2022-11-27

Fantasy NPC: King Hoarfrost, Tyrant Of The Hoarbound Vale

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King Hoarfrost, Tyrant Of The Hoarbound Vale

The king is tall and disproportionately wide, with cold blue skin and long sparkly white hair. Like his children, he wears opalescent robes, though his reveal a suit of complex armor beneath.

CR 8; 1,600 XP
LE Large Fey
Init +6Senses low-light visionPerception +23

Defense
AC 21, touch 14, flat-footed 19 (+7 armor, +3 deflection, +2 Dex, –1 size)
hp 99 (18d6+36); regeneration 30 (special)
Fort +10, Ref +13, Will +13
Defensive Abilities divine pretender, winterborn; DR 10/cold iron and magic; Immune cold, death, disease, poison; Resist acid 20, electricity 20, fire 20, sonic 20

Offense
Speed 30 ft. (20 ft. in armor)
Melee scepter of frost +15/+10 (2d6+7 plus 1d6 cold)
Ranged icicle spear +11 (2d6+7 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks unleash the wrath of mountains

Statistics
Str 22, Dex 14, Con 14, Int 15, Wis 15, Cha 15
Base Atk +9; CMB +10; CMD 38
Feats Blind-Fight, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Intimidation)
Skills Intimidation +26, Knowledge (nature) +23, Knowledge (nobility) +20, Knowledge (religion) +20, Perception +23, Ride +16*, Survival +20, Swim +23*; * –4 armor check penalty included
Language Aklo, Aquan, Auran, Common, Ignan, Infernal, Sylvan

Divine Pretender (Ex and Su) King Hoarfrost taps the forced reverence he squeezes out of the denizens of the Hoarbound Vale into a degree of immortality. As long as the festivities in his honor continue and a year and a day thereafter, he is immune to death effects and his regeneration can only be suppressed with damage inflicted by a person bearing both of blessing of winter prince and blessing of winter princess.

Unleash The Wrath Of Mountains (Su) When standing on a mountain side or a mountain top, king Hoarfrost can spend at least 10 minutes invoking powers of ice, snow, and mountains and cause an avalanche, snowstorm, or a blizzard to strike anywhere within his line of sight. If he takes at least 1 hour the effects can extend to cause intense snowfall over whole Hoarbound Vale or trigger multiple avalanches.

Winterborn (Ex) King Hoarfrost ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. He can swim in almost freezing water without ill effects. If he desires so, water freezes under her feet allowing her to effectively walk on newly formed ice. He can eat and drink but can actually live without sustenance for at least a season.

Notable Gear scepter of frost (Large +1 frost heavy mace, that he can call into his hand as a swift action), icicle javelin (Large +1 frost javelin, that he can call into his hand as a swift action), royal armor (Large +1 steel lamellar armor, that he can call onto himself as a swift action)


King Hoarfrost is a cruel and selfish fey lord that came one day to the land now known as Hoarbound Vale and subjugated the denizens with threats of catastrophic blizzards and avalanches, and hordes of minor fey and spirits of mountains and ice. Now, the vale remains trapped in endless winter and its people are forced to maintain an endless cycle of winter festivals in the honor of their wanna-be deity.

King Hoarfrost cares little for his subjects seeing them as a mere cogs in a machinery of his divine ascent—mortals are petty beings with no purpose beyond being tools and pets for the fey lords and deities to his egocentric mind. He doesn't treat lesser fey or spirits that much better, though he does accepts that they have at least their own desires and plans that he might let them indulge... As long as they serve him. He won't ever admit it even before himself, but he is scared snowless of mightier fey, dragons, and outsiders, especially those with power over cold and winter season. If ever faced with one, he will try to maintain a façade of cordial kinship while desperately trying to get them leave his domain.

As for his children, prince Shinwhite Snowflake and princess Icicle Blues, he seems to show them a otherwise unseen degree of leniency and affectation as long as they play the role in his story that he intended for them to have—mostly secondary witnesses to his greatness, with an occasional bout of harmless rebellion. He doesn't really love them, though—he only loves the reflection of his own greatness that he sees in his personal creation, and if they ever truly threaten his existence or his reign, he will be willing to destroy them and make new children.


2022-11-20

Fantasy NPC: Icicle Blues, Princess Of The Hoarbound Vale

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Icicle Blues, Princess Of The Hoarbound Vale

A tall and unnaturally thin young woman, with stern face, pale blue skin, long white hair, and striking purple eyes. She wears an opalescent shirt of mail, seemingly made of multihued ice.

CR 5; 1,600 XP
CN Medium Fey
Init +7Senses low-light visionPerception +15

Defense
AC 18, touch 15, flat-footed 15 (+3 armor, +2 deflection, +3 Dex)
hp 55 (10d6+20); regeneration 5 (cold iron, fire)
Fort +5, Ref +10, Will +9
Defensive Abilities winterborn; DR 5/cold iron; Resist cold 10, electricity 10

Offense
Speed 30 ft.
Melee freezing touch +6 touch (5d6 cold)
Ranged icicle bow +9 or +7/+7 (1d6+2 plus 1d6 cold/×3)

Statistics
Str 12, Dex 16, Con 14, Int 13, Wis 15, Cha 13
Base Atk +5; CMB +6; CMD 26
Feats Defensive Combat Training, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Knowledge (nature) +14, Knowledge (nobility) +12, Perception +15, Perform (sing) +14, Ride +13, Survival +12, Swim +14
Language Aquan, Auran, Common, Sylvan
SQ blessing of the winter princess

Blessing Of The Winter Princess (Su) If Icicle Blues engages in an act of passion, such as kiss, with another person, that creature gains benefit of endure elements (cold only) and resist cold 10 for the next 24 hours.

Winterborn (Ex) Icicle Blues ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. She can swim in almost freezing water without ill effects. If she desires so, water freezes under her feet allowing her to effectively walk on newly formed ice. She can eat and drink but can actually live without sustenance for at least a season.

Notable Gear icicle bow (+1 frost composite short bow, that she can call into his hand as a swift action), princely garb (+1 lamellar cuirass), jewelry (at least one piece bears a minor magical effect), a few +1 fey-bane arrows kept for special occasion (such as hunting a significant Otherworldly prey or engaging in blood-feud with another fey family)


Princess Icicle Blues is the daughter of King Hoarfrost and sister of prince Shinewhite Snowflake. Unlike her brother, she has little but contempt for mortals, their lives, their culture, and their reverence—she'd rather be riding across the wilds of the Otherworld and hunting in the company of other young fey royals than being stuck in the endless cycle winter festivals of the Hoarbound Vale.

For now, she honors her father's wish, attending the festivals with him and her brother, though she occasionally takes out her irritation on the servants, misperceiving their hospitality and reverence as the thing that chains her to this boorish, mortal place. Like her brother, she doesn't understand, that it's their father who holds the locals in thrall, forcing the natives to revere and fete him as their would-be god, and that as long as he can have his way, they are never leaving.


2022-11-13

Fantasy NPC: Shinewhite Snowflake, Prince Of The Hoarbound Vale

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Shinewhite Snowflake, Prince Of The Hoarbound Vale

A short and stocky young man, with pleasant face, pale blue skin, chin-length white hair, and striking purple eyes. He wears opalescent robes and silver jewelry with pink stones.

CR 3; 800 XP
CG Medium Fey
Init +1Senses low-light visionPerception +1

Defense
AC 15, touch 13, flat-footed 14 (+2 armor, +2 deflection, +1 Dex)
hp 33 (6d6+12); regeneration 5 (cold iron, fire)
Fort +6, Ref +6, Will +6
Defensive Abilities winterborn; DR 5/cold iron; Resist cold 10, electricity 10

Offense
Speed 30 ft.
Melee princely scepter +5 (1d6+2 plus 1d6 cold)
Ranged snowball +5 touch (3d6 cold)

Statistics
Str 12, Dex 12, Con 14, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 20
Feats Defensive Combat Training, Great Fortitude, Skill Focus (Knowledge [nobility])
Skills Diplomacy +11, Knowledge (nature) +10, Knowledge (nobility) +10, Perform (dance) +11, Ride +7, Survival +7, Swim +10
Language Aquan, Auran, Common, Sylvan
SQ blessing of the winter prince

Blessing Of The Winter Prince (Su) If Shinewhite Snowflake engages in an act of passion, such as kiss, with another person, that creature gains benefit of endure elements (cold only) and resist cold 10 for the next 24 hours.

Winterborn (Ex) Shinewhite Snowflake ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. He can swim in almost freezing water without ill effects. If he desires so, water freezes under his feet allowing him to effectively walk on newly formed ice. He can eat and drink but can actually live without sustenance for at least a season.

Notable Gear princely scepter (+1 frost light mace that he can call into his hand as a swift action), princely garb (+2 clothing), jewelry (at least one piece bears a minor magical effect)


Prince Shinewhite Snowflake is one of the two children of the King Hoarfrost. Unlike his cruel father and his distant sister, the prince is deeply curious of mortals and enamored with all parts of their culture and life—despite having very flawed understanding of it and mortal condition in general. He combines charming naivety with exceptional baggage of misconceptions regarding humanoid beings. He desires nothing less than to fully immerse himself in human condition—which is next to impossible, because he doesn't really experience the world like human beings, neither physically, nor mentally. For example, all smells and tastes are intriguing to him, even those which humans would find repulsive and he'll gladly will listen to the worst cacophony of sounds if he'll think it is some form of music.

Currently, the prince is having a time of his life taking part in the never ending winter solstice celebrations taking place in the Hoarbound Vale—trying (and mostly failing) to understand the traditions and ritual that take place, savoring the food, flirting (rather awkwardly) with mortals, and watching the ceremonies... So far, he remains unaware of the hidden distress of denizens of the vale, trapped in the never ending cycle of festivities, forced to entertain king Hoarfrost, his family, and his retinue, slowly running out of food, supplies, and hope.


2022-11-06

Fantasy Monster: Fluxwarp Gremlin Swarm

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Fluxwarp Gremlin Swarm

A bunch of minute, identical-looking, grotesque figures flickering in and out of existence with accompanying flashes, buzzing, and 

CR 5; XP 1,600

CN Tiny Fey (extraplanar, swarm)
Init +9; Senses low-light vision; Perception +20

Defense

AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size)
hp 56 (16d6); fast healing 5
Fort +4, Ref +15, Will +8
Defensive Abilities half weapon damage, swarm traits
Weakness self-summoning

Offense
Speed 20 ft., phasing
Melee swarm (4d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15)

Statistics
Str 1, Dex 20, Con 8, Int 3, Wis 7, Cha 5
Base Atk +8; CMB —; CMD —
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Run, Skill Focus (Perception), Toughness
Skills Knowledge (planes) +12, Perception +20
Languages barely coherent bits of Sylvan
SQ hitch a ride

Ecology
Environment any
Organization solitary, pair, or a pack (3–6)
Treasure none

Hitch A Ride (Su) When a creature occupying space shared with a fluxwarp gremlin swarm uses a teleportation effect, the swarm can teleport with the creature as an additional passenger. If there are other creatures sharing space with the swarm, the swarm splits in half, forming two new swarms with half the hit points of the original swarm. In unlikely circumstance when multiple creatures are teleported away to different destinations, the swarm splits into a number of copies equal to number of destinations (plus one if any creatures remain within the swarms original space) and divide its hit points adequately. Fluxwarp gremlins can recognize teleportation magic on sight.

Phasing (Su) Fluxwarp gremlin swarm flicker in and out of phase with the rest of the plane they are currently on. It can move through difficult terrain and obstacles without penalties. It can also move through walls, except force effects, but can't end their move within solid object.

Self-Summoning Fluxwarp gremlin swarms replenish themselves by summoning more copies of themselves and are always treated as summoned extraplanar creatures without a home plane. A fluxwarp gremlin swarm can be targeted with banishment, dimensional anchor, dispel magic, dispel chaos, dismissal, or any spells or effects that control, harm, or dismiss summoned creatures suppressing their hitch a ride ability, phasing, and fast healing for 1 round. All of those qualities are suppressed within area of dimensional lock and other effects that block teleportation effects.


Fluxwarp gremlin swarm form out of terrible teleportation or portal malfunctions that involved a gremlin. The original creature is caught in endless loop, bouncing between its destination and its origin points, while its countless replicas are summoned on both ways, transformed but recognizable.

The copying process is imperfect, leaving fluxwarp gremlins with even less intellectual capacity than most other gremlins strains. Their primary interests are eating and spreading themselves, preferably via teleportation and portals. Tests performed by diligent inane teleportation researchers showed that perplexingly, traveling via portals do not copy fluxwarp gremlins, unlike most other forms of teleportation.

Many extraplanar beings, at least those not thoroughly chaotic, consider spreading fluxwarp gremlin swarms across the multiverse an odious act, if not an outright offense.


2022-10-30

Fantasy Monster: Buzzing Golem

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Golem, Buzzing

A six-legged wooden frame with multiple hives fused together over the front, the center, and the posterior.

CR 7; 3,200 XP
N Large Construct
Init +1Senses darkvision 60 ft., low-light visionPerception +0

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 85 (10d10+30)
Fort +3, Ref +4, Will +3
Defensive Abilities magic immunity; DR 5/adamantine; Immune construct traits

Offense
Speed 20 ft., climb 20 ft.
Melee 2 slams +13 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, DC 17)

Statistics
Str 18, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +15; CMD 26 (34 vs. trip)
Skills Climb +12

Ecology
Environment warm forests and plains, ruins
Organization solitary or pair
Treasure standard (finest honey, wax, and royal jelly from the hives)

Special Abilities

Breath Weapon (Su) A buzzing golem can spew a cloud of bees in a 30-ft. long cone. All the corporeal creatures exposed to the breath are covered in bees, becoming staggered and suffering 4d6 points of swarm damage each following turn for 1d4+1 rounds. A successful Reflex saving throw (DC 16) reduces effects of the breath to a single round. Buzzing golem can use this ability once every 1d4+1 rounds (using the same roll as duration of the effect). A strong wind or water-based effect can blow or wash away the bees early, as does full submersion in water or other liquid. The saving throw DC is Constitution-based and includes +1 racial bonus.

Magic Immunity (Ex) A buzzing golem is immune to all spells and spell-like effects that allow spell resistance except as noted below:
  • Buzzing golem suffers full damage from magical cold and fire effects.
  • When a spell or spell-like ability that summons or creates swarms, such as summon swarm, vomit swarm, insect plague, or creeping doom is cast in a way that targets or overlaps with the buzzing golem space, the effect is fully absorbed by the golem and it heals 1d6 points of damage per level of the spell or effect. Summoned swarms that move into the golem's space afterwards are not absorbed.
  • Spells that would control, repel, or destroy insects stagger the buzzing golem for 1 round (Will saving throw negates).

The first buzzing golems were created by the priesthood of the goddess of bees. Later, the secret of their creation spread to druidic sects with strong affinities toward insects and flowers. Now, they are used to guard sacred places, temples, and sometimes particularly noteworthy bee-keeping villages.

Waspnest Golems (CR 8) are advanced buzzing golems with DR 10/adamantine and pounce ability. Their breath weapon has saving throw DC of 18.

Hornetnest Golems (CR 9) are giant advanced buzzing golems with DR 10/adamantine, pounce, and flight speed of 40 feet with good maneuverability. Their breath weapon has saving throw DC of 20.


Construction: Buzzing Golem
The creator has to start with pieces of multiple trees bound together, build hives, and attract bees swarms with exotic sweets worth 500 gp.
CL 12th; Price 20,500 gp.
Requirements Craft Construct; geas/quest, insect plague, creator must be at least 12th caster level; Skill Profession (beekeeper) DC 20; Cost 10,500 gp.


2022-10-23

Fantasy NPC: Ferbel Drumm, The Gremlin Consultant

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Ferbel Drumm, The Gremlin Consultant

A pear-shaped figure with a very wide bottom upheld by short, thick legs. His arms are much longer and thinner, and his grotesque head has wide mouth, big eyes, and wide-spread ears.

CR 1; 400 XP
CN Small Fey
Init +0Senses low-light visionPerception +9

Defense
AC 12, touch 11, flat-footed 12 (+1 size, +1 natural)
hp 18 (4d6+4)
Fort +2, Ref +4, Will +4
DR 5/cold iron

Offense
Speed 30 ft.
Melee 2 claws +3 (1d3), bite +3 (1d3)

Statistics
Str 10, Dex 10, Con 12, Int 13, Wis 11, Cha 13
Base Atk +2; CMB +1; CMD 11
Feats Alertness, Skill Focus (Bluff)
Skills Bluff +11, Escape Artist +7, Knowledge (nature) +8, Perception +9, Sense Motive +9, Sleight Of Hand +7, Stealth +11
Language Common, Sylvan


Ferbel Dumm is a gremlin that offers his services—sharing "the utmost depths of knowledge of his own kind"—for a modest fee. While he generally sells tidbits of lore about gremlins, he is a moderately decent source on fey in general. Those who would take advantage of his consultations should beware, though, for he never admits not knowing anything, inventing facts and legends on the spot, and his self-proclaimed expertise is often a hit-and-miss.

He doesn't seem to have any agenda behind his sharing of gremlin knowledge with others, not being bothered whenever his customers use his advice against pesky gremlins or make deals with them, and almost certainly he isn't spreading misinformation—intentionally.

Ferbel's consultations aren't really expensive, as he has little discern for value, being easily bought with fancy, exotic, or weird foods, liquors, bright pieces of clothing, nice shinies, and maybe a funny magic trinket. He only really seems to really care about his vanity as an expert being satisfied, with his comforts being a secondary concern.


2022-10-16

Fantasy NPC: Glit Flitwibble, Scholar Of Gremlins

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Glit Flitwibble, Scholar Of Gremlins

A very short (even for her kind), very colorful gnome, wearing an equally colorful patchwork mixture of a lab coat, work suit, and a travelling robes.

CR 3; 800 XP
N Small Humanoid (gnome)
Init +2Senses low-light visionPerception +12

Defense
AC 15, touch 15, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 size)
hp 41 (7d6+14)
Fort +5, Ref +5, Will +8; +2 vs. illusions
Defensive Abilities gremlin-watcher

Offense
Speed 20 ft.
Melee club +2 (1d4–2)
Ranged arc zapper+6 touch (2d6 electric)
Gnome Spell-Like Abilities (CL 7th, concentration +10)
At will—dancing lights, ghost sound, prestidigitation
1/day—speak with animals

Statistics
Str 6, Dex 14, Con 14, Int 16, Wis 11, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats Dodge, Heritage Of The Old World, Iron Will, Nimble Moves
Skills Bluff +14, Diplomacy +14, Knowledge (arcana) +13, Knowledge (nature) +15, Knowledge (planes) +13, Perception +12, Sense Motive +10, Stealth +16, Use Magic Device +13
Language Aklo, Common, Elven, Gnome, Goblin, Sylvan, Terran
SQ alternate gnome traits (academician, gift of tongues), fey focus

Notable Gear arc zapper (scepter-like gnomish contraption of ivory, copper wires, quartz, and fabric, standard action, 60 ft. range, 2d6 electricity damage on a successful ranged touch attack), cloak of resistance +1, ring of protection +1, bag of snacks of various kinds

Fey Focus (Ex) Glit Flitwibble extensive knowledge of fey creatures and their cultures gives her +4 bonus to Bluff, Diplomacy, Handle Animals, Intimidate, Perception, and Sense Motive checks made when interacting with fey, Disguise checks while pretending to be fey, Knowledge checks related to fey, Spellcraft when interacting with magic produced by fey, and Use Magic Device when trying to activate a fey magic item.

Gremlin Watcher (Ex and Su) Glit Flitwibble gains +4 dodge bonus to AC and +4 bonus to saving throws against attacks and effects produced by fey. Gremlins generally ignore her as long as she does not interfere with their activities as if she was protected by sanctuary (DC 16).


Glit Flitwibble, is a quintessential gnomish scholar—enthusiastic, dedicated, and completely irresponsible. Her topic of obsession research is a bit too much even for other gnomish academicians, for she devoted her life to understanding, the most fascinating (to her), and most annoying (to virtually every other humanoid and non-humanoid culture possible, aside from some more malicious fey courts) creatures that are gremlins. She considers them greatly underappreciated and probably a crucial part of the ecosystem (though she still works on getting evidence about their purportedly vital role). She also finds them cute and cuddly, in the same way some folks ascribe those qualities to spiders. It's hard to say what gremlins think of her, though she survived her research for long enough without suffering calamities typically befalling those who have contact with gremlins. Possibly, the gremlins are too perplexed by her behavior themselves to react in a meaningful way before she is already gone to make notes and find new specimens to observe.


New Feat: Heritage Of The Old World
All gnomes come from the fey world, but you have tapped deeper into their inherent magical abilities.
Prerequisites: gnome magic racial trait.
Benefit: You can use your dancing lights, ghost sound, and prestidigitation spell-like abilities at will.