Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

2026-10-04

Fantasy Monster: Swatterfly

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Swatterfly

An oversized fly carved out of wood that buzzes around on large membranous wings.

CR 2; XP 600
N Small Construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1

Defense
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 21 (2d10+10)
Fort +0; Ref +4; Will +1
Defensive Abilities evasion, rapid movement; Immune construct traits
Weakness vulnerability to acid

Offense
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 wing slaps +4 (1d6+1)
Special Attacks faceswat

Statistics
Str 12, Dex 18, Con —, Int —, Wis 13, Cha 1
Base Atk +2; CMB +3; CMD 16
Feats HoverB
Skills Fly +14, Perception +1, Stealth +8

Ecology
Environment urban, ruins
Organization solitary, pair, or swarm (3–20)
Treasure none

Special Abilities

Faceswat (Ex) A swatterfly can make two wing slap attacks during an aerial charge, and the target of its charge becomes staggered for 1d3+1 rounds on a failed Reflex saving throw (DC 15). Creatures that lack discernible faces, or are mindless and lacking any self-preservation instinct can't be staggered by this ability. The saving throw DC is Dexterity-based.

Rapid Movement (Ex) Creatures that are dazzled, staggered, or slowed can't make attacks of opportunity against a swatterfly.


Swatterflys are big flies carved out of wood with wings made out of stretched bladders that were designed to retaliate against flyswatting by a mad druid... Or maybe they were just intended as autonomous flyswatters that went rogue as soon as they were released. The result was the same, either way – oversized fly-shaped constructs that pesters people by flying into their faces in the most unexpected moments.

A swatterfly can be picked as an improved familiar by a 7th level caster.


2026-09-27

Fantasy Monster: Mosquito Hag

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Hag, Mosquito

A little hag with a crooked nose resembling a proboscis without mouth underneath, surrounded by a cloud of mosquitos that mimic her movements.

CR 1; XP 400
CE Tiny Monstrous Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
Aura mosquito swarm (10 ft.)

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 16 (3d10)
Fort +1; Ref +4; Will +4
Defensive Abilities mosquito swarm; Immune swarm damage, insect-transmitted diseases
Weakness mosquito swarm

Offense
Speed 30 ft.
Melee 2 claws +5 (1d3)
Special Attacks mosquito swarm (2d4 bleed), spreading swarm
Spell-Like Abilities (CL 3rd, concentration +4)
1/day—obnoxious messenger (summons a Tiny swarm of mosquitos that acts as animal messenger), obnoxious spy (summons a Tiny swarm of mosquitos that acts as a visible arcane eye)
At Will—dancing lights, open/close, unseen servant (1 active at a time)

Statistics
Str 10, Dex 13, Con 10, Int 12, Wis 13, Cha 13
Base Atk +3; CMB +1; CMD 12
Feats Nimble Moves, Run
Skills Climb +6, Knowledge (nature) +4, Perception +7, Stealth +15, Swim +6
Languages Aklo, Common, Giant
SQ hold breath (1 hour)

Ecology
Environment forests, jungles, and marshes, coasts of lakes and pools of standing water
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Mosquito Swarm (Ex) A mosquito hag constantly spawns and reabsorbs her own mosquitos, forming a swarm that surrounds her whenever she goes. It inflicts 2d4 points of bleed damage at the start of the hag's turn to all creatures within 10 feet and grants the hag a concealment, but it also makes her vulnerable to area damage like a regular swarm. All effects that repel, kill, or control insects and swarms, deal 2d4 points of damage to the hag per turn of exposure. Additionally, a mosquito hag can pinpoint location of any corporeal creature within her swarm range as if using blindsight. A mosquito hag can suppress and release her swarm as a free action.

Spreading Swarm (Ex) A mosquito hag can take a full-round action to extend her swarm to 30-ft. radius spread for 1 round. It returns to its normal size at the end of turn in which the mosquito hag hadn't used this ability.


Mosquito hags are terribly annoying pests that live in places where mosquitos can thrive. Noticeable, they have no mouth – they feed on blood sucked by their mosquito swarms, and speak by modulated buzzing of the thousands of insect wings.

Mosquito hag grants its coven an ability to cast summon swarm and insect plague.


2026-09-20

Fantasy Monster: Clockwork Poisoner

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Clockwork Poisoner

A four-armed mechanical figure, wearing a mask and elegant courtly attire.

CR 4; XP 
N Medium Construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, detect poison; Perception +12

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 dodge, +3 natural)
hp 42 (4d10+20)
Fort +1; Ref +5; Will +3
DR 5/adamantine; Immune construct traits
Weakness vulnerability to acid

Offense
Speed 30 ft.
Melee 2 daggers +6 (1d4+2 plus variable poison)
Ranged 2 darts +6 (1d4+2 plus variable poison)
Special Attacks poisonous infusion, variable poison
Spell-Like Abilities (CL 4th, concentration +4)
At Will—detect poison

Statistics
Str 14, Dex 14, Con —, Int —, Wis 15, Cha 11
Base Atk +4; CMB +6; CMD 20
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +12, Perception +12, Profession (poisoner) +12, Stealth +12; Racial Modifiers +10 Acrobatics, +10 Perception, +10 Profession (poisoner), +10 Stealth
SQ swift reactions, winding

Ecology
Environment any
Organization solitary or team (2–4)
Treasure none

Special Abilities

Poisonous Infusion (Ex) A clockwork poisoner can take a full-round action to infuse an object with long-term version of its variable poison, giving it delivery method of ingested (for food and drinks) or contact for other items, with save DC of 16, delay of 1 hour and frequency of 1/hour for 12 hours, dealing 1d3 points of damage to selected ability score each hour. A clockwork poisoner can use poison infusion three times per day.

Variable Poison (Ex) Dagger or dart—injury; save DC 12, frequency 1/round for 6 rounds, effect 1d3 points of damage to Str, Dex, Con, Int, Wis, or Cha, as chosen when the poison was created, cure 2 consecutive saves. Daggers and darts used by clockwork poisoner are constantly coated with poison pouring from tiny pipes in hidden the hands. The clockwork poisoner can switch the type of poison used with a swift action.


Clockwork poisoners are tools of courtly warfare, delivering gift of poison through violence or stealth.


2026-09-13

Fantasy Monster: Eternal Bomber

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Eternal Bomber

A slightly misshapen man, with oddly attached limbs, discolorations, burns, and pinkish pustules dripping with sulphur-smelling puss.

CR 9; XP 6,400
CN Medium Monstrous Humanoid
Init +8; Senses darkvision 60 ft.; Perception +17

Defense
AC 23, touch 15, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +4 natural)
hp 114 (12d10+48); regeneration 10 (cold, disintegration)
Fort +8; Ref +12; Will +10
Defensive Abilities frantic panic, unfinal blast; Resist acid 10, fire 10

Offense
Speed 30 ft.
Melee 2 slams +16 (1d6+4 plus 2d6 acid plus 2d6 fire)
Special Attacks grown bomb (60 ft. range, 30 ft. radius burst, 6d6 acid and 6d6 fire, DC 20 Reflex for half)

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 7
Base Atk +12; CMB +16; CMD 30
Feats Dodge, Improved Initiative, Iron Will, Mobility, Nimble Moves, Run
Skills Acrobatics +16, Climb +19, Perception +17, Profession (demolitions) +14, Stealth +19
Languages Common, Ignan

Ecology
Environment ruins, battlefields
Organization solitary, pair, or squad (3–8)
Treasure standard

Special Abilities

Frantic Panic (Ex) An eternal bomber suffering from cowering, frightened, or panicking conditions, or any intense emotional effect, be it rage, despair, but also love or charm-induced friendship and trust, moves in a random direction, and then either throws its grown bomb at the nearest noticeable target – a threatening creature, friend or foe, an obstacle, or a noteworthy landmark or part of scenery, or makes a second move in a random direction.

Grown Bomb (Ex) Once every 1d4 rounds, an eternal bomber can pull out a a pustule out of his flesh and lob it at a point within 60 feet. as a standard action. The grown bomb explodes dealing 6d6 acid and 6d6 fire damage (or half on a successful DC 20 Reflex saving throw) within a 30-ft. radius burst. The saving throw DC is Constitution-based.

Unfinal Blast (Ex) When dropped to 0 or less hit points, eternal bomber whole body explodes in a shower of fiery, corrosive guts and shards. And then all that splatter starts to regrow back, forming a big, fleshy sack with 8 hardness and 100 temporary hit points in 1d4 rounds. Once the eternal bomber regenerated to full hit points, or the temporary hit points are depleted, the sack opens, releasing the eternal bomber fully capable of acting again. The unfinal blast doesn't  trigger if the eternal bomber is disintegrated or killed with cold damage.


Eternal bombers are a mad result of a mad experiment, an attempt to create the perfect sappers – ones for whom a mistake doesn't mean an end of career or life – by infusing a number of volunteers, and no-so volunteers, with alchemical tinctures, troll blood, and other arcane ingredients. The initial results were quite promising, allowing the first squad to quickly shrug off any casualties, leading to creation of a more and more units.

It could not last, though, for the pain and trauma of blowing up and regrowing new bodies, again and again, invariably pushed the eternal bombers into emotional instability and madness. Each regeneration introduced minute, but cumulating imperfections, to bodies and minds alike, turning eternal bombers into as much threat to their own forces as the enemies, especially superiors who condemned them to this terrible fate.



2026-08-30

Fantasy Monster: Wheel Of Damnation

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Wheel Of Damnation

A upper half of a tattered skeleton mantled in a wreath of blue flame is interwoven into iron spokes of a crude wheel. And yet, though the wheel whirls madly, seemingly in both directions at once, shredding the ground with spikes, the body in its center remains eerily motionless.

CR 7; XP 3,200
LE Medium Undead
Init +10; Senses darkvision 60 ft., smell damned; Perception +16

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 85 (10d8+40)
Fort +7; Ref +9; Will +10
Immune undead traits; Resist cold 20, fire 20

Offense
Speed 40 ft.
Melee slam +13 (2d4+4 plus 3d6 cold and 3d6 fire)
Special Attacks blast leap, buzz through

Statistics
Str 16, Dex 22, Con —, Int 11, Wis 17, Cha 19
Base Atk +7; CMB +10; CMD 30
Feats Acrobatic Step, Improved Initiative, Nimble Moves, Run, Weapon Finesse
Skills Acrobatics +26, Knowledge (planes) +10, Knowledge (religion) +13, Perception +16; Racial Modifier +10 Acrobatics 
Languages understands Common and Infernal, cries and babbles incoherently

Ecology
Environment urban, roads
Organization solitary, pair, or crowd (3–6)
Treasure standard

Special Abilities

Blast Leap (Su) When a wheel of damnation jumps, lands, falls down, or is subject to channel energy, it creates a 10-ft.-radius burst of blue flames that deals 3d6 cold and 3d6 fire damage. A successful Reflex saving throw (DC 19) halves the damage. The saving throw DC is Charisma-based.

Buzz Through (Su) A wheel of damnation deals 3d6 cold and 3d6 fire damage when it moves through space of other creatures. A successful Reflex saving throw (DC 19) negates this damage). A wheel of damnation still needs to make normal Acrobatics check to move through space of other creatures. The saving throw DC is Charisma-based.

Smell Damned (Su) A wheel of damnation can smell creatures that are under curse effect, lost their soul, or sold their soul through a pact, as if it had scent ability.


What terrible deeds damn those souls to suffer such wretched state after their death, is unclear, though it often looks like kytons are somehow involved, or at least present to watch...

Wheels of damnation are tormented and hateful beings seeking to inflict pain and suffering on other damned beings, though any mortal will do if they get desperate enough.


2026-08-23

Fantasy Monster: Squiddog

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Squiddog


A squid-shaped head on a vaguely canine, albeit six legged body.

CR 5; XP 1,600
N Medium Aberration (aquatic)
Init +10; Senses darkvision 60 ft.; Perception +14

Defense
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 55 (10d8+10)
Fort +4; Ref +9; Will +8

Offense
Speed 50 ft., swim 50 ft.
Melee 4 tentacles +8 (1d6+1)
Space 5 ft.; Reach 10 ft.
Special Attacks ink spray (30-ft. cone, 1d4+1 rounds blindness, DC 16 Reflex negates)

Statistics
Str 12, Dex 22, Con 12, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +8; CMD 24 (28 vs trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Nimble Moves, Weapon Focus (tentacle)
Skills Perception +14, Stealth +14, Swim +9; Racial Modifier +8 Stealth
SQ amphibious

Ecology
Environment warm aquatic, coasts, underground
Organization solitary or pack (2–6)
Treasure standard

Special Abilities

Ink Spray (Ex) A squiddog can spray ink in a 30-ft. long cone-shaped burst once every 1d4+1 rounds as a standard action, blinding exposed creatures that fail their Reflex saving throw (DC 16) for 1d4+1 rounds. The saving throw DC is Wisdom-based.


Squiddogs are strange cephalopods that occasionally emerge from warm coastal waters and underground lakes in search of food and entertainment.

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 4,800
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.


2026-07-12

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.


2026-06-28

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.