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.