental into the mortal's service for an extended period of time... The Gentleman is in no way bound to fulfill anyone's wish, acting completely out of his own volition in that regard, and can't be magically compelled to do so. He will also never undo effects of one of his wishes.

Freezing Touch (Su) The Gentleman's left hand can freeze whatever he points at, dealing 4d6 points of cold damage to a single target as either a melee touch attack or a ranged touch attack with the range of 60 feet (no range increment). A confirmed critical hit with the freezing touch entangles the target for 1 round. The Gentleman taking a full attack action can attack once with his freezing touch and once with his scorching touch.

Inured To Elements (Ex) The Gentleman ignores effects of mundane cold and heat, can walk over any snow and ice without hindrance. Nonmagical wind has no effect on him, except for dramatically blowing his hair. Mud and other dirt never blemishes his clothing or hair, nor does rain.

Resonant Denial (Su) With a full-round action, The Gentleman can cause a catastrophic resonance between resistance to cold and fire. All creatures within 60 feet emanation centered on the Gentleman that have both cold resistance and fire resistance start to glow with faerie fire. At the start of the Gentleman's following turn, those of them who are still within the range suffer damage equal to the current value of the lower of those two resistances. A creature that was damaged by this ability becomes immune to its further applications for the next 24 hours. As a side effect, all the open flames within the range of this ability flicker for 1 round, and all the ice glows with multi-hued light.

Scorching Touch (Su) The Gentleman's right hand can burns whatever he points at, dealing 4d6 points of fire damage to a single target as either a melee touch attack or a ranged touch attack with the range of 60 feet (no range increment). A confirmed critical hit with the scorching touch staggers the target for 1 round. The Gentleman taking a full attack action can attack once with his freezing touch and once with his scorching touch.

The Gentleman With The Frozen Eyes And The Burning Hair is a primal elemental fey clad in the thin veneer of civilized customs. He is polite, refined, capricious, and unpredictable, changing moods on a moment's notice. He is not deliberately cruel, but he is self-centered and unable to empathize with others, incapable to understand that his whims and desires are not shared by others.

The Gentleman With The Frozen Eyes And The Burning Hair occasionally appears among the mortals to play his games with them, though those ungrateful bores rarely appreciate his magnanimity, fleeing or hiring brutal mercenaries to keep him off.

The Gentleman have been reported to be killed in the past, returning to life, or maybe being replaced by another similar being multiple times. Or maybe the news of his death were greatly exaggerated.


Monster: Ill-wraith

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A billowing cloud of sickly green and yellow, shaped like a ragged cloak half-wrapped around an invisible silhouette.

CR 3; XP 800
NE Medium Undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +6
Aura ill-wind (1 mile)

AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 18 (3d8+3)
Fort +2, Ref +3, Will +3
Defensive Abilities incorporeal; Immune undead traits
Weakness remove disease

Speed fly 30 ft. (good)
Melee incorporeal touch +4 (sapping touch)
Special Attacks nauseating critical

Str —, Dex 14, Con —, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +4; CMD 16
Feats Dodge, Improved Initiative
Skills Fly +12, Heal +3, Knowledge (religion) +6, Perception +6
Languages Abyssal, Common

Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure none

Create Spawn (Su) When a humanoid creature dies while incapacitated by an ill-wraith's sapping touch, it raises as an ill-wraith itself 1d4 days later.

Ill-Wind (Su) An ill-wraith's mere presence spreads taint of illness in wide area. All the living creatures within 1 mile range suffer –2 penalty to their saving throws against disease effects. After each day spent within the ill-wind area, they have to succeed a Fortitude saving throw (DC 12) to avoid gaining sickened condition that passes after 1d4 days spent outside of the affected zone. This is a magical disease effect. The saving throw DC is Charisma-based.

Nauseating Critical (Su) When an ill-wraith confirms a critical hit with its incorporeal touch attack, the target becomes nauseated for one round on a failed Fortitude saving throw (DC 12). This is a disease effect. The saving throw DC is Charisma-based.

Sapping Touch (Su) An ill-wraith's incorporeal touch inflicts 1d3 points of Strength and Dexterity damage. This is a negative energy effect.

Weakness To Remove Disease (Ex) An ill-wraith who is successfully struck with remove disease effect (including having a potion of remove disease splashed over itself as a standard action) becomes more tangible for 1d4+1 rounds. While in this state, it suffers half damage from non-magical weapons, full damage from magical weapons, and one-and-half damage from ghost touch weapons, and is susceptible to additional damage from critical hits and sneak attack. An ill-wraith struck with heal effect is immediately destroyed. An ill-wraith is dazed for 1 round if successfully affected by any effect that removes or suppresses nauseated or sickened condition. All of those effects ignore 50% chance of failure to affect incorporeal beings.

Ill-wraiths are malignant spirits that hate the living for their vitality and spread weakness and disease as they go. While an ill-wraith can't directly kill a living creature, it can render its victim incapacitated for days, leading to death from thirst and starvation without outside help and care.