2024-12-22

Fantasy Monster: Wereworm

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Wereworm

This entity resembles a massive worm or a caterpillar, ending with a humanoid-sized face and arms.

CR 7; XP 3,200
CN Large Aberration
Init +6; Senses darkvision 60 ft., see delusions; Perception +23

Defense
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 90 (12d8+36)
Fort +7; Ref +6; Will +12
Immune confusion and insanity

Offense
Speed 20 ft., climb 20 ft.
Melee 2 claws +13 (1d4+5), bite +13 (1d4+5), tail slap +13 (1d8+5)
Ranged hallucinogenic spit +10 touch (confusion)
Space 10 ft.; Reach 5 ft. (10 ft. tail slap)
Special Attacks hallucinogenic spit (DC 19)

Statistics
Str 20, Dex 14, Con 16, Int 15, Wis 19, Cha 15
Base Atk +9; CMB +15; CMD 29 (39 vs trip)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative,  Nimble Moves
Skills Bluff +14, Climb +13, Knowledge (dungeoneering) +17, Perception +23, Profession (fake philosopher) +16, Sense Motive +20, Stealth +13
Languages Aklo, Common, Sylvan
SQ compression, distilled secretions

Ecology
Environment warm forests, underground
Organization solitary or pair
Treasure standard

Special Abilities

Distilled Secretions (Ex) A wereworm can produce a small dose of concentrated secretions that act as intense hallucinogen when consumed, causing a state of deeply altered consciousness for the next 4d6 hours and inflicting 1d10 points of Wisdom damage. This is a poison effect. It loses potency quickly if not consumed, becoming inert within minutes, preventing its storage or mixing with food.

Hallucinogenic Spit (Ex) A wereworm can spit some of its hallucinogenic secretions aiming at a single target within 30 feet, causing confusion. The victim can attempt a Fortitude saving throw at the beginning of its turn (DC 19), shaking off the effect on a successful save. This is a poison effect. The saving throw DC is Constitution-based.

See Delusions (Su) A wereworm perceives hallucinations and delusions of other creatures—caused by drugs, magic, or mental illness—as translucent images, ghostly sounds, and vestigial smells. They often comment on them, or even discuss with them, potentially influencing the hallucinating creature's responses.


Wereworms are weird and unpredictable creatures that occasionally make enigmatic statements, issue vague predictions, and ask superficially insightful questions, appearing to know much more about deeper secrets of reality, nature of cosmos, and ways to enlightenment.

This is all big humbug, though. They wield no keys to secret knowledge nor true wisdom, simply entertaining themselves by tricking unwitting travelers and seekers of knowledge alike with empty words and hallucinogenic excretions. And if some of those foolish humans burn out their brains, and starve to death while binging on the wereworm's secretions? It would be rude to let all that good meat go to waste, wouldn't it?


2024-12-15

Fantasy Monster: Scouring Mist

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Scouring Mist

A shimmering, bluish mist, blurring and eroding some of the things it touches while leaving others pristine.

CR 9; XP 6,400
N Fine Construct (swarm)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +27

Defense
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 115 (21d10)
Fort +9; Ref +11; Will +9
Defensive Abilities swarm traits; Immune construct traits, weapon damage

Offense
Speed fly 20 ft. (perfect)
Melee swarm attack (10d6 plus disassemble)
Special Attacks devour, distraction (DC 20)
Space 10 ft.; Reach 0 ft.

Statistics
Str 1, Dex 14, Con —Int 11, Wis 10, Cha 13
Base Atk +21; CMB —; CMD —
Feats Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Run, Skill Focus (Craft [sculpture]), Skill Focus (Perception)
Skills Craft (sculpture) +27, Fly +18, Perception +27, Stealth +18

Ecology
Environment ruins, urban, underground
Organization solitary, pair, or gallery (3–10)
Treasure standard

Special Abilities

Disassemble (Su) Any physical creature or object reduced to 0 hit points by scouring mist swarm attack is torn apart and destroyed, leaving only a fine powder, as per disintegrate. The scouring mist memorizes the shape and structure of disassembled beings. A scouring mist can selectively destroy parts of larger immobile objects leaving tangle of delicate threads and wires forming intricate sculptures of objects and creatures previously disassembled by that particular mist.


Scouring mists look like clouds of polish dust, and they behavior would not be out of place in a sculptor's workshop, either, as they scour exposed stone and other substances into sublime, if disturbing sculptures.

Their origins are not well known—though they seem to be most prevalent in ancient ruins, abandoned quarries, and deep caverns, suggesting they might be the creation of a long gone civilization. Other suppositions propose they are remnants of a forgotten sculptor-deity, magical tools that eons of erosion turned into dust, or leftovers from early stone-golem creating processes.

Whatever their source might be, scouring mists seem to act with intelligence, and deliberation, though they do not communicate in a recognizable manner. They don't seem to recognize other beings as sapient or intelligent—it is not uncommon for them to turn people and animals into dust, only to create their semblance somewhere along their way. They don't seem to be able to gain new patterns for their sculptures any other way, which is a shame and the reason to be wary of them.


2024-12-08

Fantasy NPC: Sir Genserik, The Queen's Guard

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Sir Genserik, The Queen's Guard

A middle-aged man in the attire of a royal guardsman, his moustache slowly greying on his tired and somewhat absent face.

CR 10; 9,600 XP
LN Medium Undead (incorporeal)
Init +7Senses darkvision 60 ft.Perception +13

Defense
AC 24, touch 16, flat-footed 21 (+8 armor, +3 deflection, +3 Dex)
hp 114 (12d10+48)
Fort +14, Ref +10, Will +10
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead

Offense
Speed fly 30 ft. (perfect)
Melee spectral halberd +17 (10d6 plus push, pull, or reposition, 5 ft, Fort DC 21 for half damage and no forced movement)
Special Attacks whirling halberd

Statistics
Str —, Dex 16, Con —, Int 10, Wis 13, Cha 17
Base Atk +12; CMB +15; CMD 28
Feats Ability Focus (Whirling Halberd), Combat Reflexes, Improved Initiative, Iron Will, Lunge, Toughness
Skills Fly +26, Knowledge (nobility) +12, Perception +13
Language Common, Duc
SQ spectral armament, telekinetic manipulation

Notable Gear +2 halberd, +2 breastplate, cape of resistance +3 (the real items that were the template for their spectral copies are sunk in the moat together with sir Genserik's long-dead body)


Spectral Armament (Su) While all the elements of sir Genserik's gear are really merely an extension of his ghostly body, on any superficial observation and even a passing contact they seem and feel to be normal, if high-quality, well-maintained, and likely moderately magical pieces of equipment. Only those who carefully observe sir Genserik and have a reason to be suspicious, or engage in deliberate physical contact extending beyond accidentally bumping into him may attempt a Will saving throw (DC 24) to see past the illusory mundanity hiding his current state. The saving throw DC is Charisma-based and includes +5 racial bonus.

Telekinetic Manipulation (Su) Despite being immaterial ghost, sir Genserik can unconsciously manipulate his surroundings to a limited degree, opening and closing doors, chests and windows, lighting and extinguishing candles, and carrying small objects (though never more than one or a handful of small trinkets that could be held with a single hand) when asked to.

Whirling Halberd (Su) Sir Genserik can make an incorporeal touch attack with his spectral halberd against single opponent as a standard action or an attack of opportunity. Alternatively, as a full-round action, he can make an attack against each opponent in his reach as if using Whirlwind Attack feat. Anyone struck by sir Genserik's spectral halberd can halve the damage with a successful Fortitude saving throw (DC 19). Sir Genserik can choose to push away, pull, or reposition anyone who failed that saving throw, forcing each of them to move 5 feet in direction of his choice. The saving throw DC of this psychokinetic ability is Charisma-based.


Sir Genserik was a trusted and loyal guardian of the late Queen, and it is an open secret that her untimely death had struck him deeply—turning him morose and far more more silent and distant than he was before. Some courtiers even noted in private that he seems to vanish without trace whenever he is not fulfilling his duties. The fact that the mournful Prince-Consort seems to hate his guts—never speaking to him directly to the point of avoiding contact whenever remotely possible, certainly does him no favors. While everyone knows it is unfair to blame the faithful warrior for not preventing the Queen's accidental death—it was not on his watch when she fell out of her own chamber's window, after all—few are willing to speak in his defense, afraid to join him in unjustified disgrace.

The truth is, that sir Genserik could not prevent his beloved Queen's death because he was already dead when her husband pushed her out of her tower—killed by the Prince-Consort an hour or so earlier, when he adamantly refused to reveal the identity of the Queen's lover, ignoring threats, pleas, and bargains the wronged husband offered—while his steadfast denial was dictated by his undying loyalty to the Queen, he really didn't know, or didn't care. His murdered threw his corpse into moat afterwards, where the remains of his skeleton and his attire remain hidden to this day.

He doesn't know that he is dead—he remember nothing of that night, which brings him even more pain and regret, feeling that he slept soundly through the death of the one person he was sworn to protect, his Queen. He mistook the look of terror that appeared on the Prince-Consort's face when he saw him on the next day for condemnation for not being there to save her—a feeling that gnaws at his cold heart since then. He feels shame for his self-perceived failure, his mind stuck at reimaging whatever he could do, fantasizing how he might save her, if he only was there. He has no inkling that she was murdered, though, the last moments of his own life that would made blatantly clear what followed are forever hidden from him.

The Prince-Consort doesn't really understand what happened either—he does recall  his futile attempts to get the answers from sir Genserik, killing him, and dumping his body into moat, but when he saw him the next morning he started to question his own senses, not sure if that murder was something that actually happened, a wrathful fantasy of a frenzied mind, a bout of madness, or a cruel joke of some dark power... He keeps avoiding sir Genserik because he doesn't want to think of what happened, nor does want to face what he thinks might be a sign of going mad.


2024-12-01

Fantasy NPC: The Ghost of The Singing Nanny

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The Ghost of The Singing Nanny

A little old halfling lady, wrapped in mismatched pieces of clothing adequate for a servant, with a few pieces adapted from courtly attires.

CR pitiful non-combatant, though rather hard to find and catch
CG Small Undead Humanoid (halfling)
Init +2Senses low-light visionPerception +32

Defense
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)
hp 50 (20d8–40)
Fort +5, Ref +9, Will +16

Offense
Speed 20 ft.
Melee cane +12 (1d4–4)
Ranged sling +18 (1d3–4)

Statistics
Str 2, Dex 14, Con 6, Int 16, Wis 16, Cha 18
Base Atk +15; CMB +10; CMD 27
Feats Alertness, Defensive Combat Training, Dodge, Mobility, Nimble Moves, Run, Skill Focus (Perform [sign]), Skill Focus (Profession [midwife]), Skill Focus (Profession [nanny]), Skill Focus (Stealth)
Skills Climb +21, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nobility) +26, Perception +32, Perform (sing) +7, Profession (midwife) +32, Profession (nanny) +32, Sense Motive +30, Stealth +35
Language Common, Duc, Elven, Halfling, Sylvan

Notable Gear ring of invisibility


While only a few servants in The Queen's Wing of the castle claim catching a glimpse of The Ghost of The Singing Nanny before she vanishes into thin air, many more heard her singing—inhabitants of the castle remain divided whatever that is a good or a bad omen... After all, the good old Nanny died of grief after the Queen fell to her death leaving behind her three young  children and the heartbroken Prince-Consort, and the castle wasn't the same afterwards...

Despite what everyone thought, though, the old Nanny didn't die at that time, or at all—nor was the Queen's death a mere accident. She was pushed out of the tower's window by her husband after he learned of her affair, and that at least one of the children was sired by someone else. The Prince-Consort never learned which, though, which remained thorn in his heart from then on.

The Nanny, being the witness for both the affair, and the murder, appropriated the ring of invisibility that the Queen had been using to sneak away for her trysts, and vanished before she could have been questioned. She had nowhere to go outside of the royal castle that was her home for more than a century, so she decided to stay in its shadows, sleeping in hidden passages, taking food, clothing, and whatever else she needed–which she considers a pension earned by decades of faithful service to the royal family.

With age, her memories and caution slowly deteriorate, and occasionally, servants, or more rarely courtiers might notice her here and there, or hear her singing nursery rhymes to herself, echoing through the corridors.

Her senile head does hold the secrets that would shake the very foundations of the royal family, and could trigger a dynastic crisis if revealed—and who knows who is aware of the skeletons in the closet, who would be willing to seek them, and who would try to reveal them, and what others could do to keep them hidden forever, or at least until the opportune moment.


2024-11-24

Fantasy Monster: Fish-Out-Of-Water

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Fish-out-of-water

A sizeable bubble of water floating across air with a weirdly looking fish swimming inside.

CR 5; XP 1,600
N Medium Aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +14

Defense
AC 18, touch 15, flat-footed 16 (+3 deflection, +2 Dex, +3 natural)
hp 55 (10d8+10)
Fort +4; Ref +5; Will +8
Defensive Abilities water bubble
Weakness susceptible to freezing

Offense
Speed swim 30 ft.
Melee tail slap +10 (2d6+3)

Statistics
Str 14, Dex 14, Con 12, Int 1, Wis 13, Cha 7
Base Atk +7; CMB +9; CMD 21 (can't be tripped)
Feats Blind-Fight, Improved Initiative, Run, Vital Strike, Weapon Focus (tail slap)
Skills Perception +14, Swim +10

Ecology
Environment any non-aquatic
Organization solitary, pair, or shoal (3–12)
Treasure standard

Special Abilities

Susceptible To Freezing A water bubble surrounding a fish-out-of-water is susceptible to effects that can freeze water or deal cold damage, staggering the fish-out-of-water for one round, while its psychokinetic abilities prevent the water from actually freezing.

Water Bubble (Su) A fish-out-of-water is surrounded by a psychokinetically maintained bubble of water that protects it from surrounding environment and allows it to swim through air, a few feet over the ground—which allows the fish to ignore difficult terrain caused by surface itself, but not anything that extends higher than two or three feet. Anyone attacking a fish-out-of-water suffers –2 penalty to attack rolls and inflicts half the bludgeoning and slashing damage (unless they have freedom of movement effect or otherwise ignore penalties for fighting in water), and anyone trying to move through its space, is treated as if moving through a square of deep water. The fish-out-of-water is unaffected by fighting in water penalties because of its instinctive psychokinetic control over the bubble itself. The water in the bubble constantly circulates, expelling any impurities and contaminants. It also replenishes itself by drawing moisture from the air, and trace amounts of water from nearby sources. A fish-out-of-water in environment completely devoid of oxygen suffocates after 1d4 hours.


A fish-out-of-water is a weird fish that thrives on dry land... By taking its own piece of ocean  wherever it flies swims. While looking exotically, with too many and often asymmetrical fins here and there, its behavior is not that different from an animal in its favored environment—though a lot of land life is unprepared to deal with them, making fish-out-of-water a surprisingly efficient invasive species.

Alleged sightings of much larger specimens showing here and there are never backed up with hard evidence. They always seem to come from fishermen known for their exaggeration when it comes to fish size.


2024-11-17

Fantasy Monsters: Dead Men's Chest

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Dead Men's Chest

A chest made of bones fused together walks on skeletal arms and legs. Skulls adorn the corners, with their jaws acting as hinges for the lid.

CR 5; XP 1,600
NE Medium Undead
Init +6; Senses darkvision 60 ft., treasure sense; Perception +14

Defense
AC 18, touch 14, flat-footed 16 (+2 deflection, +2 Dex, +4 natural)
hp 55 (10d8+10)
Fort +4; Ref +5; Will +8
Defensive Qualities all-around vision, channel resistance +2; Immune undead traits

Offense
Speed 20 ft., burrow 20 ft., climb 20 ft.
Melee 4 slams +9 (1d4+2)

Statistics
Str 14, Dex 15, Con —Int 8, Wis 13, Cha 13
Base Atk +7; CMB +9; CMD 24 (30 vs. trip)
Feats Acrobatic Step, Combat Reflexes, Defensive Combat Training, Improved Initiative, Nimble Moves
Skills Climb +10, Perception +14, Profession (navigator) +11, Stealth +15
Language understands Common, can't speak

Ecology
Environment warm aquatic, ruins
Organization solitary, pair, or trove (3–5)
Treasure double

Special Abilities

Treasure Sense (Su) A dead men's chest detects presence of coins, discarded pieces of jewelry, and precious gems within 60 ft. radius, even when concealed or buried. It can sense a general direction and distance toward any coin, piece of jewelry, or precious gem that was taken away from it unless concealed with magic of 4th or higher spell level.


Dead men's chest occasionally spawns when a buried treasure is surround by bodies of greedy individuals who were killed to hide those riches. The bones meld and fuse around the valuables forming a grotesque chest, they memories splinter and mix, and a singular will emerges, driven and torn between skittishness—desiring to preserve its wealth, equating its booty with itself, avarice—fill itself with more valuables than it can contain, and vengefulness—lashing at anyone who would try to steal from it and those who wronged the individuals whose memories the dead men's chest shares.

The dead men's chest is particularly unpredictable when it faces the person or people who personally killed the individuals from which it spawned—it fears and hates them immensely.

A dead men's chest often goes dormant for long periods of time, when it finds a spot it considers safe, at least until disturbed in some way. Some dead men's chest regularly relocate between multiple hiding spots, others, driven by half remembered circumstances of their creation, try to remove markers leading to their resting place, or leave misleading traces. A few particularly intelligent ones even go as far as create false hiding places, and set a few booby traps, though they rarely have patience and focus to create a really complex set up.


2024-11-10

Fantasy Monster: Unbound Ba

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Unbound Ba

An owl-like shape with a face of a deceased person.

CR 2; XP 600
LN Tiny Undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 17, flat-footed 15 (+3 deflection, +2 Dex, +2 size)
hp 22 (3d8+9)
Fort +4; Ref +3; Will +5
Defensive Qualities channel resistance +4, incorporeal, sanctified dead; Immune undead traits
Weakness corpse-bound

Offense
Speed fly 30 ft. (perfect)
Melee spectral talons +6 incorporeal touch (2d4 nonlethal plus curse of ba)
Special Attacks curse of ba (DC 14)

Statistics
Str —, Dex 14, Con —Int 13, Wis 15, Cha 17
Base Atk +2; CMB +0; CMD 10
Feats Flyby Attack, Lunge
Skills Fly +20, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +7, Perception +8
Language Celestial, Common (whatever form it might have taken at the time of the death)

Ecology
Environment urban, ruins, tombs
Organization solitary or pair
Treasure standard

Special Abilities

Corpse-Bound An unbound ba is inseparably linked to the body from which it spawned. if the body is destroyed, the ba slowly dissolves into nothingness over the next day. An unbound ba always knows the direction towards its tomb and its corpse. If an unbound ba is reduced to 0 hit points, it vanishes and reforms in its tomb in 1d4 days.

Curse Of Ba (Su) Spectral talons—injury; save Will DC 14; frequency 1 day; effect nightmares preventing natural healing of hit point and ability damage, and rendering the victim fatigued for the next day. The curse can be broken by making a proper offering of expensive food, liquor, perfumes, and clothing at the deceased's tomb, and making a successful Knowledge (religion) check against DC of 20 (or more if the local funerary rituals has significantly changed since the deceased's passing). If the dead has no tomb or it has been desecrated, a shrine to the deceased needs to be constructed, reflecting the deceased station in life. Casting remove curse might be cheaper if the deceased had royal blood. The saving throw DC is Charisma-based.

Sanctified Dead (Ex) An unbound ba is created by sacred rituals that invoke powers of life, death, and rebirth. It is empowered by consecrated areas in the same way as regular undead are affected by desecrate, and healed by positive energy used to heal (including all healing spells, and positive energy channeled to heal living things). While an unbound ba is generally evasive of desecrated ground, it affects it normally, and it is otherwise reacting to negative energy in usual way.


Certain mortuary practices involve intricate rituals and procedures, aimed at preserving the body and exalting the spirit of the deceased to ensure continued favorable existence in the afterlife. Occasionally, due to mistakes, distractions, or interruptions to the proceedings, or more rarely malicious interference or curses placed on the deceased, the whole process might go wrong leaving behind spiritual vestiges, ghosts, and other undead beings.

Unbound ba has the face of a deceased person from which it sprang, and shares the dead's dominant personality traits and significant memories, though the former tend to be exaggerated. While it retains alignment of the dead, it might be somehow confused about its state and nature, expecting to be recombined with its ka to form the immortal spiritual whole. Some are distraught by their plight and hostile toward anyone approaching their tomb, others seek revenge for perceived wrongs on the living or trying to help those they cared for.


2024-11-03

Fantasy Monster: Treeraffe

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Treeraffe

A very tall creature looking like a cross between a giraffe and a palm tree.

CR 6; XP 2,400
N Large Plant
Init +2; Senses far vision, low-light vision; Perception +15

Defense
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 75 (10d8+30)
Fort +10; Ref +5; Will +5; +4 vs. being knocked prone
DR 2/slashing; Immune plant traits

Offense
Speed 50 ft.
Melee 2 slams +10 (1d6+4)
Ranged coconut +10 touch (2d6 plus 2 splash)
Space 10 ft.; Reach 5 ft.
Special Attacks throw coconuts

Statistics
Str 18, Dex 15, Con 16, Int 2, Wis 14, Cha 7
Base Atk +7; CMB +12; CMD 24 (32 vs trip)
Feats Acrobatic Steps, Nimble Moves, Run, Throw Anything, Weapon Focus (coconut)
Skills Perception +15
SQ long legs

Ecology
Environment plains and forests
Organization solitary, pair, or herd (5–10)
Treasure standard

Special Abilities

Far Vision (Ex) A treeraffe extreme height lets it notice objects and creatures from faraway. Its visual Perception checks increase DC by 1 per 100 feet of distance, and it ignores range penalties to its throw coconut attacks.

Long Legs (Ex) A treeraffe can move through spaces occupied by Medium or Smaller creatures, though it provokes attacks for doing so. It can walk through water 15 feet deep without having to swim or hold breath (though it moves at half speed when doing so, and can't run or charge through water deeper than 5 feet). They are also surprisingly stable, gaining additional +4 bonus to CMD against trip attempts, and saving throws against effects that would knock them down.

Throw Coconuts (Ex) A treeraffe grows many small but hard coconuts on its leafy head-crown. It can shake its head in a way that causes one or more of those coconuts to fall off and land on enemies with a surprising accuracy. Each coconut dropped counts as thrown splash attack—though it doesn't provoke attacks of opportunity—with the usual 20 ft. range increment dealing 2d6 points of bludgeoning damage on a direct hit, and 2 points of piercing damage in a 5-ft. splash. When taking a full attack action, a treeraffe can either throw one coconut in addition to making its two slam attacks, or throw up to three coconuts at different targets.


Treeraffes are motile plants that can be confused with giraffes from a distance, especially when sharing habitats with them. They seem to be a four-legged palm trees roaming grassy plains and sparse forests, either alone, or in small groups. While they might look like they are foraging through the day, they are actually seeking water, and patches of particularly fertile soil to root for the night.

As plant creatures, they are often at odds with herbivore animals and beasts, including giraffes that they resemble, but they often peacefully coexist with carnivores, birds, many vermin, and some small primates that travel on them between groves, and patches of suitable woodlands. They also seem to carry windborne seeds or even occasional saplings of other plants with them.

A few nomadic tribes discovered how to tame treeraffes, using them as beasts of burden—while they require far more effort to load or unload than horses, donkeys, or camels, they are much safer from predator attacks. Particularly old and big treeraffes (with giant template added once, or twice) can even carry small huts build around their torsos.


Giant Treeraffe (CR 7) has AC 20 (+1 Dex, +11 natural, –2 size), 95 hp, Fort +12, Ref +4, DR 3/slashing. Atk slam +11 (1d8+6), coconut +8 (3d6 plus 3 splash), CMB +15, CMD 26 (34 vs. trip).

Elder Treeraffe (CR 8) has AC 20 (+14 natural, –4 size), 115 hp, Fort +14, Ref +3, DR 5/slashing; Atk slam +11 (2d6+8), coconut +5 (4d6 plus 4 splash, 10 ft.), CMB +19, CMD 29 (37 vs. trip).

*Both retain their Acrobatic Step and Nimble Moves due to their long legs, despite technically not meeting Dexterity requirement.


2024-11-02

Twelve Years A Game Designer

I started this blog over twelve years ago, in anticipation of my first (English) publication and the first paid-one.

It was Commander, released by Amora Game exactly twelve years ago (or at least I posted about that on 2nd of November).

And it was funny, in that my first publication was sort-of-happy accident...

Wait... How do you get published accidentally?!

Oh, boy...

I was—just for funsies—designing a Captain class, in a forum posts on Paizo message boards. It was an attempt to capture the spirit of the class of the same name from Lord Of The Rings Online for Pathfinder (1st edition). And then, unexpectedly, I was contacted by Greg LaRose from Amora Game, who told me that he wanted to publish a similar class when he saw my creation and he wanted to use my work as the basis for rework of what he had in mind.

After shaking off the initial dazed condition, I somehow negotiated a very neat deal with Greg, and the commander was born as a fusion of what I had in mind, and what Greg had in mind...

After some less than stellar initial release, we went through revision that ended receiving four out of five stars from Endzeitgeist.

I collaborated with Greg multiple times after that over years, as well as doing some things for Green RoninJon Brazen Enterprise, Little Red Goblin GamesLPJ Designs, Wayward Rogue Publishing, and Zenith Games. I hope I haven't missed anyone.

I ended writing things for 1st edition of Pathfinder, 5th edition of Dungeons & Dragons, Chronicle System (that's Green Ronin's Saga Of Ice And Fire mechanics), and Savage Worlds.

With that said, it has been years since my last publication—currently I am doing little when it comes to designing beyond writing weekly blog posts, though I am in no way shape or form rejecting the possibility of more things coming in the future (I have no intention of dabbling in self-publishing).

2024-10-27

Fantasy Monster: Hungry Hut

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Hungry Hut

A rather inconspicuous hut standing in a small grove.

CR 9; XP 6.400
NE Gargantuan Aberration
Init +1; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +15

Defense
AC 23, touch 7, flat-footed 22 (+1 Dex, +16 natural, –4 size)
hp 114 (12d8+60); fast healing 10
Fort +9; Ref +7; Will +12
Defensive Abilities all-around vision; Immune disease, electricity, poison, slowed, staggered

Offense
Speed 10 ft.; creeping
Melee 3 tentacles +16 (1d8+10 plus pull)
Space 20 ft.; Reach 30 ft.
Special Attacks pull (tentacle, 20 ft.), swallowing maw (10d6 acid, AC 18, 22 hp)

Statistics
Str 30, Dex 12, Con 20, Int 11, Wis 19, Cha 13
Base Atk +9; CMB +23; CMD 37 (can't be tripped)
Feats Blind-Fight, Defensive Combat Training, Improved Critical (tentacle), Lightning Reflexes, Vital Strike, Weapon Focus (tentacle)
Skills Disguise +16 (+36 when mimicking buildings), Knowledge (local) +15, Perception +19, Use Magic Device +15
Languages Common, one other local language
SQ mimic building

Ecology
Environment urban or rural
Organization solitary, pair, or neighborhood (3–6)
Treasure standard

Special Abilities

Creeping (Ex) A hungry hut is such massive and lumbering creature, that it ignores difficult terrain, and displaces obstacles that are Large or smaller unless they are part of the ground itself and made of hard stone or harder substance fused with the ground. It can't be knocked prone. Only Colossal creatures or mythic magic can attempt to forcibly move it. Moving through a hungry hut's space requires climbing or running across its roof (and usually triggers swallowing maw).

Mimic Building (Ex) A hungry hut can assume a general shape of a Gargantuan building, such as a hut, a cottage, or a similarly sized house or a building (though never outhouses for some reason). A hungry hut cannot substantially change its size. While most of its body is hard and has rough texture, it can produce softer flaps to mimic things such as curtains. A hungry hut gains +20 racial bonus to Disguise checks to mimic buildings, and it can use it in place of Stealth to avoid being recognized as a threat. Disguise is always a class skill for hungry hut.

Swallowing Maw (Ex) When a Large or smaller creature is pulled to a space adjacent to a hungry hut, or takes an action that would provoke an attack of opportunity while adjacent to a hungry hut, the hungry hut can, as a free action, attempt a grapple check against the creature, swallowing it whole if successful. A hungry hut can have Large or up to four Medium creatures swallowed at the same time, digesting their remains in 1d4 rounds after they die while swallowed. Swallowed creatures gain grappled condition, and can attempt to escape by winning a grapple check, or cutting their way out with a light slashing or piercing weapon, dealing 1/5th of the hut's hit points in the process, similarly to swallow whole universal monster ability.


Hungry huts are quite likely a larger and more dangerous relatives of the common mimics. Too large to fit inside dungeons or most other constructions, they disguise themselves as small buildings instead, either pretending to be a cozy cabin at the edge of forest, an abandoned house in the slums, or, more rarely, together with a few siblings imitate a quiet thorp. 

At least once, denizens of a remote village came to a mutually beneficial deal with one of those creatures, directing bandits, invaders, and other undesirables to a hungry hut living in the middle of the settlement, claiming it to be the headman's house. It took three missing tax collectors and one royal messenger mistaken for the former for the ruse to be discovered. Allegedly, the monster's presence also helped keep in check misbehaving children and stray dogs.


Mawed Mansion (CR 12) are even more dangerous, Colossal-sized specimens with 16 HD. They have AC 27 (–1 Dex, +26 natural, –8 size), hp 184, Fort +12, Ref +6, Will +16; Atk 3 tentacles +15 (2d6+12 plus pull, 40 ft.); Str 34, Dex 8, Con 24; CMB +32 and CMD of 45. They have Iron Will and Improved Vital Strike in addition to hungry huts' regular feats. All their skill bonuses are 3 points higher, and their mimicking abilities are even more developed gaining +30 racial bonus for a total bonus of 49 when disguised as buildings. They occupy 30-ft. space, and have 60 ft. reach with their tentacles. Their swallowing maw inflicts 10d10 points of acid damage, escaping requires dealing 36 points of damage against the internal AC of 23.


2024-10-20

Fantasy Monster: Chestnut Golem Swarm

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Chestnut Golem Swarm

An amassed legion of tiny manikins made out of chestnuts, with some of them even wearing chestnut shells as impromptu helmets.

CR 2; XP 2,400
N Diminutive Construct (swarm)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 14, touch 14, flat-footed 14 (+4 size)
hp 22 (4d10)
Fort +1; Ref +1; Will +1
Defensive Abilities multiplication, swarm traits; Immune construct traits, weapon damage
Weakness vulnerable to fire

Offense
Speed 15 ft., climb 15 ft.
Melee swarm attack (1d6)
Special Attacks distraction (DC 12), chestnut rain (3d6 nonlethal, Ref DC 13 negates)
Space 10 ft.; Reach 0 ft.

Statistics
Str 1, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +4; CMB —; CMD —
Skills Climb +3, Perception +0, Stealth +12

Ecology
Environment urban, forests
Organization solitary, pair, or park (3–10)
Treasure standard

Special Abilities

Chestnut Rain (Ex) A chestnut golem swarm can throw a rain of chestnuts as a standard action, striking 5-ft. radius burst within 15 feet. All the creatures within the area that fail a Reflex saving throw (DC 13) suffer 3d6 points of bludgeoning nonlethal damage. The chestnut golem swarm can't use this ability again until they move over the area that was bombarded by chestnut rain, or another space covered in chestnut and chestnut shells. The saving throw DC is Constitution-based and includes +1 racial bonus.

Multiplication (Su) A chestnut golem swarm is capable of creating more of individual chestnut golems to replenish the loses. A chestnut golem swarm standing within an area covered in chestnuts and chestnut shells may recovers 2d6 hit points as a standard action, clearing the area of chestnuts.


Individual chestnut golems are little more than home-made toys, seasonal poppets made for children by their magically-inclined caretakers that rarely last until the next year, being broken or lost long before the following fall.

However, when too many chestnut golems are made and gathered in a single area, either because too many children brough they seasonal toys, or because they ended being discarded at the same time, they might synchronize into small armies, moving together and building more of themselves. They often keep traversing parks and chestnut groves, fighting mock battles between each other, or actual battles against creatures that would steal chestnuts for food, ingredients, or trinkets. They might also attack entities that disturb chestnut trees, or even someone who unwittingly starts cleaning or gathering fallen leaves under which the swarm might hide.

Only rarely, chestnut golem swarms can survive more than a few months past the fall, though, replenishing their ranks until all the remaining chestnuts in the area that weren't buried are consumed.

An individual chestnut golem has a price of about 2 gp, and take Craft Wondrous Item feat prestidigitation spell, and about a minute to make. It takes approximately 1,500 chestnut golems to form a functional swarm. 


2024-10-13

Fantasy Monster: Dratgon

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Dratgon

A scruffy beast covered in patches of scales and fur, with scaly, pink tail, a pair of bat wings, and a rat-like head on a short neck.

CR 7; XP 3,200
NE Large Dragon
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +15

Defense
AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
hp 85 (10d12+20)
Fort +11; Ref +12; Will +11
Defensive Qualities swarm shape; Immune disease, paralysis, sleep

Offense
Speed 30 ft., fly 50 ft. (poor), climb 20 ft., swim 20 ft.
Speed (swarm shape) 15 ft., climb 15 ft., swim 15 ft.
Melee bite +14 (2d6+5 plus disease), 2 claws +14 (1d8+5)
Melee (swarm shape) swarm (6d6 plus distraction and disease)
Space 10 ft.; Reach 5 ft. (0 ft. in swarm shape)
Special Attacks disease (DC 17), distraction (DC 17), noxious breath (30-ft. cone, DC 17, nauseated 1d4+1 rounds or dazzled for 1 round)
Spell-Like Abilities (CL 10th, concentration +9)
Constant—speak with animals (rats and rat-like animals only)
3/day—commune with rats (as commune with birds, excepts affects local rats)

Statistics
Str 20, Dex 20, Con 14, Int 7, Wis 15, Cha 9
Base Atk +10; CMB +16; CMD 31 (35 vs. trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Nimble Moves
Skills Climb +10, Fly +12, Knowledge (local) +11, Perception +15, Stealth +14, Swim +10
Languages understands Draconic
SQ compression, rat-kin

Ecology
Environment underground (sewers)
Organization solitary or pair
Treasure standard (trinkets and trash collected by rats)

Special Abilities

Disease (Su) Galloping filth fever: Bite or swarm—injury, physical contact with infected—contact; save Fort 17; onset immediate; frequency 1/hour; effect 1d3 Dex damage and 1d3 Con damage; cure 3 consecutive saves. Anyone coming in physical contact with the victim of galloping filth fever has to make a Fortitude saving throw or become infected as well. Prolonged or repeated contact (such as taking care of the sick) forces a new Fortitude saving throw each hour. The saving throw is Constitution-based.

Noxious Breath (Su) A dratgon can breathe a cloud of noxious fumes covering 30-ft long cone-shaped spread once every 1d4+1 rounds. Creatures caught within the cone become nauseated for 1d4+1 rounds on a failed Fortitude saving throw (DC 17). A successful saving throw renders them dazzled for 1 round instead. The saving throw DC of this poison effect is Constitution-based.

Rat-Kin (Ex) A dratgon recognizes rats, and is recognized by them as kin. It can influence rats, dire rats, rat swarms, and similar rat-like creatures of animal-intelligence as if using wild empathy with an additional +4 bonus (for a total bonus of +13). It can affect animal-intelligence, rat-like magical beasts with a –4 penalty. Animal-intelligence rats never attack dratgon, and it is completely immune to rat swarm damage, natural, magically controlled, or summoned.

Swarm Shape (Su) A dratgon can polymorph into a swarm of dire rats as a standard action. It counts as swarm of Tiny creatures in such form, with AC 19, listed speed and swarm melee attack. Dratgons use this ability to traverse pipes, half-collapsed parts of sewers, and occasionally venture underground, or kill victims in a way that leaves much less attention than their full-scale bites. If a dratgon in a swarm shape moves to space occupied by a mundane or summoned rat swarm, it can take a swift action to absorb the rat swarm regaining hit points equal to the rat swarm's current hit points.


A strange draconic beast that can be occasionally found in the sewers below particularly large and cities, a dratgon looks like a loveless child of a dragon and a rat, or three. While dragons are indeed known for their fecundity and ability to crossbreed with creatures of all kinds, it's really unlikely that they would found suitable rat paramours. Which makes the origins of dratgons a mystery—are they an experiment gone wrong? A descendants of a particularly desperate dragon? A lineage of rats that feasted on a preserved dragon carcass until they grew to resemble their fodder? A lineage of petty dragons that feasted on rats until they degenerated until they started to resemble their prey? Victims of a curse?

Other dragons have little respect for those creatures, considering them degenerate cousins at best, and twisted mockeries at worst, rarely if ever acknowledging any possible kinship.