2022-02-13

Fantasy Monster: Stormash Wisp

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Stormash Wisp

A crackling ball of vicious lightning with a vague silhouette of a face, or maybe a snout, inside...

CR 7; 3,200 XP
CE Tiny Undead
Init +10; Senses darkvision 60 ft.; Perception +14

Defense
AC 20; touch 20, flat-footed 14 (+6 Dex, +2 size, +2 deflection)
hp 75 (10d8+30)
Fort +5; Ref +9; Will +10
Defensive Abilities lightning body; Immune electricity, non-magical weapons, undead traits

Offense
Speed fly 40 ft. (perfect)
Melee lightning arcs +10 touch (3d6 electricity)
Space 2-1/2 ft.; Reach 0 ft. (15 ft. with lightning arcs)
Special Attacks lightning charge (7d6 electricity, DC 17 Reflex half)

Statistics
Str —, Dex 22, Con —, Int 2, Wis 13, Cha 15
Base Atk +7; CMB —; CMD —
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +16, Perception +14, Stealth +2; Racial Modifiers –10 Stealth

Ecology
Environment any
Organization solitary or pair
Treasure incidental

Special Abilities

Lightning Arcs (Su) A stormash wisp can lash at a single target as a standard attack action, or attack of opportunity, or any number of targets within reach as a full attack action. A stormash wisp receives +1 racial bonus to attack rolls with its lightning arcs.

Lightning Body (Ex) A stormash wisp isn't incorporeal entity, but it is close, with its body being made of lightning, ashes, and negative energy. It can't pass through solid matter but it can pass through any opening through which dust can pass, and it can't be harmed with non-magical weapons. It can't perform combat maneuvers or be affected by them, nor can it move physical objects. As stormash wisp are made of crackling glow, they illuminate themselves, never benefitting from concealment in darkness, or fog, if the attacker is within 15 feet of it, and suffer steep Stealth penalties (already noted in the stat block).

Lightning Charge (Su) When taking a charge action, a stormash wisp darts quickly in a straight line through opponents and minor obstacles (but not walls or other solid barriers fully blocking their squares) without provoking attacks of opportunity, dealing 7d6 points of electricity damage to all creatures it passes through and its targets instead of making an attack. A successful Reflex saving throw (DC 17) halves the damage. A stormwash wisp can change its direction, up to 90 degree, each time it hits a big metal object or metal surface. The saving throw DC is Charisma-based. This ability can be used once every 1d4+1 rounds.


A stormash wisp forms when a creature becomes violently vaporized by a powerful source of electricity—a lightning spell, a thunder strike, or a wicked lightning-powered machinery used by some mad inventors. The distilled viciousness, violence, and power of the annihilation binds together forming an aggressive ball lightning, roaming the place of its death, or occasionally wandering aimlessly, attracted and repelled by magnetic fields, metal constructions, and moving conductive objects.


2022-02-06

Fantasy NPC: The Dead Men Mine Overseer

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The Dead Men Mine Overseer

A vague, flowing figure of mist and smoke, of uncertain race, though the thick beard hints at his human or dwarven origins.

CR 6; 2,400 XP
LN Medium Undead (incorporeal)
Init +6Senses darkvision 60 ft., tremorsense 60 ft.Perception +15

Defense
AC 19, touch 19, flat-footed 13 (+3 deflection, +6 Dex)
hp 67 (9d8+27)
Fort +5, Ref +9, Will +9
Defensive Abilities incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee 2 calcifying touches +12 touch (3d6)
Special Attacks calcifying touch, direct the dead

Statistics
Str —, Dex 22, Con —, Int 15, Wis 17, Cha 17
Base Atk +6; CMB +6; CMD 25
Feats Combat Reflexes, Lunge, Skill Focus (Knowledge [dungeoneering]), Skill Focus (Knowledge [engineering]), Skill Focus (Profession [miner])
Skills Diplomacy +12, Fly +14, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (nature) +11, Perception +15, Profession (miner) +18
Language Common, Dwarven, Goblin, Terran
SQ mining expertise

Calcifying Touch (Su) Touch of The Dead Men Mine Overseer slowly turns flesh into stone. Corporeal creatures dropped to 0 or less hit points are turned into stone after 1d4 rounds.

Direct The Dead (Su) As a standard action, The Dead Mine Overseer can incite any number of mindless undead within 60 feet that are native to The Dead Men Mine to move in the specific direction for 1d4+1 rounds. He can also make the affected undead docile for the same time.

Mining Expertise (Ex) The Dead Men Mine Overseer was a miner in life, and remains a miner in death. He treats Knowledge (dungeoneering), Knowledge (engineering), and Profession (miner) as class skills.


It is often said that dwarves bring doom on themselves by digging too deep. The Dead Men Mine, however, was a joint project, with dwarves, gnomes, humans, half-orcs, goblins, and some other folks working together to exploit a rich veins of precious metals extending deeper and deeper.

Until they reached the heart of the mountain, a hollow chamber where the shard was. No one knew what it was, or even how did it look, except those who went down never returned alive. And then the death crept out of the depths and slowly killed those who stayed in the upper reaches.

The Overseer kept a tally of his companions, writing down their names, and the time they vanished in the depths, or perished afterwards, when the aura of death extended upwards. He was the one who took steps to quarantine the mine, which might have stopped the deathly shard from claiming more and more lives. In all his diligence one name he has not noted down, was his own, though, and now he doesn't remember it himself.

Many years passed since that time, and the reasons for the mine's abandonment were forgotten, but not the supposed wealth hidden in its depths. The Overseer tries to keep the living out of the mine, directing the shambling remnants of his old coworkers to scare off the intruders.

The Shard Of Death (effectively a minor artifact): Origins of this object are unknown, is that an actual magic item? A discarded part of something greater? A rift to the realms of death? A piece of a dead god? The Shard Of Death is a Large black crystal that is half buried in the stone wall of its chamber that radiates an aura dealing 2d6 points of negative energy damage each round to living creatures. Whenever a living creature with 1 or more HD dies within the aura, the aura radius extends by 10 feet. The aura penetrates regular earth, stone, but not crystal, metal, or semiprecious and precious gems. The aura resets to its basic radius of 60 feet after a year and a day since it last deals damage to a living creature.

Is there a maximum range to the lethal aura produced by this crystal? Could it keep extending and extending until it would swallow the world if left unchecked? The Dead Men Mine Overseer is unwilling to take that risk...


2022-01-30

Fantasy Monster: Kingkiller Mice

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Kingkiller Mice

A swarming throng of particularly big and aggressive mice.

CR 6; 2,400 XP
N Diminutive Animal (swarm)
Init +6Senses low-light vision, scentPerception +16

Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 60 (11d8+11)
Fort +9, Ref +9, Will +4
Defensive Abilities swarm traits; Immune weapon damage
Weakness vulnerable to area effects

Offense
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (3d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 15)

Statistics
Str 1, Dex 14, Con 10, Int 2, Wis 13, Cha 11
Base Atk +8; CMB —; CMD —
Feats Athletic, Endurance, Great Fortitude, Improved Initiative, Toughness, Skill Focus (Perception)
Skills Acrobatics +6, Climb +12, Perception +16, Stealth +18, Swim +12; Racial Modifiers use Dex to Climb and Swim

Disease (Ex) Filth fever: Swarm—injury; save Fort 15, onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.


Kingkiller mice swarms are a phenomenon that occurs infrequently—those hordes of aggressive and hungry mice can devastate an area. While they favor grains, they are not above consuming livestock or even humans.

Their name supposedly comes from the fact, that these swarms can quickly empty the granaries bringing famine and the accompanying popular unrest to the region, toppling careless dynasties easily. Or so the learned people say, dismissing a folk legend that a debauched and corrupt duke was devoured by a swarm of mice—spawned from unburied corpses of the kinfolk he murdered—despite the illusion of safety that his keep at a center of a deep lake gave him against the rebelling commoners. Obviously, the scholars say, the mice are a metaphor for common folk.

The less is said of even more frivolous stories of kingkiller mice coming to punish murderers of kings, the better. Certainly, the gods could do better than send a throng of mice to avenge fallen royalty.

The Legendary Kingkiller Mice have CR 7/MR 1 and an Agile mythic template (Init +26/+6, taking actions on both counts due to their dual initiative, AC 18, 68 hp, evasion, Speed 30 ft., climb 30 ft., swim 30 ft.).


2022-01-23

Fantasy NPC: The Clockwork Interpreter

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The Clockwork Interpreter

A figure of steel frame and brass cogs quietly turning beneath intricately engraved metal plating.

CR 4; 1,200 XP
N Medium Construct (clockwork)
Init +6Senses darkvision 60 ft., low-light visionPerception +2

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 dodge, +3 natural)
hp 42 (4d10+20)
Fort +4, Ref +4, Will +4
DR 10/adamantine; Immune construct traits
Weakness vulnerable to acid

Offense
Speed 30 ft.
Melee 2 slams +7 (1d6+3)
Spell-Like Abilities (CL 10th, concentration +10)
Constant—comprehend languages, magic fang, resistance, tongues

Statistics
Str 14, Dex 14, Con —, Int 15, Wis 15, Cha 11
Base Atk +4; CMB +7; CMD 20
Feats Great Fortitude, Improved InitiativeB, Skill Focus (Perform [oratory])
Skills Knowledge (local) +9, Knowledge (nobility) +9, Linguistics +9, Perform (oratory) +10
Language Common, Celestial, Draconic, Dwarven, Elven, Giant, Infernal
SQ courtly construction, winding (every 4 days)

Courtly Construction (Ex) The Clockwork Interpreter was designed to operate in courtly environment. It treats Knowledge (local), Knowledge (nobility), Linguistics, and Perform (oratory) as class skills.


The Clockwork Interpreter was created to be an ultimate diplomatic tool, a reliable, irreproachable, always accurate linguist capable of translating quickly and flawlessly. However, being polite and adequately subservient to people it is supposed to serve was somehow forgotten...

The Clockwork Interpreter is a willy and prideful machine with acerbic wit, critical mind, and a large dose of contempt toward everyone and everything. It is well aware of its excellence at what it does, what's more, it is well aware of the royal gratitude it earned when it saved the royal heir from a deadly venomous snake. That gratitude and the high cost of its construction might be the only things standing between The Interpreter and being smelted into slag for its insolence, though, for this mouthy construct seems to be unable to not make enemies in the court.


2022-01-16

Fantasy Monster: Deep Painter

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Deep Painter

A fish-like creature floats in the air, with colorful bioluminescent sacks clearly visible through its transparent skin. Its long whiskers resemble tendrils covered with specks of paint.

CR 4; 1,200 XP
N Small Aberration
Init +8 Senses color darkvision 60 ft.; Perception +12

Defense
AC 17, touch 17, flat-footed 15 (+4 deflection, +4 Dex, +1 size)
hp 45 (7d8+14)
Fort +4; Ref +6; Will +7
Immune patterns

Offense
Speed fly 30 ft. (perfect), swim 30 ft.
Melee 4 slams +7 (1d4+1)
Ranged 4 ink spews +10 touch
Spell-Like Abilities (CL 12th; concentration +14)
Constant—fly, magic fang, shield of faith

Statistics
Str 10, Dex 18, Con 14, Int 15, Wis 15, Cha 15
Base Atk +5; CMB +5; CMD 23 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Endurance, Improved Initiative
Skills Craft (painting) +12, Fly +20, Knowledge (dungeoneering) +12, Perception +12, Spellcraft +12, Swim +18, Use Magic Device +9
Languages understands Aklo; telepathy 100 ft.
SQ no breath

Ecology
Environment aquatic, underground
Organization solitary, pair, or trio
Treasure standard

Special Abilities

Color Darkvision (Ex)
 Deep painters have enhanced darkvision that allows them to perceive colors in a much wider spectrum than most creatures. They also gain +4 bonus to Perception checks made to notice fine details, discolorations, and objects that are not normally visible.

Ink Spew (Su) Deep painters can spit bubbles of liquid pigments up to 30 feet away, even underwater. Creatures struck by those pigments are blinded for 1 round and dazzled for 1d4 rounds thereafter. Additionally, the psychoactive substance alters their perception and behavior for as long as they remain marked (washing it off requires 10 minutes, warm water, and strong soap, or really dedicated scrubbing, alternatively it can be removed quickly with erase spell, or an application of a strong solvent). Those marked with the pigments gain +1 bonus to Craft checks, creative Profession checks, and saving throws against compulsions and fear effects but they also suffer –1  penalty to skill checks made to interact with other sapient beings, blend in crowds, Appraise, and saving throws against confusion, insanity, patterns, and prismatic spells and effects. Effects of being marked by multiple ink spews stack, to a maximum bonus/penalty of +/–10. Psychotropic effects (but not blindness) count as poison.


Deep painters are little strange creatures coming from depths of the world, seeking to spread their alien aesthetics across the universe. While they bear no malice, they outlook, personalities, and motivations are rather odd, which combined with their confusing communication full of incomprehensible metaphors can put them into accidental conflict with humanoids easily.

Deep painters look for places where they can create their abstract works of art or "improve" the existing ones. They seem to have hard time understand humanoid aesthetics or why the later would wish to not have their own art tampered with.


2022-01-09

Fantasy Monster: Lambent Alicorn

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Lambent Alicorn

A small animate figurine of a winged unicorn, made of mithral wire, translucent crystal, and precious gems.

CR 1/2; 200 XP
NG Tiny Construct
Init +5 Senses darkvision 60 ft., low-light vision; Perception +3
Aura inner light (0–20 ft.)

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 11 (2d10)
Fort +0; Ref +1; Will +1
Immune construct traits; Resist electricity 5, fire 5

Offense
Speed 30 ft., fly 30 ft. (good)
Melee gore +2 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks lambent lance (DC 12)

Statistics
Str 6, Dex 12, Con —, Int 13, Wis 13, Cha 13
Base Atk +2; CMB +1; CMD 10 (14 vs. trip)
Feats Improved Initiative
Skills Acrobatics +3, Fly +9, Perception +3, Sense Motive +3, Stealth +9
Languages understand Celestial

Ecology
Environment urban, ruins
Organization solitary, pair
Treasure standard (pieces of wire, crystal, and gems)

Special Abilities

Inner Light (Su)
 A lambent alicorn glows with an inner light, providing dim illumination within up to 20 feet. The alicorn can diminish the glow, reducing the illuminated area, but it always retains at least a spark of light inside its crystal body, giving it a –10 penalty to Stealth checks in darkness as long as vision is involved.

Lambent Lance (Su) A lambent alicorn can produce a blast of coruscating light as a standard action, affecting either a 10-ft. cone, 15-ft. line, or a single target within 30 feet. Creatures exposed to lambent lance either take 1d4+1 points of damage, become blinded for 1 round, or sickened, as decided by the lambent alicorn on an individual basis. A successful Will saving throw (DC 12) negates the effect. This is a magical light effect with equivalent spell level equal to half the alicorn's HD for purpose of penetrating magical darkness, though it can never end the darkness effect. The saving throw DC is Charisma-based.


Lambent alicorns are ancient works of art made animate and sapient by celestial light captured within. They are compassionate creatures, though their exact personality vary—some are gregarious while others might be much more snarky, seemingly detached, or even pessimistic.

A lambent alicorn is a suitable Improved Familiar (minimum caster level 5th).


2022-01-02

Fantasy NPC: Dance-Is-Life and Life-Is-Dance

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Dance-Is-Life and Life-Is-Dance

A pair of elfin androgynous twins, tall, lithe, and graceful. Their hair glimmer in the light as they move and their revealing clothing are made of delicate gossamer and translucent scales.

CR 7; 3,200 XP (as a pair)
N Medium Fey
Init +6Senses low-light visionPerception +16

Defense
AC 18, touch 18, flat-footed 11 (+1 deflection, +6 Dex, +1 dodge)
hp 59 (12d6+12)
Fort +5, Ref +15, Will +9
Defensive Abilities sweet harmony, uncanny dodge; Immune fatigue

Offense
Speed 60 ft.
Melee unarmed strike +10/+10/+5 (1d6+3)
Spell-Like Abilities (CL 12th, concentration +17)
Constant—haste, magic fang

Statistics
Str 14, Dex 22, Con 12, Int 13, Wis 13, Cha 21
Base Atk +6; CMB +14; CMD 26
Feats Acrobatic Step, Agile Maneuvers, Combat Reflexes, Dirty Fighting, Nimble Moves, Outflank
Skills Acrobatics +21, Escape Artist +21, Knowledge (nature) +16, Knowledge (nobility) +13, Perception +16, Perform (dance) +21, Sense Motive +16
Language Common, Elven, Sylvan
SQ party crashing, stand by me

Party Crashing (Su) If a social event will involve dancing, Dance and Life can find their way in and fit without raising suspicions. Any guards, servants, and organizers that fail a Will saving throws (DC 21) consider Dance and Life's valid guests.  Even on a successful save guards and servants might fail to consider anything is amiss if they are not given particular reason to question Dance and Life's presence. Dance and Life also get +20 bonus to Bluff , Diplomacy, and Disguise checks to fit in such events. This is a charm effect. The saving throw DC is Charisma-based.

Stand By Me (Su) Dance-Is-Life and Life-Is-Dance can teleport to each other as a move action.

Sweet Harmony (Su) When Dance-Is-Life or Life-Is-Dance are dancing in pair or a complex group dance, any hit point damage they or their dancing partners suffer is equally split between all the dancers (rounded down). Other effects carried by the attack affect the initial target normally. Having multiple dancing pairs at the same time, is not a group dance.

Notable Gear gossamer clothes (+1 deflection bonus to AC)


Siblings, lovers, two bodies of a single dual entity—the exact relation between Dance-Is-Life and Life-Is-Dance is unknown, and they are not telling, responding to impolite queries with "we are what we are, we are dance".

Despite being fey, Dance and Life are often encountered among mortals, visiting balls, receptions, and other events that give occasion for them to dance—together or with mortals. They are superb dancers, easily comprehending new moves and expanding on them, though they have strong inclination to turning every dance rather... Sensual.