2020-02-23

Monster: Gelibear Swarm

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Gelibear Swarm

A swarming mass of tiny, translucent, vaguely-bear shaped blobs of colorful jelly.


CR 4; XP 1,200
N Tiny Ooze (swarm)
Init +0; Senses blindsight 30 ft., scent, tremorsense 120 ft.; Perception +0

Defense
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 54 (12d8)
Fort +4; Ref +4; Will +4
Defensive Ability leftovers, swarm traits

Offense
Speed 30 ft., climb 30 ft.
Melee swarm (3d6 plus distraction and sticky)
Special Attacks distraction (DC 16), sticky (DC 16)

Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 1
Base Atk +9; CMB —; CMD —

Ecology
Environment urban, ruins
Organization solitary, pack (2–5 swarms)
Treasure potentially tasty leftovers

Special Abilities


Leftovers (Ex) A dispersed gelibear swarm leaves sticky residue that turns the ground into difficult terrain for 1d4+1 rounds after their destruction. If the swarm was destroyed with cold damage or within area of severe cold, it acts as caltrops, if destroyed with fire damage or within area of severe heat, it acts as grease.

Sticky (Ex) Any creature starting its turn within or moving through gelibear swarm gains entangled condition and has to make a Reflex saving throw (DC 16) to avoid being stuck to ground. Either effect lasts for 1 round. A stuck creature can take a standard action and try to free itself with Strength or Escape Artist check against the same DC. Application of either universal solvent or acid/fire damage frees the stuck creature as well. The saving throw DC is Constitution-based.


Gelibear swarms are colonial oozes that resemble certain gelatinous treat. Their appearance suggest deliberate breeding sometime in the past.


2020-02-16

Monster: Kyklopokynos

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Kyklopokynos

A big, short-muzzled dog with a single eye in the middle of its forehead.


CR 3; XP 800
N Medium Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +10

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6; Ref +6; Will +2
Defensive Ability evasion

Offense
Speed 50 ft.
Melee bite +6 (2d4+3 plus grab)
Special Attacks marked prey

Statistics
Str 14, Dex 14, Con 14, Int 2, Wis 13, Cha 13
Base Atk +4; CMB +6 (+10 grab); CMD 18 (22 vs. trip)
Feats Combat Reflexes, Improved Initiative
Skills Perception +10, Sense Motive +10; Racial Modifiers +4 Perception, +4 Sense Motive
SQ empathy

Ecology
Environment underground
Organization solitary, pair, pack (3–10)
Treasure incidental

Special Abilities


Empathy (Ex) Despite their animal intelligence, kyklokynoi seem to understand general intent of communication, reading the meaning behind it, though they are still confused by abstract concept and ideas that are not easily comprehensible to beasts. Additionally, they treat Sense Motive as a class skill.

Marked Prey (Ex) Kyklopokynos can focus its attention on a specific target within its scent range as a swift action, gaining +1d6 points bonus to damage inflicted, +4 bonus to saving throws against mind-affecting effects that would stop the kyklopokynos from pursuing its prey, +4 bonus to Perception and Sense Motive checks, and ability to track the target using Perception skill. Marked prey lasts until the target is dropped below 0 hit points, 24 hours passes, or the dog has its memory of the prey erased or otherwise manipulated. Kyklopokynos can't select a new prey while the previous mark lasts.


Kyklopokynoi are magical dogs gifted with a degree of insight into sapient minds and powerful hunting focus.

Young kyklopokynos (CR 2) can act as a familiar (caster level 3rd). Tiny kyklopokynoi puppies occasionally form swarms that can be as much playful as they are destructive (CR 4; 10d8 HD, 2d6 swarm damage).

2020-02-09

Fantasy NPC: Herald Of Bitter Memories

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Herald Of Bitter Memories

A bald man with pale blue skin, sunken cheeks, and dark eyes, wearing baggy, steel-gray frock.

CR 7; 3,200 XP 
NE Medium Undead
Init +8; Senses darkvision 60 ft., deathwatch; Perception +20

Defense
AC 20, touch 18, flat-footed 16 (+4 deflection, +4 Dex, +2 natural)
hp 85 (10d8+40); fast healing 5
Fort +7, Ref +7, Will +10
Defensive Abilities phase shift; DR 10/magic and silver; Immune undead traits

Offense
Speed 30 ft., fly 30 ft. (good)
Melee 2 slams +13 (1d4+6), razor tongue +13 (1d4+6 plus memory probe)
Special Attacks memory probe
Spell-Like Abilities (CL 10th, concentration +14)
Constant—deathwatch, greater magic fang
At Will—call spirit (DC 19), desecrate (when cast on a fresh grave, lasts permanently), speak with dead (DC 17)

Statistics
Str 18, Dex 18, Con —, Int 17, Wis 17, Cha 19
Base Atk +7; CMB +11; CMD 29
Feats Alertness, Combat Reflexes, Deceitful, Improved Initiative, Run
Skills Bluff +19, Disguise +19, Fly +21, Knowledge (religion) +16, Perception +20, Sense Motive +20, Stealth +17

Language Common, Necril, Undercommon
SQ awaken memories

Awaken Memories (Sp) Herald Of Bitter Memories can spend a minute whispering to a corpse or an undead creature unlocking its past memories... And distorts them so they will exaggerate the bad and diminish good moments of the victim's lives. When used on mindless undead, or those with animalistic intelligence, it has the same effects as awaken spell, though it makes the newly sapient undead evil. When used on undead that are already fully sapient, it merely makes them more bitter and hateful of those whom they knew in life. Dead corpses who are subject to awaken memories are turned into immobile, mostly powerless undead shells, that can only observe their surroundings, speak their bitter minds, and at worst lash at those who come into their reach with unimpressive slam or claw attack (an attack of opportunity with +4 bonus, dealing 1d4+4 points of bludgeoning or slashing damge, depending on state of the corpse). Such undead shells can be turned into awakened skeletons or zombies with further casting of animate dead.

Memory Probe (Su) Herald can extend his tongue and use it to lash at his enemies, dealing slashing damage and probing the victim's mind for a painful memory (Will save against DC 19 negates), which grants knowledge of such event to the Herald and renders the victim staggered for 1 round. This is mind-affecting and necromancy effect that ignores mind-affecting immunity of sapient undead. The saving throw DC is Charisma-based.

Phase Shift (Su) Herald Of Bitter Memories can become incorporeal as a swift action, gaining all the benefits and limitations of an incorporeal subtype and special quality. This effect lasts for a number of rounds equal to Herald's Charisma bonus (4) after which he turns corporeal and can't use it again for a minute.


Neither ghost, nor vampire, the Herald Of Bitter Memories seems to be feeding on, or at least enjoying souring the memories of the dead, and the memories that living have about them. He travels masquerading as a simple itinerant monk or priest, attending an occasional funeral or speaker with the dead, offering communication with the departed. It never ends well, though he is most delighted, when such events turn bad revealing the past malice without him having twist the truth.


2020-02-02

Monster: Bearded Serpentworm

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Bearded Serpentworm

A monstrous serpentine beast, covered in scales and bony plates. Where it jaw should be, a mane of tendrils writhes.


CR 11; XP 12,800
N Huge Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, thoughtsense 60 ft.; Perception +21

Defense
AC 25, touch 13, flat-footed 20 (+5 Dex, –2 size, +12 natural)
hp 147 (14d10+70)
Fort +14; Ref +14; Will +10
Immune mental ability damage, drain, and penalties, mind-affecting effects

Offense
Speed 50 ft., burrow 30 ft.
Melee stinger +19 (6d6+7 plus neurotoxin) or tail slap +20 (4d6+7 plus trip), tendrils +14 touch (neural drain)
Space 15 ft.; Reach 15 ft.
Special Attacks tail sweep

Statistics
Str 24, Dex 20, Con 20, Int 2, Wis 19, Cha 13
Base Atk +14; CMB +23; CMD 38 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (tail-slap)
Skills Perception +21
SQ no breath

Ecology
Environment underground
Organization solitary, pair
Treasure incidental

Special Abilities


Neural Drain (Su) A living, non-mindless creature touched by a bearded serpentworm tendrils falls into a strange fugue state on a failed Will saving throw (DC 18) becoming dazed. At the beginning of each of their turns, the victims can make another Will saving throw to recover from this state. Creatures that spend three continuous rounds in this state become fatigued. After spending a total of five rounds in this state, victims become exhausted, and after seven rounds, they drop unconscious until subject to heal or comparable effects capable of healing permanent brain damage. This is a mind-affecting effect. The saving throw DC is Charisma-based.

Neurotoxic Poison (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 3 rounds, effect 1d3 Int, Wis, and Cha damage, cure 1 save. Bearded serpentworm's poison wrecks havoc with the victim's brain and makes them more susceptible to the neural drain attack. The saving throw DC is Constitution based.

Tail Sweep (Ex) As a full-round attack, a bearded serpentworm can sweep its tail, making single tail slap attack against everyone within its reach.


Bearded serpentworms are monstrous invertebrates covered in scaly carapaces that seem to feed on psychic energies of living creatures. They show cunning of animal predators, though all the divinations read them as completely mindless vermin and they don't respond to communication attempts. While they don't seem to be hurt by water, they avoid it at all costs, even if it means abandoning their hunt on weakened prey.

Bearded serpentworms try to affect multiple creatures with their neural drain, never attacking creatures that are already dazed or unconscious. Neither they attack creatures that are hidden from their thoughtsense, though they will defend when attacked by such creatures.  They stop their attacks and leave after multiple creatures spend extended number of rounds dazed by their neural drain (typical a total of 10 rounds per serpentworm, though larger specimen seemingly need longer periods to sate their psychic hungers).


2020-01-26

Monster: Stone Flake

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Stone Flake

A number of pebbles whirl around a stone as it floats in air.


CR 2; XP 400
N Small Outsider (air, earth, elemental)
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 16 (2d10+5)
Fort +4; Ref +4; Will +1
DR 5/—; Immune elemental traits; Resist acid 5, cold 5, electricity 5, fire 5

Offense
Speed fly 20 ft. (perfect); air floating
Melee 3 slams +4 (1d3+1)
Space 5 ft.; Reach 10 ft.
Special Attacks pebble side-smack

Statistics
Str 12, Dex 12, Con 12, Int 2, Wis 13, Cha 5
Base Atk +2; CMB +2; CMD 13 (can't be tripped)
Feats Toughness
Skills Fly +15, Perception +5
SQ pocket tornado

Ecology
Environment wind-swept mountains and deserts
Organization solitary, pair, swarm (3–12)
Treasure incidental

Special Abilities


Air Floating (Ex) Stone flakes can fly, ignoring typical difficult terrain and obstacles, though they can't rise higher than 10 feet above the ground.

Pebble Side-Smack (Ex) A stone flake gains +1 circumstance bonus to attack rolls against targets benefiting from cover or shield bonus to AC.

Pocket Tornado (Ex) A stone flake  can take a standard action to extinguishes non-magical candle-sized or smaller fires within 10 feet, throws around lose papers and other light objects, and repel mundane insects.


Stone flakes are lesser elementals of intertwined wind and rock. Unlike classical elementals, their intellectual capacity is merely on par with mundane animals, though they show individual personality traits more often—some of them can be quite curious and playful, while others are stubborn, recluse, or aggressively territorial.

A stone flake can be selected as an improved familiar, requiring caster level 5 to bond.


2020-01-19

Fantasy NPC: Herald Of Misfortune, Lord High Gremlin, Gbun Shpox

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Herald Of Misfortune, Lord High Gremlin, Gbun Shpox

An oversized green and black imp, with oily hairs, wide, teethed grin, and wide bat-like ears.

CR 6; 2,400 XP 
CN Medium Fey
Init +7; Senses low-light vision; Perception +16

Defense
AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 66 (12d6+24)
Fort +6, Ref +11, Will +9
Defensive Abilities evasion, killing curse, uncanny dodge; DR 10/cold iron and magic; SR 17

Offense
Speed 30 ft.
Melee 2 claws +10 (1d4+2)
Special Attacks gremlin supreme, sneak attack +3d6
Spell-Like Abilities (CL 12th, concentration +13)
At Will—bestow curse (DC 14), detect curse, dimension door, remove curse, vanish

Statistics
Str 16, Dex 16, Con 14, Int 13, Wis 13, Cha 13
Base Atk +6; CMB +9; CMD 29
Feats Combat Reflexes, Defensive Maneuver Training, Dirty Fighting, Dodge, Improved Initiative, Weapon Focus (claw)
Skills Bluff +16, Disable Device +13, Escape Artist +18, Perception +16, Sense Motive +16, Sleight Of Hand +18, Stealth +18

Language Common, Sylvan, Undercommon
SQ gremlin throngs

Gremlin Supreme (Su) What Gbun Shpox speaks, lesser gremlins obey. A successful Will saving throw (DC 17) renders a gremlin immune to this effect for the next 24 hours. It is a charm, mind-affecting effect. The saving throw DC is Charisma-based.

Gremlin Throngs (Su) Gbun Shpox's mere presence attracts more and more gremlins to the region, though some say, that they spawn out of dirt and discarded food in his presence, instead of merely coming to him.

Killing Curse (Su) Killing Gbun Shpox brings great misfortune on his killer, the witnesses, and the land itself. The killer suffer persistent –4 penalty to saving throws against curses and to any checks made to remove curses. Additionally, all curses affecting the killer have their potency doubled, including all their effects and their effective caster level for purpose of removing them. The witnesses of Gbun Shpox death suffer –4 penalty to attack rolls, saving throws, and any opposed ability and skill checks made against gremlins. The region where the Lord High Gremlin died is cursed with misfortune and continuously growing gremlin presence.


Gbun Shpox, Herald Of Misfortune, Lord High Gremlin, Gremlin Supreme, guide of Gremlin Throngs, etc., etc., is a gremlin of great stature and power. Or so he thinks of himself.... And apparently the other gremlins too, most of the time. He is a traveling nuisance, bringing chaos, curses, and more gremlins where he goes. He sees himself as benign semi-divine entity, though he is easily bored and seeks more entertainment.

While Gbun Shpox can be defeated and killed, it will be only a matter of time before another gremlin rise to claim the mantle of Lord High Gremlin.


2020-01-12

Fantasy NPC: Anasathiel, The Herald Of Truth

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Anasathiel, The Herald Of Truth

A short and a bit pudgy youth, in bright white robes, with a feathery mantle. His eyes seem to glow with an unearthly light, and his smile is quite disarming.

CR 3; 800 XP 
LG Medium Outsider (angel, extraplanar, good, lawful)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Aura truth (1 mile)

Defense
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 dodge)
hp 30 (4d10+8); fast healing 2
Fort +3, Ref +6, Will +6; +4 vs. poison
DR 5/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense
Speed 30 ft., fly 30 ft. (average)
Melee 2 slams +6 (1d4+2)
Special Attacks holy strikes
Spell-Like Abilities (CL 4th; concentration +6)
Constant—shield of faith
At Will—light, mending, prestidigitation
2/day—cure moderate wounds, lesser restoration, spiritual weapon (+6, 1d8+1)

Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 15, Cha 15
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Endurance, Diehard
Skills Fly +9, Heal +9, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Perform (sing) +9, Spellcraft +9

Language Abyssal, Celestial, Common, Infernal; truespeech

Aura Of Truth (Su) Where Anasathiel goes, the truth prevails. Any sapient creature within 1 mile of Anasathiel's location that attempts to lie has to succeed a Will saving throw (DC 14) to do so. On a failed saving, it feels compelled to say the truth. Each time a creature fails a saving throw against aura of truth, it gets a cumulative –1 penalty to saving throw, resetting every day after the creature rests for at least eight hours. Aura of truth doesn't prevent avoiding answering or using misleading answers, only speaking an actual lie triggers the saving throw, though the speakers are unaware of that. This is a mind-affecting compulsion effect. The saving throw DC is Charisma-based. Anasathiel himself never lies.

Holy Strikes (Su) Anasathiel is not an impressive combatant, but his slam attacks are considered magic, good, lawful, cold iron, and silver weapons, and deal additional 1d4 points of damage to creatures with chaotic or evil subtypes.


Anasathiel is a friendly and helpful angel who wishes to share with the mortals the gift of truth that he bears... But for reasons that are beyond his comprehension, the mortals seem to be baffled and annoyed by this blessing more than appreciating it. He had been run out of multiple settlements by now. While he is almost sure that it must be some sort of recurring misunderstanding, he slowly starts to suspect a ploy by some vile but petty fiends to deny the mortals the enlightening presence of truth.

Anasathiel can fold his celestial wings so they look like a mantle over his simple, always clean robes.