2018-03-11

Monster: Storm Lady Harpy

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Harpy, Storm Lady

A woman with bird-like talons and wings. Her feathers are vivid blue in color and crackling with lightning.


CR 5
; XP 1,600
CE Medium Monstrous Humanoid
Init +8; Senses darkvision 60 ft.; Perception +13

Defense

AC 18, touch 17, flat-footed 13 (+2 deflection, +4 Dex, +1  dodge, +1 natural)
hp 52 (7d10+14)
Fort +4, Ref +9, Will +8
Defensive Abilities wind mantle; Immunities captivating song; Resist cold 10, electricity 10, sonic 10

Offense
Speed 20 ft., fly 80 ft. (good)
Melee 2 talons +10 (1d6+3)
Ranged 2 lightning arcs +11 touch (3d6 electricity)
Special Attacks pillar of winds

Statistics
Str 16, Dex 19, Con 14, Int 11, Wis 16, Cha 21
Base Atk +7; CMB +10; CMD 27
Feats Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +18, Intimidate +15, Knowledge (nature) +7, Perception +13
Languages Auran, Common

Ecology
Environment temperate marshes and mountains
Organization solitary, pair, or leading a flight of harpies
Treasure standard

Special Abilities


Lightning Arcs (Su) A storm lady harpy can project 30-ft. long arcs of lightning with a range of 60 feet. Lightning arcs are natural ranged touch attacks and deal electricity damage.

Pillar Of Winds (Su) A storm lady harpy can create a thin whirlwind of intense wind in an unoccupied square within 60 feet, extending upward a 100 feet or until it reaches some sort of solid ceiling. Pillar of winds blocks line of effect and any Large or smaller creature attempting to pass it, or pushed inside is thrown 1d4 × 5 feet in a random direction, suffering 1d6 points of damage if forced into a solid obstacle. Pillar of winds lasts for 1d4+1 rounds if created with a standard action, or until the beginning of the storm lady's next turn if created as a swift action. If a pillar of winds is struck with electricity damage, it becomes charged with crackling lightning, dealing 3d6 points of damage to any creature entering or forced into it. All creatures starting their turn adjacent to a charged pillar of wind have to make a Reflex saving throw (DC 18) or suffer the damage as well.

Wind Mantle (Su) A storm lady harpy in combat is surrounded by crackling lightning and winds that grant her +2 deflection bonus to AC, provide her concealment against ranged attacks, and grants her evasion.


Storm lady harpies are descendants of thunder gods and spirits mingling with harpies, distinguished from their siblings by their vivid plumage and inherent command over lightning and winds. No less vicious than their mundane sisters, storm ladies tend to be smarter, cleaner, and more fickle. Many of them lead flights of harpies as a sort of shaman-queens. A few grow even more powerful leading whole tribes of harpies composed of multiple flights.

2018-03-07

Paizo Announces Pathfinder 2nd Edition

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Pathfinder 2nd Edition is Coming!

As the post title says, Paizo announced incoming second edition of Pathfinder being planned. At the moment they want to release public betatest later this year in August and then release the final version somewhere in 2019.

You can find some general information about plans >here<, on (recently redesigned) Paizo website.

The second edition promises introduction of 10th level of spells, inclusion of all eleven core classes from the first edition core rulebook plus the alchemist. I'd like to see a bit more of the classes there but we get what we get. Archetypes that were introduced in Advanced Player's Guide will be introduced from the start of second edition. Paizo promises streamlining of various rules, including redesign of action economy: three generic actions and one reaction per turn, no action types, though some activities will consume more than one action—most spells will use two actions for example. Goblins will become playable characters... 

It's interesting development, although I am at the same time a bit wary. It will probably be based on some of the directions taken by Starfinder, and while some of them were good, some of them were rather unimpressive. One of the things that meshes badly with me is being "Golarion-infused". I'd much prefer it to be setting-agnostic.

I wasn't expecting that announcement but at the same time I am not surprised. Pathfinder will be ten years old next year. Many rules could use improvement, many things introduced after the game was created could use moving into the core rules. Will it be done well? We'll see a glimpse of it in half a year, and the final version next year.

Some more information about new edition can be gleamed in >Playtest FAQ<.

2018-03-04

Monster: Wraithblade

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Wraithblade

A sword hovers in the air, outlined by a ghostly glow.


CR 4
; XP 1,200
CE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +10

Defense

AC 17, touch 17, flat-footed 13 (+3 deflection, +4 Dex)
hp 45 (6d8+18)
Fort +5, Ref +6, Will +6
Defensive Abilities channel resistance +4, possessed object; DR 5/adamantine and magic; Immunities undead traits
Weakness susceptible to ghost touch weapons

Offense
Speed fly 30 ft. (perfect)
Melee +1 bastard sword +8 (1d10+4/19–20/×2 plus energy drain)
Special Attacks create spawn, critical energy drain (1 level, DC 16), empowered slash, lead the dance

Statistics
Str 16, Dex 18, Con —, Int 11, Wis 13, Cha 16
Base Atk +4; CMB +7; CMD 24
Feats Combat Reflexes, Flyby Attack, Improved Initiative
Skills Acrobatics +10, Fly +21, Knowledge (nobility) +6, Perception +10

Ecology
Environment ruins, urban
Organization solitary, pair
Treasure +1 bastard sword (cursed)

Special Abilities


Create Spawn (Su) When a humanoid wielding a magic sword is killed by negative energy levels bestowed by a wraithblade, the victim's weapon has to succeed a Will saving throw (DC 16). It becomes corrupted on a failed save gaining wraithblade weapon curse and its wielder rises 1d4 rounds later as an uncontrolled wraithblade.

Critical Energy Drain (Su) On a confirmed critical hit, a wraithblade bestows 1 negative energy level and gains 5 temporary hit points.

Empowered Slash (Su) A wraithblade can take a swift action to imbue its next strike with great power, dealing 2d6 of extra damage with its next attack.

Lead The Dance (Su) A wraithblade can take a swift action to redirect a dancing weapon or a dancing shield within its line of sight, commanding it to attack its owner or protect the wraithblade if the wraithblade wins an opposed Charisma check with the owner of the targeted item.

Possessed Object A wraithblade is an intangible undead spirit possessing a magical blade. Like an object, a wraithblade receives half the damage from energy attacks, and is treated as both an attended magical object and a creature. It is immune to extra damage from critical hits, sneak attacks, and similar effects. Reducing a wraithblade to 0 hit points destroys the spirit leaving the weapon behind. Each point of damage beyond 0 is dealt to the weapon, possibly destroying the weapon with excessive damage, except for damage that could not affect object, such as from positive energy or magic missile. Disintegrate and similar effects destroy the weapon if the wraithblade is reduced to 0 or less hit points. A wraithblade can be healed by mending, make whole and other effects that repair objects in addition to being healed by negative energy as an Undead.

Susceptible To Ghost Touch Weapons Weapon with a ghost touch magic property ignores wraithblade's damage resistance and immunity to extra damage from critical hits and sneak attacks.


Wraithblades are violent spirits bound to magic weapons, fighting and killing forever until destroyed. Even after their destruction they can continue to bring doom to others, for anyone killed while wielding a sword salvaged from a wraithblade will rise as a wraithblade soon enough. Wraithblades rarely remember their mortal lives, being fixated on combat, though they almost never fight each other unless magically controlled by another force.

Anyone viewing a wraithblade with a see invisible, true seeing, or similar ability, can perceive a faint ghostly outline of a fencer wielding the sword itself.

Some wraithblades can be bound to different weapons, with more powerful wraithblades wielding more powerful ones.


Wraithblade Weapon Curse Anyone wielding the cursed weapon does not drop it due to fear or unconsciousness, always fails Constitution checks made to stabilize, and rises as an uncontrolled  wraithblade 1d4 rounds after death.

2018-02-25

Seven Young Fists: Bottomless Belly

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Bottomless Belly

A plumpy youngster with grey and white skin, black hair, and ever-present smile. He wears a loose green-hemmed black robe adorned with golden thread.

CR 1/2; XP 200
Male araiguma illusionist 1
CG Medium Humanoid (kemonomimi)
Init +2; Senses low-light vision; Perception +3

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +4 vs. ingested disease and poison

Offense
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks blinding ray (7/day, 30 ft., +2 to hit)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 16), disguise self (DC 16)
0 (at will)—ghost sound (DC 15), mage hand, prestidigitation

Statistics
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats AlertnessBScribe ScrollB, Spell Focus (Illusion)
Skills Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +3, Sense Motive +3, Sleight Of Hand +8, Spellcraft +8
Language Common, Sylvan, Celestial, Giant, Tengu, Vanara
SQ arcane bond (raccoon familiar), coon affinity, extended illusions (+1 round), happy belly

Notable Gear potion of cure light wounds, courtier's outfit for formal occasions, seemingly endless supply of snacks.


Bottomless Belly is the second of the Seven Young Fists, a group of idealistic kemonomimi warriors fighting the bandits, the corruption, and the monsters troubling common folk across the land.

Bottomless Belly is a friendly, happy, curious, facetious, and seemingly blundering jester—though his apparent clumsiness is mostly an act. He's the smartest of the Seven Young Fists, even if he does not always acts like that, usually hiding behind harmless shenanigans and jests in peace, or resorting to outlandish plans when facing adversaries. True to his name, Bottomless Belly is a voracious eater and connoisseur of fine food though he is rather light-weight when it comes to alcohol.

Bottomless Belly has a familiar named Nibbler, an equally friendly, curious, and apparently clumsy raccoon.

2018-02-18

Fantasy NPC: Drakon Demiurgos Kosmon

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Drakon Demiurgos Kosmon

A bipedal anthropomorphic dragon with hide of dark grey and black.

CR 1; XP 400
N Medium Dragon
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +2

Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d12)
Fort +3, Ref +3, Will +5
Defensive Abilities environmental adaptation, rejuvenation, unrestrained creation; Immune paralysis, starvation, thirst; SR 16
Weakness susceptible to sleep

Offense
Speed 30 ft., fly 30 ft. (average)
Melee 2 claws +2 (1d4)

Statistics
Str 10, Dex 10, Con 10, Int 19, Wis 15, Cha 13
Base Atk +2; CMB +2; CMD 12
Feats Hover
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Profession (writer) +5; Racial Modifiers +10 bonus to Knowledge checks made to identify creatures and discern their weakness and strengths
Language Aklo, Common, Draconic, Giant, Sylvan; tongues
SQ create worlds, seed species, sleep through, starflight

Create Worlds (Sp) Drakon Demiurgos can create a rift leading to a newly formed pocket demiplane by spending 1d4 hours in concentration in the place where the rift will be formed. He can make a Knowledge (geography) check to determine the general physical features of the started demiplane, Knowledge (nature) to determine primary weather conditions, or Knowledge (planes) to set overall cosmological conditions, with the check result of 14 setting single vague quality, with one additional quality determined for every 5 points above 14. Once created, the new demiplane slowly expands and shapes itself around the defining conditions, independently of Drakon Demiurgos will, intent, or attention, though it takes years or centuries for most changes. The newly created demiplane remains anchored to the point where it was created, with the passage taking form of a visible rift or portal, or concealed as a natural feature corresponding to the demiplane's dominant feature (such as via burrow under the roots of a large tree for a forest-themed demiplane).

Environmental Adaptation (Ex) Drakon Demiurgos can adapt to natural conditions of a planet, plane, or interplanetary void in 1d4 rounds, and breathe the local natural atmosphere. Drakon Demiurgos is dazed but unharmed while he adapts.

Rejuvenate (Su) When killed, Drakon Demiurgos reforms on a random demiplane of his creations somewhere in the universe after 1d10 years. 

Seed Species (Sp) Drakon Demiurgos can prod a newly created demiplane into forming new creatures that will evolve as the demiplane expands, though it might take years, centuries, or even millennia before the desired species emerge—with higher CR creatures usually taking much longer time to develop. Drakon Demiurgos can predetermine or more traits of the incoming species and make a Knowledge check of the type associated with the species type (arcana, dungeoneering, nature, local, planes, or religion). The seeded species will show one of the desired traits with the check result of 14, plus one additional trait per 5 rolled above 14. It will also posses other traits determined by conditions of the demiplane, circumstances of its evolution, interference by outside forces, presence of other developing species and blind chance. Other creature species will also emerge on the expanding demiplane, to fill available ecological niches and provide the basic ecosystem capable of sustaining the seeded species. Creatures created by this ability, directly or indirectly will have attitude of indifferent at worst to Drakon Demiurgos Kosmon, unless he provokes them in any way. Many of them will simply ignore him when he moves past them, regardless of their aggressiveness and typical behavior.

Sleep Through (Ex) Drakon Demiurgos can hibernate for extended periods of time, typically while travelling between worlds, when bored, or waiting for development of particularly promising demiplane and its denizens.

Starflight (Ex) Drakon Demiurgos can travel between worlds. Trips within boundaries of a system usually take 3d20 months, while moving between different planetary systems typically takes 3d20 years. Drakon Demiurgos ability to navigate between stars is rather erratic, though.

Susceptible To Sleep (Ex) While Drakon Demiurgos like other dragons cannot be forced to sleep, any sleep-causing effects used on him make him drowsy and staggered for their duration.

Unrestrained Creation (Ex) Drakon Demiurgos cannot be charmed, coerced, compelled, forced, or threatened into using his creative powers, not even by gods, though he gladly accept innovative ideas for new creations—with no warranty that he'll use them anytime soon.


Drakon Demiurgos Kosmon, is a travelling oddity—a mostly harmless entity wielding cosmic power of creating new (if tiny at their inception) worlds and new species seemingly at will (if erratically and with limited finesse). Not really interested in extended social interaction, unless exchanging thoughts and ideas about worlds and creatures, he shows strong interest in learning about strange entities and natural wonders, as well, as unusually ecosystems. He certainly seems to be fed up with humans and other common humanoids, sometimes blatantly examining encountered specimens for atypical features only to exclaim things such as "Oh, great! Another base line homo sapiens...", "You're sure that you don't hide some interesting features under that clothing? No? Ah, well, maybe the other one?" or "Two sexes, live-birth mammalian? Done it to death. Pass...". He shows a degree of protectiveness for his creations, even if they failed to evolve interesting and unusual traits.

Drakon Demiurgos often carries with him notes regarding his past and future creations, though he is prone to misplacing them or losing them to environmental damage.


2018-02-11

Monster: Spectral Kitten Swarm

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Spectral Kitten Swarm

A tangle of ghostly kittens leaping, skittering, and hovering in air.


CR 6
; XP 2,400
CE Tiny Undead (incorporeal, swarm)
Init +8; Senses darkvision 60 ft.; Perception +20

Defense

AC 18, touch 18, flat-footed 13 (+1 deflection, +4 Dex, +1 dodge, +2 size)
hp 66 (12d8+12)
Fort +5, Ref +8, Will +9
Defensive Abilities incorporeal, swarm; Immunities undead traits
Weakness attracted to light

Offense
Speed fly 30 ft. (perfect)
Melee swarm (3d6 plus clumsiness)
Space 10 ft.; Reach 0 ft.
Special Attacks clumsiness (DC 16)

Statistics
Str —, Dex 18, Con —, Int 2, Wis 13, Cha 13
Base Atk +7; CMB —; CMD —
Feats Dodge, Improved Initiative, Mobility, Skill Focus (Fly), Skill Focus (Perception), Skill Focus (Stealth)
Skills Fly +19, Perception +20, Stealth +15
SQ poltergeist passing

Ecology
Environment ruins
Organization solitary, pair, box (3—10)
Treasure incidental

Special Abilities


Attracted To Light A spectral kitten swarm is attracted by any magical light and pattern effects it notices, moving to approach the center of the effect, and becoming fascinated when within 10 feet of it. They also aggressively pursue magical light or patterns, with 50% chance they will move toward the source of the effect instead of along it.

Clumsiness (Su) Any sapient creature damaged by a spectral kitten swarm that fails a Will saving throw (DC 16) is staggered and suffers —4 penalty to Dexterity and Perception checks until the end of its following turn. The saving throw DC is Charisma-based.

Poltergeist Passing (Su) Despite their incorporeal state, a swarm of spectral kittens generates psychokinetic force as it moves, pushing, pulling, biting, and breaking unattended objects weighing 5 or less pounds wherever it passes (or heavier if they are put in unstable position). It does not damage magical objects but makes them fall off the tables, desks, and other high placed locations.


Spectral kittens are cute, capricious, immaterial, disorderly, murderous little furballs. They are very inquisitive and playfully cruel, often giving their victims a moment of respite while pursuing another prey for a moment only to reemerge from a wall or ceiling and haunt the initial target. They also seem to be very fond of throwing things from heights to the ground.

2018-02-04

Monster: Hiurdophagus

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Hirudophagus

An attractive, though a bit disheveled young lady, with a bit too wide smile, and wild eyes.


CR 1
; XP 400
N Medium Aberration
Init +1; Senses darkvision 60 ft., scent of prey; Perception +5

Defense

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 14 (2d8+5)
Fort +1, Ref +1, Will +4
Immunities sleep

Offense
Speed 30 ft.
Melee bite +2 (1 plus paralytic poison), 2 slams +2 (1d3+1)
Special Attacks larval infection (DC 12)

Statistics
Str 12, Dex 12, Con 12, Int 3, Wis 13, Cha 15
Base Atk +1; CMB +2; CMD 13
Feats Toughness
Skills Perception +5, Sense Motive +2; Racial Modifiers +10 to Bluff and Diplomacy when interacting with creatures that would be attracted to the host's body
Languages Common (or whatever the native language of the host was)

Ecology
Environment tropical urban and rural
Organization single, pair, swarm (3—12)
Treasure incidental

Special Abilities


Larval Infection (Ex) Special—contact; save Fort 12, frequency 1 day, effect 1d3 Con and 1d3 Wis damage, cure 2 consecutive saves that exceeded the DC by 5 or more. As a full-round action, usually during an act of passion, a hirudophagus can infect a humanoid or a humanoid-blooded native outsider with one of its larvas. The larva slowly consumes the victim's intestines, with only a minimal disturbance to the victim, due to the larva's anesthetic excretions. When Constitution damage exceed the victim's Constitution score, the parasite takes over the body turning the victim into another hirudophagus. If Wisdom damage exceed the victim's Wisdom score before transformation, the infected becomes restlessly amorous and lustful, eschewing rest and personal care until the infection is cured or the transformation occurs. This is a disease effect and can be treated accordingly. A hirudophagus can infect 1d3+1 victims before dying and needs at least hour after an infection before it can infect another victim.

Scent of Prey (Ex) A hirudophagus has a scent special ability though restricted only to humanoids and humanoid-blooded native outsiders, such as aasimars or tieflings. It also allows hirudophagus to recognize and avoid creatures already infected by hirudophage larva.


Hirudophages are leech-like parasite that eat guts of their hosts, wearing infected bodies like sophisticated disguises to spread among humanoids. Being only marginally stronger and resistant than average humanoid, hirudophages are naturally cunning, trying to entice unsuspecting victims into entering intimate contact, though they retain only minimal level of intelligence and capability to use language of their host.

The exact source of hirudophage is unknown, with outbreaks of infection appearing in various place from time to time, as if a smart, long-living carriers capable of overcoming their lust were moving across population centers.