2021-11-28

Fantasy NPC: Visseyen The Helpful

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Visseyen The Helpful

A slightly hunched old man, bald, but with a fancy, colorful moustache and beard, and equally colorful, eye-catching clothing.

CR 4; 1,200 XP
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +6Senses darkvision 60 ft.Perception +15

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 insight, +3 natural)
hp 39 (6d10+6); fast healing 3
Fort +3, Ref +9, Will +7
Defensive Abilities foresight, undetectable alignment; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+2) or quarterstaff +8/+3 (1d6+3)
Special Attacks menacing double, sneak attack 1d6
Spell-Like Abilities (CL 6th, concentration +9)
Constant—foresightundetectable alignment
At Will—identify, prestidigitationtrue strike

Statistics
Str 14, Dex 14, Con 12, Int 15, Wis 15, Cha 17
Base Atk +6; CMB +8; CMD 22
Feats Dirty Fighting, Combat Reflexes, Improved Initiative
Skills Bluff +16, Heal +11, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +15, Profession (soothsayer) +11, Sense Motive +15, Spellcraft +11; Racial Modifiers +4 Bluff, +4 Perception, +4 Sense Motive
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ change shape (an elderly Medium humanoid with hair dyed in multiple colors, alter self), false divination, juicy gossip

False Divination (Su) Visseyen can naturally spoof casting divination spells and rituals by going replicating the words, the motions, and requisite magical auras.

Juicy Gossip (Su) Visseyen telepathically overhears local gossip, allowing them to make Knowledge (local) untrained, gaining +2 bonus to the checks for each day spend in a settled areas (be it an actual settlement, an extended household, or a castle, as long as it is inhabited by socially active sapient beings), to a maximum +14 bonus after one week. The bonus resets to zero after a week away from the settlement.

Menacing Double (Su) As a swift action, Visseyen can create a semi-real illusion of themselves occupying a square within 60 feet that threatens adjacent squares. Visseyen can deliver attacks of opportunity through their double, and flank enemies by themselves. As a standard action, they can vanish in a puff of smoke, teleporting themselves to replace their double.


Visseyen The Helpful is an unbound demon that travels the Material Plane posing as a variety of itinerant diviners, soothsayers, prophets, and seers. Always appearing as an elderly person, they offer advice, auguries, and prophecies, usually false, designed to promote mortals to perform petty acts of evil and chaos under the guise of deflecting bad luck and attention of evil spirits on others—though when the right opportunities occur, Visseyen gladly talks their client into committing serious sins and crimes.

Visseyen is sort of patient for a demon, sometimes manipulating their victims for an extended periods of time—either as a local soothsayer, or placing themselves in employment of people that interest him, though rarely having actual long-term plans, instead reacting to circumstances and grasping at opportunities as they appear.

In their true form, Visseyen appears to be a wrinkled, sexless humanoid with clawed hands, and colorful hair, though the colors vary wildly between forms and appearances.


2021-11-21

Fantasy Monster: Coin Drake

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Coin Drake

A stocky creature that resembles a cross between a toad and a gecko, with vestigial wings and bronze and gold scales that resemble coins.

CR 1; XP 400
N Tiny Dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +6

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 15 (2d12+2)
Fort +4, Ref +3, Will +4
Immune paralysis, sleep

Offense
Speed 20 ft., burrow 20 ft. (piles of coins and gems only), climb 20 ft.
Melee bite +3 (1d4–1), 2 claws +3 (1d4–1)
Ranged spit coin +4 (2d6–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd, concentration +3)
At Will—sift

Statistics
Str 8, Dex 10, Con 12, Int 5, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 9 (13 vs. trip)
Feats Improved Initiative
Skills Climb +6, Perception +6, Sense Motive +6, Stealth +13
Languages Draconic

Ecology
Environment warm and temperate ruins and urban
Organization solitary, pair, treasury (3–10)
Treasure standard

Spit Coin (Ex) A coin drake can grasp a nearby coin with its tongue and almost immediately spit it with a surprising strength and speed at its enemies, making a ranged thrown attack with range increment of 20 feet.


Coin drakes are minute draconids that love to infest supplies of coins, lost hoards, and forgotten treasuries. Feral coin drakes tend to be aggressive when anyone tries to take their coins, but more civilized ones can be reasoned with, tricked, or even employed as watchers and guardians. They can learn the basic idea of barter, though they have hard time comprehending more abstract evaluation of goods and services.

A coin drake may be selected as a familiar by a 3rd or higher level caster with Improved Familiar feat.


2021-11-14

Fantasy Monster: Camelovulture

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Camelovulture

A creature with the body and limbs of a camel, neck and a head of a vulture, and a feathery tail.

CR 5; XP 1,600
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light, scent; Perception +12

Defense

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +4
Defensive Abilities desert dweller; Immune disease, nausea, sickness

Offense
Speed 50 ft.
Melee bite +10 (2d6+6)
Ranged corrosive spit +7 touch (4d6 acid, 2d6 acid in following turn)

Statistics
Str 18, Dex 13, Con 14, Int 2, Wis 15, Cha 7
Base Atk +7; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Lightning Reflexes, Run, Vital Strike
Skills Perception +12

Ecology
Environment warm and hot savannah and deserts
Organization solitary, pair, pack (2-5)
Treasure standard

Corrosive Spit (Ex) A camelovulture can spit acidic spittle as a standard action, dealing 4d6 points of acid damage on a successful ranged touch attack to a target within 30 feet. Corrosive spit deals additional 2d6 points of acid damage on the camelovulture's following turn unless washed of with water or removed with acid neutralizing effect.

Desert Dweller (Ex) A camelovulture withstands desert heat and nighttime cold with little complaint. It gorges itself on water and flesh whenever possible, potentially ignoring effects of starvation and thirst for a number of days equal to its Constitution score, as long as it had chance to consume adequate amount of feed and liquids.


Camelovultures are vicious and cunning scavengers of the desert that can be occasionally tamed and used by mounts... As long as the rider is up to dealing with a moody and unruly beast and the constant stench of rotting meat.

Packs of camelovultures occasionally "hunt" by calmly trailing the potential prey across the dry wastelands until the victim falls to thirst and heat.


2021-11-07

Fantasy Monster: Clockwork Nightmare

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Clockwork Nightmare

This massive egg-shaped construction of iron plates and brass gears moves on spidery legs.

CR 13; 25,600 XP
N Colossal Construct (clockwork)
Init +5; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +31

Defense
AC 28; touch 10, flat-footed 25 (+5 deflection, +1 Dex, +2 dodge, +18 natural, –8 size)
hp 190 (20d10+80)
Fort +11; Ref +14; Will +12
Defensive Abilities etched wards, opportunity repairs, swift reactions; DR 15/adamantine; Immune construct traits; Resist acid 20, cold 20, fire 20, sonic 20; SR 24
Weakness vulnerable to electricity

Offense
Speed 60 ft.; colossal walker
Melee 6 cutting tools +20 (1d6+8)
Ranged 6 spring bolts +20 (1d6+8)
Space 30 ft.; Reach 30 ft.
Special Attacks attacks of opportunity (10 per turn, +18 attack, 1d6+4 damage)

Statistics
Str 26, Dex 13, Con —, Int —, Wis 13, Cha 11
Base Atk +20; CMB +36; CMD 52 (64 vs. trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +31, Perception +31; Racial Modifiers +30 Acrobatics, +30 Perception

Ecology
Environment ruins, urban
Organization solitary
Treasure double standard

Special Abilities

Etched Wards (Ex) A clockwork nightmare is enhanced with intricate wards inscribed on its elements granting it +5 deflection bonus to AC and +5 resistance bonus to saving throws.

Colossal Walker (Ex) A clockwork nightmare can walk over obstacles that are less than 10 feet tall, and can ignore most of the difficult terrain. It can still be hampered by deep water, mud, or sand, if those are deep enough for it to sink at at least 10 feet (and its extreme weight may make it breach surfaces capable of supporting Medium-sized creatures).

Opportunity Repairs (Ex) A clockwork nightmare is equipped with ten semi-autonomous appendages that it uses to make attacks of opportunity with +18 attack bonus dealing 1d6+4 points of damage. At the beginning of the clockwork nightmare turn, each of the appendages that wasn't used to make an attack of opportunity since the last turn repairs the clockwork nightmare for 1d6+4 points of damage instead.

Spring Bolts (Ex) A clockwork nightmare can fire metal bolts with great strength using powerful springs. These are treated as thrown attacks adding Strength to attack and damage rolls, with range increment of 40 feet and maximum range of five increments. When a clockwork nightmare takes a full attack action, it can make a total of six attacks mixing cutting tool and spring bolts attacks in the same action. A clockwork nightmare's internal systems seem to have limitless supply of suitable metal parts to be stashed inside.


A clockwork nightmare is an enormous clockwork construct of elaborate design and unknown origins that—unlike most clockwork machines—is fully capable of functioning without being winded up and repair itself from near destruction.


2021-10-31

Fantasy NPC: The Unborn Prince

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The Unborn Prince

This young man could be considered handsome, if he wasn't ghostly-pale and translucent, floating through the night air. His attire eerily resembles what the royal heir recently wore in the court.

CR 6; 2,400 XP
CE Medium Undead (augmented human, incorporeal)
Init +8Senses darkvision 60 ft.Perception +12

Defense
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge)
hp 66 (7d8+35)
Fort +6, Ref +6, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee 2 withering touches +11 incorporeal touch (3d6 or pain)
Special Attacks petty tyrant

Statistics
Str —, Dex 18, Con —, Int 13, Wis 15, Cha 19
Base Atk +5; CMB +5; CMD 24
Feats Dodge, Improved Initiative, Iron Will, Toughness
Skills Fly +22, Intimidate +14, Knowledge (nobility) +11, Perception +12, Stealth +14
Language Common, Duc
SQ royal blood

Petty Tyrant (Su) As a swift action the Unborn Prince can issue a command to a living creature that swore oaths of loyalty to the crown and the king. Once the target fails or refuses to fulfil the command (even if the command is impossible to fulfil), The Unborn Prince can take a standard action to inflict 3d6 points of damage to the victim. He has to issue a new command, or renew the old one, before he can inflict the damage again. This ability requires a line of sight to issue the order or inflict the damage. This lingering threat ends 24 hours after the command was issued. This is a language-dependent curse effect.

Rejuvenation (Su) The Unborn Prince can't be killed permanently, like a ghost returning to unlife 2d4 days after being reduced to 0 hit points, as long as the other twin lives...  The Unborn Prince feels the pain suffered by his twin sibling, and any injuries suffered currently by the twin appear on The Unborn Prince's spectral body as bloodless scars.

Royal Blood (Ex) The Unborn Prince treats Knowledge (nobility) as a class skill. He is considered to be bearer of the royal blood (despite being incorporeal undead) for the purpose of magical effects keyed to his family and royalty in general, particularly various wards and mystical defenses of the royal palace.

Withering Touch (Su) The Unborn Prince's touch withers the flesh of the living dealing damage on touch, except to the people sharing the royal blood (legitimate or not). The later suffer intense pain that nauseates them for 1d4 rounds on a failed Fortitude saving throw (DC 17) but suffer no damage. After succeeding the saving throw, the target becomes immune to the pain for 24 hours. This is a pain effect. The saving throw DC is Charisma-based.


The Unborn Prince is the twin sibling of the royal heir that died during their birth—and blaming the surviving twin for the death and supposed usurpation—for surely, the Unborn Prince was the firstborn, accepting no claims to the contrary.

Despite being dead, The Unborn Prince growth followed the living twin, first being a mere ghostly sibling, bearing just a hint of malice, but slowly, as both siblings learned about the duties and privileges of the royalty, he grew envious, bitter, and angry over what he perceived as stolen heritage.

Now, he roams the darker parts of the royal palace, tainted by betrayals, murders, and other evil acts driven by desire for power and prestige, occasionally lashing at the servants and courtiers, and seeking a way to regain his rightful birthright. Of course, he is far from being completely sane or stable, and will definitely not trust anyone to let oneself be destroyed for purpose of magical revival. His feebly corporeal remains completely decayed into dust anyway. Still, some more unsavory nobles might wish to utilize The Unborn Prince in some way in their courtly intrigues, if they learn how to handle him without sparking his ire.


2021-10-29

Fantasy Monster: Wight-Chieftain

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Wight-Chieftain

A tall skeletal figure in once splendid clothing and ancient jewelry.

CR 6; 2,400 XP
CE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +15
Aura mantle of grave chill (60 ft.)

Defense
AC 19; touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 75 (10d8+30)
Fort +6; Ref +9; Will +9
Defensive Abilities channeling resistance +4; Immune undead traits

Offense
Speed 30 ft.
Melee +1 returning spear +12/+7 (1d8+7, 20/×3) or 2 slams +11 (1d4+4 plus 1d6 cold)
Ranged +1 returning spear +12 (1d8+7, 20/×3)
Special Attacks follow the bloodied shaft, piercing sweep
Spell-Like Abilities (CL 12th, concentration +13)
At Will—communal phantom steed

Statistics
Str 18, Dex 18, Con —, Int 13, Wis 15, Cha 17
Base Atk +7; CMB +11; CMD 25
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Nimble Moves
Skills Intimidate +16, Knowledge (royalty) +11, Perception +15, Ride +17, Sense Motive +15
Languages Common, or any appropriate ancient language

Ecology
Environment ruins, underground
Organization solitary or accompanied by assorted retinue of lesser wights
Treasure double standard

Special Abilities

Follow The Bloodied Shaft (Su) After dealing damage to a living creature with a spear attack, a wight-chieftain can teleport to a square adjacent to the target as a free action, regaining the proper grip on the weapon if it was thrown.

Mantle Of Grave Chill (Su) A wight-chieftain is surrounded by an aura of unearthly cold, numbing body and soul. Creatures within 60 feet reduce their cold resistance by 10 and suffer –2 penalty to saving throws and Constitution-based ability checks made to resist death, despair, exhaustion, fatigue, fear, and sleep effects.

Piercing Sweep (Ex) After hitting a Medium or smaller corporeal creature with a melee spear attack, a wight-chieftain can attempt a free reposition combat maneuver that doesn't provoke attacks of opportunity.


A wight-chieftain is an ancient warleader or a king, bound by greed and dark magic to linger eternally in his barrow, long after his reign could be remembered. The passage of time becomes an inconsistent blur, only punctuated by intrusions by thieves, lost travelers, and an occasional necromancer seeking to sway or bind him into service of greater evil.

Only rarely wight-chieftains venture beyond their grave-realms, either roused from their nether slumber by greater darkness arriving to lead them against living, or when intrusions by the living into the barrow-lands grow to be intolerable.


2021-10-28

Fantasy Monsters: Wight-Sage

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Wight-Sage

A stooping skeletal figure in ragged robes.

CR 5; 1,600 XP
CE Medium Undead
Init +6; Senses darkvision 60 ft.; Perception +13

Defense
AC 18; touch 15, flat-footed 16 (+3 deflection, +2 Dex, +3 natural)
hp 59 (7d8+28)
Fort +5; Ref +4; Will +8
Defensive Abilities channeling resistance +4; Immune undead traits

Offense
Speed 30 ft.
Melee 2 slams +8 (1d4+2 plus 1d6 cold)
Special Attacks grasp of death (30 ft., 4d6, Fort DC 16 partial)
Spell-Like Abilities (CL 7th, concentration +10)
Constant—shield of faith

Statistics
Str 14, Dex 14, Con —, Int 17, Wis 17, Cha 17
Base Atk +5; CMB +7; CMD 22
Feats Improved Initiative, Nimble Moves, Weapon Focus (slam), Toughness
Skills Knowledge (arcana) +13, Knowledge (nobility) +10, Knowledge (religion) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +10
Languages Abyssal, Common, Infernal, Sylvan, any appropriate ancient language
SQ change shape (Tiny bat, raven, or snake; beast shape II), unending death

Ecology
Environment ruins, underground
Organization solitary, pair
Treasure standard

Special Abilities

Grasp Of Death (Su) A wight-sage can direct deathly energies against up to three living creatures within 30 feet as a standard action. Targets that fail a Fortitude saving throw (DC 16, dying creatures fail this saving throw automatically) suffer 4d6 points of damage and are marked by death, halving any healing received for 1d4+1 rounds. This is a death effect. The saving throw DC is Charisma-based.

Unending Death (Su) A wight-sage can return destroyed corporeal undead of 6 or less CR to unlife in a complex ritual that can be performed only during a full moon, taking at least 1 hour at the right time. Multiple wight-sages can revive more powerful entities at more unique nights—three wight-sages can revive CR 12 undead on the shortest night of the year, and 27 wight-sages could possibly revive CR 18 undead on a celestially-significant night that happens no more often than once a decade. The ritual requires special components and sacrifices fitting the nature and power of the entity called back into existence, as appropriate for the story. It always require some sort of connection with the target, be it personal bond between the wight-sage and the target, knowledge of the true name, piece of body, favored possession, or being performed in a place of personal significance to the target.


Majority of wight-sages were elders, shamans, and magicians, who—through bonds of either respect or servitude—became members of funeral retinues for chieftains and kings of old. Now, they continue to serve their lords beyond death, haunting ancient barrowlands. A few were given independent burials, in show of respect for their wisdom and power, often lording over a few apprentices, slaves, and beasts of their own.