2022-08-28

Fantasy NPC: Crabgrass And Bindweed

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Crabgrass And Bindweed, Tiny Garden Gargoyles

A pair of little stone-red gargoyles with greenish moss overgrowth and well pronounced horns.
 
CR 5 (as a pair); 1,600 XP
CN Tiny Outsider (earth, native)
Init +2; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +5
DR 10/magic; Resist acid 10, fire 10

Offense
Speed 20 ft., fly 40 ft. (average)
Melee 2 claws +6 (1d3), bite +6 (1d3), gore +6 (1d3)
Special Attacks smite good (1/day, +1 to attack rolls and AC, +4 damage)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 10, Dex 14, Con 14, Int 5, Wis 13, Cha 13
Base Atk +4; CMB +4; CMD 16
Feats Improved Initiative, Lunge
Skills Fly +13, Knowledge (local) +2, Perception +5, Profession (gardening) +5, Sleight Of Hand +9, Stealth +10; Racial Modifiers +4 Stealth amongst the garden's or mansion's ornaments
Language smattering of Common, Infernal, and Terran
SQ agile flier, freeze

Agile Flier (Ex) While flying, Crabgrass and Bindweed can make Fly checks to move through threatened area or enemy space without provoking attacks of opportunity.

Freeze (Ex) Like other gargoyles, Crabgrass and Bindweed can take 20 on Stealth checks by remaining still and pretending to be stone statues.


Crabgrass and Bindweed are two miniature gargoyles that live in Millian Mossveil's garden—and Millian isn't a kind of fellow to ask about the exact nature of their connection to his gardener Thistle, despite their clearly shared fiendish nature, and the gardener's inconsistent and unpredictable behavior toward the two. While he loudly proclaims his annoyance at the stupidity and petty malice of the clearly immature gargoyles, and willingness to murder them over the slightest provocation, he never follows up on the threat, and has clearly a soft spot for them, despite his claims to the contrary.

Beyond their mischievousness, Crabgrass and Bindweed are lazy, gluttonous, and not terribly bright. The latter might be the reason why Thistle's attempt to incite them into cruelty has failed so far.


2022-08-21

Fantasy Monster: Electropus

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Electropus

A vivid blue octopoid creature covered with white and yellow patterns crackling and pulsating with energy.

CR 5; XP 1,600

N Small Aberration (aquatic)
Init +10; Senses darkvision 60 ft.; Perception +13

Defense

AC 18, touch 17, flat-footed 12 (+6 Dex, +1 natural, +1 size)
hp 52 (8d8+16)
Fort +4, Ref +8, Will +8
Defensive Abilities electric shield; Immune electricity

Offense
Speed 20 ft., climb 20 ft., swim 40 ft.
Melee bite +9 (1d4+2), 2 tentacles +7 touch (2d6 electricity)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks arcing pulse (30 ft., 5d6 and staggered, Fort 16 partial)

Statistics
Str 14, Dex 22, Con 14, Int 2, Wis 15, Cha 11
Base Atk +6; CMB +7; CMD 23 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Multiattack, Nimble Moves
Skills Climb +10, Perception +13, Stealth +10, Swim +10
SQ hold breath (1 hour)

Ecology
Environment any aquatic
Organization solitary, pair, or a group (3–6)
Treasure standard

Arcing Pulse (Ex) As a full-round action, an electropus can discharge electricity in a 30-ft. radius burst (or a 30-ft. radius sphere centered on the electropus underwater) dealing 5d6 points of electric damage and staggering exposed creatures for 1d4 rounds. A successful Fortitude saving throw (DC 16) halves the damage and prevents being staggered. After using this ability, an electropus can't use it again for one hour. The saving throw DC is Constitution-based.

Electric Shield (Ex) Any creature hitting an electropus with an unarmed strike, natural attack, or a non-reach melee weapon is struck back by a jolt of lightning dealing 2d6 points of electricity damage.


An electropus is a strange and exotic creature that seems to be related to more mundane octopuses, though it is obvious there is more to this creature—its body glows and crackles with electric charge. Electropuses are also capable of surviving in fresh water and occasionally come out of water for a short time, where they move much more vigorously than stranded cephalopods.

Young electropuses sometimes form swarms (CR 7, Tiny, AC 20, 12 HD, 90 hp, Fort +6, Ref + 10, Will +10, 3d6 swarm electric damage).


2022-08-14

Fantasy NPC: Thistles, The Obnoxious Gardener

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Thistles, The Obnoxious Gardener

A grotesquely squat and scruffy dwarf, bald and beardless, aside of very thick and messy red sideburns. He wears a dirty work suit and handles a big sickle with surprising grace.

CR 5; 1,600 XP
LE Small Outsider (devil, evil, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +13

Defense
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 59 (7d10+21); regeneration 5 (disintegration and other effects that destroy the body)
Fort +8, Ref +4, Will +8
Defensive Abilities anchored; DR 10/good or silver and magic; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 20 ft., burrow 20 ft.
Melee oversized sickle +10/+10/+5 (1d6+2)
Special Attacks favored enemy (animals +2, plants +4), sickle-work
Spell-Like Abilities (CL 7th, concentration +6)
At Will—create water, detect animals and plants, diminish plants, plant growth, spike growth (DC 12)

Statistics
Str 14, Dex 14, Con 16, Int 13, Wis 17, Cha 9
Base Atk +7; CMB +8; CMD 20
Feats Combat Reflexes, Nimble Moves, Power Attack, Skill Focus (Profession [gardening])
Skills Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +10, Perception +13, Profession (gardening) +16, Stealth +16
Language Common, Infernal, Sylvan, Terran; telepathy 100 ft.

Anchored (Ex) Thistles is bound by magical contract to serve as gardener for Millian Mossveil until the latter's soul descends (in duly legitimate conditions as listed in the contract) to hell. Until that very unlikely moment, Thistles treats the garden as his native environment and can't be banished. If his body is destroyed, it will grow back up within 2d12 hours. If he leaves or is forcibly taken from the garden he returns back within 2d12 hours as if using word of recall. As his services are exclusive, he can't be called or contracted until the contract with Millian Mossveil is legitimately ended.

Sickle-Work (Ex) Thistles is deadly with sickles—he can wield sickle suitable for Medium creature without penalties, and can make one additional melee attack at the highest Base Attack Bonus when he makes a full attack. He always keeps one at hand.


Thistles is a devil bound by a contract to serve as a master gardener for one Millian Mossveil. That seemed as a simple task at first, just sit there, do you job for a few dozen years in relaxing, if boring circumstances, and be back home soon. Until that naive spineless pushover got himself turned into a vampire. That seriously messed up the contract! Now Millian won't die naturally—which would release his soul for its destined place in the hell and finalize the contract—and Thistles is forbidden from helping him to the other side, or even aiding others dispose of Millian, under the pain of dissolution.

After many years of servitude, Thistles is jaded, obnoxious, and rude, wisecracking at his employer, visitors, and intruders alike. What could his boss do to discipline him anyway? He can't fire or send him away after all. Despite his off-putting attitude, he remains superb gardener, priding himself on quality of his work. He won't admit it under any circumstances, but he actually enjoys his job, finding its peaceful serenity a pleasant change of peace from the frantic struggles of lower tier devils in the depths of Hell.

In his spare time he started reading workers literature and at the same time he is contemptuous of and interested in certain labor movement ideas.


2022-08-07

Fantasy NPC: Millian Mossveil

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Millian Mossveil

A plain, middle aged, balding man, in a coat long out of fashion.

CR 6; 2,400 XP
Male human vampire aristocrat 6
LE Medium Undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +13

Defense
AC 20, touch 13, flat-footed 17 (+1 armor,  +2 Dex, +1 dodge, +6 natural)
hp 45 (6d8+18); fast healing 5
Fort +5, Ref +7, Will +9
Defensive Abilities channel resistance +4, hide from plants; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses

Offense
Speed 30 ft.
Melee slams +8 (1d6+5 plus energy drain)
Melee (changed shape) 2 claws +8 (1d6+4) and bite +8 (1d6+4)
Special Attacks blood drain, children of the garden, energy drain (2 levels, DC 15)

Statistics
Str 16, Dex 15, Con —, Int 16, Wis 16, Cha 14
Base Atk +4; CMB +7; CMD 20
Feats AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB, Prodigy (Craft [calligraphy] and Profession [gardening]), Skill Focus (Knowledge [nature]), Skill Focus (Profession [gardening]), ToughnessB,
Skills Bluff + 10, Craft (calligraphy) +5, Fly +11, Handle Animal +11, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (nobility) +12, Perception +13, Profession (gardening) +17, Ride +11, Sense Motive +13, Stealth +16
Language Common, Duc, Infernal, Sylvan
SQ change shape, gaseous form, shadowless, spider climb

Change Shape (Su) Millian Mossveil can shift his form into a monstrous amalgam of a human and a bat with bite and two claw attacks and flying speed of 30 feet with average maneuverability. Millian Mossveil is too deeply embarrassed by this terrible visage to use it frivolously, only the most dire of circumstances might force him to don it.

Children Of The Night Garden (Su) Once per day Millian Mossveil can summon 1d4+1 bat swarms, 1d3 wasp swarms, or a single shambling mound. The creatures arrive in 2d6 rounds and serve Millian for up to 1 hour.

Hide From Plants (Su) Plant creatures can't naturally sense Millian Mossveil. Even extraordinary or supernatural senses can't detected him. If he touches or attacks a plant creature, the effects are suppressed for 1 round.

Vampire Weaknesses Millian Mossveil seems to be unaffected by garlic and mirrors—though it is hard to say if part of his personal peculiarities or the shared qualities of his bloodline. He has tendency to be fascinated by roses.

Gear ring of resistance (+1), ring of mighty fists (+1)


Millian Mossveil was an outlier among his peers—despite his gentle birth, he had no ambition and little sense of entitlement for more than he already had. As a rather shy and mellow individual, he preferred spending time tending to his beloved garden than engaging in politics, gossip, social entanglement, or debaucheries his class is famous for.

He would be happy to live his life until its natural end, and then be buried somewhere in his beloved gardens surrounding his mansion, but one day, a renowned solicitor approached him and while complimenting his gardens, off-handedly mentioned that he no longer needs services of his own gardener, and recommended that man to Mr. Mossveil. Little Mr. Mossveil knew, that his new employee wasn't a mortal, but a literal devil in a human guise. Faced with inhuman confidence and just a little bit of omission here and there, Millian Mossveil discovered he signed off his soul for services of a marvelous, if rather moody and temperamental gardener... At least the gardens got expanded.

Millian quickly resigned himself to spending eternity in hell and spend the next few years enjoying his gardens while he still could... And then another unexpected breakthrough happened in his life. A mysterious woman came to visit him and see his gardens. She was charming, understanding, and seemingly interested in the workings of the gardens. Over the following evenings of her visit she slowly got out of Mr. Mossveil details of his deal—and once she knew Millian's secret, she revealed him one of her own mysteries. By turning him into a vampire. That was probably even more unexpected for poor Millian than his accidental deal with the Hell, but again, he went on with the flow.

The infernal gardener took it much worse—apparently, his contract was binding him to serve Millian until the latter's soul would pass into the Hell after his death. Except as Millian was now a vampire, his soul was quite stuck where it was. And there was a rather complex legalistic safety clause in the contract preventing the devils from expediting his soul to hell by murder or destruction.

Long years has passed since that time, with Millian acclimating himself to his new existence quite well, thank you. He is still the same shy fellow who has problems with small talk, showing confidence, or even saying no. But he has his gardens and he has all the time in the world to enjoy them. The gardener is even more obnoxious and unruly than ever, but you can't have everything, can you? Millian rarely leaves his ground of his mansion, and almost always to feed—as gently and peacefully as he can—on one of his tenants in the surrounding villages.


2022-07-31

Fantasy NPC: Dame Sungazer

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Dame Sungazer

A feminine figure bound from head to toes in desert garb.

CR 9; 6,400 XP
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +8; Senses darkvision 60 ft.; Perception +19

Defense
AC 23, touch 18, flat-footed 19 (+3 armor, +4 deflection, +4 Dex, +2 natural)
hp 114 (12d10+48); regeneration 5 (good)
Fort +12, Ref +10, Will +12
DR 10/good; Immune cold, disease, fire, sandstorms, starvation, thirst; SR 20

Offense
Speed 30 ft., fly 10 ft. (perfect) or 600 feet per round (poor)
Melee 2 claws +16 (2d6+4)
Special Attacks scouring winds (60-ft. line, 30-ft. cone, or 10-ft. emanation, 10d6, DC 18 half), unnerving gaze (30 ft., DC 18 negates)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith
At Will—create water, destroy water (up to 24 gallons in a single container or body of water), wind walk (self only)
1/day—control weather

Statistics
Str 18, Dex 18, Con 18, Int 15, Wis 19, Cha 15
Base Atk +12; CMB +16; CMD 34
Feats Blind-Fight, Diehard, Endurance, Improved Initiative, Lightning Reflexes, Nimble Moves
Skills Bluff +17, Fly +19, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Sense Motive +19, Stealth +19
Language Common, Ignan, Infernal; telepathy 100 ft.
SQ altar of the unforgiving sun

Altar of The Unforgiving Sun (Su) Dame Sungazer can spend 1d6 hours building an altar from available stone, clay, bones, and metal. Once the altar is finished and exposed to direct sunlight, its composite materials fuse together forming a durable construction (hardness 10, 100 hit points). Mortals that spend time praying or meditating by the altar, or make a symbolic offering at it, gain +1 profane bonus to Constitution checks, and Fortitude saving throws against thirst, starvation, heat, and disease for one day. When a living creature is sacrificed, or the petitioners bleeds themselves, they receive +2 bonus for 1d6 days. If a sapient creature is sacrificed, the petitioners receive +5 bonus that will last for 1d3 weeks. The altar projects an aura that slowly turns the area hotter and drier, as long as people come to pray and sacrifice at the altar. It is unclear how many altars can be erected and maintained by Dame Sungazer at the same time, though she keeps them separated by days of foot travel at least.

Scouring Winds (Su) Dame Sungazer can invoke winds that blast her enemies with coarse, flesh-rending sand, dealing 10d6 points of damage within 60 feet line, 30 feet cone, or 10 feet spread centered on her. A successful Reflex saving throw halves the damage. Dame Sungazer never suffers negative effects of her scouring winds or sandstorms of any sort.

Unnerving Gaze (Su) Creatures that meet Dame Sungazer's eyes become blinded for 1d4 rounds, only capable of clearly seeing her and the blinding sun in the sky (even when in buildings or underground).


Dame Stargazer is a kyton obsessed with the sun and the torment that its heat and light can inflict on the living. She claims to pursue deeper truth in the visions induced by heatstroke and deprivation in mortal beings. She sometimes seeks lost travelers and prisoners condemned to death by desert, offering them enough water and aid to keep them alive but deprived and hallucinating listening to their rambling. At other times, she deceives local denizens into idolatry at the altars she constructs, turning the land slowly into more deadly and less hospitable to others.


2022-07-24

Fantasy Monster: Lutrinal

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Agathion, Lutrinal

An otter-faced, fur-covered figure wearing a traveling outfit and a backpack.

CR 6; XP 2,400

NG Medium Outsider (agathion, extraplanar, good)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14

Defense

AC 19, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, +2 natural, +1 shield)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +5
Defensive Abilities improvised shield; DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10

Offense
Speed 30 ft., swim 30 ft.
Melee bite +11 (1d6+3) or shillelagh +12/+7 (2d6+4) and bite +6 (1d6+1)
Ranged thrown rock or other improvised projectile +12/+7 (1d6+4 or 2d6+5 against undead)
Spell-Like Abilities (CL 8th; concentration +10)
Constant—know direction, magic stone (any stone or pebble thrown), shillelagh (any club or quarterstaff wielded by lutrinal)
At Will—create water, dancing lights, detect animals or plants, endure elements, mending, prestidigitation
1/day—aquatic travel, commune with nature

Statistics
Str 16, Dex 16, Con 16, Int 13, Wis 17, Cha 15
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Endurance, Nimble Moves, Throw Anything
Skills Climb +14, Knowledge (geography) +12, Knowledge (nature) +12, Knowledge (planes) +12, Perception +14, Stealth +14, Survival +14, Swim +11
Languages Celestial, Common, Draconic, Sylvan; speak with animals, truespeech
SQ hold breath (16 minutes), lay on hands 4d6 (6/day), mercy (fatigued), traveling pack

Ecology
Environment any (Elysium)
Organization solitary or pair
Treasure standard

Aquatic Travel (Sp) Once per day, a lutrinal can submerge in a body of water and travel across it for up to 8 hours at a rate of 100 miles per hour. While traveling in that way, lutrinal can breathe water as easily as air. This effect ends when the lutrinal emerges from the water or takes actions other than directly related to traveling (such as moving, checking maps, or searching for passage through an obstacle). This is an equivalent of 4th level transmutation [water] spell.

Improvised Shield (Ex) A lutrinal can easily use mundane objects to deflect enemy attacks, gaining +1 shield bonus to AC as long as they can hold anything moderately sturdy in their off-hand—a branch, a cloak, or a pan (and they always keep at least one in their traveling pack). They can also gain this bonus by wielding quarterstaff in a defensive two-handed grip, as long as they don't make off-hand attacks.

Traveling Pack (Su) Lutrinals can store far more than they physically should in their backpack—any single backpack used by lutrinal acts as a handy haversack for them. They always keep them filled with suitable traveling gear and supplies, replenishing lost and used up resources when possible.


Lutrinals are the travelers, explorers, and wilderness guides of the agathions—driven by insatiable curiosity for new geographic discoveries they wander across the multiverse establishing new routes, drawing maps, and leading other travelers out (and occasionally into) dangers.


2022-07-17

Fantasy Monster: Crimson Bees

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Crimson Bees

A swarm of red and black bees surrounded by sweet but unpleasant stench.


CR 10; XP 9,600
N Fine Vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +2

Defense
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 136 (21d8+42)
Fort +14; Ref +9; Will +9
Defensive Ability swarm traits; Immune weapon damage
Weakness vulnerable to area damage

Offense
Speed 20 ft., fly 40 ft. (good)
Melee swarm (5d6×2)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), vicious stings

Statistics
Str 1, Dex 14, Con 14, Int —, Wis 15, Cha 11
Base Atk +15; CMB —; CMD —
Skills Fly +14

Ecology
Environment temperate and forests and plains
Organization solitary, pair, hive (3–6 swarms)
Treasure standard (in the form of blood honey)

Special Abilities

Vicious Stings (Ex) Crimson bees sting their enemies with extreme prejudice dealing double damage comparing to typical swarms with the same HD. Creatures immune to poison or those immune to additional damage from critical hits suffer regular damage instead.


Crimson bees are deadly swarming insects that feed on flesh and flower pollen alike, producing a pinkish honey that is a potent magical component for healing and necromantic magic alike.

They are very aggressive comparing to more common bees and often pursue intruders until the prey is dead and can be feed on by the hive. They occasionally make hives inside carcasses of particularly large beasts.

Blood honey can be used as an all natural (if somewhat gross) substitute component for regular costly components used in healing and necromantic spells. A single ounce of blood honey is equivalent to 10 gp of components.