Monster: Dire Potato

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Dire Potato
This plant skitters around on a bundle of roots while flailing around its tubers and spitting boiling oil from its flowers.

CR 1; XP 400
N Small Plant
Init +0; Senses low-light vision; Perception +1

AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +0, Will +1
Immune plant traits
Weakness attracted to fire

Speed 20 ft.
Melee 2 slams +2 (1d4)
Ranged oil splash +2 touch (1d4 fire plus 1 splash)

Str 10, Dex 10, Con 16, Int –, Wis 13, Cha 1
Base Atk +1; CMB +0; CMD 10 (can't be tripped)

Environment plains, hills, and ruins
Organization solitary, pair, or patch (3–18)
Treasure edible tubers

Attracted To Fire (Ex) A quirk of their behavior makes dire potato plants instinctively attracted to sources of open fire, which is problematic, as they are quite flammable due to their internal oil supply. A dire potato that suffers fire damage from an open flame starts to burn, suffering additional 1d4 points of fire damage at the start of each of its following turns. All the creatures and objects within 5 feet of a burning dire potato have to succeed a Reflex saving throw (DC 14) at the beginning of its turn or suffer 1d4 points of fire damage as well. A dire potato reduced to 0 hit points by fire damage burrows its tubers within ground where it stands and promptly dies, fertilizing the area with its ashes. If the soil and weather are suitable, 3d6 dire potato saplings grow from its remains within a season or two.

Oil Splash (Ex) A dire potato exudes a boiling hot oil that is easily ignited. A dire potato can squirt a splash of that oil up to 40 feet with no range increment, treating it as a splash weapon dealing 1d4 points of fire damage to creature directly hit, and 1 point of fire damage to creatures within 5 feet of the splash. Creature suffering direct hit becomes susceptible to fire until the oil is washed off or burned away—any fire damage from an open fire source lits the oil causing the creature to burn for 1d4 rounds for 1d4 fire damage per round as per burn special attack.

Dire potatoes were first grown as an attempt to create quickly proliferating, self-maintaining, easily prepared source of nutritious food... And the results fit all those conditions, but they are also quite aggressive and prone to spreading fire.


Fantasy NPC: The King Eternal In Green

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The King Eternal In Green

A burly, hairy figure resembling an anthropomorphic bear with a pair of ram horns, wearing green robes woven of living vines and mosses.

CR 12/MR 10; XP 19,200
N Large Fey (mythic)
Init +18; Senses low-light vision, scent, see invisiblePerception +28

AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 162 (12d6+60 plus 60); fast healing 10
Fort +11, Ref +14, Will +15
Defensive Abilities eternal rule; DR 10/cold iron and epic; Immune death, disease, poison; Resist acid 20, cold 20, electricity 20, fire 20; SR 31

Speed 40 ft.
Melee 2 claws +20 (1d6+15), gore +20 (1d8+15)
Special Attacks amazing initiative, legendary entity, mythic magic 3/day, mythic power (12/day, surge +1d12), mythic saving throws, unstoppable
Spell-Like Abilities (CL 16th, concentration +21)
Constant—endure elements, greater magic fang, see invisible, speak with animals, speak with plants
At Will—bless plantscommune with birds, plane shift (between the material plane and the fey Otherworld only), tree stride
3/day—bestow curse (DC 19), break enchantmentcommune with naturegeasharm (DC 21), heal, regenerationreincarnationrestoration

Str 32, Dex 18, Con 20, Int 21, Wis 25, Cha 21
Base Atk +6; CMB +18; CMD 32
Feats AlertnessM, Combat Reflexes, Extra Mythic Power, Great FortitudeM, Improved Initiative, Lightning ReflexesM, Nimble MovesM
Skills Handle Animal +17, Heal +19, Knowledge (arcana) +17, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +17, Perception +28, Sense Motive +28, Stealth +15, Survival +19
Language Aquan, Auran, Common, Sylvan, Terran; speak with animals, speak with plants
SQ power over life and death

Eternal Rule (Su) The King Eternal In Green can be killed, but he returns to life every spring. The only way to keep him dead is to prevent the spring from occurring, or binding his spirit while he remains in the Underworld with chains of mythical power.

Mythic Abilities (Ex and Su) The King Eternal In Green adds its mythic rank to its initiative bonus, can spend a use of mythic power to gain one additional standard action on its turn, spend a use of mythic power up to three times each day to make a spell-like ability activated act as a mythic version of the spell used. When he succeeds a saving throw against an effect from a non-mythic source, he suffers no effects whatsoever. At the start of the turn, he can spend a use of mythic power to immediately remove one of the following conditions: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. He also regains one use of his mythic power each hour, in addition to regaining all of them each day.

Power Over Life And Death (Su) The King Eternal In Green can spend one or more uses of his mythic power to ignore some of the restrictions of his reincarnate spell-like ability. Each of this options costs one mythic use. He can forcibly revive a creature that is not willing. He can revive a creature using the name, without having to access the corpse. He can revive creature that died more than one week ago (but no more than a year and a day ago). He can reincarnate subject as an awakened animal, plant, or vermin fitting the local environment and the subject's personality.

The King Eternal In Green is an ancient spirit of life, death, and rebirth, bound to the prehistoric forests and cycles of nature. He cares little for mortal beings, though he can be cajoled, pleaded, and bargained with, in return for a reluctant use of his healing and revival powers—he usually demands payment in the form of performing tasks that are mythic in their scope. Occasionally, he shows mercy and helps those in need out of sympathy, though those are rare occurrences.


Monster: Vulphrenex

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This creature has a general shape of a fox, except its eyes are shiny beads of utter black, its jaws extend into a mass of writhing tendrils, and it has two tentacles growing from its shoulders.

CR 3; XP 800
CN Small Aberration
Init +6; Senses darkvision 60 ft., thoughtsense 60 ft.; Perception +13

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +9
Immune confusion, insanity 
Weakness unliving thoughts

Speed 40 ft.
Melee bite +5 (1d4 plus eat thoughts), 2 tentacles +5 (1d4 plus mind bleed)
Special Attacks eat thoughts, mind bleed

Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 13
Base Atk +4; CMB +3; CMD 15 (19 vs. trip)
Feats Alertness, Improved Initiative, Iron Will
Skills Acrobatics +11 (+15 leaping), Knowledge (dungeoneering) +10, Perception +13, Sense Motive +10, Stealth +15
Languages understand Aklo; alien telepathy 30 ft.
SQ enhanced thoughtsense, opportunistic travel

Environment urban and ruins
Organization solitary, pair, or pack (3–5)
Treasure incidental

Alien Telepathy (Su) A vulphrenex can communicate telepathically with creatures that can understand Aklo, and those that have some form of telepathy themselves. They can project simple emotional signals to other creatures (e.g. feed me! go away! scary!).

Eat Thoughts (Su) A creature bitten by a vulphrenex has to succeed a Will saving throw (DC 14) or suffers 1d3 points of Intelligence and Charisma damage as their current thoughts and emotions are nibbled upon. The saving throw DC is Charisma-based. This is a mind-affecting ability.

Enhanced Thoughtsense (Su) A vulphrenex can concentrate as a full-round action to have its thoughtsense also detect psychic significance and detect mindscapes as if using corresponding spells within its range, though it suffers 1d3 points of Charisma damage when an intelligent undead is within the range of enhanced thoughtsense.

Mind Bleed (Su) A creature struck by a vulphrenex'es tentacle has to succeed a Will saving throw (DC 14) or its mind starts to slowly unravel, spilling its thoughts and emotions. The creature suffers 1 point of Wisdom damage each round until it succeeds a Will saving throw, loses consciousness, or is subject to any effect that heals Wisdom damage or drain. Any effect that protects mind from mind-affecting effects, calms emotions, or heals insanity will stop the mind bleed as well. The saving throw DC is Charisma-based. This is a mind-affecting ability.

Opportunistic Traveler (Su) While vulphrenex lack teleportation abilities of their own, they can follow other creatures that used teleportation abilities or other plane-traveling abilities such as shadow walk if they can reach the last position of such creature before the end of the creature's would be next turn, and they can pass magic gates and portals that closed within last round, even if they would travel against the gate or portal normal direction, unless the gate or portal was magically sealed in mean time. They also seem to be able to enter and leave nearby mindscapes at will.

Unliving Thoughts (Ex) A vulphrenex alien telepathy and thoughtsense don't discern intelligent undead from living things, often leaving vulphrenex exposed to undead hostility. A vulphrenex biting an undead suffers 1d3 points of Charisma damage itself as its mind is tainted with necrotic thoughts.

Vulphrenex are alien beings that feed on discarded and lost thoughts, psychic residues, and vulnerable minds that arrived from elsewhere and mantled themselves in a form mimicking local mundane scavengers. It is unclear if together with their form, vulphrenexes also copied some of vulpine behaviors, or if they choose animals they were already psychically similar to, but they show similar curiosity and playfulness as foxes.

When peacefully contacted, vulphrenexes can mostly harmlessly nibble on excess thoughts and emotions without causing much lasting damage. A desperate vulphrenex can feed on brain matter of creatures with animal intelligence, though they find that fare universally unappealing and tedious.

A young vulphrenex (CR 2) can be selected as a 7th level improved familiar, though whenever it suffers Charisma damage from contacting an undead creature via enhanced thoughtsense or their unliving thoughts vulnerability, their master suffers the same damage as well.

Dire vulphrenex (CR 5) is a giant, advanced vulphrenex with eight legs and two pairs of membranous wings. It is a Medium Aberration with AC 19, 57 hp, Fort +7, Ref +5, Will +11, Atk bite +9 (1d6+4 plus eat thoughts), 2 tentacles +9 (1d6+4 plus mind bleed). It has fly speed of 40 ft with good maneuverability, its special attacks have saving throw DCs of 16, and its thoughtsense has range of 120 feet. it has a starflight ability that allows it to survive the void of the outer space and travel between planets within the same system within 3d20 months, and different systems within 3d20 years or more. It might or might not be the vulphrenexes adult form, after they feasted on enough minds...


Fantasy NPC: Lord Harraman Ridh, Baron Of Ridh-Arath

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Lord Harraman Ridh, Baron Of Ridh-Arath

An elderly gentleman with graying hair, well-kept goatee and a trimmed mustache. He wears a silver chain around his neck, and a fine crimson mantle over a noble attire.

CR 9; XP 6,400
LE Medium Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; Perception +22

AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 natural)
hp 109 (8d10+5d8+39)
Fort +9, Ref +10, Will +13
Immune curse, disease, poison; SR 20

Speed 20 ft. (30 ft. without armor)
Melee +1 greatsword +16/+11/+6 (2d6+7/19–20) or 2 claws +18 (1d6+7 plus curse-sting) and bite +18 (2d6+7 plus curse-bite)
Ranged +1 mighty composite longbow +14/+9/+4 (1d8+5/×3)
Special Attacks cursed bite, cursed sting
Spell-Like Abilities (CL 13th, concentration +16)
Constant—greater magic fang

Str 18, Dex 14, Con 16, Int 15, Wis 15, Cha 17
Base Atk +11; CMB +15; CMD 27
Feats Alertness, Combat Reflexes, Dirty Fighting, Great Fortitude, Improved Disarm, Improved Initiative, Improved Trip
Skills Diplomacy +19, Intimidate +19, Knowledge (arcana) +18, Knowledge (nobility) +18, Perception +22, Sense Motive +22
Language Common, Duk, Giant, Goblin
SQ true form

Curse-Bite (Su) When Lord Harraman bites a creature, he can attempt to transfer a spell or spell-like ability currently affecting him to his victim. He needs to succeed a check with +13 bonus against DC of 11+caster level of the effect transferred, as if he was using greater dispel magic.

Curse-Sting (Su) When Lord Harraman hits a creature with his claw attack, he can attempt to steal a beneficial spell or spell-like effect currently affecting the victim for oneself. He needs to succeed a check with +13 bonus against DC of 11+caster level of the effect stolen, as if he was using greater dispel magic.

True Form (Su) After the sunset, Lord Harraman, reverts to his true form of an ugly monstrous humanoid with gray skin, black hair, fanged maw, and clawed appendages and remains in that form until sunrise. Lord Harraman can delay the transformation, but for each hour spent in human guise, he needs to spend a day in his unmasked form. He can accumulate a debt of seven hours in this way, before he can no longer retain human shape. Once he passes that limit he immediately transforms and can't return to human form until he spends seven days in monstrous shape. Otherwise, he can pay off the accumulated debt at his choosing—and he does whatever he can to avoid accumulating too many hours in human form in this way, saving this ability for moments when it is absolutely necessary.

Notable Gear +1 glamered breastplate, +1 greatsword, +1 mighty composite longbow+1 cloak of resistance, supply of healing potions, an occasional potion of disguise other just in case.

Lord Harraman Ridh is the current baron of Ridh-Arath and a distant relative to Amedek family that rules Duk-Arath. He is well know for his stern but just rule, and his certain peculiarities, manifesting as a number of religious vows sworn across his long life, particularly after the tragic death of his beloved wife, many years ago. He forswore many pleasures of life, including participation in feasts (he occasionally organizes some for infrequent visitors, though he never remains past the sunset), and many other activities that he deems frivolous.

The truth is much darker, as Lord Harraman Ridh's mother was a powerful hag and he inherited part of her monstrous nature. During the day he wears human shape without problems but at night he turns into a hag-like entity, though mostly lacking his mothers magical abilities. He also inherited her ruthless nature and disdain for humans, but he hides those well, knowing he would not be able to hold his position if he revealed himself. All of his religious vows are really just a ways to avoid exposing oneself, without any conviction behind them. He does care for his domain, he is just much less concerned with its individual denizens than he pretends to be.