2026-08-16

Fantasy Monster: Smoke Hag

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Hag, Smoke

A short, wrinkled woman with hairs that resemble smoldering dried leaves.

CR 8; XP 800
CE Small Monstrous Humanoid
Init +10; Senses darkvision 60 ft., low-light vision, scent, smoke vision; Perception +18

Defense
AC 15, touch 15, flat-footed 13 (+6 Dex, +4 natural, +1 size)
hp 102 (12d10+36)
Fort +7; Ref +14; Will +11

Offense
Speed 30 ft.
Melee 2 claws +19 (1d6+1)
Special Attacks smoke breath (DC 19)
Spell-Like Abilities (CL 12th, concentration +13)
At Will—ignite, pyrotechnics (DC 13), quench (DC 14)

Statistics
Str 12, Dex 22, Con 16, Int 13, Wis 17, Cha 13
Base Atk +12; CMB +13; CMD 28
Feats Improved Initiative, Nimble Moves, Power Attack, Skill Focus (Knowledge [nature]), Skill Focus (Profession [herbalism]), Weapon Finesse
Skills Bluff +13, Heal +15, Knowledge (nature) +19, Perception +18, Profession (herbalist) +21, Stealth +10
Languages Aklo, Common, Giant

Ecology
Environment urban, rural
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Smoke Breath (Su) A smoke hag can exhale a noxious smoke in a 30-ft. cone-shaped spread that dazzles any creatures within for 1 round and produces up to two of the following effects, chosen by the hag: inflicts 10d6 points of acid and fire damage from acrid heat, blinds for 1d4+1 rounds, staggers for 1d4+1 rounds, or causes coughing, preventing speaking for 1d4+1 rounds. A successful Fortitude saving throw (DC 19) halves the damage and negates any other effects. A smoke hag can use this ability once every 1d4+1 rounds but can reset the recovery time by taking a full-round action inhaling from an adjacent censer or bonfire in which herbs are being burned. Smoke hag is immune to effects of her own smoke breath, but breath of another smoke hag makes her confused (but quite happy) for 1 round, with no save.

Smoke Vision (Su) A smoke hag sees through smoke, fog, and mist as if it was merely a faint tint.


Smoke hags know secrets of noxious herbs and volatile incenses, they are also a bit of pyromaniacs, loving to gaze into fire and smoke. They are also careless enough to accidentally start fires and expose others to psychedelic substances.

Their mood often switches between creepy friendliness, borderline paranoid, and contemplative indifference. They can share their herbs at one moment, and accuse you of stealing their stash the next minute, while others merely watch spouting inane commentary.

Smoke hags hate being wet, and avoid water, but contrary to occasional claims do not dissolve in water, they just get angry or panic, as they are poor swimmers.

They always keep multiple open fire and piles of flammables in their dens. As a part of a hag coven, smoke hags enable it to use incendiary cloud (DC 21) and planar binding (belkers or smoke elementals) spell-like abilities, and share their smoke vision with all members of the coven within 1 mile.


2026-08-09

Fantasy Monster: Invisible Burden

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Invisible Burden

An eerie feeling of intense burden keeps you low...

CR 3; XP 800
NE Small Undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +7

Defense
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 size)
hp 19 (3d8+6)
Fort +3; Ref +3; Will +6
Defensive Traits incorporeal; Immune undead traits

Offense
Speed 5 ft. (crawling on ground only as a full-round action)
Special Attacks crushing weight (3d6, Will DC 15 negates), pass the burden, share the burden

Statistics
Str , Dex 14, Con —, Int 11, Wis 13, Cha 15
Base Atk +2; CMB +2; CMD 16
Feats Ability Focus (Crushing Weight), Iron Will
Skills Bluff +8, Perception +7, Sense Motive +7, Stealth +8
Languages Common

Ecology
Environment urban, rural
Organization solitary, pair, or a load (3–10)
Treasure none

Special Abilities

Crushing Weight (Su) As a standard action, an invisible burden can laugh at a creature carrying or dragging a heavy or heavier load, or simply carrying a large, heavy object in their hands on their back within 30 feet. The target falls and suffers 3d6 points of crushing damage, dropping the carried objects, and possibly damaging or destroying it in the process. A successful Will saving throw (DC 15) prevents the incident and makes the target immune to crushing weight for the next 24 hours. The saving throw DC is Charisma-based.

Pass The Burden (Su) When an invisible burden witnesses a corporeal creature voluntarily agreeing to carrying a burden or helping with a strenuous physical work within 30 feet, it can attach to that creature as a standard action, seating itself on the victim's back. For as long as the invisible burden is attached, the target remains exhausted, and also suffers any positive energy damage that would be dealt to the invisible burden in its place.

Share The Burden (Su) An invisible burden can point to a single creature as a standard action, making the victim feel tired and overwhelmed by whatever they carry, suffering fatigued condition for as long as they remain in invisible burden's line of sight. An invisible burden can only share the burden with a single creature at a time.

Unseen Form (Su) An invisible burden is supernaturally invisible at all times. Effects that end invisibility, such as invisibility purge or antimagic field reveal small figure holding to the victim's back or curled on the ground.


An invisible burden is a hateful spirit of a person that was worked to death carrying weights, or crushed by one. Now they share their pain by burdening others with their massive, if immaterial, presence.

They sometimes call for help, pretending to be old or injured people, or children lying in bushes, asking passersby to carry them elsewhere, though the agreeing to carry burden doesn't have to be directed at an invisible burden to suffice.

While an invisible burden will never voluntarily attach to a creature immune to exhaustion, they can be tricked to do so with deception, misdirection, or even some illusions.


2026-08-02

Fantasy Monster: Magma Bloom

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Magma Bloom

An ovoid bulb, covered in a thick, basalt-like rind, surrounded by scorching and melting ground.

CR 4; XP 1,200
N Medium plant
Init +0; Senses tremorsense 60 ft.; Perception +2
Aura ground is lava (10 ft.)

Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 39 (6d8+12)
Fort +7; Ref +2; Will +4
Immune plant traits, poison; Resist acid 20, cold 20, fire 20

Offense
Speed 20 ft.
Special Attacks noxious breath (30 ft. cone, 3d6 acid)

Statistics
Str 20, Dex 10, Con 14, Int –, Wis 15, Cha 1
Base Atk +4; CMB +9; CMD 19 (29 vs trip)
Skills Perception +2

Ecology
Environment volcanic
Organization solitary, pair, grove (3–12)
Treasure standard

Special Abilities

Ground Is Lava (Su) Ground surrounding magma bloom heats and melts, creating a zone of difficult terrain. Anyone starting their turn standing on the melting rocks suffers 2d6 points of fire damage. If a magma bloom stays in one point for extended time, the ground might remain molten for hours or even days even after the plant moves elsewhere. After a magma bloom is killed, it opens, looking like an exotic fiery flower surrounded by burning ground for 1d4 days, after which it withers and the ground cools, leaving 1d4+1 sprouts buried underneath.

Noxious Breath (Su) When threatened, magma bloom responds by exhaling a corrosive mist  from its upper slit that deals 3d6 points of acid damage within a 30-ft. long cone-shaped spread.


Magma blooms are weird volcanic growths that heat the earth and stone around them to the point of cracking and melting. They slowly migrate from volcanic lands, sometimes forming small colonies in weirdest places, like in a crack of glacier, on sandy island in the middle of an ocean, or deep in toxic swamps.

Immature magma blooms are Small immobile plants surrounded by 5-ft. zone of scorching and melting ground.


2026-07-26

Fantasy NPC: Ceramic Medium

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Ceramic Medium

An androgynous porcelain figure with featureless face, clad in simple robes of a funerary attendant.

CR 8; 4,800 XP
LN Medium Construct
Init +6; Senses darkvision 60 ft., low-light vision, deathwatch; Perception +17

Defense
AC 21, touch 17, flat-footed 19 (+5 deflection, +2 Dex, +4 natural)
hp 98 (12d10+32)
Fort +9, Ref +8, Will +11
DR 10/bludgeoning; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +15 (2d6+3)
Special Attacks spirit killer
Spell-Like Abilities (CL 12th, concentration +17)
Constant—deathwatch
At Will—call spirit (DC 22), calm spirit (DC 17), make whole

Statistics
Str 14, Dex 14, Con —, Int 15, Wis 21, Cha 21
Base Atk +12; CMB +14; CMD 31
Feats Ability Focus (call spirit), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Diplomacy +17, Knowledge (religion) +14, Perception +17, Sense Motive +17
Language Celestial, Common, Infernal
SQ spirit vessel

Spirit Killer (Su) Ceramic Medium slam attacks count as +1 ghost touch incorporeal bane weapon. Ceramic Medium may also grapple and pin an incorporeal beings.

Spirit Vessel (Su) When the Ceramic Medium calls spirit, it doesn't manifest as an intangible presence as is typical for that spell, instead inhabiting the ceramic medium's hollow body. When this happens, an illusory semblance of the spirit's self-perceived visage veils the ceramic medium as if a disguise self spell was used. The spirit can use Bluff in place of Disguise to adjust its appearance or outright pretend to be as someone else. The spirit responds to questions issued by witnesses through the ceramic medium's mouth. If the called spirit is an actual incorporeal undead, it will be transported to Ceramic Medium's location on a failed save (though it might deliberately fail the saving throw to come, having a vague idea that it is being called by a medium and aware of identities of people present). Ceramic Medium can also serve as a voluntary host for a ghost or another incorporeal undead capable of possession. Such possession doesn't give the entity control over the body, though it can communicate with Ceramic Medium and speak through its mouth.


Ceramic Medium is a mercenary conjurer of deceased spirits, an animate figure offering its service as speaker for the dead, and an occasional banisher of restless souls. It does fight back when attacked by wrathful entities and will defend clients if there is such need, but won't accept contracts where fighting or destroying spirits – instead of putting them to rest – is the goal.

Interestingly, Ceramic Medium is very strict and inflexible when it comes to payments for its  service, both pre-contracted and those that came up spontaneously. What happens with the money after the Ceramic Medium deposits them in the bank accounts remains a mystery, though.

2026-07-19

Fantasy Monster: Blobdog

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Blobdog

A blubbery pile with an extended canine-looking snout.

CR 6; XP 2,400
N Medium Ooze
Init +7; Senses blindsight 60 ft., scent; Perception +13

Defense
AC 19, touch 17, flat-footed 12 (+3 Dex, +4 dodge, +2 natural)
hp 75 (10d8+30)
Fort +10; Ref +10; Will +6
Immune ooze traits; Resist acid 10, cold 10, electricity 10, 

Offense
Speed 30 ft.
Melee corrosive bite +10 touch (6d6 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks bouncing snappiness

Statistics
Str 16, Dex 16, Con 16, Int –, Wis 17, Cha 1
Base Atk +7; CMB +10; CMD 27 (can't be tripped)
Skills Perception +13, Stealth +13; Racial Modifier +10 Perception, +10 Stealth

Ecology
Environment warm ruins
Organization solitary, pair, kennel (3–10)
Treasure standard

Special Abilities

Bouncing Snappiness (Ex) A blobdog's movement is highly unpredictable and unrestrained by limitations of solid bodies. A blobdog gets +4 dodge bonus to AC, and +4 racial bonus to initiative and Reflex saving throws. It can also make unlimited number of attacks of opportunity and has longer reach than it would seem possible.


Blobdogs look like a half-melted gelatinous sculptures of canines, and are as active, unpredictable, and potentially aggressive as poorly-trained, hyperactive dog, except that their lick-bite can erode flesh and bones with a quick-acting corrosive.

Blobdogs are not cognizant enough to discern between being petted and being given snacks.


2026-07-12

Fantasy Monster: Sliming Desert

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Sliming Desert

A mound of sand slowly slithers leaving behind only dried ground and dust.

CR 12; XP 19,200
N Colossal Ooze
Init –5; Senses tremorsense 300 ft.; Perception +0

Defense
AC 17, touch –3, flat-footed 17 (–5 Dex, +20 natural, –8 size)
hp 304 (32d8+160); fast healing 10
Fort +23; Ref +5; Will +10
Immune ooze traits

Offense
Speed 15 ft., burrow 10 ft.
Melee 4 slams +21 (2d6+5 plus suck-in)
Space 30 ft.; Reach 10 ft.
Special Attacks boundless sands, crushing desiccation (6d6 plus 6d6), suck-in

Statistics
Str 20, Dex 1, Con 20, Int –, Wis 11, Cha 1
Base Atk +24; CMB +37; CMD 42 (can't be tripped or forcibly moved)
Skills Perception +0, Stealth +4; Racial Modifier +20 Stealth
SQ trail of dust

Ecology
Environment borders of deserts
Organization solitary
Treasure standard

Special Abilities

Boundless Sands (Ex) A sliming desert can make an unlimited number of attacks of opportunity each round, one per triggering event.

Crushing Desiccation (Ex) A corporeal creature underneath the sliming desert suffers 6d6 points of damage from desiccation and 6d6 points from crushing at the start of its turn until it escapes.

Suck-In (Ex) Any Large or smaller corporeal creature hit by sliming desert's slam attack has to make a Reflex saving throw (DC 21) or becomes pulled underneath the sliming desert, and pinned by its mass. The saving throw DC is Dexterity-based.

Trail Of Dust (Ex) A sliming desert leaves only dried ground, sand, and dead, desiccated vegetation in its wake, destroying any vegetation and minor life forms that aren't magically protected.


A sliming desert is  a massive living dune, composed of uncountable number of minute spores,  made of slime-covered sand grains. It moves around drawing any traces of moisture from plants, animals, and the ground itself.


2026-07-05

Fantasy Monster: Scullrab

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Scullrab

A blackened skull with faintly glowing ghostly flames in its eye sockets is being rolled with an utmost finesse by a black-and-blueish scarab, almost as large as the skull itself.

CR 2; XP 600
N Tiny Vermin
Init +2; Senses darkvision 60 ft.; Perception +1

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (5d8)
Fort +4; Ref +3; Will +2
Defensive Abilities all-around vision; Immune vermin traits

Offense
Speed 30 ft., burrow 20 ft.
Melee skull-bump +3 touch (3d6 negative energy) or bite +3 (2d4–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with skull-bump)
Special Attacks channel negative energy 4/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th, concentration +6)
Constant—hide from undead

Statistics
Str 6, Dex 14, Con 12, Int –, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 11 (21 to trip it or disarm it of its skull)
Skills Perception +1, Stealth +10
SQ unholy skull

Ecology
Environment warm deserts and ruins
Organization solitary
Treasure standard

Special Abilities

Unholy Skull (Su) A scullrab is bonded to an animate skull that contains lingering power of an evil (or corrupted after their death) cleric, and the main source of a danger that scullrab presents. When threatened, the critter can channel the lingering negative energy as if it was a 5th level cleric (always instinctively excluding itself from the effect), or simply bump the skull it into individual enemies dealing 3d6 points of negative energy damage on a successful melee touch attack roll. If the skull is taken away with a successful disarm maneuver, it loses its channel negative energy power, and immediately scurries away, seeking shelter, and then looking for a new skull to roll around.


A scullrab is a overgrown scarab that feed on bones until it dug up a skull of an evil priest and now somehow draws on its power. Does the lingering spirit controls this vermin, or is the vermin somehow tapping into blasphemous powers on its own?

A scullrab can make a fine familiar for a necromancer, requiring Improved Familiar feat and 7th caster level.


2026-06-28

Fantasy Monster: Trail Of Thought

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Trail Of Thought

A translucent strand of scintillating colors, floating in the air, circling over heads of others.

CR 2; XP 600
N Tiny Construct (animate, incorporeal)
Init +5; Senses darkvision 60 ft., low-light vision, detect thoughts; Perception +6
Aura implant idea (10 ft.)

Defense
AC 14, touch 14, flat-footed 13 (+1 deflection, +1 Dex, +2 size)
hp 22 (4d10)
Fort +1; Ref +2; Will +3
Defensive Abilities hold the thought, incorporeal; Immune construct traits
Weakness susceptible to damage and conditions caused by mind-affecting effects

Offense
Speed fly 20 ft. (perfect)
Melee incorporeal touch +6 (3d6 nonlethal)
Space 2-1/2 ft.; Reach 5 ft.
Special Attacks implant idea
Spell-Like Abilities (CL 4th, concentration +5)
Constant—detect thoughts (DC 13)

Statistics
Str —, Dex 12, Con —, Int 13, Wis 14, Cha 13
Base Atk +4; CMB +3; CMD 13
Feats Hover, Improved Initiative
Skills Fly +17, Perception +6, Stealth +13
Language none; passively and constantly read thoughts of nearby creatures with detect thoughts

Ecology
Environment settlements, ruins
Organization solitary, pair, stream (3–10)
Treasure incidental

Special Abilities

Hold The Thought (Su) While trail of thought can't actually possess other beings, it can attach itself to a non-mindless being, usually while the creature is fascinated, sleeping, or otherwise unaware of its surroundings. Being incorporeal and weightless it doesn't disturb the host, and can take 10 on Stealth checks  to avoid being noticed. Whenever the host takes an action that matches the trail of thought's nature, the trail heals 5 hit points.

Implant Idea (Su) A trail of thought projects its essential concept into the minds of nearby sapient beings, which lingers at the edge of their consciousness as long as they remain in range. Any saving throw against a mind-affecting effect that would compel to act or behave in accordance with the core idea of the trail of thought suffers ‒4 penalty, as does Charisma check made to avoid following similarly resonant appeal while under effects of a charm. Any actions taken in direct accordance with the particular trail of thoughts gain +2 morale bonus to attack rolls, saving throws, and skill checks. This is a mind-affecting effect.

Shocking Thought (Su) A trail of thought can lash at a nearby creature delivering a mental shock, inflicting 3d6 points of nonlethal damage on a successful incorporeal touch attack. This is a mind-affecting effect.


When a powerful entity forcibly sheds an unwanted idea, an inconvenient memory, an annoying desire, or an intrusive thought, the discarded concept can coalesce into one or more of self-sustaining mindforms, bodiless presences that wander around, seeking sapient beings that will enact the trail of thought's underlying nature more often than not.

While they don't actively compel people do anything, trail of thoughts subtly empower anyone who chooses to follow through, which might convince them to do so again in the future. With enough reinforcement, a sapient being might lock itself into a cycle of repetition, over and over again.

A trail of thought can be bound as an improved familiar (requires caster level 7th), though finding one fitting would-be master's personality might be challenge in itself... Skilled casters could in theory create one themselves, but by very definition, a trail of thoughts are made from parts of their minds they cast away forever.


2026-06-21

Fantasy Monster: Alchembulk

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Alchembulk

A fused mass of bottles, racks, pipes, and alembics, twisted wire, and wooden splinters walking on crocked table legs.

CR 9; XP 6,400
N Large Construct (animate)
Init +2; Senses darkvision 60 ft., low-light vision, sense vulnerability; Perception +24

Defense
AC 23, touch 14, flat-footed 17 (+3 deflection, +2 Dex, +8 natural, ‒1 size)
hp 112 (15d10+30); fast healing 10
Fort +8; Ref +10; Will +12
Defensive Abilities enhanced protection 3, hardness 10; Immune construct traits; Resist acid 20, cold 20, electricity 20, fire 20
Weakness vulnerability to impact

Offense
Speed 30 ft.
Melee 4 slam +16 (2d4+4)
Ranged 4 alchemical splashes +16 touch (3d6 points of acid, cold, electricity, or fire damage)
Space 10 ft.; Reach 5 ft.
Special Attacks critical reaction

Statistics
Str 14, Dex 14, Con —, Int —, Wis 19, Cha 1
Base Atk +15; CMB +18; CMD 33 (41 vs. trip)
Skills Perception +24; Racial Modifier +20 Perception

Ecology
Environment settlements, ruins
Organization solitary, pair, lab (3–5)
Treasure standard

Special Abilities

Alchemical Splashes (Ex) Alchembulks are filled with constantly churning volatile chemicals and active ingredients, allowing them to spew endless streams of noxious substances. Alchembulks can squirt a splash of burning, corrosive, shocking, or freezing substance as an attack action, or up to four with a full attack action. They can also freely mix slam attacks and alchemical splashes during the full attack action. Each alchemical splash has range of 60 feet with no increment and deals 3d6 points of acid, cold, electricity, or fire damage on a successful touch attack and 3 points of splash damage within 10 feet of the point struck.

Critical Reaction (Ex) Any alchembulk reduced to 0 hit points falls apart and then, after 1d4 rounds, explodes in a spectacular 60-ft. radius explosion inflicting 3d6 acid, 3d6 cold, 3d6 electricity, and 3d6 points of fire damage. A successful Reflex saving throw (DC 19) halves the damage. The saving throw DC is Dexterity-based. The explosion doesn't occur if the alchembulk is disintegrated or the alchemical reaction is otherwise suppressed from occurring (be creative).

Enhanced Protection 3 (Ex) Alchembulks have +3 deflection bonus to AC and +3 resistance bonus to their saving throws.

Sense Vulnerability (Ex) Alchembulks have an innate sense of immunities, resistances, and vulnerabilities of creatures and objects within 60 feet, using the most efficient alchemical splashes against those who would harass them and interfere with their actions.

Vulnerability To Impact Alchembulk suffer +50% of damage from falls and sonic damage. They also suffers 1d6 points of damage whenever they are knocked prone or fall from 5 feet.


Alchembulks might form when a catastrophic incident destroys an alchemical lab, the bigger the event, the larger amount of alchemical tools are broken, and the more components are mixed together, the greater are the chances of one or more forming out of the fused remains.

While rarely directly hostile, alchembulks are dangerous nevertheless, due to volatile nature of the fluids and gases they leak, and their irresistible push to consume more and more alchemical components, and break more and more glassware, seemingly trying to recreate circumstances of their own formation.


2026-06-14

Fantasy Monster: Plagued Doctor

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Plagued Doctor

A tall figure in black coat, top hat, and a mask that resembles a beak of a carrion bird.

CR 7; XP 3,200
LE Medium Undead
Init +8; Senses darkvision 60 ft., smell illness; Perception +14

Defense
AC 20, touch 14, flat-footed 16 (+3 armor, +4 Dex, +3 natural)
hp 85 (10d8+40); fast healing X
Fort +6; Ref +7; Will +10
Defensive Abilities channel resistance +4; Immune blindness, dazzled, undead traits

Offense
Speed 30 ft.
Melee scalpel +11/+11/+6 (1d4+4 plus 1 Con, 19‒20/×2)
Special Attacks skillful bloodletting

Statistics
Str 10, Dex 18, Con —Int 19, Wis 13, Cha 17
Base Atk +7; CMB +7; CMD 21
Feats Combat Reflexes, Improved Initiative, Iron Will, Nimble Moves, Toughness
Skills Bluff +16, Diplomacy +16, Heal +14, Intimidate +16, Knowledge (nature) +17, Perception +14, Profession (apothecary) +14, Stealth +17
Languages Aklo, Common, Infernal
SQ experimental treatment, medical diploma

Ecology
Environment urban, rural
Organization solitary or pair
Treasure standard (medical supplies and research notes, with notable worth to other physicians)

Special Abilities

Experimental Treatment (Su) Plagued doctors can take approximately half an hour treating a willing or incapacitated patient with various weird and disturbing method, such as leeching, bloodletting, drawing other humors, enemas of noxious medicines, and so. This targets one particular disease afflicting the patient chosen by the plagued doctor, suppressing its effects for 1d4+1 days, but also causing 1 point of Constitution damage, and preventing natural healing for the same time. There is 10% chance that the disease is passed to another person in close proximity, and another 10% chance the disease is suppressed for 1d4+1 years, instead. Experimental treatment can even affect supernatural diseases. Effects of this experimental treatment can be broken with restoration or by removing a curse. This is a curse effect.

Medical Diploma (Ex) Plagued doctors treats Diplomacy, Heal, Knowledge (nature), and Profession (apothecary) as class skills.

Skillful Bloodletting (Ex) Plagued doctors can wield their scalpel using Dexterity to calculate attack bonus and damage, and may make one additional attack at the highest attack bonus during a full-attack. Each successful strike of the plagued doctor's scalpel inflicts 1 point of Constitution damage on creatures not immune to bleeding.

Smell Illness (Ex) Plague doctors can smell diseased affliction, and both nauseated and sickened conditions. This allows them to detect afflicted individuals as if using scent, and helps with finding infected people hiding their conditions. Plagued doctors are energized by presence of ill people, gaining fast healing equal to number of people suffering from diseased, nauseated, or sickened condition within 30 feet.


Plague is a terrible disease that can strike in already bad times, overwhelming physicians and healers alike. Some doctors get so obsessed by the challenge it presents that they become willing to do anything to defeat it, attempting any treatment, no matter how ruthless, and paying any price, no matter how high. Some go even further and stay among the living past their own inevitable death.

Plagued doctors are obsessed with treating the plague (or some other highly infamous and thoroughly deadly disease), finding their way into cities and villages where it spreads, sometimes even showing up before the public becomes aware of the outbreak.

Plagued doctors might merely observe situation or a specific individual and take notes, or might experiment. They often react angrily, or outright violently when others interfere with the observed situation without consulting them first, the patient, or the treatment.


2026-06-07

Fantasy Monster: Pebblebulb

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Pebblebulb

A pile of pebbles hides a bulbous plant, half-buried in the ground.

CR 8; XP 4,800

N Medium Plant
Init +3; Senses low-light vision, tremorsense 120 ft.; Perception +23

Defense

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +7
Defensive Abilities all-around vision; Immune plant traits

Offense
Speed 20 ft., burrow 10 ft.; stone walk
Melee 3 vine slam +14 (2d4+5)
Ranged 3 thrown pebble +12 (2d4+5)
Space 5 ft.; Reach 10 ft.
Special Attacks expel dust

Statistics
Str 20, Dex 16, Con 18, Int –, Wis 17, Cha 7
Base Atk +9; CMB +14; CMD 27 (can't be tripped)
Skills Perception +23, Stealth +23; Racial Modifiers +20 Perception, +20 Stealth
SQ compression, stone-boring

Ecology
Environment hills, mountains, ruins, underground
Organization solitary, pair or a patch (3–6)
Treasure standard

Expel Dust (Ex) After burrowing through stone, a pebblebulb stores some mineral dust in its bladders, that it can expel as a swift action, creating a 20-ft. radius, 10-ft. high cloud that lasts for 1d4+1 rounds. The irritating dust provides concealment, dazzles anyone with unprotected eyes, and induces cough in  breathing creatures that inhale it (holding breath or having some sort of mask that can filter dust protects against that effect). A failed Fortitude saving throw (DC 20) interrupts any standard or full action taken while breathing within the cloud. A pebblebulb can store enough dust for single expulsion. The saving throw DC is Constitution-based.

Stone-Boring (Ex) A pebblebulb borrowing through packed earth and stone leaves narrow tunnels behind.

Stone Walk (Ex) A pebblebulb can easily move through stony or sandy difficult terrain, such as unstable rubble.


A pebblebulb is a sturdy, stone-boring plant that thrives in rocky terrain, feeding on mineral dust occasionally fertilized by a rotting carcass.


2026-05-31

Fantasy Monster: Clock-Not-Work Gremlin

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Gremlin, Clock-Not-Work

A completely bald imp with weirdly long, multi-jointed arms. It wears a harness with a lot of tools and spare parts attached to it.

CR 2; XP 600

CN Tiny Fey
Init +6; Senses low-light vision; Perception +9

Defense

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
DR 5/cold iron

Offense
Speed 30 ft., climb 30 ft.
Melee tool strike +5 or +3/+3/+3/+3 (1d4)
Ranged thrown tool +7 or +5/+5/+5/+5 (1d4)
Space 2-1/2 ft.; Reach 5 ft.
Special Attacks clock-killer, frantic frenzy
Spell-Like Abilities (CL 6th, concentration +7)
1/day–make whole

Statistics
Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Dodge, Improved Initiative, Nimble Moves
Skills Climb +8, Craft (clockworks) +10, Disable Device +11, Knowledge (arcane) +10, Knowledge (engineering) +10, Perception +9, Sleight Of Hands +11, Stealth +19
Languages Common, Gnome, Sylvan
SQ compression, know their stuff

Ecology
Environment urban, ruins, or underground
Organization solitary, pair or workshop (3–6)
Treasure standard

Clock-Killer (Ex) Clock-not-work gremlins have uncanny ability to destroy constructs and complex mechanical devices. Their attacks benefit from bane quality (+2 enhancement to attack and damage rolls, 2d6 points of bonus damage) and ignore up to 5 points of DR or hardness against constructs with clockwork or robot subtype, and against complex mechanical objects.

Frantic Frenzy (Ex) An agitated clock-not-work gremlin can perform up to four attacks with a ‒2 penalty to attack rolls when it takes full attack action, moving 5 feet between each attack without provoking attacks of opportunity. When working on an interesting project, a clock-not-work gremlin takes a quarter of normal time it would take.

Know Their Stuff (Ex) A clock-not-work gremlins treat Craft (clockworks), Disable Device, Knowledge (arcane), and Knowledge (engineering) as class skills. They also seem to have near infinite supply of subpar tools and mediocre parts attached to their harnesses and across their pockets that they can use to repair, modify, and use as weapons and thrown projectiles as needed. They can wield such improvised weapons, both in melee and as thrown projectiles without penalties, dealing 1d4 points of damage on hit.


Clock-not-work gremlins love clocks, locks, and similar mechanisms. They love to watch them operate (though their definition of watching is very hands on, and tongue on‒those gremlins seem to love taste of stale oil), they love disassembling them (though they are nowhere near as good at reassembling them afterwards), and they love making improvements (which usually cause more problems).

Among their many issues, clock-not-work gremlins have clearly distorted sense of time, which pushes them to attempt to tweak clocks that do not adhere to their skewed perceptions, and they also seem to easily delude themselves that they actually deeply orderly beings, when they are anything but that.

A clock-not-work gremlin can become a familiar for a mechanically-inclined (or otherwise capable of providing the gremlin with easy access to complex devices) caster of 7th of higher level with Improved Familiar feat.


2026-05-24

Fantasy Monster: Truth Eater

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Truth Eater

A translucent jelly floats through the air. It's dome disturbingly resembles an exposed brain.

CR 4; XP 1,200
CN Tiny Aberration (incorporeal)
Init +6; Senses greater thoughtsense 120 ft.; Perception +12
Aura consume truth (60 ft.)

Defense
AC 17, touch 17, flat-footed 15 (+3 deflection, +2 Dex, +2 size)
hp 39 (7d8+7)
Fort +3; Ref +4; Will +7
Defensive Abilities incorporeal; Immune non-magical damage
Weakness vulnerable to mind-affecting damage

Offense
Speed fly 30 ft. (perfect)
Melee 3 psychokinetic lashes +9 touch (2d4)
Space 2-1/2 ft.; Reach 30 ft.

Statistics
Str Dex 14, Con 12Int 11, Wis 15, Cha 17
Base Atk +5; CMB +5; CMD 15
Feats Alertness, Combat Reflexes, Hover, Improved Initiative
Skills Bluff +10, Fly +14, Perception +14, Sense Motive +11, Stealth +20
Language don't communicate with others, but seem to have telepathy with 120 ft. range they use between themselves
SQ incorporeal

Ecology
Environment show near settlements of sapient beings that communicate through language
Organization solitary, pair, judgement (3–12)
Treasure standard

Special Abilities

Consume Truth (Su) When a sapient creature starts to speak while within the aura, it feels growing tension over speaking the truth ‒ if they choose to tell the truth, they suffer a jolt of pain that deals 2d4 points of damage. If they choose to lie or otherwise avoid telling a truth, the truth eater gains 2d4 temporary hit points. This hit points stack, and when they reach truth eater's max hit point, the creature splits into two identical specimens over 1d4 rounds, remaining dazed during the process. This is a mind-affecting effect that has no effect on creatures whose minds are shielded from effects that would read them or discern lies. Damage from multiple overlapping consume truth auras stack, turning speaking truth while surrounded by a group of truth eaters into a lethal gamble.

Greater Thoughtsense (Su) A truth eater can sense, locate, and recognize creatures that have Intelligence score and are not immune to or hidden from mind-affecting effects as if it had blindsight. It can also recognize the creature's type, and detect presence of psychic powers or telepathy. Additionally, it can sense general presence, direction and distance toward large groupings of sapient minds from miles away.

Vulnerability To Mind-Affecting Damage (Su) Mind-affecting effects that deal damage (such as mind thrust spells) inflict one and half damage to truth eaters.


Truth eaters are strange psychic beings that are attracted to settlements of mundane sapient beings, hovering around. They seem to punish speaking the truth and bloat themselves on lies spoken in their neighborhood.

Their ability to prevent people from speaking the truth and multiply quickly around lies makes even a arrival of even a single one of them a serious threat to a fair, a court, or an assembly.

While they are passive most of the time, they lash violently against attacks, attempts to remove them. If local community manages to maintain silence and avoid communicating altogether for weeks or months, they might move on, seeking another spot to feed.


2026-05-17

Fantasy Monster: Rumbling Rubble

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Rumbling Rubble

A pile of stone fragments, pieces of statues, grit, and brick shards keeping somehow anthropomorphic figure.

CR 6; XP 2,400
N Medium Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9

Defense
AC 19, touch 14, flat-footed 17 (+2 deflection, +2 Dex, +5 natural)
hp 65 (6d10+32)
Fort +6; Ref +8; Will +9
Defensive Abilities enhanced durability 2, enhanced protection 2, hardness 8; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slam +11 (2d6+5)
Ranged 2 rocks +8 (1d6+5)
Special Attacks stone wave

Statistics
Str 20, Dex 14, Con —, Int 1, Wis 17, Cha 1
Base Atk +6; CMB +11; CMD 23
Feats Combat Reflexes, Improved Initiative, Nimble Moves
Skills Perception +9, Stealth +12; Racial Modifier +10 Stealth

Ecology
Environment settlements, ruins, underground
Organization solitary, pair, mob (3–10)
Treasure standard

Special Abilities

Enhanced Durability 2 (Ex) A rumbling rubble has +2 racial bonus to saving throws and 2 additional hit points per HD.

Enhanced Protection 2 (Ex) A rumbling rubble has +2 deflection bonus to AC and +2 resistance bonus to its saving throws.

Stone Wave (Su) A rumbling rubble can strike the ground as a full-round action, dealing 6d6 points of bludgeoning damage (or half on a successful DC 18 Reflex save) to all corporeal creatures and constructions touching the hard ground (including stone or brick surfaces) within 30 ft. radius. Standing on a softer ground, such as clay or sand, halves the damage. The saving throw DC is Strength-based.


It's a common occurrence, that abandoned stone constructions are slowly disassembled by locals for already-worked stone that can be reused in new buildings.

Sometimes, however, the abandoned stones fight back when harvested... Or awaken at a later time, in the middle of the new construction, during a festival to celebrate new buildings, or when some unexpected event disturbs the very stones.