Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

2026-09-06

Fantasy NPC: Ghost-Hunter Of Overgrown Dale

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Ghost-Hunter Of Overgrown Dale

A man in pale brown and yellow jacket moves through the forests outgrowths, without jostling even a single leaf.

CR 6; 19,200 XP
CN Medium Undead (incorporeal)
Init +5; Senses darkvision 60 ft., scent; Perception +10

Defense
AC 19, touch 19, flat-footed 14 (+4 deflection, +5 Dex)
hp 51 (6d8+24)
Fort +6, Ref +7, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Ranged ghostly arrows +10 touch (6d6)
Special Attacks annoying arrows

Statistics
Str –, Dex 20, Con –, Int 13, Wis 13, Cha 19
Base Atk +4; CMB +4; CMD 23
Feats Point-Blank Shot, Precise Shot, Weapon Focus (ghostly arrows)
Skills Fly +22, Knowledge (nature) +10, Perception +10, Stealth +14, Survival +10
Language Common, Sylvan

Annoying Arrows (Su) Any animal hurt by Ghost-Hunter's arrows becomes aggressive and violent, gaining +2 morale bonus to attack rolls, damage rolls, and saving throws until the ghostly shaft is removed, its emotions are calmed, or magical healing is applied.

Ghostly Arrows (Su) Ghost-Hunter fires spectral arrows out of his spectral bow, with a range increment of 100 feet, passing through natural vegetation.


Ghost-Hunter Of Overgrown Dale was arrogant and boastful young man in life, and remains obsessed with his hunting skills in death. He doesn't remember – and doesn't want to – that he was gored by wounded boar because of his carelessness.

Now he appears to stalk the forests of his home dale (he never flies above the line of shorter trees), interfering with hunters, mocking their skills, challenging them to duels, or even kill-stealing their prey. He never directly tries to harm his competitors bodily, aiming only at their pride.


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.

2026-05-10

Fantasy NPC: Backdoor To Hell

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Backdoor To Hell

Fragments of six shattered pillars float around a blacker-than-black rift, surrounded by a pulsing crimson glow.

CR 10; 9,600 XP
LE Gargantuan Outsider (devil, evil, extraplanar, lawful)
Init +10; Senses blindsight 120 ft.; Perception +22

Defense
AC 24, touch 16, flat-footed 18 (+4 deflection, +6 Dex, +8 natural, –4 size)
hp 137 (13d10+6); regeneration 20
Fort +13, Ref +10, Will +13
Defensive Abilities eternal exile; DR 10/good and silver; Immune fire, poison; Resist acid 20, cold 20, electricity 20

Offense
Speed fly 40 ft. (average)
Special Attacks hellgate
Space 20 ft.; Reach 0 ft.
Spell-Like Abilities (CL 13th, concentration +14)
Constant–shield of faith

Statistics
Str 22, Dex 22, Con 20, Int 15, Wis 17, Cha 17
Base Atk +13; CMB +23; CMD 43 (can't be tripped)
Feats Alertness, Diehard, Endurance, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Bluff +19, Diplomacy +19, Fly +0, Knowledge (arcana) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +23, Sense Motive +23, Spellcraft +18
Language Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.

Eternal Exile (Ex) Backdoor To Hell is a living rift from anywhere it currently is to the hell itself. This makes it incapable of ever returning to hell, because it already partially is in hell – not in the way it desires or experience, though. Dismissal only staggers Backdoor To Hell for a round if Backdoor fails a Will saving throw. A successful banishment exiles Backdoor To Hell to another mortal plane or dimension but it can never return it to hell that way. Even a wish can only let Backdoor experience the hell for 1d4+1 rounds before it snaps back to another mortal plane. The same connection also powers Backdoor To Hell's infinite regeneration, preventing it from being suppressed in any known way (a direct reprieve from one of the most powerful devils might suffice). If Backdoor To Hell's hit points drop to a negative number exceeding twice its Constitution score, it is banished to another mortal plane after 1d4+1 rounds.

Hellgate (Su) Backdoor To Hell can open the rift in its center as a standard action, affecting everyone within its space, and everyone above or below it in a 100 ft. column. The hellgate can either expel or devour. While expelling, the hellgate releases a column of profane flames that deal 10d6 points of unholy damage to everyone exposed. It does not damage inanimate objects, but it does corrupts and desecrates the ground itself, causing it to slowly mutate and reshape into a semblance of hellish landscapes over the next few days. When Backdoor To Hell chooses to devour instead, all creatures in the column above or below that fail a Will saving throw (DC 19) are staggered for 1d4+1 rounds. Creatures that fail a saving throw while already staggered are sucked into the rift and transported to one of a the spots in hell where Backdoor To Hell originally led to. Dimensional anchor or dimensional lock prevent creatures from being pulled into hell, except those which are directly in the Backdoor space, which thwarts either form of magic. Backdoor To Hell can voluntarily open the rift and allow a creature passage into hell in controlled manner, but that costs. The saving throw DC is Charisma-based.


Backdoor To Hell is a living gate to hell, a devil punished for its secret misdeeds by being stripped of its name, its rank, and its form, inverted inside out and bound to a serve the hell as a portal for eternity of punishment... But then the portal it had been made into was shattered and the world where it had been placed was destroyed in a failed infernal invasion. It was neither an end to its existence, nor the end of the punishment, though. It still exists as a portal, of sorts, but now it is unanchored, roaming the multiverse, half mad, fully hateful.

On good days, it sells secret access to hell for sacrifices, bits of power, and even souls. On bad days, it lashes against mortals or seeks a way to creep back into the good graces of hell. On worst days, it just tries to throw whatever it can devour against hell, or destroy the world upon which currently is, hoping to be released from its torments.


2026-04-05

Fantasy NPC: Forever Graveyard Keeper

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Forever Graveyard Keeper

A tall, but stooping figure wrapped in darkness, followed by numerous eerie blue candle flames.

CR 12; 19,200 XP
LE Medium Undead (incorporeal)
Init +12; Senses darkvision 60 ft., sense corpses; Perception +22

Defense
AC 25, touch 25, flat-footed 25 (+6 deflection, +6 Dex, +1 dodge, +2 insight)
hp 168 (16d8+96); fast healing 10
Fort +11, Ref +11, Will +15
Defensive Abilities channel resistance +4, graveyard-bound, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee preserving touch +18 touch (16d6, Fort. DC 24 partial)
Special Attacks preserving touch

Statistics
Str –, Dex 22, Con –, Int 15, Wis 17, Cha 22
Base Atk +12; CMB +12; CMD 40
Feats Combat Reflexes, Defensive Combat Training, Dodge, Hover, Improved Initiative, Iron Will, Skill Focus (Profession [embalmer]), Skill Focus (Profession [gravedigger])
Skills Fly +33, Knowledge (religion) +21, Perception +22, Profession (embalmer) +28, Profession (gravedigger) +28, Stealth +25
Language Common, Celestial, Infernal
SQ premise caretaker

Graveyard-Bound (Su) The Graveyard Keeper can't be banished or forced out of the boundaries of his graveyard. If he is teleported away, he reappears in the graveyard 1d4 rounds later. He shrugs off any attempts to control him after 1d4 rounds of confusion. The Graveyard Keeper has a general awareness of his graveyard, having a virtual blindsense extending to the boundaries of the zone, can't be ambushed, surprised, or flanked, and gains +2 insight bonus to AC and initiative. This sense becomes fully accurate when it comes to corpses and undead creatures within the graveyard.

Premise Caretaker (Su) The Graveyard Keeper can extend his power through the graveyard, animating shovels and picks to dig graves, opening and closing lids and stone slabs that act as crypt doors, and moving around biers as needed with shadowy silhouettes. The Keeper can and will use those actions to interfere with intruders.

Preserving Touch (Su) Living creatures struck with the Graveyard Keeper's touch suffer 16d6 points of damage or half on a successful Fortitude saving throw (DC 24). A living creature reduced to 0 or less hit points immediately dies while its body becomes preserved from decay for years, as if successfully embalmed. The Graveyard Keeper can use his touch on already dead corpse to preserve it. The saving throw DC is Charisma-based.


The Graveyard Keeper tends to and protects his graveyard, and is willing to do that forever. He has little patience for intruders, unruly guests, and those who would disturb the peace of his ward. He gives a pass to a little shambling and moaning, as long as the guests don't try to leave the premise, don't interfere with the burials and well-behaving visitors.

He is frustrated by his inability to interact directly with the most problematic undead guests – and occasionally does reach for external help, sometimes even paying with possessions left behind by graverobbers and necromancers he dealt with.


2026-02-08

Fantasy NPC: Eternal Tenants, An Eremite Extraordinary

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The Eternal Tenants, An Eremite Extraordinary

A vaporous image of a robed ascetic walks slowly across a labyrinthine gardens.

CR 7; 3,200 XP
LG Medium Undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +25

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +2 Dex, +4 insight)
hp 85 (10d8+40)
Fort +7, Ref +7, Will +11
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee pacifying touch +20 (7d6 plus calm emotions, DC 19 Will save partial)
Special Attacks confounding words (DC 19)

Statistics
Str –, Dex 15, Con –, Int 15, Wis 18, Cha 18
Base Atk +7; CMB +7; CMD 30
Feats Defensive Combat Training, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes
Skills Bluff +17, Fly +10, Heal +14, Knowledge (religion) +14, Perception +25, Profession (garden philosopher) +14, Sense Motive +17, Stealth +10
Language Common, Celestial

Confounding Words (Su) The Eremite can utter a statement, often but not always in a riddle form that surprises and confounds listeners. All sapient creatures within 30 feet that can hear the Eremite speaking have to make a Will saving throw (DC 19) or become fascinated by his statement for at least 1d10 minutes. In combat or other violent altercations, those who fail the saving throw are affected by calm emotion effect for 1 round and staggered for 1d4+1 rounds instead. A successful saving throw renders the listeners immune to this effect for the next 24 hours. This is mind-affecting language-dependent divination effect. The saving throw DC is Charisma-based.

Pacifying Touch (Su) An incorporeal touch from the Eremite deals 7d6 points of damage and overwhelms the target with a sense of calm serenity, affecting them with calm emotions for 1d4+1 rounds. A successful Will saving throw (DC 19) halves the damage and negates calming effect. The Eremite can choose to use the calming effect of his touch without dealing damage. The saving throw DC is Charisma-based.


Some aristocrats keep their own pet hermits – holy people, monks, ascetics, philosophers,  or madmen (and often some form of combination of any of those traits). They don't require that much space and maintenance, though their presence on noble estates comes and goes out of fashion in unpredictable patterns.

This particular hermit stays on, with little regard for changing fashion. It's hard to say what exactly binds this ghost to a garden-maze where he was originally hosted – unfinished business? Sense of duty? Quirky humor? Some lost trinket buried in the garden when his abode was torn down?

He shows and vanishes at random times, often inappropriate (he seems to have a penchant to interrupt couples seeking intimate discretion in the depths of gardens), delivering enigmatic, but deeply sounding riddles, statements, and even some occasional piece of actual advice.


2026-01-25

Fantasy NPC: Eternal Tenants, A Ghost of A Struggling Artist

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The Eternal Tenants, A Ghost Of A Struggling Artist

A translucent shape of pastel colors woven into an image of a young, somewhat scrawny man in worn cloths that used to be popular among artists a generation or two ago.

CR 5; 1,600 XP
CN Medium Undead (incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +18

Defense
AC 18, touch 18, flat-footed 13 (+4 deflection, +4 Dex)
hp 59 (7d8+28)
Fort +6, Ref +6, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee blinding touch +9 (5d6 plus blindness, Fortitude DC 17 partial)
Special Attacks conditional possession (DC 17)

Statistics
Str –, Dex 18, Con –, Int 13, Wis 11, Cha 19
Base Atk +5; CMB +5; CMD 23
Feats Ability Focus (Possession), Flyby Attack, Hover, Iron Will
Skills Fly +12, Knowledge (history) +11, Knowledge (local) +11, Perception +18, Profession (painter) +10, Sense Motive +10, Stealth +12
Language Common

Blinding Touch (Su) This attack deals 5d6 points of damage and blinds the touched target for 1d4+1 rounds. A successful Fortitude saving throw (DC 17) halves the damage and renders the target dazzled for 1 round instead. Creatures blinded by this ability see the surrounding world as an incomprehensible collage of colors and shapes, as if looking at an unfinished painting. The saving throw DC is Charisma-based.

Possession (Su) While within the boundaries of his lodging house, the Ghost Of Struggling Artist can attempt to posses a tenant or a lodger who is late with their rent as a standard action. A successful Will saving throw (DC 19) negates the attempt and makes the target immune to further attempts for the next 24 hours. The possession lasts until the next sunrise when the Ghost snaps back to his attic room, and the Ghost often uses the opportunity to leave the house and seek places to paint (and is often disrupted by sunrise when he tries to paint rising sun). The saving throw DC is Charisma-based.


Having a ghost in a lodging house is usually a problem. They are unruly, unresponsive to requests from the landlord and the tenants alike, they scare potential lodgers, and they don't pay for the space they haunt.

This expired lodger is all of that, and yet, his presence is not as unwelcome as it could be imagined, for his landlords found a use for him – always struggling, he died of sickness when he could not afford care and food because he paid his dues on time, and now he can possess those who are late with their rent – which is an excellent way of scaring the tenants into paying on time.

Well, aside of some enterprising art students, who deliberately get late with their rent to pass the paintings the Ghost makes in their bodies as their own at the academy...



2026-01-11

Fantasy NPC: The Eternal Tenants, A Ghost of A Peasant

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The Eternal Tenants, A Ghost Of A Peasant

A spectral silhouette in plain work clothes of a serf, carrying a hoe.

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

Defense
AC 19, touch 19, flat-footed 13 (+3 deflection, +5 Dex, +1 dodge)
hp 150 (20d8+60)
Fort +9, Ref +11, Will +15
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +20 (10d6 plus wild growth, Reflex DC 23 partial)
Special Attacks wild growth

Statistics
Str –, Dex 20, Con –, Int 13, Wis 13, Cha 17
Base Atk +15; CMB +15; CMD 38
Feats Defensive Combat Training, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will, Lunge, Mobility, Skill Focus (Handle Animals), Skill Focus (Profession [farmer])
Skills Fly +13, Handle Animals +26, Knowledge (nature) +21, Perception +9, Profession (farmer) +30, Stealth +13
Language Common
SQ dead man herding

Dead Man Herding (Su) Dead herd animals tended to be the Ghost Of A Peasant every day remains animate as zombies or skeletons. The Ghost Of A Peasant can tend up to 40 HD of dead animals at any one time.

Wild Growth (Su) When the Ghost of A Peasant touches someone, thorny vines and other plants sprout immediately from the ground, dealing 10d6 points of damage and entangle the victim for 1d4+1 rounds. A successful Reflex saving throw halves the damage and prevents becoming entangled. Where the Ghost passes over the soil (fertile or not), light vegetation sprouts, withering into dried remnants after 1d4+1 rounds.


It is a well known fact that landlords want their tenants to dutifully work their land and pay their rents without complaint... Usually.

Not this time, though. This tenant overstayed their tenancy by lifetime or two, dying while working the fields assigned to them, only to show up on the very next day to continue going through the motions of tending to the crops and the animals on the farm.

The first replacement tenant fled in terror, another stayed for some time before vanishing quietly without trace, another probably interfered with the Ghost's work and was found dead and strangled by the withered vines. The local priest tried to put the Ghost to the rest, unsuccessfully, a hired magician failed to destroy it either.

The lands passed between the owners and yet, the Eternal Tenant stays, tending the soil and the animals forever on unfazed by the changing world around.


2025-10-05

Fantasy NPC: Enner Liesth, Tangler Of Lineages

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Enner Liesth, Tangler Of Lineages

While impeccably dressed according to the current fashion, this man isn't much to look upon himself, even if his voice does capture the listeners' attention.

CR 4; 1,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +5; Senses see in darkness; Perception +14

Defense
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 45 (7d10+7)
Fort +3, Ref +10, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 15

Offense
Speed 30 ft.
Melee +1 sword cane +10/+5 (1d6+3)
Special Attacks wondrous perfumes (DC 15)
Spell-Like Abilities (CL 12th, concentration +15)
Constant—undetectable alignment

Statistics
Str 14, Dex 20, Con 12, Int 15, Wis 15, Cha 17
Base Atk +7; CMB +7; CMD 22
Feats Alertness, Combat Reflexes, Nimble Moves, Skill Focus (Perform [comedy])
Skills Bluff +13, Diplomacy +13, Knowledge (nobility) +12, Perception +14, Perform (comedy) +16, Sense Motive +14, Sleight Of Hand +15, Stealth +15
Language Abyssal, Common, Draconic, Infernal; telepathy 100 ft.

Know Desires (Su) After Enner Liesth has spent at least 1 minute conversing with a person, he can learn that person conscious preferences when it comes to romantic and/or intimate partners. Effects that block divination or telepathy thwart this ability. 

Wondrous Perfumes (Sp) Enner Liesth has a limitless supply of miraculous perfumes stored in little glass vials. A single splash can produce effects of alter self, eagle splendor, infernal healing, invisibility, silence, or sleep (heightened to 2nd level) on the user or an adjacent target that will last for up to 10 minutes. Alternatively, it can inflict 4d6 points of acid damage on a failed Reflex saving throw (using this form of perfumes on yourself automatically fails your Reflex saving throw) or cast arcane lock or knock on a door, window, or secret passage. He can lease up to three of such vials to others at any one time, with each vial containing a predetermined effect that can be used once within the next 24 hours. Splashing the perfumes from a vial doesn't provoke attacks of opportunity. And yes, he can lie about the contents of the vial.


Enner Liesth is tasked with tampering with noble lineages, undermining inconvenient succession, turning legitimacy questionable, and making sure there are ambitious royal bastards available for intrigues...

Not siring them himself, mind you, that would be preposterous. No, he operates as an advisor, arranger, and enabler, often in a guise of a courtly poet. He makes sure there are plenty of opportunities and the right mood. He might praise potential paramours to his intended target and turn off the legitimate partners, he might distract guards, chaperones, and spouses. He might arrange for potential witnesses to be elsewhere, or just at right time and place to be later able to give their testimony...


2025-09-21

Fantasy NPC: Needler Fine, The Tattooist

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Needler Fine, The Tattooist

A slender figure, with long and sinewy arms covered in abstract tattoos... Except you know that if you look close enough, long enough, you will see the inherent pattern, the shapes, you need to focus enough...

CR 8; 4,800 XP
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +10; Senses darkvision 60 ft.; Perception +18

Defense
AC 21, touch 16, flat-footed 15 (+3 armor, +6 Dex, +2 natural)
hp 102 (12d10+36); regeneration 5 (good or silver)
Fort +11, Ref +10, Will +11
DR 5/good or silver; Immune cold; SR 19

Offense
Speed 30 ft., climb 30 ft.
Melee 2 tattooing needles +15/+10/+5 (1d4+3, 17–20/×2)
Ranged tattooing needles +19/+14/+9 (1d4+3, 17–20/×2)
Special Attacks tattooing needles, unnerving gaze (30 ft., DC 19)
Spell-Like Abilities (CL 12th, concentration +15)
At Will—greater teleport (self with 50 lbs. of gear only)

Statistics
Str 14, Dex 22, Con 16, Int 15, Wis 17, Cha 17
Base Atk +12; CMB +14; CMD 30
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Initiative, Inscribe Magical TattooB, Nimble Moves, Skill Focus (Craft [tattoo])
Skills Acrobatics +21, Bluff +18, Climb +10, Craft (tattoo) +23, Intimidate +18, Linguistics +17, Perception +18, Sense Motive +18, Stealth +21
Language Abyssal, Common, Draconic, Infernal, and twelve other languages
SQ tattooing master

Tattooing Master (Su) Needler Fine can make tattooing process intensely pleasant, intensely painful, or both at the same time, or he can choose to make it perfectly tolerable, if somehow boring. He can even tattoo a sleeping person without waking them up, though they usually suffer from rather unpleasant dreams in meantime. Tattoos inked by Needler Fine are often easy to misread or misinterpret, with clients always seeing what they asked for, while others looking at them might see quite different images formed of the same lines, often reflecting the client's (or the observer's) secrets, sins, flaws, or past misdeeds.

Tattooing Needles (Su) Needler Fine has all the needles he'll ever need. He can always draw a new one as a free action if he is ever disarmed or throws it, and can attack with two of his needles without penalties. His tattooing needles count as +1 keen silver and cold steel daggers that ignore up to 10 points of damage reduction of living and undead corporeal beings. Dropped, stolen, or thrown needles turn into dust after an hour.

Unnerving Gaze (Su): A creature that succumbs to Needle Fine's unnerving gaze (or more accurately, his unnerving tattoos) becomes fascinated.


Needler Fine is a master of his art, but cruel and manipulative one. He will cover your body with tattoos that you will love, but for others, they will be a window into the darkest depths of your soul–or so they will think. He will cover your body with tattoos of highest quality, but you will suffer pain of highest quality in return. He will cover your body with tattoos you desire, but you will carve the pleasure of his needles piercing your skin again even more.


2025-07-20

Fantasy NPC: Mr. Chamomile, Tea-Maker

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Mr. Chamomile, Tea-Maker

An older man with an enigmatic smile, dressed in exotic robes of finest make.

CR 12; 19,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +3; Senses see in darkness; Perception +22

Defense
AC 27, touch 19, flat-footed 24 (+4 armor, +4 deflection, +3 Dex, +2 insight, +4 shield)
hp 168 (16d10+80)
Fort +11, Ref +15, Will +15
DR 10/silver and good; Immune fire, poison; Resist acid 10, cold 10; SR 23

Offense
Speed 30 ft.
Melee 3 animated silverware attacks +20 (3d6+4, ×2 plus blindness)
Space 5 ft.; Reach 5 ft. (30 ft with animated silverware)
Special Attacks scalding steam
Spell-Like Abilities (CL 16th, concentration +19)
Constant—foresight, mage armor, shield, shield of faith, undetectable alignment
At Will—greater infernal healing, greater teleport (self and 50 lbs. of equipment only), neutralize poison

Statistics
Str 16, Dex 16, Con 18, Int 15, Wis 17, Cha 17
Base Atk +16; CMB +19; CMD 38
Feats Blind-Fight, Blinding Critical (DC 26), Combat Reflexes, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Bluff +22, Diplomacy +22, Knowledge (local) +21, Knowledge (nature) +21, Perception +22, Profession (tea-maker) +22, Sense Motive +22, Stealth +22
Language Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Animate Silverware (Su) Mr. Chamomile fights by animating nearby tea utensils and silverware to strike his foes. He can make attack actions, full attacks, and attacks of opportunity using animated silverware with +1 enhancement bonus to attack and damage rolls. This animated silverware counts as silver and magic.

Scalding Steam (Su) Mr. Chamomile can conjure a cloud of scalding steam as a swift action, filling a 20-ft. spread within 30 ft., 10-ft. high, that lasts for 1d4+1 rounds and deals 4d6 points of fire damage to each creature that starts their turn in its area, and partially obscuring vision, granting concealment to anyone within or behind the cloud.


Mr. Chamomile is a proprietor of an exotic tea-house, overseeing numerous baristas serving teas of all kinds, along carefully matched snacks. He is affable, invariably polite, exchanging in a small talk and a lot of gossip with his guests. He also engages in bulk trade of tea leaves, flavored teas, and other herbs suitable for brewing beverages (though not coffee, which he detests).

He also happens to be a devil, using his business and connections to gather information,  incriminating personal details, and trade secrets. He might be also involved in a smuggling ring, dealing in both contraband object and people, though if it is really so, he does it through so many clueless intermediaries, that it can't really be traced to him.


2025-06-29

Fantasy NPC: Old Man Heat

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Old Man Heat

A tall, gnarly man clad in tatters weaves of dried straws, with a wide-brimmed straw hat.

CR 11; 12,800 XP
CN Medium Fey
Init +5; Senses low-light vision; Perception +38
Aura oppressive heat (100 ft.)

Defense
AC 25, touch 25, flat-footed 20 (+5 deflection, +5 Dex, +5 insight)
hp 132 (24d6+72); regeneration 10 (cold)
Fort +11, Ref +19, Will +15
Defensive Abilities eternal summer; DR 10/cold iron and magic; Immune fire
Weakness hatred of cold

Offense
Speed 30 ft.
Melee staff +17 touch (10d6 nonlethal plus heatstroke)
Special Attacks heatstroke (DC 22)

Statistics
Str 10, Dex 20, Con 16, Int 11, Wis 13, Cha 11
Base Atk +12; CMB +12; CMD 
Feats Acrobatic Steps, Alertness, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Improved Initiative, Nimble Moves, Skill Focus (Knowledge [nature]), Skill Focus (Perception), Skill Focus (Sense Motive), Weapon Finesse 
Skills Knowledge (nature) +33, Perception +38, Profession (agriculture) +28, Sense Motive +38, Stealth +32, Survival +28
Language Auran, Common, Sylvan

Eternal Summer (Ex) As long as Old Man Heat has a piece of summer itself, he will return, just like summer does every year.

Hatred Of Cold Old Man Heat hates being chilly. While he went far to shield himself from natural cold, he can still be forcibly exposed to magical coldness. When he fails a saving throw against cold effect he becomes staggered for 1d3 rounds. If the effect already causes staggered condition he becomes dazed for 1 round instead.

Heatstroke (Su) When Old Man Heat strikes anyone with his staff, he deals 10d6 points of nonlethal damage and the target becomes fatigued on a failed Fortitude saving throw (DC 22).

Oppressive Heat (Su) Old Man Heat is surrounded by a mantle of summer that fills the air with cloying, thick, humid heat, banishing fog and rain wherever he goes. All living creatures within area that lack protection against hot environment or 20 or more of fire resistance become fatigued until they leave the aura. All magical cold effects used within the area have to overcome spell resistance of 29.


Old Man Heat hates being cold, so he carries a piece of the hottest summer he ever experienced with him everywhere he goes. This way his aching joints don't have to experience the unbearable chill of winter, or fall, or spring.

While not outrightly malicious, Old Man Heat has little regard for wellbeing of others, either unwilling or incapable to understand that the heat he brings everywhere is too much for most people. He might lash angrily against anyone who would try to cool the area where he is as a reprieve — it might take a gentle touch and a bit of trickery to get him moving to liberate the local denizens from his presence.


2025-05-04

Fantasy NPC: The Four Ghosts Of The Stormfield Manor

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(slightly) less stat blocks and more (implied) story today. All of the listed NPCs are ghosts—Medium Undead with incorporeal subtype, channel resistance +4, with flying speed of 30 ft. with perfect maneuverability that speak Common and one or more local languages, and lack any ability to hurt each other whatsoever, aside of verbal barbs.

The Four Ghosts Of The Stormfield Manor

The Stormfield Manor is an estate that passed through hands of many knights, squires, and landowners. It owes its name to a vast heath dotted with standing stones—that seem to attract lightning strikes—starting at the border of the manor and extending across many leagues over the hills to the north and west.

The manor house itself, once fortified, was rebuilt a few times to fit the tastes of the current owner, and expanded to include gardens, orchard, and various outbuildings that were later abandoned and left in state of disrepair because the new owners had little interest in them or not enough money to adapt them to new purposes.

The few old owners still haunting the estate have a few bitter words about those expansions—being deeply critical of anything built after their demise, and highly defensive of their own additions.

Sir Halphrey The Jouster (CR 6, LN, Init +2, AC 19, 51 hp, Fort +9, Ref +5, Will +5, Atk corrupting touch +8, 6d6 damage, Fort DC 16 half, has an ability to summon a pair of spectral hunting hounds that track with supernatural acumen and +20 skill bonus. Int 13, Wis 13, Cha 17. He has +9 bonus in Diplomacy, Knowledge [nobility], Riding, Perception, and Stealth) was a proud and honorable, but boring and unimaginative knight, holding the Stormfield Manor as a fief in return for military service for his senior. He died of heart attack after receiving summons from his lord while preparing for a campaign against a neighboring magnate.

Sir Raeddin The Falconer (CR 5, CN, Init +4, AC 18, 42 hp, Fort +7, Ref +5, Will +5, Atk corrupting touch +7, 5d6 damage, Fort DC 16 half, can summon a spectral falcon that can attack one living creature within 100 feet with a +7 ranged touch bonus dealing 5d6 points of damage and staggering the target for one round, a DC 16 Reflex saving throw halves the damage and negates stagger. Int 11, Wis 10, Cha 18. He has +12 bonus in Bluff and Diplomacy, +8 in Perception, Handle Animal, Ride, and Stealth, and +4 in Knowledge [nobility] and Knowledge [local]) was the squire of sir Halphrey, and was given the Stormfield Manor when he came in his master's place after the latter's death. During his tenure, he has built a dedicated birdhouse—in place of his master's kennels, and spent most of his time hunting with his favorite falcon. While he was quite a charming man, he was also very whimsical, which was exacerbated by his utter lack of common sense. He died struck by a lightning strike after he climbed one of the lightning-attracting stones on the heath.

Boreveld Corem, Esq. (CR 4, NE, Init +1, AC 17, 38 hp, Fort +6, Ref +2, Will +3, Atk corrupting touch +3, 4d6, Fort DC 17 half. Int 15, Wis 13, Cha 16. He has +10 in Handle Animal, Perception, Profession (herding), and Stealth) was a well-off peasant, who married Sir Raeddin's widow (they had no issue). The recent shift from personal military service to land tax allowed him to become the lord of the manor despite no combat capabilities whatsoever. He invested heavily in sheep, profiting from selling wool, turning the fortunes for the manor, and building multiple barns.

After Boreveld death of bowel cancer, Aynwenn, the aging widow of the last two lords, sold the property to Tolleman Fyyrd (CR 6, LE, Init +2, AC 19, 39 hp, Fort +4, Ref +4, Will +8, Atk corrupting touch +9, 6d6, Fort DC 15 half. He can use telekinesis with CL of 12th every 1d4 rounds as a supernatural ability. Int 16, Wis 17, Cha 14. He has +12 in Appraise, Diplomacy, Knowledge [geography], Knowledge [nature], Linguistics, Profession [merchant], Profession [sailor], and Sense Motive, +20 in Perception, and +10 in Stealth), a successful merchant who sought a picturesque estate to retire away from his squabbling heirs and fawning sycophants. He oversaw construction of many amenities, and renovation of the house itself, as well as crypts beneath—which might have disturbed the spirits of prior owners. Master Fyyrd himself died in his sleep before he could fully enjoy the peaceful rustic life.

Now those four ghosts roam the estate, arguing over who is the rightful lord of the manor, and who are interlopers, each claiming to be the last legitimate master, denouncing the ways in which his successors acquired the land as unbecoming and invalid. Each of the newer ghosts in return berates the older owners as neglectful and envious of improvement done to the condition of the estate and upholding obsolete tradition of inheritance and ownership.


2025-04-06

Fantasy NPC: Schaart Of The Myrror Realm

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Schaart Of The Myrror Realm

A figure made of mirror-shards, each reflecting a distorted, mismatched body part belonging to someone else.

CR 9; 6,400 XP
CN Medium Construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +14

Defense
AC 23, touch 19, flat-footed 18 (+4 deflection, +4 Dex, +1 dodge, +4 natural)
hp 105 (10d10+50)
Fort +6, Ref +10, Will +10
Defensive Abilities all-around vision, enhanced durability 3, evasion, hardness 8; Immune construct traits

Offense
Speed 30 ft.
Melee 4 claws +14 (1d6+4, 18–20/×2)
Special Attacks mirror attacks, sneak attack +1d6
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith, tongues
At will—make whole

Statistics
Str 18, Dex 18, Con –, Int 15, Wis 19, Cha 15
Base Atk +10; CMB +14; CMD 33
Feats Dirty Fighting, Combat Reflexes, Improved Initiative, Dodge, Wind Stance
Skills Perception +14, Sense Motive +14, Sleight Of Hand +14, Stealth +14
Language Aklo, Common; tongues

Enhanced Durability 3 (Ex) Schaart Of the Myrror Realm has +3 racial bonus to all of its saving throws, and gains 3 additional hit points per HD.

Mirror Attacks (Ex) Schaart Of The Myrror Realm has 5 feet of melee reach from any mirror or reflective surface within 30 feet that it can see, allowing it to make unexpected attacks at weird angles and flank opponents on its own.

Steal Reflection (Su) Schaart Of The Myrror Realm can steal pieces of reflection from living beings by capturing them in properly set mirrors. When the desired part of a person is being reflected in the mirror within line of sight of Schaart, the mirror has to be broken and the piece of reflection is captured (though it is possible that a different part than the one Schaart wanted to steal will be reflected because the angle was wrong). Target who was prepared for the event, warned, or has uncanny dodge, foresight or other ability that allows reacting when surprised can make a Reflex saving throw (DC 19) to avoid having part of its reflection stolen. A person who lost part of their reflection to this ability is slowly growing ill suffering 1d3 points of Charisma damage each day, until the curse is broken with break enchantment, remove curse, dispel chaos, or the piece of mirror containing the reflection is ground into dust. The saving throw is Dexterity-based.


Schaart Of The Myrror Realm is a fluke, an accident, a unique being formed in a disaster that involved a bunch of magic mirrors. Despite its singular nature, it does share desire of many other beings for companionship of other entities similar to itself, to assemble a new creature that would share its nature, an animate sapient composite mirror reflection. With that goal in mind, Schaart seeks to capture as many reflections as possible, hoping to combine the collected mirror images into its mate. Will it actually work, though?


2025-03-30

Fantasy NPC: Huntmaster Alvaris, Arranger Of Accidents

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Huntmaster Alvaris, Arranger Of Accidents

A dashing young man in the most fashionable hunting attire, with a devilishly charming smile and cold eyes of a dedicated hunter.

CR 8; 1,600 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft.; Perception +20

Defense
AC 21, touch 18, flat-footed 21 (+3 armor, +5 Dex, +1 dodge, +2 insight)
hp 102 (12d10+36)
Fort +11, Ref +11, Will +11
Defensive Abilities alert hunter, stray arrow; DR 5/good and silver; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 30 ft.
Melee +2 animal bane spear +17/+12/+7 (1d8+5, ×3)
Ranged +2 animal bane composite longbow +19/+14/+9 (1d8+5, ×3) or +17/+17/+12/+7
Special Attacks feral amok, hunter is prey

Statistics
Str 16, Dex 20, Con 16, Int 15, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 33
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff +17, Disguise +17, Knowledge (nature) +17, Knowledge (nobility) +17, Perception +20, Ride +20, Sense Motive +20, Survival +20
Language Celestial, Common, Infernal, Sylvan; telepathy 100 ft.
SQ change shape (alter self)

Notable Gear +2 wild padded armor (high quality hunting attire), +2 animal bane spear, +2 animal bane composite longbow

Alert Hunter (Su) Huntmaster Alvaris gains +2 insight bonus to AC, Perception, Sense Motive, and Survival checks. He can always act in the surprise turn, and doesn't lose his Dexterity bonus to AC when flat footed or against unseen attackers.

Feral Amok (Su) Huntmaster Alvaris can incite aggression in nearby animals, targeting one animal within 60 feet as a swift action, or any number of them as a standard action. Targeted domesticated animals become agitated for 1d4 rounds—horses attempt t0 throw off their riders, hunting dogs and raptors attack their handlers, and other domesticated animals might bolt and run, while wild animals attack in rage, gaining +4 morale bonus to Strength and Constitution and +2 morale bonus to Will saves. Animal companions, animal cohorts, and similar animals sharing special bond with their handlers can make a Will saving throw (DC 18) to avoid attacking their masters. Handlers and riders can try to retain control over their animals as a standard action by making Handle Animal or Ride check, as appropriate, against the same DC. This is an emotion compulsion effect.

Hunter Is Prey (Su) Huntmaster Alvaris can forcibly transform one touched animal or humanoid into a Small, Medium, or Large animal native to the region. This acts as polymorph, except it can affect unwilling target and lasts for 2d6 hours (Huntsman Alvaris can't dismiss it earlier, though it ends if he is killed or banished from the same plane). Affected target reads as animal to magic that detects animals (though true seeing reveals the victim's true form), and becomes vulnerable to animal bane weapon property. A successful Fortitude saving throw (DC 18) renders the target immune to this effect for 24 hours.

Stray Arrow (Su) As an immediate action, Huntmaster Alvaris can redirect a physical projectile aimed at a target within 60 feet (including himself) against another target within the same area. Critical hit multiplier of such redirected attack is increased by one.


Huntmaster Alvaris is a professional, specializing in arranging discreet hunting accidents. His services can be acquired for a favor or two (which he trades to devils in the area to push the infernal agenda), though he is always willing to accept a soul if someone is in hurry or bad at making such deals.

He loves his job and likes to play with and trick his victims, and can occasionally offer an extra casualty or two, free of charge. He doesn't like to finish the victim himself–seeing that as failure on his part—though he will do that if that will be necessary to fulfill the contract if other tricks and arrangements failed to complete the job.