2016-12-31

Monster: Bone Eater

Bone Eater

An innocent looking man, except for a hungry gleam in his eyes.

CR 4; XP 1,200
NE Medium Monstrous Humanoid
Init +8 ; Senses darkvision 60 ft., scent; Perception +19


Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +8, Will +6

Defensive Abilities ghoulish courtesy, innocent mask; Immune diseases, poison

Offense
Speed 30 ft., climb 30 ft.

Melee 2 claws +18 (1d6+4)
Special Attacks bone-eating, pounce


Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 15

Base Atk +4; CMB +8; CMD 22
Feats Alertness, Improved Initiative
Skills Climb +12, Bluff +14, Perception +19, Sense Motive +16, Stealth +11, Survival +9; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive
Languages Common, Goblin
SQ compression, gorge

Ecology
Environment any

Organization solitary, pair
Treasure standard


Special Abilities

Bone-Eating (Ex) Bone eaters can quickly tear flesh and shatter bones of an incapacitated creature with their claws. They have ×4 critical multiplier when they perform coup d'grace, and they can tear apart and eat the best parts of a Medium-sized corpse in one minute if undisturbed (each round of eating is treated as coup d'grace action), preventing easy revival.

Ghoulish Courtesy (Su) Unintelligent undeads ignore bone eater unless explicitly commanded to attack them. Sentient undeads avoid harming them as if the bone eater was protected with sanctuary effect (Will save DC 20). The saving throw DC is Charisma-based and includes +4 racial bonus.

Gorge (Ex) Bone eaters have similar needs to human beings when it comes to amount of food consumed, with a pound or two of flesh constituting an average meal, though unlike humans they can eat prodigious amounts of food in advance and fast for extended periods of time later. A bone eater can eat and store for later up to three meals per point of Constitution score. A bone eater does not even start to get hungry before those reserves are used up.

Innocent Mask (Su) Bone eaters appear to be mundane humans when not hunting. Any divination effects also show them to be human beings with neutral alignment, unless their caster make a successful Will saving throw (DC 20). The saving throw DC is Charisma-based and includes +4 racial bonus.


Bone eaters are human-looking monsters that feed on corpses of the dead, with bones of sapient beings being their favorite diet. While they can be easily mistaken for ghouls because of their behavior, they are not undead. Instead they are living, breathing beings, possibly a mutation or accursed off-shot of humankind. Many bone eaters live among humans, hiding their nature, and hunting or trapping humans for their sustenance in secrecy. A few of them are responsible for dark tales of murderous innkeepers and weird child-eating neighbors.

While they might show a degree of sentiment for their victims, they are callous beings, considering humanoids their pets at best, and usually as merely cattle to be consumed or prey to be hunted.

Bone eaters' jaws are strong enough to crush bones but unsuitable to use in combat or even for eating larger portions of their victims at once. They rely on tearing apart their meals and opponents with claws instead.

A bone eater usually advances by taking levels in slayer class.

2016-12-30

Monster: Benevolent Horrors Of Xvih

Benevolent Horrors Of Xvih

This slender monstrous entity is mostly composed of many-jointed limbs, and yet, its torso and head are eerily reminiscent of a human, with their pale pink skin. It has four arms and four legs, elongated, and branching with multiple hand or feet appendages, and scythe-like, bony talons. Its forehead is mostly smooth dome, dotted with small, beady eyes, while its jaws split into four mandibles, revealing three elongated, tentacle-like tongues.

CR 11; XP 12,800
NG Large Aberration
Init +12 ; Senses blindsight 10 ft., darkvision 60 ft., low-light vision, scent; Perception +29


Defense
AC 25, touch 17, flat-footed 17 (+8 Dex, +8 natural, –1 size)
hp 150 (20d8+60); regeneration 10 (electricity, negative energy)
Fort +11, Ref +14, Will +14; +4 vs. emotion, fear, and pain

Immune mundane diseases, radiation

Offense
Speed 40 ft., climb 40 ft.

Melee 8 claws +18 (1d3+4/18–20) and tongue +13 touch (calming saliva)
Space 10 ft.; Reach 10 ft.

Special Attacks calming saliva, razor claws

Statistics
Str 18, Dex 26, Con 16, Int 19, Wis 15, Cha 15

Base Atk +15; CMB +20; CMD 38 (50 vs. trip)
Feats Acrobatic Steps, Alertness, Bleeding Critical, Combat Reflexes, Critical Focus, Diehard, Endurance, Great Fortitude, Improved Initiative, Nimble Moves
Skills Acrobatics +39, Climb +35, Diplomacy +22, Escape Artist +39, Knowledge (dungeoneering) +27, Perception +29, Sense Motive +26, Stealth +27; Racial Modifiers +8 Acrobatics, +8 Escape Artist
Languages Aklo; telepathy 100 ft.
SQ compression, efficient metabolism, hibernation, hold breath,

Ecology
Environment any

Organization solitary, pair, coven (3–6)
Treasure standard


Special Abilities

Calming Saliva (Ex) A benevolent horror's saliva has anesthetic qualities, calming down, numbing pain, and stopping bleeding. A licked creature can make a new saving throw against any emotion, fear, and pain effect affecting it, and gains +4 bonus to saving throws against emotion, fear, and pain effects for the next 10 minutes. Creature using rage, bloodrage, or similar voluntary effect has to succeed a Will saving throw (DC 22) or the effect ends. As a side effect, the calming property of the saliva mitigates shock and terror caused by the benevolent horror's utterly monstrous appearance. The save DC is Charisma-based.

Efficient Metabolism (Ex) A benevolent horror can gain nutrition by eating anything remotely organic and drinking water of any quality without ill effect, and they can go multiple days without eating or drinking. Their bodies can withstand a wide range of temperatures, existing comfortably in conditions between –100 to 200 degree Fahrenheit (though even they might suffer discomfort with very sudden shifts of temperature between such extremes).

Hibernation (Ex) A benevolent horror can enter periods of extended hibernation, where it can spend months or years without need for sustenance or breathing.

Razor Claws (Ex) A benevolent horror's bony talons and protrusions are short but very sharp, having natural critical threat range of 18–20.


Benevolent horrors of Xvih are abominable-looking refuges from a collapsed universe. In spite of their monstrous appearance, they are highly cultured, polite, and compassionate beings. When they fold, tuck, and contract many parts of their limbs, their body shape becomes much closer to anthropomorphic. As their civilization developed around biological alteration, primarily focusing on augmenting their bodies it hints that benevolent horrors' ancestors could have been similar to humanoids... Those changes are long in the past, though, as their civilization's technological and magical phases waxed and waned through the ages to reach an extended period of cultural stability based on individual self-sufficiency and voluntary contact. Their advances were unable to prevent an nondescript (and possibly indescribable in languages of creatures of this world) cosmological cataclysm that unmade (or possibly merely sealed) their world, however.

Individually, benevolent horrors are highly self-sufficient, but they show no arrogance about it. Instead they are willing to provide aid to those in need, though they prefer to help develop some degree of self-sufficiency in their wards, reserving direct help for when it is truly necessary. They work smoothly in small groups, though they don't seem interested in rebuilding their civilization or creating larger communities in this world.

2016-12-29

Monster: Blazing Radiance

Blazing Radiance

A pillar of intense white and blue light, with vague hints of complex shapes inside. Its brightness prevents discerning if they are real or only false impressions of blinding light.

CR 15; XP 51,200
N Large Construct (incorporeal)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +28

Aura light (30 ft. bright illumination, 60 ft. normal,  120 ft. dim)

Defense
AC 29, touch 29, flat-footed 10 (+10 deflection, +10 Dex, –1 size)
hp 160 (20d10+20 plus 30)
Fort +8, Ref +18, Will +13

Defensive Abilities absorb light, incorporeal; Immune blindness, construct traits
Weakness supernatural darkness

Offense
Speed fly 20 ft. (perfect)

Melee incorporeal touch +30 (10d6)
Space 10 ft.; Reach 5 ft.

Special Attacks blinding gaze, disorienting afterlight, radiant pulse

Statistics
Str —, Dex 30, Con —, Int 11, Wis 21, Cha 31

Base Atk +20; CMB +21; CMD 41 (can't be tripped)
Feats Ability Focus (blinding gaze), Ability Focus (disorienting afterlight), Ability Focus (radiant pulse), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Toughness
Skills Fly +36, Perception +25
Languages Understands Common; telepathy 100 ft.
SQ glass vessel

Ecology
Environment any

Organization solitary, pair
Treasure none


Special Abilities

Absorb Light (Su) A blazing radiance never suffers harmful effects of light-based spells and abilities. Any light-based spell or spell-like ability targeting the blazing radiance restores a number of hit points equal to its spell level. A blazing radiance can heal hit points while bathing in sunlight at the same rate as living creatures recover during rest.

Blinding Gaze (Su) Blindness for 1 round, 60 feet, Fortitude 22 negates. The save DC is Constitution-based. This is a light effect.

Disorienting Afterlight (Su) A blazing radiance can target any number of blind creatures within 60 feet. Targets that fail their Will saving throws (DC 22) are perceiving hallucinations that prevent them from recognizing friends from foes for 1d4 rounds after their blindness ends. This is a mind-affecting effect. The save DC is Constitution based.

Glass Vessel (Ex) A blazing radiance can fit itself in a glass or crystal vessel at least 1 foot across, hiding its incorporeal body within the object for extended periods of time. The object will glow as if affected with permanent light. Blazing radiance will be trapped and unable to act if the object is placed within area of supernatural darkness, though it will be released without any harm when such vessel is damaged in any way.

Radiant Pulse (Su) Once per 1d4 rounds, a blazing radiance can emit a pulse of light intense enough to deal 20d6 points of damage to everyone within 60 feet burst, except creatures standing within squares of supernatural darkness. A successful Reflex saving (DC 22) throw halves the damage. Creatures particularly vulnerable to sunlight (such as vampires) that are reduced to 0 hit points by this effect are destroyed. The save DC is Constitution-based. This is a light effect and it acts like greater dispel magic (CL 20th) against all darkness-based spells and spell-like abilities within range.

Weakness To Supernatural Darkness (Su) Supernatural darkness is impenetrable to blazing radiance like force effects.

A blazing radiance is luminescence of the sun itself, captured and animated with secret magical processes that involve finding a column of flawless quartz (or growing one with alchemy and magic), carving mystic sigils on its surface, and building a complex clockwork array of lenses that will focus sunlight upon the crystal. Sunlight and binding spells are combined to create the blazing radiance within the pillar, which is then vaporized by the spawning construct. The pieces of quartz left over from blazing radiance creation process can be used to make protective google that shield the wearer from the blinding gaze and radiant pulse abilities of that particular blazing radiance.

2016-12-28

Monster: Summer Stormking

Summer Stormking

This gigantic bird resembles a three headed heron or stork, with its long necks, long beaks, and long legs. Its plumage, however, is vivid blue, green, and orange, like a fisher king.

CR 13; XP 25,600
LN Gargantuan Magical Beast (extraplanar)
Init +9; Senses darkvision 60 ft., low-light vision, stormsight; Perception +29

Aura elemental passions (2 miles)

Defense
AC 28, touch 12, flat-footed 22 (+5 Dex, +1 dodge, +16 natural, –4 size)
hp 189 (18d10+90)
Fort +16, Ref +16, Will +12; +4 vs. emotion effects

Defensive Abilities powerful passions; Immune electricity, winds

Offense
Speed 30 ft., fly 100 ft. (good)
Melee 3 bites +22 (2d8+8/19–20)

Space 20 ft.; Reach 30 ft.
Special Attacks breath weapon (three 150 ft. lines, 6d6 electricity each, Reflex DC 24 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th; concentration +25)
At will—commune with birds, control weather, control winds
1/day—plane shift (must be cast during a particularly strong thunderstorm, a hurricane, or similar cataclysmic weather event)

Statistics
Str 26, Dex 20, Con 20, Int 17, Wis 19, Cha 21

Base Atk +18; CMB +30; CMD 45
Feats Alertness, Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will
Skills Fly +24, Knowledge (nature) +21, Perception +29, Perform (dance) +23, Sense Motive +26
Languages Auran, Aquan

Ecology
Environment temperate or tropical

Organization solitary, pair
Treasure standard


Special Abilities

Elemental Passions (Su) A summer stormking temper rules over the nearby weather as a constant control weather reflecting the bird's mood. When a stormking is calm or complacent, the weather is calm and pleasant. When a stormking is sad, the skies weep with rain, and when a stormking is angered or excited the winds blow and the storms gather. An active control weather spell or spell-like ability overrides the stormking's calm mood, but it struggles against sad, excited or angry requiring an opposed check of the caster's primary spellcasting ability against the stormking's Charisma.

Powerful Passions (Ex) A summer stormking has a +4 racial bonus to saving throws against effects with emotion descriptor, and Spell Resistance of 15+its CR (typically 28) against spells and spell-like abilities that would calm it down, or subdue its passions.

Stormsight (Ex) A summer stormking ignores all vision penalties and concealment from weather effects, including those created by fog cloud, obscuring mist, and similar spells.

Summer stormkings are great otherworldly birds, similar in some ways and possibly related to thunderbirds or phoenixes. Rarely seen, they live in realms of eternal winds and storms, though they occasionally come to this world during summer storms for their mating season.

Kyo consider summer stormkings to be semi-divine beings, living manifestations of the skies, and guardians of higher realms. A high ranking kyo priests supposedly can perform occult rituals to invoke terrible thunderstorms if performed correctly, attracting summer stormkings.

2016-12-27

Monster: Spring Wight

Spring Wight

Mosses, fungi, and lichens form an anthropomorphic figure with human-like face, distorted with grimace of pain and fear. Pieces of bone shine through the thick growth here and there.

CR 9; XP 6,400
CE Medium Plant
Init +8; Senses low-light vision, tremorsense 15 ft.; Perception +28


Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 112 (15d8+45)
Fort +12, Ref +9, Will +9

Defensive Abilities negative energy affinity, plant traits

Offense
Speed 30 ft., burrow 30 ft.
Melee 2 slams +17 (1d4+6) and 4 tendrils +16 (1d4+3)

Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks burrowing tendrils, entomb
Spell-Like Abilities (CL 15th; concentration +16)
3/day—commune with nature, plant growth

Statistics
Str 22, Dex 18, Con 16, Int 11, Wis 19, Cha 13

Base Atk +11; CMB +17; CMD 31
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Multiattack, Skill Focus (Perception), Stand Still, Weapon Focus (tendril)
Skills Perception +28, Stealth +22 (+30 in dense vegetation); Racial Modifier +8 Stealth in dense vegetation
Languages Understands Common and Sylvan

Ecology
Environment temperate

Organization solitary, pair
Treasure standard


Special Abilities

Burrowing Tendrils (Ex) A spring wight's tendrils can quickly burrow through earth, dirt, mud, and sand. They can strike from different angles ignoring cover and total cover of targets standing on the same patch of ground as the spring wight. When a spring wight makes a full-round attack, the ground within reach of its tendrils become difficult terrain until the beginning of its following turn.

Entomb (Ex) When a spring wight kills a living creature with a tendril attack, it can pull its corpse a foot or two underground in mud, sand, or soil, effectively burying it in a shallow improvised grave. It can also take a standard action to entomb any corpse within its tendrils reach. Corpses of Large or bigger creatures are only partially entombed.

Spring wights sprout from corpses of people murdered in late autumn or early winter, left to rot in the wilds. When the early springs warms the land and thaws the snow and ice that preserved the corpse through the winter, the quickly sprouting vegetation might grow all over the bones and become infused with the restless spirit, developing vengeful sentience and mobility.

Easily mistaken for undeads, with their hatred of living and negative energy coursing through them, spring wights often haunt places where they died, though some come closer to settlements where they lived, sometimes seeking their murderers, sometimes merely lashing at those who were more lucky than them. Occasionally, a spring wight can be placated, especially by sacrifice of his murderer (or convincing the spring wight that the sacrifice was the murderer, they have no special rapport to their killer, and rarely remember much of their mortal existence), leaving for deeper wilds where it grows more and more languid until it takes root and spends the rest of its existence as a death-tainted plant.

A few spring wights took the role of a woodland settlement's guardians and bogeymen, accepting seasonal offerings, bestowing their blessings whimsically, and haunting or even hunting the intruders and occasionally the natives.

2016-12-26

Monster: Winter Worm

Winter Worm

A squat, short legged lizard with long tail. Its whole body is covered with white, fur-like feathers.

CR 8; XP 4,800
CE Large Dragon
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +15


Defense
AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 105 (10d12+40)
Fort +12, Ref +7, Will +11

Immune paralysis, sleep; Resist cold 20, fire 20

Offense
Speed 30 ft., swim 30 ft.
Melee bite +15 (2d8+9 plus 2d6 fire, 19–20/×3), tail slap +11 (2d6+3 plus trip)

Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks breath weapon (30-ft. cone, 10d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds), powerful jaws

Statistics
Str 22, Dex 10, Con 16, Int 7, Wis 15, Cha 11

Base Atk +10; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Critical (bite), Iron Will, Toughness, Weapon Focus (tail slap)
Skills Climb +19, Perception +15, Stealth +9 (+17 in snow or ice), Survival +15, Swim +14; Racial Modifier +8 Stealth in snow or ice

Languages Auran, Draconic
SQ ice walker

Ecology
Environment cold plains and mountains

Organization solitary, pair, or pack (3-12)
Treasure standard


Special Abilities

Ice Walker (Ex) A winter worm can move on ice and through deep snow easily. Ice and deep snow do not count as difficult terrain for a winter worm.

Powerful Jaws (Ex) A winter worm's jaws apply 1-1/2 Strength bonus to damage inflicted and have critical hit multiplier of ×3.

Winter worms are one of many lesser dragon species, wingless and not particularly smart. They have adapted to arctic regions, though they my occasionally live in warmer climates hibernating through warm seasons and being active primarily in winter. Despite their adaptation to cold climates, they show particular fondness for hot springs—being highly resistant, thought not immune to both heat and freezing temperatures.

Like many other draconic species, winter worms are gluttonous and lazy creatures, spending their time napping or bathing and willing to eat any creature they can kill. They often gather in pods, mostly ignoring each other unless there is a larger prey. They might occasionally fight each other in short bouts that never end in death. Older winter worms can grow bigger and lazier, with hotter flames and higher resistances.

2016-12-25

Monster: Autumn Swirl

Autumn Swirl

A mass of swirling red, yellow, and orange leaves dances against the wind currents.

CR 5; XP 1,600
CN Fine Fey (swarm)
Init +4; Senses low-light vision; Perception +0


Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 42 (12d6)
Fort +4, Ref +8, Will +8

Defensive Abilities swarm traits; Immune weapon damage
Weakness vulnerable to fire

Offense
Speed fly 30 ft. (perfect)
Melee swarm (3d6)

Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16), shared flammability, wither vegetation

Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 11

Base Atk +6; CMB —CMD —
Skills Fly +16

Languages recognizes Sylvan

Ecology
Environment any

Organization solitary, flock (2–5), or blight (6–12)
Treasure none


Special Abilities

Shared Flammability (Ex) All creatures within the autumn swirl's space share its vulnerability to fire weakness, suffering double damage from area fire effects, and +50% fire damage from non-area sources.

Vulnerable To Fire (Ex) An autumn swirl are highly flammable. Area effects that deal fire damage inflict double damage on an autumn swirl. Burning weapons, such as torches, flaming weapons, and flame blades can be used to attack them despite their immunity to weapons. They inflict their fire damage only, increased by 50% due to fire vulnerability. Flaming sphere and similar fire-based effects that affect targets by sharing their space inflict damage to an autumn swirl.

Wither Vegetation (Ex) An autumn swirl inflicts its swarm damage on vegetation, plants, and Plant creatures ignoring their hardness and damage reduction (except DR/epic or DR/mythic). When an autumn swirl kills a Plant creature, it gains fast healing 1 for a number of rounds equal to the creature's HD.

Autumn swirls are swarms of lesser otherworldly spirits of entropy and withering infusing fallen leaves. They dance on the winds when it's not raining, though they occasionally attack living beings and plants that disturb the inevitability of autumn's decay. They might survive into early winter before they wither and die themselves, and they can be found guarding fair glades and copses belonging to more powerful autumn fey.