2019-07-14

Monster: Murdeer

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Murdeer
A deer with pronounced fangs and weirdly looking eyes.

CR 1; XP 400
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5

Defense
AC 12, touch 11, flat-footed 11 (+1 Dex,  +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +2

Offense
Speed 50 ft.
Melee gore +3 (1d4+1), bite +3 (1d4+1)

Statistics
Str 12, Dex 12, Con 12, Int 2, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 14
Feats Combat Reflexes, Dirty Fighting
Skills Acrobatics +5, Disguise +10 (imitating deers only), Perception +5, Stealth +5; Racial Modifiers +12 Disguise to imitate deer

Ecology
Environment forest
Organization solitary, pair, pack (3—6)
Treasure none


Murdeers are a branch of carnivorous ungulates that by quirk of evolution or a fancy of a forest god resemble deers and use their misguiding appearance to hunt both their herbivorous look-alikes and surprise predators that would stalk them.

Murdeers occasionally hunt alone or in pairs, infiltrating packs of deers and tearing them apart up close. Larger packs of murdeers deliberately lure predators to attack them, immediately focusing counterattacks on a single target, while threatening other attackers away.

2019-07-07

Fantasy NPC: Brother Lie

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Brother Lie
A hulking figure in expensive hooded robes adorned with intricate, abstract patterns on the hems.

CR 10; XP 4,800
CN Large Aberration
Init +6; Senses darkvision 60 ft., thoughtsense 100 ft., Perception +25
Aura distortion (100 ft.)

Defense
AC 24, touch 11, flat-footed 22 (+3 armor, +2 Dex, +10 natural, –1 size)
hp 133 (14d8+70); regeneration 10 (dimensional anchor or other effects that prevent extraplanar access)
Fort +9, Ref +8, Will +13
Immune confusion, disease, insanity, poison; SR 21 vs divine magic

Offense
Speed 30 ft.
Melee 2 tentacles +16 (1d8+6 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (1d8+6), hurl, mind-suck

Statistics
Str 22, Dex 14, Con 20, Int 17, Wis 19, Cha 15
Base Atk +10; CMB +17 (+21 grapple); CMD 29 (can't be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Weapon Focus (tentacle)
Skills Bluff +16, Diplomacy +20, Knowledge (dungeoneering) +20, Intimidate +20, Perception +25, Sense Motive +22, Profession (gardener) +18
Language Aklo, Common, Draconic, Protean; telepathy 100 ft.
SQ eldritch ritualist, no breath

Aura Of Distortion (Su) Brother Lie's presence warps the very fabric of nearby space. All calling, summoning, and teleportation effects used or arriving within the aura end 1d6 × 5 feet away in a random direction from their intended destination point.

Eldritch Ritualist (Su) Brother Lie can use Knowledge (dungeoneering) in place of any Knowledge checks made to perform occult rituals and knows a plethora of occult rituals that deal with old ones, outer gods, and other eldritch entities that should not be.

Hurl (Su) Brother Lie can telekinetically hurl a grappled creature of Medium or smaller size with great force, up to 100 feet, dealing 7d6 points of damage to the victim and the creature or object struck, leaving Medium or smaller targets pushed away 10 feet and both knocked prone. The target of the attack can avoid the damage with a successful Reflex saving throw (DC 19). The saving throw DC is Charisma-based.

Mind-Suck (Su) Brother Lie can suck brain fluids of a pinned living creature, dealing 10d6 points of damage and 1d4 points of Intelligence damage per round of maintaining the pin. Brother Lie and any of allied cultists within telepathy range gains 10 temporary hit points and +2 insight bonus to attack rolls, weapon damage rolls, and saving throws for 1 round.


Brother Lie is an affable though inhuman monster, the leader of aberrant cult that worships Things That Should Not Be offering bogus enlightenment into the "True Nature Of The Universe". While not outrightly malicious on individual level, Brother Lie aims of drawing attention of bigger and more alien aberrations to the mortal world do not bode well. Being surrounded by more or less insane, desperate, and chaotic cultists does not make things better either. Still, Brother's words offer a strangely attractive temptation to the downtrodden, depressed, and suffering.

2019-06-30

Monster: Waterhole Warden

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Waterhole Warden
A huge effigy made of bones, horns, skins, and stones, topped with a pair of skulls of large animals.

CR 9; XP 1,200
N Huge Construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +20

Defense
AC 23, touch 11, flat-footed 20 (+3 Dex,  +12 natural, –2 size)
hp 122 (15d10+40)
Fort +5, Ref +8, Will +5
Defensive Abilities drink magic; DR 10/adamantine; Immune construct traits; SR 20

Offense
Speed 30 ft., burrow 20 ft.
Melee 2 claws +16 (2d6+3), 2 bites +16 (2d6+3 and dry curse)
Space 15 ft.; Reach 10 ft.
Special Attacks dry curse (DC 20)

Statistics
Str 16, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +15; CMB +20; CMD 33
Skills Perception +20; Racial Modifier +20 Perception
SQ pure waters

Ecology
Environment oasis and wells in deserts and steppes
Organization solitary, pair
Treasure standard

Drink Magic (Su) When a spell or spell-like ability fails to penetrate a waterhole warden's spell resistance, its caster suffers 1d6 points of damage per level of the spell and the waterhole warden heals equal amount of damage.

Dry Curse (Su) A creature bitten by a waterhole warden becomes vulnerable to damage from starvation and thirst until a curse is removed with break enchantment, limited wishremove curse, or similar effect (DC 20).

Pure Waters (Su) A source of fresh water remains drinkable and free of natural impurities as long as it is guarded by a waterhole warden. The waterhole warden's spell resistance has to be penetrated to affect the source of water it guards with any spell or spell-like ability that would spoil the water, dry the source, or otherwise render it unusable.


Waterhole wardens are effigies constructed by nomadic shamans out of bones and skins of animals (and occasional humanoid) that died of thirst to protect their favored watering holes from other tribes. They attack anyone approaching the watering hole without presence of a person wearing an amulet composed of straps of leather and threads of wool interwoven into an intricate pattern, unique to each waterhole warden. Each tribe keeps patterns keyed to their waterhole wardens secret.

2019-06-23

Monster: Kleptogeist

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Kleptogeist
A twisted, shrunken, translucent shape, with spindly arms and misty, indistinct lower body parts.

CR 4; XP 1,200
CN Small Undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 17, flat-footed 13 (+2 deflection, +4 Dex, +1 size)
hp 32 (5d8+10)
Fort +3, Ref +7, Will +4
Defensive Abilities incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (good)
Melee 2 incorporeal touches +8 (1d6 plus mug)
Ranged pilfering lash +8 touch (1d4 plus pilfer)

Statistics
Str —, Dex 18, Con —, Int 11, Wis 11, Cha 15
Base Atk +3; CMB +6 (+10 disarm or steal); CMD 18
Feats Flyby Attack, Improved Initiative, Lightning Reflexes
Skills Fly +18, Perception +8, Sleight Of Hand +12, Stealth +16
Languages Common, Goblin, Halfling

Ecology
Environment urban, ruins, underground
Organization solitary, pair
Treasure standard

Mug (Su) When a kleptogeist makes a successful incorporeal touch attack against its opponent, the target has to roll a Will saving throw (DC 14). On a failed save, kleptogeist magically steals some of the target's valuables, either in the form of 3d6 coins of highest value or a piece of jewelry worn. The stolen valuables are teleported from the target's purse or pouch to the kleptogeist's physical remains and stashed together with the rest of the kleptogeist loot. This is a teleportation effect. The saving throw DC is Charisma-based.

Pilfering Lash (Su) A kleptogeist can lash at an opponent within 30 feet with a strand of ether, dealing 1d4 points of damage on a successful ranged touch hit and attempting a free disarm or steal combat maneuver with a +4 racial bonus. If the maneuver is successful, the pilfered object is pulled to the kleptogeist space where it drops down.


Kleptogeist are restless vestiges of people who died while committing theft, obsessively focused on their loot or possibility thereof. They are fixated on stealing more valuables from others, even as they are powerless to carry and enjoy their spoils. They have little incentive to attack obviously poor people, unless they suspect the potential marks carry hidden valuables.

2019-06-16

Monster: Heatwave

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Heatwave
A mere distortion of air, a wave of heat.

CR 6; XP 200
CN Large Fey (fire, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +15

Defense
AC 15, touch 15, flat-footed 12 (+3 deflection, +3 Dex, –1 size)
hp 54 (12d6+12)
Fort +5, Ref +11, Will +10
Defensive Abilities incorporeal, hazy silhouette; Immune disease, fire, poison, starvation, thirst

Offense
Speed fly 60 ft. (good)
Melee 2 incorporeal touches +9 (3d6 fire plus touch of thirst)
Space 10 ft.; Reach 10 ft.
Special Attack touch of thirst

Statistics
Str —, Dex 16, Con 12, Int 11, Wis 11, Cha 17
Base Atk +6; CMB +7; CMD 20 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Weapon Focus (incorporeal touch)
Skills Acrobatics +18, Fly +20, Knowledge (nature) +15, Knowledge (local) +15, Perception +15, Stealth +18
Languages Ignan, Sylvan (doesn't speak); feverish telepathy 60 ft.
SQ no breath

Ecology
Environment summer plains, hills, and mountains
Organization solitary, pair
Treasure none

Feverish Telepathy (Su) While heatwaves don't speak, they can project complex, meaningful imaged, into minds of all sapient creatures within 60 feet that are currently fatigued, exhausted, sickened, nauseated, or suffering from disease that cause fever. The images are distorted and enigmatic, though, as if hallucinated by a feverish brain.

Hazy Silhouette (Ex) Heatwaves bodies are sapient heat itself, without distinct shape or color. They are considered to have total concealment all the time, though they are not truly invisible and can be still be targeted normally.

Touch Of Thirst (Su) A heatwave's touch can causes intense thirst on a confirmed critical hit, dealing additional 1d6 points of nonlethal damage from thirst. Creatures that suffered any nonlethal damage from thirst become fatigued.


Heatwaves are callous fey that haunt open spaces in the hottest days of summer. While not really malicious, they can only communicate with those who are suffering from fever, making them attack sapient beings just to be noticed and listened to—and they don't really care if they kill some of them, continuing to do so until their message is received, understood, and acted upon. They hide during rains and colder days above the clouds and more esoteric places.

Unlike most creatures with fire subtype they are not particularly vulnerable to cold.

2019-06-09

Monster: Dire Tumbleweed

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Dire Tumbleweed
A rolled up ball of dried plant fibers and thorns.

CR 1/2; XP 200
N Small Plant
Init +0; Senses tremorsense 120 ft.; Perception +0

Defense
AC 11, touch 11, flat-footed 11 (+1 size)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
Immune plant traits

Offense
Speed 30 ft.
Melee slam +2 (1d4 plus seeds)
Special Attack roll through, seeds

Statistics
Str 10, Dex 10, Con 12, Int –, Wis 11, Cha 1
Base Atk +1; CMB +0 (+4 overrun); CMD 10 (can't be tripped)
Skills Acrobatics +10; Racial Modifiers +10 Acrobatics

Ecology
Environment dry plains and hills, deserts
Organization solitary, pair, or swarm (5–30)
Treasure none

Roll Through (Ex) As a part of charge, dire tumbleweed can attempt to overrun multiple opponents in a straight line, making a combat maneuver check against each of them in order they pass through, with a +4 racial bonus. When a dire tumbleweed exceeds the target's CMD by 5 or more, it deals its slam damage to the target in addition to knocking it prone. When a dire tumbleweed fails its combat maneuver check while using roll through, it bounces away 1d6 × 5 feet in a random direction like a missed splash weapon.

Seeds (Ex) When a dire tumbleweed deals its slam damage to a living creature, it leaves some of its seeds embedded in the victim's flesh. For the next 2d6 days or until the wounds of such creature are cleansed with a successful Heal check (DC 15), fully healed with magical healing, or subject to effects that kill plants, the seeds keep draining fluids from the victims, forcing them to consume additional pint of water each day to ward off thirst. After that time, the seeds turn into small sproutlings that fall off and in time will grow into more dire tumbleweeds.


Dire tumbleweeds are more aggressive form of common tumbleweeds, no longer thralls to the whims of wind. They actively spread their seeds, using various animals and humanoids as a source of moisture for their development.

2019-06-02

Fantasy NPC: Fearful Fisher

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Fearful Fisher
A terribly scrawny many in a simple brown tunic sits in a rowboat with a fishing-rod in hand. His black hair are greasy, his clothing adorned with stains and patches.

CR 8; XP 4,800
Male ghoul unchained rogue 8
NE Medium Undead
Init +8 (+10 in water terrain); Senses darkvision 60 ft., Perception +15

Defense
AC 22, touch 14, flat-footed 19 (+4 armor, +4 Dex, +1 dodge, +2 natural)
hp 88 (10d8+40)
Fort +6, Ref +10, Will +7
Defensive Abilities channel resistance +4, danger sense +2, evasion, improved uncanny dodge; Immune undead traits

Offense
Speed 30 ft., swim 30 ft. (DC 15 or less) or swim 10 ft. (DC 16 or more)
Melee  bite +11 (1d6+4 plus disease and paralysis) and 2 claws +11 (1d6+4 plus paralysis) or a sturdy fishing rod +7/+3 (1d8+4)
Ranged javelin +11 (1d6+4)
Special Attacks debilitating injury, disease (DC 19), paralysis (DC 19), sneak attack 4d6

Statistics
Str 18, Dex 18, Con —, Int 15, Wis 14, Cha 18
Base Atk +7; CMB +11 (+13 trip); CMD 26 (28 vs. trip)
Feats Civilized Ghoulishness, Dirty Fighting, Dodge, Improved Initiative,  Improved Trip, Kick The DownedB
Skills Acrobatics +17, Bluff +17, Climb +17, Disguise +17 (+27 when pretending to be human), Perception +15, Profession (boating) +13, Profession (fisherman) +13, Sense Motive +15, Stealth +17, Swim +17
Language Common, Necril, Grippli
SQ rogue talents (combat training, ledge walker, surprise attack +4, terrain mastery [water]), skill unlock (swim)

Notable Gear fishgutter coat (+3 padded armor that makes the wearer smell of fishes. It also makes the wearer hunger for raw fish and allows for safe eating of raw fish even while rotted or poisonous)


Fearful Fisher was a fisher in life, and remains a fisher in death—though now, he hungers for fishes that were fattened on humanoid flesh. He sometimes offers his services as a boatman, transporting travelers across the lake he lives on, and occasionally takes an opportunity to drown a lone passenger, though, given a chance, he prefers to slowly feed the fishes with carefully selected pieces of the victim's flesh.

New Feat: Kick The Downed (Combat)
You are particularly adept at hitting prone opponents.
Benefit: Prone targets lose their Dexterity bonus to AC (if any) against your melee attacks. If you score a critical hit with an attack of opportunity provoked by standing up, the target loses the action used and immediately falls down.