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1 | Name | CR | Source | XP | Race | Class | MonsterSource | Alignment | Size | Type | SubType | IsTemplate | Init | Senses | Aura | AC | AC | Touch AC | FF AC | AC_Mods | HP | HD | HDs | HP_Mods | regeneration stopped by | Saves | Fort | Ref | Will | Save_Mods | DefensiveAbilities | DR | Immune | Resist | acid | cold | fire | electricity | sonic | SR | Weaknesses | Speed | Fly | Climb | Burrow | Swim | Land | Speed_Mod | Melee | total | primary | secondary | bite | claw | slam | talon | gore | sting | wing | tentacle | pincer | tail slap | hoof | other NA | Ranged | Space | Reach | SpecialAttacks | pounce | SpellLikeAbilities | SpellsKnown | SpellsPrepared | SpellDomains | AbilityScores | Str | Dex | Con | Int | Wis | Cha | BAB | CMB | CMB | CMD | CMD | Feats | Skills | RacialMods | Languages | SQ | Environment | Organization | Treasure | Description_Visual | Group | SpecialAbilities | Description | FullText | Gender | Bloodline |
2 | Aboleth | 7 | PFRPG Bestiary | 3200 | LE | Huge | aberration | (aquatic) | 0 | 5 | darkvision 60 ft.; Perception +14 | mucus cloud (5 feet) | 20, touch 9, flat-footed 19 | 20 | 9 | 19 | (+1 Dex, +11 natural, -2 size) | 84 | (8d8+48) | 8 | Fort +8, Ref +5, Will +11 | 8 | 5 | 11 | - | 10 ft., swim 60 ft. | 1 | 1 | 4 tentacles +10 (1d6+5 plus slime) | 4 | 4 | 4 | 15 ft. | 15 ft. | Spell-Like Abilities (CL 16th) At will-hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19) 3/day-dominate monster (DC 22) | Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17 | 20 | 12 | 22 | 15 | 17 | 17 | 6 | 13 | 13 | 24 (can't be tripped) | 24 | Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle) | Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24 | Aboleth, Aklo, Aquan, Undercommon | any aquatic | solitary, pair, brood (3-6), or shoal (7-19) | double | Four long tentacles writhe from this three-eyed fish-like creature's f lanks, and its green body glistens with thick, clear slime. | Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based. Slime (Ex) A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based. | As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world's oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves-and sometimes both. They disdain the gods and see themselves as the true masters of creation. An aboleth is 25 feet long and weighs 6,500 pounds. In the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles. There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves. | <link rel="stylesheet"href="PF.css"><div><h2>Aboleth</h2><h3><i>Four long tentacles writhe from this three-eyed fish-like creature's f lanks, and its green body glistens with thick, clear slime.</i></h3><br></br></div><div class="heading"><p class="alignleft">Aboleth</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>LE Huge aberration (aquatic)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +14</h5><h5><b>Aura </b>mucus cloud (5 feet)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)</h5><h5><b>hp </b>84 (8d8+48)</h5><h5><b>Fort </b>+8, <b>Ref </b>+5, <b>Will </b>+11</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., swim 60 ft.</h5><h5><b>Melee </b>4 tentacles +10 (1d6+5 plus slime)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Spell-Like Abilities</b> (CL 16th)</br>At will—<i>hypnotic pattern</i> (DC 15), <i>illusory wall</i> (DC 17), <i>mirage arcana</i> (DC 18), <i>persistent image</i> (DC 18), <i>programmed image</i> (DC 19), <i>project image</i> (DC 20), <i>veil</i> (DC 19)</br>3/day—<i>dominate monster</i> (DC 22)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 20, <b>Dex</b> 12, <b>Con</b> 22, <b>Int</b> 15, <b>Wis</b> 17, <b>Cha</b> 17</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+13; <b>CMD </b>24 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24</h5><h5><b>Languages </b>Aboleth, Aklo, Aquan, Undercommon</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b>Environment any aquatic</h5><h5><b>Organization </b>solitary, pair, brood (3-6), or shoal (7-19)</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Mucus Cloud (Ex)</b> While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.</h5><h5><b> Slime (Ex)</b> A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.</h5></div><br></br><div><h4><p>As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world's oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves-and sometimes both. They disdain the gods and see themselves as the true masters of creation.</p><p>An aboleth is 25 feet long and weighs 6,500 pounds.</p><p>In the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles.</p><p>There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
3 | Choker | 2 | PFRPG Bestiary | 600 | CE | Small | aberration | 0 | 6 | darkvision 60 ft.; Perception +1 | 17, touch 13, flat-footed 15 | 17 | 13 | 15 | (+2 Dex, +4 natural, +1 size) | 16 | (3d8+3) | 3 | Fort +2, Ref +3, Will +4 | 2 | 3 | 4 | - | 20 ft., climb 10 ft. | 1 | 1 | 2 tentacles +6 (1d4+3 plus grab) | 2 | 2 | 2 | 5 ft. | 10 ft. | constrict (1d4+3), grab (Large), strangle | Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 | 16 | 14 | 13 | 4 | 13 | 7 | 2 | +4 (+8 grappling) | 4 | 16 | 16 | Improved Initiative, Skill Focus (Stealth) | Climb +16, Stealth +13 | Undercommon | quickness | any underground | solitary, pair, or clutch (3-8) | standard | This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws. | Grab (Ex) A choker can use its grab attack against a foe of up to Large size. Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components. Quickness (Su) A choker is supernaturally quick. It can take an extra move action during its turn each round. | Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a half ling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller. Chokers appear to have little culture of their own, gathering only brief ly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a diff icult-toreach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims. This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance. | <link rel="stylesheet"href="PF.css"><div><h2>Choker</h2><h3><i><i>This hunched-over wretch has long</i>, <i>pliable arms like tentacles capped with five wide</i>, <i>spiny claws.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Choker</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>CE Small aberration </h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)</h5><h5><b>hp </b>16 (3d8+3)</h5><h5><b>Fort </b>+2, <b>Ref </b>+3, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., climb 10 ft.</h5><h5><b>Melee </b>2 tentacles +6 (1d4+3 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (1d4+3), grab (Large), strangle</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>16, <b>Dex </b>14, <b>Con </b>13, <b>Int </b> 4, <b>Wis </b>13, <b>Cha </b>7</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+4 (+8 grappling); <b>CMD </b>16</h5><h5><b>Feats </b>Improved Initiative, Skill Focus (Stealth)</h5><h5><b>Skills </b>Climb +16, Stealth +13</h5><h5><b>Languages </b>Undercommon</h5><h5><b>SQ </b>quickness</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or clutch (3-8)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Grab (Ex)</b> A choker can use its grab attack against a foe of up to Large size. </h5><h5><b>Strangle (Ex)</b> Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components. </h5><h5><b>Quickness (Su)</b> A choker is supernaturally quick. It can take an extra move action during its turn each round.</h5></div><br></br><div><h4><p><p>Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a half ling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller. Chokers appear to have little culture of their own, gathering only brief ly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a diff icult-toreach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims. This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
4 | Chuul | 7 | PFRPG Bestiary | 3200 | CE | Large | aberration | (aquatic) | 0 | 7 | darkvision 60 ft.; Perception +19 | 22, touch 12, flat-footed 19 | 22 | 12 | 19 | (+3 Dex, +10 natural, -1 size) | 85 | (10d8+40) | 10 | Fort +7, Ref +6, Will +9 | 7 | 6 | 9 | poison | - | 30 ft., swim 20 ft. | 1 | 1 | 2 claws +14 (2d6+7 plus grab) | 2 | 2 | 2 | 10 ft. | 5 ft. | constrict (2d6+7), paralytic tentacles | Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5 | 25 | 16 | 18 | 10 | 14 | 5 | 7 | +15 (+19 grapple) | 15 | 28 (32 vs. trip) | 28 | Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw) | Knowledge (nature) +8, Perception +19, Sense Motive +9, Stealth +9, Swim +28 | Common (sometimes Undercommon for subterranean variants) | amphibious | temperate swamps | solitary, pair, or pack (3-6) | standard | This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles. | Paralytic Tentacles (Ex) A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles. | Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive. Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them. Lizardfolk are by far the chuul's favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways-with the exception of troglodytes, whose flavor chuuls find particularly offensive. Chuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations. They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims. A typical chuul is 8 feet tall and weighs 650 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Chuul</h2><h3><i>This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.</i></h3><br></br></div><div class="heading"><p class="alignleft">Chuul</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>CE Large aberration (aquatic)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +19</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)</h5><h5><b>hp </b>85 (10d8+40)</h5><h5><b>Fort </b>+7, <b>Ref </b>+6, <b>Will </b>+9</h5><h5><b>Immune </b>poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 20 ft.</h5><h5><b>Melee </b>2 claws +14 (2d6+7 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>constrict (2d6+7), paralytic tentacles</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 25, <b>Dex</b> 16, <b>Con</b> 18, <b>Int</b> 10, <b>Wis</b> 14, <b>Cha</b> 5</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+15 (+19 grapple); <b>CMD </b>28 (32 vs. trip)</h5><h5><b>Feats </b>Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw)</h5><h5><b>Skills </b>Knowledge (nature) +8, Perception +19, Sense Motive +9, Stealth +9, Swim +28</h5><h5><b>Languages </b>Common (sometimes Undercommon for subterranean variants)</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate swamps</h5><h5><b>Organization </b>solitary, pair, or pack (3-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Paralytic Tentacles (Ex)</b> A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.</h5></div><br></br><div><h4><p>Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.</p><p>Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them.</p><p>Lizardfolk are by far the chuul's favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways-with the exception of troglodytes, whose flavor chuuls find particularly offensive.</p><p>Chuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations.</p><p>They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims.</p><p>A typical chuul is 8 feet tall and weighs 650 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
5 | Cloaker | 5 | PFRPG Bestiary | 1600 | CN | Large | aberration | 0 | 7 | darkvision 60 ft.; Perception +14 | 19, touch 12, flat-footed 16 | 19 | 12 | 16 | (+3 Dex, +7 natural, -1 size) | 51 | (6d8+24) | 6 | Fort +6, Ref +5, Will +7 | 6 | 5 | 7 | shadow shift | - | 10 ft., fly 40 ft. (average) | 1 | 1 | bite +8 (1d6+5), tail slap +3 (1d8+2) | 2 | 1 | 1 | 1 | 1 | 10 ft. | 10 ft. (5 ft. with bite) | engulf, moan | Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14 | 21 | 16 | 19 | 14 | 15 | 14 | 4 | 10 | 10 | 23 (can't be tripped) | 23 | Combat Reflexes, Improved Initiative, Skill Focus (Perception) | Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8 | +8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature | Undercommon | underground | solitary, pair, mob (3-6), or flock (7-12) | standard | This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone. | Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim. Moan (Ex) A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based. Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based). | Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds. A cloaker's motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally's protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals. | <link rel="stylesheet"href="PF.css"><div><h2>Cloaker</h2><h3><i><i>This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Cloaker</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>CN Large aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)</h5><h5><b>hp </b>51 (6d8+24)</h5><h5><b>Fort </b>+6, <b>Ref </b>+5, <b>Will </b>+7</h5><h5><b>Defensive Abilities </b>shadow shift</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., fly 40 ft. (average)</h5><h5><b>Melee </b>bite +8 (1d6+5), tail slap +3 (1d8+2)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft. (5 ft. with bite)</h5><h5><b>Special Attacks </b>engulf, moan</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>16, <b>Con </b>19, <b>Int </b> 14, <b>Wis </b>15, <b>Cha </b>14</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+10; <b>CMD </b>23 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Improved Initiative, Skill Focus (Perception)</h5><h5><b>Skills </b>Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8; <b>Racial Modifiers </b>+8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature</h5><h5><b>Languages </b>Undercommon</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> underground</h5><h5><b>Organization </b>solitary, pair, mob (3-6), or flock (7-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Engulf (Ex)</b> A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim. </h5><h5><b>Moan (Ex)</b> A cloaker can emit an infrasonic moan as a standard action, with one of four effects. <i>Fear:</i> All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. <i>Nausea:</i> All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. <i>Stupor:</i> A single creature within 30 feet is affected by <i>hold monster</i> for 5 rounds (Will negates). <i>Unnerve:</i> Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based. </h5><h5><b>Shadow Shift (Su)</b> When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: <i>blur</i> (lasts 1d4 rounds, self only), <i>mirror image</i> (CL 6th), or <i>silent image</i> (DC 15, CL 6th, save DC is Charisma-based).</h5></div><br></br><div><h4><p><p>Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds. A cloaker's motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally's protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
6 | Drider | 7 | PFRPG Bestiary | 3200 | CE | Large | aberration | 0 | 2 | darkvision 120 ft., detect good, detect law, detect magic; Perception +15 | 20, touch 12, flat-footed 17 | 20 | 12 | 17 | (+2 Dex, +1 dodge, +8 natural, -1 size) | 76 | (9d8+36) | 9 | Fort +7, Ref +5, Will +9 | 7 | 5 | 9 | sleep | 18 | 30 ft., climb 20 ft. | 1 | 1 | mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison) | 1 | 1 | 1 | mwk composite longbow +8/+3 (1d8+2/x3) | 10 ft. | 5 ft. | web (+7 ranged, DC 18, hp 9) | Spell-Like Abilities (CL 9th) Constant-detect good, detect law, detect magic At will-dancing lights, darkness, faerie fire 1/day-clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16) | Spells Known (CL 6th) 3rd (4/day)-lightning bolt (DC 16) 2nd (6/day)-invisibility, web (DC 15) 1st (7/day)-mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14) 0 (at will)-bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance | Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16 | 15 | 15 | 18 | 15 | 16 | 16 | 6 | 9 | 9 | 21 (33 vs. trip) | 21 | Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace) | Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14 | +4 Stealth | Common, Elven, Undercommon | undersized weapons | any underground | solitary, pair, or group (3-8) | double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure) | The dry rasping of spidery legs brings this hideous monstrosity into view-a nightmarish, centaurian fusion of drow and spider. | Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities. Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders). | Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature. Driders are sexually dimorphic. A female drider's lower spider body is sleek and graceful, often similar to a black widow's body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider's lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles. | <link rel="stylesheet"href="PF.css"><div><h2>Drider</h2><h3><i>The dry rasping of spidery legs brings this hideous monstrosity into view-a nightmarish, centaurian fusion of drow and spider.</i></h3><br></br></div><div class="heading"><p class="alignleft">Drider</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>CE Large aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 120 ft., detect good, detect law, detect magic; Perception +15</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)</h5><h5><b>hp </b>76 (9d8+36)</h5><h5><b>Fort </b>+7, <b>Ref </b>+5, <b>Will </b>+9</h5><h5><b>Immune </b>sleep; <b>SR </b>18</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 20 ft.</h5><h5><b>Melee </b>mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)</h5><h5><b>Ranged </b>mwk composite longbow +8/+3 (1d8+2/x3)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>web (+7 ranged, DC 18, hp 9)</h5><h5><b>Spell-Like Abilities</b> (CL 9th)</br>Constant—<i>detect good</i>,<i> detect law</i>,<i> detect magic</i> </br>At will—<i>dancing lights</i>,<i> darkness</i>,<i> faerie fire</i></br>1/day—<i>clairaudience/clairvoyance</i>, deeper<i> darkness</i>,<i> dispel magic</i>,<i> levitate</i>, <i>suggestion</i> (DC 16)</h5></h5><h5><b>Spells Known</b> (CL 6th)</br>3rd (4/day)—<i>lightning bolt</i> (DC 16)</br>2nd (6/day)—<i>invisibility</i>, <i>web</i> (DC 15)</br>1st (7/day)—<i>mage armor</i>,<i> magic missile</i>, <i>ray of enfeeblement</i> (DC 14), silent <i>image</i> (DC 14)</br>0 (at will)—<i>bleed</i> (DC 13), <i>daze</i> (DC 13),<i> ghost sound</i>,<i> mage hand</i>,<i> ray of frost</i>,<i> read magic</i>, <i>resistance</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 15, <b>Con</b> 18, <b>Int</b> 15, <b>Wis</b> 16, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+9; <b>CMD </b>21 (33 vs. trip)</h5><h5><b>Feats </b>Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)</h5><h5><b>Skills </b>Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14; <b>Racial Modifiers </b>+4 Stealth</h5><h5><b>Languages </b>Common, Elven, Undercommon</h5><h5><b>SQ </b>undersized weapons</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or group (3-8)</h5><h5><b>Treasure </b>double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b> Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. </h5><h5><b>Spells</b> A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.</h5><h5><b> Undersized Weapons (Ex)</b> Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).</h5></div><br></br><div><h4><p>Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.</p><p>Driders are sexually dimorphic. A female drider's lower spider body is sleek and graceful, often similar to a black widow's body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider's lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
7 | Ettercap | 3 | PFRPG Bestiary | 800 | NE | Medium | aberration | 0 | 7 | darkvision 60 ft., low-light vision; Perception +9 | 15, touch 13, flat-footed 12 | 15 | 13 | 12 | (+3 Dex, +2 natural) | 30 | (4d8+12) | 4 | Fort +6, Ref +4, Will +6 | 6 | 4 | 6 | - | 30 ft., climb 30 ft. | 1 | 1 | bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2) | 3 | 3 | 1 | 2 | 5 ft. | 5 ft. | traps, web (+6 ranged, DC 15, hp 4) | Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8 | 14 | 17 | 17 | 6 | 15 | 8 | 3 | 5 | 5 | 18 | 18 | Great Fortitude, Improved Initiative | Climb +14, Craft (trapmaking) +8, Perception +9, Stealth +7 | +8 on Craft (trapmaking) | Common | spider empathy +7 | temperate forests | solitary, pair, or nest (3-6 plus 2-8 giant spiders) | standard | This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws. | Poison (Ex) Bite-injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based. Spider Empathy (Ex) This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians. Traps (Ex) The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for crafting traps can be found in Chapter 13 of the Pathfinder RPG Core Rulebook. Ettercap Deadfall: CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square). Ettercap Noose: CR 1; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 CMB check (grapple). Ettercap Spear Trap: CR 2; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 melee (1d6+6). | Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians. Ettercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free. | <link rel="stylesheet"href="PF.css"><div><h2>Ettercap</h2><h3><i>This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ettercap</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>NE Medium aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 13, flat-footed 12 (+3 Dex, +2 natural)</h5><h5><b>hp </b>30 (4d8+12)</h5><h5><b>Fort </b>+6, <b>Ref </b>+4, <b>Will </b>+6</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +5 (1d6+2 plus poison) and</br> 2 claws +5 (1d4+2)</h5><h5><b>Special Attacks </b>traps, web (+6 ranged, DC 15, hp 4)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 17, <b>Con</b> 17, <b>Int</b> 6, <b>Wis</b> 15, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>18</h5><h5><b>Feats </b>Great Fortitude, Improved Initiative</h5><h5><b>Skills </b>Climb +14, Craft (trapmaking) +8, Perception +9, Stealth +7; <b>Racial Modifiers </b>+8 on Craft (trapmaking)</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>spider empathy +7</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forests</h5><h5><b>Organization </b>solitary, pair, or nest (3-6 plus 2-8 giant spiders)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b> Bite-injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.</h5><h5><b> Spider Empathy (Ex)</b> This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.</h5><h5><b> Traps (Ex)</b> The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for crafting traps can be found in Chapter 13 of the Pathfinder RPG Core Rulebook.<br> <b>Ettercap Deadfall:</b> CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square).<br> <b>Ettercap Noose:</b> CR 1; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 CMB check (grapple).<br> <b>Ettercap Spear Trap:</b> CR 2; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 melee (1d6+6).</h5></div><br></br><div><h4><p>Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids.</p><p>Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey.</p><p>They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians.</p><p>Ettercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
8 | Froghemoth | 13 | PFRPG Bestiary | 25600 | N | Huge | aberration | 0 | 5 | all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +16 | 28, touch 9, flat-footed 27 | 28 | 9 | 27 | (+1 Dex, +19 natural, -2 size) | 184 | (16d8+112) | 16 | Fort +12, Ref +8, Will +11 | 12 | 8 | 11 | electricity (partial) | fire 10 | 10 | - | slowed by electricity | 20 ft., swim 30 ft. | 1 | 1 | bite +20 (2d6+10/19-20 plus grab), 4 tentacles +18 (1d8+5 plus grab), tongue +18 (1d4+5 plus grab) | 6 | 1 | 4 | 1 | 4 | tongue | 15 ft. | 15 ft. (30 ft. with tongue) | constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 18) | Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11 | 30 | 13 | 24 | 2 | 13 | 11 | 12 | +24 (+28 grapple) | 24 | 35 | 35 | Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth) | Perception +16, Stealth +14 (+22 in marshes), Swim +18 | +8 Perception, +8 Stealth in marshes | temperate marsh | solitary | standard | This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe. | All-Around Vision (Ex) A froghemoth's stalked eyes allow it to see in all directions at once. It cannot be flanked. Slowed by Electricity (Ex) Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round. | Thankfully rare, the froghemoth is one of the deep swampland's most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth's eyes are incredibly keen, but even more impressive is the monster's tongue. Like a snake, a froghemoth can "taste" its surroundings with extraordinary accuracy. Scholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and resistances make it something more than an animal. Druids and other servants of the natural world agree-the froghemoth may act like an animal, but it never seems fully "comfortable" in its environs. Perpetually illtempered, a froghemoth often seems to kill simply for the sake of killing-vomiting up partially digested meals in favor of new prey when it encounters such. It's not unheard of to find these strange creatures far from their normal habitations, as if the marsh didn't agree with them and sent them wandering in search of a new home. Some sages argue that the froghemoth isn't from this world at all, and that these wanderings are instinctual urges to seek out its true home-a home not represented by the strange world in which the beast finds itself trapped. A froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Froghemoth</h2><h3><i><i>This immense</i>, <i>three-eyed frog-like creature rears up on powerful hind legs. In place of arms</i>, <i>four huge tentacles thrash and writhe.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Froghemoth</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>N Huge aberration </h5><h5><b>Init </b>+5; <b>Senses </b>all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)</h5><h5><b>hp </b>184 (16d8+112)</h5><h5><b>Fort </b>+12, <b>Ref </b>+8, <b>Will </b>+11</h5><h5><b>Immune </b>electricity (partial); <b>Resist </b>fire 10</h5><h5><b>Weaknesses </b>slowed by electricity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., swim 30 ft.</h5><h5><b>Melee </b>bite +20 (2d6+10/19-20 plus grab), 4 tentacles +18 (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft. (30 ft. with tongue)</h5><h5><b>Special Attacks </b>constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 18)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>13, <b>Con </b>24, <b>Int </b> 2, <b>Wis </b>13, <b>Cha </b>11</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+24 (+28 grapple); <b>CMD </b>35</h5><h5><b>Feats </b>Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)</h5><h5><b>Skills </b>Perception +16, Stealth +14 (+22 in marshes), Swim +18; <b>Racial Modifiers </b>+8 Perception, +8 Stealth in marshes</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate marsh</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>All-Around Vision (Ex)</b> A froghemoth's stalked eyes allow it to see in all directions at once. It cannot be flanked. </h5><h5><b>Slowed by Electricity (Ex)</b> Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.</h5></div><br></br><div><h4><p><p>Thankfully rare, the froghemoth is one of the deep swampland's most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth's eyes are incredibly keen, but even more impressive is the monster's tongue. Like a snake, a froghemoth can "taste" its surroundings with extraordinary accuracy. Scholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and resistances make it something more than an animal. Druids and other servants of the natural world agree-the froghemoth may act like an animal, but it never seems fully "comfortable" in its environs. Perpetually illtempered, a froghemoth often seems to kill simply for the sake of killing-vomiting up partially digested meals in favor of new prey when it encounters such. It's not unheard of to find these strange creatures far from their normal habitations, as if the marsh didn't agree with them and sent them wandering in search of a new home. Some sages argue that the froghemoth isn't from this world at all, and that these wanderings are instinctual urges to seek out its true home-a home not represented by the strange world in which the beast finds itself trapped. A froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
9 | Gibbering Mouther | 5 | PFRPG Bestiary | 1600 | N | Medium | aberration | 0 | 3 | all-around vision, darkvision 60 ft.; Perception +12 | 19, touch 13, flat-footed 16 | 19 | 13 | 16 | (+3 Dex, +6 natural) | 46 | (4d8+28) | 4 | Fort +8, Ref +4, Will +5 | 8 | 4 | 5 | amorphous | 5/bludgeoning | critical hits, precision damage | - | 10 ft., swim 20 ft. | 1 | 1 | 6 bites +7 (1d4 plus grab) | 6 | 6 | 6 | 5 ft. | 5 ft. | blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch) | Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12 | 10 | 17 | 24 | 4 | 13 | 12 | 3 | +3 (+7 grapple) | 3 | 16 (can't be tripped) | 16 | Weapon Finesse, Weapon Focus (bite) | Perception +12, Swim +8 | +4 Perception | Aklo | any underground | solitary | standard | This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly. | All-Around Vision (Ex) A gibbering mouther sees in all directions at once. It cannot be flanked. Amorphous (Ex) A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or oneeighth its space when squeezing. Blood Drain (Ex) On a successful grapple check after grabbing, several of the creature's mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood. Engulf (Ex) This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack. Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mindaffecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based. Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain. Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based. | Disgusting, loathsome, and hungry-these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inf licted on those who have offended it. | <link rel="stylesheet"href="PF.css"><div><h2>Gibbering Mouther</h2><h3><i><i>This horrid mass of eyes</i>, <i>mouths</i>, and formless flesh stares in all directions, <i>its countless maws yammering ceaselessly.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Gibbering Mouther</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>N Medium aberration </h5><h5><b>Init </b>+3; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 13, flat-footed 16 (+3 Dex, +6 natural)</h5><h5><b>hp </b>46 (4d8+28)</h5><h5><b>Fort </b>+8, <b>Ref </b>+4, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>amorphous; <b>DR </b>5/bludgeoning; <b>Immune </b>critical hits, precision damage</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., swim 20 ft.</h5><h5><b>Melee </b>6 bites +7 (1d4 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>17, <b>Con </b>24, <b>Int </b> 4, <b>Wis </b>13, <b>Cha </b>12</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+3 (+7 grapple); <b>CMD </b>16 (can't be tripped)</h5><h5><b>Feats </b>Weapon Finesse, Weapon Focus (bite)</h5><h5><b>Skills </b>Perception +12, Swim +8; <b>Racial Modifiers </b>+4 Perception</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>All-Around Vision (Ex)</b> A gibbering mouther sees in all directions at once. It cannot be flanked. </h5><h5><b>Amorphous (Ex)</b> A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or oneeighth its space when squeezing. </h5><h5><b>Blood Drain (Ex)</b> On a successful grapple check after grabbing, several of the creature's <i>mouths</i> attach to its target. Each round it maintains its grapple, its <i>mouths</i> automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood. </h5><h5><b>Engulf (Ex)</b> This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its <i>mouths</i> continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack. </h5><h5><b>Gibbering (Su)</b> As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mindaffecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based. </h5><h5><b>Ground Manipulation (Su)</b> At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain. </h5><h5><b>Spittle (Ex)</b> Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.</h5></div><br></br><div><h4><p><p>Disgusting, loathsome, and hungry-these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inf licted on those who have offended it.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
10 | Intellect Devourer | 8 | PFRPG Bestiary | 4800 | CE | Small | aberration | 0 | 10 | blindsight 60 ft., detect magic; Perception +19 | 22, touch 17, flat-footed 16 | 22 | 17 | 16 | (+6 Dex, +5 natural, +1 size) | 84 | (8d8+48) | 8 | Fort +7, Ref +8, Will +8 | 7 | 8 | 8 | 10/adamantine and magic | fire, mind-affecting effects | cold 20, electricity 20, sonic 20 | 20 | 20 | 20 | 23 | vulnerability to protection from evil | 40 ft. | 1 | 4 claws +13 (1d4+1) | 4 | 4 | 4 | 5 ft. | 5 ft. | body thief, sneak attack +3d6 | Spell-Like Abilities (CL 8th) Constant-detect magic At will-confusion (DC 17, single target only), daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, reduce size (as reduce person but self only) 3/day-cure moderate wounds, globe of invulnerability | Str 12, Dex 23, Con 21, Int 16, Wis 10, Cha 17 | 12 | 23 | 21 | 16 | 10 | 17 | 6 | 6 | 6 | 22 (26 vs. trip) | 22 | Improved Initiative, Iron Will, Toughness, Weapon Finesse | Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11 | +8 Bluff, +8 Perception, +8 Stealth | Undercommon (cannot speak); telepathy 100 ft. | any underground | solitary, brood (2-6), or tribe (7-16) | double | Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain. | Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can. Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell. | Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to "shop" for an attractive new body. An intellect devourer is 3 feet long and weighs about 60 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Intellect Devourer</h2><h3><i>Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain.</i></h3><br></br></div><div class="heading"><p class="alignleft">Intellect Devourer</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>CE Small aberration </h5><h5><b>Init </b>+10; <b>Senses </b>blindsight 60 ft., detect magic; Perception +19</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)</h5><h5><b>hp </b>84 (8d8+48)</h5><h5><b>Fort </b>+7, <b>Ref </b>+8, <b>Will </b>+8</h5><h5><b>DR </b>10/adamantine and magic; <b>Immune </b>fire, mind-affecting effects; <b>Resist </b>cold 20, electricity 20, sonic 20; <b>SR </b>23</h5><h5><b>Weaknesses </b>vulnerability to protection from evil</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>4 claws +13 (1d4+1)</h5><h5><b>Special Attacks </b>body thief, sneak attack +3d6</h5><h5><b>Spell-Like Abilities</b> (CL 8th)</br>Constant—<i>detect magic</i> </br>At will—<i>confusion</i> (DC 17, single target only), <i>daze monster</i> (DC 15, no HD limit), <i>inflict serious wounds</i> (DC 16),<i> invisibility</i>, <i>reduce size</i> (as reduce person but self only)</br>3/day—<i>cure moderate wounds</i>, <i>globe of invulnerability</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 23, <b>Con</b> 21, <b>Int</b> 16, <b>Wis</b> 10, <b>Cha</b> 17</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+6; <b>CMD </b>22 (26 vs. trip)</h5><h5><b>Feats </b>Improved Initiative, Iron Will, Toughness, Weapon Finesse</h5><h5><b>Skills </b>Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11; <b>Racial Modifiers </b>+8 Bluff, +8 Perception, +8 Stealth</h5><h5><b>Languages </b>Undercommon (cannot speak); telepathy 100 ft.</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, brood (2-6), or tribe (7-16)</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Body Thief (Su)</b> As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.</h5><h5><b> Vulnerable to Protection from Evil (Ex)</b> An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.</h5></div><br></br><div><h4><p>Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to "shop" for an attractive new body.</p><p>An intellect devourer is 3 feet long and weighs about 60 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
11 | Mimic | 4 | PFRPG Bestiary | 1200 | N | Medium | aberration | (shapechanger) | 0 | 5 | darkvision 60 ft.; Perception +14 | 16, touch 11, flat-footed 15 | 16 | 11 | 15 | (+1 Dex, +5 natural) | 52 | (7d8+21) | 7 | Fort +5, Ref +5, Will +6 | 5 | 5 | 6 | acid | - | 10 ft. | 1 | slam +10 (1d8+6 plus adhesive) | 1 | 1 | 1 | 5 ft. | 5 ft. | constrict (slam, 1d8+6) | Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 | 19 | 12 | 17 | 10 | 13 | 10 | 5 | 9 | 9 | 20 (can't be tripped) | 20 | Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam) | Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14 | +20 Disguise when mimicking objects | Common | mimic object | any | solitary | incidental | What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth. | Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based. Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic. | Mimics are thought to be the result of an alchemist's attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traff ic by small numbers of creatures, thus increasing their odds of successfully attacking their victims. Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within. | <link rel="stylesheet"href="PF.css"><div><h2>Mimic</h2><h3><i><i>What appeared to be a chest filled with treasure comes to life as it grows long</i>, <i>glistening tentacles and a number of sharp teeth.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Mimic</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>N Medium aberration (shapechanger)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 11, flat-footed 15 (+1 Dex, +5 natural)</h5><h5><b>hp </b>52 (7d8+21)</h5><h5><b>Fort </b>+5, <b>Ref </b>+5, <b>Will </b>+6</h5><h5><b>Immune </b>acid</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft.</h5><h5><b>Melee </b>slam +10 (1d8+6 plus adhesive)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>constrict (slam, 1d8+6)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>19, <b>Dex </b>12, <b>Con </b>17, <b>Int </b> 10, <b>Wis </b>13, <b>Cha </b>10</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+9; <b>CMD </b>20 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)</h5><h5><b>Skills </b>Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14; <b>Racial Modifiers </b>+20 Disguise when mimicking objects</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>mimic object</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Adhesive (Ex)</b> A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or <i>universal solvent</i> dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based. </h5><h5><b>Mimic Object (Ex)</b> A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.</h5></div><br></br><div><h4><p><p>Mimics are thought to be the result of an alchemist's attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traff ic by small numbers of creatures, thus increasing their odds of successfully attacking their victims. Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
12 | Dark Naga | 8 | PFRPG Bestiary | 4800 | LE | Large | aberration | 0 | 5 | darkvision 60 ft., detect thoughts; Perception +19 | 22, touch 15, flat-footed 16 | 22 | 15 | 16 | (+5 Dex, +1 dodge, +7 natural, -1 size) | 85 | (10d8+40) | 10 | Fort +7, Ref +10, Will +9 (+11 vs. charm effects) | 7 | 10 | 9 | guarded thoughts | poison | - | 40 ft. | 1 | bite +8 (1d4+2), sting +8 (2d4+2 plus poison) | 2 | 2 | 1 | 1 | 10 ft. | 5 ft. | Spells Known (CL 7th) 3rd (5/day)-displacement, lightning bolt (DC 16) 2nd (7/day)-cat's grace, invisibility, scorching ray 1st (7/day)-expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image 0 (at will)-daze, detect magic, light, mage hand, open/close, ray of frost, read magic | Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17 | 14 | 21 | 18 | 16 | 15 | 17 | 7 | 10 | 10 | 26 (can't be tripped) | 26 | Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Stealthy | Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18 | Common, Infernal | any underground | solitary or nest (2-4) | standard | A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity. | Naga | Detect Thoughts (Su) A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based. Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects. Poison (Ex) Sting-injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save. Spells Dark nagas cast spells as 7th-level sorcerers. | Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can't manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds. Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure. Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly-often rightly so. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Dark </h2><h3><i>A <i>sharp-featured humanoid head crowns the powerful</i>, <i>sinuous body of this snake-like monstrosity.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Dark Naga</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>LE Large aberration </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., <i>detect thoughts</i>; Perception +19</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, -1 size)</h5><h5><b>hp </b>85 (10d8+40)</h5><h5><b>Fort </b>+7, <b>Ref </b>+10, <b>Will </b>+9 (+11 vs. charm effects)</h5><h5><b>Defensive Abilities </b>guarded thoughts; <b>Immune </b>poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>bite +8 (1d4+2), sting +8 (2d4+2 plus poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spells Known</b> (CL 7th)</br>3rd (5/day)—<i><i>displacement</i></i>, <i><i><i>light</i>ning bolt</i></i> (DC 16)</br>2nd (7/day)—<i><i>cat's</i> <i>grace</i></i>,<i> <i>invisibility</i></i>,<i> <i>scorching ray</i></i></br>1st (7/day)—<i><i>expeditious</i> <i>retreat</i></i>,<i> <i>magic missile</i></i>, <i><i>ray of enfeeblement</i></i> (DC 14),<i> <i>shield</i></i>, <i>silent image</i></br>0 (at will)—<i><i>daze</i></i>,<i> <i>detect magic</i></i>,<i> <i>light</i></i>,<i> <i>mage hand</i></i>,<i> <i>open/close</i></i>,<i> <i>ray of frost</i></i>,<i> <i>read magic</i></i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>21, <b>Con </b>18, <b>Int </b> 16, <b>Wis </b>15, <b>Cha </b>17</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+10; <b>CMD </b>26 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Combat Casting, Dodge, Eschew Materials<sup>B</sup>, Lightning Reflexes, Stealthy</h5><h5><b>Skills </b>Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18</h5><h5><b>Languages </b>Common, Infernal</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or nest (2-4)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Detect Thoughts (Su)</b> A dark naga can continuously use <i>detect thoughts</i> as per the spell (caster level 9th; Will DC 18 negates). The <i>save</i> DC is Charisma-based. </h5><h5><b>Guarded Thoughts (Ex)</b> Dark nagas are immune to any form of mind reading, such as that granted by <i>detect thoughts</i>. This ability also grants a +2 racial bonus on all <i>save</i>s against charm <i>effect</i>s. </h5><h5><b>Poison (Ex)</b> Sting-injury; <i>save</i> Fort DC 19; <i>frequency</i> 1 round; <i>effect</i> sleep for 2d4 minutes; <i>cure</i> 1 <i>save</i>. </h5><h5><b>Spells</b> Dark nagas cast spells as 7th-level sorcerers.</h5></div><br></br><div><h4><p><p>Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can't manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds. Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure. Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly-often rightly so.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
13 | Guardian Naga | 10 | PFRPG Bestiary | 9600 | LG | Large | aberration | 0 | 6 | darkvision 60 ft.; Perception +23 | 24, touch 15, flat-footed 18 | 24 | 15 | 18 | (+6 Dex, +9 natural, -1 size) | 114 | (12d8+60) | 12 | Fort +9, Ref +12, Will +12 | 9 | 12 | 12 | - | 40 ft. | 1 | bite +13 (2d6+7 plus poison) | 1 | 1 | 1 | spit +14 touch (poison) | 10 ft. | 5 ft. | Spells Known (CL 9th) 4th (5/day)-divine power, greater invisibility 3rd (7/day)-cure serious wounds, dispel magic, lightning bolt (DC 17) 2nd (7/day)-detect thoughts (DC 16), lesser restoration, see invisibility, scorching ray 1st (7/day)-cure light wounds, divine favor, expeditious retreat, mage armor, magic missile 0 (at will)-daze (DC 14), detect magic, light, mage hand, open/close, ray of frost, read magic, stabilize | Str 21, Dex 23, Con 20, Int 16, Wis 19, Cha 18 | 21 | 23 | 20 | 16 | 19 | 18 | 9 | 15 | 15 | 31 (can't be tripped) | 31 | Alertness, Blind-Fight, Combat Casting, Combat Expertise, Eschew MaterialsB, Improved Trip, Lightning Reflexes | Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17 | Celestial, Common | temperate plains | solitary, pair, or nest (3-6) | standard | A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent. | Naga | Poison (Ex) Bite-injury or spit-contact; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Spells A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga. Spit (Ex) A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect. | Although ferocious in shape, with radiant scales, cobralike hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds. While many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder-towering waterfalls, natural spires, mountaintop temples-minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder's charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Guardian </h2><h3><i>A <i>contemplative humanoid face framed by a cobra-like hood adorns the body of this long</i>, <i>brightly colored serpent.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Guardian Naga</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>LG Large aberration </h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +23</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 15, flat-footed 18 (+6 Dex, +9 natural, -1 size)</h5><h5><b>hp </b>114 (12d8+60)</h5><h5><b>Fort </b>+9, <b>Ref </b>+12, <b>Will </b>+12</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>bite +13 (2d6+7 plus poison)</h5><h5><b>Ranged </b>spit +14 touch (poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spells Known</b> (CL 9th)</br>4th (5/day)—<i><i>divine</i> <i>power</i></i>,<i> <i>greater invisibility</i></i></br>3rd (7/day)—<i><i>cure</i> <i>serious wounds</i></i>,<i> <i>dispel magic</i></i>, <i><i><i>light</i>ning bolt</i></i> (DC 17)</br>2nd (7/day)—<i><i>detect</i> <i>thoughts</i></i> (DC 16),<i> <i>lesser restoration</i></i>,<i> <i>see invisibility</i></i>,<i> <i>scorching ray</i></i></br>1st (7/day)—<i><i>cure</i><i> <i>light</i></i> wounds</i>,<i> <i>divine</i> favor</i>,<i> <i>expeditious retreat</i></i>,<i> <i>mage armor</i></i>,<i> <i>magic missile</i></i></br>0 (at will)—<i><i>daze</i></i> (DC 14),<i> <i>detect</i> magic</i>,<i> <i>light</i></i>,<i> <i>mage hand</i></i>,<i> <i>open/close</i></i>,<i> <i>ray of frost</i></i>,<i> <i>read magic</i></i>,<i> <i>stabilize</i></i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>23, <b>Con </b>20, <b>Int </b> 16, <b>Wis </b>19, <b>Cha </b>18</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+15; <b>CMD </b>31 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Blind-Fight, Combat Casting, Combat Expertise, Eschew Materials<sup>B</sup>, Improved Trip, Lightning Reflexes</h5><h5><b>Skills </b>Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17</h5><h5><b>Languages </b>Celestial, Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate plains</h5><h5><b>Organization </b>solitary, pair, or nest (3-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b> Bite-injury or spit-contact; <i>save</i> Fort DC 21; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d4 Con damage; <i>cure</i> 2 consecutive <i>save</i>s. The <i>save</i> DC is Constitution-based. </h5><h5><b>Spells</b> A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga. </h5><h5><b>Spit (Ex)</b> A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.</h5></div><br></br><div><h4><p><p>Although ferocious in shape, with radiant scales, cobralike hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power; and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds. While many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder-towering waterfalls, natural spires, mountaintop temples-minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder's charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
14 | Spirit Naga | 9 | PFRPG Bestiary | 6400 | CE | Large | aberration | 0 | 5 | darkvision 60 ft.; Perception +22 | 23, touch 14, flat-footed 18 | 23 | 14 | 18 | (+5 Dex, +9 natural, -1 size) | 95 | (10d8+50) | 10 | Fort +8, Ref +10, Will +10 | 8 | 10 | 10 | - | 40 ft., swim 20 ft. | 1 | 1 | bite +10 (2d6+6 plus poison) | 1 | 1 | 1 | 10 ft. | 5 ft. | charming gaze | Spells Known (CL 7th) 3rd (5/day)-displacement, fireball (DC 16) 2nd (7/day)-cat's grace, invisibility, summon swarm 1st (7/day)-charm person (DC 14), cure light wounds, divine favor, magic missile, shield of faith 0 (at will)-bleed, daze (DC 13), detect magic, mage hand, open/close, ray of frost, read magic | Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha 17 | 18 | 20 | 21 | 12 | 17 | 17 | 7 | 12 | 12 | 27 (can't be tripped) | 27 | Ability Focus (charming gaze), Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Stealthy | Bluff +13, Escape Artist +13, Intimidate +9, Knowledge (arcana) +14, Perception +22, Spellcraft +11, Stealth +15, Swim +12 | Abyssal, Common | temperate marshes | solitary or nest (2-4) | standard | Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity. | Naga | Charming Gaze (Su) As charm person, 30 feet, Will DC 20 negates. The save DC is Charisma-based. Poison (Ex) Bite-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. Spells A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga. | Morbid-minded and wretched to look upon, spirit nagas are the witches of the naga race, hateful outcasts long shunned for their dark powers and loathsome ways. A typical spirit naga is slender, with the scales of a venomous serpent and a tangle of greasy hair framing their pale faces. Most measure 14 feet long but weigh less than 300 pounds. Spirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Where guardian nagas favor places of innate sanctity, spirit nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. The crypts of long-dead tyrants, the death places of great heroes, and the ruins of nefarious keeps all attract these wretched serpents. Most spirit nagas believe themselves to be the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such. Most commune with vague powers of death and devastation, working profane rites and seeking grotesque auguries from cultic forces. To aid them, spirit nagas often use their enchanting gaze, changing victims into fawning fanatics and would-be sacrif ices. Spirit nagas occasionally band together in small groups-some seeming to mimic the covens of hags. While a particular plot or foe might bring these deadly serpents together for a short time, spirit nagas are loyal only to themselves, and such alliances always end in deadly betrayal. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Spirit </h2><h3><i><i>Yellowed</i>, <i>venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Spirit Naga</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>CE Large aberration </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +22</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 14, flat-footed 18 (+5 Dex, +9 natural, -1 size)</h5><h5><b>hp </b>95 (10d8+50)</h5><h5><b>Fort </b>+8, <b>Ref </b>+10, <b>Will </b>+10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., swim 20 ft.</h5><h5><b>Melee </b>bite +10 (2d6+6 plus poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>charming gaze</h5><h5><b>Spells Known</b> (CL 7th)</br>3rd (5/day)—<i><i>displacement</i></i>, <i><i>fireball</i></i> (DC 16)</br>2nd (7/day)—<i><i>cat's</i> <i>grace</i></i>,<i> <i>invisibility</i></i>,<i> <i>summon swarm</i></i></br>1st (7/day)—<i>charm person</i> (DC 14),<i> <i><i>cure</i> light wounds</i></i>,<i> <i>divine favor</i></i>,<i> <i>magic missile</i></i>,<i> <i>shield of faith</i></i></br>0 (at will)—<i><i>bleed</i></i>, <i><i>daze</i></i> (DC 13),<i> <i>detect magic</i></i>,<i> <i>mage hand</i></i>,<i> <i>open/close</i></i>,<i> <i>ray of frost</i></i>,<i> <i>read magic</i></i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>20, <b>Con </b>21, <b>Int </b> 12, <b>Wis </b>17, <b>Cha </b>17</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+12; <b>CMD </b>27 (can't be tripped)</h5><h5><b>Feats </b>Ability Focus (charming gaze), Combat Casting, Eschew Materials<sup>B</sup>, Lightning Reflexes, Skill Focus (Perception), Stealthy</h5><h5><b>Skills </b>Bluff +13, Escape Artist +13, Intimidate +9, Knowledge (arcana) +14, Perception +22, Spellcraft +11, Stealth +15, Swim +12</h5><h5><b>Languages </b>Abyssal, Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate marshes</h5><h5><b>Organization </b>solitary or nest (2-4)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Charming Gaze (Su)</b> As <i>charm person</i>, 30 feet, Will DC 20 negates. The <i>save</i> DC is Charisma-based. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 20; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d4 Con damage; <i>cure</i> 1 <i>save</i>. </h5><h5><b>Spells</b> A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.</h5></div><br></br><div><h4><p><p>Morbid-minded and wretched to look upon, spirit nagas are the witches of the naga race, hateful outcasts long shunned for their dark powers and loathsome ways. A typical spirit naga is slender, with the scales of a venomous serpent and a tangle of greasy hair framing their pale faces. Most measure 14 feet long but weigh less than 300 pounds. Spirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Where guardian nagas favor places of innate sanctity, spirit nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. The crypts of long-dead tyrants, the death places of great heroes, and the ruins of nefarious keeps all attract these wretched serpents. Most spirit nagas believe themselves to be the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such. Most commune with vague powers of death and devastation, working profane rites and seeking grotesque auguries from cultic forces. To aid them, spirit nagas often use their enchanting gaze, changing victims into fawning fanatics and would-be sacrifices. Spirit nagas occasionally band together in small groups—some seeming to mimic the covens of hags. While a particular plot or foe might bring these deadly serpents together for a short time, spirit nagas are loyal only to themselves, and such alliances always end in deadly betrayal.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
15 | Neothelid | 15 | PFRPG Bestiary | 51200 | CE | Gargantuan | aberration | 0 | 2 | blindsight 100 ft., trace teleport 60 ft.; Perception +25 | 30, touch 4, flat-footed 30 | 30 | 4 | 30 | (-2 Dex, +26 natural, -4 size) | 230 | (20d8+140) | 20 | Fort +15, Ref +4, Will +16 | 15 | 4 | 16 | 10/cold iron | 26 | 30 ft., fly 60 ft. (good) | 1 | 1 | 4 tongues +21 (3d6+10/19-20 plus grab) | 4 | 4 tongues | 20 ft. | 20 ft. | breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23) | Spell-Like Abilities (CL 20th) Constant-fly At will-detect thoughts (DC 17), charm monster (DC 19), clairvoyance/clairaudience, suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 19) 3/day-quickened suggestion (DC 18) | Str 30, Dex 7, Con 24, Int 16, Wis 15, Cha 21 | 30 | 7 | 24 | 16 | 15 | 21 | 15 | +29 (+33 grapple) | 29 | 37 (can't be tripped) | 37 | Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion) | Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26 | Aklo, Terran, Undercommon; telepathy 100 ft. | any underground | solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races) | standard | Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm's tentacled head rises like a snake's. | Mind Thrust (Su) As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based. Psychic Crush (Su) As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based. Trace Teleport (Ex) A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to "seen casually." This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination. | Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature's wrath in person and lived to tell about it. Neothelids are served by all manner of strange wormlike creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality-the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return. | <link rel="stylesheet"href="PF.css"><div><h2>Neothelid</h2><h3><i>Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm's tentacled head rises like a snake's.</i></h3><br></br></div><div class="heading"><p class="alignleft">Neothelid</p><p class="alignright">CR 15</p><div style="clear: both;"></div></div><div><h5><b>XP </b>51,200</h5><h5>CE Gargantuan aberration </h5><h5><b>Init </b>+2; <b>Senses </b>blindsight 100 ft., trace teleport 60 ft.; Perception +25</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 4, flat-footed 30 (-2 Dex, +26 natural, -4 size)</h5><h5><b>hp </b>230 (20d8+140)</h5><h5><b>Fort </b>+15, <b>Ref </b>+4, <b>Will </b>+16</h5><h5><b>DR </b>10/cold iron; <b>SR </b>26</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>4 tongues +21 (3d6+10/19-20 plus grab)</h5><h5><b>Space </b>20 ft.; <b>Reach </b>20 ft.</h5><h5><b>Special Attacks </b>breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23)</h5><h5><b>Spell-Like Abilities</b> (CL 20th)</br>Constant—<i>fly</i> </br>At will—<i>detect thoughts</i> (DC 17), <i>charm monster</i> (DC 19),<i> clairvoyance/clairaudience</i>, <i><i>suggestion</i></i> (DC 18), <i>telekinesis</i> (DC 20),<i> teleport</i>, <i>poison</i> (DC 19)</br>3/day—quickened <i><i>suggestion</i></i> (DC 18)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 30, <b>Dex</b> 7, <b>Con</b> 24, <b>Int</b> 16, <b>Wis</b> 15, <b>Cha</b> 21</h5><h5><b>Base Atk </b>+15; <b>CMB </b>+29 (+33 grapple); <b>CMD </b>37 (can't be tripped)</h5><h5><b>Feats </b>Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)</h5><h5><b>Skills </b>Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26</h5><h5><b>Languages </b>Aklo, Terran, Undercommon; telepathy 100 ft.</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Mind Thrust (Su)</b> As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based. </h5><h5><b>Psychic Crush (Su)</b> As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.</h5><h5><b> Trace Teleport (Ex)</b> A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to "seen casually." This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.</h5></div><br></br><div><h4><p>Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature's wrath in person and lived to tell about it.</p><p>Neothelids are served by all manner of strange wormlike creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality-the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
16 | Otyugh | 4 | PFRPG Bestiary | 1200 | N | Large | aberration | 0 | 0 | darkvision 60 ft., scent; Perception +9 | 17, touch 9, flat-footed 17 | 17 | 9 | 17 | (+8 natural, -1 size) | 39 | (6d8+12) | 6 | Fort +3, Ref +2, Will +6 | 3 | 2 | 6 | disease | - | 20 ft. | 1 | bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab) | 3 | 1 | 2 | 1 | 2 | 10 ft. | 10 ft. (15 ft. with tentacle) | constrict (tentacle, 1d6+2) | Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6 | 18 | 10 | 13 | 5 | 13 | 6 | 4 | +9 (+13 grapple) | 9 | 19 (21 vs. trip) | 19 | Alertness, Toughness, Weapon Focus (tentacle) | Perception +9, Stealth +2 (+10 in lair) | +8 Stealth in lair | Common | any underground | solitary, pair, or cluster (3-4) | standard | This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. | Disease (Ex) Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. | Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers-the greater a lair's filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking eff luvia. Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian. The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh's tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care. | <link rel="stylesheet"href="PF.css"><div><h2>Otyugh</h2><h3><i>This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.</i></h3><br></br></div><div class="heading"><p class="alignleft">Otyugh</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>N Large aberration </h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft., scent; Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 9, flat-footed 17 (+8 natural, -1 size)</h5><h5><b>hp </b>39 (6d8+12)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>+6</h5><h5><b>Immune </b>disease</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft. (15 ft. with tentacle)</h5><h5><b>Special Attacks </b>constrict (tentacle, 1d6+2)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 10, <b>Con</b> 13, <b>Int</b> 5, <b>Wis</b> 13, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+9 (+13 grapple); <b>CMD </b>19 (21 vs. trip)</h5><h5><b>Feats </b>Alertness, Toughness, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Perception +9, Stealth +2 (+10 in lair); <b>Racial Modifiers </b>+8 Stealth in lair</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or cluster (3-4)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Disease (Ex)</b> Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.</h5></div><br></br><div><h4><p>Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers-the greater a lair's filth, the greater the draw to the refuse-eating otyugh.</p><p>They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking eff luvia.</p><p>Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian.</p><p>The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh's tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste.</p><p>Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
17 | Roper | 12 | PFRPG Bestiary | 19200 | CE | Large | aberration | 0 | 5 | darkvision 60 ft., low-light vision; Perception +24 | 27, touch 10, flat-footed 26 | 27 | 10 | 26 | (+1 Dex, +17 natural, -1 size) | 162 | (12d8+108) | 12 | Fort +13, Ref +5, Will +13 | 13 | 5 | 13 | electricity | cold 10 | 10 | 27 | vulnerability to fire | 10 ft. | 1 | bite +20 (4d8+18/19-20) | 1 | 1 | 1 | 6 strands +10 touch (1d6 Strength) | 10 ft. | 10 ft. | pull (strand, 5 feet), strands | Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12 | 34 | 13 | 29 | 13 | 16 | 12 | 9 | 22 | 22 | 33 (can't be tripped) | 33 | Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Stealth), Weapon Focus (strand) | Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas) | +8 Stealth in stony or icy areas | Aklo, Undercommon | any underground | solitary, pair, or cluster (3-6) | standard | A huge eye opens in this conical creature's front, just above a toothy mouth. Long strands of fibrous material whip from its sides. | Strands (Ex) A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based. | The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semiliquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention. Although alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the intellect devourers or neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters. Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don't eventually escape, a roper's appetite always wins out over its intellectual curiosity-especially in cases where pets are constantly outmaneuvering their keeper's wits and patience. A roper is 9 feet tall and weighs 2,200 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Roper</h2><h3><i>A huge eye opens in this conical creature's front, just above a toothy mouth. Long strands of fibrous material whip from its sides.</i></h3><br></br></div><div class="heading"><p class="alignleft">Roper</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>CE Large aberration </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +24</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)</h5><h5><b>hp </b>162 (12d8+108)</h5><h5><b>Fort </b>+13, <b>Ref </b>+5, <b>Will </b>+13</h5><h5><b>Immune </b>electricity; <b>Resist </b>cold 10; <b>SR </b>27</h5><h5><b>Weaknesses </b>vulnerability to fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft.</h5><h5><b>Melee </b>bite +20 (4d8+18/19-20)</h5><h5><b>Ranged </b>6 strands +10 touch (1d6 Strength)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>pull (strand, 5 feet), strands</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 34, <b>Dex</b> 13, <b>Con</b> 29, <b>Int</b> 13, <b>Wis</b> 16, <b>Cha</b> 12</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+22; <b>CMD </b>33 (can't be tripped)</h5><h5><b>Feats </b>Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Stealth), Weapon Focus (strand)</h5><h5><b>Skills </b>Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas); <b>Racial Modifiers </b>+8 Stealth in stony or icy areas</h5><h5><b>Languages </b>Aklo, Undercommon</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or cluster (3-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Strands (Ex)</b> A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based.</h5></div><br></br><div><h4><p>The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semiliquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention.</p><p>Although alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the intellect devourers or neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters.</p><p>Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don't eventually escape, a roper's appetite always wins out over its intellectual curiosity-especially in cases where pets are constantly outmaneuvering their keeper's wits and patience.</p><p>A roper is 9 feet tall and weighs 2,200 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
18 | Rust Monster | 3 | PFRPG Bestiary | 800 | N | Medium | aberration | 0 | 3 | darkvision 60 ft., scent metals 90 ft.; Perception +12 | 18, touch 13, flat-footed 15 | 18 | 13 | 15 | (+3 Dex, +5 natural) | 27 | (5d8+5) | 5 | Fort +2, Ref +4, Will +5 | 2 | 4 | 5 | - | 40 ft., climb 10 ft. | 1 | 1 | bite +6 (1d3), antennae +6 touch (rust) | 1 | 1 | 1 | 5 ft. | 5 ft. | Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8 | 10 | 17 | 13 | 2 | 13 | 8 | 3 | 3 | 3 | 16 (20 vs. trip) | 16 | Ability Focus (rust), Skill Focus (Perception), Weapon Finesse | Climb +8, Perception +12 | any underground | solitary, pair, or nest (3-10) | incidental (no metal treasure) | This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae. | Rust (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based. Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects). | Of all the terrifying beasts an explorer might encounter underground, only the rust monster targets that which the average adventurer values most: his treasure. Typically 5 feet long and weighing almost 200 pounds, the lobster-like rust monster would be frightening enough even without the alien feeding process that gives it its name. Rust monsters consume metal objects, preferring iron and ferrous alloys like steel but devouring even mithral, adamantine, and enchanted metals with equal ease. Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds, making the beast a major threat to subterranean adventurers and those dwarven miners who must defend their forges and compete for ore. Though rust monsters have no innate tendency toward violence, their insatiable hunger leads them to charge anything they come across that bears even trace amounts of metal, and any resistance is met with unthinking savagery. It's not unheard of for rust monsters in metalpoor areas to track escaped victims for days using their scent metal ability, provided the victims retain intact metal objects. Fortunately, it's often possible to escape a rust monster's attentions by throwing it a dense metal object like a shield and running in the opposite direction. Those who frequent areas infested with rust monsters quickly learn to keep a few stone or wooden weapons close at hand. | <link rel="stylesheet"href="PF.css"><div><h2>Rust Monster</h2><h3><i><i>This insectile monster has four legs</i>, <i>a strange propeller-shaped protrusion at the end of its tail</i>, <i>and two long</i>, <i>feathery antennae.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Rust Monster</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>N Medium aberration </h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 60 ft., scent metals 90 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 13, flat-footed 15 (+3 Dex, +5 natural)</h5><h5><b>hp </b>27 (5d8+5)</h5><h5><b>Fort </b>+2, <b>Ref </b>+4, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 10 ft.</h5><h5><b>Melee </b>bite +6 (1d3), antennae +6 touch (rust)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>17, <b>Con </b>13, <b>Int </b> 2, <b>Wis </b>13, <b>Cha </b>8</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+3; <b>CMD </b>16 (20 vs. trip)</h5><h5><b>Feats </b>Ability Focus (rust), Skill Focus (Perception), Weapon Finesse</h5><h5><b>Skills </b>Climb +8, Perception +12</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or nest (3-10)</h5><h5><b>Treasure </b>incidental (no metal treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Rust (Su)</b> A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based. </h5><h5><b>Scent Metals (Ex)</b> This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).</h5></div><br></br><div><h4><p><p>Of all the terrifying beasts an explorer might encounter underground, only the rust monster targets that which the average adventurer values most: his treasure. Typically 5 feet long and weighing almost 200 pounds, the lobster-like rust monster would be frightening enough even without the alien feeding process that gives it its name. Rust monsters consume metal objects, preferring iron and ferrous alloys like steel but devouring even mithral, adamantine, and enchanted metals with equal ease. Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds, making the beast a major threat to subterranean adventurers and those dwarven miners who must defend their forges and compete for ore. Though rust monsters have no innate tendency toward violence, their insatiable hunger leads them to charge anything they come across that bears even trace amounts of metal, and any resistance is met with unthinking savagery. It's not unheard of for rust monsters in metalpoor areas to track escaped victims for days using their scent metal ability, provided the victims retain intact metal objects. Fortunately, it's often possible to escape a rust monster's attentions by throwing it a dense metal object like a shield and running in the opposite direction. Those who frequent areas infested with rust monsters quickly learn to keep a few stone or wooden weapons close at hand.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||||||
19 | Will-o'-Wisp | 6 | PFRPG Bestiary | 2400 | CE | Small | aberration | (air) | 0 | 13 | darkvision 60 ft.; Perception +17 | 26, touch 26, flat-footed 16 | 26 | 26 | 16 | (+5 deflection, +9 Dex, +1 dodge, +1 size) | 40 | (9d8) | 9 | Fort +3, Ref +12, Will +9 | 3 | 12 | 9 | natural invisibility | magic | - | fly 50 ft. (perfect) | 1 | shock +16 touch (2d8 electricity) | 1 | shock | 5 ft. | 5 ft. | Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14 | 1 | 29 | 10 | 15 | 16 | 14 | 6 | 0 | 0 | 24 | 24 | Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse | Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25 | Aklo, Common | feed on fear | any swamp | solitary, pair, or string (3-4) | incidental | This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths. | Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5. Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze. Natural Invisibility (Ex) Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. | Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light-jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights-but all recognize them as dangerous predators and false guides in the darkness. Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o'- wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o'- wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast. Will-o'-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns-many will-o'- wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o'-wisp's light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech. While vilif ied by most other sentient creatures, will-o'-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called "strings," their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o'-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o'-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself. | <link rel="stylesheet"href="PF.css"><div><h2>Will-o'-Wisp</h2><h3><i><i>This faintly glowing ball of light bobs gently in the air</i>, <i>the nebulous image of what might be a skull visible somewhere in its depths.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Will-o'-Wisp</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>CE Small aberration (air)</h5><h5><b>Init </b>+13; <b>Senses </b>darkvision 60 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 26, flat-footed 16 (+5 deflection, +9 Dex, +1 dodge, +1 size)</h5><h5><b>hp </b>40 (9d8)</h5><h5><b>Fort </b>+3, <b>Ref </b>+12, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>natural invisibility; <b>Immune </b>magic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>fly 50 ft. (perfect)</h5><h5><b>Melee </b>shock +16 touch (2d8 electricity)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>1, <b>Dex </b>29, <b>Con </b>10, <b>Int </b> 15, <b>Wis </b>16, <b>Cha </b>14</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+0; <b>CMD </b>24</h5><h5><b>Feats </b>Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25</h5><h5><b>Languages </b>Aklo, Common</h5><h5><b>SQ </b>feed on fear</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any swamp</h5><h5><b>Organization </b>solitary, pair, or string (3-4)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Feed on Fear (Su)</b> Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5. </h5><h5><b>Immunity to Magic (Ex)</b> Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except <i>magic missile</i> and <i>maze.</i> </h5><h5><b>Natural Invisibility (Ex)</b> Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.</h5></div><br></br><div><h4><p><p>Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness. Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o'- wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o'- wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast. Will-o'-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o'- wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o'-wisp's light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech. While vilif ied by most other sentient creatures, will-o'-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called "strings," their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o'-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o'-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
20 | Shadowgarm | 2 | AP 25 | 600 | NE | Medium | aberration | (extraplanar) | 0 | 6 | darkvision 60 ft., low-light vision, scent; Perception +6 | 14, touch 12, flat-footed 12 | 14 | 12 | 12 | (+2 armor, +2 Dex) | 19 | (3d8+6) | 3 | Fort +3, Ref +5, Will +5 | 3 | 5 | 5 | feather fall, shadow blend | 7 | light fixation | 30 ft., climb 30 ft. | 1 | 1 | 3 claws +4 (1d4+2 plus shadow slime) | 3 | 3 | 3 | 5 ft. | 5 ft. | Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11 | 14 | 15 | 14 | 5 | 14 | 11 | 2 | 4 | 4 | 16 | 16 | Improved Initiative, Lightning Reflexes | Climb +14, Perception +6, Stealth +6 (+10 in dim light) | +4 Stealth in dim light | any (Plane of Shadow) | solitary or gathering (2-12) | none | This amorphous creature loosely resembles a cross between a large snake and an insect. It has black oily skin, and parts of its very flesh blend seamlessly into the shadows. Its constantly moving, writhing form makes it difficult to identify from a distance. | Feather Fall (Ex) A shadowgarm's body is both light and consists of numerous folds of thin flesh. Although it cannot fly, a falling shadowgarm always descends as if under the effects of a feather fall spell, and thus never takes falling damage. Light Fixation (Su) Although a shadowgarm is not particularly harmed by bright light, it prefers dim lighting. Magical light, on the other hand, causes a shadowgarm to grow slow and lethargic. Whenever a shadowgarm is within an area of bright light that is magically created, it is staggered. Shadow Blend (Su) In conditions of dim light, a shadowgarm's outline wavers and blends with the surrounding shadows, granting it concealment (20% miss chance) even if its opponents are capable of seeing clearly in dim light. Shadow Slime (Su) A shadowgarm is coated with a thin layer of oily black slime. Whenever it strikes a foe, it transfers a swath of this cold black slime onto the creature struck. This slime causes a growing numbness and lethargy in the bodies of those it coats. Each time a creature takes damage from a shadowgarm's claws, the creature struck must make a DC 13 Fortitude save or take a cumulative -2 penalty to its Dexterity score. A creature whose total Dexterity penalty equals its Dexterity score is paralyzed and blinded as long as the penalty remains in effect. All accrued Dexterity penalties fade an hour after the last time the victim was affected by shadow slime, but any new shadow slime resets the recovery period. Exposure to bright light of any sort causes the Dexterity penalty to lessen by 2 points per round until all of the shadow slime is effectively "burned away" by the light. A shadowgarm is immune to the effects of its shadow slime and the shadow slime of other shadowgarms. The save DC is Constitution-based. | Shadowgarms are strange monsters from the Plane of Shadow, where they function as lowly predators and pests somewhat akin to the Material Plane's coyotes, leopards, and similar hunting mammals. Yet to a creature unfamiliar with the workings of the Plane of Shadow, the shadowgarm is a hideous and frightening beast. Generally lairing in ruined sections of towns or dead-end alleys clogged with refuse during the day, they come out at night to prey upon creatures that stray too far from the safety of light. These aberrant predators "leak" into the Material Plane anywhere the Plane of Shadow's influence is strong. Small groups of shadowgarms are occasionally seen lurking in old graveyards where undead (particularly shadows) are known to reside, and anywhere that has strong traditions of shadow magic tends to have a healthy population of shadowgarms lurking in out-of-the-way areas as well. The typical shadowgarm measures about 4-1/2 feet long and weighs approximately 90 pounds, their bodies being strangely light, composed of a spongy dark matter and seemingly wisps of shadow itself. Some, however, grow to be much larger, though shadowgarms of all sizes prove especially adept at blending in among the shadows and detritus of their hunting grounds or crawling into crevices it seems creatures of their size would not be able to squeeze. Ecology Strange beings with a little-understood physiology, shadowgarms prove endlessly hungry, taking sustenance from shadow as if it were water and drawing nutrition from the flesh of other creatures as their only source of food. Shadowgarms can eat and digest any sort of animal matter, from flesh to bone, converting them into little more than smoke and shadow. A creature left to a shadowgarm to feed upon leaves behind nothing but trappings of metal and similarly solid accessories. A shadowgarm's physical form seems strangely fluid, proving slightly malleable and generalized. No two shadowgarms appear exactly alike, and even individuals of the race seem to gradually change, all the faster in areas of deep shadows. Regardless of their endless, fluid alterations, they retain three primary clawed appendages, which serve them in consuming meals and fighting. Their number of feelers or tentacle-like legs, however, is constantly in flux, numbering but two or three one moment and then multiplying to dozens the next. Shadowgarms do not have a mouth and hardly have heads to speak off-possessing only slight knobby protuberances that seem to have little role in guiding their motions. When ingesting matter, they slowly dissolve their meals, their bodies breaking down any organic substance they choose by resting upon their meal for a matter of moments. The entire process might be likened to a body-wide ingestion process similar to that of a fly, as matter is dissolved and subsumed by the shadowy hunter's bulk. Once every several months, the urge to mate descends upon shadowgarms like a mass racial insanity. At this time, their natural aversion to their own kind is overwhelmed by a need to procreate. Shadowgarms are hemaphroditic, but cannot fertilize themselves- when a shadowgarm gathering begins, these creatures congregate in groups of up to a dozen, remaining in close proximity to each other for days at a time. The cycle that drives shadowgarm gatherings is nothing connected to the Material Plane-most scholars have been unable to determine what pattern the timing follows, if indeed there is a pattern at all. Habitat & Society Although shadowgarms are quite active at all times on the Plane of Shadow, the realities of the Material Plane force them into the niche of nocturnal predator. Yet despite their hatred of light, they seem to need it in some strange way. Observers have noted that the creatures prefer to stand in actual shadows, rather than just in darkness, and seem to savor the ever-changing nature of the shadows themselves. It may be that shadowgarms abhor total darkness as much as light, though neither bright light nor utter darkness causes them physical harm. Most shadowgarms' hunts take place under the light of the full moon, or in the shadowy hours of dusk or dawn. In cities where shadowgarms are common, they naturally gravitate to sewers or narrow alleys. This allows them the easiest way to quickly strike at unwary victims from above or below. They do not build any sort of true nest or lair, preferring to remain constantly afoot in search of new prey. As shadowgarms have no fear of falling, they often clamber up to corners and niches at the tops of tunnels or just under rooftop overhangs, both to avoid any bright light that might be shining down from above and to lie in wait to ambush unsuspecting prey that walks underneath. This leads to the discovery of shadowgarms in truly unexpected and unnerving places, like in bell towers, within attics and crawl spaces, and even hidden amid cracks and loose shingles in old roofing. More than one child's tale of boogiemen or strange shapes lurking outside their windows might actually be attributed to the daring nocturnal wanderings of shadowgarms. Shadowgarms are incredibly territorial, and usually do not nest together except during their mating gathering. Shadowgarms immediately confront one another upon meeting. Pickpockets and other street urchins often share wild tales of shadowgarms battling fiercely in the alleyways and nighted dens, fighting with raw savagery instead of their more customary stealth. Some canny streetfolk use this territorial nature to trick competing shadowgarms into fighting each other, giving wanderers out after dark enough time to move through territories infested by these lurking hunters without being attacked. Of course, this tactic doesn't work well in areas where large numbers of shadowgarms are known to skulk, as directing one's attention to avoid a single hunter might prevent a traveler from noticing other predators lying in wait in the shadows. On rare occasions, a shadowgarm might take to the seas, stealing aboard a ship at dock and hiding in the hold. Once at sea, such hunters emerge nightly to prey upon the ship's crew. Since a shadowgarm melts away into shadow and fog when it dies, leaving no evidence of a corpse behind, this might be one explanation for mysteriously derelict ships found adrift on the waves with nothing living on board. | <link rel="stylesheet"href="PF.css"><div><h2>Shadowgarm</h2><h3><i>This amorphous creature loosely resembles a cross between a large snake and an insect. It has black oily skin, and parts of its very flesh blend seamlessly into the shadows. Its constantly moving, writhing form makes it difficult to identify from a distance.</i></h3><br></br></div><div class="heading"><p class="alignleft">Shadowgarm</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>NE Medium aberration (extraplanar)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft., low-light vision, scent; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 armor, +2 Dex)</h5><h5><b>hp </b>19 (3d8+6)</h5><h5><b>Fort </b>+3, <b>Ref </b>+5, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>feather fall, shadow blend; <b>SR </b>7</h5><h5><b>Weaknesses </b>light fixation</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft.</h5><h5><b>Melee </b>3 claws +4 (1d4+2 plus shadow slime)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 15, <b>Con</b> 14, <b>Int</b> 5, <b>Wis</b> 14, <b>Cha</b> 11</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+4; <b>CMD </b>16</h5><h5><b>Feats </b>Improved Initiative, Lightning Reflexes</h5><h5><b>Skills </b>Climb +14, Perception +6, Stealth +6 (+10 in dim light); <b>Racial Modifiers </b>+4 Stealth in dim light</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any (Plane of Shadow)</h5><h5><b>Organization </b>solitary or gathering (2-12)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Feather Fall (Ex)</b> A shadowgarm's body is both light and consists of numerous folds of thin flesh. Although it cannot fly, a falling shadowgarm always descends as if under the effects of a feather fall spell, and thus never takes falling damage. </h5><h5><b>Light Fixation (Su)</b> Although a shadowgarm is not particularly harmed by bright light, it prefers dim lighting. Magical light, on the other hand, causes a shadowgarm to grow slow and lethargic. Whenever a shadowgarm is within an area of bright light that is magically created, it is staggered. </h5><h5><b>Shadow Blend (Su)</b> In conditions of dim light, a shadowgarm's outline wavers and blends with the surrounding shadows, granting it concealment (20% miss chance) even if its opponents are capable of seeing clearly in dim light. </h5><h5><b>Shadow Slime (Su)</b> A shadowgarm is coated with a thin layer of oily black slime. Whenever it strikes a foe, it transfers a swath of this cold black slime onto the creature struck. This slime causes a growing numbness and lethargy in the bodies of those it coats. Each time a creature takes damage from a shadowgarm's claws, the creature struck must make a DC 13 Fortitude save or take a cumulative -2 penalty to its Dexterity score. A creature whose total Dexterity penalty equals its Dexterity score is paralyzed and blinded as long as the penalty remains in effect. All accrued Dexterity penalties fade an hour after the last time the victim was affected by shadow slime, but any new shadow slime resets the recovery period. Exposure to bright light of any sort causes the Dexterity penalty to lessen by 2 points per round until all of the shadow slime is effectively "burned away" by the light. A shadowgarm is immune to the effects of its shadow slime and the shadow slime of other shadowgarms. The save DC is Constitution-based.</h5></div><br></br><div><h4><p>Shadowgarms are strange monsters from the Plane of Shadow, where they function as lowly predators and pests somewhat akin to the Material Plane's coyotes, leopards, and similar hunting mammals. Yet to a creature unfamiliar with the workings of the Plane of Shadow, the shadowgarm is a hideous and frightening beast. Generally lairing in ruined sections of towns or dead-end alleys clogged with refuse during the day, they come out at night to prey upon creatures that stray too far from the safety of light.</p><p>These aberrant predators "leak" into the Material Plane anywhere the Plane of Shadow's influence is strong. Small groups of shadowgarms are occasionally seen lurking in old graveyards where undead (particularly shadows) are known to reside, and anywhere that has strong traditions of shadow magic tends to have a healthy population of shadowgarms lurking in out-of-the-way areas as well.</p><p>The typical shadowgarm measures about 4-1/2 feet long and weighs approximately 90 pounds, their bodies being strangely light, composed of a spongy dark matter and seemingly wisps of shadow itself. Some, however, grow to be much larger, though shadowgarms of all sizes prove especially adept at blending in among the shadows and detritus of their hunting grounds or crawling into crevices it seems creatures of their size would not be able to squeeze.</p><p><b>Ecology</b><br> Strange beings with a little-understood physiology, shadowgarms prove endlessly hungry, taking sustenance from shadow as if it were water and drawing nutrition from the flesh of other creatures as their only source of food. Shadowgarms can eat and digest any sort of animal matter, from flesh to bone, converting them into little more than smoke and shadow. A creature left to a shadowgarm to feed upon leaves behind nothing but trappings of metal and similarly solid accessories.</p><p>A shadowgarm's physical form seems strangely fluid, proving slightly malleable and generalized. No two shadowgarms appear exactly alike, and even individuals of the race seem to gradually change, all the faster in areas of deep shadows. Regardless of their endless, fluid alterations, they retain three primary clawed appendages, which serve them in consuming meals and fighting. Their number of feelers or tentacle-like legs, however, is constantly in flux, numbering but two or three one moment and then multiplying to dozens the next. Shadowgarms do not have a mouth and hardly have heads to speak off-possessing only slight knobby protuberances that seem to have little role in guiding their motions. When ingesting matter, they slowly dissolve their meals, their bodies breaking down any organic substance they choose by resting upon their meal for a matter of moments. The entire process might be likened to a body-wide ingestion process similar to that of a fly, as matter is dissolved and subsumed by the shadowy hunter's bulk.</p><p>Once every several months, the urge to mate descends upon shadowgarms like a mass racial insanity. At this time, their natural aversion to their own kind is overwhelmed by a need to procreate. Shadowgarms are hemaphroditic, but cannot fertilize themselves- when a shadowgarm gathering begins, these creatures congregate in groups of up to a dozen, remaining in close proximity to each other for days at a time. The cycle that drives shadowgarm gatherings is nothing connected to the Material Plane-most scholars have been unable to determine what pattern the timing follows, if indeed there is a pattern at all.</p><p><b>Habitat & Society</b><br> Although shadowgarms are quite active at all times on the Plane of Shadow, the realities of the Material Plane force them into the niche of nocturnal predator. Yet despite their hatred of light, they seem to need it in some strange way. Observers have noted that the creatures prefer to stand in actual shadows, rather than just in darkness, and seem to savor the ever-changing nature of the shadows themselves. It may be that shadowgarms abhor total darkness as much as light, though neither bright light nor utter darkness causes them physical harm. Most shadowgarms' hunts take place under the light of the full moon, or in the shadowy hours of dusk or dawn.</p><p>In cities where shadowgarms are common, they naturally gravitate to sewers or narrow alleys. This allows them the easiest way to quickly strike at unwary victims from above or below.</p><p>They do not build any sort of true nest or lair, preferring to remain constantly afoot in search of new prey. As shadowgarms have no fear of falling, they often clamber up to corners and niches at the tops of tunnels or just under rooftop overhangs, both to avoid any bright light that might be shining down from above and to lie in wait to ambush unsuspecting prey that walks underneath. This leads to the discovery of shadowgarms in truly unexpected and unnerving places, like in bell towers, within attics and crawl spaces, and even hidden amid cracks and loose shingles in old roofing. More than one child's tale of boogiemen or strange shapes lurking outside their windows might actually be attributed to the daring nocturnal wanderings of shadowgarms.</p><p>Shadowgarms are incredibly territorial, and usually do not nest together except during their mating gathering.</p><p>Shadowgarms immediately confront one another upon meeting. Pickpockets and other street urchins often share wild tales of shadowgarms battling fiercely in the alleyways and nighted dens, fighting with raw savagery instead of their more customary stealth. Some canny streetfolk use this territorial nature to trick competing shadowgarms into fighting each other, giving wanderers out after dark enough time to move through territories infested by these lurking hunters without being attacked.</p><p>Of course, this tactic doesn't work well in areas where large numbers of shadowgarms are known to skulk, as directing one's attention to avoid a single hunter might prevent a traveler from noticing other predators lying in wait in the shadows.</p><p>On rare occasions, a shadowgarm might take to the seas, stealing aboard a ship at dock and hiding in the hold. Once at sea, such hunters emerge nightly to prey upon the ship's crew. Since a shadowgarm melts away into shadow and fog when it dies, leaving no evidence of a corpse behind, this might be one explanation for mysteriously derelict ships found adrift on the waves with nothing living on board.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
21 | Rorkoun | 6 | AP 32 | 2400 | NE | Huge | aberration | (aquatic) | 0 | 2 | darkvision 60 ft.; Perception +13 | 18, touch 10, flat-footed 16 | 18 | 10 | 16 | (+2 Dex, +8 natural, -2 size) | 76 | (9d8+36) | 9 | Fort +9, Ref +5, Will +7 | 9 | 5 | 7 | - | vulnerability to acid | 30 ft., swim 40 ft. | bite +11 (2d6+7 plus grab), tail slap +6 (2d6+3 plus grab) | 2 | 1 | 1 | 1 | 1 | gob +6 (1d6 plus stuck) | 15 ft. | 15 ft. | constrict (2d8+7), gob | Str 25, Dex 14, Con 18, Int 9, Wis 12, Cha 10 | 25 | 14 | 18 | 9 | 12 | 10 | 6 | 15 | 15 | 27 | 27 | Blind-Fight, Great Fortitude, Greater Grapple, Improved Grapple, Stealthy | Escape Artist +11, Perception +13, Stealth +8, Swim +23 | Common, Goblin (does not speak) | deathwatch, squeeze | temperate marshes and underground | solitary | incidental | A large amber eye tops a swollen head, surrounded evenly by four mouths loaded with needle-sharp teeth. This enormously long, yet slender creature stretches the length of five men and appears to be composed of twisted strands of pallid flesh and veiny musculature. The tentacle-like thing moves with the awkward, alien speed of a hunting insect, unnaturally still one moment and darting forth with incredible speed the next. | Aquatic Dependency (Ex) A rorkoun violently dehydrates as soon as its body is wholly removed from water. Every round that part of a rorkoun's space does not occupy the same square as a significant body of water (50 gallons or more), the creature takes damage equal to the number of rounds it has been outside water. The rorkoun stops taking damage as soon as it reenters the water. Gob (Ex) A rorkoun can spit a wad of viscous slaver at its prey. As a standard action, the rorkoun can make a ranged touch attack at a single creature up to 30 feet away. Creatures of Large size or smaller that are struck by the attack must succeed on a DC 18 Reflex save or become entangled. Flying creatures that fail their Reflex save fall to the ground. An entangled creature can escape by making a DC 18 Escape Artist or Strength check. Should an entangled target take any amount of acid damage, the sticky saliva is instantly dissolved. The save, skill, and ability check DCs are Constitution-based. Squeeze (Ex) Able to manipulate the shape of its highly malleable body, a rorkoun can easily slip through spaces not normally accessible to a creature of its size. For the purposes of determining how small a space a rorkoun can squeeze through, treat it as one size category smaller. A rorkoun can move into even smaller spaces by contracting, allowing it to treat its size as two size categories smaller. | Little-known denizens of the Darklands, rorkouns prey upon the unwary from lairs amid the deepest pools and waterways. Known as "wretch worms" and "eyes of Orv," these disgusting abominations writhe through flooded pits and crevices, feeding upon nearly all they encounter and occasionally breaking forth from the depths into the world of light to glut themselves upon the plump, tender creatures found there. Rorkouns measure over 25 feet in length, and beneath the strange secretions that provide them with a false, apparent bulk, the creatures possess a ribbon-thin body only a foot wide. A typical rorkoun weighs a mere 200 pounds. Ecology Little is known of the anatomy and life processes of rorkouns because of both their rarity and their fundamental dependency on water. As soon as a rorkoun leaves the water-which none ever do willingly, even to pursue the most tempting prey-it begins dehydrating at a deadly rate. Most that are ripped from their native pools wither to long strips of jerky-like flesh in a few short minutes. Thus, much of what is known of the beasts comes from direct observation, a methodology that proves dangerous for most researchers. Rorkouns possess lengthy bodies similar to tapeworms, with simple, decentralized bodily systems. Their flat, oblong heads branch into four split mouthparts set on throat-like stalks. At the top of the head, a single, bulging eye scans the creature's surroundings with uncanny sensitivity. Their heads are the thickest parts of their bodies, which taper gradually to a powerful tail. The strangest quality of these creatures is that their body exudes a rubbery, gluelike substance that swiftly hardens into a flexible, puttylike mass. Rorkouns use these secretions to better protect their bodies, seal off their chosen lairs (to prevent water from seeping out), and capture their prey. Several explorers who have encountered rorkouns have spread unnerving stories regarding the beasts, suggesting that rorkouns are not individual creatures but rather the impossibly long appendages of some unknown aberrant body. Their hesitance to leave the water is thus claimed to be because they are incapable of separating themselves from their greater body; the frantic thrashing of rorkoun that are forcibly removed from the water as they struggle to return is compared to the final desperate twitches of an amputated limb. What terrible body might support limbs as vile as rorkouns few dare to conjecture, but whatever hidden beings (or more terrible still, single being) manipulate these horrors from the darkness must be unlike anything known to the denizens of Golarion's surface-and must hunger endlessly. Habitat & Society Solitary creatures, rorkoun rarely share hunting grounds. Most, upon encountering another of their kind, attempt to leave the vicinity, avoiding any sort of confrontation and often ridding the area of both creatures. This aversion proves baffling, especially considering the extreme rarity of the beasts, though some suggest that the abominations might prove more receptive toward others of their kind when far below the surface. Those scholars who study rorkouns claim the strange beasts understand both the Common language and that of goblins, though most believe the creatures also have a silent language used among their own kind-despite the creatures' tendency to avoid contact with one another. They frequently live near goblin and mite communities. While these species share an ecological niche as scavengers and occasional hunters, the connection is a bit more complex. Rorkouns never hunt goblins or mites as they find the taste of their flesh repulsive. The creatures do, however, find the savory flavor of greater humanoids succulent; they appreciate the zeal with which those races seek to exterminate goblinkind, as it brings prey close to their lairs for them to feast on. Cowardly and secretive, rorkouns lurk in murky pools or bogs near such creatures' camps, hoping to provoke a fight. Once the battle begins, rorkouns strike, picking off the weakest creatures in the fray before slinking off to digest the meal in the privacy of their dens or some other location where their prey's allies might find it difficult to follow. A rorkoun's benefactors rarely understand the reason for this strange kind of cooperation. While mites tend to fear and flee the aberrations-just as they do most creatures- goblins often concoct more elaborate reasons for why these alien horrors might aid them. Typically, a particularly imaginative goblin convinces his tribe that the rorkoun is in fact a god and that they are its chosen people. All too often this inspires the community to new heights of crazed zealotry and the invention of bizarre forms of sacrifice and adoration. Occasionally rorkouns find their way into the dilapidated or abandoned sewer systems of ruined or declining cities where the shattered remains of such networks have collapsed and formed connections to the Darklands. There rorkouns crawl and swim their way through the slick tunnels and drainpipes, feeding on refuse, vermin, and the occasional sewer dweller or rat catcher. Such unusual beasts rarely prove significant threats, emerging to menace the surface only through what abandoned tunnels and drainage ditches they might happen upon. | <link rel="stylesheet"href="PF.css"><div><h2>Rorkoun</h2><h3><i><i>A large amber eye tops a swollen head</i>, <i>surrounded evenly by four mouths loaded with needle-sharp teeth. This enormously long</i>, <i>yet slender creature stretches the length of five men and appears to be composed of twisted strands of pallid flesh and veiny musculature. The tentacle-like thing moves with the awkward</i>, <i>alien speed of a hunting insect</i>, <i>unnaturally still one moment and darting forth with incredible speed the next.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Rorkoun</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>NE Huge aberration (aquatic)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)</h5><h5><b>hp </b>76 (9d8+36)</h5><h5><b>Fort </b>+9, <b>Ref </b>+5, <b>Will </b>+7</h5><h5><b>Weaknesses </b>vulnerability to acid</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 40 ft.</h5><h5><b>Melee </b>bite +11 (2d6+7 plus grab), tail slap +6 (2d6+3 plus grab)</h5><h5><b>Ranged </b>gob +6 (1d6 plus stuck)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>constrict (2d8+7), gob</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>25, <b>Dex </b>14, <b>Con </b>18, <b>Int </b> 9, <b>Wis </b>12, <b>Cha </b>10</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+15; <b>CMD </b>27</h5><h5><b>Feats </b>Blind-Fight, Great Fortitude, Greater Grapple, Improved Grapple, Stealthy</h5><h5><b>Skills </b>Escape Artist +11, Perception +13, Stealth +8, Swim +23</h5><h5><b>Languages </b>Common, Goblin (does not speak)</h5><h5><b>SQ </b>deathwatch, squeeze</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate marshes and underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Aquatic Dependency (Ex)</b> A rorkoun violently dehydrates as soon as its body is wholly removed from water. Every round that part of a rorkoun's space does not occupy the same square as a significant body of water (50 gallons or more), the creature takes damage equal to the number of rounds it has been outside water. The rorkoun stops taking damage as soon as it reenters the water. </h5><h5><b>Gob (Ex)</b> A rorkoun can spit a wad of viscous slaver at its prey. As a standard action, the rorkoun can make a ranged touch attack at a single creature up to 30 feet away. Creatures of Large size or smaller that are struck by the attack must succeed on a DC 18 Reflex save or become entangled. Flying creatures that fail their Reflex save fall to the ground. An entangled creature can escape by making a DC 18 Escape Artist or Strength check. Should an entangled target take any amount of acid damage, the sticky saliva is instantly dissolved. The save, skill, and ability check DCs are Constitution-based. </h5><h5><b>Squeeze (Ex)</b> Able to manipulate the shape of its highly malleable body, a rorkoun can easily slip through spaces not normally accessible to a creature of its size. For the purposes of determining how small a space a rorkoun can squeeze through, treat it as one size category smaller. A rorkoun can move into even smaller spaces by contracting, allowing it to treat its size as two size categories smaller.</h5></div><br></br><div><h4><p><p>Little-known denizens of the Darklands, rorkouns prey upon the unwary from lairs amid the deepest pools and waterways. Known as "wretch worms" and "eyes of Orv," these disgusting abominations writhe through flooded pits and crevices, feeding upon nearly all they encounter and occasionally breaking forth from the depths into the world of light to glut themselves upon the plump, tender creatures found there. Rorkouns measure over 25 feet in length, and beneath the strange secretions that provide them with a false, apparent bulk, the creatures possess a ribbon-thin body only a foot wide. A typical rorkoun weighs a mere 200 pounds.<b></p><p>Ecology</b></p><p> Little is known of the anatomy and life processes of rorkouns because of both their rarity and their fundamental dependency on water. As soon as a rorkoun leaves the water-which none ever do willingly, even to pursue the most tempting prey-it begins dehydrating at a deadly rate. Most that are ripped from their native pools wither to long strips of jerky-like flesh in a few short minutes. Thus, much of what is known of the beasts comes from direct observation, a methodology that proves dangerous for most researchers. Rorkouns possess lengthy bodies similar to tapeworms, with simple, decentralized bodily systems. Their flat, oblong heads branch into four split mouthparts set on throat-like stalks. At the top of the head, a single, bulging eye scans the creature's surroundings with uncanny sensitivity. Their heads are the thickest parts of their bodies, which taper gradually to a powerful tail. The strangest quality of these creatures is that their body exudes a rubbery, gluelike substance that swiftly hardens into a flexible, puttylike mass. Rorkouns use these secretions to better protect their bodies, seal off their chosen lairs (to prevent water from seeping out), and capture their prey. Several explorers who have encountered rorkouns have spread unnerving stories regarding the beasts, suggesting that rorkouns are not individual creatures but rather the impossibly long appendages of some unknown aberrant body. Their hesitance to leave the water is thus claimed to be because they are incapable of separating themselves from their greater body; the frantic thrashing of rorkoun that are forcibly removed from the water as they struggle to return is compared to the final desperate twitches of an amputated limb. What terrible body might support limbs as vile as rorkouns few dare to conjecture, but whatever hidden beings (or more terrible still, single being) manipulate these horrors from the darkness must be unlike anything known to the denizens of Golarion's surface-and must hunger endlessly.<b></p><p>Habitat & Society</b></p><p> Solitary creatures, rorkoun rarely share hunting grounds. Most, upon encountering another of their kind, attempt to leave the vicinity, avoiding any sort of confrontation and often ridding the area of both creatures. This aversion proves baffling, especially considering the extreme rarity of the beasts, though some suggest that the abominations might prove more receptive toward others of their kind when far below the surface. Those scholars who study rorkouns claim the strange beasts understand both the Common language and that of goblins, though most believe the creatures also have a silent language used among their own kind-despite the creatures' tendency to avoid contact with one another. They frequently live near goblin and mite communities. While these species share an ecological niche as scavengers and occasional hunters, the connection is a bit more complex. Rorkouns never hunt goblins or mites as they find the taste of their flesh repulsive. The creatures do, however, find the savory flavor of greater humanoids succulent; they appreciate the zeal with which those races seek to exterminate goblinkind, as it brings prey close to their lairs for them to feast on. Cowardly and secretive, rorkouns lurk in murky pools or bogs near such creatures' camps, hoping to provoke a fight. Once the battle begins, rorkouns strike, picking off the weakest creatures in the fray before slinking off to digest the meal in the privacy of their dens or some other location where their prey's allies might find it difficult to follow. A rorkoun's benefactors rarely understand the reason for this strange kind of cooperation. While mites tend to fear and flee the aberrations-just as they do most creatures- goblins often concoct more elaborate reasons for why these alien horrors might aid them. Typically, a particularly imaginative goblin convinces his tribe that the rorkoun is in fact a god and that they are its chosen people. All too often this inspires the community to new heights of crazed zealotry and the invention of bizarre forms of sacrifice and adoration. Occasionally rorkouns find their way into the dilapidated or abandoned sewer systems of ruined or declining cities where the shattered remains of such networks have collapsed and formed connections to the Darklands. There rorkouns crawl and swim their way through the slick tunnels and drainpipes, feeding on refuse, vermin, and the occasional sewer dweller or rat catcher. Such unusual beasts rarely prove significant threats, emerging to menace the surface only through what abandoned tunnels and drainage ditches they might happen upon.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
22 | Irlgaunt | 13 | AP 35 | 25600 | Irlgaunt | NE | Large | aberration | 0 | 13 | darkvision 60 ft.; Perception +21 | 29, touch 18, flat-footed 20 | 29 | 18 | 20 | (+9 Dex, +11 natural, -1 size) | 133 | (14d8+70) | 14 | Fort +9, Ref +15, Will +13 | 9 | 15 | 13 | 10/bludgeoning | acid, cold | - | 40 ft., climb 40 ft. | 1 | 1 | 2 slams +17 (1d8+8 plus 1d6 acid), bite +17 (1d8+8) | 3 | 3 | 1 | 2 | 1 gastrolith +18 (2d6+8 plus 2d6 acid) | 10 ft. | 5 ft. | gastrolith | Spell-Like Abilities (CL 14th) At will-stone shape | Str 27, Dex 29, Con 20, Int 16, Wis 18, Cha 19 | 27 | 29 | 20 | 16 | 18 | 19 | 10 | 19 | 19 | 38 (42 vs. trip) | 38 | Blind-Fight, Combat Reflexes, Deadly Aim, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Run | Acrobatics +26 (+30 jump), Climb +33, Disguise +18, Fly +0, Perception +21, Stealth +22 (+30 in rocky terrain), Survival +21, Swim +25 | +8 Stealth in rocky terrain | Aklo, Common, Giant, Terran | stone step | any mountains or underground | solitary, pair, swarm (3-12) | standard | An unwholesome abomination scuttles fluidly forth, its shape combining features of both spider and squid under an armor of rugged rock. While stone protuberances gird its upper portions, below it is a thing of angry red flesh and soft pink tendrils. Two gaping orifices full of tiny barbs split its lower body-a mouthlike slit surrounded by numerous narrow red eyes and, above that, an oozing alien aperture. | Gastrolith (Ex) Once every 1d4 rounds, an irlgaunt can violently regurgitate a clot of brittle stone and digestive acids. This gastrolith is treated as a thrown splash weapon with a range increment of 30 feet. In addition to damaging any creature struck (as noted above), any creature within 10 feet of the point where the gastrolith strikes (whether a creature or a grid intersection) takes 1d6 points of acid damage. A gastrolith that misses its target hits a nearby point, just like a normal miss with a splash weapon, as detailed on page 202 of the Pathfinder RPG Core Rulebook. An irlgaunt has a separate orifice for ejecting gastroliths. Thus, it can make a ranged attack in addition to all its normal melee attacks. Stone Step (Ex) An irlgaunt can move through any sort of natural difficult terrain at its normal speed while in rocky or subterranean terrain. Magically altered terrain affects an irlgaunt as normal. | Irlgaunts are large, spider-like aberrations that lurk in mountainous regions and vertical subterranean chasms. While large and imposing, these arachnid-like beings are deceivingly agile, their reflexes fast and movements swift, similar to the darting motions of a hunting insect. Irlgaunts are as quick-witted as they are nimble and have a strong grasp of strategy and tactics. In Iobaria, the beasts are recognized for their eerily patient predations, hiding amid jagged rocks to attack prey and ejecting crippling blasts of rock and digestive acids upon their victims. Irlgaunts typically attack travelers scaling mountain paths with steep cliff sides, using the hazardous terrain to knock unstable hikers to their death, then skittering down the sheer cliff faces to lap up the fleshy pulp below. Most irlgaunts stand between 11 and 13 feet tall and weigh around 3,000 pounds. Ecology Irlgaunts are powerful carnivores that eat most things but seem to have a strong preference for the taste of humanoids and mountain rams, taking special enjoyment in the consumption of bone, horn, and marrow. An irlgaunt's gizzard, located near its upper orifice, is powerful enough to grind rock, creating shards of stone which the creature fires from its mouth. The resulting stone shards are combined into gastroliths- sizable, dense spheres of sharp stones veined with jellified digestive acids. These gastroliths not only help the creature grind apart the hard substances it digests, but also can be shot forth as weapons, felling and pre-digesting sizable or even flying prey. Gastroliths are under constant pressure within an irlgaunt's body and, once shot forth, prove quite fragile. Upon impacting a victim or any other surface, they shatter in a rain of rock shards and hissing acid. Irlgaunts are found on and around mountains, especially near narrow trails used by travelers, mountain dwellers, or herds of sure-footed animals. The rocky environment they inhabit matches the colors of their bodies, and their uncanny ability to blend into the terrain and attack from unexpected angles makes them skilled ambush hunters. The tough limbs of an irlgaunt end in nimble, muscular tendrils. Along with being able to seek out and cling to nearly imperceptible flaws in stone, these tendrils also secrete a potent, stone-digesting acid much like that found within the beasts' gizzards. This acid allows irlgaunts not only to burn holes into solid stone, but to shape stone into whatever form they desire. Irlgaunts live for up to 300 years and reproduce asexually every half-century. They take special care to protect their offspring for this reason and watch over them for about a year, at which point the adolescent reaches maturity. Habitat & Society Irlgaunts are not particularly social creatures, but they work together when doing so is mutually beneficial. In smaller numbers, irlgaunts are more likely to live in more remote areas, while larger groups may occupy more commonly traveled mountain passes. Irlgaunts sometimes share their habitat with giants native to the region, but do so through an unspoken truce that holds little weight. A single giant walking through an area of several irlgaunts, then, is no safer than a solitary irlgaunt prowling a region populated with giants. Yet neither group goes out of its way to provoke a dangerous feud with its powerful, mountain dwelling neighbors- as long as the other group is generally content to stay out of the way. Treasure means little to irlgaunts, though if they possess a relic or magic item, they use it as bait for sentient wanderers in the region. For this reason, particularly wealthy and well-guarded travelers or merchants may be able to parley with the aberrations, exchanging riches for safe passage. Irlgaunts are largely indifferent to religion. However, some spiritually inclined irlgaunts choose to follow Rovagug, and some even become priests in his name. In such cases, a group or family of irlgaunts tend to worship the same god. Those rare irlgaunts that do worship Rovagug often take an almost personal interest in freeing the imprisoned god, delving deep into the earth and creating new abysses covered in profane images and symbols of the monstrous deity. The hope seems to be that should enough cracks be cut into the depths, Rovagug's prison deep beneath the surface might weaken enough for the god of destruction to break free. The futility of such efforts seems to matter little to the aberrations, which appear to care more about the symbolism of their destructive actions. | <link rel="stylesheet"href="PF.css"><div><h2>Irlgaunt</h2><h3><i><i>An unwholesome abomination scuttles fluidly forth</i>, <i>its shape combining features of both spider and squid under an armor of rugged rock. While stone protuberances gird its upper portions</i>, <i>below it is a thing of angry red flesh and soft pink tendrils. Two gaping orifices full of tiny barbs split its lower</i> body-<i>a mouthlike slit surrounded by numerous narrow red eyes and</i>, <i>above that</i>, <i>an oozing alien aperture.</i></i></h3><br></br></div><div class="heading"><p class="alignleft">Irlgaunt</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>Irlgaunt </h5><h5>NE Large aberration </h5><h5><b>Init </b>+13; <b>Senses </b>darkvision 60 ft.; Perception +21</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>29, touch 18, flat-footed 20 (+9 Dex, +11 natural, -1 size)</h5><h5><b>hp </b>133 (14d8+70)</h5><h5><b>Fort </b>+9, <b>Ref </b>+15, <b>Will </b>+13</h5><h5><b>DR </b>10/bludgeoning; <b>Immune </b>acid, cold</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 40 ft.</h5><h5><b>Melee </b>2 slams +17 (1d8+8 plus 1d6 acid), bite +17 (1d8+8)</h5><h5><b>Ranged </b>1 gastrolith +18 (2d6+8 plus 2d6 acid)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>gastrolith</h5><h5><b>Spell-Like Abilities</b> (CL 14th)</br>At will—<i>stone shape</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>27, <b>Dex </b>29, <b>Con </b>20, <b>Int </b> 16, <b>Wis </b>18, <b>Cha </b>19</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+19; <b>CMD </b>38 (42 vs. trip)</h5><h5><b>Feats </b>Blind-Fight, Combat Reflexes, Deadly Aim, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Run</h5><h5><b>Skills </b>Acrobatics +26 (+30 jump), Climb +33, Disguise +18, Fly +0, Perception +21, Stealth +22 (+30 in rocky terrain), Survival +21, Swim +25; <b>Racial Modifiers </b>+8 Stealth in rocky terrain</h5><h5><b>Languages </b>Aklo, Common, Giant, Terran</h5><h5><b>SQ </b>stone step</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any mountains or underground</h5><h5><b>Organization </b>solitary, pair, swarm (3-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Gastrolith (Ex)</b> Once every 1d4 rounds, an irlgaunt can violently regurgitate a clot of brittle stone and digestive acids. This gastrolith is treated as a thrown splash weapon with a range increment of 30 feet. In addition to damaging any creature struck (as noted above), any creature within 10 feet of the point where the gastrolith strikes (whether a creature or a grid intersection) takes 1d6 points of acid damage. A gastrolith that misses its target hits a nearby point, just like a normal miss with a splash weapon, as detailed on page 202 of the <i>Pathfinder RPG Core Rulebook.</i> An irlgaunt has a separate orifice for ejecting gastroliths. Thus, it can make a ranged attack in addition to all its normal melee attacks. </h5><h5><b>Stone Step (Ex)</b> An irlgaunt can move through any sort of natural difficult terrain at its normal speed while in rocky or subterranean terrain. Magically altered terrain affects an irlgaunt as normal.</h5></div><br></br><div><h4><p><p>Irlgaunts are large, spider-like aberrations that lurk in mountainous regions and vertical subterranean chasms. While large and imposing, these arachnid-like beings are deceivingly agile, their reflexes fast and movements swift, similar to the darting motions of a hunting insect. Irlgaunts are as quick-witted as they are nimble and have a strong grasp of strategy and tactics. In Iobaria, the beasts are recognized for their eerily patient predations, hiding amid jagged rocks to attack prey and ejecting crippling blasts of rock and digestive acids upon their victims. Irlgaunts typically attack travelers scaling mountain paths with steep cliff sides, using the hazardous terrain to knock unstable hikers to their death, then skittering down the sheer cliff faces to lap up the fleshy pulp below. Most irlgaunts stand between 11 and 13 feet tall and weigh around 3,000 pounds.<b></p><p>Ecology</b></p><p> Irlgaunts are powerful carnivores that eat most things but seem to have a strong preference for the taste of humanoids and mountain rams, taking special enjoyment in the consumption of bone, horn, and marrow. An irlgaunt's gizzard, located near its upper orifice, is powerful enough to grind rock, creating shards of stone which the creature fires from its mouth. The resulting stone shards are combined into gastroliths- sizable, dense spheres of sharp stones veined with jellified digestive acids. These gastroliths not only help the creature grind apart the hard substances it digests, but also can be shot forth as weapons, felling and pre-digesting sizable or even flying prey. Gastroliths are under constant pressure within an irlgaunt's body and, once shot forth, prove quite fragile. Upon impacting a victim or any other surface, they shatter in a rain of rock shards and hissing acid. Irlgaunts are found on and around mountains, especially near narrow trails used by travelers, mountain dwellers, or herds of sure-footed animals. The rocky environment they inhabit matches the colors of their bodies, and their uncanny ability to blend into the terrain and attack from unexpected angles makes them skilled ambush hunters. The tough limbs of an irlgaunt end in nimble, muscular tendrils. Along with being able to seek out and cling to nearly imperceptible flaws in stone, these tendrils also secrete a potent, stone-digesting acid much like that found within the beasts' gizzards. This acid allows irlgaunts not only to burn holes into solid stone, but to shape stone into whatever form they desire. Irlgaunts live for up to 300 years and reproduce asexually every half-century. They take special care to protect their offspring for this reason and watch over them for about a year, at which point the adolescent reaches maturity.<b></p><p>Habitat & Society</b></p><p> Irlgaunts are not particularly social creatures, but they work together when doing so is mutually beneficial. In smaller numbers, irlgaunts are more likely to live in more remote areas, while larger groups may occupy more commonly traveled mountain passes. Irlgaunts sometimes share their habitat with giants native to the region, but do so through an unspoken truce that holds little weight. A single giant walking through an area of several irlgaunts, then, is no safer than a solitary irlgaunt prowling a region populated with giants. Yet neither group goes out of its way to provoke a dangerous feud with its powerful, mountain dwelling neighbors- as long as the other group is generally content to stay out of the way. Treasure means little to irlgaunts, though if they possess a relic or magic item, they use it as bait for sentient wanderers in the region. For this reason, particularly wealthy and well-guarded travelers or merchants may be able to parley with the aberrations, exchanging riches for safe passage. Irlgaunts are largely indifferent to religion. However, some spiritually inclined irlgaunts choose to follow Rovagug, and some even become priests in his name. In such cases, a group or family of irlgaunts tend to worship the same god. Those rare irlgaunts that do worship Rovagug often take an almost personal interest in freeing the imprisoned god, delving deep into the earth and creating new abysses covered in profane images and symbols of the monstrous deity. The hope seems to be that should enough cracks be cut into the depths, Rovagug's prison deep beneath the surface might weaken enough for the god of destruction to break free. The futility of such efforts seems to matter little to the aberrations, which appear to care more about the symbolism of their destructive actions.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
23 | Delver | 9 | Misfit Monsters | 6400 | N | Huge | aberration | (earth) | 0 | 7 | darkvision 60 ft., tremorsense 60 ft.; Perception +21 | 23, touch 12, flat-footed 19 | 23 | 12 | 19 | (+4 Dex, +11 natural, -2 size) | 138 | (12d8+84) | 12 | Fort +12, Ref +8, Will +10 | 12 | 8 | 10 | 5/piercing or slashing | acid | - | 30 ft., burrow 10 ft. | 1 | 1 | 2 slam +16 (2d6+9 plus corrosive slime) | 1 | 1 | 1 | 15 ft. | 10 ft. | corrosive slime | Str 28, Dex 19, Con 22, Int 15, Wis 15, Cha 10 | 28 | 19 | 22 | 15 | 15 | 10 | 9 | 20 | 20 | 34 (can't be tripped) | 34 | Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness | Intimidate +10, Knowledge (dungeoneering) +17, Knowledge (local) +10, Knowledge (nature) +10, Perception +21, Sense Motive +16, Stealth -8 (+0 in rocky areas), Survival +17 | +8 in rocky areas | Aklo, Terran, Undercommon | compression, sculpt stone | any underground | solitary | none or incidental | This fleshy, slug-like creature has two long pseudopods that end in lumps of hard, callused flesh, and its whole body sizzles with acidic slime as it slides forward through melting stone. | Compression (Ex) A delver's boneless body can squeeze through spaces that would normally exclude anything larger than a Medium creature; it does not need to make Escape Artist checks to pass through such spaces. When it squeezes through a 5-foot opening, its speed is reduced to 5 feet until it passes completely through. Corrosive Slime (Ex) The delver's skin is covered in an acidic slime that it uses to dissolve stone and defend against enemies. The slime deals 2d6 acid damage to flesh, 4d8 damage to metal, or 8d10 to stone or crystal. If the delver hits with a natural attack or grapple, it automatically adds its slime damage, and the slime continues to deal 2d6 damage per round for the next 2 rounds. Armor or clothing worn by a creature grappled by a delver takes the same amount of acid damage unless the wearer succeeds on a DC 22 Reflex saving throw. A quart or more of water can wash away the slime. Any weapon that strikes the delver takes slime damage, as does a creature grappling or attacking the delver with natural weapons (both Reflex half DC 22). The saves are Constitution-based. Sculpt Stone (Ex) A delver can secrete a weaker form of its slime from its tentacles that momentarily softens stone rather than destroying it, allowing the creature to reshape up to 25 cubic feet of stone as if using stone shape as a 15th-level caster. This ability has no effect on stone that is protected against acid. It can use this ability at will. | Delvers are enormous gastropods covered with corrosive slime and designed for burrowing through stone. Fifteen feet long and weighing several tons, they are most commonly encountered deep below ground, particularly near underground water sources. Surprisingly intelligent, these juggernauts exist to tunnel, surviving off metals- which they find intoxicating, and sometimes maddening- and leaving behind smooth, 10-foot-diameter passages. | <link rel="stylesheet"href="PF.css"><div><h2>Delver</h2><h3><i>This fleshy, slug-like creature has two long pseudopods that end in lumps of hard, callused flesh, and its whole body sizzles with acidic slime as it slides forward through melting stone.</i></h3><br></br></div><div class="heading"><p class="alignleft">Delver</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6400</h5><h5>N Huge aberration (earth)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., tremorsense 60 ft.; Perception +21</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 12, flat-footed 19 (+4 Dex, +11 natural, -2 size)</h5><h5><b>hp </b>138 (12d8+84)</h5><h5><b>Fort </b>+12, <b>Ref </b>+8, <b>Will </b>+10</h5><h5><b>DR </b>5/piercing or slashing; <b>Immune </b>acid</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., burrow 10 ft.</h5><h5><b>Melee </b>2 slam +16 (2d6+9 plus corrosive slime)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>corrosive slime</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>28, <b>Dex </b>19, <b>Con </b>22, <b>Int </b> 15, <b>Wis </b>15, <b>Cha </b>10</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+20; <b>CMD </b>34 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness</h5><h5><b>Skills </b>Intimidate +10, Knowledge (dungeoneering) +17, Knowledge (local) +10, Knowledge (nature) +10, Perception +21, Sense Motive +16, Stealth -8 (+0 in rocky areas), Survival +17; <b>Racial Modifiers </b>+8 in rocky areas</h5><h5><b>Languages </b>Aklo, Terran, Undercommon</h5><h5><b>SQ </b>compression, sculpt stone</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>none or incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Compression (Ex)</b> A delver's boneless body can squeeze through spaces that would normally exclude anything larger than a Medium creature; it does not need to make Escape Artist checks to pass through such spaces. When it squeezes through a 5-foot opening, its speed is reduced to 5 feet until it passes completely through. </h5><h5><b>Corrosive Slime (Ex)</b> The delver's skin is covered in an acidic slime that it uses to dissolve stone and defend against enemies. The slime deals 2d6 acid damage to flesh, 4d8 damage to metal, or 8d10 to stone or crystal. If the delver hits with a natural attack or grapple, it automatically adds its slime damage, and the slime continues to deal 2d6 damage per round for the next 2 rounds. Armor or clothing worn by a creature grappled by a delver takes the same amount of acid damage unless the wearer succeeds on a DC 22 Reflex saving throw. A quart or more of water can wash away the slime. Any weapon that strikes the delver takes slime damage, as does a creature grappling or attacking the delver with natural weapons (both Reflex half DC 22). The saves are Constitution-based. </h5><h5><b>Sculpt Stone (Ex)</b> A delver can secrete a weaker form of its slime from its tentacles that momentarily softens stone rather than destroying it, allowing the creature to reshape up to 25 cubic feet of stone as if using <i>stone shape</i> as a 15th-level caster. This ability has no effect on stone that is protected against acid. It can use this ability at will.</h5></div><br></br><div><h4><p><p>Delvers are enormous gastropods covered with corrosive slime and designed for burrowing through stone. Fifteen feet long and weighing several tons, they are most commonly encountered deep below ground, particularly near underground water sources. Surprisingly intelligent, these juggernauts exist to tunnel, surviving off metals- which they find intoxicating, and sometimes maddening- and leaving behind smooth, 10-foot-diameter passages.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
24 | Akata | 1 | PFRPG Bestiary 2 | 400 | N | Medium | aberration | 0 | 6 | darkvision 120 ft., scent; Perception +1 | 13, touch 12, flat-footed 11 | 13 | 12 | 11 | (+2 Dex, +1 natural) | 15 | (2d8+6) | 2 | Fort +3, Ref +2, Will +4 | 3 | 2 | 4 | no breath | cold, disease, poison | fire 30 | 30 | - | deaf, vulnerable to salt water | 40 ft., climb 20 ft. | 1 | 1 | bite +2 (1d6+1 plus void bite), 2 tentacles -3 (1d3) | 3 | 1 | 2 | 1 | 2 | 5 ft. | 5 ft. | Str 12, Dex 15, Con 16, Int 3, Wis 12, Cha 11 | 12 | 15 | 16 | 3 | 12 | 11 | 1 | 2 | 2 | 14 (18 vs. trip) | 14 | Improved Initiative | Acrobatics +6 (+10 jump), Climb +9, Stealth +10 | +4 Stealth | hibernation | any | solitary, pair, or pack (3-30) | standard | This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be. | Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen. Hibernation (Ex) Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth-these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including falling) damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes as its cocoon degrades to fragments of strange metal. Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round. Void Bite (Ex) Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young-all other creature types are immune to this parasitic infection. The disease itself is known as void death. Disease (Ex) Void Death: Bite-injury; save Fort DC 12; onset 1 hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage; an infected creature who dies rises as a void zombie 2d4 hours later (see below); cure 2 consecutive saves. | Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Countless akatas clung to fragments of the dead planet, entering hibernation and riding these asteroids until they eventually crashed upon a new planet-akatas' cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. A typical akata stands 3-1/2 feet tall and weighs 400 pounds. VOID ZOMBIE (CR +1) A humanoid killed by void death becomes a void zombie. A void zombie is a fast zombie (Pathfinder RPG Bestiary page 289) that gains a secondary "tongue" attack (actually the larval akata's feeding tendril), dealing 1d6 points of damage. A void zombie also gains the following special attack. Blood Drain (Ex) If a void zombie hits a living creature with its tongue attack, it drains blood, dealing 2 points of Strength damage before the tongue detaches. | <link rel="stylesheet"href="PF.css"><div><h2>Akata</h2><h3><i>This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be.</i></h3><br></div><div class="heading"><p class="alignleft">Akata</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>N Medium aberration </h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 120 ft., scent; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 12, flat-footed 11 (+2 Dex, +1 natural)</h5><h5><b>hp </b>15 (2d8+6)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>no breath; <b>Immune </b>cold, disease, poison; <b>Resist </b>fire 30</h5><h5><b>Weaknesses </b>deaf, vulnerable to salt water</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 20 ft.</h5><h5><b>Melee </b>bite +2 (1d6+1 plus void bite), 2 tentacles -3 (1d3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>15, <b>Con </b>16, <b>Int </b> 3, <b>Wis </b>12, <b>Cha </b>11</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14 (18 vs. trip)</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Acrobatics +6 (+10 jump), Climb +9, Stealth +10; <b>Racial Modifiers </b>+4 Stealth</h5><h5><b>SQ </b>hibernation</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or pack (3-30)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Deaf (Ex)</b> Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen. </h5><h5><b>Hibernation (Ex)</b> Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth-these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including falling) damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes as its cocoon degrades to fragments of strange metal. </h5><h5><b>Salt Water Vulnerability (Ex)</b> Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round. </h5><h5><b><i>Void</i> Bite (Ex)</b> Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young-all other creature types are immune to this parasitic infection. The disease itself is known as void death. </h5><h5><b>Disease (Ex)</b> <i>Void</i> <i>Death</i>: Bite-injury; save Fort DC 12; <i>onset</i> 1 hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage; an infected creature who dies rises as a void zombie 2d4 hours later (see below); cure 2 consecutive saves.</h5></div><br><div><h4><p><p>Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Countless akatas clung to fragments of the dead planet, entering hibernation and riding these asteroids until they eventually crashed upon a new planet-akatas' cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. A typical akata stands 3-1/2 feet tall and weighs 400 pounds. VOID ZOMBIE (CR +1) A humanoid killed by void death becomes a void zombie. A void zombie is a fast zombie (<i>Pathfinder RPG Bestiary</i> page 289) that gains a secondary "tongue" attack (actually the larval akata's feeding tendril), dealing 1d6 points of damage. A void zombie also gains the following special attack. </h5><h5><b>Blood </b></h5><h5><b>Drain (Ex) </b>If a void zombie hits a living creature with its tongue attack, it drains blood, dealing 2 points of Strength damage before the tongue detaches.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
25 | Charybdis | 13 | PFRPG Bestiary 2 | 25600 | CN | Gargantuan | aberration | (aquatic) | 0 | 3 | blindsight 60 ft., darkvision 120 ft.; Perception +23 | 28, touch 5, flat-footed 28 | 28 | 5 | 28 | (-1 Dex, +23 natural, -4 size) | 184 | (16d8+112) | 16 | fast healing 10 | Fort +12, Ref +6, Will +14 | 12 | 6 | 14 | acid | cold 20 | 20 | - | 20 ft., swim 50 ft. | 1 | 1 | bite +20 (2d8+12/19-20 plus grab), 2 claws +20 (2d6+12) | 3 | 3 | 1 | 2 | 20 ft. | 20 ft. | fast swallow, rending claws, swallow whole (6d6 bludgeoning damage plus 6d6 acid damage, AC 21, hp 18), vortex | Str 34, Dex 9, Con 25, Int 4, Wis 19, Cha 6 | 34 | 9 | 25 | 4 | 19 | 6 | 12 | +28 (+32 grapple) | 28 | 37 (can't be tripped) | 37 | Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike | Perception +23, Swim +20 | Aquan | any oceans | solitary | standard | An immense spiny monster, its back plated in chitin and its belly in thick folds of blubber, rises hungrily from the center of a whirlpool. | Rending Claws (Ex) A charybdis's claws are particularly devastating when used against objects, and ignore the first 10 points of an object's hardness rating. Vortex (Su) A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind special attack (see the Universal Monster Rules in Appendix 3), but the whirlpool can only form underwater and cannot leave the water. It's a DC 25 Reflex save to avoid being caught by the charybdis's vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 2d6+12 points of damage per round. The save DC is Constitution-based. | Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god. In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above. The monster's claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles-such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex. A charybdis is 60 feet long and weighs 26,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Charybdis</h2><h3><i>An immense spiny monster, its back plated in chitin and its belly in thick folds of blubber, rises hungrily from the center of a whirlpool.</i></h3><br></br></div><div class="heading"><p class="alignleft">Charybdis</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>CN Gargantuan aberration (aquatic)</h5><h5><b>Init </b>+3; <b>Senses </b>blindsight 60 ft., darkvision 120 ft.; Perception +23</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 5, flat-footed 28 (-1 Dex, +23 natural, -4 size)</h5><h5><b>hp </b>184 (16d8+112); fast healing 10</h5><h5><b>Fort </b>+12, <b>Ref </b>+6, <b>Will </b>+14</h5><h5><b>Immune </b>acid; <b>Resist </b>cold 20</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., swim 50 ft.</h5><h5><b>Melee </b>bite +20 (2d8+12/19-20 plus grab), 2 claws +20 (2d6+12)</h5><h5><b>Space </b>20 ft.; <b>Reach </b>20 ft.</h5><h5><b>Special Attacks </b>fast swallow, rending claws, swallow whole (6d6 bludgeoning damage plus 6d6 acid damage, AC 21, hp 18), vortex</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>34, <b>Dex </b>9, <b>Con </b>25, <b>Int </b> 4, <b>Wis </b>19, <b>Cha </b>6</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+28 (+32 grapple); <b>CMD </b>37 (can't be tripped)</h5><h5><b>Feats </b>Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike</h5><h5><b>Skills </b>Perception +23, Swim +20</h5><h5><b>Languages </b>Aquan</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any oceans</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Rending Claws (Ex)</b> A charybdis's claws are particularly devastating when used against objects, and ignore the first 10 points of an object's hardness rating. </h5><h5><b>Vortex (Su)</b> A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind special attack (see the Universal Monster Rules in Appendix 3), but the whirlpool can only form underwater and cannot leave the water. It's a DC 25 Reflex save to avoid being caught by the charybdis's vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 2d6+12 points of damage per round. The save DC is Constitution-based.</h5></div><br></br><div><h4><p><p>Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god.</p><p>In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above. The monster's claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles-such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex.</p><p>A charybdis is 60 feet long and weighs 26,000 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
26 | Decapus | 4 | PFRPG Bestiary 2 | 1200 | CE | Medium | aberration | 0 | 1 | darkvision 60 ft.; Perception +11 | 16, touch 11, flat-footed 15 | 16 | 11 | 15 | (+1 Dex, +5 natural) | 45 | (6d8+18) | 6 | Fort +4, Ref +3, Will +5 | 4 | 3 | 5 | - | 10 ft., climb 30 ft. | 1 | 1 | bite +7 (1d6+3), tentacles +8 (2d4+3 plus grab) | 2 | 1 | 1 | 1 | 1 | 5 ft. | 5 ft. | constrict (2d4+4) | Spell-Like Abilities (CL 6th; concentration +7) At Will-minor image (DC 13) | Str 16, Dex 13, Con 15, Int 10, Wis 11, Cha 12 | 16 | 13 | 15 | 10 | 11 | 12 | 4 | +7 (+11 grapple) | 7 | 18 (can't be tripped) | 18 | Skill Focus (Bluff), Toughness, Weapon Focus (tentacles) | Acrobatics +7 (-1 jump), Bluff +7, Climb +16, Escape Artist +5, Intimidate +7, Perception +11, Spellcraft +6, Stealth +9 | +4 Perception | Aklo | sound mimicry (voices), tentacles | temperate forests or underground | solitary or mated pair | standard | This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body. | Tentacles (Ex) A decapus's tentacles must all strike at a single target, but they do so as a primary attack. | Named for its resemblance to a 10-armed octopus, the strange decapus is one of many bizarre creatures that hail from the deepest caverns of the world. When they are encountered aboveground, their affinity for forests (they particularly enjoy clambering around in tangled canopies) suggests that their original source might be some strange, deep underground cavern wherein magical jungles grow. The decapus is a fairly intelligent creature-an ambush predator that makes excellent use of its ability to weave magical visual illusions and to imitate the voices of other creatures it has heard speaking. Typical decapuses know only the Aklo tongue, but when they use their sound mimicry ability to imitate creatures speaking in other languages, they can typically form short (up to three words long) sentences even when imitating a language they don't actually know. The decapus's physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey. On the ground, though, they are slow, plodding creatures that flop and wriggle relatively inefficiently. As a result, they prefer regions like forest canopies, narrow fissures, stalactite forests, or other regions where they can use their climb speed. The decapus favors humanoid flesh over all other food; most are quite fond of gnome flesh in particular. This creature has an enormous appetite that often drives it to consume whatever food is available-the decapus is not above cannibalism when other food sources are scarce. For this reason, these monsters are largely solitary creatures, except when the urge to mate overwhelms their urge to feed. Females give birth to small litters of 2-4 live offspring. The females often need to defend them from the males, which, if left unsupervised, typically eat the newborn decapuses. The young mature rapidly, growing to full size after a mere 7 to 11 months, after which they depart to claim their own territories. Once a decapus reaches maturity, it can live to 100 years old-although their violent natures usually result in much shorter lifespans. A typical decapus has a legspan of 8 feet and weighs 200 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Decapus</h2><h3><i>This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body.</i></h3><br></div><div class="heading"><p class="alignleft">Decapus</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception +11</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 11, flat-footed 15 (+1 Dex, +5 natural)</h5><h5><b>hp </b>45 (6d8+18)</h5><h5><b>Fort </b>+4, <b>Ref </b>+3, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +7 (1d6+3), tentacles +8 (2d4+3 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>constrict (2d4+4)</h5><h5><b>Spell-Like Abilities</b> (CL 6th; concentration +7) </br>At Will—<i>minor image</i> (DC 13)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>16, <b>Dex </b>13, <b>Con </b>15, <b>Int </b> 10, <b>Wis </b>11, <b>Cha </b>12</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+7 (+11 grapple); <b>CMD </b>18 (can't be tripped)</h5><h5><b>Feats </b>Skill Focus (Bluff), Toughness, Weapon Focus (tentacles)</h5><h5><b>Skills </b>Acrobatics +7 (-1 jump), Bluff +7, Climb +16, Escape Artist +5, Intimidate +7, Perception +11, Spellcraft +6, Stealth +9; <b>Racial Modifiers </b>+4 Perception</h5><h5><b>Languages </b>Aklo</h5><h5><b>SQ </b>sound mimicry (voices), tentacles</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forests or underground</h5><h5><b>Organization </b>solitary or mated pair</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Tentacles (Ex)</b> A decapus's tentacles must all strike at a single target, but they do so as a primary attack.</h5></div><br><div><h4><p><p>Named for its resemblance to a 10-armed octopus, the strange decapus is one of many bizarre creatures that hail from the deepest caverns of the world. When they are encountered aboveground, their affinity for forests (they particularly enjoy clambering around in tangled canopies) suggests that their original source might be some strange, deep underground cavern wherein magical jungles grow. The decapus is a fairly intelligent creature-an ambush predator that makes excellent use of its ability to weave magical visual illusions and to imitate the voices of other creatures it has heard speaking. Typical decapuses know only the Aklo tongue, but when they use their sound mimicry ability to imitate creatures speaking in other languages, they can typically form short (up to three words long) sentences even when imitating a language they don't actually know. The decapus's physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey. On the ground, though, they are slow, plodding creatures that flop and wriggle relatively inefficiently. As a result, they prefer regions like forest canopies, narrow fissures, stalactite forests, or other regions where they can use their climb speed. The decapus favors humanoid flesh over all other food; most are quite fond of gnome flesh in particular. This creature has an enormous appetite that often drives it to consume whatever food is available-the decapus is not above cannibalism when other food sources are scarce. For this reason, these monsters are largely solitary creatures, except when the urge to mate overwhelms their urge to feed. Females give birth to small litters of 2-4 live offspring. The females often need to defend them from the males, which, if left unsupervised, typically eat the newborn decapuses. The young mature rapidly, growing to full size after a mere 7 to 11 months, after which they depart to claim their own territories. Once a decapus reaches maturity, it can live to 100 years old-although their violent natures usually result in much shorter lifespans. A typical decapus has a legspan of 8 feet and weighs 200 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
27 | Destrachan | 8 | PFRPG Bestiary 2 | 4800 | NE | Large | aberration | 0 | 5 | blindsight 100 ft.; Perception +27 | 19, touch 11, flat-footed 17 | 19 | 11 | 17 | (+1 Dex, +1 dodge, +8 natural, -1 size) | 90 | (12d8+36) | 12 | Fort +9, Ref +7, Will +12 | 9 | 7 | 12 | protection from sonics | gaze attacks, visual effects, illusions, and attacks relying on sight | sonic 30 | 30 | - | 30 ft. | 1 | bite +12 (2d6+4), 2 claws +12 (1d8+4) | 3 | 3 | 1 | 2 | 10 ft. | 5 ft. | destructive harmonics | Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13 | 18 | 13 | 16 | 13 | 18 | 13 | 9 | 14 | 14 | 26 | 26 | Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike | Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19 | +8 Perception (hearing only) | Common (cannot speak) | underground | solitary, pair, or pack (3-5) | incidental | The hunched, reptilian beast lopes on two clawed feet, its eyeless head dominated by a huge circular maw filled with jagged teeth. | Destructive Harmonics (Su) A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-footradius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based. Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage-a DC 19 Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack-that object takes 8d6 points of damage. This damage is not halved when applied to the object's hit points, but is reduced by the object's hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage. Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds. Protection from Sonics (Ex) A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment. | Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inf licting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see. Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. While destrachans cannot speak, they are capable of understanding spoken languages like the common tongue, and often take pleasure in their victims' cries and pleas for mercy. | <link rel="stylesheet"href="PF.css"><div><h2>Destrachan</h2><h3><i>The hunched, reptilian beast lopes on two clawed feet, its eyeless head dominated by a huge circular maw filled with jagged teeth.</i></h3><br></br></div><div class="heading"><p class="alignleft">Destrachan</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>NE Large aberration </h5><h5><b>Init </b>+5; <b>Senses </b>blindsight 100 ft.; Perception +27</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, -1 size)</h5><h5><b>hp </b>90 (12d8+36)</h5><h5><b>Fort </b>+9, <b>Ref </b>+7, <b>Will </b>+12</h5><h5><b>Defensive Abilities </b>protection from sonics; <b>Immune </b>gaze attacks, visual effects, illusions, and attacks relying on sight; <b>Resist </b>sonic 30</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +12 (2d6+4), 2 claws +12 (1d8+4)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>destructive harmonics</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>13, <b>Con </b>16, <b>Int </b> 13, <b>Wis </b>18, <b>Cha </b>13</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+14; <b>CMD </b>26</h5><h5><b>Feats </b>Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike</h5><h5><b>Skills </b>Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19; <b>Racial Modifiers </b>+8 Perception (hearing only)</h5><h5><b>Languages </b>Common (cannot speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> underground</h5><h5><b>Organization </b>solitary, pair, or pack (3-5)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Destructive Harmonics (Su)</b> A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-footradius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based. Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage-a DC 19 Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack-that object takes 8d6 points of damage. This damage is not halved when applied to the object's hit points, but is reduced by the object's hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage. <i>Pain:</i> Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds. </h5><h5><b>Protection from Sonics (Ex)</b> A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.</h5></div><br></br><div><h4><p><p>Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inf licting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see.</p><p>Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. While destrachans cannot speak, they are capable of understanding spoken languages like the common tongue, and often take pleasure in their victims' cries and pleas for mercy.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
28 | Dust Digger | 4 | PFRPG Bestiary 2 | 1200 | N | Large | aberration | 0 | 4 | darkvision 60 ft., tremorsense 60 ft.; Perception +5 | 16, touch 9, flat-footed 16 | 16 | 9 | 16 | (+7 natural, -1 size) | 42 | (5d8+20) | 5 | Fort +5, Ref +1, Will +4 | 5 | 1 | 4 | - | 10 ft., burrow 20 ft. | 1 | 1 | bite +5 (1d8+3 plus grab), 5 tentacles +3 (1d4+1 plus grab) | 6 | 1 | 5 | 1 | 5 | 10 ft. | 10 ft. | sinkhole, swallow whole (2d8+4 bludgeoning, AC 13, 4 hp) | Str 17, Dex 11, Con 18, Int 2, Wis 11, Cha 10 | 17 | 11 | 18 | 2 | 11 | 10 | 3 | 7 | 7 | 17 | 17 | Improved Initiative, Multiattack, Skill Focus (Stealth) | Perception +5, Stealth +5 (+13 in ambush) | +8 Stealth in ambush | warm deserts | solitary, pair, or colony (3-10) | none | A tremendous starfish-like creature emerges from the sand, its five long arms surrounding a circular toothy maw. | Sinkhole (Ex) A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose soil above to shift and slide. All creatures who were standing in the dust digger's reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger's reach. All creatures who were standing at least partially in the dust digger's actual space must make a DC 15 Reflex save or become entangled and fall prone-if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based. | Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature's body gapes a circular maw lined with large sharp teeth. As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site. Dust diggers are asexual. They reproduce by budding, splitting off young three to four times over the course of their 10-year lives-smaller versions of themselves that must immediately move away from the parent to avoid being snatched up and eaten. Dust digger young are just over 4 feet across, and can move relatively quickly through sand (their burrow speed is 40 feet). Usually, a young dust digger travels at least a mile from its parent before it settles down to create its first ambush-the amount of life in the region it has chosen as its new lair often determines whether the new dust digger thrives or starves to death, for once it digs its first ambush, it rarely moves more than a few hundred feet away over the course of its life. | <link rel="stylesheet"href="PF.css"><div><h2>Dust Digger</h2><h3><i>A tremendous starfish-like creature emerges from the sand, its five long arms surrounding a circular toothy maw.</i></h3><br></div><div class="heading"><p class="alignleft">Dust Digger</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>N Large aberration </h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 60 ft., tremorsense 60 ft.; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 9, flat-footed 16 (+7 natural, -1 size)</h5><h5><b>hp </b>42 (5d8+20)</h5><h5><b>Fort </b>+5, <b>Ref </b>+1, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., burrow 20 ft.</h5><h5><b>Melee </b>bite +5 (1d8+3 plus grab), 5 tentacles +3 (1d4+1 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>sinkhole, swallow whole (2d8+4 bludgeoning, AC 13, 4 hp)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>17, <b>Dex </b>11, <b>Con </b>18, <b>Int </b> 2, <b>Wis </b>11, <b>Cha </b>10</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+7; <b>CMD </b>17</h5><h5><b>Feats </b>Improved Initiative, Multiattack, Skill Focus (Stealth)</h5><h5><b>Skills </b>Perception +5, Stealth +5 (+13 in ambush); <b>Racial Modifiers </b>+8 Stealth in ambush</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> warm deserts</h5><h5><b>Organization </b>solitary, pair, or colony (3-10)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Sinkhole (Ex)</b> A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose soil above to shift and slide. All creatures who were standing in the dust digger's reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger's reach. All creatures who were standing at least partially in the dust digger's actual space must make a DC 15 Reflex save or become entangled and fall prone-if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based.</h5></div><br><div><h4><p><p>Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature's body gapes a circular maw lined with large sharp teeth. As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site. Dust diggers are asexual. They reproduce by budding, splitting off young three to four times over the course of their 10-year lives-smaller versions of themselves that must immediately move away from the parent to avoid being snatched up and eaten. Dust digger young are just over 4 feet across, and can move relatively quickly through sand (their burrow speed is 40 feet). Usually, a young dust digger travels at least a mile from its parent before it settles down to create its first ambush-the amount of life in the region it has chosen as its new lair often determines whether the new dust digger thrives or starves to death, for once it digs its first ambush, it rarely moves more than a few hundred feet away over the course of its life.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
29 | Fungal Crawler | 3 | PFRPG Bestiary 2 | 800 | N | Small | aberration | 0 | 9 | darkvision 60 ft.; Perception +6 | 16, touch 16, flat-footed 11 | 16 | 16 | 11 | (+5 Dex, +1 size) | 26 | (4d8+8) | 4 | Fort +3, Ref +6, Will +5 | 3 | 6 | 5 | plant defenses | mind-affecting effects, paralysis, poison, polymorph effects, sleep, stunning | - | 20 ft., climb 40 ft. | 1 | 1 | bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2) | 3 | 3 | 1 | 2 | 5 ft. | 5 ft. | leap | Str 14, Dex 20, Con 15, Int 2, Wis 13, Cha 7 | 14 | 20 | 15 | 2 | 13 | 7 | 3 | 4 | 4 | 19 (27 vs. trip) | 19 | Improved Initiative, Step Up | Acrobatics +10 (+14 jumping), Climb +10, Perception +6 | +14 on Acrobatics checks made to jump | any underground | solitary, pair, or swarm (3-12) | none | This giant fanged cricket is caked in pungent fungal growths and topped with a mushroom-like cap. | Leap (Ex) A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack. Plant Defenses (Ex) A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning. Poison (Ex) Bite-injury; save Fort DC 14; frequency 1/ round for 4 rounds; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based. | Fungal crawlers are a perverse fusion of animal and plant. Over thousands of years, they have prospered and spread beneath the world, dominating the wildest depths of these underground regions. Like hyenas, fungal crawlers are top-tier scavengers. They are efficient hunters, but just as often feed on found carrion or take meals from other predators. When times are especially lean, fungal crawlers can even survive without food, subsisting on radiation and heat absorbed through the fungal flutes covering their pale, sickly bellies. Thousands of breeds of fungal crawlers exist across the world, varying in appearance and habits, but all share a few common features. They invariably appear as monstrous crickets or locusts fused with fungal growths, often topped with mushroom-like caps. This hybridization makes them adept survivors, and infestations are notoriously difficult to clear out entirely. Their needle-like teeth cannot chew solid food, so most fungal crawlers rely on digestive enzymes injected through their bite to make their meals palatable. Average specimens grow to 30 pounds and 3 feet in length. They reproduce by releasing spores, which remain viable for decades until they contact organic matter and eventually develop into small, pale grubs. Many subterranean civilizations tame fungal crawlers as guard animals, pets, or food. Though simple-minded, they are amicable enough to be trained when well-fed. Fungal crawlers hold no loyalties, though, and often flee or attack their keepers at the slightest provocation. Thanks to the bizarre energies that suffuse their homes, fungal crawlers are incredibly diverse. They have adapted over millennia to fill every environment: flying variants fill subterranean rifts with the deafening drone of their wings, while aquatic breeds skim across the surfaces of underground lakes, and still others thrive in the fiery chambers and tunnels of volcanic networks. | <link rel="stylesheet"href="PF.css"><div><h2>Fungal Crawler</h2><h3><i>This giant fanged cricket is caked in pungent fungal growths and topped with a mushroom-like cap.</i></h3><br></div><div class="heading"><p class="alignleft">Fungal Crawler</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>N Small aberration </h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft.; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 16, flat-footed 11 (+5 Dex, +1 size)</h5><h5><b>hp </b>26 (4d8+8)</h5><h5><b>Fort </b>+3, <b>Ref </b>+6, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>plant defenses; <b>Immune </b>mind-affecting effects, paralysis, poison, polymorph effects, sleep, stunning</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., climb 40 ft.</h5><h5><b>Melee </b>bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>leap</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>20, <b>Con </b>15, <b>Int </b> 2, <b>Wis </b>13, <b>Cha </b>7</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>19 (27 vs. trip)</h5><h5><b>Feats </b>Improved Initiative, Step Up</h5><h5><b>Skills </b>Acrobatics +10 (+14 jumping), Climb +10, Perception +6; <b>Racial Modifiers </b>+14 on Acrobatics checks made to jump</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or swarm (3-12)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Leap (Ex)</b> A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack. </h5><h5><b>Plant Defenses (Ex)</b> A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 14; <i>frequency</i> 1/ round for 4 rounds; <i>effect</i> 1d2 Str and 1d2 Con; <i>cure</i> 1 <i>save</i>. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Fungal crawlers are a perverse fusion of animal and plant. Over thousands of years, they have prospered and spread beneath the world, dominating the wildest depths of these underground regions. Like hyenas, fungal crawlers are top-tier scavengers. They are efficient hunters, but just as often feed on found carrion or take meals from other predators. When times are especially lean, fungal crawlers can even survive without food, subsisting on radiation and heat absorbed through the fungal flutes covering their pale, sickly bellies. Thousands of breeds of fungal crawlers exist across the world, varying in appearance and habits, but all share a few common features. They invariably appear as monstrous crickets or locusts fused with fungal growths, often topped with mushroom-like caps. This hybridization makes them adept survivors, and infestations are notoriously difficult to clear out entirely. Their needle-like teeth cannot chew solid food, so most fungal crawlers rely on digestive enzymes injected through their bite to make their meals palatable. Average specimens grow to 30 pounds and 3 feet in length. They reproduce by releasing spores, which remain viable for decades until they contact organic matter and eventually develop into small, pale grubs. Many subterranean civilizations tame fungal crawlers as guard animals, pets, or food. Though simple-minded, they are amicable enough to be trained when well-fed. Fungal crawlers hold no loyalties, though, and often flee or attack their keepers at the slightest provocation. Thanks to the bizarre energies that suffuse their homes, fungal crawlers are incredibly diverse. They have adapted over millennia to fill every environment: flying variants fill subterranean rifts with the deafening drone of their wings, while aquatic breeds skim across the surfaces of underground lakes, and still others thrive in the fiery chambers and tunnels of volcanic networks.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
30 | Grick | 3 | PFRPG Bestiary 2 | 800 | N | Medium | aberration | 0 | 2 | darkvision 60 ft., scent; Perception +12 | 15, touch 12, flat-footed 13 | 15 | 12 | 13 | (+2 Dex, +3 natural) | 27 | (5d8+5) | 5 | Fort +2, Ref +3, Will +6 | 2 | 3 | 6 | 10/magic | - | 30 ft., climb 20 ft. | 1 | 1 | bite +4 (1d4+1), 4 tentacles -1 (1d4) | 5 | 1 | 4 | 1 | 4 | 5 ft. | 5 ft. | Str 12, Dex 14, Con 13, Int 3, Wis 14, Cha 5 | 12 | 14 | 13 | 3 | 14 | 5 | 3 | 4 | 4 | 16 (can't be tripped) | 16 | Combat Reflexes, Skill Focus (Perception), Stand Still | Climb +9, Perception +12, Stealth +6 (+14 in rocky terrain) | +8 Stealth in rocky terrain | Aklo (cannot speak) | any underground | solitary or cluster (2-5) | incidental | This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws. | The worm-like grick is a terror of the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean cities for the chance to reach forth from the darkness and take its prey. Those laid low by a grick are rarely consumed on the spot. Instead, fresh food is hauled back to the grick's lair in a tight burrow or high on a cavern ledge, where it is consumed in small bites at the grick's leisure. The origins of the grick are not known. Even though the grick has a rudimentary intelligence, it does not have any society to speak of, and most are encountered alone. On those occasions when unfortunate travelers meet multiple specimens, groups of gricks do not appear to communicate or work together; each instead attacks individual targets and retreats with its prize as soon as it manages to bring down an opponent. Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous. Many novice adventurers have fallen to grick attacks merely because they were unable to damage the creature with their nonmagical weapons. Those that are familiar with gricks (especially dwarves, morlocks, and troglodytes) know the best strategy for dealing with them is to fall back and wait for more powerful or magical reinforcements. Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they're ready to spring an ambush. On occasions when food is scarce in a given region, gricks have been known to travel to the surface and roam the wilderness in search of prey, but these sojourns are almost always out of necessity, and end as soon as the gricks find entrances to new subterranean lairs. They prefer darkness and the comfort of a ceiling overhead, avoiding the open sky and going to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead. Jungle Gricks These surface-adapted varieties of the underground grick are shades of green and lurk in the undergrowth of jungles or climb low-hanging branches to drop on unsuspecting prey. Their racial bonus on Stealth checks applies in forested terrain instead of rocky terrain. Jungle gricks are heartier creatures than their underground-dwelling kin-all jungle gricks possess the advanced creature simple template and gain Toughness as a bonus feat. | <link rel="stylesheet"href="PF.css"><div><h2>Grick</h2><h3><i>This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.</i></h3><br></br></div><div class="heading"><p class="alignleft">Grick</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>N Medium aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., scent; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 12, flat-footed 13 (+2 Dex, +3 natural)</h5><h5><b>hp </b>27 (5d8+5)</h5><h5><b>Fort </b>+2, <b>Ref </b>+3, <b>Will </b>+6</h5><h5><b>DR </b>10/magic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 20 ft.</h5><h5><b>Melee </b>bite +4 (1d4+1), 4 tentacles -1 (1d4)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>14, <b>Con </b>13, <b>Int </b> 3, <b>Wis </b>14, <b>Cha </b>5</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>16 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Skill Focus (Perception), Stand Still</h5><h5><b>Skills </b>Climb +9, Perception +12, Stealth +6 (+14 in rocky terrain); <b>Racial Modifiers </b>+8 Stealth in rocky terrain</h5><h5><b>Languages </b>Aklo (cannot speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or cluster (2-5)</h5><h5><b>Treasure </b>incidental</h5></div><br></br><div><h4><p><p>The worm-like grick is a terror of the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean cities for the chance to reach forth from the darkness and take its prey. Those laid low by a grick are rarely consumed on the spot. Instead, fresh food is hauled back to the grick's lair in a tight burrow or high on a cavern ledge, where it is consumed in small bites at the grick's leisure.</p><p>The origins of the grick are not known. Even though the grick has a rudimentary intelligence, it does not have any society to speak of, and most are encountered alone. On those occasions when unfortunate travelers meet multiple specimens, groups of gricks do not appear to communicate or work together; each instead attacks individual targets and retreats with its prize as soon as it manages to bring down an opponent. Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous. Many novice adventurers have fallen to grick attacks merely because they were unable to damage the creature with their nonmagical weapons.</p><p>Those that are familiar with gricks (especially dwarves, morlocks, and troglodytes) know the best strategy for dealing with them is to fall back and wait for more powerful or magical reinforcements.</p><p>Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they're ready to spring an ambush. On occasions when food is scarce in a given region, gricks have been known to travel to the surface and roam the wilderness in search of prey, but these sojourns are almost always out of necessity, and end as soon as the gricks find entrances to new subterranean lairs. They prefer darkness and the comfort of a ceiling overhead, avoiding the open sky and going to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead.</p><p><b>Jungle Gricks </b><br>These surface-adapted varieties of the underground grick are shades of green and lurk in the undergrowth of jungles or climb low-hanging branches to drop on unsuspecting prey. Their racial bonus on Stealth checks applies in forested terrain instead of rocky terrain. Jungle gricks are heartier creatures than their underground-dwelling kin-all jungle gricks possess the advanced creature simple template and gain Toughness as a bonus feat.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
31 | Grindylow | 1/2 | PFRPG Bestiary 2 | 200 | CE | Small | aberration | (aquatic) | 0 | 2 | darkvision 60 ft.; Perception +4 | 15, touch 13, flat-footed 13 | 15 | 13 | 13 | (+2 Dex, +2 natural, +1 size) | 5 | (1d8+1) | 1 | Fort +1, Ref +2, Will +2 | 1 | 2 | 2 | - | 15 ft., swim 30 ft., jet 200 ft. | 1 | 1 | spear +2 (1d6+1/x3), bite -2 (1d3) | 1 | 1 | 1 | spear +3 (1d6+1/x3) | 5 ft. | 5 ft. | tangling tentacles | Str 12, Dex 14, Con 13, Int 9, Wis 10, Cha 9 | 12 | 14 | 13 | 9 | 10 | 9 | 0 | 0 | 0 | 12 (18 vs. trip) | 12 | Weapon Finesse | Perception +4, Stealth +14, Swim +13 | +4 Stealth | Aquan | amphibious | any water | solitary, pair, gang (3-9), warband (10-16 with 1-2 octopus minions), or tribe (17-40 plus 1 ranger sergeant of 1st-3rd level per 20 members, 1 cleric or barbarian leader of 4th-8th level, 2-8 octopus pets, and 1-2 devilfish guardians) | NPC gear (spear, other treasure) | With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below. | Tangling Tentacles (Ex) Although a grindylow can't attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow's turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can't attempt to trip the grindylow in retaliation. | About 4 feet long from head to tentacle tip, grindylows appear to be half-goblin and half-octopus, the split occurring at the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry. While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others' misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings. Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid. While grindylows can take class levels to gain power, certain grindylows are freakish throwbacks to a primal age- these grindylows never cease growing, and in time can become massive beasts of Huge size. Unlike the typical grindylow, these giants can attack with all six of their tentacles and constrict with great effect. Giant grindylows are fortunately quite rare. | <link rel="stylesheet"href="PF.css"><div><h2>Grindylow</h2><h3><i>With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.</i></h3><br></div><div class="heading"><p class="alignleft">Grindylow</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>CE Small aberration (aquatic)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)</h5><h5><b>hp </b>5 (1d8+1)</h5><h5><b>Fort </b>+1, <b>Ref </b>+2, <b>Will </b>+2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>15 ft., swim 30 ft., jet 200 ft.</h5><h5><b>Melee </b>spear +2 (1d6+1/x3), bite -2 (1d3)</h5><h5><b>Ranged </b>spear +3 (1d6+1/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>tangling tentacles</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>14, <b>Con </b>13, <b>Int </b> 9, <b>Wis </b>10, <b>Cha </b>9</h5><h5><b>Base Atk </b>+0; <b>CMB </b>+0; <b>CMD </b>12 (18 vs. trip)</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Perception +4, Stealth +14, Swim +13; <b>Racial Modifiers </b>+4 Stealth</h5><h5><b>Languages </b>Aquan</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any water</h5><h5><b>Organization </b>solitary, pair, gang (3-9), warband (10-16 with 1-2 octopus minions), or tribe (17-40 plus 1 ranger sergeant of 1st-3rd level per 20 members, 1 cleric or barbarian leader of 4th-8th level, 2-8 octopus pets, and 1-2 devilfish guardians)</h5><h5><b>Treasure </b>NPC gear (spear, other treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Tangling Tentacles (Ex)</b> Although a grindylow can't attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow's turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can't attempt to trip the grindylow in retaliation.</h5></div><br><div><h4><p><p>About 4 feet long from head to tentacle tip, grindylows appear to be half-goblin and half-octopus, the split occurring at the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry. While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others' misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings. Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid. While grindylows can take class levels to gain power, certain grindylows are freakish throwbacks to a primal age- these grindylows never cease growing, and in time can become massive beasts of Huge size. Unlike the typical grindylow, these giants can attack with all six of their tentacles and constrict with great effect. Giant grindylows are fortunately quite rare.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
32 | Gug | 10 | PFRPG Bestiary 2 | 9600 | CE | Large | aberration | 0 | 1 | darkvision 60 ft.; Perception +27 | 24, touch 10, flat-footed 23 | 24 | 10 | 23 | (+1 Dex, +14 natural, -1 size) | 127 | (15d8+60) | 15 | Fort +9, Ref +6, Will +12 | 9 | 6 | 12 | disease, poison | - | 40 ft., climb 20 ft. | 1 | 1 | bite +17 (1d8+7), 4 claws +17 (1d6+7) | 5 | 5 | 1 | 4 | 10 ft. | 15 ft. | rend (2 claws, 1d6+10) | Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11 | 25 | 12 | 18 | 11 | 16 | 11 | 11 | 19 | 19 | 30 | 30 | Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception) | Climb +15, Escape Artist +13, Knowledge (dungeoneering) +10, Perception +27, Stealth +15, Survival +21 | +4 Escape Artist | Undercommon | compression | any underground | solitary, pair, or camp (3-10) | standard | This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands. | Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices. Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh-particularly that of ghouls. Some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants. They have a Charisma of 18 and can use invisibility, spike stones, transmute rock to mud, and unholy blight once per day each as spell-like abilities (CL 10th, concentration +14). Some become actual clerics or oracles of their mad gods-strange powers of darkness, insanity, and blood. Gug savants add +1 to their CR. | <link rel="stylesheet"href="PF.css"><div><h2>Gug</h2><h3><i>This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.</i></h3><br></br></div><div class="heading"><p class="alignleft">Gug</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>CE Large aberration </h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception +27</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)</h5><h5><b>hp </b>127 (15d8+60)</h5><h5><b>Fort </b>+9, <b>Ref </b>+6, <b>Will </b>+12</h5><h5><b>Immune </b>disease, poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 20 ft.</h5><h5><b>Melee </b>bite +17 (1d8+7), 4 claws +17 (1d6+7)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>rend (2 claws, 1d6+10)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>25, <b>Dex </b>12, <b>Con </b>18, <b>Int </b> 11, <b>Wis </b>16, <b>Cha </b>11</h5><h5><b>Base Atk </b>+11; <b>CMB </b>+19; <b>CMD </b>30</h5><h5><b>Feats </b>Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception)</h5><h5><b>Skills </b>Climb +15, Escape Artist +13, Knowledge (dungeoneering) +10, Perception +27, Stealth +15, Survival +21; <b>Racial Modifiers </b>+4 Escape Artist</h5><h5><b>Languages </b>Undercommon</h5><h5><b>SQ </b>compression</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or camp (3-10)</h5><h5><b>Treasure </b>standard</h5></div><br></br><div><h4><p><p>Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter.</p><p>Gugs are 16 feet tall and weigh nearly 2,000 pounds, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices.</p><p>Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh-particularly that of ghouls.</p><p>Some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants.</p><p>They have a Charisma of 18 and can use <i>invisibility</i>, <i>spike stones</i>, <i>transmute rock to mud</i>, and <i>unholy blight</i> once per day each as spell-like abilities (CL 10th, concentration +14). Some become actual clerics or oracles of their mad gods-strange powers of darkness, insanity, and blood.</p><p>Gug savants add +1 to their CR.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
33 | Neh-thalggu | 8 | PFRPG Bestiary 2 | 4800 | CE | Large | aberration | 0 | 7 | darkvision 60 ft.; Perception +17 | 21, touch 19, flat-footed 18 | 21 | 19 | 18 | (+3 Dex, +2 natural, +7 insight, -1 size) | 105 | (10d8+60) | 10 | Fort +9, Ref +6, Will +11 | 9 | 6 | 11 | 10/magic | confusion effects | 19 | 10 ft., fly 40 ft. (perfect) | 1 | 1 | bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7) | 3 | 3 | 1 | 2 | 10 ft. | 5 ft. | rend (2 claws, 2d6+7) | Sorcerer Spells Known (CL 7th; concentration +17) 3rd (5/day)-lightning bolt (DC16), hold person (DC 16) 2nd (7/day)-acid arrow, alter self, invisibility 1st (7/day)-grease (DC 14), magic missile, ray of enfeeblement (DC 14), shield, unseen servant 0 (at will)-acid splash, dancing lights, detect magic, mage hand, open/close, prestidigitation, read magic | Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17 | 24 | 16 | 23 | 19 | 18 | 17 | 7 | 15 | 15 | 35 (can't be tripped) | 35 | Arcane Strike, Extend Spell, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Power Attack | Fly +15, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16 | Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet) | brain collection, strange knowledge | any | solitary | double | This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains. | Brain Collection (Ex) A neh-thalggu can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection. Poison (Ex) Bite-injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based. Spells A neh-thalggu casts spells as a 7th-level sorcerer. For each negative level it takes from missing brains, its caster level is reduced by 1. A neh-thalggu with no collected brains cannot cast any of its spells. Strange Knowledge (Ex) All knowledge skill are class skills for neh-thalggus. | Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat-rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form. | <link rel="stylesheet"href="PF.css"><div><h2>Neh-thalggu</h2><h3><i>This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains.</i></h3><br></div><div class="heading"><p class="alignleft">Neh-thalggu</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>CE Large aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, -1 size)</h5><h5><b>hp </b>105 (10d8+60)</h5><h5><b>Fort </b>+9, <b>Ref </b>+6, <b>Will </b>+11</h5><h5><b>DR </b>10/magic; <b>Immune </b>confusion effects; <b>SR </b>19</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., fly 40 ft. (perfect)</h5><h5><b>Melee </b>bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>rend (2 claws, 2d6+7)</h5><h5><b>Sorcerer Spells Known</b> (CL 7th; concentration +17) </br>3rd (5/day)—<i>lightning bolt</i> (DC16), <i>hold person</i> (DC 16) </br>2nd (7/day)—<i>acid arrow</i>, <i>alter self</i>, <i>invisibility</i> </br>1st (7/day)—<i>grease</i> (DC 14), <i>magic missile</i>, <i>ray of enfeeblement</i> (DC 14), <i>shield</i>, <i>unseen servant</i> </br>0 (at will)—<i>acid splash</i>, <i>dancing lights</i>, <i>detect magic</i>, <i>mage hand</i>, <i>open/close</i>, <i>prestidigitation</i>, <i>read magic</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>24, <b>Dex </b>16, <b>Con </b>23, <b>Int </b> 19, <b>Wis </b>18, <b>Cha </b>17</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+15; <b>CMD </b>35 (can't be tripped)</h5><h5><b>Feats </b>Arcane Strike, Extend Spell, Combat Reflexes, Eschew Materials<sup>B</sup>, Improved Initiative, Power Attack</h5><h5><b>Skills </b>Fly +15, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16</h5><h5><b>Languages </b>Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet)</h5><h5><b>SQ </b>brain collection, strange knowledge</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Brain Collection (Ex)</b> A neh-thalggu can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 21; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d2 Strength damage and staggered for 1 round; <i>cure</i> 2 consecutive <i>save</i>s. The save DC is Constitution-based. </h5><h5><b>Spells</b> A neh-thalggu casts spells as a 7th-level sorcerer. For each negative level it takes from missing brains, its caster level is reduced by 1. A neh-thalggu with no collected brains cannot cast any of its spells. </h5><h5><b>Strange Knowledge (Ex)</b> All knowledge skill are class skills for neh-thalggus.</h5></div><br><div><h4><p><p>Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat-rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
34 | Reefclaw | 1 | PFRPG Bestiary 2 | 400 | CN | Small | aberration | (aquatic) | 0 | 5 | darkvision 60 ft., low-light vision; Perception +6 | 14, touch 12, flat-footed 13 | 14 | 12 | 13 | (+1 Dex, +2 natural, +1 size) | 13 | (2d8+4) | 2 | Fort +2, Ref +1, Will +4 | 2 | 1 | 4 | ferocity | cold 5 | 5 | - | 5 ft., swim 40 ft. | 1 | 1 | 2 claws +2 (1d4 plus grab and poison) | 2 | 2 | 2 | 5 ft. | 5 ft. | death frenzy, constrict (1d4) | Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13 | 10 | 13 | 14 | 5 | 12 | 13 | 1 | +0 (+8 grapple) | 0 | 11 (can't be tripped) | 11 | Improved Initiative | Perception +6, Swim +8 | Common (can't speak) | amphibious | any water (coastal) | solitary, school (2-5), or harem (6-11) | none | Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back. | Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw). Grab (Ex) A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives. Poison (Ex) Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. | Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces. | <link rel="stylesheet"href="PF.css"><div><h2>Reefclaw</h2><h3><i>Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.</i></h3><br></br></div><div class="heading"><p class="alignleft">Reefclaw</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CN Small aberration (aquatic)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+1, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>ferocity; <b>Resist </b>cold 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>5 ft., swim 40 ft.</h5><h5><b>Melee </b>2 claws +2 (1d4 plus grab and poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>death frenzy, constrict (1d4)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>13, <b>Con </b>14, <b>Int </b> 5, <b>Wis </b>12, <b>Cha </b>13</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0 (+8 grapple); <b>CMD </b>11 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Perception +6, Swim +8</h5><h5><b>Languages </b>Common (can't speak)</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any water (coastal)</h5><h5><b>Organization </b>solitary, school (2-5), or harem (6-11)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Death Frenzy (Su)</b> When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw). </h5><h5><b>Grab (Ex)</b> A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives. </h5><h5><b>Poison (Ex)</b> Claw-injury; <i>save</i> Fort DC 13; <i>frequency</i> 1/round for 4 rounds; <i>effect</i> 1d2 Str; <i>cure</i> 1 <i>save</i>. The save DC is Constitution-based.</h5></div><br></br><div><h4><p><p>Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.</p><p>In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.</p><p>Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.</p><p>A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
35 | Scylla | 16 | PFRPG Bestiary 2 | 76800 | CE | Huge | aberration | (aquatic) | 0 | 11 | all-around vision, blindsight 30 ft., darkvision 60 ft., low-light vision, see invisibility; Perception +29 | frightful presence (30 ft., DC 26), | 30, touch 20, flat-footed 18 | 30 | 20 | 18 | (+11 Dex, +1 dodge, +10 natural, -2 size) | 250 | (20d8+160) | 20 | fast healing 10 | Fort +14, Ref +17, Will +18 | 14 | 17 | 18 | freedom of movement, improved evasion | 10/cold iron and lawful | cold, charm effects, confusion and insanity effects | acid 20, fire 20 | 20 | 20 | 27 | 30 ft., swim 50 ft. | 1 | 1 | 4 bites +25 (1d8+8/19-20 plus bleed), 4 tentacles +23 (1d6+4 plus grab) | 8 | 4 | 4 | 4 | 4 | 15 ft. | 15 ft. | bleed (1d6), constrict (1d6+8) | Spell-Like Abilities (CL 16th; concentration +22) Constant-freedom of movement, nondetection, see invisibility At Will-acid arrow, control water, fog cloud, greater dispel magic, major image (DC 19) 3/day-black tentacles, charm monster (DC 20), insanity (DC 23), mirage arcana (DC 21), solid fog 1/day-control weather, power word stun, project image (DC 23), summon (level 8, 1 charybdis) | Str 27, Dex 32, Con 27, Int 20, Wis 23, Cha 22 | 27 | 32 | 27 | 20 | 23 | 22 | 15 | +25 (+29 grapple) | 25 | 47 (can't be tripped) | 47 | Combat Reflexes, Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Focus (tentacles) | Acrobatics +34, Bluff +26, Intimidate +29, Knowledge (nature) +25, Perception +29, Sense Motive +26, Stealth +26, Swim +39, Use Magic Device +26 | Abyssal, Aquan, Common | amphibious, change shape (1 humanoid form, alter self ), undersized weapons | any water | solitary | triple | This horrifying creature has the upper body of a beautiful woman, but a lower body of snapping wolf heads and writhing tentacles. | The scylla is one of the more nightmarish aberrations to blight the mortal world. Conf licting tales of her origins abound, from demonic flesh-crafting and arcane experiments to a divine curse handed down by a vengeful deity. The most popular stories cast the first scylla as the monstrous spawn of a union between a mortal and a god. Whatever the case, scyllas are fortunately quite rare, enough so that many consider them nothing more than tall tales told by sailors deep in their cups. Scyllas dwell along major shipping lanes, often near coastlines, where they use their spell-like abilities to lure entire ships to their doom. The hideous monsters are intelligent creatures, though half-mad with hunger and self-loathing. They normally do not use weapons, but when they do, they prefer to fight with light weapons wielded by their human-sized upper arms. However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices. | <link rel="stylesheet"href="PF.css"><div><h2>Scylla</h2><h3><i>This horrifying creature has the upper body of a beautiful woman, but a lower body of snapping wolf heads and writhing tentacles.</i></h3><br></div><div class="heading"><p class="alignleft">Scylla</p><p class="alignright">CR 16</p><div style="clear: both;"></div></div><div><h5><b>XP </b>76,800</h5><h5>CE Huge aberration (aquatic)</h5><h5><b>Init </b>+11; <b>Senses </b>all-around vision, blindsight 30 ft., darkvision 60 ft., low-light vision, <i>see invisibility</i>; Perception +29</h5><h5><b>Aura </b>frightful presence (30 ft., DC 26),</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 20, flat-footed 18 (+11 Dex, +1 dodge, +10 natural, -2 size)</h5><h5><b>hp </b>250 (20d8+160); fast healing 10</h5><h5><b>Fort </b>+14, <b>Ref </b>+17, <b>Will </b>+18</h5><h5><b>Defensive Abilities </b>freedom of movement, improved evasion; <b>DR </b>10/cold iron and lawful; <b>Immune </b>cold, charm effects, confusion and insanity effects; <b>Resist </b>acid 20, fire 20; <b>SR </b>27</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 50 ft.</h5><h5><b>Melee </b>4 bites +25 (1d8+8/19-20 plus bleed), 4 tentacles +23 (1d6+4 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>bleed (1d6), constrict (1d6+8)</h5><h5><b>Spell-Like Abilities</b> (CL 16th; concentration +22) </br>Constant—<i>freedom of movement</i>, <i>nondetection</i>, <i>see invisibility</i> </br>At Will—<i>acid arrow</i>, <i>control water</i>, <i>fog cloud</i>, <i>greater dispel magic</i>, <i>major image</i> (DC 19) </br>3/day—<i>black tentacles</i>, <i>charm monster</i> (DC 20), <i>insanity</i> (DC 23), <i>mirage arcana</i> (DC 21), <i>solid fog</i> </br>1/day—<i>control weather</i>, <i>power word stun</i>, <i>project image</i> (DC 23), summon (level 8, 1 charybdis)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>27, <b>Dex </b>32, <b>Con </b>27, <b>Int </b> 20, <b>Wis </b>23, <b>Cha </b>22</h5><h5><b>Base Atk </b>+15; <b>CMB </b>+25 (+29 grapple); <b>CMD </b>47 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Focus (tentacles)</h5><h5><b>Skills </b>Acrobatics +34, Bluff +26, Intimidate +29, Knowledge (nature) +25, Perception +29, Sense Motive +26, Stealth +26, Swim +39, Use Magic Device +26</h5><h5><b>Languages </b>Abyssal, Aquan, Common</h5><h5><b>SQ </b>amphibious, change shape (1 humanoid form, <i>alter self</i> ), undersized weapons</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any water</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>triple</h5></div><br><div><h4><p><p>The scylla is one of the more nightmarish aberrations to blight the mortal world. Conf licting tales of her origins abound, from demonic flesh-crafting and arcane experiments to a divine curse handed down by a vengeful deity. The most popular stories cast the first scylla as the monstrous spawn of a union between a mortal and a god. Whatever the case, scyllas are fortunately quite rare, enough so that many consider them nothing more than tall tales told by sailors deep in their cups. Scyllas dwell along major shipping lanes, often near coastlines, where they use their spell-like abilities to lure entire ships to their doom. The hideous monsters are intelligent creatures, though half-mad with hunger and self-loathing. They normally do not use weapons, but when they do, they prefer to fight with light weapons wielded by their human-sized upper arms. However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices.</p></h4></div> | |||||||||||||||||||||||||||||||||
36 | Seugathi | 6 | PFRPG Bestiary 2 | 2400 | CE | Large | aberration | 0 | 9 | darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15 | madness (30 ft.) | 19, touch 14, flat-footed 14 | 19 | 14 | 14 | (+4 armor, +5 Dex, +1 natural, -1 size) | 67 | (9d8+27) | 9 | fast healing 5 | Fort +6, Ref +8, Will +9 | 6 | 8 | 9 | 10/slashing or piercing | mind-affecting effects, poison | 17 | 30 ft. | 1 | mwk short sword +11/+6 (1d8+3/19-20), bite +5 (1d8+1 plus poison) | 1 | 1 | 1 | 10 ft. | 10 ft. | confusion command | Spell-Like Abilities (CL 6th; concentration +10) Constant-mage armor At Will-detect thoughts (DC 16), levitate 3/day-confusion (DC 18), dispel magic, suggestion (DC 17) 1/day-mind fog (DC 19), phantasmal killer (DC 18) | Str 16, Dex 20, Con 17, Int 14, Wis 17, Cha 19 | 16 | 20 | 17 | 14 | 17 | 19 | 6 | 10 | 10 | 25 (can't be tripped) | 25 | Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse | Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16 | Aklo, Undercommon; telepathy 100 ft. | item use | any underground | single, pair, or expedition (3-8) | double (masterwork short sword, wand of magic missile [CL 5th, 1d20+30 charges]) | This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails. | Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based. Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round. Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis. Poison (Ex) Bite-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based. | Seugathi are spawned by the hundreds by a single neothelid that has performed rituals to impregnate itself. As part of the strange process of being spawned in such rituals, the seugathi assimilates an extensive list of missions from its parent-once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their neothelid masters have a reason for sending them on these diverse and usually cruel missions. A seugathi is 14 feet long and weighs 650 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Seugathi</h2><h3><i>This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.</i></h3><br></div><div class="heading"><p class="alignleft">Seugathi</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>CE Large aberration </h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 120 ft., <i>detect thoughts</i>, tremorsense 30 ft.; Perception +15</h5><h5><b>Aura </b>madness (30 ft.)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, -1 size)</h5><h5><b>hp </b>67 (9d8+27); fast healing 5</h5><h5><b>Fort </b>+6, <b>Ref </b>+8, <b>Will </b>+9</h5><h5><b>DR </b>10/slashing or piercing; <b>Immune </b>mind-affecting effects, poison; <b>SR </b>17</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk short sword +11/+6 (1d8+3/19-20), bite +5 (1d8+1 plus poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b><i>confusion</i> command</h5><h5><b>Spell-Like Abilities</b> (CL 6th; concentration +10) </br>Constant—<i>mage armor</i> </br>At Will—<i>detect thoughts</i> (DC 16), <i>levitate</i> </br>3/day—<i>confusion</i> (DC 18), <i>dispel magic</i>, <i>suggestion</i> (DC 17) </br>1/day—<i>mind fog</i> (DC 19), <i>phantasmal killer</i> (DC 18)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>16, <b>Dex </b>20, <b>Con </b>17, <b>Int </b> 14, <b>Wis </b>17, <b>Cha </b>19</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+10; <b>CMD </b>25 (can't be tripped)</h5><h5><b>Feats </b>Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse</h5><h5><b>Skills </b>Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16</h5><h5><b>Languages </b>Aklo, Undercommon; telepathy 100 ft.</h5><h5><b>SQ </b>item use</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>single, pair, or expedition (3-8)</h5><h5><b>Treasure </b>double (masterwork short sword, <i>wand of magic missile</i> [CL 5th, 1d20+30 charges])</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Aura of Madness (Su)</b> Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the <i>insanity</i> spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based. </h5><h5><b>Confusion Command (Su)</b> As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the <i>confusion</i> behavior table, rather than the confused creature rolling randomly for its actions that round. </h5><h5><b>Item Use (Ex)</b> A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 17; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d2 Wis and deafness; <i>cure</i> 2 consecutive <i>save</i>s. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Seugathi are spawned by the hundreds by a single neothelid that has performed rituals to impregnate itself. As part of the strange process of being spawned in such rituals, the seugathi assimilates an extensive list of missions from its parent-once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their neothelid masters have a reason for sending them on these diverse and usually cruel missions. A seugathi is 14 feet long and weighs 650 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
37 | Sinspawn | 2 | PFRPG Bestiary 2 | 600 | NE | Medium | aberration | 0 | 5 | darkvision 60 ft., sin-scent; Perception +7 | 14, touch 12, flat-footed 12 | 14 | 12 | 12 | (+1 Dex, +1 dodge, +2 natural) | 19 | (3d8+6) | 3 | Fort +3, Ref +2, Will +4 | 3 | 2 | 4 | mind-affecting effects | 13 | 40 ft. | 1 | ranseur +3 (2d4+1/x3), bite -2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1) | 3 | 3 | 1 | 2 | 5 ft. | 5 ft. | Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12 | 13 | 13 | 14 | 10 | 13 | 12 | 2 | 3 | 3 | 15 | 15 | Dodge, Improved Initiative | Intimidate +7, Perception +7, Stealth +7, Survival +7 | Aklo | martial proficiency | any ruins | solitary, pair, or cult (3-8) | standard (ranseur, other treasure) | This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands. | Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields). Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent. Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect. | Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin. Seven Types of Sinspawn The above stats represent a wrathspawn, the most common type of this creature. Each type possesses unique ability modifiers, which are listed after their name. Envyspawn (+2 Str, -2 Cha): Short and thin, envyspawn often become rangers. Gluttonspawn (+2 Con, -2 Dex): Obese yet hardy and strong, gluttonspawn often become fighters. Greedspawn (+2 Dex, -2 Wis): Towering over 7 feet in height, greedspawn have gold-tinged veins and often become rogues. Lustspawn (+4 Cha, -2 Con, -2 Wis): With perfectly formed bodies sitting in grotesque counterpoint to their monstrous faces and claws, lustspawn often become sorcerers. Pridespawn (+4 Int, -2 Wis, -2 Cha): Unique among sinspawn for their long manes of hair, pridespawn are near-skeletal in their gauntness. They often become wizards. Slothspawn (+2 Wis, -2 Dex): Thick rolls of excess skin drape a slothspawn's hunched frame. They often become clerics. Wrathspawn: These sinspawn use the statistics given above. They often become barbarians. | <link rel="stylesheet"href="PF.css"><div><h2>Sinspawn</h2><h3><i>This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands.</i></h3><br></br></div><div class="heading"><p class="alignleft">Sinspawn</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>NE Medium aberration </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., sin-scent; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)</h5><h5><b>hp </b>19 (3d8+6)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>+4</h5><h5><b>Immune </b>mind-affecting effects; <b>SR </b>13</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>ranseur +3 (2d4+1/x3), bite -2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>13, <b>Dex </b>13, <b>Con </b>14, <b>Int </b> 10, <b>Wis </b>13, <b>Cha </b>12</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+3; <b>CMD </b>15</h5><h5><b>Feats </b>Dodge, Improved Initiative</h5><h5><b>Skills </b>Intimidate +7, Perception +7, Stealth +7, Survival +7</h5><h5><b>Languages </b>Aklo</h5><h5><b>SQ </b>martial proficiency</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any ruins</h5><h5><b>Organization </b>solitary, pair, or cult (3-8)</h5><h5><b>Treasure </b>standard (ranseur, other treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Martial Proficiency (Ex)</b> Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields). </h5><h5><b>Sin-Scent (Su)</b> Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent. </h5><h5><b>Sinful Bite (Su)</b> A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. <i>Calm emotions</i>, <i>remove curse</i>, or <i>break enchantment</i> negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.</h5></div><br></br><div><h4><p><p>Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies.</p><p>Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.</p><p></h5><h5><b>Seven Types of Sinspawn </b>The above stats represent a wrathspawn, the most common type of this creature. Each type possesses unique ability modifiers, which are listed after their name.</p><p>Envyspawn (+2 Str, -2 Cha): Short and thin, envyspawn often become rangers.</p><p>Gluttonspawn (+2 Con, -2 Dex): Obese yet hardy and strong, gluttonspawn often become fighters.</p><p>Greedspawn (+2 Dex, -2 Wis): Towering over 7 feet in height, greedspawn have gold-tinged veins and often become rogues.</p><p>Lustspawn (+4 Cha, -2 Con, -2 Wis): With perfectly formed bodies sitting in grotesque counterpoint to their monstrous faces and claws, lustspawn often become sorcerers.</p><p>Pridespawn (+4 Int, -2 Wis, -2 Cha): Unique among sinspawn for their long manes of hair, pridespawn are near-skeletal in their gauntness. They often become wizards.</p><p>Slothspawn (+2 Wis, -2 Dex): Thick rolls of excess skin drape a slothspawn's hunched frame. They often become clerics.</p><p>Wrathspawn: These sinspawn use the statistics given above. They often become barbarians.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
38 | Tentamort | 4 | PFRPG Bestiary 2 | 1200 | N | Medium | aberration | 0 | 5 | all-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +11 | 17, touch 11, flat-footed 16 | 17 | 11 | 16 | (+1 Dex, +6 natural) | 39 | (6d8+12) | 6 | Fort +4, Ref +5, Will +7 | 4 | 5 | 7 | - | 20 ft., climb 20 ft. | 1 | 1 | sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab) | 3 | 1 | 2 | 1 | 2 | 5 ft. | 10 ft. | constrict (1d6+1) | Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6 | 15 | 13 | 14 | 1 | 14 | 6 | 4 | +6 (+10 grapple) | 6 | 17 (can't be tripped) | 17 | Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle) | Climb +10, Perception +11 | any marshes or underground | solitary, pair, or brood (3-6) | incidental | This dark blue creature has a conical body covered in angry red eyes and numerous tentacles, two of which are longer than the rest. | Poison (Ex) Sting-injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save. | Tentamorts are eerie ambush predators, preferring to let prey come to them rather than seeking food out, and relying on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort's method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature's internal organs into a rancid slurry the monster can then drink with the same stinger, siphoning out the fluid with foul sucking sounds. Larger creatures often require multiple stings (and multiple failed saving throws against the venom) before they can be fully absorbed by a tentamort. Tentamorts are almost mindless, possessing just enough intellect to make crude animal judgments about peril and food. Once a tentamort has grabbed prey, it tends to focus entirely on that creature, ignoring attacks upon it from other sources as long as its current victim remains a source of nutrition. After a tentamort finishes consuming a creature, all that typically remains are the bones and skin. A well-fed tentamort uses the hollow corpse of its meal as a sort of incubator for its eggs, injecting the body with a caviar-like mass of black eggs that mature in the rotting carcass for several weeks until a dozen or so hand-sized tentamorts hatch and crawl out of their host's orifices. Depending upon the availability of other prey, anywhere from one to six of these may survive, feeding on rats and Tiny vermin, until they eventually grow to adulthood. Tentamort young look like dark blue starfish with a single red eye in the center-they do not possess their longer, specialized tentacles until they mature. A young tentamort often attaches itself to a larger predator, clinging to it much the same way a remora clings to a shark, dropping off to feed innocuously on its host's kills while the creature sleeps. Some tentamorts grow much larger than their human-sized kin. Known as greater tentamorts, these ogre-sized creatures have at least 10 Hit Dice and are Large sized. Their two specialized tentacles grow to 20 feet long, providing the creature with greater reach than a Large monster normally possesses. Greater tentamorts are never found in groups, for these creatures can only achieve such monstrous size through cannibalism, as if there were some key nutrient in another tentamort's body that allows them to exceed their typical physical limitations. Some of these creatures have mutations giving them two tentacles and two stingers. Yet the most disturbing quality possessed by these monsters is their unexpected intellect-greater tentamorts are often as intelligent as humans, or more so. They cannot speak, but possess an eerie form of telepathy that works only upon creatures they are in physical contact with-a feature they often use to "chat" with their food as they eat. | <link rel="stylesheet"href="PF.css"><div><h2>Tentamort</h2><h3><i>This dark blue creature has a conical body covered in angry red eyes and numerous tentacles, two of which are longer than the rest.</i></h3><br></br></div><div class="heading"><p class="alignleft">Tentamort</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>N Medium aberration </h5><h5><b>Init </b>+5; <b>Senses </b>all-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +11</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 11, flat-footed 16 (+1 Dex, +6 natural)</h5><h5><b>hp </b>39 (6d8+12)</h5><h5><b>Fort </b>+4, <b>Ref </b>+5, <b>Will </b>+7</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., climb 20 ft.</h5><h5><b>Melee </b>sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (1d6+1)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>15, <b>Dex </b>13, <b>Con </b>14, <b>Int </b> 1, <b>Wis </b>14, <b>Cha </b>6</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+6 (+10 grapple); <b>CMD </b>17 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +10, Perception +11</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any marshes or underground</h5><h5><b>Organization </b>solitary, pair, or brood (3-6)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b> Sting-injury; <i>save</i> Fort DC 15; <i>frequency</i> 2 rounds; <i>effect</i> 1d4 Con plus nausea; <i>cure</i> 1 <i>save</i>.</h5></div><br></br><div><h4><p><p>Tentamorts are eerie ambush predators, preferring to let prey come to them rather than seeking food out, and relying on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort's method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature's internal organs into a rancid slurry the monster can then drink with the same stinger, siphoning out the fluid with foul sucking sounds. Larger creatures often require multiple stings (and multiple failed saving throws against the venom) before they can be fully absorbed by a tentamort. Tentamorts are almost mindless, possessing just enough intellect to make crude animal judgments about peril and food. Once a tentamort has grabbed prey, it tends to focus entirely on that creature, ignoring attacks upon it from other sources as long as its current victim remains a source of nutrition. After a tentamort finishes consuming a creature, all that typically remains are the bones and skin.</p><p>A well-fed tentamort uses the hollow corpse of its meal as a sort of incubator for its eggs, injecting the body with a caviar-like mass of black eggs that mature in the rotting carcass for several weeks until a dozen or so hand-sized tentamorts hatch and crawl out of their host's orifices. Depending upon the availability of other prey, anywhere from one to six of these may survive, feeding on rats and Tiny vermin, until they eventually grow to adulthood. Tentamort young look like dark blue starfish with a single red eye in the center-they do not possess their longer, specialized tentacles until they mature.</p><p>A young tentamort often attaches itself to a larger predator, clinging to it much the same way a remora clings to a shark, dropping off to feed innocuously on its host's kills while the creature sleeps.</p><p>Some tentamorts grow much larger than their human-sized kin. Known as greater tentamorts, these ogre-sized creatures have at least 10 Hit Dice and are Large sized. Their two specialized tentacles grow to 20 feet long, providing the creature with greater reach than a Large monster normally possesses. Greater tentamorts are never found in groups, for these creatures can only achieve such monstrous size through cannibalism, as if there were some key nutrient in another tentamort's body that allows them to exceed their typical physical limitations. Some of these creatures have mutations giving them two tentacles and two stingers. Yet the most disturbing quality possessed by these monsters is their unexpected intellect-greater tentamorts are often as intelligent as humans, or more so. They cannot speak, but possess an eerie form of telepathy that works only upon creatures they are in physical contact with-a feature they often use to "chat" with their food as they eat.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
39 | Vampiric Mist | 3 | PFRPG Bestiary 2 | 800 | NE | Medium | aberration | (air, water) | 0 | 8 | darkvision 60 ft., sense blood; Perception +8 | 14, touch 14, flat-footed 10 | 14 | 14 | 10 | (+4 Dex) | 30 | (4d8+12) | 4 | Fort +4, Ref +5, Will +5 | 4 | 5 | 5 | amorphous | 5/magic | - | vulnerable to fire | fly 50 ft. (perfect) | 1 | touch +7 (bleed and blood siphon) | 5 ft. | 5 ft. | bleed (1d6) | Str -, Dex 19, Con 16, Int 7, Wis 13, Cha 10 | - | 19 | 16 | 7 | 13 | 10 | 3 | - | - | - | - | Improved Initiative, Weapon Finesse | Fly +12, Perception +8, Stealth +11 | Aklo | blood overdose, misty form | temperate or warm swamps or underground | solitary, pair, or gang (3-6) | incidental | A cloud of crimson vapor reeking of fresh blood hangs in the air, reaching out with lashing claws. | Blood Siphon (Ex) A vampiric mist drains blood with each melee touch attack dealing 1d3 points of Constitution damage. Every time a vampiric mist damages a creature in this way, it heals 1d8 hit points. Hit points healed in excess of its maximum are gained as temporary hit points, to a maximum amount equal to its Constitution score. These temporary hit points last for 1 hour. Blood Overdose (Su) When a vampiric mist gorges on blood to an extent that it gains temporary hit points, it moves much more quickly. It gains a +2 bonus to its Armor Class and on Reflex saves, and can take one additional move action each round. Misty Form (Ex) A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. The vampiric mist does not have a Strength score, and it cannot manipulate or wear solid objects. This form grants it the amorphous defensive ability, and allows it to move through areas as small as 1 inch in diameter with no reduction to its speed. The creature can speak in a hissing voice. A vampiric mist cannot enter water or other fluids, and is treated as a creature two size categories smaller than its actual size (Tiny for most vampiric mists) for the purposes of how wind affects it. Sense Blood (Ex) A vampiric mist can immediately sense the presence of warm-blooded creatures in a 60-foot radius as if by scent. It can detect exposed blood within a mile. | Often mistaken for a vampire in gaseous form or an unusual type of air elemental, the vampiric mist is in fact a strange form of aberrant life. With an amorphous body that consists as much of fluid as it does of air, this creature dwells in swamps or moist underground regions where its vulnerability to heat isn't as much of a concern. Although somewhat intelligent, vampiric mists do not form societies. They sometimes form into small gangs, but even then they show little interest in working together. Much of a vampiric mist's time is spent seeking prey-a pursuit that the monster often shows great creativity in accomplishing. The creatures' propensity for taking on vague, skeletal forms of the creatures whose blood they drink only further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, causing foes to use foolish tactics-such as tricking spellcasters into using positive energy against them as if they were undead monsters. | <link rel="stylesheet"href="PF.css"><div><h2>Vampiric Mist</h2><h3><i>A cloud of crimson vapor reeking of fresh blood hangs in the air, reaching out with lashing claws.</i></h3><br></div><div class="heading"><p class="alignleft">Vampiric Mist</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>NE Medium aberration (air, water)</h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., sense blood; Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 14, flat-footed 10 (+4 Dex)</h5><h5><b>hp </b>30 (4d8+12)</h5><h5><b>Fort </b>+4, <b>Ref </b>+5, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>amorphous; <b>DR </b>5/magic</h5><h5><b>Weaknesses </b>vulnerable to fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>fly 50 ft. (perfect)</h5><h5><b>Melee </b>touch +7 (bleed and blood siphon)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bleed (1d6)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>-, <b>Dex </b>19, <b>Con </b>16, <b>Int </b> 7, <b>Wis </b>13, <b>Cha </b>10</h5><h5><b>Base Atk </b>+3; <b>CMB </b>-; <b>CMD </b>-</h5><h5><b>Feats </b>Improved Initiative, Weapon Finesse</h5><h5><b>Skills </b>Fly +12, Perception +8, Stealth +11</h5><h5><b>Languages </b>Aklo</h5><h5><b>SQ </b>blood overdose, misty form</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate or warm swamps or underground</h5><h5><b>Organization </b>solitary, pair, or gang (3-6)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Blood Siphon (Ex)</b> A vampiric mist drains blood with each melee touch attack dealing 1d3 points of Constitution damage. Every time a vampiric mist damages a creature in this way, it heals 1d8 hit points. Hit points healed in excess of its maximum are gained as temporary hit points, to a maximum amount equal to its Constitution score. These temporary hit points last for 1 hour. </h5><h5><b>Blood Overdose (Su)</b> When a vampiric mist gorges on blood to an extent that it gains temporary hit points, it moves much more quickly. It gains a +2 bonus to its Armor Class and on Reflex saves, and can take one additional move action each round. </h5><h5><b>Misty Form (Ex)</b> A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. The vampiric mist does not have a Strength score, and it cannot manipulate or wear solid objects. This form grants it the amorphous defensive ability, and allows it to move through areas as small as 1 inch in diameter with no reduction to its speed. The creature can speak in a hissing voice. A vampiric mist cannot enter water or other fluids, and is treated as a creature two size categories smaller than its actual size (Tiny for most vampiric mists) for the purposes of how wind affects it. </h5><h5><b>Sense Blood (Ex)</b> A vampiric mist can immediately sense the presence of warm-blooded creatures in a 60-foot radius as if by scent. It can detect exposed blood within a mile.</h5></div><br><div><h4><p><p>Often mistaken for a vampire in gaseous form or an unusual type of air elemental, the vampiric mist is in fact a strange form of aberrant life. With an amorphous body that consists as much of fluid as it does of air, this creature dwells in swamps or moist underground regions where its vulnerability to heat isn't as much of a concern. Although somewhat intelligent, vampiric mists do not form societies. They sometimes form into small gangs, but even then they show little interest in working together. Much of a vampiric mist's time is spent seeking prey-a pursuit that the monster often shows great creativity in accomplishing. The creatures' propensity for taking on vague, skeletal forms of the creatures whose blood they drink only further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, causing foes to use foolish tactics-such as tricking spellcasters into using positive energy against them as if they were undead monsters.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
40 | Vemerak | 14 | PFRPG Bestiary 2 | 38400 | CE | Huge | aberration | 0 | 7 | darkvision 60 ft., tremorsense 30 ft.; Perception +23 | spore cloud (30 ft.) | 29, touch 11, flat-footed 26 | 29 | 11 | 26 | (+3 Dex, +18 natural, -2 size) | 195 | (17d8+119) | 17 | Fort +13, Ref +8, Will +13 | 13 | 8 | 13 | 5/- | acid, electricity, disease, mind-affecting, poison | sonic 20 | 20 | 25 | 40 ft., burrow 20 ft., climb 40 ft. | 1 | 1 | 1 | bite +22 (2d6+11), 2 claws +22 (1d8+11 plus grab), 3 tentacles +19 (1d6+5 plus grab) | 6 | 3 | 3 | 1 | 2 | 3 | 15 ft. | 15 ft. | breath weapon (90-foot line, 14d8 acid damage, DC 24 half, once every 1d4 rounds), constrict (tentacles 1d6+5 or claws 1d8+11), earthquake | Str 32, Dex 17, Con 23, Int 5, Wis 16, Cha 22 | 32 | 17 | 23 | 5 | 16 | 22 | 12 | +25 (+29 grapple) | 25 | 38 (50 vs. trip) | 38 | Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (claws) | Climb +19, Perception +23 | Aklo | any underground | solitary | standard | This huge monstrosity seems like some alien, clawed insect, with vaguely humanoid features and three tentacular tails. | Breath Weapon (Su) A vemerak's acidic breath weapon has no effect on inorganic or undead material. If the breath weapon deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature's space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a poison effect. The save DCs are Constitution-based. Earthquake (Su) As a full-round action, a vemerak can burrow its tentacles, legs, and mouth into the ground-this action does not provoke attacks of opportunity. At the start of the next round, it creates an effect identical to an earthquake spell (CL 17th). A vemerak can maintain this zone of trembling earth indefinitely, as long as it continues to take full-round actions to maintain the effect. Spore Cloud (Su) A unique form of magic-resistant mold grows upon the body of a vemerak. This mold is the source of the vemerak's spell resistance. When the vemerak moves, the mold exudes a cloud of spores in a 30-foot radius that acts as a targeted greater dispel magic (CL 17th) against the highest caster level magical effect the cloud touches as part of the vemerak's move that turn. | Huge and otherworldly, the vemerak is a monster known as much for its disturbing appearance as its violent and cruel disposition. A vemerak is 10 feet tall and 20 feet long, its tentaclelike tails adding a further 15 feet to its length. It weighs just over 6 tons. Caverns that serve as lairs to these creatures invariably possess disturbing shrines where the creatures offer up portions of every meal to dark gods that dwell deep below the sane world-as a result, many believe that vemeraks exist as the physical manifestation of the will of a particularly violent and insane deity. | <link rel="stylesheet"href="PF.css"><div><h2>Vemerak</h2><h3><i>This huge monstrosity seems like some alien, clawed insect, with vaguely humanoid features and three tentacular tails.</i></h3><br></br></div><div class="heading"><p class="alignleft">Vemerak</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>CE Huge aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., tremorsense 30 ft.; Perception +23</h5><h5><b>Aura </b>spore cloud (30 ft.)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>29, touch 11, flat-footed 26 (+3 Dex, +18 natural, -2 size)</h5><h5><b>hp </b>195 (17d8+119)</h5><h5><b>Fort </b>+13, <b>Ref </b>+8, <b>Will </b>+13</h5><h5><b>DR </b>5/-; <b>Immune </b>acid, electricity, disease, mind-affecting, poison; <b>Resist </b>sonic 20; <b>SR </b>25</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., burrow 20 ft., climb 40 ft.</h5><h5><b>Melee </b>bite +22 (2d6+11), 2 claws +22 (1d8+11 plus grab), 3 tentacles +19 (1d6+5 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>breath weapon (90-foot line, 14d8 acid damage, DC 24 half, once every 1d4 rounds), constrict (tentacles 1d6+5 or claws 1d8+11), <i>earthquake</i></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>32, <b>Dex </b>17, <b>Con </b>23, <b>Int </b> 5, <b>Wis </b>16, <b>Cha </b>22</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+25 (+29 grapple); <b>CMD </b>38 (50 vs. trip)</h5><h5><b>Feats </b>Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (claws)</h5><h5><b>Skills </b>Climb +19, Perception +23</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Breath Weapon (Su)</b> A vemerak's acidic breath weapon has no effect on inorganic or undead material. If the breath weapon deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature's space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a poison effect. The save DCs are Constitution-based. </h5><h5><b>Earthquake (Su)</b> As a full-round action, a vemerak can burrow its tentacles, legs, and mouth into the ground-this action does not provoke attacks of opportunity. At the start of the next round, it creates an effect identical to an <i>earthquake</i> spell (CL 17th). A vemerak can maintain this zone of trembling earth indefinitely, as long as it continues to take full-round actions to maintain the effect. </h5><h5><b>Spore Cloud (Su)</b> A unique form of magic-resistant mold grows upon the body of a vemerak. This mold is the source of the vemerak's spell resistance. When the vemerak moves, the mold exudes a cloud of spores in a 30-foot radius that acts as a targeted <i>greater dispel magic</i> (CL 17th) against the highest caster level magical effect the cloud touches as part of the vemerak's move that turn.</h5></div><br></br><div><h4><p><p>Huge and otherworldly, the vemerak is a monster known as much for its disturbing appearance as its violent and cruel disposition.</p><p>A vemerak is 10 feet tall and 20 feet long, its tentaclelike tails adding a further 15 feet to its length. It weighs just over 6 tons. Caverns that serve as lairs to these creatures invariably possess disturbing shrines where the creatures offer up portions of every meal to dark gods that dwell deep below the sane world-as a result, many believe that vemeraks exist as the physical manifestation of the will of a particularly violent and insane deity.</p></h4></div> | ||||||||||||||||||||||||||||||||||||
41 | Weaverworm | 8 | AP 45 | 4800 | NE | Huge | aberration | 0 | 18 | darkvision 60 ft., tremorsense 30 ft.; Perception +10 | 20, touch 12, flat-footed 16 | 20 | 12 | 16 | (+6 Dex, +8 natural, -2 size) | 95 | (10d8+50) | 10 | Fort +7, Ref +7, Will +9 | 7 | 7 | 9 | - | 30 ft., burrow 10 ft., climb 30 ft. | 1 | 1 | 1 | 1 bite +9 (2d6+7), 2 claw +9 (1d8+7 plus paralytic nails) | 2 | 2 | 1 | 1 | 15 ft. | 15 ft. | drag, weaver's song, paralytic nails, web (+11 ranged, DC 19, 10 hp) | Str 24, Dex 18, Con 18, Int 13, Wis 14, Cha 17 | 24 | 18 | 18 | 13 | 14 | 17 | 7 | 16 | 16 | 30 (can't be tripped) | 30 | Far Shot, Improved Initiative, Point-Blank Shot, Toughness, Weapon Finesse | Bluff +8, Climb +19, Intimidate +16, Knowledge (dungeoneering) +7, Perception +10, Perform (string) +14, Spellcraft +13, Stealth +6 | Common | any forests or hills | solitary | standard | The bloated white segments of a maggot's body erupt in a torso of mixed feminine and insectile features. Pale humanoid skin and carapace meld together beneath a face with segmented eyes and mandibles chittering a song of discordant alien clicks and hisses, as overlong carapace claws weave cords of thick webbing between them. | Drag (Ex) A weaverworm that successfully entangles a victim with its web attack can retract the web, dragging the victim into its clutches. Each round, the entangled victim can attempt a CMD check to escape. Upon a failed check, the weaverworm forcibly drags its victim 20 feet toward it. Paralytic Nails (Ex) A weaverworm's nails secrete a potent paralytic agent. Any creature damaged by its claw attacks must make a DC 19 Fortitude save or be paralyzed for 1 round. In addition, the weaverworm's nails break off in the bodies of those it paralyzes. A paralyzed creature must make another save to avoid being paralyzed again at the beginning of its round, doing so every round until the nail is removed as a full-round action. A weaverworm's nail can be removed with either a DC 12 Strength check, which removes the nail and deals 1d4 points of damage to the victim, or a DC 14 Heal check, which deals no damage. A weaverworm's paralytic nails don't affect any creature that is immune to poison. The save DC is Constitution-based. Weaver's Song (Su) A weaverworm can play its webs like a grotesque musical instrument. When doing so, all nonweaverworms within 300 feet must make DC 18 Will saves. Those who make their saves are unaffected. Those who fail are fascinated, and on their turn, move toward the weaverworm by the most direct means available. If the path leads into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim within 5 feet of the weaverworm simply stands and listens. This effect continues for as long as the weaverworm performs and for 1d4 rounds thereafter. This is a sonic mind-affecting charm effect. Whether or not the save is successful, the victim is immune to the same weaverworm's song for 24 hours. The save DC is Charisma-based. | Foul servants of the goddess of disease and gluttony, weaverworms-or simply "weavers," as they are often called-are terrifying abominations, combining the features of predatory insects, monstrously huge larvae, and deathly pale humanoids. Creations of Urgathoa forgotten by their cruel mistress long ago, these horrors seek out the dark places of the world, sowing murder and fear from the darkness, and all the while raising unnatural songs in praise of the goddess of gluttony. Weaverworms typically measure 18 feet long, though the most bloated weigh upward of a ton. Ecology A weaverworm's lower body is approximately 3 feet in diameter, and is divided into numerous segments that secrete a viscous film. The creature moves by expanding and contracting these segments, giving it an incredible range of motion, as well as the capability to scale surfaces with an ease equal to that with which they move across the ground. Weaverworms are also know for their claws' deadly nails, which function more like the stingers or barbs of many insects than weapons alone. These nails contain a potent paralytic fluid that passes into the bloodstream of a weaverworm's victim, leaving it vulnerable to slaughter and ready for consumption. The nails often break off while embedded in the victim's body, where they continue pumping the weaverworm's toxins, filling potential meals with dose after dose of paralytic excretions. Occasionally, those who encounter a weaverworm and flee find themselves paralyzed well after they think they've escaped, again falling into the deadly clutches of the pursuing abomination. The flesh of the creature's underbelly is relatively soft and slightly rubbery, running in shades of sickly brown flesh to pale blue. The exposed carapace is tougher and dotted with thousands of short bristles. Over time the weaverworm adjusts to match whatever environment it dwells in. The upper portion of the creature has a female body, but one disfigured by insectile traits. Such monstrous malformations vary between weavers, though all have deadly claws and heads with a terrible assortment of mandibles, pincers, spines, and segmented eyes. Typically, these appearances are similar to the faces of predatory insects common to the region the weaverworm inhabits, with spider features proving most prevalent, but the visages of horrible mantises and monstrous annelids also arise in warmer climates. Habitat & Society Much like larger arachnids, weaverworms are chief ly ambush hunters. They live in solitary burrows, near or within old ruins and similar places that tend to attract prey. While they tend to avoid colder climes, they prove resilient to most extremes of weather and terrain, tending to choose somewhat isolated areas where their hunting goes unnoticed. Typically, once a weaverworm claims a burrow, she remains there for life. In this manner, weaverworms are largely consistent, enough so that they frequently catch the attention of primitive humanoids such as goblins, orcs, or, in particular, ettercaps who believe them the embodiment of various gods or fiends and pay them worship. The relationship between weaverworms and their worshipers tends to be brutal, as weaverworms have few qualms about eating worshipers who come too close. Origins Among the vast libraries of mysteries and ancient legends documented and passed on by the faithful of Pharasma is the tale of Lamia of Avalos, a seer of Pharasma from a distant land who blasphemed against the goddess and was transformed into a beastlike creature denied the judgment promised sentient beings in death, as were her sister sibyls. Yet this punishment unleashed greater terror than even the Lady of Graves might have imagined. Unknown to the furious goddess and her false worshipers, another divinity had noticed the tragic drama. Urgathoa, goddess of disease and undeath, watched and laughed at the terror wrought by the goddess of prophecy upon her vicious servants. Delighted and inspired, Urgathoa went into the world to wreak a similar horror. The Pallid Princess searched the world over, and among her servants living and undead, found none who displeased her enough to curse as Pharasma had her priestess. So she turned her mind toward granting a rare and terrible blessing. Deep in a tangled forest she happened upon a brood of maggots and lowly worms, and in them found all she delighted in-filth and disease, hunger and life amid the dead. Momentarily delighted, she raised up this terrible swarm and molded them and gave them a single body, terrible but not unlike her favored daughters. The result was a monster, a servant of hungers and foul dooms, part grotesque insect, part poisonous fanatic. And the goddess was pleased. Yet Urgathoa is a fickle goddess; her momentary pleasure soon passed, and she left her terror in the forest, content to let it praise her, yet unwilling to care for its needs or safety. So the weaverworm crawled through the forest, insane and terrifying, preying upon what she could and sowing new generations in fits of atrocity-all the while plucking out Urgathoa's praises upon strands of deadly webbing. | <link rel="stylesheet"href="PF.css"><div><h2>Weaverworm</h2><h3><i>The bloated white segments of a maggot's body erupt in a torso of mixed feminine and insectile features. Pale humanoid skin and carapace meld together beneath a face with segmented eyes and mandibles chittering a song of discordant alien clicks and hisses, as overlong carapace claws weave cords of thick webbing between them.</i></h3><br></br></div><div class="heading"><p class="alignleft">Weaverworm</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>NE Huge aberration </h5><h5><b>Init </b>+18; <b>Senses </b>darkvision 60 ft., tremorsense 30 ft.; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 12, flat-footed 16 (+6 Dex, +8 natural, -2 size)</h5><h5><b>hp </b>95 (10d8+50)</h5><h5><b>Fort </b>+7, <b>Ref </b>+7, <b>Will </b>+9</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., burrow 10 ft., climb 30 ft.</h5><h5><b>Melee </b>1 bite +9 (2d6+7), 2 claw +9 (1d8+7 plus paralytic nails)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>drag, weaver's song, paralytic nails, web (+11 ranged, DC 19, 10 hp)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>24, <b>Dex </b>18, <b>Con </b>18, <b>Int </b> 13, <b>Wis </b>14, <b>Cha </b>17</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+16; <b>CMD </b>30 (can't be tripped)</h5><h5><b>Feats </b>Far Shot, Improved Initiative, Point-Blank Shot, Toughness, Weapon Finesse</h5><h5><b>Skills </b>Bluff +8, Climb +19, Intimidate +16, Knowledge (dungeoneering) +7, Perception +10, Perform (string) +14, Spellcraft +13, Stealth +6</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any forests or hills</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Drag (Ex</b>) A weaverworm that successfully entangles a victim with its web attack can retract the web, dragging the victim into its clutches. Each round, the entangled victim can attempt a CMD check to escape. Upon a failed check, the weaverworm forcibly drags its victim 20 feet toward it. </h5><h5><b>Paralytic Nails (Ex</b>) A weaverworm's nails secrete a potent paralytic agent. Any creature damaged by its claw attacks must make a DC 19 Fortitude save or be paralyzed for 1 round. In addition, the weaverworm's nails break off in the bodies of those it paralyzes. A paralyzed creature must make another save to avoid being paralyzed again at the beginning of its round, doing so every round until the nail is removed as a full-round action. A weaverworm's nail can be removed with either a DC 12 Strength check, which removes the nail and deals 1d4 points of damage to the victim, or a DC 14 Heal check, which deals no damage. A weaverworm's paralytic nails don't affect any creature that is immune to poison. The save DC is Constitution-based. </h5><h5><b>Weaver's Song (Su</b>) A weaverworm can play its webs like a grotesque musical instrument. When doing so, all nonweaverworms within 300 feet must make DC 18 Will saves. Those who make their saves are unaffected. Those who fail are fascinated, and on their turn, move toward the weaverworm by the most direct means available. If the path leads into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim within 5 feet of the weaverworm simply stands and listens. This effect continues for as long as the weaverworm performs and for 1d4 rounds thereafter. This is a sonic mind-affecting charm effect. Whether or not the save is successful, the victim is immune to the same weaverworm's song for 24 hours. The save DC is Charisma-based.</h5></div><br></br><div><h4><p><p>Foul servants of the goddess of disease and gluttony, weaverworms-or simply "weavers," as they are often called-are terrifying abominations, combining the features of predatory insects, monstrously huge larvae, and deathly pale humanoids. Creations of Urgathoa forgotten by their cruel mistress long ago, these horrors seek out the dark places of the world, sowing murder and fear from the darkness, and all the while raising unnatural songs in praise of the goddess of gluttony.</p><p>Weaverworms typically measure 18 feet long, though the most bloated weigh upward of a ton.<b></p><p>Ecology</b></p><p> A weaverworm's lower body is approximately 3 feet in diameter, and is divided into numerous segments that secrete a viscous film. The creature moves by expanding and contracting these segments, giving it an incredible range of motion, as well as the capability to scale surfaces with an ease equal to that with which they move across the ground.</p><p>Weaverworms are also know for their claws' deadly nails, which function more like the stingers or barbs of many insects than weapons alone. These nails contain a potent paralytic fluid that passes into the bloodstream of a weaverworm's victim, leaving it vulnerable to slaughter and ready for consumption. The nails often break off while embedded in the victim's body, where they continue pumping the weaverworm's toxins, filling potential meals with dose after dose of paralytic excretions. Occasionally, those who encounter a weaverworm and flee find themselves paralyzed well after they think they've escaped, again falling into the deadly clutches of the pursuing abomination.</p><p>The flesh of the creature's underbelly is relatively soft and slightly rubbery, running in shades of sickly brown flesh to pale blue. The exposed carapace is tougher and dotted with thousands of short bristles. Over time the weaverworm adjusts to match whatever environment it dwells in. The upper portion of the creature has a female body, but one disfigured by insectile traits. Such monstrous malformations vary between weavers, though all have deadly claws and heads with a terrible assortment of mandibles, pincers, spines, and segmented eyes. Typically, these appearances are similar to the faces of predatory insects common to the region the weaverworm inhabits, with spider features proving most prevalent, but the visages of horrible mantises and monstrous annelids also arise in warmer climates.<b></p><p>Habitat & Society</b></p><p> Much like larger arachnids, weaverworms are chief ly ambush hunters. They live in solitary burrows, near or within old ruins and similar places that tend to attract prey. While they tend to avoid colder climes, they prove resilient to most extremes of weather and terrain, tending to choose somewhat isolated areas where their hunting goes unnoticed. Typically, once a weaverworm claims a burrow, she remains there for life. In this manner, weaverworms are largely consistent, enough so that they frequently catch the attention of primitive humanoids such as goblins, orcs, or, in particular, ettercaps who believe them the embodiment of various gods or fiends and pay them worship. The relationship between weaverworms and their worshipers tends to be brutal, as weaverworms have few qualms about eating worshipers who come too close.</p><p></h5><h5><b>Origins </b>Among the vast libraries of mysteries and ancient legends documented and passed on by the faithful of Pharasma is the tale of Lamia of Avalos, a seer of Pharasma from a distant land who blasphemed against the goddess and was transformed into a beastlike creature denied the judgment promised sentient beings in death, as were her sister sibyls. Yet this punishment unleashed greater terror than even the Lady of Graves might have imagined. Unknown to the furious goddess and her false worshipers, another divinity had noticed the tragic drama. Urgathoa, goddess of disease and undeath, watched and laughed at the terror wrought by the goddess of prophecy upon her vicious servants. Delighted and inspired, Urgathoa went into the world to wreak a similar horror.</p><p>The Pallid Princess searched the world over, and among her servants living and undead, found none who displeased her enough to curse as Pharasma had her priestess. So she turned her mind toward granting a rare and terrible blessing. Deep in a tangled forest she happened upon a brood of maggots and lowly worms, and in them found all she delighted in-filth and disease, hunger and life amid the dead. Momentarily delighted, she raised up this terrible swarm and molded them and gave them a single body, terrible but not unlike her favored daughters.</p><p>The result was a monster, a servant of hungers and foul dooms, part grotesque insect, part poisonous fanatic. And the goddess was pleased.</p><p>Yet Urgathoa is a fickle goddess; her momentary pleasure soon passed, and she left her terror in the forest, content to let it praise her, yet unwilling to care for its needs or safety.</p><p>So the weaverworm crawled through the forest, insane and terrifying, preying upon what she could and sowing new generations in fits of atrocity-all the while plucking out Urgathoa's praises upon strands of deadly webbing.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
42 | Dark Young of Shub-Niggurath | 12 | AP 46 | 19200 | CE | Huge | aberration | 0 | 7 | darkvision 60 ft., tremorsense 30 ft.; Perception +21 | frightful presence (30 ft., DC 24) | 27, touch 11, flat-footed 24 | 27 | 11 | 24 | (+3 Dex, +16 natural, -2 size) | 161 | (14d8+98) | 14 | Fort +11, Ref +9, Will +13 | 11 | 9 | 13 | 15/slashing | acid, electricity, fire, poison | - | 30 ft. | 1 | 4 tentacles +19 (1d8+10/19-20 plus grab) | 4 | 4 | 4 | 15 ft. | 15 ft. | constrict (1d8+10), sucking maws, trample (1d8+15, DC 27) | Spell-Like Abilities (CL 12th; concentration +17) Constant-freedom of movement At Will-air walk, tree shape 3/day-entangle (DC 16), command plants (DC 19) 1/day-insanity (DC 22), tree stride | Str 30, Dex 17, Con 24, Int 16, Wis 19, Cha 21 | 30 | 17 | 24 | 16 | 19 | 21 | 10 | +22 (+26 grapple) | 22 | 35 (can't be tripped) | 35 | Combat Reflexes, Improved Critical (tentacles), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (tentacles) | Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (religion) +17, Perception +21, Sense Motive +18, Spellcraft +20, Stealth +12 (+20 in forests) | +8 Stealth in forests | Aklo | temperate forest or swamp | solitary, pair, or grove (3-6) | standard | The lumbering bulk of a treelike monster lurches out of the mist, its branches tentacles, its roots ending in hooves, and its trunk decorated with numerous drooling maws. | Sucking Maws (Su) A dark young of Shub-Niggurath that successfully pins a creature it is grappling automatically inflicts 1d4 points of Strength drain on that creature. A DC 24 Fortitude save reduces this effect to 1 point of Strength drain. A creature drained to 0 Strength does not die, but must make a DC 24 Will save at that point to resist being driven mad by the experience, as the foul green waste exuded from the same sucking mouths that drink life implant in the emptied shells strange visions and horrifying certainties. If you use the GameMastery Guide in your game, this madness manifests as schizophrenia, but with a save DC equal to the dark young's Strength drain save DC listed above (DC 24 for most dark young). One common result of this unfortunate madness is a strange desire to return to the site of their original encounter in hopes of being consumed entirely by the creature that only drank a part of their body and mind-many of those who survive this horrific ordeal go on to found dark young cults of their own. If you don't use the GameMastery Guide in your game, treat this madness instead as an insanity spell. The madness element of a dark young's sucking maws is a mind-affecting effect. The save DC for all of the saving throws involved with this special ability is Constitution-based. | The Elder God known in whispered circles as Shub- Niggurath is reputed to have a thousand young, when in fact her spawn are myriad. Yet some of her children are more fecund and successful than others, and the monstrosities known as her dark young are perhaps the best known of this legion of monstrosities. In combat, a dark young usually starts by using entangle and command plants to seize control of the surrounding terrain-its ability to constantly use freedom of movement affords it mobility through such regions, allowing it to move through the areas and select its prey with ease. Intelligent and canny, dark young know that spell-casters are more difficult to affect with insanity, and save that spell-like ability for use against rogues, fighters, and similar foes. Flight offers no guarantee of safety from the dark young, for they can pursue their foes through the air as surely as across land. Ecology A dark young superficially resembles a tree, and while it possesses magic that allows it some ability to appear as a tree or to control the plants of the trackless forests it favors, upon close inspection a dark young is manifestly something far more than a mere tree. Even the smallest of these creatures stand taller than a house, while the largest of them shake the very earth with their cloven hooves and crush cities and forests alike with their passage. A typical dark young of Shub-Niggurath stands nearly 30 feet tall and weighs 12,000 pounds, but many are much larger. While most are encountered in temperate regions, they can also be found in subarctic or tropical forests. These dark young appear no different than their temperatedwelling kin, but when they use their tree shape ability, they assume the forms of plants native to the region. Habitat & Society Dark young prefer to dwell in large wilderness regions, particularly within temperate woodlands or swamps. While their presence amid cults of Shub-Niggurath have given rise to assumptions that these foul lunatics possess strange secrets that allow them to conjure the dark young to serve their cabals as guardians, in fact the reverse is true. Cultists of Shub-Niggurath often seek out the dark young and offer themselves to the creatures in sacrifice, in hopes of either being transported to the embrace of their goddess Shub-Niggurath in the process of being digested or impressing the dark young with their devotion so they might be granted reincarnation as one of them-or simply out of madness. In most cases, these offerings end poorly for the cultist, for the dark young of Shub- Niggurath are ravenous-the numerous sucking mouths that stud their trunks drain blood, drink flesh, and devour life rapidly, causing the victim's body to wither and atrophy. Often, a dark young takes pains to avoid damaging those it grabs and holds against its hungry flanks, for a living, squirming meal is so much more delicious than a lifeless husk. Those drained to zero Strength by a dark young are sometimes left hideously alive, perhaps draped across high branches in a tree where the paralyzed victim has no choice but a slow death from thirst and exposure, or maybe left for hungrier jaws in the woods amid the cloven prints and pools of thick green waste that drain from these creatures as they feed. Yet not all cultists who seek the dark young meet such ends, for some of the dark young have strange needs and uses for mortal minions. These dark young serve as objects of veneration and obsession for their cults, and happily accept their sacrifices in Shub-Niggurath's name, even though most dark young themselves feel no great debt of loyalty to their fecund progenitor. The actual uses the dark young put their cults to vary wildly-these aberrations are quite intelligent, and many have their own goals and plans that are made much easier to achieve with the addition of a blindly loyal cult. Most dark young merely enjoy the idea of being worshiped as a god, while others stand apart from their kin and do feel a strong link to Shub-Niggurath, seeing these cults as a way to honor their inhuman mother with mortal minions. Yet the dark young of Shub-Niggurath are the spawn of a body and mind alien to most forms of mortal life, and as such the majority of these monsters have plans and goals that may seem nonsensical at best (such as a strange desire to drive all avian life from a swamp, or a drive to build a series of stone menhirs in a massive spiral shape recognizable only from absurdly great heights) or wantonly destructive at worst (such as the destruction of all settlements within a mile of a forest's edge). It's rare for the cultists themselves to be privy to the dark young's reasoning, and most worshipers content themselves with their own interpretations of why they serve one of the Thousand Young. | <link rel="stylesheet"href="PF.css"><div><h2>Dark Young of Shub-Niggurath</h2><h3><i><i>The lumbering bulk of a treelike monster lurches out of the mist</i>, <i>its branches tentacles</i>, <i>its roots ending in hooves</i>, <i>and its trunk decorated with numerous drooling maws</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Dark Young of Shub-Niggurath</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>CE Huge aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., tremorsense 30 ft.; Perception +21</h5><h5><b>Aura </b>frightful presence (30 ft., DC 24)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>27, touch 11, flat-footed 24 (+3 Dex, +16 natural, -2 size)</h5><h5><b>hp </b>161 (14d8+98)</h5><h5><b>Fort </b>+11, <b>Ref </b>+9, <b>Will </b>+13</h5><h5><b>DR </b>15/slashing; <b>Immune </b>acid, electricity, fire, poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>4 tentacles +19 (1d8+10/19-20 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>constrict (1d8+10), sucking maws, trample (1d8+15, DC 27)</h5><h5><b>Spell-Like Abilities</b> (CL 12th; concentration +17)</br>Constant—<i>freedom of movement</i></br>At Will—<i>air walk</i>, <i>tree shape</i></br>3/day—<i>entangle</i> (DC 16), <i>command plants</i> (DC 19)</br>1/day—<i>insanity</i> (DC 22), <i>tree stride</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>17, <b>Con </b>24, <b>Int </b> 16, <b>Wis </b>19, <b>Cha </b>21</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+22 (+26 grapple); <b>CMD </b>35 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Improved Critical (tentacles), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (tentacles)</h5><h5><b>Skills </b>Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (religion) +17, Perception +21, Sense Motive +18, Spellcraft +20, Stealth +12 (+20 in forests); <b>Racial Modifiers </b>+8 Stealth in forests</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forest or swamp</h5><h5><b>Organization </b>solitary, pair, or grove (3-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Sucking Maws (Su</b>) A dark young of Shub-Niggurath that successfully pins a creature it is grappling automatically inflicts 1d4 points of Strength drain on that creature. A DC 24 Fortitude save reduces this effect to 1 point of Strength drain. A creature drained to 0 Strength does not die, but must make a DC 24 Will save at that point to resist being driven mad by the experience, as the foul green waste exuded from the same sucking mouths that drink life implant in the emptied shells strange visions and horrifying certainties. If you use the <i>GameMastery Guide</i> in your game, this madness manifests as schizophrenia, but with a save DC equal to the dark young's Strength drain save DC listed above (DC 24 for most dark young). One common result of this unfortunate madness is a strange desire to return to the site of their original encounter in hopes of being consumed entirely by the creature that only drank a part of their body and mind-many of those who survive this horrific ordeal go on to found dark young cults of their own. If you don't use the <i>GameMastery Guide</i> in your game, treat this madness instead as an <i>insanity</i> spell. The madness element of a dark young's sucking maws is a mind-affecting effect. The save DC for all of the saving throws involved with this special ability is Constitution-based.</h5></div><br></br><div><h4><p><p>The Elder God known in whispered circles as Shub- Niggurath is reputed to have a thousand young, when in fact her spawn are myriad. Yet some of her children are more fecund and successful than others, and the monstrosities known as her dark young are perhaps the best known of this legion of monstrosities.</p><p>In combat, a dark young usually starts by using <i>entangle</i> and <i>command plants</i> to seize control of the surrounding terrain-its ability to constantly use <i>freedom of movement</i> affords it mobility through such regions, allowing it to move through the areas and select its prey with ease.</p><p>Intelligent and canny, dark young know that spell-casters are more difficult to affect with <i>insanity</i>, and save that spell-like ability for use against rogues, fighters, and similar foes. Flight offers no guarantee of safety from the dark young, for they can pursue their foes through the air as surely as across land.<b></p><p>Ecology</b></p><p> A dark young superficially resembles a tree, and while it possesses magic that allows it some ability to appear as a tree or to control the plants of the trackless forests it favors, upon close inspection a dark young is manifestly something far more than a mere tree. Even the smallest of these creatures stand taller than a house, while the largest of them shake the very earth with their cloven hooves and crush cities and forests alike with their passage.</p><p>A typical dark young of Shub-Niggurath stands nearly 30 feet tall and weighs 12,000 pounds, but many are much larger. While most are encountered in temperate regions, they can also be found in subarctic or tropical forests.</p><p>These dark young appear no different than their temperatedwelling kin, but when they use their <i>tree shape</i> ability, they assume the forms of plants native to the region.<b></p><p>Habitat & Society</b></p><p> Dark young prefer to dwell in large wilderness regions, particularly within temperate woodlands or swamps.</p><p>While their presence amid cults of Shub-Niggurath have given rise to assumptions that these foul lunatics possess strange secrets that allow them to conjure the dark young to serve their cabals as guardians, in fact the reverse is true. Cultists of Shub-Niggurath often seek out the dark young and offer themselves to the creatures in sacrifice, in hopes of either being transported to the embrace of their goddess Shub-Niggurath in the process of being digested or impressing the dark young with their devotion so they might be granted reincarnation as one of them-or simply out of madness. In most cases, these offerings end poorly for the cultist, for the dark young of Shub- Niggurath are ravenous-the numerous sucking mouths that stud their trunks drain blood, drink flesh, and devour life rapidly, causing the victim's body to wither and atrophy. Often, a dark young takes pains to avoid damaging those it grabs and holds against its hungry flanks, for a living, squirming meal is so much more delicious than a lifeless husk. Those drained to zero Strength by a dark young are sometimes left hideously alive, perhaps draped across high branches in a tree where the paralyzed victim has no choice but a slow death from thirst and exposure, or maybe left for hungrier jaws in the woods amid the cloven prints and pools of thick green waste that drain from these creatures as they feed.</p><p>Yet not all cultists who seek the dark young meet such ends, for some of the dark young have strange needs and uses for mortal minions. These dark young serve as objects of veneration and obsession for their cults, and happily accept their sacrifices in Shub-Niggurath's name, even though most dark young themselves feel no great debt of loyalty to their fecund progenitor. The actual uses the dark young put their cults to vary wildly-these aberrations are quite intelligent, and many have their own goals and plans that are made much easier to achieve with the addition of a blindly loyal cult. Most dark young merely enjoy the idea of being worshiped as a god, while others stand apart from their kin and do feel a strong link to Shub-Niggurath, seeing these cults as a way to honor their inhuman mother with mortal minions. Yet the dark young of Shub-Niggurath are the spawn of a body and mind alien to most forms of mortal life, and as such the majority of these monsters have plans and goals that may seem nonsensical at best (such as a strange desire to drive all avian life from a swamp, or a drive to build a series of stone menhirs in a massive spiral shape recognizable only from absurdly great heights) or wantonly destructive at worst (such as the destruction of all settlements within a mile of a forest's edge). It's rare for the cultists themselves to be privy to the dark young's reasoning, and most worshipers content themselves with their own interpretations of why they serve one of the Thousand Young.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
43 | Spawning Canker | 9 | AP 46 | 6400 | CE | Medium | aberration | 0 | 6 | darkvision 60 ft.; Perception +15 | 23, touch 17, flat-footed 16 | 23 | 17 | 16 | (+6 Dex, +1 dodge, +6 natural) | 115 | (10d8+70) | 10 | Fort +12, Ref +11, Will +9 | 12 | 11 | 9 | mind-affecting effects | - | 40 ft. | 1 | 2 slams +15 (1d6+8), tentacle +10 (1d8+4 plus grab) | 3 | 2 | 1 | 2 | 1 | 5 ft. | 5 ft. | constrict (1d8+4), feeding | Str 26, Dex 23, Con 24, Int 7, Wis 14, Cha 17 | 26 | 23 | 24 | 7 | 14 | 17 | 7 | 15 | 15 | 32 | 32 | Dodge, Great Fortitude, Lightning Reflexes, Mobility, Power Attack | Perception +15, Stealth +19 | Aklo | any land | solitary | standard | Pale and bloodless, a brutally decapitated corpse lurches forth. Where a head should be instead lashes a forest of horrific, unnatural tentacles, whipping as though trying to simultaneously burrow deeper into and escape from its fleshy husk. | Feeding (Ex) Whenever a spawning canker deals damage to a sentient living creature with its constrict attack, it also deals 1d3 points of Charisma damage as it feeds off the victim's vital essence. If a spawning canker drains 10 points of Charisma in 1 hour, the canker immediately spawns (see below). Spawn (Ex) When a spawning canker has drained enough life force, it bursts apart into 2d4+2 slugspawn. These wormlike terrors crawl into nearby shadows and lurk in wait for any potential hosts to come nearby. The spawning canker is destroyed when this occurs. There is a 1% chance that instead of turning into slugspawn, a spawning canker transforms into a dark young of Shub-Niggurath (see page 78). | A spawning canker is a terrible dual creature, an unnatural parasite and the decapitated humanoid body its tentacles writhe from like a knot of lashing, aberrant heads. Few ever see a spawning canker without its humanoid armor, but within the chest cavity of these hollowed-out hosts squirms a heartlike body contorting with a misassembled mass of fetal features and trailing a thicket of spiny tendrils. These tendrils lash from the stump of the host body's exploded head, but also riddle the body, taking control of muscles and organs like the strings of some abominable puppet master. The body of a former host is pumped full of strange excretions and reinforced with the tendrils riddling its form, giving what appears to be a crippled frame an unnatural strength and speed. Those tentacles that extend forth serve as both the thing's sensory organs and its feeding tubes, through which a canker drains the essence of other thinking creatures. Once it has gorged itself, a spawning canker erupts in a burst of obscene generation, its body withering with terrible speed, splitting both its own and its stolen essence into tentacles. These limbs split and tear from the remains of the canker's body as writhing, dumb slugspawn, parasitic terrors with no desire but to infest other living creatures and, through their deaths, spread ever more of their terrible kind. A typical spawning canker stands as tall as the humanoid body it infests, plus 2 to 3 feet of added height from its dozen or so wild tendrils. Slugspawn (CR 5) Bloated alien worms the length of a man's forearm, slugspawn are the basest form of a moit of Shub- Niggurath. These repulsive creatures possess sluglike bodies the color of rotting algae, covered with thick mucus. Vulnerable to the predations of larger creatures, slugspawn rarely venture forth on their own. Although they can move at a speed of 10 feet per round, slugspawn frequently hide themselves in dark pools or shadowy crevices, waiting for the warm flesh and pliant brains they crave to come to them. Upon entering a square with a slugspawn in it (or if attacked by a slugspawn), a creature must make a DC 16 Perception check to note that a slugspawn is something other than a normal slug (though hidden slugspawn can be more difficult to detect). If this Perception check is failed, the slugspawn leaps upon the creature and burrows into its flesh. The creature can attempt a DC 16 Reflex save to avoid the slugspawn, but only if the creature is aware of the slugspawn's presence. Any amount of damage reduction is enough to provide immunity to infestation. Once a slugspawn has infested a living body, it burrows toward the host's skull and wraps around the lower brain, growing and feeding upon the energies generated by thought. On the first round of infestation, dealing cold damage to the victim can kill the slugspawn and save the host-but only if the victim takes 10 or more points within 1 round of being infested. Cutting the slugspawn out also works, but the longer it remains in a host, the more damage this method does. Cutting it out requires a slashing weapon and a DC 25 Heal check, and deals 1d6 points of damage per round that the host has been infested. If the Heal check is successful, the slugspawn is removed. After 3 rounds, though, the slugspawn has reached the host's brain and cannot be surgically removed without killing the host. Remove disease kills any slugspawn in or on a host. After a slugspawn has reached a host's brain, it proves to be a beneficial parasite-at least initially. A slugspawn's host benefits from complete immunity to mind-affecting effects, as the slugspawn's presence confuses and devours such magic. This benefit doesn't last for long, though, as after a variable period (typically lasting 2d6 days in humanoids, though sometimes more or less in other creature types) the slugspawn matures into a spawning canker, a new stage in its lifecycle that begins with it violently devouring its host's brain, erupting from its skull, and taking over the beheaded host body-a near instantaneous process that immediately kills the host. The result is a new creature, a spawning canker garbed in its former host's skin. If the host is killed before the slugspawn fully matures, the parasite undergoes a rapid, emergency maturation, taking control of the host body as if it had fully matured-though such spawning cankers rarely prove as long-lived as their fully matured brethren. Reproductive Rampage Moits of Shub-Niggurath, in both their spawning canker and slugspawn forms, exist for a single reason: to propagate their fouls species as their unknowable brood mother desires. Theirs are not the ways of obsessed cultists or otherworldly masterminds. Rather, they are akin to living diseases, massive viruses that infiltrate, infest, and overwhelm, desiring nothing more than to spread their kind and pave the way for a new, larger generation that might spawn in the name of the Goat with a Thousand Young, their very existence being an unholy prayer to her power. Moits lack agendas beyond spawning. In their alien philosophies, infesting a victim, growing into a canker, and then "ascending" is the ultimate glory. While slugspawn have only an instinctual impression of their role in the greater cycle, spawning cankers are true fanatics, obsessed with propagation. While they avoid competing with others of their kind, if resources are limited, each canker seeks to assure that it can spawn. The moits have no interest in rationing humanoid hosts to assure their allies or spawn have the means to reproduce. Instead, they care only for the moment and the immediate potential to spawn. Thus, whole regions might be wiped clean by the infectious invasion of these moits, which grow all the more desperate as hosts and, by extension, opportunities to fulfill their lives' only purpose diminish. | <link rel="stylesheet"href="PF.css"><div><h2>Spawning Canker</h2><h3><i><i>Pale and bloodless</i>, <i>a brutally decapitated corpse lurches forth</i>. <i>Where a head should be instead lashes a forest of horrific</i>, <i>unnatural tentacles</i>, <i>whipping as though trying to simultaneously burrow deeper into and escape from its fleshy husk</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Spawning Canker</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +15</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)</h5><h5><b>hp </b>115 (10d8+70)</h5><h5><b>Fort </b>+12, <b>Ref </b>+11, <b>Will </b>+9</h5><h5><b>Immune </b>mind-affecting effects</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 slams +15 (1d6+8), tentacle +10 (1d8+4 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>constrict (1d8+4), feeding</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>26, <b>Dex </b>23, <b>Con </b>24, <b>Int </b> 7, <b>Wis </b>14, <b>Cha </b>17</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+15; <b>CMD </b>32</h5><h5><b>Feats </b>Dodge, Great Fortitude, Lightning Reflexes, Mobility, Power Attack</h5><h5><b>Skills </b>Perception +15, Stealth +19</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Feeding (Ex</b>) Whenever a spawning canker deals damage to a sentient living creature with its constrict attack, it also deals 1d3 points of Charisma damage as it feeds off the victim's vital essence. If a spawning canker drains 10 points of Charisma in 1 hour, the canker immediately spawns (see below). </h5><h5><b>Spawn (Ex</b>) When a spawning canker has drained enough life force, it bursts apart into 2d4+2 slugspawn. These wormlike terrors crawl into nearby shadows and lurk in wait for any potential hosts to come nearby. The spawning canker is destroyed when this occurs. There is a 1% chance that instead of turning into slugspawn, a spawning canker transforms into a dark young of Shub-Niggurath (see page 78).</h5></div><br></br><div><h4><p><p>A spawning canker is a terrible dual creature, an unnatural parasite and the decapitated humanoid body its tentacles writhe from like a knot of lashing, aberrant heads. Few ever see a spawning canker without its humanoid armor, but within the chest cavity of these hollowed-out hosts squirms a heartlike body contorting with a misassembled mass of fetal features and trailing a thicket of spiny tendrils. These tendrils lash from the stump of the host body's exploded head, but also riddle the body, taking control of muscles and organs like the strings of some abominable puppet master. The body of a former host is pumped full of strange excretions and reinforced with the tendrils riddling its form, giving what appears to be a crippled frame an unnatural strength and speed. Those tentacles that extend forth serve as both the thing's sensory organs and its feeding tubes, through which a canker drains the essence of other thinking creatures. Once it has gorged itself, a spawning canker erupts in a burst of obscene generation, its body withering with terrible speed, splitting both its own and its stolen essence into tentacles.</p><p>These limbs split and tear from the remains of the canker's body as writhing, dumb slugspawn, parasitic terrors with no desire but to infest other living creatures and, through their deaths, spread ever more of their terrible kind.</p><p>A typical spawning canker stands as tall as the humanoid body it infests, plus 2 to 3 feet of added height from its dozen or so wild tendrils.</p><p><b>Slugspawn (CR 5)</b><br> Bloated alien worms the length of a man's forearm, slugspawn are the basest form of a moit of Shub- Niggurath. These repulsive creatures possess sluglike bodies the color of rotting algae, covered with thick mucus. Vulnerable to the predations of larger creatures, slugspawn rarely venture forth on their own. Although they can move at a speed of 10 feet per round, slugspawn frequently hide themselves in dark pools or shadowy crevices, waiting for the warm flesh and pliant brains they crave to come to them.</p><p>Upon entering a square with a slugspawn in it (or if attacked by a slugspawn), a creature must make a DC 16 Perception check to note that a slugspawn is something other than a normal slug (though hidden slugspawn can be more difficult to detect). If this Perception check is failed, the slugspawn leaps upon the creature and burrows into its flesh. The creature can attempt a DC 16 Reflex save to avoid the slugspawn, but only if the creature is aware of the slugspawn's presence. Any amount of damage reduction is enough to provide immunity to infestation.</p><p>Once a slugspawn has infested a living body, it burrows toward the host's skull and wraps around the lower brain, growing and feeding upon the energies generated by thought. On the first round of infestation, dealing cold damage to the victim can kill the slugspawn and save the host-but only if the victim takes 10 or more points within 1 round of being infested. Cutting the slugspawn out also works, but the longer it remains in a host, the more damage this method does. Cutting it out requires a slashing weapon and a DC 25 Heal check, and deals 1d6 points of damage per round that the host has been infested. If the Heal check is successful, the slugspawn is removed. After 3 rounds, though, the slugspawn has reached the host's brain and cannot be surgically removed without killing the host. <i>Remove disease</i> kills any slugspawn in or on a host.</p><p>After a slugspawn has reached a host's brain, it proves to be a beneficial parasite-at least initially. A slugspawn's host benefits from complete immunity to mind-affecting effects, as the slugspawn's presence confuses and devours such magic. This benefit doesn't last for long, though, as after a variable period (typically lasting 2d6 days in humanoids, though sometimes more or less in other creature types) the slugspawn matures into a spawning canker, a new stage in its lifecycle that begins with it violently devouring its host's brain, erupting from its skull, and taking over the beheaded host body-a near instantaneous process that immediately kills the host. The result is a new creature, a spawning canker garbed in its former host's skin. If the host is killed before the slugspawn fully matures, the parasite undergoes a rapid, emergency maturation, taking control of the host body as if it had fully matured-though such spawning cankers rarely prove as long-lived as their fully matured brethren.</p><p><b>Reproductive Rampage </b></br>Moits of Shub-Niggurath, in both their spawning canker and slugspawn forms, exist for a single reason: to propagate their fouls species as their unknowable brood mother desires. Theirs are not the ways of obsessed cultists or otherworldly masterminds. Rather, they are akin to living diseases, massive viruses that infiltrate, infest, and overwhelm, desiring nothing more than to spread their kind and pave the way for a new, larger generation that might spawn in the name of the Goat with a Thousand Young, their very existence being an unholy prayer to her power.</p><p>Moits lack agendas beyond spawning. In their alien philosophies, infesting a victim, growing into a canker, and then "ascending" is the ultimate glory. While slugspawn have only an instinctual impression of their role in the greater cycle, spawning cankers are true fanatics, obsessed with propagation. While they avoid competing with others of their kind, if resources are limited, each canker seeks to assure that it can spawn. The moits have no interest in rationing humanoid hosts to assure their allies or spawn have the means to reproduce. Instead, they care only for the moment and the immediate potential to spawn. Thus, whole regions might be wiped clean by the infectious invasion of these moits, which grow all the more desperate as hosts and, by extension, opportunities to fulfill their lives' only purpose diminish.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
44 | Blightspawn of Ghlaunder | 5 | The Feast Of Ravenmoor | 1600 | CE | Medium | aberration | 0 | 8 | darkvision 60 ft., scent; Perception +13 | stagnation (20 ft., DC 16) | 18, touch 14, flat-footed 14 | 18 | 14 | 14 | (+4 Dex, +4 natural) | 52 | (7d8+21) | 7 | fast healing 3 | Fort +5, Ref +8, Will +8 | 5 | 8 | 8 | 5/magic | acid, cold, poison | - | 30 ft., climb 30 ft., fly 50 ft. (average) | 1 | 1 | 1 | sting +10 (2d6+7/19-20 plus attach and poison) | 1 | 1 | 1 | 5 ft. | 10 ft. | blood drain (1d2 Con), stagnation gaze | Spell-Like Abilities (CL 5th; concentration +7) Constant-freedom of movement, pass without trace 1/day-bestow curse (DC 16), blur, contagion (DC 16), diminish plants, gust of wind, hold monster (DC 17) | Str 21, Dex 18, Con 16, Int 7, Wis 16, Cha 15 | 21 | 18 | 16 | 7 | 16 | 15 | 5 | +10 (+14 to maintain a grapple) | 10 | 24 (32 vs. trip) | 24 | Flyby Attack, Improved Initiative, Lightning Reflexes, Power Attack | Climb +13, Fly +14, Perception +13 | Aklo (cannot speak) | no breath | ? | ? | ? | This human-sized, mosquitolike creature has a long, flexible proboscis that ends in a murderous stinger. | Poison (Su) Sting-injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Wisdom damage and confusion for 1 round; cure 2 saves. The save DC is Constitution-based. Stagnation Aura (Su) A blightspawn's stagnation aura causes lethargy and torpor in those who approach it, sapping energy and speed. When a creature comes within 20 feet of a blightspawn, it must make a DC 16 Will save to avoid being affected as per the spell slow, for as long as the creature remains within the blightspawn's aura and for an additional 1d3 rounds after leaving it. Once a creature successfully saves against the aura, it is immune to that particular blightspawn's aura for 24 hours; otherwise, re-entering the aura forces a creature to save again. In addition, this aura fouls liquids of all types within the area. A creature that drinks anything in a blightspawn's aura (including potions and alchemical elixirs) must make a DC 14 Fortitude save or be nauseated for 1d3 rounds. The save DC is Constitution-based. | The blightspawn of Ghlaunder are found most often in places where the Gossamer King's cult is strong, for these creatures must gestate in the body of one of the parasite god's true believers. To the faithful of Ghlaunder, being host to an immature blightspawn is a great honor, for when the monster bursts from the body of its host, the host's consciousness lives on in some way in the blightspawn's mind, almost as if the host had reincarnated into the monster. That cultists who die giving hideous birth to a blightspawn cannot be resurrected lends a bit of weight to this notion, even if the blightspawn themselves have nothing to say on the topic. A cultist carrying an immature blightspawn functions normally in all ways until the creature emerges (typically upon the cultist's death, or at the culmination of certain vile rituals)-except that until then, the cultist can pass on new blightspawn to his or her children. A blightspawn's gestation can last for decades, and in cases in which a child is separated from infected parents, the child might live her entire life without knowing the truth of what awaits her upon death. When a blightspawn emerges from its host, it is immediately fully grown, although its gore-wet wings cannot be used for flight for 1d4 rounds after emerging. | <link rel="stylesheet"href="PF.css"><div><h2>Blightspawn of Ghlaunder</h2><h3><i><i>This human-sized</i>, <i>mosquitolike creature has a long</i>, <i>flexible proboscis that ends in a murderous stinger</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Blightspawn of Ghlaunder</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., scent; Perception +13</h5><h5><b>Aura </b>stagnation (20 ft., DC 16)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 14, flat-footed 14 (+4 Dex, +4 natural)</h5><h5><b>hp </b>52 (7d8+21); fast healing 3</h5><h5><b>Fort </b>+5, <b>Ref </b>+8, <b>Will </b>+8</h5><h5><b>DR </b>5/magic; <b>Immune </b>acid, cold, poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft., fly 50 ft. (average)</h5><h5><b>Melee </b>sting +10 (2d6+7/19-20 plus attach and poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>blood drain (1d2 Con), stagnation gaze</h5><h5><b>Spell-Like Abilities</b> (CL 5th; concentration +7)</br>Constant—<i>freedom of movement</i>, <i>pass without trace</i></br>1/day—<i>bestow curse</i> (DC 16), <i>blur</i>, <i>contagion</i> (DC 16), <i>diminish plants</i>, <i>gust of wind</i>, <i>hold monster</i> (DC 17)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>18, <b>Con </b>16, <b>Int </b> 7, <b>Wis </b>16, <b>Cha </b>15</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+10 (+14 to maintain a grapple); <b>CMD </b>24 (32 vs. trip)</h5><h5><b>Feats </b>Flyby Attack, Improved Initiative, Lightning Reflexes, Power Attack</h5><h5><b>Skills </b>Climb +13, Fly +14, Perception +13</h5><h5><b>Languages </b>Aklo (cannot speak)</h5><h5><b>SQ </b>no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> ?</h5><h5><b>Organization </b>?</h5><h5><b>Treasure </b>?</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Su)</b></b> Sting-injury; <i>save</i> Fort DC 16; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d4 Wisdom damage and confusion for 1 round; <i>cure</i> 2 <i>save</i>s. The save DC is Constitution-based. </h5><h5><b>Stagnation Aura (Su)</b> A blightspawn's stagnation aura causes lethargy and torpor in those who approach it, sapping energy and speed. When a creature comes within 20 feet of a blightspawn, it must make a DC 16 Will save to avoid being affected as per the spell <i>slow</i>, for as long as the creature remains within the blightspawn's aura and for an additional 1d3 rounds after leaving it. Once a creature successfully saves against the aura, it is immune to that particular blightspawn's aura for 24 hours; otherwise, re-entering the aura forces a creature to save again. In addition, this aura fouls liquids of all types within the area. A creature that drinks anything in a blightspawn's aura (including potions and alchemical elixirs) must make a DC 14 Fortitude save or be nauseated for 1d3 rounds. The save DC is Constitution-based.</h5></div><br></br><div><h4><p><p>The blightspawn of Ghlaunder are found most often in places where the Gossamer King's cult is strong, for these creatures must gestate in the body of one of the parasite god's true believers. To the faithful of Ghlaunder, being host to an immature blightspawn is a great honor, for when the monster bursts from the body of its host, the host's consciousness lives on in some way in the blightspawn's mind, almost as if the host had reincarnated into the monster. That cultists who die giving hideous birth to a blightspawn cannot be resurrected lends a bit of weight to this notion, even if the blightspawn themselves have nothing to say on the topic. A cultist carrying an immature blightspawn functions normally in all ways until the creature emerges (typically upon the cultist's death, or at the culmination of certain vile rituals)-except that until then, the cultist can pass on new blightspawn to his or her children. A blightspawn's gestation can last for decades, and in cases in which a child is separated from infected parents, the child might live her entire life without knowing the truth of what awaits her upon death. When a blightspawn emerges from its host, it is immediately fully grown, although its gore-wet wings cannot be used for flight for 1d4 rounds after emerging.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
45 | Azruverda | 13 | PFRPG Bestiary 3 | 25600 | CG | Huge | aberration | 0 | 2 | darkvision 60 ft., tremorsense 100 ft.; Perception +22 | 25, touch 10, flat-footed 23 | 25 | 10 | 23 | (+2 Dex, +15 natural, -2 size) | 168 | (16d8+96) | 16 | Fort +11, Ref +7, Will +15 | 11 | 7 | 15 | 10/magic and slashing | acid | cold 10 | 10 | - | 50 ft., climb 30 ft. | 1 | 1 | bite +21 (2d6+11), 2 claws +21 (1d10+11) | 3 | 3 | 1 | 2 | acid spit +13 touch (10d6 acid) | 15 ft. | 15 ft. | acid spit, rend (1d10+11) | Spell-Like Abilities (CL 16th; concentration +23) At Will-dancing lights, faerie fire 3/day-daylight, giant vermin, insect plague, repel vermin (DC 21), summon swarm | Str 32, Dex 15, Con 23, Int 14, Wis 16, Cha 25 | 32 | 15 | 23 | 14 | 16 | 25 | 12 | +25 (+29 bull rush) | 25 | 37 (39 vs. bull rush, 45 vs. trip) | 37 | Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Iron Will, Point-Blank Shot, Power Attack, Weapon Focus (acid spit) | Climb +26, Handle Animal +17, Intimidate +26, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Perception +22, Sense Motive +13, Spellcraft +15, Survival +16 | Aklo, Common, Undercommon | vermin master | underground | solitary, pair, or brood (3-7) | standard | A humanoid head peers forth from this enormous creature's beautifully iridescent, spike-covered beetle carapace. | Acid Spit (Ex) An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals 10d6 points of acid damage. Vermin Master (Su) An azruverda can mentally control to up to 32 HD (twice the azruverda's racial Hit Dice) of vermin at any one time through a combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action-the vermin can resist this attempt with a DC 25 Will save. If the vermin fails this save, the azruverda can issue a simple mental command like "fight," "come here," "go there," or "stand still" as a swift action. Though composed of thousands of individuals, vermin with the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their master azruverda. The save DC is Charisma-based. | Although repulsive in shape, these enormous, human-faced insectoid creatures are generally peaceful and serene. Left to its own devices, an azruverda is typically content to cultivate fungal gardens in deep underground sanctuaries. These gardens are beautiful to behold- masterful combinations of fungi, rocks, and other objects arranged in an artistic manner. Although generally solitary, azruverdas collaborate when a threat intrudes upon one of their underground homes. Azruverdas stand 16 feet tall on their many legs and weigh close to 4,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Azruverda</h2><h3><i><i>A humanoid head peers forth from this enormous creature's beautifully iridescent</i>, <i>spike-covered beetle carapace</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Azruverda</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>CG Huge aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., tremorsense 100 ft.; Perception +22</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>25, touch 10, flat-footed 23 (+2 Dex, +15 natural, -2 size)</h5><h5><b>hp </b>168 (16d8+96)</h5><h5><b>Fort </b>+11, <b>Ref </b>+7, <b>Will </b>+15</h5><h5><b>DR </b>10/magic and slashing; <b>Immune </b>acid; <b>Resist </b>cold 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +21 (2d6+11), 2 claws +21 (1d10+11)</h5><h5><b>Ranged </b>acid spit +13 touch (10d6 acid)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>acid spit, rend (1d10+11)</h5><h5><b>Spell-Like Abilities</b> (CL 16th; concentration +23) </br>At Will—<i>dancing lights</i>, <i>faerie fire</i> </br>3/day—<i>daylight</i>, <i>giant vermin</i>, <i>insect plague</i>, <i>repel vermin</i> (DC 21), <i>summon swarm</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>32, <b>Dex </b>15, <b>Con </b>23, <b>Int </b> 14, <b>Wis </b>16, <b>Cha </b>25</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+25 (+29 bull rush); <b>CMD </b>37 (39 vs. bull rush, 45 vs. trip)</h5><h5><b>Feats </b>Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Iron Will, Point-Blank Shot, Power Attack, Weapon Focus (acid spit)</h5><h5><b>Skills </b>Climb +26, Handle Animal +17, Intimidate +26, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Perception +22, Sense Motive +13, Spellcraft +15, Survival +16</h5><h5><b>Languages </b>Aklo, Common, Undercommon</h5><h5><b>SQ </b>vermin master</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> underground</h5><h5><b>Organization </b>solitary, pair, or brood (3-7)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Acid Spit (Ex)</b> An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals 10d6 points of acid damage. </h5><h5><b>Vermin Master (Su)</b> An azruverda can mentally control to up to 32 HD (twice the azruverda's racial Hit Dice) of vermin at any one time through a combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action-the vermin can resist this attempt with a DC 25 Will save. If the vermin fails this save, the azruverda can issue a simple mental command like "fight," "come here," "go there," or "stand still" as a swift action. Though composed of thousands of individuals, vermin with the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their master azruverda. The save DC is Charisma-based.</h5></div><br></br><div><h4><p><p>Although repulsive in shape, these enormous, human-faced insectoid creatures are generally peaceful and serene. Left to its own devices, an azruverda is typically content to cultivate fungal gardens in deep underground sanctuaries. These gardens are beautiful to behold- masterful combinations of fungi, rocks, and other objects arranged in an artistic manner. Although generally solitary, azruverdas collaborate when a threat intrudes upon one of their underground homes. Azruverdas stand 16 feet tall on their many legs and weigh close to 4,000 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
46 | Flumph | 1 | PFRPG Bestiary 3 | 400 | LG | Small | aberration | 0 | 3 | darkvision 60 ft.; Perception +7 | 18, touch 14, flat-footed 15 | 18 | 14 | 15 | (+3 Dex, +4 natural, +1 size) | 9 | (2d8) | 2 | Fort +0, Ref +3, Will +5 | 0 | 3 | 5 | - | 5 ft., fly 20 ft. (perfect) | 1 | 1 | sting +5 (1d4 plus acid injection) | 1 | 1 | 1 | 5 ft. | 5 ft. | stench spray | Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10 | 10 | 16 | 11 | 10 | 14 | 10 | 1 | 0 | 0 | 13 | 13 | Weapon Finesse | Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11 | Aklo, Common | any land or underground | solitary, pair, or colony (4-16) | standard | This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth. | Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph. Stench Spray (Ex) A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range). | Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead. Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they're aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians. | <link rel="stylesheet"href="PF.css"><div><h2>Flumph</h2><h3><i>This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.</i></h3><br></div><div class="heading"><p class="alignleft">Flumph</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>LG Small aberration </h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 60 ft.; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)</h5><h5><b>hp </b>9 (2d8)</h5><h5><b>Fort </b>+0, <b>Ref </b>+3, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>5 ft., fly 20 ft. (perfect)</h5><h5><b>Melee </b>sting +5 (1d4 plus acid injection)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>stench spray</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>16, <b>Con </b>11, <b>Int </b> 10, <b>Wis </b>14, <b>Cha </b>10</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>13</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11</h5><h5><b>Languages </b>Aklo, Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land or underground</h5><h5><b>Organization </b>solitary, pair, or colony (4-16)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Acid Injection (Ex)</b> When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph. </h5><h5><b>Stench Spray (Ex)</b> A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).</h5></div><br><div><h4><p><p>Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead. Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they're aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||||
47 | Ghorazagh | 13 | PFRPG Bestiary 3 | 25600 | NE | Large | aberration | 0 | 3 | bloodsense, darkvision 30 ft.; Perception +21 | 26, touch 12, flat-footed 23 | 26 | 12 | 23 | (+3 Dex, +14 natural, -1 size) | 187 | (15d8+120) | 15 | Fort +15, Ref +10, Will +12 | 15 | 10 | 12 | - | vulnerable to sonic | 40 ft., climb 40 ft., fly 40 ft. (perfect) | 1 | 1 | 1 | bite +16 (2d6+6), 2 claws +16 (1d8+6), 4 tentacles +14 (1d6+3 and grab) | 7 | 3 | 4 | 1 | 2 | 4 | 10 ft. | 10 ft. | blood drain (1d4 Con), bloodspray | Str 22, Dex 17, Con 26, Int 15, Wis 17, Cha 16 | 22 | 17 | 26 | 15 | 17 | 16 | 11 | 18 | 18 | 31 | 31 | Bleeding Critical, Critical Focus, Flyby Attack, Great Fortitude, Improved Bull Rush, Lightning Reflexes, Multiattack, Power Attack | Bluff +18, Climb +14, Fly +27, Knowledge (dungeoneering) +17, Perception +21, Stealth +17, Survival +21 | Aklo; chemical communication | any underground | solitary, pair, colony (3-9), or hive (10-40, including 6 brood guards of 17 HD and 1 hive lord of 21 HD) | standard | With an armored spherical body, numerous tentacular legs, and a multi-eyed visage, this creature is truly hideous. | Bloodsense (Su) A ghorazagh notices living creatures within 60 feet just as if it possessed the blindsight ability. Bloodspray (Su) Once every 1d4 rounds, a ghorazagh can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by a ghorazagh's bloodspray must make a DC 25 Fortitude save or be affected as by the spell slow. A slowed creature struck by a ghorazagh's bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. A ghorazagh can also consciously alter its enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based. Chemical Communication (Ex) Ghorazaghs can communicate with other ghorazaghs within 60 feet via pheromone transmission. In a ghorazagh hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only ghorazaghs can understand. | Ghorazaghs-or gore weavers-f loat like tumorous specters through the deepest, most alien cavities of the lightless underground, preying upon the wretched vermin of those horrid places. Cunning, with minds and drives unknowable and obscene to those of lands above, the gore weavers only recently became aware of the fertility and bounty of the surface world and are now slowly turning their ebon eyes upward. While ghorazaghs can digest nearly anything, they are incapable of digesting blood. Their digestive systems process flesh, bone, and all other organic material, filtering out blood and storing it in large reservoirs within their bodies, whereupon the blood is mixed internally with mucus and other strange fluids to form a thick, gluelike substance. While a ghorazagh can spray this fluid as an attack to impede prey, the primary use of the foul substance is as a building material. Ghorazagh hives are constructed entirely of this material, which when it dries has the strength of metal while retaining a dark red resinlike appearance. A ghorazagh hive is a nightmare place as a result-twisting tunnels with an eerily organic appearance that can wind for miles on end. | <link rel="stylesheet"href="PF.css"><div><h2>Ghorazagh</h2><h3><i><i>With an armored spherical body</i>, <i>numerous tentacular legs</i>, <i>and a multi-eyed visage</i>, <i>this creature is truly hideous</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ghorazagh</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>NE Large aberration </h5><h5><b>Init </b>+3; <b>Senses </b>bloodsense, darkvision 30 ft.; Perception +21</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)</h5><h5><b>hp </b>187 (15d8+120)</h5><h5><b>Fort </b>+15, <b>Ref </b>+10, <b>Will </b>+12</h5><h5><b>Weaknesses </b>vulnerable to sonic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 40 ft., fly 40 ft. (perfect)</h5><h5><b>Melee </b>bite +16 (2d6+6), 2 claws +16 (1d8+6), 4 tentacles +14 (1d6+3 and grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>blood drain (1d4 Con), bloodspray</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>22, <b>Dex </b>17, <b>Con </b>26, <b>Int </b> 15, <b>Wis </b>17, <b>Cha </b>16</h5><h5><b>Base Atk </b>+11; <b>CMB </b>+18; <b>CMD </b>31</h5><h5><b>Feats </b>Bleeding Critical, Critical Focus, Flyby Attack, Great Fortitude, Improved Bull Rush, Lightning Reflexes, Multiattack, Power Attack</h5><h5><b>Skills </b>Bluff +18, Climb +14, Fly +27, Knowledge (dungeoneering) +17, Perception +21, Stealth +17, Survival +21</h5><h5><b>Languages </b>Aklo; chemical communication</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, colony (3-9), or hive (10-40, including 6 brood guards of 17 HD and 1 hive lord of 21 HD)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Bloodsense (Su)</b> A ghorazagh notices living creatures within 60 feet just as if it possessed the blindsight ability. </h5><h5><b>Bloodspray (Su)</b> Once every 1d4 rounds, a ghorazagh can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by a ghorazagh's bloodspray must make a DC 25 Fortitude save or be affected as by the spell <i>slow</i>. A <i>slow</i>ed creature struck by a ghorazagh's bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. A ghorazagh can also consciously alter its enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based. </h5><h5><b>Chemical Communication (Ex)</b> Ghorazaghs can communicate with other ghorazaghs within 60 feet via pheromone transmission. In a ghorazagh hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only ghorazaghs can understand.</h5></div><br></br><div><h4><p><p>Ghorazaghs-or gore weavers-f loat like tumorous specters through the deepest, most alien cavities of the lightless underground, preying upon the wretched vermin of those horrid places. Cunning, with minds and drives unknowable and obscene to those of lands above, the gore weavers only recently became aware of the fertility and bounty of the surface world and are now <i>slow</i>ly turning their ebon eyes upward. While ghorazaghs can digest nearly anything, they are incapable of digesting blood. Their digestive systems process flesh, bone, and all other organic material, filtering out blood and storing it in large reservoirs within their bodies, whereupon the blood is mixed internally with mucus and other strange fluids to form a thick, gluelike substance. While a ghorazagh can spray this fluid as an attack to impede prey, the primary use of the foul substance is as a building material. Ghorazagh hives are constructed entirely of this material, which when it dries has the strength of metal while retaining a dark red resinlike appearance. A ghorazagh hive is a nightmare place as a result-twisting tunnels with an eerily organic appearance that can wind for miles on end.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
48 | Goblin Snake | 1 | PFRPG Bestiary 3 | 400 | CE | Small | aberration | 0 | 2 | darkvision 60 ft., scent; Perception +5 | 14, touch 13, flat-footed 12 | 14 | 13 | 12 | (+2 Dex, +1 natural, +1 size) | 13 | (2d8+4) | 2 | Fort +2, Ref +2, Will +4 | 2 | 2 | 4 | - | 30 ft., burrow 5 ft., swim 20 ft. | 1 | 1 | 1 | bite +4 (1d4+3) | 1 | 1 | 1 | 5 ft. | 5 ft. | goblin breath | Str 14, Dex 15, Con 14, Int 9, Wis 12, Cha 13 | 14 | 15 | 14 | 9 | 12 | 13 | 1 | 2 | 2 | 14 (can't be tripped) | 14 | LungeB, Skill Focus (Bluff) | Bluff +6, Intimidate +5, Knowledge (local) +3, Perception +5, Stealth +10 | Common, Goblin | snake empathy +7 | any underground or swamps | solitary, pair, or nest (3-12 plus 1-6 venomous snakes) | standard | A gray, lipless goblin head with serpent's fangs sits atop the sinuous black body of this greasy-scaled snake. | Goblin Breath (Ex) Once every 1d4 rounds, a goblin snake can release a disgusting belch as a standard action. Any creature within 5 feet of the goblin snake must succeed at a DC 13 Fortitude save or be sickened for 1d6 rounds by the stench. Creatures that successfully save cannot be affected by the same goblin snake's goblin breath for 24 hours. Goblin snakes and goblins are immune to this effect. This is a poison effect. The save DC is Constitution-based. Snake Empathy (Ex) This ability functions similarly to a druid's wild empathy ability, but allows a goblin snake to verbally communicate with and be understood by snakes and similar serpentine reptiles. The bonus equals the goblin snake's racial Hit Dice plus its Charisma modifier and a +4 racial bonus. | Tenacious predators and bullies, goblin snakes are shrill, impulsive, and endlessly hungry. When their instinctual cunning takes hold, however, these maniacal creatures exhibit all the stealth and deadly cunning of serpents coupled with the capricious destructiveness of goblins. Cruel and selfish, goblin snakes care for little more than their next meals and indulging their unfounded arrogance. Like goblins, they can easily eat their body weight in food daily, but goblin snakes are also lazy, and are more likely to settle for easy meals rather than ones they must work to find. As a result, goblins snakes eat almost anything within reach and readily available, from carrion to rubbish (the source of their horrendous and nauseating breath). Goblin snakes delight in fresh meat, but strongly prefer having others bring it to them over hunting and killing it themselves. Enjoying the company of snakes, goblin snakes are often accompanied by several smaller venomous serpents, which the goblin snakes use to protect their lairs and supplement their food supply. Goblin snakes are exceedingly jealous of nagas, however, envying their serpentine majesty and mastery of magic. Enterprising and cunning goblin snakes have been known to impersonate nagas, demanding tribute and food from gullible creatures in awe of the "naga's" supposed magical abilities. Some scholars have noted the superficial similarities between goblin snakes and nagas, and have gone as far as to theorize that the goblin snake might be a particularly weak breed of naga-a theory that most nagas do not appreciate at all. Although goblin snakes are not as smart as goblins, their terrifying shape allows them to take positions of inf lated prominence within goblin society. Fearful goblins typically defer to the beasts, which well suits the goblin snakes' innate arrogance and sense of superiority. Goblin snakes affiliated with goblin tribes usually treat their goblin associates as servants at best and slaves at worst. Goblin snakes share goblins' fear of horses (who could easily step on and crush an unwary goblin snake) and love of fire (though their lack of arms gives them little opportunity to indulge in arson), but they are not as superstitious as goblins. Goblin snakes eagerly embrace magic if given the opportunity, and it is not uncommon for a goblin snake with adept, cleric, oracle, or sorcerer class levels to serve as a goblin tribe's shaman or high priest. | <link rel="stylesheet"href="PF.css"><div><h2>Goblin Snake</h2><h3><i>A gray, lipless goblin head with serpent's fangs sits atop the sinuous black body of this greasy-scaled snake.</i></h3><br></div><div class="heading"><p class="alignleft">Goblin Snake</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Small aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., scent; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., burrow 5 ft., swim 20 ft.</h5><h5><b>Melee </b>bite +4 (1d4+3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>goblin breath</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>15, <b>Con </b>14, <b>Int </b> 9, <b>Wis </b>12, <b>Cha </b>13</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14 (can't be tripped)</h5><h5><b>Feats </b>Lunge<sup>B</sup>, Skill Focus (Bluff)</h5><h5><b>Skills </b>Bluff +6, Intimidate +5, Knowledge (local) +3, Perception +5, Stealth +10</h5><h5><b>Languages </b>Common, Goblin</h5><h5><b>SQ </b>snake empathy +7</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground or swamps</h5><h5><b>Organization </b>solitary, pair, or nest (3-12 plus 1-6 venomous snakes)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Goblin Breath (Ex)</b> Once every 1d4 rounds, a goblin snake can release a disgusting belch as a standard action. Any creature within 5 feet of the goblin snake must succeed at a DC 13 Fortitude save or be sickened for 1d6 rounds by the stench. Creatures that successfully save cannot be affected by the same goblin snake's goblin breath for 24 hours. Goblin snakes and goblins are immune to this effect. This is a poison effect. The save DC is Constitution-based. </h5><h5><b>Snake Empathy (Ex)</b> This ability functions similarly to a druid's wild empathy ability, but allows a goblin snake to verbally communicate with and be understood by snakes and similar serpentine reptiles. The bonus equals the goblin snake's racial Hit Dice plus its Charisma modifier and a +4 racial bonus.</h5></div><br><div><h4><p><p>Tenacious predators and bullies, goblin snakes are shrill, impulsive, and endlessly hungry. When their instinctual cunning takes hold, however, these maniacal creatures exhibit all the stealth and deadly cunning of serpents coupled with the capricious destructiveness of goblins. Cruel and selfish, goblin snakes care for little more than their next meals and indulging their unfounded arrogance. Like goblins, they can easily eat their body weight in food daily, but goblin snakes are also lazy, and are more likely to settle for easy meals rather than ones they must work to find. As a result, goblins snakes eat almost anything within reach and readily available, from carrion to rubbish (the source of their horrendous and nauseating breath). Goblin snakes delight in fresh meat, but strongly prefer having others bring it to them over hunting and killing it themselves. Enjoying the company of snakes, goblin snakes are often accompanied by several smaller venomous serpents, which the goblin snakes use to protect their lairs and supplement their food supply. Goblin snakes are exceedingly jealous of nagas, however, envying their serpentine majesty and mastery of magic. Enterprising and cunning goblin snakes have been known to impersonate nagas, demanding tribute and food from gullible creatures in awe of the "naga's" supposed magical abilities. Some scholars have noted the superficial similarities between goblin snakes and nagas, and have gone as far as to theorize that the goblin snake might be a particularly weak breed of naga-a theory that most nagas do not appreciate at all. Although goblin snakes are not as smart as goblins, their terrifying shape allows them to take positions of inf lated prominence within goblin society. Fearful goblins typically defer to the beasts, which well suits the goblin snakes' innate arrogance and sense of superiority. Goblin snakes affiliated with goblin tribes usually treat their goblin associates as servants at best and slaves at worst. Goblin snakes share goblins' fear of horses (who could easily step on and crush an unwary goblin snake) and love of fire (though their lack of arms gives them little opportunity to indulge in arson), but they are not as superstitious as goblins. Goblin snakes eagerly embrace magic if given the opportunity, and it is not uncommon for a goblin snake with adept, cleric, oracle, or sorcerer class levels to serve as a goblin tribe's shaman or high priest.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
49 | Iku-Turso | 8 | PFRPG Bestiary 3 | 4800 | NE | Medium | aberration | (aquatic) | 0 | 7 | blindsense 30 ft., darkvision 60 ft.; Perception +12 | 21, touch 14, flat-footed 17 | 21 | 14 | 17 | (+3 Dex, +1 dodge, +7 natural) | 102 | (12d8+48) | 12 | Fort +8, Ref +9, Will +11 | 8 | 9 | 11 | disease | - | light blindness | 20 ft., swim 60 ft. | 1 | 1 | bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7) | 3 | 3 | 1 | 2 | 5 ft. | 5 ft. | light lure | Str 24, Dex 16, Con 19, Int 7, Wis 12, Cha 17 | 24 | 16 | 19 | 7 | 12 | 17 | 9 | 16 | 16 | 30 (can't be tripped) | 30 | Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Iron Will, Lightning Reflexes | Perception +12, Stealth +14, Survival +12, Swim +15 | Aklo, Aquan, Undercommon | amphibious | cold or temperate water or underground | solitary, pair, or cell (3-8) | standard | This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid. | Disease (Su) An iku-turso's bite inflicts a strange, supernatural disease called tursas. This disease causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso. Tursas: Bite-injury; save Fort DC 20; onset 1 minute; frequency 1/day; effect 1d3 Wis damage and 1d6 Cha drain; cure 2 consecutive saves. As long as a victim suffers any ability damage from tursas, it gains the ability to breathe water. A creature reduced to 0 Charisma by this disease transforms into a fully grown and healthy iku-turso-it immediately forgets its previous life and abilities and seeks out the nearest iku-turso community to join it. A wish or miracle can reverse this transformation. The save DC is Constitution-based. Light Lure (Su) As a standard action, an iku-turso can call forth a few small points of light, functioning like a dancing lights spell (CL equals the iku-turso's HD) except as described here. Creatures within 100 feet of one of these lights must make a DC 19 Will save upon sighting them or be compelled to approach them by the safest and most direct path. A creature that successfully saves is immune to the same iku-turso's light lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. This is a visual mind-affecting charm effect. The save DC is Charisma-based. | Iku-tursos are hideous denizens of the deep sea. There, they venerate sinister gods of plague and contagion and torment victims plucked from ship and shore in special air-filled torture chambers. Disease is sacred to the iku-tursos, and those who suffer from sickness are considered blessed-an iku-turso often chooses to leave obviously diseased victims to their fates rather than attempt to capture them. | <link rel="stylesheet"href="PF.css"><div><h2>Iku-Turso</h2><h3><i>This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid.</i></h3><br></div><div class="heading"><p class="alignleft">Iku-Turso</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>NE Medium aberration (aquatic)</h5><h5><b>Init </b>+7; <b>Senses </b>blindsense 30 ft., darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)</h5><h5><b>hp </b>102 (12d8+48)</h5><h5><b>Fort </b>+8, <b>Ref </b>+9, <b>Will </b>+11</h5><h5><b>Immune </b>disease</h5><h5><b>Weaknesses </b>light blindness</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., swim 60 ft.</h5><h5><b>Melee </b>bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>light lure</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>24, <b>Dex </b>16, <b>Con </b>19, <b>Int </b> 7, <b>Wis </b>12, <b>Cha </b>17</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+16; <b>CMD </b>30 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Iron Will, Lightning Reflexes</h5><h5><b>Skills </b>Perception +12, Stealth +14, Survival +12, Swim +15</h5><h5><b>Languages </b>Aklo, Aquan, Undercommon</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> cold or temperate water or underground</h5><h5><b>Organization </b>solitary, pair, or cell (3-8)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Disease (Su)</b> An iku-turso's bite inflicts a strange, supernatural disease called tursas. This disease causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso. <i>Tursas</i>: Bite-injury; save Fort DC 20; <i>onset</i> 1 minute; frequency 1/day; effect 1d3 Wis damage and 1d6 Cha drain; cure 2 consecutive saves. As long as a victim suffers any ability damage from tursas, it gains the ability to breathe water. A creature reduced to 0 Charisma by this disease transforms into a fully grown and healthy iku-turso-it immediately forgets its previous life and abilities and seeks out the nearest iku-turso community to join it. A <i>wish</i> or <i>miracle</i> can reverse this transformation. The save DC is Constitution-based. </h5><h5><b>Light Lure (Su)</b> As a standard action, an iku-turso can call forth a few small points of light, functioning like a <i>dancing lights</i> spell (CL equals the iku-turso's HD) except as described here. Creatures within 100 feet of one of these lights must make a DC 19 Will save upon sighting them or be compelled to approach them by the safest and most direct path. A creature that successfully saves is immune to the same iku-turso's light lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. This is a visual mind-affecting charm effect. The save DC is Charisma-based.</h5></div><br><div><h4><p><p>Iku-tursos are hideous denizens of the deep sea. There, they venerate sinister gods of plague and contagion and torment victims plucked from ship and shore in special air-filled torture chambers. Disease is sacred to the iku-tursos, and those who suffer from sickness are considered blessed-an iku-turso often chooses to leave obviously diseased victims to their fates rather than attempt to capture them.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
50 | Moon-Beast | 11 | PFRPG Bestiary 3 | 12800 | CE | Large | aberration | 0 | 7 | blindsight 90 ft.; Perception +21 | 25, touch 13, flat-footed 21 | 25 | 13 | 21 | (+3 Dex, +1 dodge, +12 natural, -1 size) | 133 | (14d8+70) | 14 | Fort +9, Ref +9, Will +15 | 9 | 9 | 15 | amorphous | 10/piercing or slashing | cold, gaze attacks, illusions, poison | electricity 30 | 30 | 22 | 50 ft., climb 20 ft. | 1 | 1 | air walk | 2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3) | 6 | 2 | 4 | 2 | 4 | 10 ft. | 10 ft. | rend (2 tentacles, 1d6+9 plus Wisdom drain) | Spell-Like Abilities (CL 11th; concentration +18) Constant-air walk At Will-detect thoughts (DC 19) 3/day-charm monster (DC 21), dispel magic, dominate person (DC 22), shadow conjuration (DC 21), shadow evocation (DC 22), veil (DC 23) 1/day-confusion (DC 21), major image (DC 20), mirage arcana (DC 22), plane shift (self only) | Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25 | 22 | 17 | 20 | 19 | 18 | 25 | 10 | 17 | 17 | 31 | 31 | Combat Casting, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (tentacle) | Climb +14, Diplomacy +14, Intimidate +24, Knowledge (arcana) +11, Knowledge (planes) +18, Perception +21, Sense Motive +18, Spellcraft +21, Stealth +24, Use Magic Device +21 | +8 Stealth | Aklo (cannot speak); telepathy 300 ft. | compression, no breath | any land | solitary, pair, or cabal (3-5) | double | This creature has a pale, froglike appearance with clawed hands, no eyes, a wide mouth, and a snout ending in pink tentacles. | Wisdom Drain (Su) A creature that takes rend damage from a moon-beast must succeed at a DC 22 Will save or take 1d4 points of Wisdom drain. A moon-beast heals 5 points of damage for each point of Wisdom it drains in this manner. If it drains a victim to 0 Wisdom, the moon-beast gains the effects of a heal spell. The save DC is Constitution-based. | Moon-beasts have no voice or eyes, yet they "see" more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. Moon-beasts are slavers, first and foremost. They use their spell-like abilities to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords. A moon-beast is 9 feet long and weighs 800 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Moon-Beast</h2><h3><i>This creature has a pale, froglike appearance with clawed hands, no eyes, a wide mouth, and a snout ending in pink tentacles.</i></h3><br></div><div class="heading"><p class="alignleft">Moon-Beast</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>CE Large aberration </h5><h5><b>Init </b>+7; <b>Senses </b>blindsight 90 ft.; Perception +21</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, -1 size)</h5><h5><b>hp </b>133 (14d8+70)</h5><h5><b>Fort </b>+9, <b>Ref </b>+9, <b>Will </b>+15</h5><h5><b>Defensive Abilities </b>amorphous; <b>DR </b>10/piercing or slashing; <b>Immune </b>cold, gaze attacks, illusions, poison; <b>Resist </b>electricity 30; <b>SR </b>22</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft., climb 20 ft.; <i>air walk</i></h5><h5><b>Melee </b>2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>rend (2 tentacles, 1d6+9 plus Wisdom drain)</h5><h5><b>Spell-Like Abilities</b> (CL 11th; concentration +18) </br>Constant—<i>air walk</i> </br>At Will—<i>detect thoughts</i> (DC 19) </br>3/day—<i>charm monster</i> (DC 21), <i>dispel magic</i>, <i>dominate person</i> (DC 22), <i>shadow conjuration</i> (DC 21), <i>shadow evocation</i> (DC 22), <i>veil</i> (DC 23) </br>1/day—<i>confusion</i> (DC 21), <i>major image</i> (DC 20), <i>mirage arcana</i> (DC 22), <i>plane shift</i> (self only)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>22, <b>Dex </b>17, <b>Con </b>20, <b>Int </b> 19, <b>Wis </b>18, <b>Cha </b>25</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+17; <b>CMD </b>31</h5><h5><b>Feats </b>Combat Casting, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +14, Diplomacy +14, Intimidate +24, Knowledge (arcana) +11, Knowledge (planes) +18, Perception +21, Sense Motive +18, Spellcraft +21, Stealth +24, Use Magic Device +21; <b>Racial Modifiers </b>+8 Stealth</h5><h5><b>Languages </b>Aklo (cannot speak); telepathy 300 ft.</h5><h5><b>SQ </b>compression, no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary, pair, or cabal (3-5)</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Wisdom Drain (Su)</b> A creature that takes rend damage from a moon-beast must succeed at a DC 22 Will save or take 1d4 points of Wisdom drain. A moon-beast heals 5 points of damage for each point of Wisdom it drains in this manner. If it drains a victim to 0 Wisdom, the moon-beast gains the effects of a <i>heal</i> spell. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Moon-beasts have no voice or eyes, yet they "see" more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. Moon-beasts are slavers, first and foremost. They use their spell-like abilities to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords. A moon-beast is 9 feet long and weighs 800 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||
51 | Lunar Naga | 6 | PFRPG Bestiary 3 | 2400 | CN | Large | aberration | 0 | 4 | darkvision 60 ft., low-light vision; Perception +14 | 20, touch 14, flat-footed 15 | 20 | 14 | 15 | (+4 Dex, +1 dodge, +6 natural, -1 size) | 68 | (8d8+32) | 8 | Fort +6, Ref +8, Will +9 | 6 | 8 | 9 | - | 40 ft. | 1 | bite +7 (2d6+3 plus poison) | 1 | 1 | 1 | 10 ft. | 5 ft. | hypnosis, sneak attack +3d6 | Spells Known (CL 5th; concentration +8) 2nd (5/day)-invisibility, scorching ray 1st (7/day)-charm person (DC 14), expeditious retreat, magic missile, ray of enfeeblement (DC 14) 0 (at will)-detect magic, disrupt undead, mage hand, open/ close, prestidigitation, ray of frost | Str 14, Dex 19, Con 18, Int 13, Wis 16, Cha 17 | 14 | 19 | 18 | 13 | 16 | 17 | 6 | 9 | 9 | 24 (can't be tripped) | 24 | Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Stealth) | Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge (nature) +9, Perception +14, Spellcraft +8, Stealth +14 | Aklo, Common | any land | solitary or nest (2-4) | standard | Stark white hair frames the fair face of this snake-bodied woman, and its black scales sparkle hypnotically. | Naga | Hypnosis (Su) Once per day, by weaving and coiling its body and hissing as a standard action, a lunar naga can cause its scales to shimmer and glow with moonlike radiance. All creatures within 30 feet who can see the naga must make a DC 17 Will save to avoid becoming fascinated. The lunar naga can maintain this fascination effect as long as it concentrates; fascinated creatures follow the still-glowing naga if it moves as long as it maintains the effect by concentrating. The save DC is Charisma-based. Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con and 1 Wis; cure 1 save. Spells A lunar naga casts spells as a 5th-level sorcerer. | Lunar nagas are patient watchers of the night sky. They enjoy cosmology and believe strongly in astrology, maintaining a handful of complex zodiacs. A few lunar nagas even bear knowledge of the unspeakable things from the dark spaces between the stars. A lunar naga stretches over 10 feet from its pale face to the tip of its tail, and weighs close to 200 pounds. Nocturnal creatures, lunar nagas often live in ruined towers or atop mountains-any place open to the sky at night. There they peer through astrological devices, closely monitoring passing celestial markers, eager to decipher more of the universe. Those living underground make nightly trips to the open sky when they can. Cloudy nights make lunar nagas agitated, and a creature is more likely to run afoul of a lunar naga on these dark evenings. Lunar nagas sometimes lead small cults of sky-watchers. These followers aid the nagas in recording tome upon tome of calculations of the stars and planets moving through the inky black of the night sky. In small doses tempered with water, fruit juices, and alcohol, lunar naga venom is mildly hallucinogenic. The nagas' cultist allies often take the substance as a ritualistic drug. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Lunar</h2><h3><i>Stark white hair frames the fair face of this snake-bodied woman, and its black scales sparkle hypnotically.</i></h3><br></div><div class="heading"><p class="alignleft">Lunar Naga</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>CN Large aberration </h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 size)</h5><h5><b>hp </b>68 (8d8+32)</h5><h5><b>Fort </b>+6, <b>Ref </b>+8, <b>Will </b>+9</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>bite +7 (2d6+3 plus poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>hypnosis, sneak attack +3d6</h5><h5><b>Spells Known</b> (CL 5th; concentration +8) </br>2nd (5/day)—<i>invisibility</i>, <i>scorching ray</i> </br>1st (7/day)—<i>charm person</i> (DC 14), <i>expeditious retreat</i>, <i>magic missile</i>, <i>ray of enfeeblement</i> (DC 14) </br>0 (at will)—<i>detect magic</i>, <i>disrupt undead</i>, <i>mage hand</i>, <i>open/ close</i>, <i>prestidigitation</i>, <i>ray of frost</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>19, <b>Con </b>18, <b>Int </b> 13, <b>Wis </b>16, <b>Cha </b>17</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+9; <b>CMD </b>24 (can't be tripped)</h5><h5><b>Feats </b>Combat Casting, Dodge, Eschew Materials<sup>B</sup>, Lightning Reflexes, Skill Focus (Stealth)</h5><h5><b>Skills </b>Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge (nature) +9, Perception +14, Spellcraft +8, Stealth +14</h5><h5><b>Languages </b>Aklo, Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary or nest (2-4)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Hypnosis (Su)</b> Once per day, by weaving and coiling its body and hissing as a standard action, a lunar naga can cause its scales to shimmer and glow with moonlike radiance. All creatures within 30 feet who can see the naga must make a DC 17 Will save to avoid becoming fascinated. The lunar naga can maintain this fascination effect as long as it concentrates; fascinated creatures follow the still-glowing naga if it moves as long as it maintains the effect by concentrating. The save DC is Charisma-based. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 18; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d3 Con and 1 Wis; <i>cure</i> 1 <i>save</i>. </h5><h5><b>Spells</b> A lunar naga casts spells as a 5th-level sorcerer.</h5></div><br><div><h4><p><p>Lunar nagas are patient watchers of the night sky. They enjoy cosmology and believe strongly in astrology, maintaining a handful of complex zodiacs. A few lunar nagas even bear knowledge of the unspeakable things from the dark spaces between the stars. A lunar naga stretches over 10 feet from its pale face to the tip of its tail, and weighs close to 200 pounds. Nocturnal creatures, lunar nagas often live in ruined towers or atop mountains-any place open to the sky at night. There they peer through astrological devices, closely monitoring passing celestial markers, eager to decipher more of the universe. Those living underground make nightly trips to the open sky when they can. Cloudy nights make lunar nagas agitated, and a creature is more likely to run afoul of a lunar naga on these dark evenings. Lunar nagas sometimes lead small cults of sky-watchers. These followers aid the nagas in recording tome upon tome of calculations of the stars and planets moving through the inky black of the night sky. In small doses tempered with water, fruit juices, and alcohol, lunar naga venom is mildly hallucinogenic. The nagas' cultist allies often take the substance as a ritualistic drug.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
52 | Royal Naga | 11 | PFRPG Bestiary 3 | 12800 | LN | Huge | aberration | (shapechanger) | 0 | 7 | darkvision 60 ft., see invisibility; Perception +27 | 26, touch 11, flat-footed 23 | 26 | 11 | 23 | (+3 Dex, +15 natural, -2 size) | 133 | (14d8+70) | 14 | Fort +9, Ref +9, Will +15 | 9 | 9 | 15 | - | 40 ft. | 1 | 5 bites +14 (2d6+6 plus bleed) | 5 | 5 | 5 | 15 ft. | 15 ft. | bleed (1d6), dual gaze, rend (3 bites, 2d6+9) | Spell-Like Abilities (CL 9th; concentration +13) Constant-see invisibility | Spells Known (CL 9th; concentration +13) 4th (5/day)-arcane eye, charm monster (DC 18) 3rd (7/day)-blink, dispel magic, suggestion (DC 17) 2nd (7/day)-enthrall (DC 16), hold person (DC 16), invisibility, scorching ray 1st (7/day)-charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15), shield 0 (at will)-daze (DC 14), detect magic, flare (DC 14), mage hand, message, open/close, read magic, touch of fatigue | Str 23, Dex 17, Con 21, Int 18, Wis 22, Cha 19 | 23 | 17 | 21 | 18 | 22 | 19 | 10 | +18 (+22 grapple) | 18 | 31 (can't be tripped) | 31 | Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Lightning Reflexes, Stand Still | Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nobility) +11, Perception +27, Sense Motive +24, Stealth +12 | Celestial, Common, Infernal | change shape (five humanoid shapes; alter self ) | any land | solitary | standard | This snake-bodied creature has five necks, each with a regal, humanoid face in a cobralike hood. | Naga | Change Shape (Su) A royal naga can use this ability to take one of five specific humanoid forms. Each of these forms has a unique appearance (such as a female dwarf with red hair, an elderly male human, and so on) and the naga can only use this ability to assume these five forms. The naga can still use its dual gaze in humanoid form. Dual Gaze (Su) A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two gaze attacks and can switch between them as a move action. One gaze causes those that succumb to it to become permanently blinded, while the other causes those that succumb to be permanently deafened. A DC 21 Fortitude save negates the effects of either gaze; otherwise, the effects are permanent until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the blindness gaze once combat begins and some of their foes have already been deafened, since those who are blinded can no longer be harmed by gaze attacks. The save DC is Charisma-based. Spells A royal naga casts spells as a 9th-level sorcerer. | Regal and proud, royal nagas haunt lost cities and forgotten kingdoms, guarding ancient treasures for their own inscrutable reasons. A royal naga's five faces are sharp and fierce, taking on a terrifying countenance when it becomes angered. Bespeaking their innate pride and vanity, royal nagas adorn their serpentine hoods and faces with elaborate and valuable piercings, crowns, or other precious accessories. Royal nagas are 18 feet long, and often weigh more than 750 pounds. Royal nagas tend to be stern in nature and commanding in speech. Although naturally sociable, they are distrustful of strangers and seem to have great difficulty speaking to other creatures as equals. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Royal</h2><h3><i><i>This snake-bodied creature has five necks</i>, <i>each with a regal</i>, <i>humanoid face in a cobralike hood</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Royal Naga</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>LN Huge aberration (shapechanger)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., <i>see <i>invisibility</i></i>; Perception +27</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 11, flat-footed 23 (+3 Dex, +15 natural, -2 size)</h5><h5><b>hp </b>133 (14d8+70)</h5><h5><b>Fort </b>+9, <b>Ref </b>+9, <b>Will </b>+15</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>5 bites +14 (2d6+6 plus bleed)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>bleed (1d6), dual gaze, rend (3 bites, 2d6+9)</h5><h5><b>Spell-Like Abilities</b> (CL 9th; concentration +13) </br>Constant—<i>see <i>invisibility</i></i></h5></h5><h5><b>Spells Known</b> (CL 9th; concentration +13) </br>4th (5/day)—<i>arcane eye</i>, <i>charm monster</i> (DC 18) </br>3rd (7/day)—<i>blink</i>, <i>dispel magic</i>, <i>suggestion</i> (DC 17) </br>2nd (7/day)—<i>enthrall</i> (DC 16), <i>hold person</i> (DC 16), <i>invisibility</i>, <i>scorching ray</i> </br>1st (7/day)—<i>charm person</i> (DC 15), <i>mage armor</i>, <i>magic missile</i>, <i>ray of enfeeblement</i> (DC 15), <i>shield</i> </br>0 (at will)—<i>daze</i> (DC 14), <i>detect magic</i>, <i>flare</i> (DC 14), <i>mage hand</i>, <i>message</i>, <i>open/close</i>, <i>read magic</i>, <i>touch of fatigue</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>23, <b>Dex </b>17, <b>Con </b>21, <b>Int </b> 18, <b>Wis </b>22, <b>Cha </b>19</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+18 (+22 grapple); <b>CMD </b>31 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Eschew Materials<sup>B</sup>, Improved Initiative, Lightning Reflexes, Stand Still</h5><h5><b>Skills </b>Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nobility) +11, Perception +27, Sense Motive +24, Stealth +12</h5><h5><b>Languages </b>Celestial, Common, Infernal</h5><h5><b>SQ </b>change shape (five humanoid shapes; <i>alter self</i> )</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Change Shape (Su)</b> A royal naga can use this ability to take one of five specific humanoid forms. Each of these forms has a unique appearance (such as a female dwarf with red hair, an elderly male human, and so on) and the naga can only use this ability to assume these five forms. The naga can still use its dual gaze in humanoid form. </h5><h5><b>Dual Gaze (Su)</b> A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two gaze attacks and can switch between them as a move action. One gaze causes those that succumb to it to become permanently blinded, while the other causes those that succumb to be permanently deafened. A DC 21 Fortitude save negates the effects of either gaze; otherwise, the effects are permanent until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the blindness gaze once combat begins and some of their foes have already been deafened, since those who are blinded can no longer be harmed by gaze attacks. The save DC is Charisma-based. </h5><h5><b>Spells</b> A royal naga casts spells as a 9th-level sorcerer.</h5></div><br></br><div><h4><p><p>Regal and proud, royal nagas haunt lost cities and forgotten kingdoms, guarding ancient treasures for their own inscrutable reasons. A royal naga's five faces are sharp and fierce, taking on a terrifying countenance when it becomes angered. Bespeaking their innate pride and vanity, royal nagas adorn their serpentine hoods and faces with elaborate and valuable piercings, crowns, or other precious accessories. Royal nagas are 18 feet long, and often weigh more than 750 pounds. Royal nagas tend to be stern in nature and commanding in speech. Although naturally sociable, they are distrustful of strangers and seem to have great difficulty speaking to other creatures as equals.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
53 | Water Naga | 7 | PFRPG Bestiary 3 | 3200 | N | Large | aberration | (aquatic) | 0 | 6 | darkvision 60 ft.; Perception +17 | 20, touch 15, flat-footed 14 | 20 | 15 | 14 | (+6 Dex, +5 natural, -1 size) | 76 | (8d8+40) | 8 | Fort +7, Ref +10, Will +9 | 7 | 10 | 9 | - | 30 ft., swim 50 ft. | 1 | 1 | bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2) | 2 | 1 | 1 | 1 | 1 | 10 ft. | 5 ft. | Spells Known (CL 7th; concentration +11) 3rd (5/day)-protection from energy, suggestion (DC 17) 2nd (7/day)-acid arrow, invisibility, mirror image 1st (7/day)-expeditious retreat, magic missile, obscuring mist, shield, true strike 0 (at will)-acid splash, daze (DC 14), detect magic, light, mage hand, open/close, read magic | Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18 | 20 | 23 | 20 | 11 | 17 | 18 | 6 | 12 | 12 | 28 (can't be tripped) | 28 | Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth) | Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13 | Aquan, Common | amphibious | temperate water | solitary, pair, or nest (3-4) | standard | Slender spines and brightly colored frills stretch back from the humanlike face of this massive aquatic snake. | Naga | Poison (Ex) Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves. Spells A water naga casts spells as a 7th-level sorcerer. | With mottled scales of blue and green, water nagas' serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds. Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all. As their yearly treks make many water nagas especially well traveled, those who live near the serpents' lairs- usually lizardfolk, fey, and human tribes-often court the snake creatures' good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard with their own fictions-caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures' deadly bite. | <link rel="stylesheet"href="PF.css"><div><h2>Naga, Water</h2><h3><i><i>Slender spines and brightly colored frills stretch back from the humanlike face of this massive aquatic snake</i>.</i></h3><br></br></div><div class="heading"><p class="alignleft">Water Naga</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>N Large aberration (aquatic)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)</h5><h5><b>hp </b>76 (8d8+40)</h5><h5><b>Fort </b>+7, <b>Ref </b>+10, <b>Will </b>+9</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 50 ft.</h5><h5><b>Melee </b>bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spells Known</b> (CL 7th; concentration +11) </br>3rd (5/day)—<i>protection from energy</i>, <i>suggestion</i> (DC 17) </br>2nd (7/day)—<i>acid arrow</i>, <i>invisibility</i>, <i>mirror image</i> </br>1st (7/day)—<i>expeditious retreat</i>, <i>magic missile</i>, <i>obscuring mist</i>, <i>shield</i>, <i>true strike</i> </br>0 (at will)—<i>acid splash</i>, <i>daze</i> (DC 14), <i>detect magic</i>, <i>light</i>, <i>mage hand</i>, <i>open/close</i>, <i>read magic</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>23, <b>Con </b>20, <b>Int </b> 11, <b>Wis </b>17, <b>Cha </b>18</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+12; <b>CMD </b>28 (can't be tripped)</h5><h5><b>Feats </b>Combat Casting, Eschew Materials<sup>B</sup>, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth)</h5><h5><b>Skills </b>Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13</h5><h5><b>Languages </b>Aquan, Common</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate water</h5><h5><b>Organization </b>solitary, pair, or nest (3-4)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 19; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d2 Con damage; <i>cure</i> 2 <i>save</i>s. </h5><h5><b>Spells</b> A water naga casts spells as a 7th-level sorcerer.</h5></div><br></br><div><h4><p><p>With mottled scales of blue and green, water nagas' serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds. Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all. As their yearly treks make many water nagas especially well traveled, those who live near the serpents' lairs- usually lizardfolk, fey, and human tribes-often court the snake creatures' good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard with their own fictions-caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures' deadly bite.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||
54 | Sagari | 1/2 | PFRPG Bestiary 3 | 200 | NE | Tiny | aberration | 0 | 2 | darkvision 60 ft.; Perception +4 | 14, touch 14, flat-footed 12 | 14 | 14 | 12 | (+2 Dex, +2 size) | 7 | (1d8+3) | 1 | Fort +3, Ref +4, Will +2 | 3 | 4 | 2 | - | 10 ft., fly 30 ft. (perfect) | 1 | 1 | bite +1 (1d4-1), tentacle +1 (1d4-1) | 2 | 1 | 1 | 1 | 1 | 2-1/2 ft. | 0 ft. | baleful whinny, lashing strike | Str 8, Dex 15, Con 17, Int 6, Wis 11, Cha 14 | 8 | 15 | 17 | 6 | 11 | 14 | 0 | 0 | 0 | 9 (can't be tripped) | 9 | Lightning Reflexes | Fly +14, Perception +4, Stealth +14 | Aklo | flight | any forests | solitary, pair, herd (3-8), or harras (9-16) | none | This unsettling creature has the head of a fanged, green-eyed horse and a body that is little more than a writhing tentacle. | Baleful Whinny (Su) As a standard action, a sagari can emit a monstrous whinny. Any creature within 60 feet must succeed at a DC 12 Will save or become sickened for 1d4 rounds by the hideous sound. This is a sonic, mind-affecting effect. Whether or not the save is successful, the affected creature is immune to the same sagari's baleful whinny for 24 hours. The save DC is Charisma-based. Flight (Su) A sagari's flight is supernatural in nature. Lashing Strike (Ex) Although a sagari is Tiny, it does not provoke attacks of opportunity when it makes melee attacks. In addition, its tentacle attack is a primary attack. | Sagaris haunt forest trails, hanging upside-down from tree branches by the grotesque tentacles that make up their necks. Unexpectedly intelligent, these cruel aberrations swoop down from their perches to attack unsuspecting travelers wandering through the forests. Their piercing whinny causes sickness within those who hear it, the sound waves reverberating within the victims' chests and causing them to feel unwell. Groups of sagaris are particularly dangerous, filling the air with their terrifying neighs and diving upon utterly helpless, nauseated victims in a rush. The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves the creature well as an additional attack to augment its bite. Sagaris are strictly carnivorous, and while they resort to feeding on carrion if necessary, they greatly prefer fresh meat. When a sagari makes its way into a settlement either to wreak havoc or by accident, it can be found hanging from the rafters of a barn or some other structure with a tall ceiling. Stabled livestock are ideal prey for sagaris, who can swiftly kill and devour the flesh of a trapped animal in minutes. A sagari will not attack a creature that it suspects is much stronger, though it will sometimes assault groups of creatures, hoping to sicken enough of its foes to distract them while it attacks the weakest individual. Sagaris are thought to have originally come from the vast caverns beneath the world's surface. While sagaris can speak, they rarely do so with those they deem prey, seeing little point in communicating with food. Despite their relative intelligence, sagaris rarely form societies of any nature, at most traveling in roving packs in search of larger prey to take down as a group. A sagari is 3 feet long from mouth to tentacle and weighs 30 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Sagari</h2><h3><i>This unsettling creature has the head of a fanged, green-eyed horse and a body that is little more than a writhing tentacle.</i></h3><br></div><div class="heading"><p class="alignleft">Sagari</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>NE Tiny aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 14, flat-footed 12 (+2 Dex, +2 size)</h5><h5><b>hp </b>7 (1d8+3)</h5><h5><b>Fort </b>+3, <b>Ref </b>+4, <b>Will </b>+2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., fly 30 ft. (perfect)</h5><h5><b>Melee </b>bite +1 (1d4-1), tentacle +1 (1d4-1)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>baleful whinny, lashing strike</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>8, <b>Dex </b>15, <b>Con </b>17, <b>Int </b> 6, <b>Wis </b>11, <b>Cha </b>14</h5><h5><b>Base Atk </b>+0; <b>CMB </b>+0; <b>CMD </b>9 (can't be tripped)</h5><h5><b>Feats </b>Lightning Reflexes</h5><h5><b>Skills </b>Fly +14, Perception +4, Stealth +14</h5><h5><b>Languages </b>Aklo</h5><h5><b>SQ </b>flight</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any forests</h5><h5><b>Organization </b>solitary, pair, herd (3-8), or harras (9-16)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Baleful Whinny (Su)</b> As a standard action, a sagari can emit a monstrous whinny. Any creature within 60 feet must succeed at a DC 12 Will save or become sickened for 1d4 rounds by the hideous sound. This is a sonic, mind-affecting effect. Whether or not the save is successful, the affected creature is immune to the same sagari's baleful whinny for 24 hours. The save DC is Charisma-based. </h5><h5><b>Flight (Su)</b> A sagari's flight is supernatural in nature. </h5><h5><b>Lashing Strike (Ex)</b> Although a sagari is Tiny, it does not provoke attacks of opportunity when it makes melee attacks. In addition, its tentacle attack is a primary attack.</h5></div><br><div><h4><p><p>Sagaris haunt forest trails, hanging upside-down from tree branches by the grotesque tentacles that make up their necks. Unexpectedly intelligent, these cruel aberrations swoop down from their perches to attack unsuspecting travelers wandering through the forests. Their piercing whinny causes sickness within those who hear it, the sound waves reverberating within the victims' chests and causing them to feel unwell. Groups of sagaris are particularly dangerous, filling the air with their terrifying neighs and diving upon utterly helpless, nauseated victims in a rush. The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves the creature well as an additional attack to augment its bite. Sagaris are strictly carnivorous, and while they resort to feeding on carrion if necessary, they greatly prefer fresh meat. When a sagari makes its way into a settlement either to wreak havoc or by accident, it can be found hanging from the rafters of a barn or some other structure with a tall ceiling. Stabled livestock are ideal prey for sagaris, who can swiftly kill and devour the flesh of a trapped animal in minutes. A sagari will not attack a creature that it suspects is much stronger, though it will sometimes assault groups of creatures, hoping to sicken enough of its foes to distract them while it attacks the weakest individual. Sagaris are thought to have originally come from the vast caverns beneath the world's surface. While sagaris can speak, they rarely do so with those they deem prey, seeing little point in communicating with food. Despite their relative intelligence, sagaris rarely form societies of any nature, at most traveling in roving packs in search of larger prey to take down as a group. A sagari is 3 feet long from mouth to tentacle and weighs 30 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
55 | Siyokoy | 10 | PFRPG Bestiary 3 | 9600 | N | Medium | aberration | (aquatic) | 0 | 5 | blindsight 60 ft., darkvision 60 ft., scent; Perception +22 | 26, touch 16, flat-footed 20 | 26 | 16 | 20 | (+5 Dex, +1 dodge, +10 natural) | 136 | (13d8+78) | 13 | Fort +10, Ref +9, Will +10 | 10 | 9 | 10 | 10/slashing | cold, electricity, poison | - | light sensitivity | 30 ft., swim 60 ft. | 1 | 1 | bite +18 (1d6+9/19-20 plus grab), 2 claws +18 (1d6+9), tail slap +14 (1d6+4 plus stunning shock) | 4 | 3 | 1 | 1 | 2 | 1 | 5 ft. | 5 ft. (10 ft. with tail slap) | constrict (2d6+4), stunning shock, swim-by attack | Str 28, Dex 21, Con 22, Int 12, Wis 15, Cha 11 | 28 | 21 | 22 | 12 | 15 | 11 | 9 | +18 (+24 grapple) | 18 | 34 (36 vs. grapple) | 34 | Alertness, Dodge, Improved Critical (bite), Improved Grapple, Power Attack, Stealthy, Weapon Focus (tail slap) | Disable Device +16, Escape Artist +7, Intimidate +9, Knowledge (geography) +10, Perception +22, Sense Motive +4, Stealth +25, Survival +16, Swim +25 | Aquan | any ocean | solitary, pair, or bed (3-12) | double | This eel-like creature sports sharp frills that run along the back of humanoid torso and down its long, powerful tail. | Stunning Shock (Su) A siyokoy can emit a strong electrical charge from its tail. When it hits a creature with its tail slap, the attack deals 3d6 points of electrical damage and the target must succeed at a DC 22 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based. Swim-By Attack (Ex) Extremely quick in the water, a siyokoy gains Spring Attack as a bonus feat when swimming. | Siyokoys are eel-like aquatic creatures often mistaken for merfolk by sailors. On closer inspection, however, siyokoys' appearance might make one question the vision of said sailors, for apart from their humanoid arms, siyokoys are very much creatures of the sea. Two primary species of siyokoys exist, although both are essentially identical as far as game statistics are concerned. The most commonly encountered siyokoys are those that dwell amid the caves and crags of coral reefs in relatively shallow oceanic waters. These siyokoys tend to have colorful patterns on their flesh to mimic the riot of hues the typical coral reef displays. Reef-dwelling siyokoys are fond of decorating their lairs with particularly strange or colorful specimens of coral, especially when such marine growths encrust sunken treasures. A siyokoy variant that is encountered less frequently dwells in the deeper abysses of the ocean, far below the limits of the sun's ability to light. These siyokoys are darker colored, and they tend to be darker in personality as well. Whereas those dwelling in the bright, sunlit environs of a coral reef might be capricious or playful, those who dwell in the dark, vast deeps of the sea are often morbid, morose, and even sadistic. Most evil siyokoys dwell in such lightless, forgotten reaches of the world's oceans. Regardless of where they dwell, siyokoys adore shipwrecks and long-forgotten ruins claimed by the oceans. Exploring these relics and recovering strange and wondrous treasures is what most siyokoys live for, and a siyokoy's lair is often decorated with the results of these scavenging expeditions to sunken ships and flooded cities. Strangely, siyokoys avoid making their lairs amid such ruins, mostly out of a strange superstition the creatures share about these areas-it is not lucky, say siyokoys, to sleep in a place where air breathing creatures have drowned. A siyokoy is 7 feet long and weighs 200 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Siyokoy</h2><h3><i>This eel-like creature sports sharp frills that run along the back of humanoid torso and down its long, powerful tail.</i></h3><br></div><div class="heading"><p class="alignleft">Siyokoy</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>N Medium aberration (aquatic)</h5><h5><b>Init </b>+5; <b>Senses </b>blindsight 60 ft., darkvision 60 ft., scent; Perception +22</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)</h5><h5><b>hp </b>136 (13d8+78)</h5><h5><b>Fort </b>+10, <b>Ref </b>+9, <b>Will </b>+10</h5><h5><b>DR </b>10/slashing; <b>Immune </b>cold, electricity, poison</h5><h5><b>Weaknesses </b>light sensitivity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 60 ft.</h5><h5><b>Melee </b>bite +18 (1d6+9/19-20 plus grab), 2 claws +18 (1d6+9), tail slap +14 (1d6+4 plus stunning shock)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (10 ft. with tail slap)</h5><h5><b>Special Attacks </b>constrict (2d6+4), stunning shock, swim-by attack</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>28, <b>Dex </b>21, <b>Con </b>22, <b>Int </b> 12, <b>Wis </b>15, <b>Cha </b>11</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+18 (+24 grapple); <b>CMD </b>34 (36 vs. grapple)</h5><h5><b>Feats </b>Alertness, Dodge, Improved Critical (bite), Improved Grapple, Power Attack, Stealthy, Weapon Focus (tail slap)</h5><h5><b>Skills </b>Disable Device +16, Escape Artist +7, Intimidate +9, Knowledge (geography) +10, Perception +22, Sense Motive +4, Stealth +25, Survival +16, Swim +25</h5><h5><b>Languages </b>Aquan</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any ocean</h5><h5><b>Organization </b>solitary, pair, or bed (3-12)</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Stunning Shock (Su)</b> A siyokoy can emit a strong electrical charge from its tail. When it hits a creature with its tail slap, the attack deals 3d6 points of electrical damage and the target must succeed at a DC 22 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based. </h5><h5><b>Swim-By Attack (Ex)</b> Extremely quick in the water, a siyokoy gains Spring Attack as a bonus feat when swimming.</h5></div><br><div><h4><p><p>Siyokoys are eel-like aquatic creatures often mistaken for merfolk by sailors. On closer inspection, however, siyokoys' appearance might make one question the vision of said sailors, for apart from their humanoid arms, siyokoys are very much creatures of the sea. Two primary species of siyokoys exist, although both are essentially identical as far as game statistics are concerned. The most commonly encountered siyokoys are those that dwell amid the caves and crags of coral reefs in relatively shallow oceanic waters. These siyokoys tend to have colorful patterns on their flesh to mimic the riot of hues the typical coral reef displays. Reef-dwelling siyokoys are fond of decorating their lairs with particularly strange or colorful specimens of coral, especially when such marine growths encrust sunken treasures. A siyokoy variant that is encountered less frequently dwells in the deeper abysses of the ocean, far below the limits of the sun's ability to light. These siyokoys are darker colored, and they tend to be darker in personality as well. Whereas those dwelling in the bright, sunlit environs of a coral reef might be capricious or playful, those who dwell in the dark, vast deeps of the sea are often morbid, morose, and even sadistic. Most evil siyokoys dwell in such lightless, forgotten reaches of the world's oceans. Regardless of where they dwell, siyokoys adore shipwrecks and long-forgotten ruins claimed by the oceans. Exploring these relics and recovering strange and wondrous treasures is what most siyokoys live for, and a siyokoy's lair is often decorated with the results of these scavenging expeditions to sunken ships and flooded cities. Strangely, siyokoys avoid making their lairs amid such ruins, mostly out of a strange superstition the creatures share about these areas-it is not lucky, say siyokoys, to sleep in a place where air breathing creatures have drowned. A siyokoy is 7 feet long and weighs 200 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
56 | Wolf-In-Sheep's-Clothing | 8 | PFRPG Bestiary 3 | 4800 | N | Medium | aberration | 0 | 4 | all-around vision, darkvision 60 ft.; Perception +14 | 21, touch 10, flat-footed 21 | 21 | 10 | 21 | (+11 natural) | 97 | (13d8+39) | 13 | Fort +9, Ref +6, Will +10 | 9 | 6 | 10 | - | 5 ft., burrow 5 ft., climb 5 ft. | 1 | 1 | 1 | bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull) | 9 | 1 | 8 | 1 | 8 | 5 ft. | 5 ft. (15 ft. with tentacle) | constrict (tentacle 1d4+3), implant, pull (tentacle, 5 ft.) | Str 17, Dex 10, Con 17, Int 6, Wis 14, Cha 7 | 17 | 10 | 17 | 6 | 14 | 7 | 9 | +12 (+18 grapple) | 12 | 22 (can't be tripped) | 22 | Great Fortitude, Greater GrappleB, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (tentacle) | Climb +15, Disguise -1 (+11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9 | +12 Disguise as tree stump | corpse lure | any forest | solitary | incidental | A small forest animal sits motionless atop a worn stump-and then the stump's face peels open into a maw of sharp teeth. | Corpse Lure (Ex) By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep's-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep's-clothing's tentacles. The largest corpse a wolf-in-sheep's-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep's-clothing). When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus. Implant (Ex) A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep's-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg. Wolf-in-Sheep's-Clothing Egg: Infestation-ingestion; save Fort 19; onset 1 day; frequency 1/day; effect 1d4 Str damage until host reaches 0, then 3d6 damage as parasite bursts free; cure 3 consecutive saves. The save DC is Constitution-based. | A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, given false life by tendrils springing up through its form, but by then it's too late, as the wolf-in-sheep's-clothing drags the would-be hunter into its waiting maw. Though intelligent, these monsters see little need for the company of others. Their method of reproduction is as hideous as their tactic of using corpses as lures, for they implant their parasitic eggs in living hosts, giving their spawn a fresh meal to eat upon hatching. A wolf-in-sheep's-clothing is usually about 4 to 5 feet across and weighs 200 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Wolf-In-Sheep's-Clothing</h2><h3><i>A small forest animal sits motionless atop a worn stump-and then the stump's face peels open into a maw of sharp teeth.</i></h3><br></div><div class="heading"><p class="alignleft">Wolf-In-Sheep's-Clothing</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>N Medium aberration </h5><h5><b>Init </b>+4; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 10, flat-footed 21 (+11 natural)</h5><h5><b>hp </b>97 (13d8+39)</h5><h5><b>Fort </b>+9, <b>Ref </b>+6, <b>Will </b>+10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>5 ft., burrow 5 ft., climb 5 ft.</h5><h5><b>Melee </b>bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (15 ft. with tentacle)</h5><h5><b>Special Attacks </b>constrict (tentacle 1d4+3), implant, pull (tentacle, 5 ft.)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>17, <b>Dex </b>10, <b>Con </b>17, <b>Int </b> 6, <b>Wis </b>14, <b>Cha </b>7</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+12 (+18 grapple); <b>CMD </b>22 (can't be tripped)</h5><h5><b>Feats </b>Great Fortitude, Greater Grapple<sup>B</sup>, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +15, Disguise -1 (+11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9; <b>Racial Modifiers </b>+12 Disguise as tree stump</h5><h5><b>SQ </b>corpse lure</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any forest</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Corpse Lure (Ex)</b> By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep's-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep's-clothing's tentacles. The largest corpse a wolf-in-sheep's-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep's-clothing). When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus. </h5><h5><b>Implant (Ex)</b> A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep's-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. <i>Remove disease</i> (or any similar effect) also kills an implanted egg. <i>Wolf-in-Sheep's-Clothing Egg</i>: Infestation-ingestion; save Fort 19; <i>onset</i> 1 day; frequency 1/day; effect 1d4 Str damage until host reaches 0, then 3d6 damage as parasite bursts free; cure 3 consecutive saves. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, given false life by tendrils springing up through its form, but by then it's too late, as the wolf-in-sheep's-clothing drags the would-be hunter into its waiting maw. Though intelligent, these monsters see little need for the company of others. Their method of reproduction is as hideous as their tactic of using corpses as lures, for they implant their parasitic eggs in living hosts, giving their spawn a fresh meal to eat upon hatching. A wolf-in-sheep's-clothing is usually about 4 to 5 feet across and weighs 200 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
57 | Yithian | 9 | PFRPG Bestiary 3 | 6400 | LN | Large | aberration | 0 | 1 | all-around vision, blindsense 60 ft., darkvision 60 ft.; Perception +25 | 23, touch 10, flat-footed 22 | 23 | 10 | 22 | (+1 Dex, +13 natural, -1 size) | 105 | (14d8+42) | 14 | fast healing 5 | Fort +9, Ref +5, Will +15 | 9 | 5 | 15 | 10/magic | acid 10, cold 10, fire 10 | 10 | 10 | 10 | - | 20 ft., climb 10 ft. | 1 | 1 | 2 pincers +15 (2d8+9/x3) | 2 | 2 | 2 | 10 ft. | 10 ft. | amnesia, deadly pincers, mind swap | Spell-Like Abilities (CL 15th; concentration +19) At Will-astral projection (self only), detect thoughts (DC 16), hold monster (DC 19), modify memory (DC 18) | Str 22, Dex 13, Con 17, Int 24, Wis 19, Cha 18 | 22 | 13 | 17 | 24 | 19 | 18 | 10 | 17 | 17 | 28 | 28 | Alertness, Combat Expertise, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Vital Strike | Climb +14, Diplomacy +18, Heal +18, Knowledge (arcana, engineering, geography, history) +21, Knowledge (planes) +24, Linguistics +21, Perception +25, Sense Motive +22, Use Magic Device +18 | Aklo, Common, Yithian, 20 other languages; telepathy 100 ft. | scholar | Any | solitary, pair, band (3-9), or enclave (10-100) | standard | This bizarre creature has a conical body topped with four tentacles tipped with pincers, tubes, and a tentacled, spherical head. | Amnesia (Su) Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 21 Will save. If the target fails its save, it takes a permanent -4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based. Deadly Pincers (Ex) A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians. Mind Swap (Su) As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 21 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies-if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. This is a mind-affecting effect. The save DC is Charisma-based. Scholar (Ex) Yithians treat all knowledge skills as class skills. | Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today. While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore. When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian's body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares. | <link rel="stylesheet"href="PF.css"><div><h2>Yithian</h2><h3><i>This bizarre creature has a conical body topped with four tentacles tipped with pincers, tubes, and a tentacled, spherical head.</i></h3><br></div><div class="heading"><p class="alignleft">Yithian</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>LN Large aberration </h5><h5><b>Init </b>+1; <b>Senses </b>all-around vision, blindsense 60 ft., darkvision 60 ft.; Perception +25</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)</h5><h5><b>hp </b>105 (14d8+42); fast healing 5</h5><h5><b>Fort </b>+9, <b>Ref </b>+5, <b>Will </b>+15</h5><h5><b>DR </b>10/magic; <b>Resist </b>acid 10, cold 10, fire 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., climb 10 ft.</h5><h5><b>Melee </b>2 pincers +15 (2d8+9/x3)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>amnesia, deadly pincers, mind swap</h5><h5><b>Spell-Like Abilities</b> (CL 15th; concentration +19) </br>At Will—<i>astral projection</i> (self only), <i>detect thoughts</i> (DC 16), <i>hold monster</i> (DC 19), <i>modify memory</i> (DC 18)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>22, <b>Dex </b>13, <b>Con </b>17, <b>Int </b> 24, <b>Wis </b>19, <b>Cha </b>18</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+17; <b>CMD </b>28</h5><h5><b>Feats </b>Alertness, Combat Expertise, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Vital Strike</h5><h5><b>Skills </b>Climb +14, Diplomacy +18, Heal +18, Knowledge (arcana, engineering, geography, history) +21, Knowledge (planes) +24, Linguistics +21, Perception +25, Sense Motive +22, Use Magic Device +18</h5><h5><b>Languages </b>Aklo, Common, Yithian, 20 other languages; telepathy 100 ft.</h5><h5><b>SQ </b>scholar</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> Any</h5><h5><b>Organization </b>solitary, pair, band (3-9), or enclave (10-100)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Amnesia (Su)</b> Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 21 Will save. If the target fails its save, it takes a permanent -4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by <i>heal</i> or <i>greater restoration</i>. This is a mind-affecting insanity effect. The save DC is Charisma-based. </h5><h5><b>Deadly Pincers (Ex)</b> A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians. </h5><h5><b>Mind Swap (Su)</b> As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as <i>magic jar</i>, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 21 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies-if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. This is a mind-affecting effect. The save DC is Charisma-based. </h5><h5><b>Scholar (Ex)</b> Yithians treat all knowledge skills as class skills.</h5></div><br><div><h4><p><p>Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today. While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore. When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian's body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
58 | Chon Chon | 1/2 | AP 53 | 200 | CN | Tiny | aberration | 0 | 2 | darkvision 60 ft.; Perception +6 | jabber (15 ft., DC 11) | 14, touch 14, flat-footed 12 | 14 | 14 | 12 | (+2 Dex, +2 size) | 9 | (2d8) | 2 | Fort +0, Ref +4, Will +4 | 0 | 4 | 4 | - | 10 ft., fly 60 ft. (good) | 1 | 1 | bite +1 (1d3-2) | 1 | 1 | 1 | acid spit +5 (1d4 acid) | 2-1/2 ft. | 0 ft. | Spell-Like Abilities (CL 3rd; concentration +4) Constant-detect magic | Str 6, Dex 15, Con 10, Int 7, Wis 12, Cha 13 | 6 | 15 | 10 | 7 | 12 | 13 | 1 | 1 | 1 | 9 | 9 | Lightning Reflexes | Fly +15, Perception +6 (+10 to listen) | Perception (+4 to listen) | Common | temperate or tropical forests or ruins | solitary, pair, flight (3-12) | none | This flying head has incredibly large ears that constantly flap to keep the creature aloft. It babbles to itself as it flies, as if to remind itself of secrets only it knows. | Acid Spit (Ex) A chon chon can spit a disgusting blob of acid at a single foe, making a ranged attack with a range of 30 feet and no range increment. A successful attack deals 1d4 points of acid damage and forces the target to make a DC 11 Fortitude saving throw to avoid becoming nauseated for 1 round. The save DC is Constitution-based. Jabber (Su) A chon chon endlessly mutters half-remembered spells and meaningless arcane formulae to itself. This jabbering creates a kind of magical static that interferes with spells being cast nearby. Any creature attempting to cast a spell within 15 feet of a chon chon must make a successful DC 11 concentration check or lose the spell. This is a sonic, mind-affecting effect. The concentration DC is Charisma-based. | Chon chons appear to be human heads with ears so grotesquely enlarged that they can serve as fleshy wings. Their jealous hatred of all beings with full bodies easily counters their comical appearance, however. Accursed creatures drawn to places of dark magic and arcane disasters, chon chons possess the desires of the most obsessed magic users, but their dementia and twisted forms prevent them from ever obtaining the power they seek. Although these crazed beings loathe all things, they do find a vicious kind of solace among their own kind, not out of any sort of commiseration, but rather by wallowing in the pain of their own kind. Such hateful swarms gather to bear witness to each others' misery, inadvertently increasing the deadly efficacy of the entire group. A single chon chon is no larger than a human head and weighs 10 pounds at most. The creature's ears give it a total wingspan of 3 feet, making it appear much larger and more menacing. Ecology A chon chon's winglike ears endlessly flap, serving as monstrous wings that give it surprising grace in flight. These creatures always seem distracted, carrying on perpetual one-sided conversations and listening to voices only they can hear, then replying aloud with magical recitations or snippets of botched arcane formulae in a gibberish amalgam of Common, Draconic, and meaningless noises. This blathering has no meaning, mundane or arcane, but sounds so similar to the common phrases and syllables of magic that it insidiously intrudes upon the minds of spellcasters working their craft, invading their thoughts like an arcane earworm. An individual chon chon can suppress this babbling to speak semi-intelligibly-as much as such an insanely erratic creature can be called intelligible-but rarely does so for more than a minute before lapsing back into nonsense. Groups of chon chons seem to have no ability to quiet themselves, being little more than a collection of raving lunatics inspiring one another to ever-greater heights of insanity. Although chon chons appear to be disembodied human heads, they are a unique race of creatures and not merely the victims of a magical curse-though some particularly demented spellcasters have discovered methods by which they might take the forms of these creatures to horrific effect (see below). How chon chons increase their numbers few scholars know-and far fewer care to find out. Hateful of all things, including others of their kinds, to say nothing of their lack of generative organs, they seem doomed to extinction. Many assume these terrors spread their terrible condition in a way similar to that of vargouilles, which many mistake them for at first glance. Chon chons, however, lack those outsiders' terrifying kiss. Beyond general appearance, few similarities exist between these two races. Secret of the Kalkus Certain nefarious sorcerers-known in some lands as kalkus-seek to mimic the horrifying shape and strange abilities of chon chons, or aff lict their foes with such a curse. To this end, they've created a terrifying draught with the power to transform the drinker into a being resembling a chon chon, though few can guess for how long. | <link rel="stylesheet"href="PF.css"><div><h2>Chon Chon</h2><h3><i>This flying head has incredibly large ears that constantly flap to keep the creature aloft. It babbles to itself as it flies, as if to remind itself of secrets only it knows.</i></h3><br></br></div><div class="heading"><p class="alignleft">Chon Chon</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>CN Tiny aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +6</h5><h5><b>Aura </b>jabber (15 ft., DC 11)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 14, flat-footed 12 (+2 Dex, +2 size)</h5><h5><b>hp </b>9 (2d8)</h5><h5><b>Fort </b>+0, <b>Ref </b>+4, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>bite +1 (1d3-2)</h5><h5><b>Ranged </b>acid spit +5 (1d4 acid)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Spell-Like Abilities</b> (CL 3rd; concentration +4) </br>Constant—<i>detect</i> magic</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>6, <b>Dex </b>15, <b>Con </b>10, <b>Int </b> 7, <b>Wis </b>12, <b>Cha </b>13</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+1; <b>CMD </b>9</h5><h5><b>Feats </b>Lightning Reflexes</h5><h5><b>Skills </b>Fly +15, Perception +6 (+10 to listen); <b>Racial Modifiers </b>Perception (+4 to listen)</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate or tropical forests or ruins</h5><h5><b>Organization </b>solitary, pair, flight (3-12)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Acid Spit (Ex)</b> A chon chon can spit a disgusting blob of acid at a single foe, making a ranged attack with a range of 30 feet and no range increment. A successful attack deals 1d4 points of acid damage and forces the target to make a DC 11 Fortitude saving throw to avoid becoming nauseated for 1 round. The save DC is Constitution-based. </h5><h5><b>Jabber (Su)</b> A chon chon endlessly mutters half-remembered spells and meaningless arcane formulae to itself. This jabbering creates a kind of magical static that interferes with spells being cast nearby. Any creature attempting to cast a spell within 15 feet of a chon chon must make a successful DC 11 concentration check or lose the spell. This is a sonic, mind-affecting effect. The concentration DC is Charisma-based.</h5></div><br></br><div><h4><p><p>Chon chons appear to be human heads with ears so grotesquely enlarged that they can serve as fleshy wings. Their jealous hatred of all beings with full bodies easily counters their comical appearance, however. Accursed creatures drawn to places of dark magic and arcane disasters, chon chons possess the desires of the most obsessed magic users, but their dementia and twisted forms prevent them from ever obtaining the power they seek. Although these crazed beings loathe all things, they do find a vicious kind of solace among their own kind, not out of any sort of commiseration, but rather by wallowing in the pain of their own kind. Such hateful swarms gather to bear witness to each others' misery, inadvertently increasing the deadly efficacy of the entire group. A single chon chon is no larger than a human head and weighs 10 pounds at most. The creature's ears give it a total wingspan of 3 feet, making it appear much larger and more menacing. <b></p><p>Ecology</b></p><p> A chon chon's winglike ears endlessly flap, serving as monstrous wings that give it surprising grace in flight. These creatures always seem distracted, carrying on perpetual one-sided conversations and listening to voices only they can hear, then replying aloud with magical recitations or snippets of botched arcane formulae in a gibberish amalgam of Common, Draconic, and meaningless noises. This blathering has no meaning, mundane or arcane, but sounds so similar to the common phrases and syllables of magic that it insidiously intrudes upon the minds of spellcasters working their craft, invading their thoughts like an arcane earworm. An individual chon chon can suppress this babbling to speak semi-intelligibly-as much as such an insanely erratic creature can be called intelligible-but rarely does so for more than a minute before lapsing back into nonsense. Groups of chon chons seem to have no ability to quiet themselves, being little more than a collection of raving lunatics inspiring one another to ever-greater heights of insanity. Although chon chons appear to be disembodied human heads, they are a unique race of creatures and not merely the victims of a magical curse-though some particularly demented spellcasters have discovered methods by which they might take the forms of these creatures to horrific effect (see below). How chon chons increase their numbers few scholars know-and far fewer care to find out. Hateful of all things, including others of their kinds, to say nothing of their lack of generative organs, they seem doomed to extinction. Many assume these terrors spread their terrible condition in a way similar to that of vargouilles, which many mistake them for at first glance. Chon chons, however, lack those outsiders' terrifying kiss. Beyond general appearance, few similarities exist between these two races. <br><b>Secret of the Kalkus </b><br> Certain nefarious sorcerers-known in some lands as kalkus-seek to mimic the horrifying shape and strange abilities of chon chons, or aff lict their foes with such a curse. To this end, they've created a terrifying draught with the power to transform the drinker into a being resembling a chon chon, though few can guess for how long.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
59 | Chon Chon Swarm | 3 | AP 53 | 800 | CN | Tiny | aberration | (swarm) | 0 | 6 | darkvision 60 ft.; Perception +8 | jabber (15 ft., DC 11) | 16, touch 16, flat-footed 14 | 16 | 16 | 14 | (+2 Dex, +2 insight, +2 size, +0 natural) | 27 | (6d8) | 6 | Fort +2, Ref +6, Will +6 | 2 | 6 | 6 | - | 10 ft., fly 60 ft. (good) | 1 | 1 | swarm +6 (2d6) | acid spit +8 (2d4 acid) | 10 ft. | 0 ft. | babble, distraction (DC 13) | Spell-Like Abilities (CL 7th; concentration +8) Constant-detect magic | Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 13 | 10 | 15 | 10 | 7 | 12 | 13 | 4 | 4 | 4 | 14 | 14 | Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes | Fly +19, Perception +10 (+14 to listen) | Perception (+4 to listen) | Common (cannot speak) | temperate or tropical forests or ruins | solitary | none | This flying head has incredibly large ears that constantly flap to keep the creature aloft. It babbles to itself as it flies, as if to remind itself of secrets only it knows. | Chon Chon | Acid Spit (Ex) A chon chon can spit a disgusting blob of acid at a single foe, making a ranged attack with a range of 30 feet and no range increment. A successful attack deals 2d4 points of acid damage and forces the target to make a DC 13 Fortitude saving throw to avoid becoming nauseated for 1 round. The save DC is Constitution-based. Jabber (Su) A chon chon swarm mutters even more loudly than a solitary chon chon. Any creature attempting to cast a spell within 30 feet of a chon chon must make a successful DC 11 concentration check or lose the spell. This is a sonic, mind-affecting effect. The concentration DC is Charisma-based. | Chon chons appear to be human heads with ears so grotesquely enlarged that they can serve as fleshy wings. Their jealous hatred of all beings with full bodies easily counters their comical appearance, however. Accursed creatures drawn to places of dark magic and arcane disasters, chon chons possess the desires of the most obsessed magic users, but their dementia and twisted forms prevent them from ever obtaining the power they seek. Although these crazed beings loathe all things, they do find a vicious kind of solace among their own kind, not out of any sort of commiseration, but rather by wallowing in the pain of their own kind. Such hateful swarms gather to bear witness to each others' misery, inadvertently increasing the deadly efficacy of the entire group. A single chon chon is no larger than a human head and weighs 10 pounds at most. The creature's ears give it a total wingspan of 3 feet, making it appear much larger and more menacing. Ecology A chon chon's winglike ears endlessly flap, serving as monstrous wings that give it surprising grace in flight. These creatures always seem distracted, carrying on perpetual one-sided conversations and listening to voices only they can hear, then replying aloud with magical recitations or snippets of botched arcane formulae in a gibberish amalgam of Common, Draconic, and meaningless noises. This blathering has no meaning, mundane or arcane, but sounds so similar to the common phrases and syllables of magic that it insidiously intrudes upon the minds of spellcasters working their craft, invading their thoughts like an arcane earworm. An individual chon chon can suppress this babbling to speak semi-intelligibly-as much as such an insanely erratic creature can be called intelligible-but rarely does so for more than a minute before lapsing back into nonsense. Groups of chon chons seem to have no ability to quiet themselves, being little more than a collection of raving lunatics inspiring one another to ever-greater heights of insanity. Although chon chons appear to be disembodied human heads, they are a unique race of creatures and not merely the victims of a magical curse-though some particularly demented spellcasters have discovered methods by which they might take the forms of these creatures to horrific effect (see below). How chon chons increase their numbers few scholars know-and far fewer care to find out. Hateful of all things, including others of their kinds, to say nothing of their lack of generative organs, they seem doomed to extinction. Many assume these terrors spread their terrible condition in a way similar to that of vargouilles, which many mistake them for at first glance. Chon chons, however, lack those outsiders' terrifying kiss. Beyond general appearance, few similarities exist between these two races. Secret of the Kalkus Certain nefarious sorcerers-known in some lands as kalkus-seek to mimic the horrifying shape and strange abilities of chon chons, or aff lict their foes with such a curse. To this end, they've created a terrifying draught with the power to transform the drinker into a being resembling a chon chon, though few can guess for how long. | <link rel="stylesheet"href="PF.css"><div><h2>Chon Chon Swarm</h2><h3><i>This flying head has incredibly large ears that constantly flap to keep the creature aloft. It babbles to itself as it flies, as if to remind itself of secrets only it knows.</i></h3><br></br></div><div class="heading"><p class="alignleft">Chon Chon Swarm</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>CN Tiny aberration (swarm)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +8</h5><h5><b>Aura </b>jabber (15 ft., DC 11)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 16, flat-footed 14 (+2 Dex, +2 insight, +2 size)</h5><h5><b>hp </b>27 (6d8)</h5><h5><b>Fort </b>+2, <b>Ref </b>+6, <b>Will </b>+6</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>swarm +6 (2d6)</h5><h5><b>Ranged </b>acid spit +8 (2d4 acid)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>babble, distraction (DC 13)</h5><h5><b>Spell-Like Abilities</b> (CL 7th; concentration +8) </br>Constant—<i>detect magic</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>15, <b>Con </b>10, <b>Int </b> 7, <b>Wis </b>12, <b>Cha </b>13</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+4; <b>CMD </b>14</h5><h5><b>Feats </b>Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes</h5><h5><b>Skills </b>Fly +19, Perception +10 (+14 to listen); <b>Racial Modifiers </b>Perception (+4 to listen)</h5><h5><b>Languages </b>Common (cannot speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate or tropical forests or ruins</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Acid Spit (Ex)</b> A chon chon can spit a disgusting blob of acid at a single foe, making a ranged attack with a range of 30 feet and no range increment. A successful attack deals 2d4 points of acid damage and forces the target to make a DC 13 Fortitude saving throw to avoid becoming nauseated for 1 round. The save DC is Constitution-based. </h5><h5><b>Jabber (Su)</b> A chon chon swarm mutters even more loudly than a solitary chon chon. Any creature attempting to cast a spell within 30 feet of a chon chon must make a successful DC 11 concentration check or lose the spell. This is a sonic, mind-affecting effect. The concentration DC is Charisma-based.</h5></div><br></br><div><h4><p><p>Chon chons appear to be human heads with ears so grotesquely enlarged that they can serve as fleshy wings. Their jealous hatred of all beings with full bodies easily counters their comical appearance, however. Accursed creatures drawn to places of dark magic and arcane disasters, chon chons possess the desires of the most obsessed magic users, but their dementia and twisted forms prevent them from ever obtaining the power they seek. Although these crazed beings loathe all things, they do find a vicious kind of solace among their own kind, not out of any sort of commiseration, but rather by wallowing in the pain of their own kind. Such hateful swarms gather to bear witness to each others' misery, inadvertently increasing the deadly efficacy of the entire group. A single chon chon is no larger than a human head and weighs 10 pounds at most. The creature's ears give it a total wingspan of 3 feet, making it appear much larger and more menacing. <b></p><p>Ecology</b></p><p> A chon chon's winglike ears endlessly flap, serving as monstrous wings that give it surprising grace in flight. These creatures always seem distracted, carrying on perpetual one-sided conversations and listening to voices only they can hear, then replying aloud with magical recitations or snippets of botched arcane formulae in a gibberish amalgam of Common, Draconic, and meaningless noises. This blathering has no meaning, mundane or arcane, but sounds so similar to the common phrases and syllables of magic that it insidiously intrudes upon the minds of spellcasters working their craft, invading their thoughts like an arcane earworm. An individual chon chon can suppress this babbling to speak semi-intelligibly-as much as such an insanely erratic creature can be called intelligible-but rarely does so for more than a minute before lapsing back into nonsense. Groups of chon chons seem to have no ability to quiet themselves, being little more than a collection of raving lunatics inspiring one another to ever-greater heights of insanity. Although chon chons appear to be disembodied human heads, they are a unique race of creatures and not merely the victims of a magical curse-though some particularly demented spellcasters have discovered methods by which they might take the forms of these creatures to horrific effect (see below). How chon chons increase their numbers few scholars know-and far fewer care to find out. Hateful of all things, including others of their kinds, to say nothing of their lack of generative organs, they seem doomed to extinction. Many assume these terrors spread their terrible condition in a way similar to that of vargouilles, which many mistake them for at first glance. Chon chons, however, lack those outsiders' terrifying kiss. Beyond general appearance, few similarities exist between these two races. <br><b>Secret of the Kalkus </b><br> Certain nefarious sorcerers-known in some lands as kalkus-seek to mimic the horrifying shape and strange abilities of chon chons, or aff lict their foes with such a curse. To this end, they've created a terrifying draught with the power to transform the drinker into a being resembling a chon chon, though few can guess for how long.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
60 | Fleshdreg Swarm | 2 | AP 61 | 600 | NE | Tiny | aberration | (swarm) | 0 | 5 | darkvision 60 ft., sin-scent; Perception +5 | 15, touch 13, flat-footed 14 | 15 | 13 | 14 | (+1 Dex, +2 natural, +2 size) | 19 | (3d8+6) | 3 | Fort +3, Ref +4, Will +3 | 3 | 4 | 3 | swarm traits | mind-affecting effects | 13 | 30 ft., climb 10 ft. | 1 | 1 | swarm (1d6 plus distraction) | 10 ft. | 0 ft. | distraction (DC 13) | Str 2, Dex 13, Con 15, Int 2, Wis 11, Cha 2 | 2 | 13 | 15 | 2 | 11 | 2 | 2 | - | - | - | - | Improved Initiative, Lightning Reflexes | Perception +5, Stealth +13 | arcane bite | any ruins | solitary, pair, or infestation (3-5) | none | Hundreds of wads of squirming flesh with flailing appendages move together in a cluster of teeth and claws. | Fleshdreg | Arcane Bite (Su) A fleshdreg swarm's swarm damage is considered magical for the purposes of overcoming damage reduction. Sin-Scent (Su) Fleshdreg swarms have scent against creatures whose nature reflects the fleshdreg swarm's related sin. For example, a wrathful fleshdreg swarm can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg swarm can scent. | Fleshdreg swarms form from scraps and leftovers of malformed fleshdregs and incomplete sinspawn. These foul, misshapen creatures pour out of runewells by the hundreds, seeking sinful flesh to destroy. Little more than pests, these swarms attack indiscriminately. Some malfunctioning runewells and other fleshvats produce nothing more these days than swarm upon swarm of these pests. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshdreg Swarm</h2><h3><i>Hundreds of wads of squirming flesh with flailing appendages move together in a cluster of teeth and claws.</i></h3><br></div><div class="heading"><p class="alignleft">Fleshdreg Swarm</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>NE Tiny aberration (swarm)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., sin-scent; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)</h5><h5><b>hp </b>19 (3d8+6)</h5><h5><b>Fort </b>+3, <b>Ref </b>+4, <b>Will </b>+3</h5><h5><b>Defensive Abilities </b>swarm traits; <b>Immune </b>mind-affecting effects; <b>SR </b>13</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 10 ft.</h5><h5><b>Melee </b>swarm (1d6 plus distraction)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>distraction (DC 13)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>2, <b>Dex </b>13, <b>Con </b>15, <b>Int </b> 2, <b>Wis </b>11, <b>Cha </b>2</h5><h5><b>Base Atk </b>+2; <b>CMB </b>-; <b>CMD </b>-</h5><h5><b>Feats </b>Improved Initiative, Lightning Reflexes</h5><h5><b>Skills </b>Perception +5, Stealth +13</h5><h5><b>SQ </b>arcane bite</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any ruins</h5><h5><b>Organization </b>solitary, pair, or infestation (3-5)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Arcane Bite (Su)</b> A fleshdreg swarm's swarm damage is considered magical for the purposes of overcoming damage reduction. </h5><h5><b>Sin-Scent (Su)</b> Fleshdreg swarms have scent against creatures whose nature reflects the fleshdreg swarm's related sin. For example, a wrathful fleshdreg swarm can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg swarm can scent.</h5></div><br><div><h4><p><p>Fleshdreg swarms form from scraps and leftovers of malformed fleshdregs and incomplete sinspawn. These foul, misshapen creatures pour out of runewells by the hundreds, seeking sinful flesh to destroy. Little more than pests, these swarms attack indiscriminately. Some malfunctioning runewells and other fleshvats produce nothing more these days than swarm upon swarm of these pests.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||
61 | Bogwid | 5 | AP 62 | 1600 | CN | Medium | aberration | 0 | 8 | darkvision 60 ft.; Perception +2 | revolting aura (10 ft., DC 13 Fort) | 19, touch 14, flat-footed 15 | 19 | 14 | 15 | (+4 Dex, +5 natural) | 47 | (5d8+25) | 5 | Fort +5, Ref +5, Will +1 | 5 | 5 | 1 | acid 5, cold 5 | 5 | 5 | - | 30 ft., climb 20 ft., swim 20 ft. | 1 | 1 | 1 | 2 slams +7 (1d6+4 plus nauseating touch) | 2 | 2 | 2 | offspring +7 ranged touch (1d2 bleed plus disease) | 5 ft. | 5 ft. | ravenous young | Str 19, Dex 18, Con 18, Int 3, Wis 4, Cha 13 | 19 | 18 | 18 | 3 | 4 | 13 | 3 | 7 | 7 | 21 (33 vs. trip) | 21 | Improved Initiative, Stealthy, Toughness | Climb +16, Escape Artist +6, Perception +2, Stealth +11 (+19 in swamps), Swim +12 | +8 Stealth in swamps | amphibious | any swamps or underground | solitary or clutch (1 adult plus 2-8 adolescents) | none | This nightmare shambles along the ground on eight muscular tentacles that leave behind a clear viscous residue stinking of putrefaction. Its amphibian skin is moist, green-black, and covered in warts and protuberances. On its back, dozens of fist-sized pustules shift and pulsate with nauseating vitality, like sentient oily bubbles threatening to burst. | Disease (Ex) Bogwid Fever: Bite-injury; save Fort DC 16, onset 1 day, frequency 1/day, effect 1d2 Str damage and shaken, cure 2 consecutive saves. The DC save is Constitution-based. Nauseating Touch (Ex) The bogwid's touch is disgusting. Creatures hit by its slam attack must succeed at a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Ravenous Young (Ex) Each round, a bogwid can launch one of the offspring clinging to its back at a target within 10 feet as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood, automatically dealing 1d2 points of bleed damage each round (and possibly infecting the target with bogwid fever). As a full-round action, a creature can attempt to remove one of these offspring, either by bludgeoning it with a fist or pulling it off. Either way, removing an offspring kills the larval creature. Someone other than the target the offspring is attached to can also perform this action. Anyone using a weapon to kill or remove an attached offspring deals half of the damage to the creature to which the offspring is attached. A bogwid can launch up to 10 offspring per day before it must rest and gestate more larval young. Revolting Aura (Ex) The bogwid is both visually and odoriferously revolting. Any creature within 10 feet of a bogwid must succeed at a DC 16 Fortitude save or be sickened. This effect persists as long as the creature is within the aura and for 2 rounds thereafter. A creature that successfully saves is not subject to the same bogwid's revolting aura for 24 hours. The save DC is Constitution-based. | Aberrant beasts of ancient origin, bogwids are loathsome, skulking predators that inhabit the gloomy swamps and damp subterranean places of the world. Looking like a bloated, eight-limbed, greenish-black mix of frog and tentacled beast, this asexual creature is most notorious for the larvae it carries on its back. Ecology Some scholars suggest the large, muscular body of the bogwid serves as little more than transport for its ravenous young-30 to 40 fist-sized, pustule-like protuberances that cling to its back, inf lating and def lating, shifting and quivering with disturbing vitality. The bogwid attacks with two of its undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear hungrily into exposed flesh. However, the more disturbing danger is those pulsating orbs of flesh on its back: larvae that are capable of launching themselves as far as 10 feet and attaching to creatures with their fanged sucker mouths. Once one of these disgusting things sinks its jagged teeth into flesh, it begins sucking blood and does not release its grip until it or the target is dead. When a bogwid makes a kill, several of its young jump upon the warm carcass and feed greedily. If the victim is a Medium or larger creature, these rapacious larvae fight for the opportunity to burrow into the corpse. Over the course of 2 weeks, the burrowed creatures gestate, and the cadaver bloats until an adolescent bogwid (a bogwid with the young template) gruesomely bursts forth. The larger the kill, the more of the bogwid's young can burrow in and hatch out as adolescents; a Large victim can accommodate two larvae, a Huge victim four larvae, a Gargantuan victim eight larvae, and a Colossal victim 16 larvae. A creature smaller than Medium doesn't possess sufficient nutrition for bogwid larvae to gestate properly. As a result, adult bogwids tend to completely consume smaller kills instead of leaving them for the larvae. Bogwids that inhabit seaside haunts are not averse to eating carrion. Indeed, a sizable sea creature whose carcass washes ashore (a whale, for instance) is usually set upon by a nearby bogwid, whose ravenous larvae tunnel their way into the rotting flesh, and several days later erupt like a crawling, monstrous plague. In this way, large clutches of these foul beasts can come to infest coastal areas. The bogwid is generally nocturnal, though it is not unusual for one to hunt during the day if it has gone a long time without feeding. A bogwid hunts patiently, concealing itself well in its natural habitat by heaping sand, seaweed, vegetation, and other detritus onto its body. Though a bogwid possesses limited intelligence, its animal cunning allows it to employ natural hazards to its advantage, setting up ambushes that cleverly integrate drop-offs, natural pits, and quicksand. As these creatures are also able to climb, it is not uncommon for bogwids to roost on rocky overhangs or in large trees, dropping down on unsuspecting victims from above. Alchemists pay a significant price for the glands in bogwid tentacles that produce the foul, viscous liquid the creatures excrete. However, these glands are difficult to extract fully intact (DC 25 Heal check) and must be properly stored in water after removal. Appropriately dissected and transported, the glands fetch 25 gp apiece on the right market. Alchemists employ this putrid substance in various formulae to augment their effectiveness. Habitat & Society Though great numbers of bogwids take up residence in temperate, swampy, coastal regions and the damp caves that are sometimes found in such places, plenty of the creatures inhabit inland marshes as well. They have been known to adapt to warmer climes, but tropical bogwids are much rarer. The fetid creatures tend not to flourish near major settlements, even if those settlements are in close proximity to the bogwids' natural habitat. The reason is that the presence of a beast like this near a town strikes such revulsion and fear into a population that they quickly post sizable rewards for the destruction of the beast. Rangers who traverse marshes and wet caves eagerly seek out such lucrative bounties. Indeed, the fact that these monsters have not been hunted to extinction is a testimony to their revolting fecundity. As these creatures are asexual, bogwids also tend to be solitary, driving off gestated offspring soon after they reach maturity. Recently matured bogwids seek out their own territory. On the few occasions bogwid clutches form, they most often include a single adult accompanied by two to eight adolescents. These abhorrent creatures have a life expectancy of about 10 years. An older bogwid can be identified by its flesh, which becomes gray-green and increasingly dry as the creature ages. The larvae an older bogwid carries about eventually lead to its own downfall. In the end, the strongest of its young fight off weaker kin and burrow into the dying parent, exploding forth from the corpse in the usual manner 2 weeks later. A bogwid does not tolerate other major predators in its territory, hounding them relentlessly until such competitors are killed or find alternate homes for themselves. The bogwid is especially aggressive against crocodiles, which tend to be its chief rivals for prey in swampy regions. In fact, a telltale sign of a bogwid having laid a claim to territory is the discovery of a crocodile corpse lying on its back, the stomach bloated with gestating larvae or torn out as though something exploded from within, suggesting an adolescent bogwid is not far away. | <link rel="stylesheet"href="PF.css"><div><h2>Bogwid</h2><h3><i>This nightmare shambles along the ground on eight muscular tentacles that leave behind a clear viscous residue stinking of putrefaction. Its amphibian skin is moist, green-black, and covered in warts and protuberances. On its back, dozens of fist-sized pustules shift and pulsate with nauseating vitality, like sentient oily bubbles threatening to burst.</i></h3><br></div><div class="heading"><p class="alignleft">Bogwid</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>CN Medium aberration </h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft.; Perception +2</h5><h5><b>Aura </b>revolting aura (10 ft., DC 13 Fort)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 14, flat-footed 15 (+4 Dex, +5 natural)</h5><h5><b>hp </b>47 (5d8+25)</h5><h5><b>Fort </b>+5, <b>Ref </b>+5, <b>Will </b>+1</h5><h5><b>Resist </b>acid 5, cold 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 20 ft., swim 20 ft.</h5><h5><b>Melee </b>2 slams +7 (1d6+4 plus nauseating touch)</h5><h5><b>Ranged </b>offspring +7 ranged touch (1d2 bleed plus disease)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>ravenous young</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>19, <b>Dex </b>18, <b>Con </b>18, <b>Int </b> 3, <b>Wis </b>4, <b>Cha </b>13</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+7; <b>CMD </b>21 (33 vs. trip)</h5><h5><b>Feats </b>Improved Initiative, Stealthy, Toughness</h5><h5><b>Skills </b>Climb +16, Escape Artist +6, Perception +2, Stealth +11 (+19 in swamps), Swim +12; <b>Racial Modifiers </b>+8 Stealth in swamps</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any swamps or underground</h5><h5><b>Organization </b>solitary or clutch (1 adult plus 2-8 adolescents)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Disease (Ex)</b> <i>Bogwid Fever</i>: Bite-injury; save Fort DC 16, <i>onset</i> 1 day, frequency 1/day, effect 1d2 Str damage and shaken, cure 2 consecutive saves. The DC save is Constitution-based. </h5><h5><b>Nauseating Touch (Ex)</b> The bogwid's touch is disgusting. Creatures hit by its slam attack must succeed at a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </h5><h5><b>Ravenous Young (Ex)</b> Each round, a bogwid can launch one of the offspring clinging to its back at a target within 10 feet as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood, automatically dealing 1d2 points of bleed damage each round (and possibly infecting the target with bogwid fever). As a full-round action, a creature can attempt to remove one of these offspring, either by bludgeoning it with a fist or pulling it off. Either way, removing an offspring kills the larval creature. Someone other than the target the offspring is attached to can also perform this action. Anyone using a weapon to kill or remove an attached offspring deals half of the damage to the creature to which the offspring is attached. A bogwid can launch up to 10 offspring per day before it must rest and gestate more larval young. </h5><h5><b>Revolting Aura (Ex)</b> The bogwid is both visually and odoriferously revolting. Any creature within 10 feet of a bogwid must succeed at a DC 16 Fortitude save or be sickened. This effect persists as long as the creature is within the aura and for 2 rounds thereafter. A creature that successfully saves is not subject to the same bogwid's revolting aura for 24 hours. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Aberrant beasts of ancient origin, bogwids are loathsome, skulking predators that inhabit the gloomy swamps and damp subterranean places of the world. Looking like a bloated, eight-limbed, greenish-black mix of frog and tentacled beast, this asexual creature is most notorious for the larvae it carries on its back. <b></p><p>Ecology</b></p><p> Some scholars suggest the large, muscular body of the bogwid serves as little more than transport for its ravenous young-30 to 40 fist-sized, pustule-like protuberances that cling to its back, inf lating and def lating, shifting and quivering with disturbing vitality. The bogwid attacks with two of its undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear hungrily into exposed flesh. However, the more disturbing danger is those pulsating orbs of flesh on its back: larvae that are capable of launching themselves as far as 10 feet and attaching to creatures with their fanged sucker mouths. Once one of these disgusting things sinks its jagged teeth into flesh, it begins sucking blood and does not release its grip until it or the target is dead. When a bogwid makes a kill, several of its young jump upon the warm carcass and feed greedily. If the victim is a Medium or larger creature, these rapacious larvae fight for the opportunity to burrow into the corpse. Over the course of 2 weeks, the burrowed creatures gestate, and the cadaver bloats until an adolescent bogwid (a bogwid with the young template) gruesomely bursts forth. The larger the kill, the more of the bogwid's young can burrow in and hatch out as adolescents; a Large victim can accommodate two larvae, a Huge victim four larvae, a Gargantuan victim eight larvae, and a Colossal victim 16 larvae. A creature smaller than Medium doesn't possess sufficient nutrition for bogwid larvae to gestate properly. As a result, adult bogwids tend to completely consume smaller kills instead of leaving them for the larvae. Bogwids that inhabit seaside haunts are not averse to eating carrion. Indeed, a sizable sea creature whose carcass washes ashore (a whale, for instance) is usually set upon by a nearby bogwid, whose ravenous larvae tunnel their way into the rotting flesh, and several days later erupt like a crawling, monstrous plague. In this way, large clutches of these foul beasts can come to infest coastal areas. The bogwid is generally nocturnal, though it is not unusual for one to hunt during the day if it has gone a long time without feeding. A bogwid hunts patiently, concealing itself well in its natural habitat by heaping sand, seaweed, vegetation, and other detritus onto its body. Though a bogwid possesses limited intelligence, its animal cunning allows it to employ natural hazards to its advantage, setting up ambushes that cleverly integrate drop-offs, natural pits, and quicksand. As these creatures are also able to climb, it is not uncommon for bogwids to roost on rocky overhangs or in large trees, dropping down on unsuspecting victims from above. Alchemists pay a significant price for the glands in bogwid tentacles that produce the foul, viscous liquid the creatures excrete. However, these glands are difficult to extract fully intact (DC 25 Heal check) and must be properly stored in water after removal. Appropriately dissected and transported, the glands fetch 25 gp apiece on the right market. Alchemists employ this putrid substance in various formulae to augment their effectiveness. <b></p><p>Habitat & Society</b></p><p> Though great numbers of bogwids take up residence in temperate, swampy, coastal regions and the damp caves that are sometimes found in such places, plenty of the creatures inhabit inland marshes as well. They have been known to adapt to warmer climes, but tropical bogwids are much rarer. The fetid creatures tend not to flourish near major settlements, even if those settlements are in close proximity to the bogwids' natural habitat. The reason is that the presence of a beast like this near a town strikes such revulsion and fear into a population that they quickly post sizable rewards for the destruction of the beast. Rangers who traverse marshes and wet caves eagerly seek out such lucrative bounties. Indeed, the fact that these monsters have not been hunted to extinction is a testimony to their revolting fecundity. As these creatures are asexual, bogwids also tend to be solitary, driving off gestated offspring soon after they reach maturity. Recently matured bogwids seek out their own territory. On the few occasions bogwid clutches form, they most often include a single adult accompanied by two to eight adolescents. These abhorrent creatures have a life expectancy of about 10 years. An older bogwid can be identified by its flesh, which becomes gray-green and increasingly dry as the creature ages. The larvae an older bogwid carries about eventually lead to its own downfall. In the end, the strongest of its young fight off weaker kin and burrow into the dying parent, exploding forth from the corpse in the usual manner 2 weeks later. A bogwid does not tolerate other major predators in its territory, hounding them relentlessly until such competitors are killed or find alternate homes for themselves. The bogwid is especially aggressive against crocodiles, which tend to be its chief rivals for prey in swampy regions. In fact, a telltale sign of a bogwid having laid a claim to territory is the discovery of a crocodile corpse lying on its back, the stomach bloated with gestating larvae or torn out as though something exploded from within, suggesting an adolescent bogwid is not far away.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
62 | Gnoll Mutant | 4 | Inner Sea Bestiary | 1200 | Gnoll Mana Wastes mutant | fighter 2 | CE | Medium | aberration | (augmented humanoid, gnoll) | 1 | 2 | darkvision 60 ft.; Perception +6 | 19, touch 12, flat-footed 17 | 19 | 12 | 17 | (+4 armor, +2 Dex, +3 natural) | 32 | (4 HD; 2d8+2d10+12) | 4 | Fort +9, Ref +2, Will +4; +1 vs. fear, +4 vs. mind-affecting effects | 9 | 2 | 4 | +1 vs. fear, +4 vs. mind-affecting effects | bravery +1 | 5/cold iron | disease, poison | 15 | 30 ft. | 1 | mwk longsword +7 (1d8+2/19-20), slam +5 (1d8+2 plus disease) | 1 | 1 | 1 | 5 ft. | 5 ft. | Str 15, Dex 14, Con 17, Int 10, Wis 15, Cha 6 | 15 | 14 | 17 | 10 | 15 | 6 | 3 | 5 | 5 | 17 | 17 | Cleave, Iron Will, Power Attack, Weapon Focus (longsword) | Perception +6, Stealth +8, Survival +7 | Gnoll | deformed arm | warm plains or deserts (the Mana Wastes) | solitary, pair, gang (3-9), or tribe (16-28 plus 1 wasteland lord of 5th level) | NPC gear (masterwork breastplate, masterwork longsword, other treasure) | Patchy, matted fur covers this mutated, hyena-headed monster, and acidic green drool pours from its ravenous maw. | Mana Wastes Mutant | The magic-warping effects of the Mana Wastes often extend to the very life force of creatures who wander the trackless deserts. The dangerous radiations of magic gone afoul infuse the bodies and essences of these wanderers. Those who spend too much time in the Spellscar Desert or the wasteland's other treacherous environs occasionally fall prey to the deadly energies that persist in these regions, and their bodies gradually decay more and more until they are so far removed from their original forms that they can be described only as mutants. These twisted and degenerate creatures roam in packs throughout the Mana Wastes. Because those who succumb to the Mana Wastes' mutagenic effects often hail from the Grand Duchy of Alkenstar or one of its smaller holdings in the region, numerous humanoid mutants are proficient in the use of firearms, having learned to wield the weapons in place of the unpredictable forces of magic. Those who manage to actually secure a powerful weapon from one of the dwarven arms factories in the Wastes often garner the respect of other mutants. Such firearm wielders invariably rise to positions of power, becoming known as wasteland lords by their envious peers, who all squabble and fight for the same honor. Most Mana Wastes mutants collaborate in small tribal groups with other mutants, since those who wander the battered desert alone risk attack from the resident mutated vermin or violent bands of lawless gnolls, giants, or goblins. The civilized people of Alkenstar shun mutants for the most part, regarding transformed humans and other wanderers of the Mana Wastes as no better than monsters. The border guards of neighboring Nex keep a stringent lookout for such wasteland travelers and attack them on sight. The necromancers of Geb, however, see potential in the mutated peoples of the Spellscar Desert, and occasionally entreat them to leave their blasted home and relocate to the heart of Geb in Yled by promising a life of comfort and acceptance. In actuality, such mutants are taken to the infamous Mortuarium, where Geb's cruelest wizards perform unholy experiments on Alkenstar's deformed expatriates and turn them into undead abominations to serve in Geb's lurching army. CREATING A MANA WASTES MUTANT "Mana Wastes Mutant" is an acquired template that can be added to any living, corporeal creature. A Mana Wastes mutant retains the base creature's statistics and special abilities except as noted here. CR: As base creature +1. Alignment: Any non-lawful. Type: The creature's type changes to aberration. Do not recalculate HD, BAB, or saves. Armor Class: A Mana Wastes mutant gains a +2 bonus to its natural armor over the base creature's natural armor bonus. Defensive Abilities: A Mana Wastes mutant gains a +4 bonus on saves against mind-affecting effects, DR 5/cold iron (or DR 10/cold iron if the base creature has 11 HD or more), and spell resistance equal to 11 + its adjusted CR. Mana Wastes mutants are immune to disease and poison. Speed: A winged Mana Wastes mutant's maneuverability drops to clumsy. If the base creature flew magically, it loses this ability. Melee: A Mana Wastes mutant retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the mutant's size. Spell-Like Abilities: A Mana Wastes mutant loses access to any spell-like abilities the base creature may have had. Any spellcasting abilities gained from class levels remain unchanged. Special Abilities: A Mana Wastes mutant retains any extraordinary and supernatural special qualities of the base creature. A Mana Wastes mutant gains one of the following abilities for every 4 HD or fraction thereof (minimum 1- the first ability chosen must always be disease). Acid Resistance (Su): A Mana Wastes mutant gains resistance to acid 10. This ability can be taken more than once. Each time it is taken, the Mana Wastes mutant increases its resistance to acid by an additional 10. A Mana Wastes mutant that gains acid resistance in excess of 30 becomes immune to acid instead. Acidic Pustules (Ex): Mana Wastes mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to a Mana Wastes mutant, all creatures adjacent to the Mana Wastes mutant must succeed at a Ref lex save (DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier) or take acid damage as its boils and blisters pop and spray about. A Mana Wastes mutant deals an amount of acid damage in this way based on its size (1d4 points of acid damage for a Medium Mana Wastes mutant, 1d6 for a Large mutant, and so on). Breath Weapon (Ex): A Mana Wastes mutant can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds. The acid damage caused by this attack is equal to 1d6 per two Hit Dice the mutant possesses. A successful Ref lex save (DC = 10 + 1/2 the Mana Waste mutant's Hit Dice + the Mana Waste mutant's Constitution modifier) halves any damage taken from this attack. Disease (Su): Even though Mana Wastes mutants are immune to disease, they carry a deadly magical contagion that they spread with their slam attacks. Mana fever: injury; save Fort DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier; onset 1d4 minutes; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain (or 1d3 Con damage, 1d3 Cha drain if the base creature has 8 HD or more); cure 2 consecutive saves. Anyone who lives with mana fever for a week straight without dying becomes immune to the disease, but also becomes a Mana Wastes mutant. Increased Speed (Ex): Some Mana Wastes mutants are transformed in such a way that their base speed increases by 10 feet. Deformities: In addition to its special abilities listed above, a Mana Wastes mutant gains one of the following deformities from its transformation (roll a 1d4 to randomly determine the deformity). d% Effect 1 Deformed Arm: One hand can't wield weapons, but the mutant's slam attack deals damage as if it were two size categories larger than its actual size. 2 Deformed Leg: The mutant's base speed is reduced by 10 feet (minimum base speed of 5 feet), but it gains a +4 racial bonus to its CMD. 3 Shattered Mind: The mutant takes a -2 penalty to Intelligence, but gains a +2 racial bonus on Will saves. 4 Warped Hide: The mutant loses its +2 racial bonus to Con, but gains an additional +2 bonus to its natural armor. Abilities: Increase from the base creature as follows: Str +2, Con +2, Cha -2. Skills: A Mana Wastes mutant gains Climb, Intimidate, Stealth, and Survival as class skills. | <link rel="stylesheet"href="PF.css"><div><h2>Mana Wastes Mutant</h2><h3><i>Patchy, matted fur covers this mutated, hyena-headed monster, and acidic green drool pours from its ravenous maw.</i></h3><br></div><div class="heading"><p class="alignleft">Gnoll Mutant</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Gnoll Mana Wastes mutant fighter 2</h5><h5>CE Medium aberration (augmented humanoid, gnoll)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)</h5><h5><b>hp </b>32 (4 HD; 2d8+2d10+12)</h5><h5><b>Fort </b>+9, <b>Ref </b>+2, <b>Will </b>+4; +1 vs. fear, +4 vs. mind-affecting effects</h5><h5><b>Defensive Abilities </b>bravery +1; <b>DR </b>5/cold iron; <b>Immune </b>disease, poison; <b>SR </b>15</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk longsword +7 (1d8+2/19-20), slam +5 (1d8+2 plus disease)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>15, <b>Dex </b>14, <b>Con </b>17, <b>Int </b> 10, <b>Wis </b>15, <b>Cha </b>6</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>17</h5><h5><b>Feats </b>Cleave, Iron Will, Power Attack, Weapon Focus (longsword)</h5><h5><b>Skills </b>Perception +6, Stealth +8, Survival +7</h5><h5><b>Languages </b>Gnoll</h5><h5><b>SQ </b>deformed arm</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> warm plains or deserts (the Mana Wastes)</h5><h5><b>Organization </b>solitary, pair, gang (3-9), or tribe (16-28 plus 1 wasteland lord of 5th level)</h5><h5><b>Treasure </b>NPC gear (masterwork breastplate, masterwork longsword, other treasure)</h5></div><br><div><h4><p><p>The magic-warping effects of the Mana Wastes often extend to the very life force of creatures who wander the trackless deserts. The dangerous radiations of magic gone afoul infuse the bodies and essences of these wanderers. Those who spend too much time in the Spellscar Desert or the wasteland's other treacherous environs occasionally fall prey to the deadly energies that persist in these regions, and their bodies gradually decay more and more until they are so far removed from their original forms that they can be described only as mutants. These twisted and degenerate creatures roam in packs throughout the Mana Wastes. Because those who succumb to the Mana Wastes' mutagenic effects often hail from the Grand Duchy of Alkenstar or one of its smaller holdings in the region, numerous humanoid mutants are proficient in the use of firearms, having learned to wield the weapons in place of the unpredictable forces of magic. Those who manage to actually secure a powerful weapon from one of the dwarven arms factories in the Wastes often garner the respect of other mutants. Such firearm wielders invariably rise to positions of power, becoming known as wasteland lords by their envious peers, who all squabble and fight for the same honor. Most Mana Wastes mutants collaborate in small tribal groups with other mutants, since those who wander the battered desert alone risk attack from the resident mutated vermin or violent bands of lawless gnolls, giants, or goblins. The civilized people of Alkenstar shun mutants for the most part, regarding transformed humans and other wanderers of the Mana Wastes as no better than monsters. The border guards of neighboring Nex keep a stringent lookout for such wasteland travelers and attack them on sight. The necromancers of Geb, however, see potential in the mutated peoples of the Spellscar Desert, and occasionally entreat them to leave their blasted home and relocate to the heart of Geb in Yled by promising a life of comfort and acceptance. In actuality, such mutants are taken to the infamous Mortuarium, where Geb's cruelest wizards perform unholy experiments on Alkenstar's deformed expatriates and turn them into undead abominations to serve in Geb's lurching army. <br><b>CREATING A MANA WASTES MUTANT</b><br> "Mana Wastes Mutant" is an acquired template that can be added to any living, corporeal creature. A Mana Wastes mutant retains the base creature's statistics and special abilities except as noted here. <br><b>CR:</b> As base creature +1. <br><b>Alignment:</b> Any non-lawful. Type: The creature's type changes to aberration. Do not recalculate HD, BAB, or saves. <br><b>Armor Class:</b> A Mana Wastes mutant gains a +2 bonus to its natural armor over the base creature's natural armor bonus. <br><b>Defensive Abilities:</b> A Mana Wastes mutant gains a +4 bonus on saves against mind-affecting effects, DR 5/cold iron (or DR 10/cold iron if the base creature has 11 HD or more), and spell resistance equal to 11 + its adjusted CR. Mana Wastes mutants are immune to disease and poison. <br><b>Speed:</b> A winged Mana Wastes mutant's maneuverability drops to clumsy. If the base creature flew magically, it loses this ability. <br><b>Melee:</b> A Mana Wastes mutant retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the mutant's size. <br><b>Spell-Like Abilities:</b> A Mana Wastes mutant loses access to any spell-like abilities the base creature may have had. Any spellcasting abilities gained from class levels remain unchanged. <br><b>Special Abilities:</b> A Mana Wastes mutant retains any extraordinary and supernatural special qualities of the base creature. A Mana Wastes mutant gains one of the following abilities for every 4 HD or fraction thereof (minimum 1- the first ability chosen must always be disease). <i>Acid Resistance (Su)</i>: A Mana Wastes mutant gains resistance to acid 10. This ability can be taken more than once. Each time it is taken, the Mana Wastes mutant increases its resistance to acid by an additional 10. A Mana Wastes mutant that gains acid resistance in excess of 30 becomes immune to acid instead. <br><i>Acidic Pustules (Ex)</i>: Mana Wastes mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to a Mana Wastes mutant, all creatures adjacent to the Mana Wastes mutant must succeed at a Ref lex save (DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier) or take acid damage as its boils and blisters pop and spray about. A Mana Wastes mutant deals an amount of acid damage in this way based on its size (1d4 points of acid damage for a Medium Mana Wastes mutant, 1d6 for a Large mutant, and so on). <br><i>Breath Weapon (Ex)</i>: A Mana Wastes mutant can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds. The acid damage caused by this attack is equal to 1d6 per two Hit Dice the mutant possesses. A successful Ref lex save (DC = 10 + 1/2 the Mana Waste mutant's Hit Dice + the Mana Waste mutant's Constitution modifier) halves any damage taken from this attack. <br><i>Disease (Su)</i>: Even though Mana Wastes mutants are immune to disease, they carry a deadly magical contagion that they spread with their slam attacks. <i>Mana fever</i>: injury; save Fort DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier; <i>onset</i> 1d4 minutes; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain (or 1d3 Con damage, 1d3 Cha drain if the base creature has 8 HD or more); cure 2 consecutive saves. Anyone who lives with mana fever for a week straight without dying becomes immune to the disease, but also becomes a Mana Wastes mutant. <br><i>Increased Speed (Ex)</i>: Some Mana Wastes mutants are transformed in such a way that their base speed increases by 10 feet. <br><b>Deformities:</b> In addition to its special abilities listed above, a Mana Wastes mutant gains one of the following deformities from its transformation (roll a 1d4 to randomly determine the deformity). <table border ='1'><tr><th>d%</th><th>Effect</th></tr><tr><td>1</td><td>Deformed Arm: One hand can't wield weapons, but the mutant's slam attack deals damage as if it were two size categories larger than its actual size.</td></tr><tr><td>2</td><td>Deformed Leg: The mutant's base speed is reduced by 10 feet (minimum base speed of 5 feet), but it gains a +4 racial bonus to its CMD.</td></tr><tr><td>3</td><td>Shattered Mind: The mutant takes a -2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.</td></tr><tr><td>4</td><td>Warped Hide: The mutant loses its +2 racial bonus to Con, but gains an additional +2 bonus to its natural armor.</td></tr></table> <br><b>Abilities:</b> Increase from the base creature as follows: Str +2, Con +2, Cha -2. <br><b>Skills:</b> A Mana Wastes mutant gains Climb, Intimidate, Stealth, and Survival as class skills.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
63 | Oronci | 5 | Inner Sea Bestiary | 1600 | CE | Large | aberration | 0 | 3 | darkvision 120 ft., tremorsense 60 ft.; Perception +5 | 20, touch 12, flat-footed 17 | 20 | 12 | 17 | (+3 Dex, +6 natural, +2 shield, -1 size) | 59 | (7d8+28) | 7 | Fort +6, Ref +5, Will +5 | 6 | 5 | 5 | ferocity | - | light sensitivity | 40 ft., climb 40 ft. | 1 | 1 | mwk battleaxe +11 (1d8+6/x3), bite +10 (1d6+9 plus poison) | 1 | 1 | 1 | mwk longbow +8 (1d8/x3) | 10 ft. | 5 ft. | frenzy, spit | Str 23, Dex 17, Con 18, Int 7, Wis 10, Cha 16 | 23 | 17 | 18 | 7 | 10 | 16 | 5 | +12 (+14 overrun) | 12 | 25 (27 vs. overrun can't be tripped) | 25 | Acrobatic Steps, Improved Overrun, Nimble Moves, Power Attack | Acrobatics +8 (+12 when jumping), Climb +16, Perception +5, Stealth +6, Swim +8 | Orc | any underground (Darklands) | solitary, pair, or nest (3-9) | standard (heavy wooden shield, mwk battleaxe) | A cruel face and orc features dominate this creature's upper half, while its lower quarters bear the sinewy shape of a centipede. | Frenzy (Ex) Once per day, an oronci that takes damage in combat can fly into a frenzy as a free action the following round. While in this state, an oronci cannot use any Charisma-, Dexterity-, or Intelligence-based skill checks, but functions as if under the effects of a haste spell. The oronci can continue to frenzy for up to 3 rounds, after which it is staggered for 1 round. Poison (Ex) Bite-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Dex; cure 2 consecutive saves. Spit (Ex) An oronci can spit poison at a target within 30 feet as a standard action. This is a ranged touch attack, and can only be performed once every 1d6 rounds. If the attack is successful, the target is affected by the poison just as if it had been injured. The oronci can still poison a target with each successful bite attack. Undersized Weapons (Ex) Although an oronci is Large, its upper torso is the same size as that of a Medium humanoid. As a result, oronci wield weapons as if they were one size category smaller than their actual size (Medium for most oronci). | When drow fleshwarping alchemy is turned and focused upon an orc, the obscene result is called an oronci. Upon submersion in a fleshwarper's alchemical ichor, the unfortunate orc's legs merge, and its lower body turns black and elongates to a length of approximately 15 feet. This new body divides into segments, with each segment sprouting a pair of short, sturdy, thin legs. Finally, the horror's tusks connect to newly grown poison ducts that constantly drip poisonous spittle. The orc's head and upper body stay relatively intact as far as fleshwarping goes, though its eyes sometimes adopt a dark, vacant stare. With the exception of the driders, the oronci are among the most useful of the obscenities produced by fleshwarping. They embody all the savage brutality of an orc warrior, but mounted centaurlike upon an even larger, more powerful frame. Being less intelligent than drow, oronci make better shock troopers and advance soldiers for drow armies than the dark elves themselves. Oronci who have escaped the slavery of the dark elves have become favored champions for certain clever orc chieftains. Some oronci even overcome their sensitivity to daylight given time, which makes them better suited to terrorize the surface lands. | <link rel="stylesheet"href="PF.css"><div><h2>Oronci</h2><h3><i>A cruel face and orc features dominate this creature's upper half, while its lower quarters bear the sinewy shape of a centipede.</i></h3><br></div><div class="heading"><p class="alignleft">Oronci</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>CE Large aberration </h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 120 ft., tremorsense 60 ft.; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 12, flat-footed 17 (+3 Dex, +6 natural, +2 shield, -1 size)</h5><h5><b>hp </b>59 (7d8+28)</h5><h5><b>Fort </b>+6, <b>Ref </b>+5, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>ferocity</h5><h5><b>Weaknesses </b>light sensitivity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 40 ft.</h5><h5><b>Melee </b>mwk battleaxe +11 (1d8+6/x3), bite +10 (1d6+9 plus poison)</h5><h5><b>Ranged </b>mwk longbow +8 (1d8/x3)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>frenzy, spit</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>23, <b>Dex </b>17, <b>Con </b>18, <b>Int </b> 7, <b>Wis </b>10, <b>Cha </b>16</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+12 (+14 overrun); <b>CMD </b>25 (27 vs. overrun can't be tripped)</h5><h5><b>Feats </b>Acrobatic Steps, Improved Overrun, Nimble Moves, Power Attack</h5><h5><b>Skills </b>Acrobatics +8 (+12 when jumping), Climb +16, Perception +5, Stealth +6, Swim +8</h5><h5><b>Languages </b>Orc</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground (Darklands)</h5><h5><b>Organization </b>solitary, pair, or nest (3-9)</h5><h5><b>Treasure </b>standard (heavy wooden shield, mwk battleaxe)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Frenzy (Ex)</b> Once per day, an oronci that takes damage in combat can fly into a frenzy as a free action the following round. While in this state, an oronci cannot use any Charisma-, Dexterity-, or Intelligence-based skill checks, but functions as if under the effects of a <i>haste</i> spell. The oronci can continue to frenzy for up to 3 rounds, after which it is staggered for 1 round. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 17; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d3 Dex; <i>cure</i> 2 consecutive <i>save</i>s. </h5><h5><b>Spit (Ex)</b> An oronci can spit poison at a target within 30 feet as a standard action. This is a ranged touch attack, and can only be performed once every 1d6 rounds. If the attack is successful, the target is affected by the poison just as if it had been injured. The oronci can still poison a target with each successful bite attack. </h5><h5><b>Undersized Weapons (Ex)</b> Although an oronci is Large, its upper torso is the same size as that of a Medium humanoid. As a result, oronci wield weapons as if they were one size category smaller than their actual size (Medium for most oronci).</h5></div><br><div><h4><p><p>When drow fleshwarping alchemy is turned and focused upon an orc, the obscene result is called an oronci. Upon submersion in a fleshwarper's alchemical ichor, the unfortunate orc's legs merge, and its lower body turns black and elongates to a length of approximately 15 feet. This new body divides into segments, with each segment sprouting a pair of short, sturdy, thin legs. Finally, the horror's tusks connect to newly grown poison ducts that constantly drip poisonous spittle. The orc's head and upper body stay relatively intact as far as fleshwarping goes, though its eyes sometimes adopt a dark, vacant stare. With the exception of the driders, the oronci are among the most useful of the obscenities produced by fleshwarping. They embody all the savage brutality of an orc warrior, but mounted centaurlike upon an even larger, more powerful frame. Being less intelligent than drow, oronci make better shock troopers and advance soldiers for drow armies than the dark elves themselves. Oronci who have escaped the slavery of the dark elves have become favored champions for certain clever orc chieftains. Some oronci even overcome their sensitivity to daylight given time, which makes them better suited to terrorize the surface lands.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
64 | Whirlmaw | 8 | Inner Sea Bestiary | 4800 | N | Medium | aberration | 0 | 10 | darkvision 60 ft., keen sight, tremorsense 30 ft.; Perception +8 | 20, touch 16, flat-footed 14 | 20 | 16 | 14 | (+6 Dex, +4 natural) | 102 | (12d8+48) | 12 | Fort +8, Ref +10, Will +8 | 8 | 10 | 8 | fire | - | 10 ft., burrow 10 ft., fly 90 ft. (perfect) | 1 | 1 | 1 | bite +16 (2d6+9 plus burrowing bite) | 1 | 1 | 1 | 5 ft. | 5 ft. | flying charge | Str 23, Dex 22, Con 18, Int 3, Wis 10, Cha 3 | 23 | 22 | 18 | 3 | 10 | 3 | 9 | 15 | 15 | 31 (can't be tripped) | 31 | Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Wingover | Fly +18, Perception +8, Stealth +15 | dust cloud | warm deserts (Rahadoum) | solitary or flight (2-9) | none (eye gems worth 300 gp each) | This creature glides on undulating folds of leathery skin. Its spinning, circular mouth is lined with rows of razor-sharp teeth. | Burrowing Bite (Ex) If a whirlmaw successful hits a Small or larger creature with its bite attack, it immediately attempts to start a grapple as a free action with a +4 bonus on the grapple check. If the grapple check is successful, the whirlmaw's spinning, sawlike mouth immediately begins to burrow into the flesh of the creature, dealing 4d6+12 points of damage per round until the grapple is broken. Dust Cloud (Ex) By rapidly beating the leathery flaps of skin attached along its body, a whirlmaw can raise a cloud of debris while using its Hover feat just as if it were a Large creature. Flying Charge (Ex) When a whirlmaw makes a charge attack while flying, it gains a +4 bonus on its attack roll (rather than the normal +2 bonus), and does not take the normal -2 penalty to Armor Class. Keen Sight (Ex) A whirlmaw is extremely sharp-sighted. It takes only half the penalty on Perception checks for distance, and can see creatures in open terrain clearly from up to a mile away. | Predators of the deep desert, whirlmaws are just one of the many dangers posed to those who travel the dry wastes of inner Rahadoum. Little more than flying eaters, these creatures rise singly or in flights, and attack all other living creatures that enter their territory. They are equally at home nestled in shallow burrows beneath sand dunes or resting in the rocky crevices of mountains. When they hunt, they soar upon the high thermals and keep an eye out for potential prey through the stony orbs that serve as their eyes. These bizarre hunters prefer to burrow into the torsos of their victims and consume the blood-rich organs, leaving the corpses' peripheral parts for scavengers. Few that encounter these vicious predators live to tell of it. The skeletal remains of whirlmaws' victims can be identified by the suspiciously circular sections of their torsos missing where the creatures burrowed through and consumed the flesh, bone, and organs in their entirety. The green, gemlike eyes of a whirlmaw are prized by those who seek exotic and dangerous treasures in the desert. It is speculated by some that these mystical orbs are the source of the whirlmaw's natural fire immunity, and alchemists and wizards often use them as components in creating magic items that bestow that form of energy resistance. | <link rel="stylesheet"href="PF.css"><div><h2>Whirlmaw</h2><h3><i>This creature glides on undulating folds of leathery skin. Its spinning, circular mouth is lined with rows of razor-sharp teeth.</i></h3><br></div><div class="heading"><p class="alignleft">Whirlmaw</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>N Medium aberration </h5><h5><b>Init </b>+10; <b>Senses </b>darkvision 60 ft., keen sight, tremorsense 30 ft.; Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 16, flat-footed 14 (+6 Dex, +4 natural)</h5><h5><b>hp </b>102 (12d8+48)</h5><h5><b>Fort </b>+8, <b>Ref </b>+10, <b>Will </b>+8</h5><h5><b>Immune </b>fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., burrow 10 ft., fly 90 ft. (perfect)</h5><h5><b>Melee </b>bite +16 (2d6+9 plus burrowing bite)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>flying charge</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>23, <b>Dex </b>22, <b>Con </b>18, <b>Int </b> 3, <b>Wis </b>10, <b>Cha </b>3</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+15; <b>CMD </b>31 (can't be tripped)</h5><h5><b>Feats </b>Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Wingover</h5><h5><b>Skills </b>Fly +18, Perception +8, Stealth +15</h5><h5><b>SQ </b>dust cloud</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> warm deserts (Rahadoum)</h5><h5><b>Organization </b>solitary or flight (2-9)</h5><h5><b>Treasure </b>none (eye gems worth 300 gp each)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Burrowing Bite (Ex)</b> If a whirlmaw successful hits a Small or larger creature with its bite attack, it immediately attempts to start a grapple as a free action with a +4 bonus on the grapple check. If the grapple check is successful, the whirlmaw's spinning, sawlike mouth immediately begins to burrow into the flesh of the creature, dealing 4d6+12 points of damage per round until the grapple is broken. </h5><h5><b>Dust Cloud (Ex)</b> By rapidly beating the leathery flaps of skin attached along its body, a whirlmaw can raise a cloud of debris while using its Hover feat just as if it were a Large creature. </h5><h5><b>Flying Charge (Ex)</b> When a whirlmaw makes a charge attack while flying, it gains a +4 bonus on its attack roll (rather than the normal +2 bonus), and does not take the normal -2 penalty to Armor Class. </h5><h5><b>Keen Sight (Ex)</b> A whirlmaw is extremely sharp-sighted. It takes only half the penalty on Perception checks for distance, and can see creatures in open terrain clearly from up to a mile away.</h5></div><br><div><h4><p><p>Predators of the deep desert, whirlmaws are just one of the many dangers posed to those who travel the dry wastes of inner Rahadoum. Little more than flying eaters, these creatures rise singly or in flights, and attack all other living creatures that enter their territory. They are equally at home nestled in shallow burrows beneath sand dunes or resting in the rocky crevices of mountains. When they hunt, they soar upon the high thermals and keep an eye out for potential prey through the stony orbs that serve as their eyes. These bizarre hunters prefer to burrow into the torsos of their victims and consume the blood-rich organs, leaving the corpses' peripheral parts for scavengers. Few that encounter these vicious predators live to tell of it. The skeletal remains of whirlmaws' victims can be identified by the suspiciously circular sections of their torsos missing where the creatures burrowed through and consumed the flesh, bone, and organs in their entirety. The green, gemlike eyes of a whirlmaw are prized by those who seek exotic and dangerous treasures in the desert. It is speculated by some that these mystical orbs are the source of the whirlmaw's natural fire immunity, and alchemists and wizards often use them as components in creating magic items that bestow that form of energy resistance.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
65 | Living Rune | 13 | AP 66 | 25600 | NE | Medium | aberration | 0 | 15 | blindsight 60 ft., tremorsense 60 ft.; Perception +27 | 28, touch 28, flat-footed 16 | 28 | 28 | 16 | (+6 deflection, +11 Dex, +1 dodge) | 153 | (18d8+72) | 18 | Fort +10, Ref +17, Will +15 | 10 | 17 | 15 | amorphous | bleed, disease, magic, paralysis, poison, stunning | - | vulnerable to sonic | 50 ft., climb 50 ft. | 1 | 1 | glyph touch +24 touch (3d8 electricity) | 5 ft. | 0 ft. | symbols of power | Spell-Like Abilities (CL 12th; concentration +17) At Will-arcane mark, illusory script (DC 18), telekinesis (sustained force only, DC 20) 3/day-explosive runes (DC 18), greater glyph of warding (DC 21), sepia snake sigil (DC 18) | Str -, Dex 32, Con 18, Int 15, Wis 14, Cha 20 | - | 32 | 18 | 15 | 14 | 20 | 13 | 13 | 13 | 41 (can't be tripped) | 41 | Alertness, Combat Expertise, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Skill Focus (Stealth), Spring Attack | Acrobatics +15, Bluff +15, Climb +12, Disguise +7, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +27, Sense Motive +19, Stealth +35 | truescript | camouflage, compression, two-dimensional | any | solitary, pair, or string (3-4) | incidental | A pulsating glyph animates into a quickly flowing script that changes form as it rewrites itself, before finally assembling into an arcane symbol that flares with untold magical power. | Camouflage (Ex) A living rune is able to shift its coloration and form to blend into its surroundings. The creature automatically hits with its touch attack against any creature that fails to notice it and enters its square. Glyph Touch (Su) A living rune deals 3d8 points of electricity damage with a successful touch attack, and it uses its Dexterity modifier (instead of its Strength modifier) to resolve all touch attacks. Immunity to Magic (Ex) A living rune is immune to spells and spell-like abilities that allow spell resistance. In addition, certain other spells and effects function differently against the creature as noted below. • An erase spell deals 6d6 points of damage to a living rune. • A living rune caught in the radius of any symbol spell is immune to its effects and heals 1d8 points of damage per spell level. Hit points beyond its total maximum are gained as temporary hit points that fade in 1 hour. • A living rune is affected normally by magic missile, maze, and spells that deal sonic damage. Symbols of Power (Su) As a standard action, a living rune can shift its form into a number of powerful symbols whose effects can damage or incapacitate opponents. Each round the living rune can choose a new effect, but a particular symbol form can only be used once every 4 rounds. This attack is resolved with a touch attack and the save DC is Charisma-based. Fear: The target becomes panicked for 2d6 rounds (Will DC 24). Pain: The target suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour (Fort DC 24). Persuasion: The target is charmed by the living rune (as charm monster) for 2d6 hours (Will DC 24). Slow: The target is slowed (as the slow spell) for 12 rounds (Will DC 24). Stunning: The target is stunned for 1d6 rounds (Fort DC 24). Weakness: The target suffers crippling weakness that deals 2d6 points of Strength damage (Fort DC 24). Truescript (Su) A living rune can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language. Two-Dimensional (Ex) A living rune only exists in two dimensions, and has some qualities in common with incorporeal creatures. A living rune has no Strength score. It cannot move in three dimensions (such as jumping or flying), and can only navigate along solid surfaces such as floors, ceilings, and walls. It can only attack creatures by entering their squares and touching them directly. A living rune can crawl onto solid surfaces that can then themselves be moved (such as onto a tome via its telekinesis spell-like ability). It cannot fall or take falling damage, cannot make trip or grapple attacks, and cannot be tripped or grappled. It cannot take any physical action that would move or manipulate an opponent or the opponent's equipment, has no weight, and does not set off traps that are triggered by weight. A living rune takes no damage from nonmagical attacks and only takes half damage from magical weapons. | Whether first scribed by some forgotten deity or birthed by magic glyphs long soured, living runes are among the most stubborn and arrogant of dungeon denizens. Though two-dimensional and lacking any sort of real body, the creatures are sentient, but with a venomous hostility toward the so-called "lesser races" they feel are corrupted forms of the universe's first words of creation. Appearing as magical glyphs, animated pulsating runes, etched hieroglyphics, or even ancient cave art, these creatures live to prey on lesser beings for no other reason than to prove their superiority over flesh-and-blood creatures. Ecology Living runes are ambush hunters, lying in wait amid ancient graffiti and faded pictographs, or even on the pages of ancient texts and tomes. They use their mutable forms to camouf lage themselves-often changing texts with illusory script to lead adventurers into nearby traps or hazards, or lacing important sources of information with explosive runes and then striking at trespassers when they have triggered the dangerous glyphs. Immortal unless destroyed, the creatures do not need sustenance in a traditional sense, though, like their will-o'-wisp cousins, they seem to feed on the terror and pain they induce in their victims. In addition to fear and pain, living runes feed on the written word (which they can erase through this consumption or leave unharmed). Living runes reproduce by a strange sort of mitosis, where two creatures merge to create complex sentence structures and concepts before splitting a portion off each of their malleable bodies to create a new unique rune that contains the knowledge of both parent runes. Habitat & Society Most commonly found in deserted ruins-in particular old alchemical labs, forgotten temples, and musty libraries- living runes prefer to live isolated existences, feeding on lost knowledge, consuming it slowly over the years before erasing or altering it, then hoarding the truth within themselves to tease races seeking to recover it. For this reason, they prefer to haunt the fringes of civilization, where they may terrorize lesser creatures in this manner- particularly arcane spellcasters. They derive a sick pleasure from the mental and physical torture of humanoids; in particular, they enjoy cornering humanoids in debates and wrapping them in riddles with the promise of shared knowledge or information, before ultimately growing bored and attacking the intruders with their myriad abilities. Such communications always begin-in the living rune's unique form of communication-with scribbled inquiries trespassing creatures will understand, and this somewhat playful and innocuous introduction often draws explorers to their deaths when they assume they are conversing with some benign artificial intelligence. In instances becoming horrifically frequent, archivists have discovered previously unheard of colonies of living runes deep in the bowels of urban libraries and archives, hiding out for years in an attempt to learn more of modern civilization, with unknown motivations that may hold terrible consequences for civilized races. Origins In the annals of recorded history, ancient texts mentioning living runes always seem to do so in relation to the forgotten goddess Lissala, leading scholars to believe that either the creatures served worshipers of the deity in some way, or were rewarded as gifts to particularly devout supplicants. Some even speculate that Lissala herself is responsible for the creation of living runes. Others conjecture that living runes have always been, and are among the universe's eldest creatures, having escaped from the lips of some primordial god when the first words of creation were uttered. Evidence seems to dispute both these claims-the creatures are known to spring up from the scribbled text and graffiti of magic-soured ruins or untriggered symbol spells long left to rot. Whatever the truth, these haughty creatures do not discuss their origins. | <link rel="stylesheet"href="PF.css"><div><h2>Living Rune</h2><h3><i>A pulsating glyph animates into a quickly flowing script that changes form as it rewrites itself, before finally assembling into an arcane symbol that flares with untold magical power.</i></h3><br></div><div class="heading"><p class="alignleft">Living Rune</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>NE Medium aberration </h5><h5><b>Init </b>+15; <b>Senses </b>blindsight 60 ft., tremorsense 60 ft.; Perception +27</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 28, flat-footed 16 (+6 deflection, +11 Dex, +1 dodge)</h5><h5><b>hp </b>153 (18d8+72)</h5><h5><b>Fort </b>+10, <b>Ref </b>+17, <b>Will </b>+15</h5><h5><b>Defensive Abilities </b>amorphous; <b>Immune </b>bleed, disease, magic, paralysis, poison, stunning</h5><h5><b>Weaknesses </b>vulnerable to sonic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft., climb 50 ft.</h5><h5><b>Melee </b>glyph touch +24 touch (3d8 electricity)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>symbols of power</h5><h5><b>Spell-Like Abilities</b> (CL 12th; concentration +17) </br>At Will—<i>arcane mark</i>, <i>illusory script</i> (DC 18), <i>telekinesis</i> (sustained force only, DC 20) </br>3/day—<i>explosive runes</i> (DC 18), <i>greater glyph of warding</i> (DC 21), <i>sepia snake sigil</i> (DC 18)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>-, <b>Dex </b>32, <b>Con </b>18, <b>Int </b> 15, <b>Wis </b>14, <b>Cha </b>20</h5><h5><b>Base Atk </b>+13; <b>CMB </b>+13; <b>CMD </b>41 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Combat Expertise, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Skill Focus (Stealth), Spring Attack</h5><h5><b>Skills </b>Acrobatics +15, Bluff +15, Climb +12, Disguise +7, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +27, Sense Motive +19, Stealth +35</h5><h5><b>Languages </b>truescript</h5><h5><b>SQ </b>camouflage, compression, two-dimensional</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or string (3-4)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Camouflage (Ex)</b> A living rune is able to shift its coloration and form to blend into its surroundings. The creature automatically hits with its touch attack against any creature that fails to notice it and enters its square. </h5><h5><b>Glyph Touch (Su)</b> A living rune deals 3d8 points of electricity damage with a successful touch attack, and it uses its Dexterity modifier (instead of its Strength modifier) to resolve all touch attacks. </h5><h5><b>Immunity to Magic (Ex)</b> A living rune is immune to spells and spell-like abilities that allow spell resistance. In addition, certain other spells and effects function differently against the creature as noted below. <ul><li> An <i>erase</i> spell deals 6d6 points of damage to a living rune. <li> A living rune caught in the radius of any symbol spell is immune to its effects and heals 1d8 points of damage per spell level. Hit points beyond its total maximum are gained as temporary hit points that fade in 1 hour. <li> A living rune is affected normally by <i>magic missile</i>, <i>maze</i>, and spells that deal sonic damage. </h5><h5><b>Symbols of Power (Su)</b> As a standard action, a living rune can shift its form into a number of powerful symbols whose effects can damage or incapacitate opponents. Each round the living rune can choose a new effect, but a particular symbol form can only be used once every 4 rounds. This attack is resolved with a touch attack and the save DC is Charisma-based. <i>Fear</i>: The target becomes panicked for 2d6 rounds (Will DC 24). <i>Pain</i>: The target suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour (Fort DC 24). <i>Persuasion</i>: The target is <i>charm</i>ed by the living rune (as <i>charm</i> monster) for 2d6 hours (Will DC 24). <i>Slow</i>: The target is slowed (as the <i>slow</i> spell) for 12 rounds (Will DC 24). <i>Stunning</i>: The target is stunned for 1d6 rounds (Fort DC 24). <i>Weakness</i>: The target suffers crippling weakness that deals 2d6 points of Strength damage (Fort DC 24). </h5><h5><b>Truescript (Su)</b> A living rune can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language. Two-Dimensional (Ex) A living rune only exists in two dimensions, and has some qualities in common with incorporeal creatures. A living rune has no Strength score. It cannot move in three dimensions (such as jumping or flying), and can only navigate along solid surfaces such as floors, ceilings, and walls. It can only attack creatures by entering their squares and touching them directly. A living rune can crawl onto solid surfaces that can then themselves be moved (such as onto a tome via its <i>telekinesis</i> spell-like ability). It cannot fall or take falling damage, cannot make trip or grapple attacks, and cannot be tripped or grappled. It cannot take any physical action that would move or manipulate an opponent or the opponent's equipment, has no weight, and does not set off traps that are triggered by weight. A living rune takes no damage from nonmagical attacks and only takes half damage from magical weapons.</ul></h5></div><br><div><h4><p><p>Whether first scribed by some forgotten deity or birthed by magic glyphs long soured, living runes are among the most stubborn and arrogant of dungeon denizens. Though two-dimensional and lacking any sort of real body, the creatures are sentient, but with a venomous hostility toward the so-called "lesser races" they feel are corrupted forms of the universe's first words of creation. Appearing as magical glyphs, animated pulsating runes, etched hieroglyphics, or even ancient cave art, these creatures live to prey on lesser beings for no other reason than to prove their superiority over flesh-and-blood creatures. <b></p><p>Ecology</b></p><p> Living runes are ambush hunters, lying in wait amid ancient graffiti and faded pictographs, or even on the pages of ancient texts and tomes. They use their mutable forms to camouf lage themselves-often changing texts with <i>illusory script</i> to lead adventurers into nearby traps or hazards, or lacing important sources of information with <i>explosive runes</i> and then striking at trespassers when they have triggered the dangerous glyphs. Immortal unless destroyed, the creatures do not need sustenance in a traditional sense, though, like their will-o'-wisp cousins, they seem to feed on the terror and pain they induce in their victims. In addition to fear and pain, living runes feed on the written word (which they can <i>erase</i> through this consumption or leave unharmed). Living runes reproduce by a strange sort of mitosis, where two creatures merge to create complex sentence structures and concepts before splitting a portion off each of their malleable bodies to create a new unique rune that contains the knowledge of both parent runes. <b></p><p>Habitat & Society</b></p><p> Most commonly found in deserted ruins-in particular old alchemical labs, forgotten temples, and musty libraries- living runes prefer to live isolated existences, feeding on lost knowledge, consuming it slowly over the years before erasing or altering it, then hoarding the truth within themselves to tease races seeking to recover it. For this reason, they prefer to haunt the fringes of civilization, where they may terrorize lesser creatures in this manner- particularly arcane spellcasters. They derive a sick pleasure from the mental and physical torture of humanoids; in particular, they enjoy cornering humanoids in debates and wrapping them in riddles with the promise of shared knowledge or information, before ultimately growing bored and attacking the intruders with their myriad abilities. Such communications always begin-in the living rune's unique form of communication-with scribbled inquiries trespassing creatures will understand, and this somewhat playful and innocuous introduction often draws explorers to their deaths when they assume they are conversing with some benign artificial intelligence. In instances becoming horrifically frequent, archivists have discovered previously unheard of colonies of living runes deep in the bowels of urban libraries and archives, hiding out for years in an attempt to learn more of modern civilization, with unknown motivations that may hold terrible consequences for civilized races. <b></p><p>Origins</b></p> In the annals of recorded history, ancient texts mentioning living runes always seem to do so in relation to the forgotten goddess Lissala, leading scholars to believe that either the creatures served worshipers of the deity in some way, or were rewarded as gifts to particularly devout supplicants. Some even speculate that Lissala herself is responsible for the creation of living runes. Others conjecture that living runes have always been, and are among the universe's eldest creatures, having escaped from the lips of some primordial god when the first words of creation were uttered. Evidence seems to dispute both these claims-the creatures are known to spring up from the scribbled text and graffiti of magic-soured ruins or untriggered symbol spells long left to rot. Whatever the truth, these haughty creatures do not discuss their origins.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
66 | Azgenzak | 8 | AP 69 | 4800 | NE | Large | aberration | (aquatic) | 0 | 3 | all-around vision, darkvision 60 ft., low-light vision; Perception +20 | frightful presence (30 ft., DC 16, inverted form only) | 22, touch 12, flat-footed 19 | 22 | 12 | 19 | (+3 Dex, +10 natural, -1 size) | 95 | (10d8+50) | 10 | Fort +8, Ref +6, Will +8 | 8 | 6 | 8 | amorphous | fire, poison | - | 20 ft., swim 20 ft. | 1 | 1 | 3 slams +11 (1d6+4 plus burn and grab) | 3 | 3 | 3 | 10 ft. | 5 ft. | burn (1d6, DC 20), burning blindness, constrict (1d6+4), swallow whole (2d6 fire, AC 15, 9 hp), swarming pyrocules | Str 18, Dex 17, Con 20, Int 7, Wis 13, Cha 12 | 18 | 17 | 20 | 7 | 13 | 12 | 7 | +12 (+16 grapple) | 12 | 25 | 25 | Blind-Fight, Nimble Moves, Skill Focus (Perception), Step Up, Weapon Focus (slam) | Climb +8, Perception +20, Stealth +10 (+18 when underwater), Swim +16 | +8 Stealth when underwater | Aklo | amphibious, compression, inversion | warm and temperate fresh water and swamps | solitary | incidental | This undulating, amorphous sac is a turgid, brown-black mass scarcely hiding a seething jumble of rounded subcutaneous masses churning within. One end opens into a yawning maw, revealing a fiery cauldron of innumerable, lidless eyeballs of every size, shape, and color, each wreathed in sooty orange flame. | Burning Blindness (Su) When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes (Fortitude DC 20 negates). If the save fails, the target takes 1d6 additional points of fire damage, is sickened by pain for 1d4 rounds, and becomes permanently dazzled. If this results in the loss of all of the target's eyes, it is permanently blinded. Inversion (Ex) As a move action, an azgenzak can invert its sac-like body, turning itself inside out and exposing its innumerable burning eyes. Doing so surrounds the azgenzak with a fiery aura and activates its frightful presence ability. These abilities are suppressed when the azgenzak is not inverted. When it's inverted, creatures adjacent to the azgenzak take 2d6 points of fire damage and risk catching on fire. A successful DC 16 Reflex save halves this damage and keeps the creature from catching on fire. An inverted azgenzak loses its racial bonus to Stealth underwater and takes a further -10 penalty on Stealth checks. In addition, when inverted, an azgenzak can't swallow its victim whole; however, if it begins its turn with a creature grappled, it can revert itself as a move action and then use its swallow whole ability. A creature swallowed by an azgenzak is subject to its fiery aura and frightful presence even when the azgenzak is not inverted. Swarming Pyrocules (Su) As a full-round action, an azgenzak can disgorge a swarm of burning eyeballs. This swarm has the same statistics as a bat swarm (Pathfinder RPG Bestiary 30), except it lacks the wounding special ability, which is replaced by the azgenzak's burn ability and immunity to fire. An azgenzak using this ability takes 2d6 points of damage (though damage dealt to the swarming pyrocules does not damage the azgenzak). The swarming pyrocules can't survive long separated from the azgenzak, and take 1 point of damage each round at the end of its turn. The swarming pyrocules can be reabsorbed by the azgenzak as a full-round action, healing the creature of 1d6 points of damage. | Azgenzaks, also called more prosaically "sacks of burning eyes," are shapeless predators of unfathomable appetites and undeniable malevolence. They might have congealed into existence within some forgotten crack of the Outer Rifts, escaping (or being set loose) into the Material Plane ages ago. However, many theorize that these beings are entirely natural, primeval creatures that fell into savagery or never evolved from their primitive state in the first place. Azgenzaks are roughly 8 feet in diameter and weigh over 800 pounds. Ecology Azgenzaks are amorphous, their bodies composed of a flaccid, leathery outer skin enveloping an interior of glistening, wrinkled tissue, which in turn surrounds hundreds of cilia-rimmed sockets that weep flammable mucus. An azgenzak can suppress its flames by squeezing its sac tightly closed, but it rarely does so unless it has need for stealth. If it wishes to maintain its flames even when it dives underwater, it simply enfolds a large bubble of air within its fundus, seals the aperture with a layer of mucus, and inf lates itself into a lumpy spheroid, periodically venting exhaust gases to propel itself through the water. A rush of foul-scented bubbles and brief flares of deep orange below the water's surface usually accompany such venting as jets of flame escape the azgenzak's interior and are snuffed out. Azgenzaks are primarily carnivorous, though they're able to digest any organic material, engulfing it within their flaming cavities. An azgenzak that has recently feasted-having swallowed its prey whole-might sink to the bottom of a body of water and enfold itself to slowly digest its meal, settling into a torpor for days or even weeks at a time. If undisturbed, a hibernating azgenzak might appear indistinguishable from an algae-covered boulder, a rotting log, or submerged carrion. Azgenzaks reproduce by asexual budding, which is abetted in some unknown way by the vitreous humors found within eyeballs. Its drive to extract the eyes of its prey is to further of its attempts at reproduction, as the distilled essence of the eyes it steals germinates tissue buds within the depths of its stomach. These buds then replicate and mat together into a translucent sheath of tissue, with a portion of the eyes within the azgenzak adsorbing into this sheath as it grows. Once a sufficient sheath-mass has accreted, it begins sloughing off from the parent azgenzak's stomach walls, and is eventually disgorged and discarded in a steaming puddle of semisolid translucent slime shot through with eyeballs. Now ravenously hungry, the parent moves on to feast elsewhere and replenish its discarded mass. Meanwhile, the newly birthed azgenzak begins to darken and congeal, baked from within by the unquenchable heat of its burning eyes, even as its outer tissues are tempered by exposure to open air and water, gradually toughening into a mottled brown outer skin. Gorging itself on organic matter, the newly formed azgenzak matures within a month and can begin to unleash the swarming pyrocules that are its deadly signature. Habitat & Society Azgenzaks are solitary creatures, despising the presence of others of their kind as rivals for their hunting terrain. They prefer to make their dens in murky lakes, though they are equally happy in swamps, bogs, and even slow-moving rivers. They are not powerful swimmers and avoid fast-moving water, though they are perfectly capable of climbing out of the water and traversing land in an undulant slither. Their malleable mass is able to ooze over, around, and between obstacles that might block the passage of a more solid creature. Azgenzaks are sometimes confused with will-o'-wisps in folktales and legends, as both dwell in boglands and are blamed for mysterious marshlights that lead travelers to their doom. This is because azgenzaks are thought of more in terms of the swarming pyrocules they unleash rather than their true bodies-the strings of floating, flaming eyes are often believed to be the true creature and the "bag" of its body a gate to Hell, a fleshy opening into the Abyss, or a shroud stitched from the skins of its victims. In many cultures, strange bubbling and dancing marshlights below the water or bobbing above bogs are seen as portents of death even when seen in the far distance, regardless of the creature responsible. In lands where azgenzaks are known to dwell, animals are often blindered at night and children are taught to keep shutters and curtains drawn tight to avoid seeing the deadly lights. In truth, azgenzaks are fairly simple creatures, mostly interested in their next meal. That said, they prefer the flesh of sentient victims and the screams of victims perishing in fear and fire. While they have no love for will-o'-wisps, they do sense a certain kinship with them, and more importantly they perceive the advantages of working with them to secure prey. Will-o'-wisps themselves offer no sustenance for an azgenzak, with their nearly immaterial bodies, but an azgenzak's ability to instill fear has much to offer hunting will-o'-wisps. The two creatures thus sometimes work in concert, with the azgenzak feasting physically upon its victims while the will-o'-wisp feeds psychically. | <link rel="stylesheet"href="PF.css"><div><h2>Azgenzak</h2><h3><i>This undulating, amorphous sac is a turgid, brown-black mass scarcely hiding a seething jumble of rounded subcutaneous masses churning within. One end opens into a yawning maw, revealing a fiery cauldron of innumerable, lidless eyeballs of every size, shape, and color, each wreathed in sooty orange flame.</i></h3><br></div><div class="heading"><p class="alignleft">Azgenzak</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>NE Large aberration (aquatic)</h5><h5><b>Init </b>+3; <b>Senses </b>all-around vision, darkvision 60 ft., low-light vision; Perception +20</h5><h5><b>Aura </b>frightful presence (30 ft., DC 16, inverted form only)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)</h5><h5><b>hp </b>95 (10d8+50)</h5><h5><b>Fort </b>+8, <b>Ref </b>+6, <b>Will </b>+8</h5><h5><b>Defensive Abilities </b>amorphous; <b>Immune </b>fire, poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., swim 20 ft.</h5><h5><b>Melee </b>3 slams +11 (1d6+4 plus burn and grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>burn (1d6, DC 20), burning blindness, constrict (1d6+4), swallow whole (2d6 fire, AC 15, 9 hp), swarming pyrocules</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>17, <b>Con </b>20, <b>Int </b> 7, <b>Wis </b>13, <b>Cha </b>12</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+12 (+16 grapple); <b>CMD </b>25</h5><h5><b>Feats </b>Blind-Fight, Nimble Moves, Skill Focus (Perception), Step Up, Weapon Focus (slam)</h5><h5><b>Skills </b>Climb +8, Perception +20, Stealth +10 (+18 when underwater), Swim +16; <b>Racial Modifiers </b>+8 Stealth when underwater</h5><h5><b>Languages </b>Aklo</h5><h5><b>SQ </b>amphibious, compression, inversion</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> warm and temperate fresh water and swamps</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Burning Blindness (Su)</b> When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes (Fortitude DC 20 negates). If the save fails, the target takes 1d6 additional points of fire damage, is sickened by pain for 1d4 rounds, and becomes permanently dazzled. If this results in the loss of all of the target's eyes, it is permanently blinded. </h5><h5><b>Inversion (Ex)</b> As a move action, an azgenzak can invert its sac-like body, turning itself inside out and exposing its innumerable burning eyes. Doing so surrounds the azgenzak with a fiery aura and activates its frightful presence ability. These abilities are suppressed when the azgenzak is not inverted. When it's inverted, creatures adjacent to the azgenzak take 2d6 points of fire damage and risk catching on fire. A successful DC 16 Reflex save halves this damage and keeps the creature from catching on fire. An inverted azgenzak loses its racial bonus to Stealth underwater and takes a further -10 penalty on Stealth checks. In addition, when inverted, an azgenzak can't swallow its victim whole; however, if it begins its turn with a creature grappled, it can revert itself as a move action and then use its swallow whole ability. A creature swallowed by an azgenzak is subject to its fiery aura and frightful presence even when the azgenzak is not inverted. </h5><h5><b>Swarming Pyrocules (Su)</b> As a full-round action, an azgenzak can disgorge a swarm of burning eyeballs. This swarm has the same statistics as a bat swarm (<i>Pathfinder RPG Bestiary</i> 30), except it lacks the wounding special ability, which is replaced by the azgenzak's burn ability and immunity to fire. An azgenzak using this ability takes 2d6 points of damage (though damage dealt to the swarming pyrocules does not damage the azgenzak). The swarming pyrocules can't survive long separated from the azgenzak, and take 1 point of damage each round at the end of its turn. The swarming pyrocules can be reabsorbed by the azgenzak as a full-round action, healing the creature of 1d6 points of damage.</h5></div><br><div><h4><p><p>Azgenzaks, also called more prosaically "sacks of burning eyes," are shapeless predators of unfathomable appetites and undeniable malevolence. They might have congealed into existence within some forgotten crack of the Outer Rifts, escaping (or being set loose) into the Material Plane ages ago. However, many theorize that these beings are entirely natural, primeval creatures that fell into savagery or never evolved from their primitive state in the first place. Azgenzaks are roughly 8 feet in diameter and weigh over 800 pounds. <b></p><p>Ecology</b></p><p> Azgenzaks are amorphous, their bodies composed of a flaccid, leathery outer skin enveloping an interior of glistening, wrinkled tissue, which in turn surrounds hundreds of cilia-rimmed sockets that weep flammable mucus. An azgenzak can suppress its flames by squeezing its sac tightly closed, but it rarely does so unless it has need for stealth. If it wishes to maintain its flames even when it dives underwater, it simply enfolds a large bubble of air within its fundus, seals the aperture with a layer of mucus, and inf lates itself into a lumpy spheroid, periodically venting exhaust gases to propel itself through the water. A rush of foul-scented bubbles and brief flares of deep orange below the water's surface usually accompany such venting as jets of flame escape the azgenzak's interior and are snuffed out. Azgenzaks are primarily carnivorous, though they're able to digest any organic material, engulfing it within their flaming cavities. An azgenzak that has recently feasted-having swallowed its prey whole-might sink to the bottom of a body of water and enfold itself to slowly digest its meal, settling into a torpor for days or even weeks at a time. If undisturbed, a hibernating azgenzak might appear indistinguishable from an algae-covered boulder, a rotting log, or submerged carrion. Azgenzaks reproduce by asexual budding, which is abetted in some unknown way by the vitreous humors found within eyeballs. Its drive to extract the eyes of its prey is to further of its attempts at reproduction, as the distilled essence of the eyes it steals germinates tissue buds within the depths of its stomach. These buds then replicate and mat together into a translucent sheath of tissue, with a portion of the eyes within the azgenzak adsorbing into this sheath as it grows. Once a sufficient sheath-mass has accreted, it begins sloughing off from the parent azgenzak's stomach walls, and is eventually disgorged and discarded in a steaming puddle of semisolid translucent slime shot through with eyeballs. Now ravenously hungry, the parent moves on to feast elsewhere and replenish its discarded mass. Meanwhile, the newly birthed azgenzak begins to darken and congeal, baked from within by the unquenchable heat of its burning eyes, even as its outer tissues are tempered by exposure to open air and water, gradually toughening into a mottled brown outer skin. Gorging itself on organic matter, the newly formed azgenzak matures within a month and can begin to unleash the swarming pyrocules that are its deadly signature. <b></p><p>Habitat & Society</b></p><p> Azgenzaks are solitary creatures, despising the presence of others of their kind as rivals for their hunting terrain. They prefer to make their dens in murky lakes, though they are equally happy in swamps, bogs, and even slow-moving rivers. They are not powerful swimmers and avoid fast-moving water, though they are perfectly capable of climbing out of the water and traversing land in an undulant slither. Their malleable mass is able to ooze over, around, and between obstacles that might block the passage of a more solid creature. Azgenzaks are sometimes confused with will-o'-wisps in folktales and legends, as both dwell in boglands and are blamed for mysterious marshlights that lead travelers to their doom. This is because azgenzaks are thought of more in terms of the swarming pyrocules they unleash rather than their true bodies-the strings of floating, flaming eyes are often believed to be the true creature and the "bag" of its body a gate to Hell, a fleshy opening into the Abyss, or a shroud stitched from the skins of its victims. In many cultures, strange bubbling and dancing marshlights below the water or bobbing above bogs are seen as portents of death even when seen in the far distance, regardless of the creature responsible. In lands where azgenzaks are known to dwell, animals are often blindered at night and children are taught to keep shutters and curtains drawn tight to avoid seeing the deadly lights. In truth, azgenzaks are fairly simple creatures, mostly interested in their next meal. That said, they prefer the flesh of sentient victims and the screams of victims perishing in fear and fire. While they have no love for will-o'-wisps, they do sense a certain kinship with them, and more importantly they perceive the advantages of working with them to secure prey. Will-o'-wisps themselves offer no sustenance for an azgenzak, with their nearly immaterial bodies, but an azgenzak's ability to instill fear has much to offer hunting will-o'-wisps. The two creatures thus sometimes work in concert, with the azgenzak feasting physically upon its victims while the will-o'-wisp feeds psychically.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
67 | Mythic Aboleth | 9 | Mythic Adventures | 6400 | LE | Huge | aberration | (aquatic, mythic) | 0 | +8M | darkvision 60 ft.; Perception +15 | mucus cloud (5 feet) | 23, touch 9, flat-footed 22 | 23 | 9 | 22 | (+1 Dex, +14 natural, -2 size) | 118 | (9d8+78) | 9 | Fort +9, Ref +6, Will +11 | 9 | 6 | 11 | 5/epic | - | 10 ft., swim 60 ft. | 1 | 1 | 4 tentacles +11 (1d8+5 plus slime) | 4 | 4 | 4 | 15 ft. | 15 ft. | mucus mist, mythic power (3/day, surge +1d6) | Spell-Like Abilities (CL 16th; concentration +20) At Will-hypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20) 3/day-dominate monster (DC 23) | Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 19 | 20 | 12 | 22 | 15 | 17 | 19 | 6 | 13 | 13 | 24 | 24 | Combat Casting, Improved InitiativeM, Iron WillM, Lightning Reflexes, Weapon Focus (tentacle) | Bluff +13, Intimidate +16, Knowledge (any one) +14, Perception +15, Spellcraft +14, Swim +25 | Aboleth, Aklo, Aquan, Undercommon | slime armor | any aquatic | solitary, pair, brood (3-6), or shoal (7-19) | double | A foul mist surrounds this huge, three-eyed, tentacled fish creature, and plates of hardened slime guard its body. | Aboleth | Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed at a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based. Mucus Mist (Ex) When exposed to the air, a mythic aboleth can release its mucus as a fine mist. This obscures vision like obscuring mist and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the aboleth. Slime (Ex) A creature hit by an aboleth's tentacle must succeed at a DC 20 Fortitude save or its skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as the transformation persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based. Slime Armor (Ex) A mythic aboleth can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus, reduces its swim speed to 30 feet, and increases its land speed to 30 feet. The aboleth can dissolve the armor as a full-round action. | A mythic aboleth has exceptional magic, usually gained by staying alive long enough to see some of its dark experiments through to fruition. Brooding and brilliant, it seeks to conquer the dry lands. | <link rel="stylesheet"href="PF.css"><div><h2>Aboleth, Mythic</h2><h3><i>A foul mist surrounds this huge, three-eyed, tentacled fish creature, and plates of hardened slime guard its body.</i></h3><br></div><div class="heading"><p class="alignleft">Mythic Aboleth</p><p class="alignright">CR 9/MR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>LE Huge aberration (aquatic, mythic)</h5><h5><b>Init </b>+8<sup>M</sup>; <b>Senses </b>darkvision 60 ft.; Perception +15</h5><h5><b>Aura </b>mucus cloud (5 feet)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 9, flat-footed 22 (+1 Dex, +14 natural, -2 size)</h5><h5><b>hp </b>118 (9d8+78)</h5><h5><b>Fort </b>+9, <b>Ref </b>+6, <b>Will </b>+11</h5><h5><b>DR </b>5/epic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., swim 60 ft.</h5><h5><b>Melee </b>4 tentacles +11 (1d8+5 plus slime)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>mucus mist, mythic power (3/day, surge +1d6)</h5><h5><b>Spell-Like Abilities</b> (CL 16th; concentration +20) </br>At Will—<i>hypnotic pattern</i> (DC 16), <i>illusory wall</i> (DC 18), <i>mirage arcana</i> (DC 19), <i>persistent image</i> (DC 19), <i>programmed image</i> (DC 20), <i>project image</i> (DC 21), <i>veil</i> (DC 20) </br>3/day—<i>dominate monster</i> (DC 23)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>12, <b>Con </b>22, <b>Int </b> 15, <b>Wis </b>17, <b>Cha </b>19</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+13; <b>CMD </b>24</h5><h5><b>Feats </b>Combat Casting, Improved Initiative<sup>M</sup>, Iron Will<sup>M</sup>, Lightning Reflexes, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Bluff +13, Intimidate +16, Knowledge (any one) +14, Perception +15, Spellcraft +14, Swim +25</h5><h5><b>Languages </b>Aboleth, Aklo, Aquan, Undercommon</h5><h5><b>SQ </b>slime armor</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any aquatic</h5><h5><b>Organization </b>solitary, pair, brood (3-6), or shoal (7-19)</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Mucus Cloud (Ex)</b> While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed at a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based. </h5><h5><b>Mucus Mist (Ex)</b> When exposed to the air, a mythic aboleth can release its mucus as a fine mist. This obscures vision like <i>obscuring mist</i> and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the aboleth. </h5><h5><b>Slime (Ex)</b> A creature hit by an aboleth's tentacle must succeed at a DC 20 Fortitude save or its skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as the transformation persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. <i>Remove disease</i> and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based. </h5><h5><b>Slime Armor (Ex)</b> A mythic aboleth can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus, reduces its swim speed to 30 feet, and increases its land speed to 30 feet. The aboleth can dissolve the armor as a full-round action.</h5></div><br><div><h4><p><p>A mythic aboleth has exceptional magic, usually gained by staying alive long enough to see some of its dark experiments through to fruition. Brooding and brilliant, it seeks to conquer the dry lands.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
68 | Argus | 13 | PFRPG Bestiary 4 | 25600 | LN | Gargantuan | aberration | (mythic) | 0 | +12M | all-around vision, arcane sight, darkvision 60 ft., detect scrying, limitless vision, mistsight, see in darkness, true seeing; Perception +29 | frightful presence (40 ft., DC 16) | 30, touch 12, flat-footed 28 | 30 | 12 | 28 | (+2 Dex, +4 insight, +18 natural, -4 size) | 184 | (13d8+126) | 13 | Fort +10, Ref +6, Will +9 | 10 | 6 | 9 | absolute readiness, rock catching | 10/epic | blindness, dazzled | cold 30, fire 30 | 30 | 30 | - | vulnerable to fascination and sleep | 40 ft. | 1 | 2 claws +20 (3d6+14 plus grab), bite +19 (2d8+14) | 3 | 3 | 1 | 2 | rock +8 (3d6+14) | 20 ft. | 20 ft. | accurate strikes, constrict (3d6+14), eye gouge, fascinating gaze, mythic power (6/day, surge +1d8), rend (2 claws, 3d6+21), rock throwing (200 ft.) | Spell-Like Abilities (CL 14th; concentration +20) Constant-arcane sight, detect scrying, true seeing At Will-arcane eye, clairaudience/ clairvoyance, status, true strike 3/day-quickened true strike | Str 39, Dex 14, Con 23, Int 13, Wis 12, Cha 10 | 39 | 14 | 23 | 13 | 12 | 10 | 9 | +27 (+31 grapple) | 27 | 43 | 43 | AlertnessM, Combat ReflexesM, Improved InitiativeM, Intimidating Prowess, Quicken Spell-Like Ability (true strike), Skill Focus (Perception), Weapon Focus (claw) | Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision-based Perception checks), Sense Motive +23, Swim +24 | +8 on vision-based Perception checks | Aklo, Celestial, Common | any land | solitary | standard | This misshapen giant is covered in horns, tumorous tentacles, unsightly warts, and strange, staring eyes. | Absolute Readiness (Ex) An argus is never surprised or flat-footed. It can act in the surprise round as if it were a normal round. Accurate Strikes (Ex) An argus's attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment. Eye Gouge (Ex) If an argus rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded. Fascinating Gaze (Su) A creature within 40 feet of an argus must succeed at a DC 16 Will saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can't use this ability in the same round it uses frightful presence. The save DC is Charisma-based. Limitless Vision (Ex) An argus takes no distance penalties on Perception checks. | An argus is an ancient creature related to the titans (Pathfinder RPG Bestiary 2 266-267), transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don't intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace. An argus stands 25 feet tall and weighs 18,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Argus</h2><h3><i>This misshapen giant is covered in horns, tumorous tentacles, unsightly warts, and strange, staring eyes.</i></h3><br></div><div class="heading"><p class="alignleft">Argus</p><p class="alignright">CR 13/MR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>LN Gargantuan aberration (mythic)</h5><h5><b>Init </b>+12<sup>M</sup>; <b>Senses </b>all-around vision, <i>arcane sight</i>, darkvision 60 ft., <i>detect scrying</i>, limitless vision, mistsight, see in darkness, <i><i>true</i> seeing</i>; Perception +29</h5><h5><b>Aura </b>frightful presence (40 ft., DC 16)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 12, flat-footed 28 (+2 Dex, +4 insight, +18 natural, -4 size)</h5><h5><b>hp </b>184 (13d8+126)</h5><h5><b>Fort </b>+10, <b>Ref </b>+6, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>absolute readiness, rock catching; <b>DR </b>10/epic; <b>Immune </b>blindness, dazzled; <b>Resist </b>cold 30, fire 30</h5><h5><b>Weaknesses </b>vulnerable to fascination and sleep</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 claws +20 (3d6+14 plus grab), bite +19 (2d8+14)</h5><h5><b>Ranged </b>rock +8 (3d6+14)</h5><h5><b>Space </b>20 ft.; <b>Reach </b>20 ft.</h5><h5><b>Special Attacks </b>accurate strikes, constrict (3d6+14), eye gouge, fascinating gaze, mythic power (6/day, surge +1d8), rend (2 claws, 3d6+21), rock throwing (200 ft.)</h5><h5><b>Spell-Like Abilities</b> (CL 14th; concentration +20) </br>Constant—<i>arcane sight</i>, <i>detect scrying</i>, <i><i>true</i> seeing</i> </br>At Will—<i>arcane eye</i>, <i>clairaudience/ clairvoyance</i>, <i>status</i>, <i><i>true</i> strike</i> </br>3/day—quickened <i><i>true</i> strike</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>39, <b>Dex </b>14, <b>Con </b>23, <b>Int </b> 13, <b>Wis </b>12, <b>Cha </b>10</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+27 (+31 grapple); <b>CMD </b>43</h5><h5><b>Feats </b>Alertness<sup>M</sup>, Combat Reflexes<sup>M</sup>, Improved Initiative<sup>M</sup>, Intimidating Prowess, Quicken Spell-Like Ability (<i><i>true</i> strike</i>), Skill Focus (Perception), Weapon Focus (claw)</h5><h5><b>Skills </b>Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision-based Perception checks), Sense Motive +23, Swim +24; <b>Racial Modifiers </b>+8 on vision-based Perception checks</h5><h5><b>Languages </b>Aklo, Celestial, Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Absolute Readiness (Ex)</b> An argus is never surprised or flat-footed. It can act in the surprise round as if it were a normal round. </h5><h5><b>Accurate Strikes (Ex)</b> An argus's attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment. </h5><h5><b>Eye Gouge (Ex)</b> If an argus rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded. </h5><h5><b>Fascinating Gaze (Su)</b> A creature within 40 feet of an argus must succeed at a DC 16 Will saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can't use this ability in the same round it uses frightful presence. The save DC is Charisma-based. </h5><h5><b>Limitless Vision (Ex)</b> An argus takes no distance penalties on Perception checks.</h5></div><br><div><h4><p><p>An argus is an ancient creature related to the titans (<i>Pathfinder RPG Bestiary 2</i> 266-267), transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don't intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace. An argus stands 25 feet tall and weighs 18,000 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||
69 | Brethedan | 5 | PFRPG Bestiary 4 | 1600 | N | Large | aberration | 0 | 0 | blindsense 120 ft., darkvision 60 ft.; Perception +12 | 17, touch 9, flat-footed 17 | 17 | 9 | 17 | (+8 natural, -1 size) | 66 | (7d8+35) | 7 | regeneration 2 (acid) | acid | Fort +7, Ref +2, Will +9 | 7 | 2 | 9 | amorphous | - | 0 ft., fly 30 ft. (good) | 1 | 1 | 2 slams +9 (1d6+4 plus grab) | 2 | 2 | 2 | 10 ft. | 10 ft. | constrict (1d6+4), engulf (DC 17, 1d6 acid and paralysis) | Str 19, Dex 11, Con 20, Int 12, Wis 14, Cha 11 | 19 | 11 | 20 | 12 | 14 | 11 | 5 | +10 (+14 grapple) | 10 | 20 (can't be tripped) | 20 | Combat Reflexes, Iron Will, Power Attack, Weapon Focus (slam) | Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6 | Brethedan; telepathy 100 ft. | adaptation, combine | any sky | solitary, pair, or flotilla (3-8) | none | This amorphous creature looks like an iridescent, blimp-shaped jellyfish, with a line of tentacles dangling down beneath it. | Adaptation (Ex) A brethedan's body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities. • It gains resistance 5 against a single energy type (acid, cold, electricity, or fire). • It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size. • Its slam damage type changes to slashing or piercing. • Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans). • It gains a +4 natural armor bonus to AC. • Its reach increases to 20 feet. A brethedan can only have one modification in effect at any one time-if it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GM's discretion), but generally take days or even months to adopt. Combine (Ex) Thanks to their perfect communication, brethedans can combine to work together as parts of a larger organism. As a swift action, a brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging brethedan forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creature's collective total. At this time, it also chooses one adaptation-the combined creature gains this benefit, and it cannot be changed unless the combined creature uses its single adaptation action each round to do so. Any number of brethedans can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action in which all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Die-related effects, the Hit Dice of a combined brethedan are equal to those of the component creature with the highest CR. | Brethedans are an adaptive race of floating, telepathic creatures that live on gas giant worlds. Though highly intelligent, they disdain physical tools, likely because of the lack of raw materials available in the clouds of their vast homes. Instead, brethedans have evolved to solve problems by combining and modifying their bodies or producing tailored biological agents inside themselves. Though humanoids rarely understand the placid race's obscure and alien goals, brethedans do sometimes travel to and even colonize other gaseous worlds, and are believed to be the first creatures to have tamed oma for use as living spaceships. A typical Brethedan is 10 feet long and weighs 200 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Brethedan</h2><h3><i>This amorphous creature looks like an iridescent, blimp-shaped jellyfish, with a line of tentacles dangling down beneath it.</i></h3><br></div><div class="heading"><p class="alignleft">Brethedan</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>N Large aberration </h5><h5><b>Init </b>+0; <b>Senses </b>blindsense 120 ft., darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 9, flat-footed 17 (+8 natural, -1 size)</h5><h5><b>hp </b>66 (7d8+35); regeneration 2 (acid)</h5><h5><b>Fort </b>+7, <b>Ref </b>+2, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>amorphous</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>0 ft., fly 30 ft. (good)</h5><h5><b>Melee </b>2 slams +9 (1d6+4 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (1d6+4), engulf (DC 17, 1d6 acid and paralysis)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>19, <b>Dex </b>11, <b>Con </b>20, <b>Int </b> 12, <b>Wis </b>14, <b>Cha </b>11</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+10 (+14 grapple); <b>CMD </b>20 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Iron Will, Power Attack, Weapon Focus (slam)</h5><h5><b>Skills </b>Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6</h5><h5><b>Languages </b>Brethedan; telepathy 100 ft.</h5><h5><b>SQ </b>adaptation, combine</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any sky</h5><h5><b>Organization </b>solitary, pair, or flotilla (3-8)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Adaptation (Ex)</b> A brethedan's body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities. <b><ul><li></b> It gains resistance 5 against a single energy type (acid, cold, electricity, or fire). <b><li></b> It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size. <b><li></b> Its slam damage type changes to slashing or piercing. <b><li></b> Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans). <b><li></b> It gains a +4 natural armor bonus to AC. <b><li></b> Its reach increases to 20 feet. </ul>A brethedan can only have one modification in effect at any one time-if it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GM's discretion), but generally take days or even months to adopt. </h5><h5><b>Combine (Ex)</b> Thanks to their perfect communication, brethedans can combine to work together as parts of a larger organism. As a swift action, a brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging brethedan forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creature's collective total. At this time, it also chooses one adaptation-the combined creature gains this benefit, and it cannot be changed unless the combined creature uses its single adaptation action each round to do so. Any number of brethedans can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action in which all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Die-related effects, the Hit Dice of a combined brethedan are equal to those of the component creature with the highest CR.</h5></div><br><div><h4><p><p>Brethedans are an adaptive race of floating, telepathic creatures that live on gas giant worlds. Though highly intelligent, they disdain physical tools, likely because of the lack of raw materials available in the clouds of their vast homes. Instead, brethedans have evolved to solve problems by combining and modifying their bodies or producing tailored biological agents inside themselves. Though humanoids rarely understand the placid race's obscure and alien goals, brethedans do sometimes travel to and even colonize other gaseous worlds, and are believed to be the first creatures to have tamed oma for use as living spaceships. A typical Brethedan is 10 feet long and weighs 200 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
70 | Dossenus | 1 | PFRPG Bestiary 4 | 400 | N | Small | aberration | 0 | 0 | darkvision 60 ft.; Perception +5 | 12, touch 11, flat-footed 12 | 12 | 11 | 12 | (+1 natural, +1 size) | 13 | (2d8+4) | 2 | Fort +2, Ref +0, Will +3; +4 vs. poison | 2 | 0 | 3 | +4 vs. poison | - | hydrophobia, light blindness | 30 ft., burrow 30 ft., climb 30 ft. | 1 | 1 | 1 | bite +4 (1d6+3/19-20) | 1 | 1 | 1 | 5 ft. | 5 ft. | devastating maw, sneak attack +1d6, swarming | Str 12, Dex 11, Con 14, Int 3, Wis 10, Cha 5 | 12 | 11 | 14 | 3 | 10 | 5 | 1 | 1 | 1 | 11 (15 vs. trip) | 11 | Improved CriticalB (bite), Weapon Focus (bite), Weapon SpecializationB (bite) | Climb +17, Perception +5 | +8 Climb | Aklo | any underground (except water) | solitary, clutch (2-9), or infestation (10-20) | incidental | This small creature looks like a lumpy head with crab legs and a giant mouth filled with stone teeth. | Burrow (Ex) A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt. Devastating Maw (Ex) A dossenus' bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness. Hydrophobia (Ex) A dossenus cannot swim and always fails Swim checks. If a dossenus becomes completely submerged in water, it must succeed at a DC 15 Will save on its turn each round or be paralyzed with fear until it is no longer submerged. Swarming (Ex) Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. | A dossenus is a subterranean pack hunter that can digest almost anything. Its body is mostly head and face, dominated by a huge mouth with multiple rows of black, rocklike teeth. Two thin arms and four thin legs extend from its underdeveloped body; its front limbs end in crablike claws it can use to clumsily manipulate objects. A dossenus is just under 4 feet long and weighs 60 pounds. Dossenuses are notorious for their voracious appetites and ability to gnaw through practically any substance with their savage teeth. Though their tiny eyes appear absent of thought or purpose, dossenuses are actually slightly more intelligent than mere beasts. These creatures have a primitive communal social structure, speak and understand Aklo, and practice a violent form of religion based on the indiscriminate consumption of all other forms of life. Dossenuses practice ritual cannibalism of their dead. Dossenuses are gifted climbers and burrowers and use their talents to clamber up or through walls, floors, ceilings, and over their fellows to quickly surround and overwhelm prey. Once one of these extremely tenacious creatures lays eyes on potential prey, it does not give up the chase until it or its target is dead, or enters or crosses a body of water. A dossenus cannot swim (it sinks to the bottom) and has an intense fear of deep water. Once every few generations, dossenuses gather in great numbers, sometimes in the thousands. After several weeks of worship, fasting, and frenzied mating, the creatures skitter forth as a massive swarm intent on devouring any living thing in their path. | <link rel="stylesheet"href="PF.css"><div><h2>Dossenus</h2><h3><i>This small creature looks like a lumpy head with crab legs and a giant mouth filled with stone teeth.</i></h3><br></div><div class="heading"><p class="alignleft">Dossenus</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>N Small aberration </h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft.; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>12, touch 11, flat-footed 12 (+1 natural, +1 size)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+0, <b>Will </b>+3; +4 vs. poison</h5><h5><b>Weaknesses </b>hydrophobia, light blindness</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., burrow 30 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +4 (1d6+3/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>devastating maw, sneak attack +1d6, swarming</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>11, <b>Con </b>14, <b>Int </b> 3, <b>Wis </b>10, <b>Cha </b>5</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+1; <b>CMD </b>11 (15 vs. trip)</h5><h5><b>Feats </b>Improved Critical<sup>B </sup>(bite), Weapon Focus (bite), Weapon Specialization<sup>B </sup>(bite)</h5><h5><b>Skills </b>Climb +17, Perception +5; <b>Racial Modifiers </b>+8 Climb</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground (except water)</h5><h5><b>Organization </b>solitary, clutch (2-9), or infestation (10-20)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Burrow (Ex)</b> A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt. </h5><h5><b>Devastating Maw (Ex)</b> A dossenus' bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness. </h5><h5><b>Hydrophobia (Ex)</b> A dossenus cannot swim and always fails Swim checks. If a dossenus becomes completely submerged in water, it must succeed at a DC 15 Will save on its turn each round or be paralyzed with fear until it is no longer submerged. </h5><h5><b>Swarming (Ex)</b> Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.</h5></div><br><div><h4><p><p>A dossenus is a subterranean pack hunter that can digest almost anything. Its body is mostly head and face, dominated by a huge mouth with multiple rows of black, rocklike teeth. Two thin arms and four thin legs extend from its underdeveloped body; its front limbs end in crablike claws it can use to clumsily manipulate objects. A dossenus is just under 4 feet long and weighs 60 pounds. Dossenuses are notorious for their voracious appetites and ability to gnaw through practically any substance with their savage teeth. Though their tiny eyes appear absent of thought or purpose, dossenuses are actually slightly more intelligent than mere beasts. These creatures have a primitive communal social structure, speak and understand Aklo, and practice a violent form of religion based on the indiscriminate consumption of all other forms of life. Dossenuses practice ritual cannibalism of their dead. Dossenuses are gifted climbers and burrowers and use their talents to clamber up or through walls, floors, ceilings, and over their fellows to quickly surround and overwhelm prey. Once one of these extremely tenacious creatures lays eyes on potential prey, it does not give up the chase until it or its target is dead, or enters or crosses a body of water. A dossenus cannot swim (it sinks to the bottom) and has an intense fear of deep water. Once every few generations, dossenuses gather in great numbers, sometimes in the thousands. After several weeks of worship, fasting, and frenzied mating, the creatures skitter forth as a massive swarm intent on devouring any living thing in their path.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
71 | Drakainia | 25 | PFRPG Bestiary 4 | 1638400 | NE | Huge | aberration | (mythic) | 0 | 9 | darkvision 120 ft., lifesense, true seeing; Perception +39 | gestation (30 ft.) | 48, touch 13, flat-footed 43 | 48 | 13 | 43 | (+5 Dex, +35 natural, -2 size) | 642 | (25d8+530) | 25 | regeneration 10 (negative energy) | negative energy | Fort +28, Ref +15, Will +21 | 28 | 15 | 21 | 10/epic | bleed, disease, poison, polymorph effects | 36 | 50 ft., climb 30 ft., swim 30 ft. | 1 | 1 | 1 | 2 claws +31 (4d8+14/16-20/x4), gore +28 (4d6+7), 4 tentacles +29 (2d6+7) | 7 | 3 | 4 | 2 | 1 | 4 | 15 ft. | 15 ft. (20 ft. with claws) | impregnate surrogate, mythic power (10/day, surge +1d12), razor claws, well of life | Spell-Like Abilities (CL 20th; concentration +35) Constant-freedom of movement, true seeing At Will-dimension door 3/day-antilife shell, break enchantment, contagion (DC 28), quickened cure serious wounds, dimension door 1/day-antimagic field, destruction (DC 32), regenerateM | Str 38, Dex 20, Con 46, Int 29, Wis 21, Cha 41 | 38 | 20 | 46 | 29 | 21 | 41 | 18 | 34 | 34 | 49 (can't be tripped) | 49 | Combat Casting, Combat ReflexesM, Great FortitudeM, Improved Initiative, Iron WillM, Lightning ReflexesM, Multiattack, Quick ChannelUM, Quicken Spell-Like Ability (cure serious wounds), Selective Channeling, Skill Focus (Perception), Weapon FocusM (claw), Weapon Focus (tentacle) | Bluff +40, Climb +45, Diplomacy +40, Handle Animal +20, Heal +30, Intimidate +43, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +39, Sense Motive +30, Spellcraft +37, Swim +50, Use Magic Device +40 | Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran | birth spawn, invert birth, polymorphism, transfer suffering | any | solitary | double | This woman's upper body is shapely and beautiful, but her lower body is bloated, with pulsating tumors and writing tentacles. | Birth Spawn (Ex) As a full-round action, a drakainia can give birth to a spawn, which is a Large or smaller creature of her choice with a single random mutation (see the facing page). Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + her Constitution modifier (usually 21). Gestation Aura (Su) A drakainia's aura pulses with developing life. All poisons or diseases active within her 30-foot aura have an onset of 1 round and a frequency of 1/minute. Impregnated creatures within her aura gestate in 2d4 rounds. Any creature born within her aura gains a mutation as if it were the drakainia's spawn, though if the creature's parent was not impregnated by the drakainia, the creature born is an infant of the kind its biological parents would produce, and doesn't count toward the CR limit the drakainia can spawn per day. Impregnate Surrogate (Su) A drakainia can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. She makes a grapple combat maneuver check, and if she succeeds she impregnates that creature regardless of its gender. A mythic character must succeed at a DC 38 Fortitude saving throw to avoid being impregnated; a non-mythic character is impregnated automatically. An impregnated creature's pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim's abdomen, which deals 10d6 points of damage to the pregnant creature and applies the broken condition to any armor it is wearing. Remove disease (DC 28) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a DC 38 Heal check. On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed. The creature spawned by means of this impregnation is any creature of the drakainia's choice that is at least one size category smaller than the creature she impregnated. These spawn count against the drakainia's daily CR allowance for birth spawn (see above). Invert Birth (Su) When a drakainia uses her dimension door spell-like ability, instead of the normal range, she can choose to teleport to any space occupied by one of her spawn that is within 1 mile of her. She doesn't need line of sight or knowledge of the spawn's location. If she chooses a spawn that is farther than a mile away, she does not lose the use of the spell-like ability, but does lose the action. On arrival, she explodes out from her offspring, destroying it entirely. Polymorphism (Ex) The spawn gestating inside the drakainia constantly alter her internal construction, making her immune to bleed, disease, poison, and polymorph effects. When she is subject to a critical hit or a sneak attack, this polymorphism grants her a 75% chance of negating such attacks. Razor Claws (Ex) A drakainia's claws are razor sharp with a critical threat range of 17-20 and a critical multiplier of x4. Transfer Suffering (Su) As a swift action, a drakainia can transfer a single harmful spell effect or condition from herself to one of her offspring that is currently within her gestation aura. Well of Life (Su) A drakainia can unleash the primal life energy within in her body to channel positive energy as if she were a 20th-level cleric (DC 35). She can use this ability 18 times per day and can choose to expend 1 use of mythic power at each use to maximize the damage healed. | Primal life energy, raw and uncontrolled, seethes through this mother of monsters. Her churning, distended belly mocks creation, birthing horrors and dismal failures. The weak are torn apart in the writhing mass of her nursery, while the strong transcend their hideous origins to become creatures of greatness in their own right. She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she impregnates those who come across her with twisted, monstrous life. DRAKAINIA SPAWN When a drakainia spawns, either through her own body or through a surrogate, what issues forth is a mutated abomination. Any impregnated creature that's within the drakainia's gestation aura has a child of the parents' race, but with one of the following mutations. d% Mutation 01-10 Fatal Mutation The creature is birthed stillborn and horribly disfigured. 11-20 Covered in Eyes (Ex) Eyes cover the front and back of the creature's head. It gains all-around vision. 21-30 Chameleon Scales (Ex) This creature is covered in scales that shift their hue to blend in with their surroundings. The creature gains a +8 racial bonus on Stealth checks and gains hide in plain sight. 31-40 Poison Glands (Ex) The creature has a pair of poison sacs near its mouth. It gains immunity to poison, and three times per day it can spit a dose of poison up to 20 feet as a ranged touch attack. Poison: Contact-injury; save Fort DC 10 + 1/2 the creature's HD + its Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save. 41-50 Sticky (Ex) The creature's limbs are covered in tiny, hooked hairs that give its skin a downy appearance. It gains the grab ability on its primary natural attacks (if it has any) or its unarmed strike, and a +8 racial bonus on Climb checks. 51-60 Serpent-Headed Tail (Ex) The creature has a tail that ends in a snake head. This provides a +4 circumstance bonus on Perception checks and a primary bite attack (1d3 + the creature's Strength modifier for a Medium creature). In addition, the creature gains Improved Trip as a bonus feat. 61-70 Vestigial Companion (Ex) The creature has the head of an animal (usually a goat, chicken, or dog) growing out of its back or torso, providing the scent ability. If the base creature already has scent, this mutation allows it to determine the direction of a particular scent as a free action. 71-80 Multiple Heads (Ex) The creature has 2d4 heads, granting it a +4 racial bonus on saving throws against illusions and enchantments and a +8 racial bonus on Perception checks. The creature speaks an additional number of languages equal to its total number of heads. Each head speaks with a different voice. 81-90 Tentacles (Ex) The creature's legs are replaced with multiple tentacles. It can't be tripped and gains a +8 racial bonus to CMD and a +8 racial bonus on combat maneuver checks to grapple. 91-99 Impenetrable Skin (Ex) The drakainia spawn's skin is tough and scaly. It gains DR/- equal to half its HD (maximum 10). 100 Favored Spawn (Su) Favored spawn are those a drakainia has marked as successful or quasi-successful mutations. These powerful spawn gain a +4 luck bonus on all saving throws, a +4 increase to natural armor, a +4 inherent bonus to two ability scores, and 1 mythic rank. | <link rel="stylesheet"href="PF.css"><div><h2>Drakainia</h2><h3><i>This woman's upper body is shapely and beautiful, but her lower body is bloated, with pulsating tumors and writing tentacles.</i></h3><br></div><div class="heading"><p class="alignleft">Drakainia</p><p class="alignright">CR 25/MR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,638,400</h5><h5>NE Huge aberration (mythic)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 120 ft., lifesense, <i>true seeing</i>; Perception +39</h5><h5><b>Aura </b>gestation (30 ft.)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>48, touch 13, flat-footed 43 (+5 Dex, +35 natural, -2 size)</h5><h5><b>hp </b>642 (25d8+530); regeneration 10 (negative energy)</h5><h5><b>Fort </b>+28, <b>Ref </b>+15, <b>Will </b>+21</h5><h5><b>DR </b>10/epic; <b>Immune </b>bleed, disease, poison, polymorph effects; <b>SR </b>36</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft., climb 30 ft., swim 30 ft.</h5><h5><b>Melee </b>2 claws +31 (4d8+14/16-20/x4), gore +28 (4d6+7), 4 tentacles +29 (2d6+7)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft. (20 ft. with claws)</h5><h5><b>Special Attacks </b>impregnate surrogate, mythic power (10/day, surge +1d12), razor claws, well of life</h5><h5><b>Spell-Like Abilities</b> (CL 20th; concentration +35) </br>Constant—<i>freedom of movement</i>, <i>true seeing</i> </br>At Will—<i>dimension door</i> </br>3/day—<i>antilife shell</i>, <i>break enchantment</i>, <i>contagion</i> (DC 28), quickened <i><i>cure serious</i> wounds</i>, <i>dimension door</i> </br>1/day—<i>antimagic field</i>, <i>destruction</i> (DC 32), <i>regenerate</i><sup>M</sup></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>38, <b>Dex </b>20, <b>Con </b>46, <b>Int </b> 29, <b>Wis </b>21, <b>Cha </b>41</h5><h5><b>Base Atk </b>+18; <b>CMB </b>+34; <b>CMD </b>49 (can't be tripped)</h5><h5><b>Feats </b>Combat Casting, Combat Reflexes<sup>M</sup>, Great Fortitude<sup>M</sup>, Improved Initiative, Iron Will<sup>M</sup>, Lightning Reflexes<sup>M</sup>, Multiattack, Quick Channel<sup>UM</sup>, Quicken Spell-Like Ability (<i><i>cure serious</i> wounds</i>), Selective Channeling, Skill Focus (Perception), Weapon Focus<sup>M </sup>(claw), Weapon Focus (tentacle)</h5><h5><b>Skills </b>Bluff +40, Climb +45, Diplomacy +40, Handle Animal +20, Heal +30, Intimidate +43, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +39, Sense Motive +30, Spellcraft +37, Swim +50, Use Magic Device +40</h5><h5><b>Languages </b>Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran</h5><h5><b>SQ </b>birth spawn, invert birth, polymorphism, transfer suffering</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Birth Spawn (Ex)</b> As a full-round action, a drakainia can give birth to a spawn, which is a Large or smaller creature of her choice with a single random mutation (see the facing page). Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + her Constitution modifier (usually 21). </h5><h5><b>Gestation Aura (Su)</b> A drakainia's aura pulses with developing life. All poisons or diseases active within her 30-foot aura have an onset of 1 round and a frequency of 1/minute. Impregnated creatures within her aura gestate in 2d4 rounds. Any creature born within her aura gains a mutation as if it were the drakainia's spawn, though if the creature's parent was not impregnated by the drakainia, the creature born is an infant of the kind its biological parents would produce, and doesn't count toward the CR limit the drakainia can spawn per day. </h5><h5><b>Impregnate Surrogate (Su)</b> A drakainia can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. She makes a grapple combat maneuver check, and if she succeeds she impregnates that creature regardless of its gender. A mythic character must succeed at a DC 38 Fortitude saving throw to avoid being impregnated; a non-mythic character is impregnated automatically. An impregnated creature's pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim's abdomen, which deals 10d6 points of damage to the pregnant creature and applies the broken condition to any armor it is wearing. <i>Remove disease</i> (DC 28) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a DC 38 Heal check. On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed. The creature spawned by means of this impregnation is any creature of the drakainia's choice that is at least one size category smaller than the creature she impregnated. These spawn count against the drakainia's daily CR allowance for birth spawn (see above). </h5><h5><b>Invert Birth (Su)</b> When a drakainia uses her <i>dimension door</i> spell-like ability, instead of the normal range, she can choose to teleport to any space occupied by one of her spawn that is within 1 mile of her. She doesn't need line of sight or knowledge of the spawn's location. If she chooses a spawn that is farther than a mile away, she does not lose the use of the spell-like ability, but does lose the action. On arrival, she explodes out from her offspring, destroying it entirely. </h5><h5><b>Polymorphism (Ex)</b> The spawn gestating inside the drakainia constantly alter her internal construction, making her immune to bleed, disease, poison, and polymorph effects. When she is subject to a critical hit or a sneak attack, this polymorphism grants her a 75% chance of negating such attacks. </h5><h5><b>Razor Claws (Ex)</b> A drakainia's claws are razor sharp with a critical threat range of 17-20 and a critical multiplier of x4. </h5><h5><b>Transfer Suffering (Su)</b> As a swift action, a drakainia can transfer a single harmful spell effect or condition from herself to one of her offspring that is currently within her gestation aura. </h5><h5><b>Well of Life (Su)</b> A drakainia can unleash the primal life energy within in her body to channel positive energy as if she were a 20th-level cleric (DC 35). She can use this ability 18 times per day and can choose to expend 1 use of mythic power at each use to maximize the damage healed.</h5></div><br><div><h4><p><p>Primal life energy, raw and uncontrolled, seethes through this mother of monsters. Her churning, distended belly mocks creation, birthing horrors and dismal failures. The weak are torn apart in the writhing mass of her nursery, while the strong transcend their hideous origins to become creatures of greatness in their own right. She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she impregnates those who come across her with twisted, monstrous life. <br><b>DRAKAINIA SPAWN </b><br> When a drakainia spawns, either through her own body or through a surrogate, what issues forth is a mutated abomination. Any impregnated creature that's within the drakainia's gestation aura has a child of the parents' race, but with one of the following mutations. <table border ='1'><tr><th>d%</th><th>Mutation</th></tr><tr><td>01-10</td><td><b>Fatal Mutation</b> The creature is birthed stillborn and horribly disfigured.</td></tr><tr><td>11-20</td><td><b>Covered in Eyes (Ex)</b> Eyes cover the front and back of the creature's head. It gains all-around vision.</td></tr><tr><td>21-30</td><td><b>Chameleon Scales (Ex)</b> This creature is covered in scales that shift their hue to blend in with their surroundings. The creature gains a +8 racial bonus on Stealth checks and gains hide in plain sight. </tr><tr><td>31-40</td><td><b>Poison Glands (Ex)</b> The creature has a pair of poison sacs near its mouth. It gains immunity to poison, and three times per day it can spit a dose of poison up to 20 feet as a ranged touch attack. Poison: Contact-injury; save Fort DC 10 + 1/2 the creature's HD + its Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.</td></tr><tr><td>41-50</td><td><b>Sticky (Ex)</b> The creature's limbs are covered in tiny, hooked hairs that give its skin a downy appearance. It gains the grab ability on its primary natural attacks (if it has any) or its unarmed strike, and a +8 racial bonus on Climb checks.</td></tr><tr><td>51-60</td><td><b>Serpent-Headed Tail (Ex)</b> The creature has a tail that ends in a snake head. This provides a +4 circumstance bonus on Perception checks and a primary bite attack (1d3 + the creature's Strength modifier for a Medium creature). In addition, the creature gains Improved Trip as a bonus feat.</td></tr><tr><td>61-70</td><td><b>Vestigial Companion (Ex)</b> The creature has the head of an animal (usually a goat, chicken, or dog) growing out of its back or torso, providing the scent ability. If the base creature already has scent, this mutation allows it to determine the direction of a particular scent as a free action.</td></tr><tr><td>71-80</td><td><b>Multiple Heads (Ex)</b> The creature has 2d4 heads, granting it a +4 racial bonus on saving throws against illusions and enchantments and a +8 racial bonus on Perception checks. The creature speaks an additional number of languages equal to its total number of heads. Each head speaks with a different voice.</td></tr><tr><td>81-90</td><td><b>Tentacles (Ex)</b> The creature's legs are replaced with multiple tentacles. It can't be tripped and gains a +8 racial bonus to CMD and a +8 racial bonus on combat maneuver checks to grapple.</td></tr><tr><td>91-99</td><td><b>Impenetrable Skin (Ex)</b> The drakainia spawn's skin is tough and scaly. It gains DR/- equal to half its HD (maximum 10).</td></tr><tr><td>100</td><td><b>Favored Spawn (Su)</b> Favored spawn are those a drakainia has marked as successful or quasi-successful mutations. These powerful spawn gain a +4 luck bonus on all saving throws, a +4 increase to natural armor, a +4 inherent bonus to two ability scores, and 1 mythic rank.</td></tr></table> </h4></div> | |||||||||||||||||||||||||||||||||
72 | Elder Thing | 5 | PFRPG Bestiary 4 | 1600 | LN | Medium | aberration | (aquatic) | 0 | 2 | all-around vision, darkvision 60 ft.; Perception +13 | 18, touch 12, flat-footed 16 | 18 | 12 | 16 | (+2 Dex, +6 natural) | 59 | (7d8+28) | 7 | Fort +8, Ref +4, Will +8 | 8 | 4 | 8 | cold | fire 10 | 10 | - | 30 ft., fly 20 ft. (clumsy), swim 40 ft. | 1 | 1 | 1 | 5 tentacles +7 (1d4+2 plus grab) | 5 | 5 | 5 | 5 ft. | 5 ft. | constrict (1d4+2) | Str 15, Dex 14, Con 19, Int 20, Wis 16, Cha 17 | 15 | 14 | 19 | 20 | 16 | 17 | 5 | +7 (+11 grapple) | 7 | 19 (can't be tripped) | 19 | Combat Expertise, Combat Reflexes, Endurance, Great Fortitude | Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +12, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10 | Elder Thing | amphibious, hibernation, limited starflight, no breath | any | solitary, pair, pod (3-8), or expedition (9-16) | standard | This strange being has a star-shaped head and numerous writhing appendages arranged radially around its barrel-shaped body. | Hibernation (Ex) An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes- while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. Limited Starflight (Ex) An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing's ability to fly in outer space does not allow it to reach unusually high speeds-an elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way. | Known by various names on various worlds, but most often as "elder things" or "old ones," these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). They possess a boundless capacity for war and egotism. A typical elder thing is 6 feet tall from head to foot, with a 7-foot wingspan. Surprisingly heavy for its size, an elder thing generally weighs about 450 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Elder Thing</h2><h3><i>This strange being has a star-shaped head and numerous writhing appendages arranged radially around its barrel-shaped body.</i></h3><br></div><div class="heading"><p class="alignleft">Elder Thing</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>LN Medium aberration (aquatic)</h5><h5><b>Init </b>+2; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 12, flat-footed 16 (+2 Dex, +6 natural)</h5><h5><b>hp </b>59 (7d8+28)</h5><h5><b>Fort </b>+8, <b>Ref </b>+4, <b>Will </b>+8</h5><h5><b>Immune </b>cold; <b>Resist </b>fire 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 20 ft. (clumsy), swim 40 ft.</h5><h5><b>Melee </b>5 tentacles +7 (1d4+2 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>constrict (1d4+2)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>15, <b>Dex </b>14, <b>Con </b>19, <b>Int </b> 20, <b>Wis </b>16, <b>Cha </b>17</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+7 (+11 grapple); <b>CMD </b>19 (can't be tripped)</h5><h5><b>Feats </b>Combat Expertise, Combat Reflexes, Endurance, Great Fortitude</h5><h5><b>Skills </b>Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +12, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10</h5><h5><b>Languages </b>Elder Thing</h5><h5><b>SQ </b>amphibious, hibernation, limited starflight, no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, pod (3-8), or expedition (9-16)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Hibernation (Ex)</b> An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes- while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. </h5><h5><b>Limited Starflight (Ex)</b> An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing's ability to fly in outer space does not allow it to reach unusually high speeds-an elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.</h5></div><br><div><h4><p><p>Known by various names on various worlds, but most often as "elder things" or "old ones," these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). They possess a boundless capacity for war and egotism. A typical elder thing is 6 feet tall from head to foot, with a 7-foot wingspan. Surprisingly heavy for its size, an elder thing generally weighs about 450 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
73 | Fachen | 5 | PFRPG Bestiary 4 | 1600 | NE | Medium | aberration | 0 | 1 | darkvision 60 ft.; Perception +9 | fear (30 ft., DC 15) | 18, touch 14, flat-footed 14 | 18 | 14 | 14 | (+1 Dex, +3 dodge, +4 natural) | 45 | (7d8+14) | 7 | Fort +4, Ref +3, Will +8 | 4 | 3 | 8 | - | 30 ft. | 1 | battleaxe +10 (1d8+5/x3), bite +5 (1d6+2) | 1 | 1 | 1 | 5 ft. | 5 ft. | Str 20, Dex 13, Con 15, Int 6, Wis 12, Cha 15 | 20 | 13 | 15 | 6 | 12 | 15 | 5 | 10 | 10 | 24 (28 vs. trip) | 24 | Acrobatic, Cleave, Iron Will, Power Attack | Acrobatics +13, Perception +9, Stealth +6 | Common | incredible balance | temperate hills or plains | solitary | standard (battleaxe, other treasure) | This half-bodied monstrosity with a toothy mouth and stringy hair hops about on its single leg with unusual grace. | Fear (Su) Each creature within a 30-foot radius that sees a fachen must succeed at a DC 15 Will save or be paralyzed by fear for 1d4 rounds. A creature that successfully saves is not subject to the same fachen's fear aura for 24 hours. This is a paralysis effect and a mind-affecting fear effect. The save DC is Charisma-based. Incredible Balance (Ex) Despite its strange anatomy, a fachen is adept at keeping itself upright and out of danger. A fachen gains a +3 dodge bonus to AC and a +4 racial bonus to its CMD against trip combat maneuvers. | The fearsome fachen's terrifying visage paralyzes all but the most intrepid that happen across its hopping path. Reports disagree on just what it is about the fachen that turns one's blood to ice-the single leg and foot that somehow don't impair the being's balance or speed, the seemingly too-strong arm jutting from the center of the creature's torso, or the lone, bulbous eye leering maliciously at its would-be prey. Most likely it's a combination of all of these things mixed with the unrelenting rage and savagery that seems to ooze from its every pore. Though the fachen's grotesque approximation of a humanoid form could be enough to scare a traveler witless on its own, no single part of the abomination's appearance induces fear like that of its mouth, a snarling and snapping thing filled with two full rows of long, sharp teeth-a mouth that looks like a cage out of a foul nightmare. Constantly gnashing or chomping in the air, it delivers grievous wounds to those who don't flee this terrible creature. Though they're able to speak, fachens do so only to curse at those they encounter. These barbaric creatures have no discernible culture, and sages and naturalists are still puzzled as to how they even reproduce. It almost seems as if they are pure rage that spontaneous takes on a hideous natural form. A typical fachen stands just short of 6 feet tall, and despite appearing to be half a person, weighs around 150 pounds because of its muscle mass. Though it isn't a very large creature, its fearsome composition and the aura of fear it exudes give it a presence that makes it seem much greater than its actual size. | <link rel="stylesheet"href="PF.css"><div><h2>Fachen</h2><h3><i>This half-bodied monstrosity with a toothy mouth and stringy hair hops about on its single leg with unusual grace.</i></h3><br></div><div class="heading"><p class="alignleft">Fachen</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>NE Medium aberration </h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception +9</h5><h5><b>Aura </b>fear (30 ft., DC 15)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 14, flat-footed 14 (+1 Dex, +3 dodge, +4 natural)</h5><h5><b>hp </b>45 (7d8+14)</h5><h5><b>Fort </b>+4, <b>Ref </b>+3, <b>Will </b>+8</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>battleaxe +10 (1d8+5/x3), bite +5 (1d6+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>13, <b>Con </b>15, <b>Int </b> 6, <b>Wis </b>12, <b>Cha </b>15</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+10; <b>CMD </b>24 (28 vs. trip)</h5><h5><b>Feats </b>Acrobatic, Cleave, Iron Will, Power Attack</h5><h5><b>Skills </b>Acrobatics +13, Perception +9, Stealth +6</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>incredible balance</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate hills or plains</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard (battleaxe, other treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Fear (Su)</b> Each creature within a 30-foot radius that sees a fachen must succeed at a DC 15 Will save or be paralyzed by fear for 1d4 rounds. A creature that successfully saves is not subject to the same fachen's fear aura for 24 hours. This is a paralysis effect and a mind-affecting fear effect. The save DC is Charisma-based. </h5><h5><b>Incredible Balance (Ex)</b> Despite its strange anatomy, a fachen is adept at keeping itself upright and out of danger. A fachen gains a +3 dodge bonus to AC and a +4 racial bonus to its CMD against trip combat maneuvers.</h5></div><br><div><h4><p><p>The fearsome fachen's terrifying visage paralyzes all but the most intrepid that happen across its hopping path. Reports disagree on just what it is about the fachen that turns one's blood to ice-the single leg and foot that somehow don't impair the being's balance or speed, the seemingly too-strong arm jutting from the center of the creature's torso, or the lone, bulbous eye leering maliciously at its would-be prey. Most likely it's a combination of all of these things mixed with the unrelenting rage and savagery that seems to ooze from its every pore. Though the fachen's grotesque approximation of a humanoid form could be enough to scare a traveler witless on its own, no single part of the abomination's appearance induces fear like that of its mouth, a snarling and snapping thing filled with two full rows of long, sharp teeth-a mouth that looks like a cage out of a foul nightmare. Constantly gnashing or chomping in the air, it delivers grievous wounds to those who don't flee this terrible creature. Though they're able to speak, fachens do so only to curse at those they encounter. These barbaric creatures have no discernible culture, and sages and naturalists are still puzzled as to how they even reproduce. It almost seems as if they are pure rage that spontaneous takes on a hideous natural form. A typical fachen stands just short of 6 feet tall, and despite appearing to be half a person, weighs around 150 pounds because of its muscle mass. Though it isn't a very large creature, its fearsome composition and the aura of fear it exudes give it a presence that makes it seem much greater than its actual size.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||||
74 | Fleshdreg | 1 | PFRPG Bestiary 4 | 400 | NE | Small | aberration | 0 | 1 | darkvision 60 ft., sin-scent; Perception +4 | 14, touch 12, flat-footed 13 | 14 | 12 | 13 | (+1 Dex, +2 natural, +1 size) | 13 | (2d8+4) | 2 | Fort +2, Ref +3, Will +3 | 2 | 3 | 3 | mind-affecting effects | 12 | 30 ft. | 1 | bite +3 (1d6+1 plus sinful bite) | 1 | 1 | 1 | 5 ft. | 5 ft. | Str 12, Dex 13, Con 15, Int 6, Wis 11, Cha 12 | 12 | 13 | 15 | 6 | 11 | 12 | 1 | 1 | 1 | 12 | 12 | Lightning Reflexes | Acrobatics +5, Escape Artist +5, Perception +4, Stealth +9 | Aklo | any ruins | solitary, pair, or batch (3-8) | none | Composed of half-formed body parts, this creature stands on two bizarre legs. Its mouth is full of jagged teeth and a slavering tongue. | Sinful Bite (Su) Each fleshdreg possesses an additional attack depending on its sin type. The save DCs are Charisma-based. Envy: An envy fleshdreg's bite attack can temporarily interfere with magic. If an envy fleshdreg deals damage with its bite attack to any creature under a magic effect, the fleshdreg attempts a dispel check as if it were caster level 3rd against the spell effect with the highest caster level. If the dispel check is successful, the effect is suppressed for 1d4 rounds. Gluttony: A gluttony fleshdreg's bite attack can wither and weaken the body of the creature it attacks. Any creature that takes damage from a gluttony fleshdreg's bite attack must succeed at a DC 12 Fortitude save or become fatigued. Subsequent uses of this ability do not cause a bitten creature to become exhausted. Greed: A greed fleshdreg's bite can twist and warp the body of a creature it attacks. Any creature that takes damage from a greed fleshdreg's bite attack must succeed at a DC 12 Fortitude save or have its speed reduced by half and take a -2 penalty to Strength and Dexterity for 1d6 rounds. Lust: A lust fleshdreg's bite can addle the mind of the creature it attacks. Any creature that takes damage from a lust fleshdreg's bite attack must succeed at a DC 12 Will save or become confused for 1 round. Pride: A pride fleshdreg's bite floods the senses of the creature it attacks. Any creature that takes damage from a pride fleshdreg's bite attack must succeed at a DC 12 Will save or be blinded for 1 round and dazzled for the next 1d4 rounds. Sloth: A sloth fleshdreg's bite conjures an amber crust that covers the target and restricts the target's movements. Any creature that takes damage from a sloth fleshdreg's bite attack must succeed at a DC 12 Reflex save or take a -2 penalty on attack rolls and Reflex saves for 1d4 rounds. Wrath: A wrath fleshdreg's bite delivers energy damage to creatures it attacks. Any creature that takes damage from a wrath fleshdreg's bite attack takes an additional 1d4 points of energy damage (fleshdreg's choice). Sin-Scent (Su) Fleshdregs have scent against creatures whose nature reflects the fleshdreg's related sin. For example, a wrathful fleshdreg can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg can scent. | Fleshdregs are misshapen lumps of tissue, appendages, and biting mouths. These incomplete sinspawn are practically immortal, require little food to sustain their unnatural physiology, and don't seem to mature past the point of creation. Fleshdregs follow true sinspawn around like pets or curious children. Sinspawn use these weaker creatures as slaves, troops, and hunting companions. Despite this treatment, fleshdregs still seek out the company of their larger, more advanced cousins. Fleshdregs vary in appearance from one another depending on factors such as the sins that powered their creation. Wrathful fleshdregs develop a more predatory form than lustful fleshdregs do, and slothful fleshdregs are little more than bloated piles of flesh atop stubby legs. Most fleshdregs stand between 3 and 4 feet tall, and weigh about 60 pounds. Greed fleshdregs are the tallest of their kind, and sloth fleshdregs the heaviest. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshdreg</h2><h3><i>Composed of half-formed body parts, this creature stands on two bizarre legs. Its mouth is full of jagged teeth and a slavering tongue.</i></h3><br></div><div class="heading"><p class="alignleft">Fleshdreg</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>NE Small aberration </h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft., sin-scent; Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+3, <b>Will </b>+3</h5><h5><b>Immune </b>mind-affecting effects; <b>SR </b>12</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +3 (1d6+1 plus sinful bite)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>13, <b>Con </b>15, <b>Int </b> 6, <b>Wis </b>11, <b>Cha </b>12</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+1; <b>CMD </b>12</h5><h5><b>Feats </b>Lightning Reflexes</h5><h5><b>Skills </b>Acrobatics +5, Escape Artist +5, Perception +4, Stealth +9</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any ruins</h5><h5><b>Organization </b>solitary, pair, or batch (3-8)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Sinful Bite (Su)</b> Each fleshdreg possesses an additional attack depending on its sin type. The save DCs are Charisma-based. <br><i>Envy</i>: An envy fleshdreg's bite attack can temporarily interfere with magic. If an envy fleshdreg deals damage with its bite attack to any creature under a magic effect, the fleshdreg attempts a dispel check as if it were caster level 3rd against the spell effect with the highest caster level. If the dispel check is successful, the effect is suppressed for 1d4 rounds. <br><i>Gluttony</i>: A gluttony fleshdreg's bite attack can wither and weaken the body of the creature it attacks. Any creature that takes damage from a gluttony fleshdreg's bite attack must succeed at a DC 12 Fortitude save or become fatigued. Subsequent uses of this ability do not cause a bitten creature to become exhausted. <br><i>Greed</i>: A greed fleshdreg's bite can twist and warp the body of a creature it attacks. Any creature that takes damage from a greed fleshdreg's bite attack must succeed at a DC 12 Fortitude save or have its speed reduced by half and take a -2 penalty to Strength and Dexterity for 1d6 rounds. <br><i>Lust</i>: A lust fleshdreg's bite can addle the mind of the creature it attacks. Any creature that takes damage from a lust fleshdreg's bite attack must succeed at a DC 12 Will save or become confused for 1 round. <br><i>Pride</i>: A pride fleshdreg's bite floods the senses of the creature it attacks. Any creature that takes damage from a pride fleshdreg's bite attack must succeed at a DC 12 Will save or be blinded for 1 round and dazzled for the next 1d4 rounds. <br><i>Sloth</i>: A sloth fleshdreg's bite conjures an amber crust that covers the target and restricts the target's movements. Any creature that takes damage from a sloth fleshdreg's bite attack must succeed at a DC 12 Reflex save or take a -2 penalty on attack rolls and Reflex saves for 1d4 rounds. <br><i>Wrath</i>: A wrath fleshdreg's bite delivers energy damage to creatures it attacks. Any creature that takes damage from a wrath fleshdreg's bite attack takes an additional 1d4 points of energy damage (fleshdreg's choice). </h5><h5><b>Sin-Scent (Su)</b> Fleshdregs have scent against creatures whose nature reflects the fleshdreg's related sin. For example, a wrathful fleshdreg can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg can scent.</h5></div><br><div><h4><p><p>Fleshdregs are misshapen lumps of tissue, appendages, and biting mouths. These incomplete sinspawn are practically immortal, require little food to sustain their unnatural physiology, and don't seem to mature past the point of creation. Fleshdregs follow true sinspawn around like pets or curious children. Sinspawn use these weaker creatures as slaves, troops, and hunting companions. Despite this treatment, fleshdregs still seek out the company of their larger, more advanced cousins. Fleshdregs vary in appearance from one another depending on factors such as the sins that powered their creation. <i>Wrath</i>ful fleshdregs develop a more predatory form than lustful fleshdregs do, and slothful fleshdregs are little more than bloated piles of flesh atop stubby legs. Most fleshdregs stand between 3 and 4 feet tall, and weigh about 60 pounds. <i>Greed</i> fleshdregs are the tallest of their kind, and sloth fleshdregs the heaviest.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||||||
75 | Ghonhatine | 10 | PFRPG Bestiary 4 | 9600 | CE | Large | aberration | 0 | -2 | darkvision 60 ft., scent; Perception +9 | powerful stench (10 ft., DC 24, 1d4 rounds) | 24, touch 7, flat-footed 24 | 24 | 7 | 24 | (-2 Dex, +17 natural, -1 size) | 162 | (12d8+108) | 12 | Fort +13, Ref +2, Will +6 | 13 | 2 | 6 | acid, critical hits, disease, poison | - | 40 ft. | 1 | 2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4) | 4 | 3 | 1 | 1 | 2 | 1 | regurgitate +6 (2d6 acid plus filth fever) | 10 ft. | 10 ft. (15 ft. with tail) | feed, filth fever | Str 27, Dex 7, Con 28, Int 4, Wis 7, Cha 8 | 27 | 7 | 28 | 4 | 7 | 8 | 9 | +18 (+20 bull rush) | 18 | 26 (28 vs. bull rush) | 26 | Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Vital Strike | Climb +12, Perception +9, Stealth +0 (+4 when underground) | +4 Stealth when underground | Draconic | any underground | solitary or squad (2-8) | none | Even hunched and creeping upon all fours, this reptilian behemoth towers over its prey, its protruding teeth snapping wildly. | Fleshwarp | Feed (Su) By spending a full-round action devouring the body of a dead or unconscious creature, a ghonhatine gains 1d8+9 temporary hit points and a +2 bonus on attack and damage rolls for 1 minute. The bonus to hit points is Constitution-based. Filth Fever (Ex) Disease-injury; save Fort DC 25; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Powerful Stench (Ex) An enraged ghonhatine secretes a tarry, musk-like chemical. Any living, non-ghonhatine creature within 10 feet must succeed at a DC 24 Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. A creature that saves is sickened as long as it remains in the area, and can't be affected again by the same ghonhatine's stench for 24 hours. This is a poison effect. The save DC is Constitution-based. Regurgitate (Ex) A ghonhatine can expel the contents of its stomach as a ranged attack with a splash weapon that has a range increment of 20 feet. It deals 2d6 acid damage to the target and splashes all adjacent creatures. In addition to taking damage, a target directly hit by a ghonhatine's regurgitation must make two DC 24 Fortitude saves, the first to resist contracting filth fever, and the second to avoid being nauseated for 1 minute. A nauseated creature can end its nausea early by dousing itself in a gallon of water. All creatures adjacent to the target must make DC 24 Fortitude saves to avoid being sickened for 1 minute. Once a ghonhatine uses this ability it can't use it again until it feeds. The save DCs are Constitution-based. | Troglodytes forced to undergo fleshwarping by the drow, ghonhatines harken to what troglodytes might have been in savage prehistory. They stand over 10 feet tall (hunched to about 8 feet) and weigh upward of 5,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshwarp, Ghonhatine</h2><h3><i>Even hunched and creeping upon all fours, this reptilian behemoth towers over its prey, its protruding teeth snapping wildly.</i></h3><br></div><div class="heading"><p class="alignleft">Ghonhatine</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>CE Large aberration </h5><h5><b>Init </b>-2; <b>Senses </b>darkvision 60 ft., scent; Perception +9</h5><h5><b>Aura </b>powerful stench (10 ft., DC 24, 1d4 rounds)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 7, flat-footed 24 (-2 Dex, +17 natural, -1 size)</h5><h5><b>hp </b>162 (12d8+108)</h5><h5><b>Fort </b>+13, <b>Ref </b>+2, <b>Will </b>+6</h5><h5><b>Immune </b>acid, critical hits, disease, poison</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4)</h5><h5><b>Ranged </b>regurgitate +6 (2d6 acid plus filth fever)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft. (15 ft. with tail)</h5><h5><b>Special Attacks </b>feed, filth fever</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>27, <b>Dex </b>7, <b>Con </b>28, <b>Int </b> 4, <b>Wis </b>7, <b>Cha </b>8</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+18 (+20 bull rush); <b>CMD </b>26 (28 vs. bull rush)</h5><h5><b>Feats </b>Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Vital Strike</h5><h5><b>Skills </b>Climb +12, Perception +9, Stealth +0 (+4 when underground); <b>Racial Modifiers </b>+4 Stealth when underground</h5><h5><b>Languages </b>Draconic</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or squad (2-8)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Feed (Su)</b> By spending a full-round action devouring the body of a dead or unconscious creature, a ghonhatine gains 1d8+9 temporary hit points and a +2 bonus on attack and damage rolls for 1 minute. The bonus to hit points is Constitution-based. </h5><h5><b>Filth Fever (Ex)</b> Disease-injury; save Fort DC 25; <i>onset</i> 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. </h5><h5><b>Powerful Stench (Ex)</b> An enraged ghonhatine secretes a tarry, musk-like chemical. Any living, non-ghonhatine creature within 10 feet must succeed at a DC 24 Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. A creature that saves is sickened as long as it remains in the area, and can't be affected again by the same ghonhatine's stench for 24 hours. This is a poison effect. The save DC is Constitution-based. </h5><h5><b>Regurgitate (Ex)</b> A ghonhatine can expel the contents of its stomach as a ranged attack with a splash weapon that has a range increment of 20 feet. It deals 2d6 acid damage to the target and splashes all adjacent creatures. In addition to taking damage, a target directly hit by a ghonhatine's regurgitation must make two DC 24 Fortitude saves, the first to resist contracting filth fever, and the second to avoid being nauseated for 1 minute. A nauseated creature can end its nausea early by dousing itself in a gallon of water. All creatures adjacent to the target must make DC 24 Fortitude saves to avoid being sickened for 1 minute. Once a ghonhatine uses this ability it can't use it again until it feeds. The save DCs are Constitution-based.</h5></div><br><div><h4><p><p>Troglodytes forced to undergo fleshwarping by the drow, ghonhatines harken to what troglodytes might have been in savage prehistory. They stand over 10 feet tall (hunched to about 8 feet) and weigh upward of 5,000 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
76 | Grothlut | 3 | PFRPG Bestiary 4 | 800 | CE | Medium | aberration | 0 | 2 | darkvision 60 ft.; Perception -1 | piteous moan (30 ft.) | 13, touch 8, flat-footed 13 | 13 | 8 | 13 | (-2 Dex, +5 natural) | 42 | (5d8+20) | 5 | Fort +7, Ref -1, Will +3 | 7 | -1 | 3 | acid, mind-affecting effects | - | 20 ft. | 1 | 2 slams +6 (1d6+3) | 2 | 2 | 2 | 5 ft. | 5 ft. | digestive spew, disgusting demise, piteous moan | Str 15, Dex 6, Con 18, Int 1, Wis 8, Cha 5 | 15 | 6 | 18 | 1 | 8 | 5 | 3 | 5 | 5 | 13 (can't be tripped) | 13 | Great Fortitude, Improved Initiative, Weapon Focus (slam) | Climb +10 | compression | any underground | solitary or rout (2-10) | none | Pale and glistening with moisture, this sluglike creature stares vacantly as a droning moan escapes its slobbering lips. | Fleshwarp | Digestive Spew (Ex) In order to ingest food, a grothlut must first regurgitate its digestive liquids upon its victim. As a standard action, it can spit these liquids on a creature within 5 feet. This spew deals 3d6 acid damage (Reflex DC 15 half). The save DC is Constitution-based. Disgusting Demise (Ex) When a grothlut reaches 0 or fewer hit points, its digestive organs rupture, freeing alchemical agents that have a violent effect on the rest of the grothlut's internal organs and flesh. This causes an explosion of grothlut viscera within a 30-foot-radius burst of the creature. Though this viscera deals no damage, it's disgusting to behold and its smell can cause living creatures within that radius to become nauseated for 1d4 rounds (Fortitude DC 14 negates). This is a poison effect. The save DC is Constitution-based. Piteous Moan (Su) Whenever a grothlut sees another creature, it begins to moan as free action. Anyone within 60 feet who can hear the moan must succeed at a DC 15 Will saving throw or become sickened by the moaning for as long as she can hear it. Every two additional grothluts with the area increase the DC by 1, to a maximum of DC 18. This is a mind-affecting sonic effect. The save DC is Constitution-based. | Grothluts are sluglike abominations with vaguely human heads and torsos, and rubbery arms that move awkwardly at their sides. They shuff le mindlessly until other creatures come into view, then piteously moan before slithering forward to attack and feed. Those moans are the last vestige of their formerly human selves crying for release as slivers of the creatures' intellects are forced to continuously relive their transformation. Many fleshcrafters consider the grothlut a failure, as the transformation all but stamps out its human consciousness. Others disagree, arguing that warping the creature's mind makes it more useful, as its stupidity makes it pliable and easy to herd. The drow typically use grothluts only as guardians to slowly patrol the remote edges of their enclaves. Once in position, though, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshwarp, Grothlut</h2><h3><i>Pale and glistening with moisture, this sluglike creature stares vacantly as a droning moan escapes its slobbering lips.</i></h3><br></div><div class="heading"><p class="alignleft">Grothlut</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception -1</h5><h5><b>Aura </b>piteous moan (30 ft.)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 8, flat-footed 13 (-2 Dex, +5 natural)</h5><h5><b>hp </b>42 (5d8+20)</h5><h5><b>Fort </b>+7, <b>Ref </b>-1, <b>Will </b>+3</h5><h5><b>Immune </b>acid, mind-affecting effects</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>2 slams +6 (1d6+3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>digestive spew, disgusting demise, piteous moan</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>15, <b>Dex </b>6, <b>Con </b>18, <b>Int </b> 1, <b>Wis </b>8, <b>Cha </b>5</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>13 (can't be tripped)</h5><h5><b>Feats </b>Great Fortitude, Improved Initiative, Weapon Focus (slam)</h5><h5><b>Skills </b>Climb +10</h5><h5><b>SQ </b>compression</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or rout (2-10)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Digestive Spew (Ex)</b> In order to ingest food, a grothlut must first regurgitate its digestive liquids upon its victim. As a standard action, it can spit these liquids on a creature within 5 feet. This spew deals 3d6 acid damage (Reflex DC 15 half). The save DC is Constitution-based. </h5><h5><b>Disgusting Demise (Ex)</b> When a grothlut reaches 0 or fewer hit points, its digestive organs rupture, freeing alchemical agents that have a violent effect on the rest of the grothlut's internal organs and flesh. This causes an explosion of grothlut viscera within a 30-foot-radius burst of the creature. Though this viscera deals no damage, it's disgusting to behold and its smell can cause living creatures within that radius to become nauseated for 1d4 rounds (Fortitude DC 14 negates). This is a poison effect. The save DC is Constitution-based. </h5><h5><b>Piteous Moan (Su)</b> Whenever a grothlut sees another creature, it begins to moan as free action. Anyone within 60 feet who can hear the moan must succeed at a DC 15 Will saving throw or become sickened by the moaning for as long as she can hear it. Every two additional grothluts with the area increase the DC by 1, to a maximum of DC 18. This is a mind-affecting sonic effect. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Grothluts are sluglike abominations with vaguely human heads and torsos, and rubbery arms that move awkwardly at their sides. They shuff le mindlessly until other creatures come into view, then piteously moan before slithering forward to attack and feed. Those moans are the last vestige of their formerly human selves crying for release as slivers of the creatures' intellects are forced to continuously relive their transformation. Many fleshcrafters consider the grothlut a failure, as the transformation all but stamps out its human consciousness. Others disagree, arguing that warping the creature's mind makes it more useful, as its stupidity makes it pliable and easy to herd. The drow typically use grothluts only as guardians to slowly patrol the remote edges of their enclaves. Once in position, though, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
77 | Halsora | 7 | PFRPG Bestiary 4 | 3200 | CE | Small | aberration | 0 | 2 | darkvision 60 ft.; Perception +19 | 19, touch 13, flat-footed 17 | 19 | 13 | 17 | (+2 Dex, +6 natural, +1 size) | 75 | (10d8+30) | 10 | Fort +6, Ref +5, Will +9 | 6 | 5 | 9 | 5/bludgeoning or slashing | acid, disease | - | 30 ft. | 1 | 2 claws +13 (1d8+4 plus spores) | 2 | 2 | 2 | 5 ft. | 5 ft. | acidic tears, sneak attack +2d6, spores | Str 19, Dex 14, Con 17, Int 6, Wis 11, Cha 8 | 19 | 14 | 17 | 6 | 11 | 8 | 7 | 10 | 10 | 22 | 22 | Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw) | Perception +19, Stealth +25 | Undercommon, Vegepygmy (can't speak) | any underground | solitary or gang (2-6) | none | This small, plantlike creature is a bulging mass of viselike muscle with sunken eyes that constantly drip viscous, black tears. | Fleshwarp | Acidic Tears (Ex) A halsora's sunken eyes have oversized tear ducts that weep a constant stream of black, acidic tears. As a standard action that provokes attacks of opportunity, a halsora can jerk its head and flick the acidic tears on a single creature within 20 feet. That creature takes 2d6 acid damage (Reflex DC 18 half). A creature that fails its save takes an additional 1d4 points of acid damage at the end of the halsora's turn for 1d4 rounds or until the acid is scraped off, which requires a full-round action on the part of the creature taking the damage or a creature adjacent to that creature. The save DC is Constitution-based. Spores (Ex) A halsora's claws are covered in mutated russet mold spores. A creature hit by a claw attack must succeed at a DC 18 Fortitude save or take 2 points of Constitution damage per round. It can attempt a new Fortitude save each round to halt the growth. A creature reduced to 0 Constitution by these spores explodes in a mess of viscera and spores. Creatures within the burst must succeed at a DC 18 Fortitude saving throw or be affected as if they were hit by the halsora's claw attack. This is a disease effect. The save is Constitution-based. | Vegepygmies transformed by the vile fleshwarping process become halsoras, creatures twice cursed. The alchemical torture they undergo seems minor compared to what other fleshwarps suffer-it merely increases the mass and strength of the vegepygmy and deforms its eyes so they secrete acid. The process has a more interesting effect on the residual and previously inert russet mold within the body of the host vegepygmy. Mutating the mold, it creates a deadly spore that courses through the halsora's insides, is slowly excreted through the fingertips, and clumps on the claws of the creature. Though their sunken eyes and constant stream of acidic tears often make these creatures seem pitiful, they are fierce bundles of rage and self-hatred. The conditioning of the fleshwarpers causes them to attack and infect any enemy of the drow they come in contact with, but what's left of their consciousness rages against the mutated spores they carry. Worse still, many drow use these creatures to hunt down and even infect other tribes of vegepygmies. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshwarp, Halsora</h2><h3><i>This small, plantlike creature is a bulging mass of viselike muscle with sunken eyes that constantly drip viscous, black tears.</i></h3><br></div><div class="heading"><p class="alignleft">Halsora</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>CE Small aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +19</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)</h5><h5><b>hp </b>75 (10d8+30)</h5><h5><b>Fort </b>+6, <b>Ref </b>+5, <b>Will </b>+9</h5><h5><b>DR </b>5/bludgeoning or slashing; <b>Immune </b>acid, disease</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 claws +13 (1d8+4 plus spores)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>acidic tears, sneak attack +2d6, spores</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>19, <b>Dex </b>14, <b>Con </b>17, <b>Int </b> 6, <b>Wis </b>11, <b>Cha </b>8</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+10; <b>CMD </b>22</h5><h5><b>Feats </b>Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw)</h5><h5><b>Skills </b>Perception +19, Stealth +25</h5><h5><b>Languages </b>Undercommon, Vegepygmy (can't speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or gang (2-6)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Acidic Tears (Ex)</b> A halsora's sunken eyes have oversized tear ducts that weep a constant stream of black, acidic tears. As a standard action that provokes attacks of opportunity, a halsora can jerk its head and flick the acidic tears on a single creature within 20 feet. That creature takes 2d6 acid damage (Reflex DC 18 half). A creature that fails its save takes an additional 1d4 points of acid damage at the end of the halsora's turn for 1d4 rounds or until the acid is scraped off, which requires a full-round action on the part of the creature taking the damage or a creature adjacent to that creature. The save DC is Constitution-based. </h5><h5><b>Spores (Ex)</b> A halsora's claws are covered in mutated russet mold spores. A creature hit by a claw attack must succeed at a DC 18 Fortitude save or take 2 points of Constitution damage per round. It can attempt a new Fortitude save each round to halt the growth. A creature reduced to 0 Constitution by these spores explodes in a mess of viscera and spores. Creatures within the burst must succeed at a DC 18 Fortitude saving throw or be affected as if they were hit by the halsora's claw attack. This is a disease effect. The save is Constitution-based.</h5></div><br><div><h4><p><p>Vegepygmies transformed by the vile fleshwarping process become halsoras, creatures twice cursed. The alchemical torture they undergo seems minor compared to what other fleshwarps suffer-it merely increases the mass and strength of the vegepygmy and deforms its eyes so they secrete acid. The process has a more interesting effect on the residual and previously inert russet mold within the body of the host vegepygmy. Mutating the mold, it creates a deadly spore that courses through the halsora's insides, is slowly excreted through the fingertips, and clumps on the claws of the creature. Though their sunken eyes and constant stream of acidic tears often make these creatures seem pitiful, they are fierce bundles of rage and self-hatred. The conditioning of the fleshwarpers causes them to attack and infect any enemy of the drow they come in contact with, but what's left of their consciousness rages against the mutated spores they carry. Worse still, many drow use these creatures to hunt down and even infect other tribes of vegepygmies.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
78 | Irnakurse | 9 | PFRPG Bestiary 4 | 6400 | CE | Large | aberration | 0 | 7 | darkvision 60 ft.; Perception +15 | 23, touch 12, flat-footed 20 | 23 | 12 | 20 | (+3 Dex, +11 natural, -1 size) | 105 | (10d8+60) | 10 | Fort +9, Ref +8, Will +9 | 9 | 8 | 9 | - | 10 ft. | 1 | bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash) | 5 | 1 | 4 | 1 | 4 | 10 ft. | 10 ft. (15 ft. with tentacles) | soul scream, rend (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10) | Str 24, Dex 17, Con 23, Int 8, Wis 14, Cha 18 | 24 | 17 | 23 | 8 | 14 | 18 | 7 | 15 | 15 | 28 (32 vs. trip) | 28 | Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle) | Climb +20, Perception +15, Stealth +12 | Elven (can't speak) | any underground | solitary | none | A mad-eyed mess of deformed limbs, misplaced features, and bone shards pulls itself along amid a cacophony of slapping flesh. | Fleshwarp | Mind Lash (Su) Those struck by an irnakurse are overwhelmed with dark emotions and corrupted images of a ruined life. Any non-evil creature hit by an irnakurse's tentacle must succeed at a DC 19 Will save or be stunned for 1 round. A creature that successfully saves can't be affected by the same irnakurse's mind lash for 24 hours. The save DC is Charisma-based. Soul Scream (Su) Capable of channeling all of its rage and terror into a single, unnatural noise, an irnakurse can unleash a sound of alien horror as a standard action. Any non-evil creature within 30 feet of a screaming irnakurse must succeed at a DC 19 Will save or take 1d4 points of Wisdom drain. Once it begins screaming, an irnakurse can continue as a free action for 6 rounds, but can't scream again for 5 minutes afterward. The save DC is Charisma-based. | Irnakurse, meaning "perfect ones" in the Elven language, represent the sum outpouring of drow hatred for their surface-world brethren. These brainwashed, rage-filled abominations are the result of elves subjected to fleshwarping-and were the drow to have their way, embodiments of the elven race's future. Each irnakurse suffers long under the knife of the dark elves' most practiced fleshwarpers until its body and mind lie in total ruin. When the weeks of torture and transformation are complete, what was once an elf emerges as a shrieking mockery of its lost grace, a horror of reworked flesh and broken bones, a "perfect" elf to the drow and a sin against life to elvenkind. Through the blasphemous tortures that create them, irnakurse are made completely mad and become unable to harm drow. All non-drow, however, they view as targets to vent their terror and rage upon. Elves especially provoke irnakurses' ire. No two irnakurse look exactly the same-drow torturers take profane pride in sculpting their elven victims into unique masterpieces of agony-most stand between 8 and 9 feet tall and weigh upward of 300 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Fleshwarp, Irnakurse</h2><h3><i>A mad-eyed mess of deformed limbs, misplaced features, and bone shards pulls itself along amid a cacophony of slapping flesh.</i></h3><br></div><div class="heading"><p class="alignleft">Irnakurse</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>CE Large aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +15</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size)</h5><h5><b>hp </b>105 (10d8+60)</h5><h5><b>Fort </b>+9, <b>Ref </b>+8, <b>Will </b>+9</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft.</h5><h5><b>Melee </b>bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft. (15 ft. with tentacles)</h5><h5><b>Special Attacks </b>soul scream, rend (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>24, <b>Dex </b>17, <b>Con </b>23, <b>Int </b> 8, <b>Wis </b>14, <b>Cha </b>18</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+15; <b>CMD </b>28 (32 vs. trip)</h5><h5><b>Feats </b>Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +20, Perception +15, Stealth +12</h5><h5><b>Languages </b>Elven (can't speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Mind Lash (Su)</b> Those struck by an irnakurse are overwhelmed with dark emotions and corrupted images of a ruined life. Any non-evil creature hit by an irnakurse's tentacle must succeed at a DC 19 Will save or be stunned for 1 round. A creature that successfully saves can't be affected by the same irnakurse's mind lash for 24 hours. The save DC is Charisma-based. </h5><h5><b>Soul Scream (Su)</b> Capable of channeling all of its rage and terror into a single, unnatural noise, an irnakurse can unleash a sound of alien horror as a standard action. Any non-evil creature within 30 feet of a screaming irnakurse must succeed at a DC 19 Will save or take 1d4 points of Wisdom drain. Once it begins screaming, an irnakurse can continue as a free action for 6 rounds, but can't scream again for 5 minutes afterward. The save DC is Charisma-based.</h5></div><br><div><h4><p><p>Irnakurse, meaning "perfect ones" in the Elven language, represent the sum outpouring of drow hatred for their surface-world brethren. These brainwashed, rage-filled abominations are the result of elves subjected to fleshwarping-and were the drow to have their way, embodiments of the elven race's future. Each irnakurse suffers long under the knife of the dark elves' most practiced fleshwarpers until its body and mind lie in total ruin. When the weeks of torture and transformation are complete, what was once an elf emerges as a shrieking mockery of its lost grace, a horror of reworked flesh and broken bones, a "perfect" elf to the drow and a sin against life to elvenkind. Through the blasphemous tortures that create them, irnakurse are made completely mad and become unable to harm drow. All non-drow, however, they view as targets to vent their terror and rage upon. Elves especially provoke irnakurses' ire. No two irnakurse look exactly the same-drow torturers take profane pride in sculpting their elven victims into unique masterpieces of agony-most stand between 8 and 9 feet tall and weigh upward of 300 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||||
79 | Flying Polyp | 14 | PFRPG Bestiary 4 | 38400 | CE | Huge | aberration | (air) | 0 | 6 | darkvision 60 ft.; Perception +26 | frightful presence (90 ft., DC 24) | 29, touch 16, flat-footed 26 | 29 | 16 | 26 | (+5 deflection, +2 Dex, +1 dodge, +13 natural, -2 size) | 207 | (18d8+126) | 18 | Fort +13, Ref +12, Will +16 | 13 | 12 | 16 | amorphous, deflecting winds, partial invisibility | 10/magic and slashing | acid, cold, sonic | 25 | vulnerable to electricity | 30 ft., fly 60 ft. (perfect) | 1 | 1 | 4 tentacles +21 (1d8+9/19-20 plus grab) | 4 | 4 | 4 | 15 ft. | 15 ft. | constrict (1d8+9), sucking wind, wind blast | Spell-Like Abilities (CL 14th; concentration +19) At Will-alter windsAPG, gust of wind (DC 17), whispering wind, wind walk 3/day-control winds (DC 20), river of windAPG (DC 19), wind wall 1/day-control weather, whirlwind (DC 23) | Str 28, Dex 15, Con 24, Int 19, Wis 20, Cha 21 | 28 | 15 | 24 | 19 | 20 | 21 | 13 | +24 (+28 grapple) | 24 | 42 (can't be tripped) | 42 | Combat Reflexes, Dodge, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle) | Fly +27, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +22, Perception +26, Spellcraft +25, Stealth +15, Use Magic Device +23 | Aklo | any | solitary, pair, or storm (3-10) | standard | This nauseating, tapered tower of flesh, eyes, and tendrils writhes midair, surrounded by a strange vortex of sucking wind. | Deflecting Winds (Su) A flying polyp's mastery over air and wind allows it to surround itself with blasts of precisely aimed gusts, granting the creature a +5 deflection bonus to its Armor Class and a +4 resistance bonus on Reflex saving throws. Partial Invisibility (Su) A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature's body in what appear to be multiple sections. This ability, combined with the flying polyp's amorphous, elastic form, makes it difficult to target the creature, granting it a 20% miss chance against all attacks. By concentrating, a flying polyp can become fully invisible. Sucking Wind (Su) This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature's escape. The wind itself isn't particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. Activating this ability is a full-round action, and it must concentrate each round to maintain the effect. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind's radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or it is slowed until it leaves the area. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is held in place for 1 round-it is not helpless, but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based. Wind Blast (Su) Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot-radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check or blow away creatures as if they were tornado-strength winds (Pathfinder RPG Core Rulebook 439). The save DC is Constitution-based. | A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths. A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs-even if it takes eons for the polyp to encounter something capable of defeating it. A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp's body might seem similar to ordinary flesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing's body are laid bare. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp's body. When wounded, its damaged flesh does not bleed so much as whistle and gust. A flying polyp's association with wind goes far beyond the strange storms that surge through what pass as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind. Although flying polyps display some of the features of other sentient races, particularly in their habit of building cities (although these towering settlements usually incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or uninterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while bewildering in their vast scale, seem to serve little purpose other than to unnerve, for flying polyps do not engage in trade or politics or other social constructs. The primary exception to this, to the detriment of other creatures unfortunate enough to dwell in regions claimed by flying polyps, is war. Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them. Some among their kind can even travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them, and with this power they lead armies from planet to planet as necessary, relentlessly tracking their chosen enemies across worlds. Every so often, flying polyps encounter a race that is their equal in war, and on some worlds, they still endure the humiliation of these ancient defeats after being imprisoned in extensive underground chambers where they are cut off from the outside world. Yet flying polyps are long-lived, and should unforeseen tectonic events creates new exit to their prison chambers, lost in the forgotten corners of those planets' depths, they emerge with unabated fury to seek revenge against the enemies who dared humiliate them so. | <link rel="stylesheet"href="PF.css"><div><h2>Flying Polyp</h2><h3><i>This nauseating, tapered tower of flesh, eyes, and tendrils writhes midair, surrounded by a strange vortex of sucking wind.</i></h3><br></div><div class="heading"><p class="alignleft">Flying Polyp</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>CE Huge aberration (air)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +26</h5><h5><b>Aura </b>frightful presence (90 ft., DC 24)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>29, touch 16, flat-footed 26 (+5 deflection, +2 Dex, +1 dodge, +13 natural, -2 size)</h5><h5><b>hp </b>207 (18d8+126)</h5><h5><b>Fort </b>+13, <b>Ref </b>+12, <b>Will </b>+16</h5><h5><b>Defensive Abilities </b>amorphous, deflecting winds, partial invisibility; <b>DR </b>10/magic and slashing; <b>Immune </b>acid, cold, sonic; <b>SR </b>25</h5><h5><b>Weaknesses </b>vulnerable to electricity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 60 ft. (perfect)</h5><h5><b>Melee </b>4 tentacles +21 (1d8+9/19-20 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>constrict (1d8+9), sucking wind, wind blast</h5><h5><b>Spell-Like Abilities</b> (CL 14th; concentration +19) </br>At Will—<i>alter winds</i><sup>APG</sup>, <i>gust of wind</i> (DC 17), <i>whispering wind</i>, <i>wind walk</i> </br>3/day—<i>control winds</i> (DC 20), <i>river of wind</i><sup>APG</sup> (DC 19), <i>wind wall</i> </br>1/day—<i>control weather</i>, <i>whirlwind</i> (DC 23)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>28, <b>Dex </b>15, <b>Con </b>24, <b>Int </b> 19, <b>Wis </b>20, <b>Cha </b>21</h5><h5><b>Base Atk </b>+13; <b>CMB </b>+24 (+28 grapple); <b>CMD </b>42 (can't be tripped)</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Fly +27, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +22, Perception +26, Spellcraft +25, Stealth +15, Use Magic Device +23</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or storm (3-10)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Deflecting Winds (Su)</b> A flying polyp's mastery over air and wind allows it to surround itself with blasts of precisely aimed gusts, granting the creature a +5 deflection bonus to its Armor Class and a +4 resistance bonus on Reflex saving throws. </h5><h5><b>Partial Invisibility (Su)</b> A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature's body in what appear to be multiple sections. This ability, combined with the flying polyp's amorphous, elastic form, makes it difficult to target the creature, granting it a 20% miss chance against all attacks. By concentrating, a flying polyp can become fully invisible. </h5><h5><b>Sucking Wind (Su)</b> This attack allows the flying polyp to send an eerie wind out to <i>slow</i> and eventually stop a creature's escape. The wind itself isn't particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. Activating this ability is a full-round action, and it must concentrate each round to maintain the effect. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind's radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or it is <i>slow</i>ed until it leaves the area. A creature already under the effects of any <i>slow</i>ing effect (such as from this sucking wind or a <i>slow</i> spell) that fails this save is held in place for 1 round-it is not helpless, but cannot move via any means. <i>Freedom of movement</i> protects against the effects of the sucking wind, and <i>control winds</i> negates its effects in the area of effect of the <i>control winds</i> spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based. </h5><h5><b>Wind Blast (Su)</b> Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot-radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check or blow away creatures as if they were tornado-strength winds (<i>Pathfinder RPG Core Rulebook</i> 439). The save DC is Constitution-based.</h5></div><br><div><h4><p><p>A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths. A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs-even if it takes eons for the polyp to encounter something capable of defeating it. A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp's body might seem similar to ordinary flesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing's body are laid bare. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp's body. When wounded, its damaged flesh does not bleed so much as whistle and gust. A flying polyp's association with wind goes far beyond the strange storms that surge through what pass as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind. Although flying polyps display some of the features of other sentient races, particularly in their habit of building cities (although these towering settlements usually incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or uninterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while bewildering in their vast scale, seem to serve little purpose other than to unnerve, for flying polyps do not engage in trade or politics or other social constructs. The primary exception to this, to the detriment of other creatures unfortunate enough to dwell in regions claimed by flying polyps, is war. Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them. Some among their kind can even travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them, and with this power they lead armies from planet to planet as necessary, relentlessly tracking their chosen enemies across worlds. Every so often, flying polyps encounter a race that is their equal in war, and on some worlds, they still endure the humiliation of these ancient defeats after being imprisoned in extensive underground chambers where they are cut off from the outside world. Yet flying polyps are long-lived, and should unforeseen tectonic events creates new exit to their prison chambers, lost in the forgotten corners of those planets' depths, they emerge with unabated fury to seek revenge against the enemies who dared humiliate them so.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
80 | Cthulhu | 30 | PFRPG Bestiary 4 | 9830400 | CE | Colossal | aberration | (chaotic, evil, Great Old One) | 0 | 15 | darkvision 60 ft., true seeing; Perception +52 | unspeakable presence (300 ft., DC 40) | 49, touch 29, flat-footed 44 | 49 | 29 | 44 | (+12 deflection, +5 Dex, +10 insight, +20 natural, -8 size) | 774 | (36d8+612) | 36 | fast healing 30 | Fort +29, Ref +29, Will +33 | 29 | 29 | 33 | freedom of movement, immortality, insanity (DC 40), non-euclidean | 20/epic and lawful | ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification | acid 30, electricity 30, fire 30, sonic 30 | 30 | 30 | 30 | 30 | 41 | 60 ft., fly 200 ft. (average), swim 60 ft. | 1 | 1 | 1 | 2 claws +42 (4d6+23/19-20 plus grab), 4 tentacles +42 (2d10+34/19-20 plus grab) | 6 | 2 | 4 | 2 | 4 | 40 ft. | 40 ft. | cleaving claws, constrict (3d6+23), dreams of madness, mythic power (10/day, surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51) | Spell-Like Abilities (CL 30th; concentration +42) Constant-freedom of movement, true seeing At Will-astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM 3/day-antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31) 1/day-implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wishM | Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34 | 56 | 21 | 45 | 31 | 36 | 34 | 27 | +58 (+60 bull rush, +62 grapple or sunder) | 58 | 97 (99 vs. bull rush or sunder) | 97 | Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike | Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48 | Aklo; telepathy 300 ft. | compression, greater starflight, otherworldly insight | any (R'lyeh) | solitary (unique) | triple | This towering impossibility, neither quite octopus nor dragon nor giant but something far worse, must surely herald the end of times. | Great Old One | Cleaving Claws (Ex) A single attack from one of Cthulhu's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw. Dreams of Madness (Su) When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (Pathfinder RPG GameMastery Guide 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based. Greater Starflight (Su) Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion). Immortality (Ex) If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based. Non-Euclidean (Ex) Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based. Tentacles (Ex) Cthulhu's tentacles are a primary attack. Unspeakable Presence (Su) Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based. | Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork-particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid-the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall. It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R'lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb. CTHULHU'S CULT Although Cthulhu is imprisoned on a far-f lung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society's notice. Central among his cult's beliefs is the prophecy that one day, | <link rel="stylesheet"href="PF.css"><div><h2>Great Old One, Cthulhu</h2><h3><i>This towering impossibility, neither quite octopus nor dragon nor giant but something far worse, must surely herald the end of times.</i></h3><br></div><div class="heading"><p class="alignleft">Cthulhu</p><p class="alignright">CR 30</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,830,400</h5><h5>CE Colossal aberration (chaotic, evil, Great Old One)</h5><h5><b>Init </b>+15; <b>Senses </b>darkvision 60 ft., <i>true seeing</i>; Perception +52</h5><h5><b>Aura </b>unspeakable presence (300 ft., DC 40)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, -8 size)</h5><h5><b>hp </b>774 (36d8+612); fast healing 30</h5><h5><b>Fort </b>+29, <b>Ref </b>+29, <b>Will </b>+33</h5><h5><b>Defensive Abilities </b>freedom of movement, immortality, insanity (DC 40), non-euclidean; <b>DR </b>20/epic and lawful; <b>Immune </b>ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; <b>Resist </b>acid 30, electricity 30, fire 30, sonic 30; <b>SR </b>41</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>60 ft., fly 200 ft. (average), swim 60 ft.</h5><h5><b>Melee </b>2 claws +42 (4d6+23/19-20 plus grab), 4 tentacles +42 (2d10+34/19-20 plus grab)</h5><h5><b>Space </b>40 ft.; <b>Reach </b>40 ft.</h5><h5><b>Special Attacks </b>cleaving claws, constrict (3d6+23), <i>dream</i>s of madness, mythic power (10/day, surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)</h5><h5><b>Spell-Like Abilities</b> (CL 30th; concentration +42) </br>Constant—<i>freedom of movement</i>, <i>true seeing</i> </br>At Will—<i>astral projection</i>, <i>control weather</i><sup>M</sup>, <i>dream</i><sup>M</sup>, <i>greater dispel magic</i>, <i>greater teleport</i>, <i>insanity</i> (DC 29), <i>nightmare</i><sup>M</sup> (DC 29), <i>sending</i><sup>M</sup> </br>3/day—<i>antipathy</i> (DC 30), <i>demand</i> (DC 30), quickened <i>feeblemind</i>, <i>gate</i>, <i>weird</i> (DC 31) </br>1/day—<i>implosion</i> (DC 31), summon (level 9, 2d4 star—spawn of Cthulhu 100%), symbol of <i>insanity</i> (DC 30), <i>wish</i><sup>M</sup></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>56, <b>Dex </b>21, <b>Con </b>45, <b>Int </b> 31, <b>Wis </b>36, <b>Cha </b>34</h5><h5><b>Base Atk </b>+27; <b>CMB </b>+58 (+60 bull rush, +62 grapple or sunder); <b>CMD </b>97 (99 vs. bull rush or sunder)</h5><h5><b>Feats </b>Ability Focus (<i>nightmare</i>), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (<i>feeblemind</i>), Staggering Critical, Vital Strike</h5><h5><b>Skills </b>Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48</h5><h5><b>Languages </b>Aklo; telepathy 300 ft.</h5><h5><b>SQ </b>compression, greater starflight, otherworldly insight</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any (R'lyeh)</h5><h5><b>Organization </b>solitary (unique)</h5><h5><b>Treasure </b>triple</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Cleaving Claws (Ex)</b> A single attack from one of Cthulhu's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw. </h5><h5><b>Dreams of Madness (Su)</b> When Cthulhu uses his <i>nightmare</i> spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening <i>dream</i>s. In addition to the effect of <i>nightmare</i>, the target must succeed at a DC 40 Will save or contract a random <i>insanity</i> (<i>Pathfinder RPG GameMastery Guide</i> 250). This is a mind-affecting effect. A creature that already has an <i>insanity</i> is immune to this ability. The save DC is Charisma-based. </h5><h5><b>Greater Starflight (Su)</b> Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion). </h5><h5><b>Immortality (Ex)</b> If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as <i>obscuring mist</i>, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via <i>true resurrection</i>, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based. </h5><h5><b>Non-Euclidean (Ex)</b> Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. <i>True seeing</i> can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of <i>true seeing</i> must succeed at a DC 40 Will save or be afflicted by a random <i>insanity</i> (this is a mind-affecting effect). The save DC is Charisma-based. </h5><h5><b>Tentacles (Ex)</b> Cthulhu's tentacles are a primary attack. </h5><h5><b>Unspeakable Presence (Su)</b> Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.</h5></div><br><div><h4><p><p>Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork-particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid-the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall. It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R'lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the <i>Elder Sign</i>, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb. <br><b>CTHULHU'S CULT </b><br>Although Cthulhu is imprisoned on a far-f lung world, his <i>dream</i>s span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the <i>dream</i>ing mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society's notice. Central among his cult's beliefs is the prophecy that one day,</p></h4></div> | ||||||||||||||||||||||||||||
81 | Hastur | 29 | PFRPG Bestiary 4 | 6553600 | CE | Medium | aberration | (chaotic, evil, Great Old One) | 0 | 26 | darkvision 60 ft., true seeing; Perception +47 | unspeakable presence (300 ft., DC 40) | 48, touch 37, flat-footed 31 | 48 | 37 | 31 | (+16 Dex, +1 dodge, +10 insight, +11 natural) | 731 | (34d8+578) | 34 | fast healing 25 | Fort +28, Ref +27, Will +29 | 28 | 27 | 29 | freedom of movement, immortality, insanity (DC 40) | 15/epic and lawful | ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, sonic | acid 30, electricity 30, fire 30 | 30 | 30 | 30 | 40 | 80 ft. | 1 | air walk | 4 tattered lash +41 (2d8+7 plus bleed) | 5 ft. | 40 ft. | bleed (1d6), fulvous dreams, mythic power (10/ day, surge +1d12), reveal visage, sneak attack +10d6, Yellow Sign | Spell-Like Abilities (CL 29th; concentration +42) Constant-air walk, freedom of movement, tongues, true seeing At Will-astral projection, dimension doorM, dreamM, enervationM, greater dispel magic, insanity (DC 30), mirage arcana (DC 28), nightmareM (DC 28), sendingM, veil, wishM (see below) 3/day-demand (DC 31), quickened feeblemind, interplanetary teleportUM, mass suggestion (DC 29), project image (DC 30) 1/day-symbol of death (DC 31), symbol of fear (DC 29), symbol of insanity (DC 31), symbol of pain (DC 28), symbol of persuasion (DC 29), symbol of strifeUM (DC 32), symbol of stunning (DC 30), symbol of weakness (DC 30) | Str 24, Dex 43, Con 44, Int 35, Wis 31, Cha 36 | 24 | 43 | 44 | 35 | 31 | 36 | 25 | 41 | 41 | 69 (can't be tripped) | 69 | Agile Maneuvers, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Feint, Greater Vital Strike, Improved Critical (tattered lash), Improved Feint, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (feeblemind), Spring Attack, Staggering Critical, Vital Strike, Weapon Finesse, Whirlwind Attack | Acrobatics +53 (+73 when jumping), Bluff +47, Disguise +47, Intimidate +50, Knowledge (arcana, geography, history, local) +46, Knowledge (nobility) +49, Perception +47, Perform (act) +47, Sense Motive +44, Sleight of Hand +50, Spellcraft +49, Stealth +53, Use Magic Device +47 | +20 Acrobatics when jumping | Aklo; telepathy 100 ft., tongues | otherworldly insight | any | solitary (unique) | triple | This entity appears to be a skeletal human form hidden under tattered yellow robes, but it moves with unsettling, inhuman grace. | Great Old One | Fulvous Dreams (Su) When Hastur uses his nightmare spell-like ability on a creature that has seen the Yellow Sign, he also afflicts that creature with horrifying dreams tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. In addition to the effect of nightmare, the target must also succeed at a DC 40 Will save or be compelled to seek out a Yellow Sign, throwing all of his resources and actions into the obsession. While obsessed, the target takes a -4 penalty on Will saving throws, saving throws against symbol spells, concentration checks, and Wisdom-based skill checks. This obsession effect ends immediately if the victim looks upon the Yellow Sign. This is a mind-affecting curse effect. The save DC is Charisma-based. Immortality (Ex) If Hastur is slain, the robes that drape his frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 40 Will save to resist a sudden urge to put the robes on. Doing so is a full-round action that provokes attacks of opportunity. Once it has donned Hastur's robes, the creature immediately perishes and its body is destroyed. In its place, Hastur lives again, as if brought back via true resurrection. If the discarded robes are not donned within 24 hours, they fade away, leaving behind a faint yellow stain. In this case, Hastur can't manifest a physical body again until the conditions are right, or until an unwitting cultist or fool calls him forth once again. The save DC is Charisma-based. Reveal Visage (Su) As a swift action, Hastur may reveal to one adjacent creature the true shape beneath his robes. The creature must succeed at DC 40 Will save or be paralyzed for 1d4 rounds and take 1d4 points of Wisdom drain at the end of its turn each round the paralysis lasts, though the revelation is too awful for memory to retain. This is a mind-affecting fear effect. The save DC is Charisma-based. Tattered Lash (Ex) Hastur attacks with long strips of his tattered yellow robes. These strips have a reach of 40 feet and are primary natural slashing attacks. Bleed damage from the strips stacks with itself (up to 10d6 points of bleed damage). Hastur treats insane targets as if they were flat-footed when he attacks with these weapons. Unspeakable Presence (Su) Failing a DC 40 Will save against Hastur's unspeakable presence afflicts a creature with a random insanity. A creature that is already insane instead becomes confused for as long as it remains in the area. The save DC is Charisma-based. Wish (Sp) Although Hastur may use wish as a spell-like ability at will, he can do so only to grant the wishes of other creatures, and only once per creature. Invariably, the results of these wishes serve somehow to advance Hastur's agenda. Yellow Sign (Su) Once per day as a free action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur's distant world shines in the night sky as a star. Any creature that looks upon an active Yellow Sign must succeed at a DC 40 Will save to avoid becoming dominated by Hastur (as dominate monster); whether or not the save is successful, the creature doesn't have to save against that Yellow Sign again for 24 hours. While the creature is under this domination effect, if the creature's Charisma drain plus Charisma damage ever equal its Charisma score, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur's tattered robes (see immortality). A Yellow Sign can be removed with dispel chaos, dispel evil, or erase, any of which requires the caster to succeed at a DC 35 caster level check. Mage's disjunction automatically removes a Yellow Sign. This is a mind-affecting effect. The save DC is Charisma-based. | Hastur is the most mysterious of the Great Old Ones. In fact, the entity known as Hastur might actually be an Outer God. The physical manifestation of this entity is known as the King in Yellow, and though most consider this creature-a vaguely human-shaped figure draped in a yellow cloak-to be synonymous with Hastur himself, many scholars believe that the King in Yellow is nothing more than an avatar used by the true Hastur to move among the denizens of the physical world. Hastur himself is said to dwell upon a distant world called Carcosa on the shores of the monstrous Lake of Hali, and his power on a planet is strongest when the baleful light of Carcosa's star is visible in that planet's night sky. HASTUR'S CULT Hastur's cult is primarily composed of decadent nobles, playwrights, and aristocrats who have grown bored with life and have sought out increasingly deviant, bizarre, and self-destructive methods of achieving gratification in life. His temples are opulent and excessive-opera houses, manors, and the like that contain hidden chambers for pastimes best indulged in secret. His cultists are particularly eager to bring innocents into their fold, exposing them to the Yellow Sign so that their bodies and minds can serve as portals through which the King in Yellow may walk the world. Hastur's cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are nonmagical-and somewhat inaccurate-representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell). Hastur's clerics have access to the domains of Chaos, Evil, Rune, and Void, and to the subdomains of Dark Tapestry, Language, Stars, and Wards. Hastur's favored weapon is the rapier. | <link rel="stylesheet"href="PF.css"><div><h2>Great Old One, Hastur</h2><h3><i>This entity appears to be a skeletal human form hidden under tattered yellow robes, but it moves with unsettling, inhuman grace.</i></h3><br></div><div class="heading"><p class="alignleft">Hastur</p><p class="alignright">CR 29</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,553,600</h5><h5>CE Medium aberration (chaotic, evil, Great Old One)</h5><h5><b>Init </b>+26; <b>Senses </b>darkvision 60 ft., <i>true seeing</i>; Perception +47</h5><h5><b>Aura </b>unspeakable presence (300 ft., DC 40)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>48, touch 37, flat-footed 31 (+16 Dex, +1 dodge, +10 insight, +11 natural)</h5><h5><b>hp </b>731 (34d8+578); fast healing 25</h5><h5><b>Fort </b>+28, <b>Ref </b>+27, <b>Will </b>+29</h5><h5><b>Defensive Abilities </b>freedom of movement, immortality, insanity (DC 40); <b>DR </b>15/epic and lawful; <b>Immune </b>ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, sonic; <b>Resist </b>acid 30, electricity 30, fire 30; <b>SR </b>40</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>80 ft.; <i>air walk</i></h5><h5><b>Melee </b>4 tattered lash +41 (2d8+7 plus bleed)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>40 ft.</h5><h5><b>Special Attacks </b>bleed (1d6), fulvous <i>dream</i>s, mythic power (10/ day, surge +1d12), reveal visage, sneak attack +10d6, Yellow Sign</h5><h5><b>Spell-Like Abilities</b> (CL 29th; concentration +42) </br>Constant—<i>air walk</i>, <i>freedom of movement</i>, <i>tongues</i>, <i>true seeing</i> </br>At Will—<i>astral projection</i>, <i>dimension door</i><sup>M</sup>, <i>dream</i><sup>M</sup>, <i>enervation</i><sup>M</sup>, <i>greater dispel magic</i>, <i>insanity</i> (DC 30), <i>mirage arcana</i> (DC 28), <i>nightmare</i><sup>M</sup> (DC 28), <i>sending</i><sup>M</sup>, <i>veil</i>, <i>wish</i><sup>M</sup> (see below) </br>3/day—<i>demand</i> (DC 31), quickened <i>feeblemind</i>, <i>interplanetary teleport</i><sup>UM</sup>, <i>mass suggestion</i> (DC 29), <i>project image</i> (DC 30) </br>1/day—<i>symbol of death</i> (DC 31), <i>symbol of fear</i> (DC 29), symbol of <i>insanity</i> (DC 31), <i>symbol of pain</i> (DC 28), <i>symbol of persuasion</i> (DC 29), <i>symbol of strife</i><sup>UM</sup> (DC 32), <i>symbol of stunning</i> (DC 30), <i>symbol of weakness</i> (DC 30)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>24, <b>Dex </b>43, <b>Con </b>44, <b>Int </b> 35, <b>Wis </b>31, <b>Cha </b>36</h5><h5><b>Base Atk </b>+25; <b>CMB </b>+41; <b>CMD </b>69 (can't be tripped)</h5><h5><b>Feats </b>Agile Maneuvers, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Feint, Greater Vital Strike, Improved Critical (tattered lash), Improved Feint, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (<i>feeblemind</i>), Spring Attack, Staggering Critical, Vital Strike, Weapon Finesse, Whirlwind Attack</h5><h5><b>Skills </b>Acrobatics +53 (+73 when jumping), Bluff +47, Disguise +47, Intimidate +50, Knowledge (arcana, geography, history, local) +46, Knowledge (nobility) +49, Perception +47, Perform (act) +47, Sense Motive +44, Sleight of Hand +50, Spellcraft +49, Stealth +53, Use Magic Device +47; <b>Racial Modifiers </b>+20 Acrobatics when jumping</h5><h5><b>Languages </b>Aklo; telepathy 100 ft., <i>tongues</i></h5><h5><b>SQ </b>otherworldly insight</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary (unique)</h5><h5><b>Treasure </b>triple</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Fulvous Dreams (Su)</b> When Hastur uses his <i>nightmare</i> spell-like ability on a creature that has seen the Yellow Sign, he also afflicts that creature with horrifying <i>dream</i>s tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. In addition to the effect of <i>nightmare</i>, the target must also succeed at a DC 40 Will save or be compelled to seek out a Yellow Sign, throwing all of his resources and actions into the obsession. While obsessed, the target takes a -4 penalty on Will saving throws, saving throws against symbol spells, concentration checks, and Wisdom-based skill checks. This obsession effect ends immediately if the victim looks upon the Yellow Sign. This is a mind-affecting curse effect. The save DC is Charisma-based. </h5><h5><b>Immortality (Ex)</b> If Hastur is slain, the robes that drape his frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 40 Will save to resist a sudden urge to put the robes on. Doing so is a full-round action that provokes attacks of opportunity. Once it has donned Hastur's robes, the creature immediately perishes and its body is destroyed. In its place, Hastur lives again, as if brought back via <i>true resurrection</i>. If the discarded robes are not donned within 24 hours, they fade away, leaving behind a faint yellow stain. In this case, Hastur can't manifest a physical body again until the conditions are right, or until an unwitting cultist or fool calls him forth once again. The save DC is Charisma-based. </h5><h5><b>Reveal Visage (Su)</b> As a swift action, Hastur may reveal to one adjacent creature the true shape beneath his robes. The creature must succeed at DC 40 Will save or be paralyzed for 1d4 rounds and take 1d4 points of Wisdom drain at the end of its turn each round the paralysis lasts, though the revelation is too awful for memory to retain. This is a mind-affecting fear effect. The save DC is Charisma-based. </h5><h5><b>Tattered Lash (Ex)</b> Hastur attacks with long strips of his tattered yellow robes. These strips have a reach of 40 feet and are primary natural slashing attacks. Bleed damage from the strips stacks with itself (up to 10d6 points of bleed damage). Hastur treats insane targets as if they were flat-footed when he attacks with these weapons. </h5><h5><b>Unspeakable Presence (Su)</b> Failing a DC 40 Will save against Hastur's unspeakable presence afflicts a creature with a random <i>insanity</i>. A creature that is already insane instead becomes confused for as long as it remains in the area. The save DC is Charisma-based. </h5><h5><b>Wish (Sp)</b> Although Hastur may use <i>wish</i> as a spell-like ability at will, he can do so only to grant the <i>wish</i>es of other creatures, and only once per creature. Invariably, the results of these <i>wish</i>es serve somehow to advance Hastur's agenda. </h5><h5><b>Yellow Sign (Su)</b> Once per day as a free action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur's distant world shines in the night sky as a star. Any creature that looks upon an active Yellow Sign must succeed at a DC 40 Will save to avoid becoming <i>dominate</i>d by Hastur (as <i>dominate</i> monster); whether or not the save is successful, the creature doesn't have to save against that Yellow Sign again for 24 hours. While the creature is under this domination effect, if the creature's Charisma drain plus Charisma damage ever equal its Charisma score, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur's tattered robes (see immortality). A Yellow Sign can be removed with <i>dispel chaos</i>, <i>dispel evil</i>, or <i>erase</i>, any of which requires the caster to succeed at a DC 35 caster level check. <i>Mage's disjunction</i> automatically removes a Yellow Sign. This is a mind-affecting effect. The save DC is Charisma-based.</h5></div><br><div><h4><p><p>Hastur is the most mysterious of the Great Old Ones. In fact, the entity known as Hastur might actually be an Outer God. The physical manifestation of this entity is known as the King in Yellow, and though most consider this creature-a vaguely human-shaped figure draped in a yellow cloak-to be synonymous with Hastur himself, many scholars believe that the King in Yellow is nothing more than an avatar used by the true Hastur to move among the denizens of the physical world. Hastur himself is said to dwell upon a distant world called Carcosa on the shores of the monstrous Lake of Hali, and his power on a planet is strongest when the baleful light of Carcosa's star is visible in that planet's night sky. <br><b>HASTUR'S CULT </b><br>Hastur's cult is primarily composed of decadent nobles, playwrights, and aristocrats who have grown bored with life and have sought out increasingly deviant, bizarre, and self-destructive methods of achieving gratification in life. His temples are opulent and excessive-opera houses, manors, and the like that contain hidden chambers for pastimes best indulged in secret. His cultists are particularly eager to bring innocents into their fold, exposing them to the Yellow Sign so that their bodies and minds can serve as portals through which the King in Yellow may walk the world. Hastur's cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are nonmagical-and somewhat inaccurate-representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell). Hastur's clerics have access to the domains of Chaos, Evil, Rune, and Void, and to the subdomains of Dark Tapestry, Language, Stars, and Wards. Hastur's favored weapon is the rapier.</p></h4></div> | ||||||||||||||||||||||||||||||||||
82 | Hyakume | 15 | PFRPG Bestiary 4 | 51200 | NE | Large | aberration | 0 | 12 | all-around vision, darkvision 90 ft., low-light vision; Perception +19 | 32, touch 18, flat-footed 23 | 32 | 18 | 23 | (+8 Dex, +1 dodge, +14 natural, -1 size) | 218 | (19d8+133) | 19 | Fort +13, Ref +14, Will +17 | 13 | 14 | 17 | cold | electricity 10, fire 10 | 10 | 10 | 26 | light sensitivity | 30 ft. | 1 | 2 slams +18 (3d6+4) | 2 | 2 | 2 | 10 ft. | 10 ft. | drain memory, quivering palm (1/day, DC 25), stunning fist (4/day, DC 25) | Spell-Like Abilities (CL 15th; concentration +24) At Will-clairvoyance/clairaudience, share memoryUM 5/day-divination 3/day-cold ice strikeUM, discordant blastAPG, sonic thrustUM | Str 18, Dex 27, Con 24, Int 19, Wis 22, Cha 29 | 18 | 27 | 24 | 19 | 22 | 29 | 14 | 19 | 19 | 38 | 38 | Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Sense Motive), Stunning Fist, Weapon Focus (slam), Wind Stance | Acrobatics +23, Bluff +21, Craft (any) +10, Diplomacy +17, Intimidate +24, Knowledge (arcana, planes, religion) +12, Knowledge (geography, history) +10, Perception +19, Sense Motive +17, Spellcraft +22, Stealth +15, Survival +17, Swim +8, Use Magic Device +17 | Common, Undercommon; telepathy 60 ft. | eye probe, monk abilities, transfer memories | any underground | solitary or enclave (2-6) | standard | This bloated creature's eyes protrude from between the fleshy fat rolls of its neckless, hulking form. | Drain Memory (Su) Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as if it were subject to a charm monster spell until those memories are regained (Will DC 28 negates). The hyakume absorbs the memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus (typically 4) at one time. This is a mind-affecting effect. The save DC is Charisma-based. Eye Probe (Su) Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. An eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its eye probes, and can make drain memory attacks with them. If a hyakume's eyeball is destroyed, the hyakume takes 5 points of damage. An eye probe can't stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points of damage). Monk Abilities The hyakume's Stunning Fist feat and slam attacks function as though it were a 15th-level monk. It can also use the quivering palm class feature once per day (Fortitude DC 25). The save DC is Wisdom-based. Transfer Memories (Su) Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one of its eye probes to transfer memories it has stored to the creature touched. This is a mind-affecting effect. | Hideous and corpulent, with numerous eyes dotting their bodies, hyakumes are mystics of malevolence. They steal and collect the memories of other intelligent beings to increase their own knowledge. | <link rel="stylesheet"href="PF.css"><div><h2>Hyakume</h2><h3><i>This bloated creature's eyes protrude from between the fleshy fat rolls of its neckless, hulking form.</i></h3><br></div><div class="heading"><p class="alignleft">Hyakume</p><p class="alignright">CR 15</p><div style="clear: both;"></div></div><div><h5><b>XP </b>51,200</h5><h5>NE Large aberration </h5><h5><b>Init </b>+12; <b>Senses </b>all-around vision, darkvision 90 ft., low-light vision; Perception +19</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, -1 size)</h5><h5><b>hp </b>218 (19d8+133)</h5><h5><b>Fort </b>+13, <b>Ref </b>+14, <b>Will </b>+17</h5><h5><b>Immune </b>cold; <b>Resist </b>electricity 10, fire 10; <b>SR </b>26</h5><h5><b>Weaknesses </b>light sensitivity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 slams +18 (3d6+4)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>drain memory, quivering palm (1/day, DC 25), stunning fist (4/day, DC 25)</h5><h5><b>Spell-Like Abilities</b> (CL 15th; concentration +24) </br>At Will—<i>clairvoyance/clairaudience</i>, <i>share memory</i><sup>UM</sup> </br>5/day—<i>divination</i> </br>3/day—<i>cold ice strike</i><sup>UM</sup>, <i>discordant blast</i><sup>APG</sup>, <i>sonic thrust</i><sup>UM</sup></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>27, <b>Con </b>24, <b>Int </b> 19, <b>Wis </b>22, <b>Cha </b>29</h5><h5><b>Base Atk </b>+14; <b>CMB </b>+19; <b>CMD </b>38</h5><h5><b>Feats </b>Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Sense Motive), Stunning Fist, Weapon Focus (slam), Wind Stance</h5><h5><b>Skills </b>Acrobatics +23, Bluff +21, Craft (any) +10, Diplomacy +17, Intimidate +24, Knowledge (arcana, planes, religion) +12, Knowledge (geography, history) +10, Perception +19, Sense Motive +17, Spellcraft +22, Stealth +15, Survival +17, Swim +8, Use Magic Device +17</h5><h5><b>Languages </b>Common, Undercommon; telepathy 60 ft.</h5><h5><b>SQ </b>eye probe, monk abilities, transfer memories</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or enclave (2-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Drain Memory (Su)</b> Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as if it were subject to a <i>charm monster</i> spell until those memories are regained (Will DC 28 negates). The hyakume absorbs the memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus (typically 4) at one time. This is a mind-affecting effect. The save DC is Charisma-based. </h5><h5><b>Eye Probe (Su)</b> Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. An eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its eye probes, and can make drain memory attacks with them. If a hyakume's eyeball is destroyed, the hyakume takes 5 points of damage. An eye probe can't stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points of damage). </h5><h5><b>Monk Abilities</b> The hyakume's Stunning Fist feat and slam attacks function as though it were a 15th-level monk. It can also use the quivering palm class feature once per day (Fortitude DC 25). The save DC is Wisdom-based. </h5><h5><b>Transfer Memories (Su)</b> Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one of its eye probes to transfer memories it has stored to the creature touched. This is a mind-affecting effect.</h5></div><br><div><h4><p><p>Hideous and corpulent, with numerous eyes dotting their bodies, hyakumes are mystics of malevolence. They steal and collect the memories of other intelligent beings to increase their own knowledge.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||
83 | Incutilis | 2 | PFRPG Bestiary 4 | 600 | LE | Tiny | aberration | (aquatic) | 0 | 6 | darkvision 60 ft.; Perception +8 | 17, touch 14, flat-footed 15 | 17 | 14 | 15 | (+2 Dex, +3 natural, +2 size) | 18 | (4d8) | 4 | Fort +1, Ref +3, Will +5 | 1 | 3 | 5 | - | 5 ft., climb 5 ft., swim 60 ft. | 1 | 1 | 1 | 2 tentacles +2 (1d4+2 plus grab) | 2 | 2 | 2 | 2-1/2 ft. | 0 ft. | puppetmaster | Str 15, Dex 15, Con 11, Int 12, Wis 13, Cha 8 | 15 | 15 | 11 | 12 | 13 | 8 | 3 | +3 (+7 grapple) | 3 | 15 (can't be tripped) | 15 | Improved Initiative, Step Up | Bluff +3, Climb +10, Disguise +3, Perception +8, Stealth +17, Swim +17 | Aklo, Aquan; telepathy 30 ft. | amphibious | any oceans | solitary, pair, or colony (3-12 plus enslaved puppets) | standard | This strange nautilus drags itself forward on oversized tentacles, its crimson-streaked flesh textured like the surface a brain. | Puppetmaster (Su) As a full-round action, an incutilis can drive its lesser tendrils into any helpless Small or Medium creature occupying the same square and pump the victim full of poison and chemicals. The victim is killed instantly, and becomes a zombie-like creature under the incutilis's control. This zombie isn't treated as being undead, and is immune to spells and effects that affect only undead (including damage from positive energy). The incutilis is attached to this zombie-typically by the head-occupying the same square and moving along with it. The incutilis can make attacks with its tentacles independently of the zombie's slam. It can also retract its tendrils as a move action, but doing so causes the zombie to collapse and revert to a normal corpse. The incutilis must retract its tendrils before it can move away from a zombie it's attached to. Any attack that deals damage to the zombie also deals 1 point of damage to the incutilis, regardless of how much damage is dealt to the zombie. Area-affecting spells affect both the puppeteer and zombie. A character can attempt to attack just the incutilis, but takes a -4 penalty on the attack roll. Killing the incutilis destroys the zombie. | A strange sort of sea creature that appears to be an oversized cephalopod, an incutilis hides a significant intelligence behind its unassuming appearance. Though most incutilises live their entire lives within the deepest trenches of the darkest seas, some venture to the border between water and land, taking terrible control over land-dwelling flesh with an alien disregard for sentient life. Because of their aquatic physiologies, their ability to cross this border and travel on land is limited. These aberrations overcome this hurdle with a lethal solution, slaying land dwellers and commandeering their flesh to bear the incutilis on shore. Although incutilises can live as bottom feeders, they prefer not to scavenge. Their favorite foods seem to be larger sea creatures-sharks, whales, and sentient ocean dwellers-and they make no distinction between the living and the dead. Incutilises exhibit strong self-preservation compulsions, going out of their way to avoid dangerous predators. When one is on land and its zombie puppet is destroyed, it attempts to flee to the nearest body of water. An incutilis weighs about 25 pounds (30 with its shell) and measures 4 feet from the tips of its longest tentacles to the top of its shell. | <link rel="stylesheet"href="PF.css"><div><h2>Incutilis</h2><h3><i>This strange nautilus drags itself forward on oversized tentacles, its crimson-streaked flesh textured like the surface a brain.</i></h3><br></div><div class="heading"><p class="alignleft">Incutilis</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>LE Tiny aberration (aquatic)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)</h5><h5><b>hp </b>18 (4d8)</h5><h5><b>Fort </b>+1, <b>Ref </b>+3, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>5 ft., climb 5 ft., swim 60 ft.</h5><h5><b>Melee </b>2 tentacles +2 (1d4+2 plus grab)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>puppetmaster</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>15, <b>Dex </b>15, <b>Con </b>11, <b>Int </b> 12, <b>Wis </b>13, <b>Cha </b>8</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+3 (+7 grapple); <b>CMD </b>15 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative, Step Up</h5><h5><b>Skills </b>Bluff +3, Climb +10, Disguise +3, Perception +8, Stealth +17, Swim +17</h5><h5><b>Languages </b>Aklo, Aquan; telepathy 30 ft.</h5><h5><b>SQ </b>amphibious</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any oceans</h5><h5><b>Organization </b>solitary, pair, or colony (3-12 plus enslaved puppets)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Puppetmaster (Su)</b> As a full-round action, an incutilis can drive its lesser tendrils into any helpless Small or Medium creature occupying the same square and pump the victim full of poison and chemicals. The victim is killed instantly, and becomes a zombie-like creature under the incutilis's control. This zombie isn't treated as being undead, and is immune to spells and effects that affect only undead (including damage from positive energy). The incutilis is attached to this zombie-typically by the head-occupying the same square and moving along with it. The incutilis can make attacks with its tentacles independently of the zombie's slam. It can also retract its tendrils as a move action, but doing so causes the zombie to collapse and revert to a normal corpse. The incutilis must retract its tendrils before it can move away from a zombie it's attached to. Any attack that deals damage to the zombie also deals 1 point of damage to the incutilis, regardless of how much damage is dealt to the zombie. Area-affecting spells affect both the puppeteer and zombie. A character can attempt to attack just the incutilis, but takes a -4 penalty on the attack roll. Killing the incutilis destroys the zombie.</h5></div><br><div><h4><p><p>A strange sort of sea creature that appears to be an oversized cephalopod, an incutilis hides a significant intelligence behind its unassuming appearance. Though most incutilises live their entire lives within the deepest trenches of the darkest seas, some venture to the border between water and land, taking terrible control over land-dwelling flesh with an alien disregard for sentient life. Because of their aquatic physiologies, their ability to cross this border and travel on land is limited. These aberrations overcome this hurdle with a lethal solution, slaying land dwellers and commandeering their flesh to bear the incutilis on shore. Although incutilises can live as bottom feeders, they prefer not to scavenge. Their favorite foods seem to be larger sea creatures-sharks, whales, and sentient ocean dwellers-and they make no distinction between the living and the dead. Incutilises exhibit strong self-preservation compulsions, going out of their way to avoid dangerous predators. When one is on land and its zombie puppet is destroyed, it attempts to flee to the nearest body of water. An incutilis weighs about 25 pounds (30 with its shell) and measures 4 feet from the tips of its longest tentacles to the top of its shell.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
84 | Lorelei | 12 | PFRPG Bestiary 4 | 19200 | NE | Large | aberration | (aquatic) | 0 | 5 | darkvision 60 ft.; Perception +24 | 27, touch 10, flat-footed 26 | 27 | 10 | 26 | (+1 Dex, +17 natural, -1 size) | 162 | (12d8+108) | 12 | Fort +13, Ref +5, Will +13 | 13 | 5 | 13 | sonic | cold 10 | 10 | - | 20 ft., climb 20 ft., swim 20 ft. | 1 | 1 | 1 | 4 tentacles +18 (1d8+9 plus poison) | 4 | 4 | 4 | 10 ft. | 15 ft. | murmur, poison, vortex | Spell-Like Abilities (CL 12th; concentration +17) At Will-ghost sound (DC 15), speak with dead (DC 18), ventriloquism (DC 16), whispering wind 3/day-command undead (DC 17), control water, fog cloud | Str 28, Dex 13, Con 29, Int 11, Wis 16, Cha 20 | 28 | 13 | 29 | 11 | 16 | 20 | 9 | 19 | 19 | 30 (can't be tripped) | 30 | Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (tentacle) | Bluff +15, Climb +21, Perception +24, Sense Motive +15, Stealth +18 (+26 in rocky areas), Swim +21 | +8 Stealth in rocky areas | Aquan, Common | freeze, water dependency | any coastlines | solitary | none | This strange creature appears to be a gigantic human head carved from stone, with thick tentacles sprouting from its scalp. | Murmur (Su) A lorelei's murmur has the power to infect the minds of those that hear it. This effect even influences undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, all creatures aside from other lorelei within a 300-foot spread must succeed on a DC 20 Will saving throw or become captivated. A creature that successfully saves is not subject to the same lorelei's song for 24 hours. A victim under the effects of the murmur moves toward the lorelei using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Affected creatures can take no actions other than to defend themselves. A victim within 5 feet of the lorelei simply stands and offers no resistance to its attacks. This effect continues for as long as the lorelei murmurs and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based. Poison (Ex) Tentacle-injury; save Fort DC 25; frequency 1/ round for 4 rounds; effect 1d4 Str; cure 2 consecutive saves. Vortex (Su) A lorelei can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack (Pathfinder RPG Bestiary 306), but can form only underwater and cannot leave the water. A creature must succeed at a DC 25 Reflex save or be snared by the churning waters. The vortex is 20 feet across and 80 feet deep, and deals 2d8+9 points of damage. The save DC is Constitution-based. | A lorelei resembles an enormous, stony sea anemone with a humanlike face covering much of its body. Noted for their magical murmurs that entrance sailors, the creatures lurk near rocky shoals barely concealed by crashing waves or rushing rivers, eager to lure humanoids to their deaths. Also known as a "murmur stone" for its rocklike natural camouf lage, a lorelei is a solitary creature that shuns peaceful contact with other living things. It broods in the shadows of seaside cliffs and ocean trenches, emerging only to torment the living. When not pursuing complicated schemes, a lorelei is fond of wrecking ships on rocks and luring sailors beneath the surface to drown. Some scholars claim that these creatures were once a species of beautiful fey cursed by foul forces. This claim is backed by the fact that they behave much like nereids, nixies, and sirens. A lorelei stands 9 feet tall, not counting the mess of tentacles atop its body, and weighs around 2,000 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Lorelei</h2><h3><i>This strange creature appears to be a gigantic human head carved from stone, with thick tentacles sprouting from its scalp.</i></h3><br></div><div class="heading"><p class="alignleft">Lorelei</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>NE Large aberration (aquatic)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +24</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)</h5><h5><b>hp </b>162 (12d8+108)</h5><h5><b>Fort </b>+13, <b>Ref </b>+5, <b>Will </b>+13</h5><h5><b>Immune </b>sonic; <b>Resist </b>cold 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., climb 20 ft., swim 20 ft.</h5><h5><b>Melee </b>4 tentacles +18 (1d8+9 plus poison)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>murmur, poison, vortex</h5><h5><b>Spell-Like Abilities</b> (CL 12th; concentration +17) </br>At Will—<i>ghost sound</i> (DC 15), <i>speak with dead</i> (DC 18), <i>ventriloquism</i> (DC 16), <i>whispering wind</i> </br>3/day—<i>command undead</i> (DC 17), <i>control water</i>, <i>fog cloud</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>28, <b>Dex </b>13, <b>Con </b>29, <b>Int </b> 11, <b>Wis </b>16, <b>Cha </b>20</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+19; <b>CMD </b>30 (can't be tripped)</h5><h5><b>Feats </b>Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (tentacle)</h5><h5><b>Skills </b>Bluff +15, Climb +21, Perception +24, Sense Motive +15, Stealth +18 (+26 in rocky areas), Swim +21; <b>Racial Modifiers </b>+8 Stealth in rocky areas</h5><h5><b>Languages </b>Aquan, Common</h5><h5><b>SQ </b>freeze, water dependency</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any coastlines</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Murmur (Su)</b> A lorelei's murmur has the power to infect the minds of those that hear it. This effect even influences undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, all creatures aside from other lorelei within a 300-foot spread must succeed on a DC 20 Will saving throw or become captivated. A creature that successfully saves is not subject to the same lorelei's song for 24 hours. A victim under the effects of the murmur moves toward the lorelei using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Affected creatures can take no actions other than to defend themselves. A victim within 5 feet of the lorelei simply stands and offers no resistance to its attacks. This effect continues for as long as the lorelei murmurs and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based. </h5><h5><b>Poison (Ex)</b> Tentacle-injury; <i>save</i> Fort DC 25; <i>frequency</i> 1/ round for 4 rounds; <i>effect</i> 1d4 Str; <i>cure</i> 2 consecutive <i>save</i>s. </h5><h5><b>Vortex (Su)</b> A lorelei can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack (<i>Pathfinder RPG Bestiary</i> 306), but can form only underwater and cannot leave the water. A creature must succeed at a DC 25 Reflex save or be snared by the churning waters. The vortex is 20 feet across and 80 feet deep, and deals 2d8+9 points of damage. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>A lorelei resembles an enormous, stony sea anemone with a humanlike face covering much of its body. Noted for their magical murmurs that entrance sailors, the creatures lurk near rocky shoals barely concealed by crashing waves or rushing rivers, eager to lure humanoids to their deaths. Also known as a "murmur stone" for its rocklike natural camouf lage, a lorelei is a solitary creature that shuns peaceful contact with other living things. It broods in the shadows of seaside cliffs and ocean trenches, emerging only to torment the living. When not pursuing complicated schemes, a lorelei is fond of wrecking ships on rocks and luring sailors beneath the surface to drown. Some scholars claim that these creatures were once a species of beautiful fey cursed by foul forces. This claim is backed by the fact that they behave much like nereids, nixies, and sirens. A lorelei stands 9 feet tall, not counting the mess of tentacles atop its body, and weighs around 2,000 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
85 | Lunarma | 6 | PFRPG Bestiary 4 | 2400 | N | Medium | aberration | 0 | 5 | all-around vision, darkvision 60 ft.; Perception +10 | 17, touch 11, flat-footed 16 | 17 | 11 | 16 | (+1 Dex, +6 natural) | 76 | (9d8+36) | 9 | Fort +9, Ref +4, Will +9 | 9 | 4 | 9 | barbed carapace | cold, poison | electricity 5, fire 5 | 5 | 5 | - | 0 ft., fly 60 ft. (good) | 1 | 1 | 3 claws +9 (1d8+3 plus grab), bite +10 (1d6+3) | 4 | 4 | 1 | 3 | 5 ft. | 5 ft. (10 ft. with claws) | breath weapon (30-ft. line, 2d6 acid damage plus recurring damage, Reflex DC 18 half, usable every 1d4 rounds), constrict (1d8+3), implant eggs | Str 16, Dex 12, Con 19, Int 5, Wis 12, Cha 10 | 16 | 12 | 19 | 5 | 12 | 10 | 6 | +9 (+13 grapple) | 9 | 20 | 20 | Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (bite) | Fly +5, Perception +10, Stealth +7 | Common (can't speak); telepathy 120 ft. (other lunarma only) | no breath | any underground | solitary, pair, or hive (3-16) | none | This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively. | Barbed Carapace (Ex) A lunarma's carapace is covered in jagged barbs. Any creature that grapples a lunarma or attacks it with unarmed strikes or natural weapons takes 1d4 points of damage from the vicious barbs. Using a reach weapon does not endanger the attacker this way. Breath Weapon (Su) The acid from a lunarma's breath weapon lasts for 1d4 additional rounds, dealing 2d6 points of acid damage on its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full-round action that ends the continuing damage. Implant Eggs (Ex) As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds. | Lunarmas are mysterious crablike creatures that come from space. They move by floating through the air and can eat flesh, wood, bone, and certain kinds of sand and dust. Highly aggressive, they attack by dropping on prey from above and grabbing it with their limbs, using their breath weapon to injure multiple creatures for easier capture, feeding, and implantation. Efficient in its digestion and reproduction, a single lunarma can depopulate a village in a few days, spawning dozens of offspring that scatter in search of more prey. Fortunately, an adult lunarma lives no longer than a year. During this time, it seeks to eat and find living prey in which to lay its eggs. A newly spawned lunarma forms a cocoon in which it metamorphoses into a preadult, emerging when it senses food. It can remain dormant in its cocoon for centuries, and clusters of eggs have been found in sealed caverns beneath icy surfaces, as well as on cold moons and drifting asteroids-as if placed there by an intelligent creature. Though lunarmas are able to communicate among themselves telepathically, they're only barely intelligent, and their thoughts are primitive. They have no known culture, and their desires are limited to feeding and procreation. The only instinct they seem to have beyond that is a violent aversion to flumphs, which they attack on sight. An adult lunarma is nearly 5 feet across and weighs 400 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Lunarma</h2><h3><i>This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively.</i></h3><br></div><div class="heading"><p class="alignleft">Lunarma</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>N Medium aberration </h5><h5><b>Init </b>+5; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 11, flat-footed 16 (+1 Dex, +6 natural)</h5><h5><b>hp </b>76 (9d8+36)</h5><h5><b>Fort </b>+9, <b>Ref </b>+4, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>barbed carapace; <b>Immune </b>cold, poison; <b>Resist </b>electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>0 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>3 claws +9 (1d8+3 plus grab), bite +10 (1d6+3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (10 ft. with claws)</h5><h5><b>Special Attacks </b>breath weapon (30-ft. line, 2d6 acid damage plus recurring damage, Reflex DC 18 half, usable every 1d4 rounds), constrict (1d8+3), implant eggs</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>16, <b>Dex </b>12, <b>Con </b>19, <b>Int </b> 5, <b>Wis </b>12, <b>Cha </b>10</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+9 (+13 grapple); <b>CMD </b>20</h5><h5><b>Feats </b>Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (bite)</h5><h5><b>Skills </b>Fly +5, Perception +10, Stealth +7</h5><h5><b>Languages </b>Common (can't speak); telepathy 120 ft. (other lunarma only)</h5><h5><b>SQ </b>no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or hive (3-16)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Barbed Carapace (Ex)</b> A lunarma's carapace is covered in jagged barbs. Any creature that grapples a lunarma or attacks it with unarmed strikes or natural weapons takes 1d4 points of damage from the vicious barbs. Using a reach weapon does not endanger the attacker this way. </h5><h5><b>Breath Weapon (Su)</b> The acid from a lunarma's breath weapon lasts for 1d4 additional rounds, dealing 2d6 points of acid damage on its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full-round action that ends the continuing damage. </h5><h5><b>Implant Eggs (Ex)</b> As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A <i>remove disease</i> spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds.</h5></div><br><div><h4><p><p>Lunarmas are mysterious crablike creatures that come from space. They move by floating through the air and can eat flesh, wood, bone, and certain kinds of sand and dust. Highly aggressive, they attack by dropping on prey from above and grabbing it with their limbs, using their breath weapon to injure multiple creatures for easier capture, feeding, and implantation. Efficient in its digestion and reproduction, a single lunarma can depopulate a village in a few days, spawning dozens of offspring that scatter in search of more prey. Fortunately, an adult lunarma lives no longer than a year. During this time, it seeks to eat and find living prey in which to lay its eggs. A newly spawned lunarma forms a cocoon in which it metamorphoses into a preadult, emerging when it senses food. It can remain dormant in its cocoon for centuries, and clusters of eggs have been found in sealed caverns beneath icy surfaces, as well as on cold moons and drifting asteroids-as if placed there by an intelligent creature. Though lunarmas are able to communicate among themselves telepathically, they're only barely intelligent, and their thoughts are primitive. They have no known culture, and their desires are limited to feeding and procreation. The only instinct they seem to have beyond that is a violent aversion to flumphs, which they attack on sight. An adult lunarma is nearly 5 feet across and weighs 400 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
86 | Executioner's Hood | 2 | PFRPG Bestiary 4 | 600 | N | Tiny | aberration | 0 | 1 | blindsense 10 ft., darkvision 60 ft., scent; Perception +8 | 16, touch 13, flat-footed 15 | 16 | 13 | 15 | (+1 Dex, +3 natural, +2 size) | 11 | (2d8+2) | 2 | Fort +1, Ref +1, Will +4 | 1 | 1 | 4 | amorphous | sleep effects | - | light sensitivity, susceptible to alcohol | 10 ft., climb 5 ft. | 1 | 1 | slam +3 (1d4 plus grab) | 1 | 1 | 1 | 2-1/2 ft. | 0 ft. | constrict (1d4), engulfing drop, strangle | Str 10, Dex 12, Con 12, Int 3, Wis 13, Cha 9 | 10 | 12 | 12 | 3 | 13 | 9 | 1 | +0 (+4 grapple) | 0 | 10 (can't be tripped) | 10 | Skill Focus (Perception) | Climb +8, Perception +8, Stealth +13 | any underground | solitary | standard | This creature resembles an executioner's hood constructed of blackish-gray leather. Two hollow eye holes are present in its form. | Lurking Ray | Engulfing Drop (Ex) Though it is a Tiny monster, the hood can drop onto the head of a Medium or smaller creature and make a slam attack as a standard action. If the hood's attack succeeds, it can immediately attempt a grapple check against the target, and if successful, the executioner's hood can constrict. Strangle (Ex) A grappling executioner's hood entirely covers its opponent's head with an airtight grip. A creature that is grappled by the hood cannot speak or cast spells with verbal components and must hold its breath (see Suffocation, Pathfinder RPG Core Rulebook 445), unless it doesn't speak or breathe through its head. Any attacks against the hood deal half damage to the hood and the other half to the creature that it's strangling. Susceptible to Alcohol (Ex) Strong alcohol harms the hood. Every quart poured on it deals 1 point of damage. Four quarts of alcohol incapacitates it and forces it to release a grappled target. | These young rays are shaped roughly like hoods (hence their name), and drag themselves awkwardly about with their thin tentacles. Once an executioner's hood finds a suitable hunting ground, usually a cavern or dungeon room, it hauls itself up to a high perch and hangs there, disguising itself as an irregular stone formation or a strange bit of masonry on a dungeon wall. When suitable prey walks beneath it, the young lurking ray drops, attempting to engulf the creature's head and suffocate it, after which the ray can slowly dissolve the meat at its leisure. Executioner's hoods are hatched from eggs laid by trappers. They stay with the mother for a month, then leave to hunt for themselves. | <link rel="stylesheet"href="PF.css"><div><h2>Lurking Ray, Executioner's Hood</h2><h3><i>This creature resembles an executioner's hood constructed of blackish-gray leather. Two hollow eye holes are present in its form.</i></h3><br></div><div class="heading"><p class="alignleft">Executioner's Hood</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>N Tiny aberration </h5><h5><b>Init </b>+1; <b>Senses </b>blindsense 10 ft., darkvision 60 ft., scent; Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)</h5><h5><b>hp </b>11 (2d8+2)</h5><h5><b>Fort </b>+1, <b>Ref </b>+1, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>amorphous; <b>Immune </b>sleep effects</h5><h5><b>Weaknesses </b>light sensitivity, susceptible to alcohol</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., climb 5 ft.</h5><h5><b>Melee </b>slam +3 (1d4 plus grab)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>constrict (1d4), engulfing drop, strangle</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>12, <b>Con </b>12, <b>Int </b> 3, <b>Wis </b>13, <b>Cha </b>9</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0 (+4 grapple); <b>CMD </b>10 (can't be tripped)</h5><h5><b>Feats </b>Skill Focus (Perception)</h5><h5><b>Skills </b>Climb +8, Perception +8, Stealth +13</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Engulfing Drop (Ex)</b> Though it is a Tiny monster, the hood can drop onto the head of a Medium or smaller creature and make a slam attack as a standard action. If the hood's attack succeeds, it can immediately attempt a grapple check against the target, and if successful, the executioner's hood can constrict. </h5><h5><b>Strangle (Ex)</b> A grappling executioner's hood entirely covers its opponent's head with an airtight grip. A creature that is grappled by the hood cannot speak or cast spells with verbal components and must hold its breath (see Suffocation, <i>Pathfinder RPG Core Rulebook</i> 445), unless it doesn't speak or breathe through its head. Any attacks against the hood deal half damage to the hood and the other half to the creature that it's strangling. </h5><h5><b>Susceptible to Alcohol (Ex)</b> Strong alcohol harms the hood. Every quart poured on it deals 1 point of damage. Four quarts of alcohol incapacitates it and forces it to release a grappled target.</h5></div><br><div><h4><p><p>These young rays are shaped roughly like hoods (hence their name), and drag themselves awkwardly about with their thin tentacles. Once an executioner's hood finds a suitable hunting ground, usually a cavern or dungeon room, it hauls itself up to a high perch and hangs there, disguising itself as an irregular stone formation or a strange bit of masonry on a dungeon wall. When suitable prey walks beneath it, the young lurking ray drops, attempting to engulf the creature's head and suffocate it, after which the ray can slowly dissolve the meat at its leisure. Executioner's hoods are hatched from eggs laid by trappers. They stay with the mother for a month, then leave to hunt for themselves.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
87 | Lurker Above | 7 | PFRPG Bestiary 4 | 3200 | N | Huge | aberration | 0 | 5 | blindsense 10 ft., darkvision 60 ft., scent; Perception +5 | 19, touch 9, flat-footed 18 | 19 | 9 | 18 | (+1 Dex, +10 natural, -2 size) | 85 | (10d8+40) | 10 | Fort +7, Ref +4, Will +9 | 7 | 4 | 9 | amorphous | 10/piercing or slashing | cold 10, fire 10 | 10 | 10 | - | light sensitivity | 10 ft., climb 5 ft., fly 40 ft. (poor) | 1 | 1 | 1 | slam +15 (3d6+15 plus grab) | 1 | 1 | 1 | 15 ft. | 10 ft. | constrict (3d6+15), smother | Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9 | 30 | 12 | 19 | 2 | 15 | 9 | 7 | +19 (+23 grapple) | 19 | 30 (can't be tripped) | 30 | Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth) | Climb +18, Fly +1, Perception +5, Stealth +8 (+16 in rocky areas) | +4 Stealth (+12 in rocky areas) | any underground | solitary | standard | What looks at first like a stalactite unfurls into a shape like a manta ray, sailing silently downward with his rasp-like mouth wide. | Lurking Ray | Smother (Ex) When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components, and must hold its breath (see Suffocation, Pathfinder RPG Core Rulebook 445). | Lurkers above are the nearly mindless males of the species, and follow much the same tactics as executioner's hoods, save that they gain the ability to stretch themselves wide, glide with both speed and silence, and can even fly by awkwardly flapping their flesh. They typically hide on cavern ceilings, shifting their coloration and texture to match the surrounding terrain. Like all lurking rays, lurkers above are carnivorous, preferring the tang of living flesh-though they can subsist for a time on the minerals they absorb from rocky surfaces through their tentacles. Males are less able to subsist on minerals, however, and hence hunt more actively. While lurkers above are poor fliers, they're excellent gliders, able drop off a ceiling and silently float more than 100 feet horizontally over the course of a 5- or 6-foot drop. Lurkers above can grow to be 15 feet from tip to tip, and weigh nearly 500 pounds when fully fed. | <link rel="stylesheet"href="PF.css"><div><h2>Lurking Ray, Lurker Above</h2><h3><i>What looks at first like a stalactite unfurls into a shape like a manta ray, sailing silently downward with his rasp-like mouth wide.</i></h3><br></div><div class="heading"><p class="alignleft">Lurker Above</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>N Huge aberration </h5><h5><b>Init </b>+5; <b>Senses </b>blindsense 10 ft., darkvision 60 ft., scent; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)</h5><h5><b>hp </b>85 (10d8+40)</h5><h5><b>Fort </b>+7, <b>Ref </b>+4, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>amorphous; <b>DR </b>10/piercing or slashing; <b>Resist </b>cold 10, fire 10</h5><h5><b>Weaknesses </b>light sensitivity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., climb 5 ft., fly 40 ft. (poor)</h5><h5><b>Melee </b>slam +15 (3d6+15 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (3d6+15), smother</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>12, <b>Con </b>19, <b>Int </b> 2, <b>Wis </b>15, <b>Cha </b>9</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+19 (+23 grapple); <b>CMD </b>30 (can't be tripped)</h5><h5><b>Feats </b>Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth)</h5><h5><b>Skills </b>Climb +18, Fly +1, Perception +5, Stealth +8 (+16 in rocky areas); <b>Racial Modifiers </b>+4 Stealth (+12 in rocky areas)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Smother (Ex)</b> When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components, and must hold its breath (see Suffocation, <i>Pathfinder RPG Core Rulebook</i> 445).</h5></div><br><div><h4><p><p>Lurkers above are the nearly mindless males of the species, and follow much the same tactics as executioner's hoods, save that they gain the ability to stretch themselves wide, glide with both speed and silence, and can even fly by awkwardly flapping their flesh. They typically hide on cavern ceilings, shifting their coloration and texture to match the surrounding terrain. Like all lurking rays, lurkers above are carnivorous, preferring the tang of living flesh-though they can subsist for a time on the minerals they absorb from rocky surfaces through their tentacles. Males are less able to subsist on minerals, however, and hence hunt more actively. While lurkers above are poor fliers, they're excellent gliders, able drop off a ceiling and silently float more than 100 feet horizontally over the course of a 5- or 6-foot drop. Lurkers above can grow to be 15 feet from tip to tip, and weigh nearly 500 pounds when fully fed.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
88 | Trapper | 8 | PFRPG Bestiary 4 | 4800 | N | Huge | aberration | 0 | 5 | blindsense 10 ft., darkvision 60 ft., scent; Perception +25 | 21, touch 9, flat-footed 20 | 21 | 9 | 20 | (+1 Dex, +12 natural, -2 size) | 123 | (13d8+65) | 13 | Fort +10, Ref +5, Will +11 | 10 | 5 | 11 | amorphous | 10/piercing or slashing | cold 10, fire 10 | 10 | 10 | - | light sensitivity | 10 ft., climb 5 ft. | 1 | 1 | slam +17 (3d6+15 plus grab) | 1 | 1 | 1 | 15 ft. | 10 ft. | constrict (3d6+15), smother (see lurker above) | Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13 | 30 | 12 | 19 | 14 | 17 | 13 | 9 | +21 (+25 grapple) | 21 | 32 (can't be tripped) | 32 | Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness | Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15 | +4 Stealth (+12 in rocky areas) | Aklo, Common, Undercommon | any underground | solitary or batch (1 plus 20-30 executioner's hoods) | standard | The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices. | Lurking Ray | Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures. When a lulled individual steps onto the trapper's surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion. Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist. Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed. | <link rel="stylesheet"href="PF.css"><div><h2>Lurking Ray, Trapper</h2><h3><i>The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.</i></h3><br></div><div class="heading"><p class="alignleft">Trapper</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>N Huge aberration </h5><h5><b>Init </b>+5; <b>Senses </b>blindsense 10 ft., darkvision 60 ft., scent; Perception +25</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)</h5><h5><b>hp </b>123 (13d8+65)</h5><h5><b>Fort </b>+10, <b>Ref </b>+5, <b>Will </b>+11</h5><h5><b>Defensive Abilities </b>amorphous; <b>DR </b>10/piercing or slashing; <b>Resist </b>cold 10, fire 10</h5><h5><b>Weaknesses </b>light sensitivity</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., climb 5 ft.</h5><h5><b>Melee </b>slam +17 (3d6+15 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (3d6+15), smother (see lurker above)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>12, <b>Con </b>19, <b>Int </b> 14, <b>Wis </b>17, <b>Cha </b>13</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+21 (+25 grapple); <b>CMD </b>32 (can't be tripped)</h5><h5><b>Feats </b>Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness</h5><h5><b>Skills </b>Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15; <b>Racial Modifiers </b>+4 Stealth (+12 in rocky areas)</h5><h5><b>Languages </b>Aklo, Common, Undercommon</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary or batch (1 plus 20-30 executioner's hoods)</h5><h5><b>Treasure </b>standard</h5></div><br><div><h4><p><p>Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures. When a lulled individual steps onto the trapper's surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion. Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist. Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
89 | Nightmare Ettercap | 4 | PFRPG Bestiary 4 | 1200 | NE | Medium | aberration | 1 | 9 | darkvision 120 ft., low-light vision; Perception +9 | fear (60 ft., DC 13), frightful presence (30 ft., DC 13) | 17, touch 15, flat-footed 12 | 17 | 15 | 12 | (+5 Dex, +2 natural) | 30 | (4d8+12) | 4 | regeneration 5 (good spells and weapons, silver) | good spells and weapons, silver | Fort +6, Ref +6, Will +6 | 6 | 6 | 6 | illusion resistance, protection from good | 5/good or silver | - | 30 ft., climb 30 ft., fly 10 ft. (perfect) | 1 | 1 | 1 | bite +5 (1d6+2 plus poison), 2 claws +5 (1d4+2) | 3 | 3 | 1 | 2 | 5 ft. | 5 ft. | night terrors (DC 13), poison, traps, web (+8 ranged, DC 15, 4 hp) | Spell-Like Abilities (CL 4th; concentration +5) Constant-protection from good 3/day-detect thoughts (DC 13), dream (DC 16), nightmare (DC 16), suggestion (DC 14) 1/day-shadow walk | Str 14, Dex 21, Con 17, Int 8, Wis 15, Cha 12 | 14 | 21 | 17 | 8 | 15 | 12 | 3 | 5 | 5 | 20 | 20 | Great Fortitude, Improved Initiative | Climb +14, Craft (trapmaking) +11, Fly +13, Intimidate +5, Perception +9, Stealth +15 | +8 Craft (trapmaking), +4 Intimidate, +4 Stealth | Common | feign death (DC 13), spider empathy +7 | temperate forests | solitary, pair, or nests (3-6 plus 2-6 giant spiders) | standard | This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin. | Nightmare Creature | Poison (Ex) Bite-injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based. Spider Empathy (Ex) This ability functions as a druid's wild empathy, except that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts to them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians. Traps (Ex) An ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for crafting traps can be found in Chapter 13 of the Pathfinder RPG Core Rulebook. Ettercap traps can be found on page 129 of the Pathfinder RPG Bestiary. | Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others' dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature's appearance into a bizarre caricature of its original form. A nightmare creature uses its ability to control dreams to confuse and frighten its target with horrendous imagery- visions of failure or betrayal and horrific scenes of murder and death. A nightmare creature may even allow the target to think it is in control of the dream or has awakened from a nightmare, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked nightmare creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims. CREATING A NIGHTMARE CREATURE "Nightmare creature" is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6 (referred to hereafter as the base creature). Most nightmare creatures were once aberrations, fey, humanoids, or outsiders. A nightmare creature uses the base creature's statistics and abilities except as noted here. If the base creature has 10 or more Hit Dice, it instead becomes a nightmare lord (see below). CR: Same as the base creature +1. Alignment: Any evil. Type: If the base creature is an outsider, it gains the evil subtype. Senses: A nightmare creature gains darkvision 120 feet. Defensive Abilities: A nightmare creature gains DR 5/ good or silver and the following defensive abilities. Feign Death (Ex): Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive. Illusion Resistance (Ex): A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects. Regeneration 5 (Ex): Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature's regeneration to stop functioning for 1 round. Speed: Same as the base creature. If the base creature does not have a fly speed, the nightmare creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability. Special Attacks: A nightmare creature gains several special attacks. Save DCs are equal to 10 + 1/2 the nightmare creature's Hit Dice + its Charisma modifier unless otherwise noted. The nightmare creature's caster level is equal to its total Hit Dice (or the caster level of the base creature's spell-like abilities, whichever is higher). Fear Aura (Su): All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect. Frightful Presence (Su): This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet. Night Terrors (Su): Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score. Spell-Like Abilities: A nightmare creature gains the following spell-like abilities: Constant-protection from good; 3/day-detect thoughts, dream, nightmare, suggestion; 1/day-shadow walk. Ability Scores: Dex +4, Int +2, Cha +4. Skills: A nightmare creature gains a +4 racial bonus on Intimidate and Stealth checks. NIGHTMARE LORDS Nightmare lords are especially powerful nightmare creatures who live in the Dimension of Dreams. They rule over lesser nightmare creatures in bizarre puppet courts staffed by the maddened and soul-shriveled husks of kidnapped dreamers. They have all the abilities of nightmare creatures, plus the following. Special Attacks: A nightmare lord gains several special attacks. Dream Slave (Su): Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors. Nightmare Magic (Su): The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools. Spell-Like Abilities: A nightmare lord gains the following spell-like abilities: 3/day—deep slumber, invisibility, plane shift (from the Material Plane to the Dimension of Dreams or back again), shadow walk; 1/day—feeblemind, modify memory, shadow conjuration, shadow evocation. Ability Scores: Dex +2, Int +2, Cha +2. | <link rel="stylesheet"href="PF.css"><div><h2>Nightmare Creature</h2><h3><i>This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin.</i></h3><br></div><div class="heading"><p class="alignleft">Nightmare Ettercap</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>NE Medium aberration </h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 120 ft., low-light vision; Perception +9</h5><h5><b>Aura </b>fear (60 ft., DC 13), frightful presence (30 ft., DC 13)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 15, flat-footed 12 (+5 Dex, +2 natural)</h5><h5><b>hp </b>30 (4d8+12); regeneration 5 (good spells and weapons, silver)</h5><h5><b>Fort </b>+6, <b>Ref </b>+6, <b>Will </b>+6</h5><h5><b>Defensive Abilities </b>illusion resistance, protection from good; <b>DR </b>5/good or silver</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft., fly 10 ft. (perfect)</h5><h5><b>Melee </b>bite +5 (1d6+2 plus poison), 2 claws +5 (1d4+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>night terrors (DC 13), poison, traps, web (+8 ranged, DC 15, 4 hp)</h5><h5><b><i>Spell-Like Abilities</i></b> (CL 4th; concentration +5) </br>Constant—<i>protection from good</i> </br>3/day—<i>detect thoughts</i> (DC 13), <i>dream</i> (DC 16), <i>nightmare</i> (DC 16), <i>suggestion</i> (DC 14) </br>1/day—<i>shadow walk</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>21, <b>Con </b>17, <b>Int </b> 8, <b>Wis </b>15, <b>Cha </b>12</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>20</h5><h5><b>Feats </b>Great Fortitude, Improved Initiative</h5><h5><b>Skills </b>Climb +14, Craft (trapmaking) +11, Fly +13, Intimidate +5, Perception +9, Stealth +15; <b>Racial Modifiers </b>+8 Craft (trapmaking), +4 Intimidate, +4 Stealth</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>feign death (DC 13), spider empathy +7</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forests</h5><h5><b>Organization </b>solitary, pair, or nests (3-6 plus 2-6 giant spiders)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 15; <i>frequency</i> 1/round for 10 rounds; <i>effect</i> 1d2 Dex; <i>cure</i> 2 consecutive <i>save</i>s. The save DC is Constitution-based. </h5><h5><b>Spider Empathy (Ex)</b> This ability functions as a druid's wild empathy, except that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts to them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians. </h5><h5><b>Traps (Ex)</b> An ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for crafting traps can be found in Chapter 13 of the <i>Pathfinder RPG Core Rulebook</i>. Ettercap traps can be found on page 129 of the <i>Pathfinder RPG Bestiary</i>.</h5></div><br><div><h4><p><p>Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others' <i>dream</i>s into <i>nightmare</i>s and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this <i>dream</i> connection corrupts the creature's appearance into a bizarre caricature of its original form. A <i>nightmare</i> creature uses its ability to control <i>dream</i>s to confuse and frighten its target with horrendous imagery- visions of failure or betrayal and horrific scenes of murder and death. A <i>nightmare</i> creature may even allow the target to think it is in control of the <i>dream</i> or has awakened from a <i>nightmare</i>, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked <i>nightmare</i> creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims. <br><b>CREATING A NIGHTMARE CREATURE </b> <br>"Nightmare creature" is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6 (referred to hereafter as the base creature). Most <i>nightmare</i> creatures were once aberrations, fey, humanoids, or outsiders. A <i>nightmare</i> creature uses the base creature's statistics and abilities except as noted here. If the base creature has 10 or more Hit Dice, it instead becomes a <i>nightmare</i> lord (see below). <br><b>CR:</b> Same as the base creature +1. <br><b>Alignment:</b> Any evil. Type: If the base creature is an outsider, it gains the evil subtype. <br><b>Senses:</b> A <i>nightmare</i> creature gains darkvision 120 feet. <br><b>Defensive Abilities:</b> A <i>nightmare</i> creature gains DR 5/ good or silver and the following defensive abilities. <br><i>Feign Death (Ex)</i>: Whenever a <i>nightmare</i> creature is unconscious, it appears dead. A conscious <i>nightmare</i> creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a <i>nightmare</i> creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the <i>nightmare</i> creature's Hit Dice + the <i>nightmare</i> creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive. <br><i>Illusion Resistance (Ex)</i>: A <i>nightmare</i> creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects. <i>Regeneration 5 (Ex)</i>: Good-aligned weapons, silver weapons, and spells with the good descriptor cause a <i>nightmare</i> creature's regeneration to stop functioning for 1 round. Speed: Same as the base creature. If the base creature does not have a fly speed, the <i>nightmare</i> creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability. <br><b>Special Attacks:</b> A <i>nightmare</i> creature gains several special attacks. Save DCs are equal to 10 + 1/2 the <i>nightmare</i> creature's Hit Dice + its Charisma modifier unless otherwise noted. The <i>nightmare</i> creature's caster level is equal to its total Hit Dice (or the caster level of the base creature's spell-like abilities, whichever is higher). <br><i>Fear Aura (Su)</i>: All creatures within a 60-foot radius that see or hear a <i>nightmare</i> creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same <i>nightmare</i> creature's fear aura for 24 hours. This is a mind-affecting fear affect. <br><i>Frightful Presence (Su)</i>: This ability activates when the <i>nightmare</i> creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet. <br><i>Night Terrors (Su)</i>: Once a <i>nightmare</i> creature enters a target's mind with its <i>dream</i> or <i>nightmare</i> spell-like ability, it can attempt to control the target's <i>dream</i>. If the target fails a Will saving throw, it remains asleep and trapped in the <i>dream</i> world with the <i>nightmare</i> creature. Thereafter, the <i>nightmare</i> creature controls all aspects of the <i>dream</i>. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the <i>nightmare</i> creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the <i>dream</i>; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score. <br><i>Spell-Like Abilities</i>: A <i>nightmare</i> creature gains the following spell-like abilities: Constant-<i>protection from good</i>; 3/day-<i>detect thoughts</i>, <i>dream</i>, <i>nightmare</i>, <i>suggestion</i>; 1/day-<i>shadow walk</i>. <br><b>Ability Scores:</b> Dex +4, Int +2, Cha +4. Skills: A <i>nightmare</i> creature gains a +4 racial bonus on Intimidate and Stealth checks. <br><b>NIGHTMARE LORDS</b><br> Nightmare lords are especially powerful <i>nightmare</i> creatures who live in the Dimension of Dreams. They rule over lesser <i>nightmare</i> creatures in bizarre puppet courts staffed by the maddened and soul-shriveled husks of kidnapped dreamers. They have all the abilities of nightmare creatures, plus the following. <br><b>Special Attacks:</b> A nightmare lord gains several special attacks. <br>Dream Slave (Su): Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors. <br>Nightmare Magic (Su): The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools. <br><b>Spell-Like Abilities:</b> A nightmare lord gains the following spell-like abilities: 3/day-deep slumber, invisibility, plane shift (from the Material Plane to the Dimension of Dreams or back again), shadow walk; 1/day-feeblemind, modify memory, shadow conjuration, shadow evocation. <br><b>Ability Scores:</b> Dex +2, Int +2, Cha +2.</p></h4></div> | ||||||||||||||||||||||||||||||||||
90 | Shriezyx | 4 | PFRPG Bestiary 4 | 1200 | CE | Medium | aberration | 0 | 7 | darkvision 60 ft., tremorsense 60 ft.; Perception +12 | 17, touch 13, flat-footed 14 | 17 | 13 | 14 | (+3 Dex, +4 natural) | 38 | (7d8+7) | 7 | regeneration 3 (fire) | fire | Fort +5, Ref +5, Will +6 | 5 | 5 | 6 | ferocity | mind-affecting effects | - | fear of fire, vulnerable to fire | 30 ft., climb 30 ft. | 1 | 1 | bite +8 (1d6+1 plus poison), 4 claws +8 (1d4+1) | 5 | 5 | 1 | 4 | 5 ft. | 5 ft. | slowing toxin, web (+8 ranged, DC 14, 7 hp) | Str 13, Dex 17, Con 12, Int 3, Wis 12, Cha 2 | 13 | 17 | 12 | 3 | 12 | 2 | 5 | 6 | 6 | 19 (31 vs. trip) | 19 | Great Fortitude, Improved Initiative, Step Up, Weapon Finesse | Climb +15, Perception +12 | +4 Perception | Aklo | any | solitary, pair, or hive (3-12) | incidental | An oversized, eight-legged monstrosity stares ravenously from its three beady eyes, its gaping maw dripping with green venom. | Fear of Fire (Ex) A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Will save (DC equals the amount of fire damage dealt) or become frightened for 1 round. Poison (Ex) Bite-injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. Slowing Toxin (Su) A shriezyx's web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by a shriezyx's web must succeed at a DC 14 Fortitude save or become slowed (as the slow spell) for 1 minute. Each round, a victim may attempt a new DC 14 Fortitude save to end the effect early. This toxin fades quickly from spun webs-it can only affect targets on the round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect. The save DC is Constitution-based. | Devised by a cabal of ancient wizards to serve as guardians for monuments and laboratories, shriezyx are horrific spiderlike aberrations created in arcane vats out of the flesh of many different creatures. Having outlived their creators, they continue to lurk in ruins, caves, and the deep places of the world, spreading far beyond the original city where they were created. Shriezyx have no natural place in the Ecology, but easily fill the niche of any predator of comparable strength. They can subsist on rats and other vermin for long periods of time, but relish the opportunity for a more substantial meal. Derros, drow, and other subterranean races sometimes use them as guards or mounts, or subject them to torturous experimentation. These races use bribes of food and the threat of fire to keep the creatures in line. Shriezyx can reproduce with their own kind or lay unfertilized eggs that hatch into identical copies of their parent. Eggs remain viable for years, hatching after exposure to water, fresh air, or consistent warmth. A typical shriezyx is 3 feet tall and weighs 300 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Shriezyx</h2><h3><i>An oversized, eight-legged monstrosity stares ravenously from its three beady eyes, its gaping maw dripping with green venom.</i></h3><br></div><div class="heading"><p class="alignleft">Shriezyx</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft., tremorsense 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 14 (+3 Dex, +4 natural)</h5><h5><b>hp </b>38 (7d8+7); regeneration 3 (fire)</h5><h5><b>Fort </b>+5, <b>Ref </b>+5, <b>Will </b>+6</h5><h5><b>Defensive Abilities </b>ferocity; <b>Immune </b>mind-affecting effects</h5><h5><b>Weaknesses </b>fear of fire, vulnerable to fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +8 (1d6+1 plus poison), 4 claws +8 (1d4+1)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>slowing toxin, web (+8 ranged, DC 14, 7 hp)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>13, <b>Dex </b>17, <b>Con </b>12, <b>Int </b> 3, <b>Wis </b>12, <b>Cha </b>2</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+6; <b>CMD </b>19 (31 vs. trip)</h5><h5><b>Feats </b>Great Fortitude, Improved Initiative, Step Up, Weapon Finesse</h5><h5><b>Skills </b>Climb +15, Perception +12; <b>Racial Modifiers </b>+4 Perception</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or hive (3-12)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Fear of Fire (Ex)</b> A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Will save (DC equals the amount of fire damage dealt) or become frightened for 1 round. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 14; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d2 Str; <i>cure</i> 1 <i>save</i>. </h5><h5><b>Slowing Toxin (Su)</b> A shriezyx's web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by a shriezyx's web must succeed at a DC 14 Fortitude save or become <i>slow</i>ed (as the <i>slow</i> spell) for 1 minute. Each round, a victim may attempt a new DC 14 Fortitude save to end the effect early. This toxin fades quickly from spun webs-it can only affect targets on the round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>Devised by a cabal of ancient wizards to serve as guardians for monuments and laboratories, shriezyx are horrific spiderlike aberrations created in arcane vats out of the flesh of many different creatures. Having outlived their creators, they continue to lurk in ruins, caves, and the deep places of the world, spreading far beyond the original city where they were created. Shriezyx have no natural place in the ecology, but easily fill the niche of any predator of comparable strength. They can subsist on rats and other vermin for long periods of time, but relish the opportunity for a more substantial meal. Derros, drow, and other subterranean races sometimes use them as guards or mounts, or subject them to torturous experimentation. These races use bribes of food and the threat of fire to keep the creatures in line. Shriezyx can reproduce with their own kind or lay unfertilized eggs that hatch into identical copies of their parent. Eggs remain viable for years, hatching after exposure to water, fresh air, or consistent warmth. A typical shriezyx is 3 feet tall and weighs 300 pounds.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||
91 | Snallygaster | 3 | PFRPG Bestiary 4 | 800 | CE | Medium | aberration | 0 | 2 | darkvision 60 ft., scent; Perception +7 | 15, touch 12, flat-footed 13 | 15 | 12 | 13 | (+2 Dex, +3 natural) | 30 | (4d8+12) | 4 | Fort +4, Ref +3, Will +6 | 4 | 3 | 6 | - | 20 ft., fly 60 ft. (good) | 1 | 1 | bite +6 (1d8+3/x3 plus bleed), 2 claws +6 (1d4+3), sucking tentacles +1 (1d4+1 plus grab) | 4 | 3 | 1 | 2 | sucking tentacles | 5 ft. | 5 ft. | aerial charge, bleed (1d6), sucking tentacles | Str 17, Dex 15, Con 16, Int 5, Wis 14, Cha 9 | 17 | 15 | 16 | 5 | 14 | 9 | 3 | +6 (+10 grapple) | 6 | 18 (22 vs. trip) | 18 | Flyby Attack, Skill Focus (Stealth) | Fly +10, Perception +7, Stealth +9 (+13 in forests) | +4 Stealth in forests | Aklo (can't speak) | temperate forests or mountains | solitary or pair | none | This lean, scaly beast has broad wings, horns, a single eye, and writhing tentacles within its sharp, toothy beak. | Aerial Charge (Ex) When a snallygaster charges downward at an angle of 45 degrees or more, its bite attack deals double damage (or triple damage on a critical hit). Bleed damage is not multiplied for this attack. Sucking Tentacles (Ex) A snallygaster uses its retractable tentacles to suck blood from its victim's bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks. | The snallygaster is a hideous amalgamation of lizard and bird that preys on unwary travelers. Its claws and beak have an almost metallic sheen to them, hinting at their sharpness and strength. Black stripes run the length of its scaly blue hide all the way to the tip of its long, sinuous tail. The snallygaster's serpentine neck terminates at a small, birdlike head with a single eye set in the center of the forehead. In place of a tongue, its long throat contains a slobbering mass of tentacles that twist and squirm grotesquely whenever the creature extends them. A typical snallygaster measures 9 feet from the tip of its tail to the point of its beak, with a wingspan of 15 feet and a weight of approximately 200 pounds. The snallygaster is an ambush predator, attacking its prey from above. Once it spots a potential victim, it dives toward its unsuspecting foe, using the fall to build up momentum. Once its foe lies dead or unconscious, the snallygaster uses its tonguelike tentacles to slurp up the victim's blood. The only thing a snallygaster craves more than blood is alcohol, and it spends much of each autumn scouring its territory for fermenting fruit, on which it gorges itself until thoroughly inebriated. Intoxicated snallygasters are extremely aggressive. Snallygasters prefer to nest in wooded, mountainous regions. They are primarily active during the day, which they spend searching for food or scaring off rivals. Whether or not a female snallygaster finds a mate, it lays one to two eggs per year. | <link rel="stylesheet"href="PF.css"><div><h2>Snallygaster</h2><h3><i>This lean, scaly beast has broad wings, horns, a single eye, and writhing tentacles within its sharp, toothy beak.</i></h3><br></div><div class="heading"><p class="alignleft">Snallygaster</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>CE Medium aberration </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., scent; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 12, flat-footed 13 (+2 Dex, +3 natural)</h5><h5><b>hp </b>30 (4d8+12)</h5><h5><b>Fort </b>+4, <b>Ref </b>+3, <b>Will </b>+6</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>bite +6 (1d8+3/x3 plus bleed), 2 claws +6 (1d4+3), sucking tentacles +1 (1d4+1 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>aerial charge, bleed (1d6), sucking tentacles</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>17, <b>Dex </b>15, <b>Con </b>16, <b>Int </b> 5, <b>Wis </b>14, <b>Cha </b>9</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+6 (+10 grapple); <b>CMD </b>18 (22 vs. trip)</h5><h5><b>Feats </b>Flyby Attack, Skill Focus (Stealth)</h5><h5><b>Skills </b>Fly +10, Perception +7, Stealth +9 (+13 in forests); <b>Racial Modifiers </b>+4 Stealth in forests</h5><h5><b>Languages </b>Aklo (can't speak)</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forests or mountains</h5><h5><b>Organization </b>solitary or pair</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Aerial Charge (Ex)</b> When a snallygaster charges downward at an angle of 45 degrees or more, its bite attack deals double damage (or triple damage on a critical hit). Bleed damage is not multiplied for this attack. </h5><h5><b>Sucking Tentacles (Ex)</b> A snallygaster uses its retractable tentacles to suck blood from its victim's bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks.</h5></div><br><div><h4><p><p>The snallygaster is a hideous amalgamation of lizard and bird that preys on unwary travelers. Its claws and beak have an almost metallic sheen to them, hinting at their sharpness and strength. Black stripes run the length of its scaly blue hide all the way to the tip of its long, sinuous tail. The snallygaster's serpentine neck terminates at a small, birdlike head with a single eye set in the center of the forehead. In place of a tongue, its long throat contains a slobbering mass of tentacles that twist and squirm grotesquely whenever the creature extends them. A typical snallygaster measures 9 feet from the tip of its tail to the point of its beak, with a wingspan of 15 feet and a weight of approximately 200 pounds. The snallygaster is an ambush predator, attacking its prey from above. Once it spots a potential victim, it dives toward its unsuspecting foe, using the fall to build up momentum. Once its foe lies dead or unconscious, the snallygaster uses its tonguelike tentacles to slurp up the victim's blood. The only thing a snallygaster craves more than blood is alcohol, and it spends much of each autumn scouring its territory for fermenting fruit, on which it gorges itself until thoroughly inebriated. Intoxicated snallygasters are extremely aggressive. Snallygasters prefer to nest in wooded, mountainous regions. They are primarily active during the day, which they spend searching for food or scaring off rivals. Whether or not a female snallygaster finds a mate, it lays one to two eggs per year.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
92 | Spawn Of Yog-Sothoth | 10 | PFRPG Bestiary 4 | 9600 | CE | Large | aberration | (extraplanar) | 0 | 6 | blindsight 30 ft., darkvision 60 ft.; Perception +20 | stench (30 ft., DC 22, 10 rounds) | 24, touch 11, flat-footed 22 | 24 | 11 | 22 | (+2 Dex, +13 natural, -1 size) | 133 | (14d8+70) | 14 | Fort +9, Ref +8, Will +12 | 9 | 8 | 12 | tenuous natural invisibility | 10/magic | cold, fire | sonic 10 | 10 | 21 | 30 ft., climb 30 ft. | 1 | 1 | bite +17 (1d8+8/19-20/x3), 4 tentacles +16 (1d6+4 plus grab) | 5 | 1 | 4 | 1 | 4 | 10 ft. | 10 ft. | blood drain (1d4 Con), devastation | Str 26, Dex 15, Con 21, Int 17, Wis 17, Cha 20 | 26 | 15 | 21 | 17 | 17 | 20 | 10 | 19 | 19 | 30 (38 vs. trip) | 30 | Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacle) | Climb +33, Escape Artist +19, Intimidate +22, Knowledge (arcana) +20, Perception +20, Spellcraft +20, Stealth +15 | Aklo | temperate hills | solitary | standard | The shape of this creature gives the impression of a squirming mass accompanied by an indescribable monstrous stench. | Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round. Tenuous Natural Invisibility (Ex) This functions like natural invisibility, except it is subject to invisibility purge and effects that outline invisible creatures (such as glitterdust and faerie fire). It cannot be dispelled. | The spawn of Yog-Sothoth are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth, an Outer God from beyond the stars (see page 135) to impregnate a humanoid creature. The Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain. Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous, unforgettable stench that alerts others to their presence. Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones. But it's just as likely that the carnage and mayhem it brings upon the world is due to its ravenous and constant hunger for blood as any agenda from masters beyond the stars. A spawn of Yog-Sothoth grows quickly to Large size, but if it continues to feed, it also continues to grow, albeit at a lesser rate. A truly ancient spawn of Yog-Sothoth can be the size of a barn or even a small hill. Not all spawn of Yog-Sothoth are massive or inhuman. Some (often twins to their more monstrous kin) remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing if they want to walk unchallenged in civilized regions. These sinister creatures have a wide range of strange and unusual abilities and appearances, and are usually spellcasters-typically oracles with the dark tapestry mystery (Pathfinder RPG Ultimate Magic 54) or sorcerers with the aberrant bloodline. | <link rel="stylesheet"href="PF.css"><div><h2>Spawn Of Yog-Sothoth</h2><h3><i>The shape of this creature gives the impression of a squirming mass accompanied by an indescribable monstrous stench.</i></h3><br></div><div class="heading"><p class="alignleft">Spawn Of Yog-Sothoth</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>CE Large aberration (extraplanar)</h5><h5><b>Init </b>+6; <b>Senses </b>blindsight 30 ft., darkvision 60 ft.; Perception +20</h5><h5><b>Aura </b>stench (30 ft., DC 22, 10 rounds)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 11, flat-footed 22 (+2 Dex, +13 natural, -1 size)</h5><h5><b>hp </b>133 (14d8+70)</h5><h5><b>Fort </b>+9, <b>Ref </b>+8, <b>Will </b>+12</h5><h5><b>Defensive Abilities </b>tenuous natural invisibility; <b>DR </b>10/magic; <b>Immune </b>cold, fire; <b>Resist </b>sonic 10; <b>SR </b>21</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft.</h5><h5><b>Melee </b>bite +17 (1d8+8/19-20/x3), 4 tentacles +16 (1d6+4 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>blood drain (1d4 Con), devastation</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>26, <b>Dex </b>15, <b>Con </b>21, <b>Int </b> 17, <b>Wis </b>17, <b>Cha </b>20</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+19; <b>CMD </b>30 (38 vs. trip)</h5><h5><b>Feats </b>Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +33, Escape Artist +19, Intimidate +22, Knowledge (arcana) +20, Perception +20, Spellcraft +20, Stealth +15</h5><h5><b>Languages </b>Aklo</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate hills</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Devastation (Ex)</b> As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round. </h5><h5><b>Tenuous Natural Invisibility (Ex)</b> This functions like natural invisibility, except it is subject to <i>invisibility purge</i> and effects that outline invisible creatures (such as <i>glitterdust</i> and <i>faerie</i> fire). It cannot be dispelled.</h5></div><br><div><h4><p><p>The spawn of Yog-Sothoth are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth, an Outer God from beyond the stars (see page 135) to impregnate a humanoid creature. The Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain. Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous, unforgettable stench that alerts others to their presence. Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones. But it's just as likely that the carnage and mayhem it brings upon the world is due to its ravenous and constant hunger for blood as any agenda from masters beyond the stars. A spawn of Yog-Sothoth grows quickly to Large size, but if it continues to feed, it also continues to grow, albeit at a lesser rate. A truly ancient spawn of Yog-Sothoth can be the size of a barn or even a small hill. Not all spawn of Yog-Sothoth are massive or inhuman. Some (often twins to their more monstrous kin) remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing if they want to walk unchallenged in civilized regions. These sinister creatures have a wide range of strange and unusual abilities and appearances, and are usually spellcasters-typically oracles with the dark tapestry mystery (<i>Pathfinder RPG Ultimate Magic</i> 54) or sorcerers with the aberrant bloodline.</p></h4></div> | ||||||||||||||||||||||||||||||||||||
93 | Star-Spawn Of Cthulhu | 20 | PFRPG Bestiary 4 | 307200 | CE | Huge | aberration | 0 | 5 | blindsight 30 ft., darkvision 60 ft.; Perception +37 | frightful presence (150 ft., DC 29) | 36, touch 9, flat-footed 35 | 36 | 9 | 35 | (+1 Dex, +27 natural, -2 size) | 362 | (25d8+250) | 25 | regeneration 15 (fire) | fire | Fort +18, Ref +9, Will +25; +8 vs. divination and mind-affecting | 18 | 9 | 25 | +8 vs. divination and mind-affecting | immortality, overwhelming mind | cold, disease, poison | 31 | 40 ft., fly 60 ft. (average), swim 40 ft. | 1 | 1 | 1 | 2 claws +32 (2d6+16/19-20), 6 tentacles +27 (1d8+8/19-20 plus grab) | 8 | 2 | 6 | 2 | 6 | 15 ft. | 30 ft. | constrict (1d8+8), overwhelming mind | Spell-Like Abilities (CL 20th; concentration +27) Constant-mind blank At Will-dream, insanity (DC 24), nightmare (DC 22), sending 3/day-demand (DC 25) 1/day-gate | Str 42, Dex 13, Con 30, Int 23, Wis 29, Cha 24 | 42 | 13 | 30 | 23 | 29 | 24 | 18 | +36 (+38 bull rush, +40 grapple) | 36 | 47 (49 vs. bull rush) | 47 | Awesome Blow, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike | Fly +25, Intimidate +35, Knowledge (arcana, geography, planes) +31, Perception +37, Sense Motive +34, Spellcraft +34, Swim +52, Use Magic Device +32 | Aklo; telepathy 300 ft. | compression, limited starflight, no breath | any | solitary, pair, or cult (3-6) | standard | A mountainous form, this hideous creature is humanoid in general shape, but its hateful face is a writhing mass of tentacles. | Immortality (Ex) A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. Only violence can bring about the death of one of these creatures. Limited Starflight (Ex) A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight (like that of the mi-go; see page 193), a star-spawn of Cthulhu's ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its immortality and patience to complete the journey. When speed is required, it instead uses its gate ability to make the journey quickly. Overwhelming Mind (Ex) A star-spawn of Cthulhu's mind is overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a star-spawn of Cthulhu, it must succeed at a DC 29 Will save or be stunned for 1d4 rounds. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a demand, dream, nightmare, or sending spell-like ability, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to a specific star-spawn of Cthulhu's overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based. | Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being's monstrous shape. This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest-they are the star-spawn of Cthulhu. The star-spawn of Cthulhu have a strange, mutable anatomy-their form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn's forms generally don't deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but dreaming in the lost city of R'lyeh. Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the star-spawn of Cthulhu are not any more aquatic in nature than they are terrestrial-that they're often associated with a planet's oceans lies more in the simple fact that oceans often cover the majority of a planet's surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know. Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life-they simply can't proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building's walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world-those whose intellects they can inf luence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn's agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poised to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns. The fact that the star-spawn's plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude-the star-spawn are inhumanly patient, and the preparation of the universe's worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn's inf luence and to delay or even defeat their world's star-spawned doom, but such tales of triumph are rare in the face of the void's relentless tides. The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things (see page 85) and the servitors of other Great Old Ones (see page 135). They have also been known to use these creatures-and other races such as the mi-go-as pawns, slaves, or minions to promote their immortal agenda. Though the star-spawn themselves hail from a distant world deep in the void and can be found on countless other realms as gods and monsters, their lord Cthulhu (see page 138) dwells upon a distant planet far removed from any commonly visited world. Yet while Cthulhu lies imprisoned in the corpse-city of R'lyeh deep under a great ocean, his dreams resonate still in the minds of his star-spawn, and from there touch upon the dreams of many slumbering poets and philosophers on countless worlds. Guided by their knowledge of their master's great plan, and updated by his far-reaching dreams, the star-spawn of Cthulhu proceed inevitably toward their goals. | <link rel="stylesheet"href="PF.css"><div><h2>Star-Spawn Of Cthulhu</h2><h3><i>A mountainous form, this hideous creature is humanoid in general shape, but its hateful face is a writhing mass of tentacles.</i></h3><br></div><div class="heading"><p class="alignleft">Star-Spawn Of Cthulhu</p><p class="alignright">CR 20</p><div style="clear: both;"></div></div><div><h5><b>XP </b>307,200</h5><h5>CE Huge aberration </h5><h5><b>Init </b>+5; <b>Senses </b>blindsight 30 ft., darkvision 60 ft.; Perception +37</h5><h5><b>Aura </b>frightful presence (150 ft., DC 29)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>36, touch 9, flat-footed 35 (+1 Dex, +27 natural, -2 size)</h5><h5><b>hp </b>362 (25d8+250); regeneration 15 (fire)</h5><h5><b>Fort </b>+18, <b>Ref </b>+9, <b>Will </b>+25; +8 vs. divination and mind-affecting</h5><h5><b>Defensive Abilities </b>immortality, overwhelming mind; <b>Immune </b>cold, disease, poison; <b>SR </b>31</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., fly 60 ft. (average), swim 40 ft.</h5><h5><b>Melee </b>2 claws +32 (2d6+16/19-20), 6 tentacles +27 (1d8+8/19-20 plus grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>30 ft.</h5><h5><b>Special Attacks </b>constrict (1d8+8), overwhelming mind</h5><h5><b>Spell-Like Abilities</b> (CL 20th; concentration +27) </br>Constant—<i>mind blank</i> </br>At Will—<i>dream</i>, <i>insanity</i> (DC 24), <i>nightmare</i> (DC 22), <i>sending</i> </br>3/day—<i>demand</i> (DC 25) </br>1/day—<i>gate</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>42, <b>Dex </b>13, <b>Con </b>30, <b>Int </b> 23, <b>Wis </b>29, <b>Cha </b>24</h5><h5><b>Base Atk </b>+18; <b>CMB </b>+36 (+38 bull rush, +40 grapple); <b>CMD </b>47 (49 vs. bull rush)</h5><h5><b>Feats </b>Awesome Blow, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike</h5><h5><b>Skills </b>Fly +25, Intimidate +35, Knowledge (arcana, geography, planes) +31, Perception +37, Sense Motive +34, Spellcraft +34, Swim +52, Use Magic Device +32</h5><h5><b>Languages </b>Aklo; telepathy 300 ft.</h5><h5><b>SQ </b>compression, limited starflight, no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or cult (3-6)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Immortality (Ex)</b> A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. Only violence can bring about the death of one of these creatures. </h5><h5><b>Limited Starflight (Ex)</b> A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight (like that of the mi-go; see page 193), a star-spawn of Cthulhu's ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its immortality and patience to complete the journey. When speed is required, it instead uses its <i>gate</i> ability to make the journey quickly. </h5><h5><b>Overwhelming Mind (Ex)</b> A star-spawn of Cthulhu's mind is overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a star-spawn of Cthulhu, it must succeed at a DC 29 Will save or be stunned for 1d4 rounds. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a <i>demand</i>, <i>dream</i>, <i>nightmare</i>, or <i>sending</i> spell-like ability, or once per round merely by telepathic communication) or another creature attempts to do so (such as via <i>detect thoughts</i> or <i>dominate</i> monster). Once a creature is exposed to a specific star-spawn of Cthulhu's overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.</h5></div><br><div><h4><p><p>Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being's monstrous shape. This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest-they are the star-spawn of Cthulhu. The star-spawn of Cthulhu have a strange, mutable anatomy-their form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn's forms generally don't deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but <i>dream</i>ing in the lost city of R'lyeh. Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the star-spawn of Cthulhu are not any more aquatic in nature than they are terrestrial-that they're often associated with a planet's oceans lies more in the simple fact that oceans often cover the majority of a planet's surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know. Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life-they simply can't proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building's walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world-those whose intellects they can inf luence via <i>dream</i>s and <i>nightmare</i>s they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn's agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poised to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns. The fact that the star-spawn's plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude-the star-spawn are inhumanly patient, and the preparation of the universe's worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn's inf luence and to delay or even defeat their world's star-spawned doom, but such tales of triumph are rare in the face of the void's relentless tides. The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things (see page 85) and the servitors of other Great Old Ones (see page 135). They have also been known to use these creatures-and other races such as the mi-go-as pawns, slaves, or minions to promote their immortal agenda. Though the star-spawn themselves hail from a distant world deep in the void and can be found on countless other realms as gods and monsters, their lord Cthulhu (see page 138) dwells upon a distant planet far removed from any commonly visited world. Yet while Cthulhu lies imprisoned in the corpse-city of R'lyeh deep under a great ocean, his <i>dream</i>s resonate still in the minds of his star-spawn, and from there touch upon the <i>dream</i>s of many slumbering poets and philosophers on countless worlds. Guided by their knowledge of their master's great plan, and updated by his far-reaching <i>dream</i>s, the star-spawn of Cthulhu proceed inevitably toward their goals.</p></h4></div> | ||||||||||||||||||||||||||||||||||
94 | Faceless Stalker | 4 | PFRPG Bestiary 2 | 1200 | CE | Medium | aberration | (shapechanger) | 0 | 7 | darkvision 60 ft.; Perception +2 | 17, touch 13, flat-footed 14 | 17 | 13 | 14 | (+3 Dex, +4 natural) | 42 | (5d8+20) | 5 | Fort +5, Ref +4, Will +6 | 5 | 4 | 6 | 5/piercing or slashing | - | 30 ft. | 1 | mwk longsword +8 (1d8+4/19-20), slam +2 (1d6+2 plus grab) | 1 | 1 | 1 | 5 ft. | 10 ft. | blood drain (1 Constitution), sneak attack +2d6 | Spell-Like Abilities (CL 5th; concentration +8) Constant-tongues | Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16 | 18 | 17 | 18 | 13 | 15 | 16 | 3 | +7 (+11 grapple) | 7 | 20 | 20 | Combat Reflexes, Deceitful, Improved Initiative | Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11 | +4 Disguise, +8 Escape Artist | Aquan, Common; tongues | change shape (Medium humanoid, alter self ), compression, faceless | any swamps or underground | solitary, pair, or gang (3-9) | standard (masterwork longsword, other treasure) | This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features. | Change Shape (Su) A faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability. Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions. | Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find-the closest they could come to the aquatic cities they once considered home. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes-an ugothol typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural forms, they have three hollow tongues which they use to penetrate and lap blood from their victims. Since they have no particular skill at grappling foes, most ugothols wait until a victim is helpless or asleep before attempting to drink its blood-although the best is when a victim is helpless but conscious during the process, so that the faceless stalker can "play with its food" by having grisly and cruel conversations with it. | <link rel="stylesheet"href="PF.css"><div><h2>Faceless Stalker</h2><h3><i>This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features.</i></h3><br></div><div class="heading"><p class="alignleft">Faceless Stalker (Ugothol)</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>CE Medium aberration (shapechanger)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +2</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 14 (+3 Dex, +4 natural)</h5><h5><b>hp </b>42 (5d8+20)</h5><h5><b>Fort </b>+5, <b>Ref </b>+4, <b>Will </b>+6</h5><h5><b>DR </b>5/piercing or slashing</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk longsword +8 (1d8+4/19-20), slam +2 (1d6+2 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>blood drain (1 Constitution), sneak attack +2d6</h5><h5><b>Spell-Like Abilities</b> (CL 5th; concentration +8) </br>Constant—<i>tongues</i></h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>17, <b>Con </b>18, <b>Int </b> 13, <b>Wis </b>15, <b>Cha </b>16</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+7 (+11 grapple); <b>CMD </b>20</h5><h5><b>Feats </b>Combat Reflexes, Deceitful, Improved Initiative</h5><h5><b>Skills </b>Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11; <b>Racial Modifiers </b>+4 Disguise, +8 Escape Artist</h5><h5><b>Languages </b>Aquan, Common; <i>tongues</i></h5><h5><b>SQ </b>change shape (Medium humanoid, <i>alter self</i> ), compression, faceless</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any swamps or underground</h5><h5><b>Organization </b>solitary, pair, or gang (3-9)</h5><h5><b>Treasure </b>standard (masterwork longsword, other treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Change Shape (Su)</b> A faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability. </h5><h5><b>Faceless (Su)</b> In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.</h5></div><br><div><h4><p><p>Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find-the closest they could come to the aquatic cities they once considered home. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes-an ugothol typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural forms, they have three hollow <i>tongues</i> which they use to penetrate and lap blood from their victims. Since they have no particular skill at grappling foes, most ugothols wait until a victim is helpless or asleep before attempting to drink its blood-although the best is when a victim is helpless but conscious during the process, so that the faceless stalker can "play with its food" by having grisly and cruel conversations with it.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
95 | Ghelarn | 2 | AP 85 | 600 | N | Large | aberration | 0 | 0 | darkvision 60 ft., tremorsense 30 ft.; Perception +10 | 14, touch 9, flat-footed 14 | 14 | 9 | 14 | (+5 natural, -1 size) | 22 | (3d8+9) | 3 | Fort +4, Ref +1, Will +5 | 4 | 1 | 5 | carapace | fire 5 | 5 | - | vulnerable to sonic | 30 ft. | 1 | 2 tentacles +4 (1d6+3) | 2 | 2 | 2 | 10 ft. | 10 ft. | entrap (DC 14, 1d8 rounds, hardness 5, hp 8), leeching tendrils | Str 17, Dex 10, Con 16, Int 3, Wis 14, Cha 3 | 17 | 10 | 16 | 3 | 14 | 3 | 2 | 6 | 6 | 16 | 16 | Combat Reflexes, Skill Focus (Perception) | Perception +10, Stealth +4 (+14 in deserts) | +4 Stealth (+14 in deserts) | hibernate | cold or temperate deserts | solitary | none | Purple tentacles emerge from a white, coral-like rock formation, tracing whirled patterns in the surrounding sand. | Carapace (Ex) A ghelarn typically shelters within a hardened, rocklike shell that houses all of its vital organs. By withdrawing its tentacles and sensory stalks into its shell, the ghelarn gains total cover until the beginning of its next turn. The shell doesn't provide cover against targeted spells, and the ghelarn's movement is limited to downward burrowing during this time. The benefits of the shell can be lost if sundered (hardness 5, 8 hit points, regenerates in 2d6 days), and a ghelarn caught without its carapace loses its natural armor bonus. Entrap (Ex) A ghelarn secretes a quagmire of sticky fluid a few feet below the sand where it lives. This fluid extends in a 10-foot radius around the creature and acts to trap victims, making it easier for the ghelarn to attack prey with its tentacles or feed upon it with its leeching tendrils. This otherwise acts as the entrap universal monster rule. Hibernate (Ex) When food is scarce, a ghelarn can enter a state of hibernation for an indefinite period of time. When it enters hibernation, the ghelarn nestles itself in the sand and fills in its porous carapace with sticky excretions that quickly harden to seal the creature from the elements. When hibernating, the ghelarn doesn't have to eat or drink. A ghelarn remains in a state of hibernation until it senses another living creature within 10 feet, at which point it dissolves the seals on its carapace over the course of 1d4 minutes. Leeching Tendrils (Ex) A living creature that spends more than a single round ensnared within a ghelarn's entrapping fluid becomes targeted by invasive tendrils from the ghelarn's lower body. These feeding stalks deal 1 point of bleed damage each round, and continue to do so for as long as a victim remains within the area of the ghelarn's entrapping fluid. | Born on the desert plain of an alien world, the soft-bodied ghelarn is a non-aquatic arthropod living within a shell-like exoskeleton manufactured from its own hardened secretions. This outer carapace contains many perforations, similar to dry coral or air-blasted stone, providing ample room from which the ghelarn can extend its outer extremities and explore the world. Chief among these appendages are two main tentacles that it uses to pull itself through the upper layers of sand within its native home, burrowing just below the surface while its hardened carapace remains above ground. As a result, ghelarns give the impression of ambulatory stone formations when traveling, but they can also abandon their shells entirely and delve deeper into the sand to avoid predators. Patient, quiet creatures, ghelarns prefer to ambush prey, waiting until suitable meals wander within reach of their tentacles or into the sticky quagmires they create just below the surface around their nesting grounds. Helpless victims soon find themselves pulled into the sand as the ghelarn extends invasive tendrils from its lower body. These lesser tentacles slowly bleed away moisture from anyone trapped in the ooze, leaving behind little more than dried husks and bones for scavengers to find, along with whatever equipment such victims may have carried. Ecology During the creatures' spawning season, an entire clutch of ghelarns produces a variant musk in their secretions to attract one another. Some travel for miles in search of this scent, and the resulting orgy once a group gathers allows for a communal intermingling of reproductive oils. This impregnates multiple ghelarn at the same time, enabling them to spawn new offspring as they separate again. A typical ghelarn can create 1d3 young, which gestate for consecutive 3-month periods rather than being born all at once. Pregnant ghelarns abandon these young to fend for themselves almost as soon as they're born, moving to another region to birth more offspring rather than leaving them within the same area to compete for resources. It takes a newborn ghelarn about 2 weeks before it can muster enough secretions to form a hardened shell of its own. During this time, it stays deep below the earth, seeking nourishment and moisture trapped in the desert soil rather than risking its vulnerable body to predators above ground. Once fully matured, it pushes upward, its shell rising from the sand to mark its domain. Sentient creatures wisely avoid these areas, though it's often hard to tell empty shells from a living ghelarn's hunting grounds. Many societies find the abandoned and cast-off shells useful for making tools and crafting weapons and armor. As a result, ghelarn habitats frequently draw those seeking to harvest them as a resource. Unfortunately for the scavengers, these shells also attract young ghelarns who haven't yet formed their own and seek to use the abandoned ones as temporary homes. Habitat & Society Ghelarns typically live solitary lives. The extreme nature of their native habitat causes them to separate and spread out to avoid overhunting an area. They sometimes cooperate in pairs or packs known as clutches to defend themselves, but more frequently do so in preparation for mating season, so they can drag down large prey that they leave behind for their new offspring to feed upon. Sometimes a clutch will gather in geologically unstable regions, where quakes and tremors draw their interest. Mostly, they migrate in seemingly aimless patterns, driven away from the harsh sounds of overhead thunderstorms, as the noise causes them acute pain. The rudimentary sentience of ghelarns places them just above animal-level intelligence. Though they have no real language of their own, they communicate warnings or call for help by turning their porous shells into the wind and adjusting the flow with their tentacles, allowing air to pass through the openings, and creating a musical "voice" similar to wind instruments. Each ghelarn's voice is distinctly different from any other ghelarn. Some societies have also learned to domesticate young ghelarns-these cultures train them to understand simple commands and use them as guard animals. Noble Ghelarns Occasionally, evolution gives rise to a more advanced breed of ghelarn. These specimens have both the advanced and giant simple templates, and prove more intelligent than their lesser kin. The shell of a noble ghelarn encompasses a much greater area, appearing more like an outcropping of rock or a small hillside. This grants them the freeze special quality to appear as such, allowing them to take 20 on their Stealth checks to hide in plain sight. Noble ghelarns sometimes remain hidden within these massive shells and purposefully suppress their entrapping ooze in order to dupe other creatures into seeking shelter next to them. While the tall shell certainly provides shade from the sun and a windbreak against desert storms, those camping near a noble ghelarn inevitably find themselves assaulted during the night by the creature's invasive tendrils. These appendages are more leechlike than the painful barbs of lesser ghelarns and require a DC 20 Perception check for sleeping creatures to notice. | <link rel="stylesheet"href="PF.css"><div><h2>Ghelarn</h2><h3><i>Purple tentacles emerge from a white, coral-like rock formation, tracing whirled patterns in the surrounding sand.</i></h3><br></div><div class="heading"><p class="alignleft">Ghelarn</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>N Large aberration </h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft., tremorsense 30 ft.; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 9, flat-footed 14 (+5 natural, -1 size)</h5><h5><b>hp </b>22 (3d8+9)</h5><h5><b>Fort </b>+4, <b>Ref </b>+1, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>carapace; <b>Resist </b>fire 5</h5><h5><b>Weaknesses </b>vulnerable to sonic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 tentacles +4 (1d6+3)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>entrap (DC 14, 1d8 rounds, hardness 5, hp 8), leeching tendrils</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>17, <b>Dex </b>10, <b>Con </b>16, <b>Int </b> 3, <b>Wis </b>14, <b>Cha </b>3</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+6; <b>CMD </b>16</h5><h5><b>Feats </b>Combat Reflexes, Skill Focus (Perception)</h5><h5><b>Skills </b>Perception +10, Stealth +4 (+14 in deserts); <b>Racial Modifiers </b>+4 Stealth (+14 in deserts)</h5><h5><b>SQ </b>hibernate</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> cold or temperate deserts</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Carapace (Ex)</b> A ghelarn typically shelters within a hardened, rocklike shell that houses all of its vital organs. By withdrawing its tentacles and sensory stalks into its shell, the ghelarn gains total cover until the beginning of its next turn. The shell doesn't provide cover against targeted spells, and the ghelarn's movement is limited to downward burrowing during this time. The benefits of the shell can be lost if sundered (hardness 5, 8 hit points, regenerates in 2d6 days), and a ghelarn caught without its carapace loses its natural armor bonus. </h5><h5><b>Entrap (Ex)</b> A ghelarn secretes a quagmire of sticky fluid a few feet below the sand where it lives. This fluid extends in a 10-foot radius around the creature and acts to trap victims, making it easier for the ghelarn to attack prey with its tentacles or feed upon it with its leeching tendrils. This otherwise acts as the entrap universal monster rule. </h5><h5><b>Hibernate (Ex)</b> When food is scarce, a ghelarn can enter a state of hibernation for an indefinite period of time. When it enters hibernation, the ghelarn nestles itself in the sand and fills in its porous carapace with sticky excretions that quickly harden to seal the creature from the elements. When hibernating, the ghelarn doesn't have to eat or drink. A ghelarn remains in a state of hibernation until it senses another living creature within 10 feet, at which point it dissolves the seals on its carapace over the course of 1d4 minutes. </h5><h5><b>Leeching Tendrils (Ex)</b> A living creature that spends more than a single round ensnared within a ghelarn's entrapping fluid becomes targeted by invasive tendrils from the ghelarn's lower body. These feeding stalks deal 1 point of bleed damage each round, and continue to do so for as long as a victim remains within the area of the ghelarn's entrapping fluid.</h5></div><br><div><h4><p><p>Born on the desert plain of an alien world, the soft-bodied ghelarn is a non-aquatic arthropod living within a shell-like exoskeleton manufactured from its own hardened secretions. This outer carapace contains many perforations, similar to dry coral or air-blasted stone, providing ample room from which the ghelarn can extend its outer extremities and explore the world. Chief among these appendages are two main tentacles that it uses to pull itself through the upper layers of sand within its native home, burrowing just below the surface while its hardened carapace remains above ground. As a result, ghelarns give the impression of ambulatory stone formations when traveling, but they can also abandon their shells entirely and delve deeper into the sand to avoid predators. Patient, quiet creatures, ghelarns prefer to ambush prey, waiting until suitable meals wander within reach of their tentacles or into the sticky quagmires they create just below the surface around their nesting grounds. Helpless victims soon find themselves pulled into the sand as the ghelarn extends invasive tendrils from its lower body. These lesser tentacles slowly bleed away moisture from anyone trapped in the ooze, leaving behind little more than dried husks and bones for scavengers to find, along with whatever equipment such victims may have carried. <b></p><p>Ecology</b></p><p> During the creatures' spawning season, an entire clutch of ghelarns produces a variant musk in their secretions to attract one another. Some travel for miles in search of this scent, and the resulting orgy once a group gathers allows for a communal intermingling of reproductive oils. This impregnates multiple ghelarn at the same time, enabling them to spawn new offspring as they separate again. A typical ghelarn can create 1d3 young, which gestate for consecutive 3-month periods rather than being born all at once. Pregnant ghelarns abandon these young to fend for themselves almost as soon as they're born, moving to another region to birth more offspring rather than leaving them within the same area to compete for resources. It takes a newborn ghelarn about 2 weeks before it can muster enough secretions to form a hardened shell of its own. During this time, it stays deep below the earth, seeking nourishment and moisture trapped in the desert soil rather than risking its vulnerable body to predators above ground. Once fully matured, it pushes upward, its shell rising from the sand to mark its domain. Sentient creatures wisely avoid these areas, though it's often hard to tell empty shells from a living ghelarn's hunting grounds. Many societies find the abandoned and cast-off shells useful for making tools and crafting weapons and armor. As a result, ghelarn habitats frequently draw those seeking to harvest them as a resource. Unfortunately for the scavengers, these shells also attract young ghelarns who haven't yet formed their own and seek to use the abandoned ones as temporary homes. <b></p><p>Habitat & Society</b></p><p> Ghelarns typically live solitary lives. The extreme nature of their native habitat causes them to separate and spread out to avoid overhunting an area. They sometimes cooperate in pairs or packs known as clutches to defend themselves, but more frequently do so in preparation for mating season, so they can drag down large prey that they leave behind for their new offspring to feed upon. Sometimes a clutch will gather in geologically unstable regions, where quakes and tremors draw their interest. Mostly, they migrate in seemingly aimless patterns, driven away from the harsh sounds of overhead thunderstorms, as the noise causes them acute pain. The rudimentary sentience of ghelarns places them just above animal-level intelligence. Though they have no real language of their own, they communicate warnings or call for help by turning their porous shells into the wind and adjusting the flow with their tentacles, allowing air to pass through the openings, and creating a musical "voice" similar to wind instruments. Each ghelarn's voice is distinctly different from any other ghelarn. Some societies have also learned to domesticate young ghelarns-these cultures train them to understand simple commands and use them as guard animals. <br><b>Noble Ghelarns</b><br> Occasionally, evolution gives rise to a more advanced breed of ghelarn. These specimens have both the advanced and giant simple templates, and prove more intelligent than their lesser kin. The shell of a noble ghelarn encompasses a much greater area, appearing more like an outcropping of rock or a small hillside. This grants them the freeze special quality to appear as such, allowing them to take 20 on their Stealth checks to hide in plain sight. Noble ghelarns sometimes remain hidden within these massive shells and purposefully suppress their entrapping ooze in order to dupe other creatures into seeking shelter next to them. While the tall shell certainly provides shade from the sun and a windbreak against desert storms, those camping near a noble ghelarn inevitably find themselves assaulted during the night by the creature's invasive tendrils. These appendages are more leechlike than the painful barbs of lesser ghelarns and require a DC 20 Perception check for sleeping creatures to notice.</p></h4></div> | |||||||||||||||||||||||||||||||||||||||||
96 | Bogwiggle | 1 | Monster Codex | 400 | CE | Small | aberration | (aquatic) | 0 | 5 | darkvision 60 ft.; Perception +1 | 12, touch 12, flat-footed 11 | 12 | 12 | 11 | (+1 Dex, +1 size) | 16 | (3d8+3) | 3 | Fort +2, Ref +2, Will +4 | 2 | 2 | 4 | - | 30 ft., swim 40 ft. | 1 | 1 | bite +4 (1d4+1), tongue -1 touch (sticky tongue) | 2 | 1 | 1 | tongue | 5 ft. | 5 ft. (10 ft. with tongue) | Str 13, Dex 12, Con 13, Int 3, Wis 12, Cha 6 | 13 | 12 | 13 | 3 | 12 | 6 | 2 | 2 | 2 | 13 | 13 | Improved Initiative, Power Attack | Acrobatics +5, Perception +1 (+5 in swamps), Stealth +9 (+17 in swamps), Swim +13 | +4 Perception in swamps, +8 Stealth in swamps | Boggard (can't speak) | amphibious, swamp stride | temperate swamps | solitary, pair, or pack (3-6) | none | This sallow-green beast appears to be an oversized tadpole that never fully matured, with two large, bulbous eyes bulging from either side of its head, and a gaping mouth revealing jagged fangs. | Sticky Tongue (Ex) A creature hit by a bogwiggle's tongue attack can't move more than 10 feet away from the bogwiggle and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by succeeding at an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage doesn't deplete the bogwiggle's actual hit points). The bogwiggle can't move more than 10 feet away from the target while attached. It can release its tongue's grip as a free action. Like a boggard, a bogwiggle can't pull targets toward it with its tongue. Swamp Stride (Ex) A bogwiggle can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a bogwiggle normally. | Also known as toad-hounds, bogwiggles are the stunted, degenerate spawn of boggard priest-kings-these are the young who survived their meals of poisonous dragonf lies, but failed to develop properly. They appear to be dog-sized tadpoles that have stopped halfway through the transformation to full-f ledged frogs. A single set of long legs sprouts from a bogwiggle's bulbous body, and a frilled, whiplike tail protrudes from its back. Barely more intelligent than ordinary dogs, bogwiggles spend the majority of their short, violent lives serving as hunting companions and guard animals for their capricious, toadlike masters. Bogwiggles can live up to 20 years, but because of swamp predators and the cruelty of their masters, most die long before reaching the age of 10. Bogwiggles always have the same skin tone as the boggards with which they live-typically gray, green, or black. Just as with boggards, bogwiggles lose their coloring as they age, and particularly old bogwiggles are often pale gray or almost white. The average bogwiggle is just under 3-1/2 feet long, not counting the tail-which itself is around 6 feet long. Most bogwiggles weigh roughly 65 pounds, but larger specimens have been reported by adventurers and scholars. Despite being mistreated by their boggard masters, bogwiggles have a curiously strong affinity for them, and are intensely loyal to their tribes. Some scholars theorize that this fealty is a primitive version of a boggard's natural tribalism or religious inclinations, yet other observers have suggested that bogwiggles believe themselves capable of transformation into full boggards through unwavering devotion to their boggard superiors. | <link rel="stylesheet"href="PF.css"><div><h2>Bogwiggle</h2><h3><i>This sallow-green beast appears to be an oversized tadpole that never fully matured, with two large, bulbous eyes bulging from either side of its head, and a gaping mouth revealing jagged fangs.</i></h3><br></div><div class="heading"><p class="alignleft">Bogwiggle</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Small aberration (aquatic)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>12, touch 12, flat-footed 11 (+1 Dex, +1 size)</h5><h5><b>hp </b>16 (3d8+3)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 40 ft.</h5><h5><b>Melee </b>bite +4 (1d4+1), tongue -1 touch (sticky tongue)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (10 ft. with tongue)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>13, <b>Dex </b>12, <b>Con </b>13, <b>Int </b> 3, <b>Wis </b>12, <b>Cha </b>6</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+2; <b>CMD </b>13</h5><h5><b>Feats </b>Improved Initiative, Power Attack</h5><h5><b>Skills </b>Acrobatics +5, Perception +1 (+5 in swamps), Stealth +9 (+17 in swamps), Swim +13; <b>Racial Modifiers </b>+4 Perception in swamps, +8 Stealth in swamps</h5><h5><b>Languages </b>Boggard (can't speak)</h5><h5><b>SQ </b>amphibious, swamp stride</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate swamps</h5><h5><b>Organization </b>solitary, pair, or pack (3-6)</h5><h5><b>Treasure </b>none</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Sticky Tongue (Ex)</b> A creature hit by a bogwiggle's tongue attack can't move more than 10 feet away from the bogwiggle and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by succeeding at an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage doesn't deplete the bogwiggle's actual hit points). The bogwiggle can't move more than 10 feet away from the target while attached. It can release its tongue's grip as a free action. Like a boggard, a bogwiggle can't pull targets toward it with its tongue. </h5><h5><b>Swamp Stride (Ex)</b> A bogwiggle can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a bogwiggle normally.</h5></div><br><div><h4><p><p>Also known as toad-hounds, bogwiggles are the stunted, degenerate spawn of boggard priest-kings-these are the young who survived their meals of poisonous dragonf lies, but failed to develop properly. They appear to be dog-sized tadpoles that have stopped halfway through the transformation to full-f ledged frogs. A single set of long legs sprouts from a bogwiggle's bulbous body, and a frilled, whiplike tail protrudes from its back. Barely more intelligent than ordinary dogs, bogwiggles spend the majority of their short, violent lives serving as hunting companions and guard animals for their capricious, toadlike masters. Bogwiggles can live up to 20 years, but because of swamp predators and the cruelty of their masters, most die long before reaching the age of 10. Bogwiggles always have the same skin tone as the boggards with which they live-typically gray, green, or black. Just as with boggards, bogwiggles lose their coloring as they age, and particularly old bogwiggles are often pale gray or almost white. The average bogwiggle is just under 3-1/2 feet long, not counting the tail-which itself is around 6 feet long. Most bogwiggles weigh roughly 65 pounds, but larger specimens have been reported by adventurers and scholars. Despite being mistreated by their boggard masters, bogwiggles have a curiously strong affinity for them, and are intensely loyal to their tribes. Some scholars theorize that this fealty is a primitive version of a boggard's natural tribalism or religious inclinations, yet other observers have suggested that bogwiggles believe themselves capable of transformation into full boggards through unwavering devotion to their boggard superiors.</p></h4></div> | ||||||||||||||||||||||||||||||||||||||||||
97 | Ugothokra | 7 | AP 88 | 3200 | CE | Small | aberration | 0 | 9 | darkvision 60 ft.; Perception +16 | 20, touch 17, flat-footed 14 | 20 | 17 | 14 | (+5 Dex, +1 dodge, +3 natural, +1 size) | 85 | (10d8+40) | 10 | Fort +7, Ref +8, Will +10 | 7 | 8 | 10 | infected blood | cold, disease, poison | acid 5, electricity 5 | 5 | 5 | - | 50 ft., climb 50 ft. | 1 | 1 | bite +9 (1d4+1 plus poison) | 1 | 1 | 1 | 6 flechette spray +13 (1d4+1 plus viral infection) | 5 ft. | 5 ft. | combined arms | Str 13, Dex 20, Con 18, Int 10, Wis 17, Cha 13 | 13 | 20 | 18 | 10 | 17 | 13 | 7 | 7 | 7 | 23 (35 vs. trip) | 23 | Dodge, Improved Initiative, Mobility, Point-Blank Shot, Shot on the Run | Acrobatics +18 (+26 when jumping), Climb +30, Perception +16, Stealth +22 | +8 Climb | Aklo (can't speak) | expert climber, no breath | any | solitary, pair, or pack (3-12) | incidental | This partially mechanical, partially organic spider moves with a skittering lurch. A single crystalline eye glares from its hideous face. | Combined Arms (Ex) When taking a full-attack action, an ugothokra can attack with its bite and its flechette spray attacks simultaneously. It does not provoke attacks of opportunity with its flechette spray attacks when using combined arms. Expert Climber (Ex) An ugothokra's feet allow it to climb any surface, no matter how slick or sheer. In effect, an ugothokra is treated as constantly being under the effects of spider climb, though this is effect is natural rather than magical. Flechette Spray (Ex) An ugothokra can fire bursts of calcified bone and horn from the vents along its abdomen. All six vents can fire as part of a full-attack action, or it can fire one vent as a standard action. This attack has a range increment of 50 feet. An ugothokra generates the "ammunition" it uses for this attack internally by feeding on organic material, and effectively has an unlimited supply of flechette material at any one time, but an ugothokra that is currently starving can't use this attack until at least 1 hour after feeding. Infected Blood (Ex) A creature that damages an ugothokra with a slashing or piercing melee weapon (regardless of how often the ugothokra is damaged) must succeed at a DC 20 Reflex saving throw at the end of its turn or be sprayed by the ugothokra's infected blood. A creature that damages an ugothokra with a slashing or piercing natural weapon automatically fails this saving throw. On a failed saving throw, the creature is exposed to a random viral infection (see below), but gains a +4 bonus on the Fortitude save to resist contracting whatever disease it is exposed to. Unlike when a victim contracts an infection from an ugothokra's flechette spray, diseases caught via contact with the monster's blood have normal onset times as determined by the disease in question. The Reflex save is Dexterity-based. Poison (Ex) Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Con plus sickened for 1 round; cure 2 consecutive saves. Viral Infection (Su) An ugothokra's body is infested with numerous potent and highly infectious diseases engineered by their Dominion creators to cause highly specific conditions in those they infect. An ugothokra's blood carries these diseases, and while the creature can transmit random infections by means of contact with its blood, the most efficient method of transmission is via its flechette spray. Most ugothokras carry the following three contagions in their systems, and they can decide which one to inflict on a target as part of the act of firing a flechette spray-it can even inflict different diseases with different sprays in the same round if it so chooses. Some ugothokras carry additional viral infections that are tailored by their Dominion creators for incredibly specialized tasks. A creature exposed to any of these viral infections can resist the infection with a successful DC 19 Fortitude save, but on a failed save, the effect occurs immediately and the onset time is ignored. Contracting an infection via the ugothokra's blood is not as efficient and uses the listed onset time. The most common viral infections available to an ugothokra are listed below. Aklo Submission: Disease-injury or contact; save Fort DC 19; onset 1 day; frequency 1/day; effect 1d2 Wisdom drain (can't drain Wisdom below 0) plus susceptibility to Aklo; cure 2 consecutive saves. As long as a creature is infected with this disease (even if the creature isn't currently suffering any Wisdom drain from the disease), it becomes unusually compliant and responsive to commands issued to it in Aklo. Any Bluff, Diplomacy, or Intimidate check attempted against the character while speaking in Aklo gains a +4 bonus. Furthermore, as a full-round action, any creature can issue a command to the victim in Aklo to attempt to affect the victim with a suggestion effect (effective CL 5th, regardless of the commander's level)-the victim can resist this suggestion with a successful DC 14 Will save. Once a victim of Aklo submission succeeds at a Will save to resist such a suggestion, it can't be further affected in this way by any Aklo-speaking creature for 24 hours. Flesh Ripen Fever: Disease-injury or contact; save Fort DC 19; onset 1d4 days; frequency 1/day; effect 1d3 Con damage plus stench; cure 2 consecutive saves. A character suffering from flesh ripen fever exudes a nauseating stench as his skin decays and sloughs off, leaving behind reeking pits of stinking flesh. The victim is automatically sickened by its own smell, as are all creatures within a 10-foot radius. A successful DC 14 Fortitude save allows a creature to ignore the sickening effect for 24 hours-the victim of flesh ripen fever doesn't get such a saving throw to avoid being sickened. This stench is a poison effect that doesn't affect creatures associated with the Dominion of the Black. Implant Rejection Syndrome: Disease-injury or contact; save Fort DC 19; onset 1d4 days; frequency 1/day; effect 1d2 Con drain plus 1d2 Int drain plus implant rejection; cure 2 consecutive saves. This insidious sickness is particularly devastating to creatures with cybernetic implants. Such creatures take a -2 penalty on all saving throws attempted to resist this disease. Further, each time a saving throw to resist its effect is attempted and failed, the creature takes 2d6 points of damage and loses the use of one randomly selected cybernetic implant for 24 hours. | One of many artificially engineered species grown and molded in Dominion of the Black labs, ugothokras were designed specifically to spread contagions through organic enemy ranks. Immune to disease, ugothokras have small bodies that are capable of hosting a limitless number of contagions within their blood. Ugothokras are incapable of reproduction, and when additional ones are required by the Dominion of the Black, replacements are constructed from organic and cybernetic components. The construction facilities typically operate within the organic walls of Dominion installations, the little beasts crawling out from birthing tubes protruding from their semi-organic incubators. These incubators are of widely varying size and capacity. Smaller versions, possessing no more than two birthing tubes, can produce an ugothokra every hour if provided the proper nutrients (typically curdled flesh harvested from victims of flesh ripen fever), fed to it through the living walls in which the incubator is nestled. Significantly larger incubators with dozens of birthing tubes have been reported, their size limited only by the resources needed to create more offspring. A newborn ugothokra is completely autonomous and fully functional. While ugothokras can't fly, their immunity to cold and the fact that they don't breathe make them ideal bioweapons for use against enemy vessels in space-often, a Dominion ship's exterior swarms with ugothokras, and as they near an enemy ship, dozens of the tenacious aberrations drop off to cling to the enemy's hull. The creatures skitter along surfaces, searching for points of entry so they can infect the vessel's crew and spread their sickness. Often, these entry points are created for them via battle damage from other Dominion weaponry. Many Dominion ships have had great success at using ugothokras to spread Aklo submission among enemy crews, allowing the Dominion to order their victims to power down and submit. Those that manage to resist still typically fall under the grinding legs and mouth parts of swarms of ugothokras. Rumors of variant ugothokras abound, including swarms or larger varieties, and those possessing even more potent and deadly diseases. Given the prodigious industry of the Dominion of the Black, such rumors hardly seem far fetched. An ugothokra stands only about 2 1/2 feet tall, with a leg span approaching 6 feet. Most weigh around 150 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Ugothokra</h2><h3><i>This partially mechanical, partially organic spider moves with a skittering lurch. A single crystalline eye glares from its hideous face.</i></h3><br></div><div class="heading"><p class="alignleft">Ugothokra</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>CE Small aberration </h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft.; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 17, flat-footed 14 (+5 Dex, +1 dodge, +3 natural, +1 size)</h5><h5><b>hp </b>85 (10d8+40)</h5><h5><b>Fort </b>+7, <b>Ref </b>+8, <b>Will </b>+10</h5><h5><b>Defensive Abilities </b>infected blood; <b>Immune </b>cold, disease, poison; <b>Resist </b>acid 5, electricity 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft., climb 50 ft.</h5><h5><b>Melee </b>bite +9 (1d4+1 plus poison)</h5><h5><b>Ranged </b>6 flechette spray +13 (1d4+1 plus viral infection)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>combined arms</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>13, <b>Dex </b>20, <b>Con </b>18, <b>Int </b> 10, <b>Wis </b>17, <b>Cha </b>13</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+7; <b>CMD </b>23 (35 vs. trip)</h5><h5><b>Feats </b>Dodge, Improved Initiative, Mobility, Point-Blank Shot, Shot on the Run</h5><h5><b>Skills </b>Acrobatics +18 (+26 when jumping), Climb +30, Perception +16, Stealth +22; <b>Racial Modifiers </b>+8 Climb</h5><h5><b>Languages </b>Aklo (can't speak)</h5><h5><b>SQ </b>expert climber, no breath</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary, pair, or pack (3-12)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Combined Arms (Ex)</b> When taking a full-attack action, an ugothokra can attack with its bite and its flechette spray attacks simultaneously. It does not provoke attacks of opportunity with its flechette spray attacks when using combined arms. </h5><h5><b>Expert Climber (Ex)</b> An ugothokra's feet allow it to climb any surface, no matter how slick or sheer. In effect, an ugothokra is treated as constantly being under the effects of <i>spider climb</i>, though this is effect is natural rather than magical. </h5><h5><b>Flechette Spray (Ex)</b> An ugothokra can fire bursts of calcified bone and horn from the vents along its abdomen. All six vents can fire as part of a full-attack action, or it can fire one vent as a standard action. This attack has a range increment of 50 feet. An ugothokra generates the "ammunition" it uses for this attack internally by feeding on organic material, and effectively has an unlimited supply of flechette material at any one time, but an ugothokra that is currently starving can't use this attack until at least 1 hour after feeding. </h5><h5><b>Infected Blood (Ex)</b> A creature that damages an ugothokra with a slashing or piercing melee weapon (regardless of how often the ugothokra is damaged) must succeed at a DC 20 Reflex saving throw at the end of its turn or be sprayed by the ugothokra's infected blood. A creature that damages an ugothokra with a slashing or piercing natural weapon automatically fails this saving throw. On a failed saving throw, the creature is exposed to a random viral infection (see below), but gains a +4 bonus on the Fortitude save to resist contracting whatever disease it is exposed to. Unlike when a victim contracts an infection from an ugothokra's flechette spray, diseases caught via contact with the monster's blood have normal <i>onset</i> times as determined by the disease in question. The Reflex save is Dexterity-based. </h5><h5><b>Poison (Ex)</b> Bite-injury; <i>save</i> Fort DC 19; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d4 Con plus sickened for 1 round; <i>cure</i> 2 consecutive <i>save</i>s. </h5><h5><b>Viral Infection (Su)</b> An ugothokra's body is infested with numerous potent and highly infectious diseases engineered by their Dominion creators to cause highly specific conditions in those they infect. An ugothokra's blood carries these diseases, and while the creature can transmit random infections by means of contact with its blood, the most efficient method of transmission is via its flechette spray. Most ugothokras carry the following three contagions in their systems, and they can decide which one to inflict on a target as part of the act of firing a flechette spray-it can even inflict different diseases with different sprays in the same round if it so chooses. Some ugothokras carry additional viral infections that are tailored by their Dominion creators for incredibly specialized tasks. A creature exposed to any of these viral infections can resist the infection with a successful DC 19 Fortitude save, but on a failed save, the effect occurs immediately and the <i>onset</i> time is ignored. Contracting an infection via the ugothokra's blood is not as efficient and uses the listed <i>onset</i> time. The most common viral infections available to an ugothokra are listed below. <i>Aklo Submission</i>: Disease-injury or contact; save Fort DC 19; <i>onset</i> 1 day; frequency 1/day; effect 1d2 Wisdom drain (can't drain Wisdom below 0) plus susceptibility to Aklo; cure 2 consecutive saves. As long as a creature is infected with this disease (even if the creature isn't currently suffering any Wisdom drain from the disease), it becomes unusually compliant and responsive to commands issued to it in Aklo. Any Bluff, Diplomacy, or Intimidate check attempted against the character while speaking in Aklo gains a +4 bonus. Furthermore, as a full-round action, any creature can issue a command to the victim in Aklo to attempt to affect the victim with a <i>suggestion</i> effect (effective CL 5th, regardless of the commander's level)-the victim can resist this <i>suggestion</i> with a successful DC 14 Will save. Once a victim of Aklo submission succeeds at a Will save to resist such a <i>suggestion</i>, it can't be further affected in this way by any Aklo-speaking creature for 24 hours. <i>Flesh Ripen Fever</i>: Disease-injury or contact; save Fort DC 19; <i>onset</i> 1d4 days; frequency 1/day; effect 1d3 Con damage plus stench; cure 2 consecutive saves. A character suffering from flesh ripen fever exudes a nauseating stench as his skin decays and sloughs off, leaving behind reeking pits of stinking flesh. The victim is automatically sickened by its own smell, as are all creatures within a 10-foot radius. A successful DC 14 Fortitude save allows a creature to ignore the sickening effect for 24 hours-the victim of flesh ripen fever doesn't get such a saving throw to avoid being sickened. This stench is a poison effect that doesn't affect creatures associated with the Dominion of the Black. <i>Implant Rejection Syndrome</i>: Disease-injury or contact; save Fort DC 19; <i>onset</i> 1d4 days; frequency 1/day; effect 1d2 Con drain plus 1d2 Int drain plus implant rejection; cure 2 consecutive saves. This insidious sickness is particularly devastating to creatures with cybernetic implants. Such creatures take a -2 penalty on all saving throws attempted to resist this disease. Further, each time a saving throw to resist its effect is attempted and failed, the creature takes 2d6 points of damage and loses the use of one randomly selected cybernetic implant for 24 hours.</h5></div><br><div><h4><p><p>One of many artificially engineered species grown and molded in Dominion of the Black labs, ugothokras were designed specifically to spread contagions through organic enemy ranks. Immune to disease, ugothokras have small bodies that are capable of hosting a limitless number of contagions within their blood. Ugothokras are incapable of reproduction, and when additional ones are required by the Dominion of the Black, replacements are constructed from organic and cybernetic components. The construction facilities typically operate within the organic walls of Dominion installations, the little beasts crawling out from birthing tubes protruding from their semi-organic incubators. These incubators are of widely varying size and capacity. Smaller versions, possessing no more than two birthing tubes, can produce an ugothokra every hour if provided the proper nutrients (typically curdled flesh harvested from victims of flesh ripen fever), fed to it through the living walls in which the incubator is nestled. Significantly larger incubators with dozens of birthing tubes have been reported, their size limited only by the resources needed to create more offspring. A newborn ugothokra is completely autonomous and fully functional. While ugothokras can't fly, their immunity to cold and the fact that they don't breathe make them ideal bioweapons for use against enemy vessels in space-often, a Dominion ship's exterior swarms with ugothokras, and as they near an enemy ship, dozens of the tenacious aberrations drop off to cling to the enemy's hull. The creatures skitter along surfaces, searching for points of entry so they can infect the vessel's crew and spread their sickness. Often, these entry points are created for them via battle damage from other Dominion weaponry. Many Dominion ships have had great success at using ugothokras to spread Aklo submission among enemy crews, allowing the Dominion to order their victims to power down and submit. Those that manage to resist still typically fall under the grinding legs and mouth parts of swarms of ugothokras. Rumors of variant ugothokras abound, including swarms or larger varieties, and those possessing even more potent and deadly diseases. Given the prodigious industry of the Dominion of the Black, such rumors hardly seem far fetched. An ugothokra stands only about 2 1/2 feet tall, with a leg span approaching 6 feet. Most weigh around 150 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
98 | Yah-Thelgaad | 14 | AP 88 | 38400 | CE | Large | aberration | 0 | 8 | darkvision 60 ft., diagnose diseaseUM, true seeing; Perception +26 | 30, touch 25, flat-footed 26 | 30 | 25 | 26 | (+4 Dex, +12 insight, +5 natural, -1 size) | 200 | (16d8+128) | 16 | Fort +13, Ref +11, Will +17 | 13 | 11 | 17 | carapace | 10/magic and adamantine | disease, mind-affecting effects | cold 10, fire 10 | 10 | 10 | 25 | 20 ft., fly 40 ft. (perfect) | 1 | 1 | claw +22 (3d6+11 plus poison), 2 tentacles +22 (1d8+11 plus grab) | 3 | 1 | 2 | 1 | 2 | 10 ft. | 10 ft. | command disease, mind storm, powerful tentacles, spellstrike | Spell-Like Abilities (CL 12th; concentration +20) Constant-diagnose diseaseUM, true seeing | Sorcerer Spells Known (CL 12th; concentration +32) 6th (4/day)-disintegrate (DC 21) 5th (6/day)-sending, suffocationAPG (DC 22) 4th (8/day)-confusion (DC 19), contagion (DC 21), dimension door 3rd (8/day)-clairaudience/clairvoyance, dispel magic, slow (DC 18), vampiric touch 2nd (8/day)-detect thoughts (DC 17), ghoul touch (DC 19), mirror image, scorching ray, spectral hand 1st (8/day)-chill touch (DC 18), magic missile, ray of enfeeblement (DC 18), shocking grasp, unseen servant 0 (at will)-acid splash, detect magic, flare (DC 15), ghost sound (DC 15), mage hand, open/close, prestidigitation, read magic, touch of fatigue (DC 17) | Str 32, Dex 18, Con 26, Int 23, Wis 25, Cha 21 | 32 | 18 | 26 | 23 | 25 | 21 | 12 | 24 | 24 | 50 (62 vs. trip) | 50 | Arcane Strike, Combat Casting, Combat Expertise, Eschew MaterialsB, Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Spell Focus (necromancy), Vital Strike | Bluff +21, Diplomacy +13, Fly +21, Intimidate +24, Knowledge (arcana) +37, Knowledge (engineering) +37, Knowledge (geography) +37, Knowledge (planes) +37, Perception +26, Spellcraft +25, Use Magic Device +21 | Abyssal, Aklo, Common, Draconic, Infernal, Protean, Undercommon; telepathy 100 ft. | brain collection, strange knowledge | any | solitary | double | A writhing forest of tendrils extends from one end of this chitin-covered creature's body, while from the other lashes a pincer-tipped tail. Six transparent blisters adorn its back, each containing a brain floating in thick green fluid. | Brain Collection (Ex) A yah-thelgaad can store up to six brains of Small or Medium creatures and use them to enhance its knowledge and power. Each stored brain grants a yah-thelgaad a cumulative +2 insight bonus to AC, concentration checks, and Knowledge checks. A yah-thelgaad can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A yah-thelgaad that has fewer than six collected brains gains two negative levels for each missing brain. These negative levels never become permanent, and can only be removed by replacing one of the yah-thelgaad's collected brains. The statistics presented here assume a yah-thelgaad with a full collection. Carapace (Ex) The spikes on a yah-thelgaad's carapace make melee attacks against it hazardous. Any opponent attempting to attack a yah-thelgaad with a light weapon, unarmed strike, touch attack, or natural attack must succeed at a DC 22 Reflex save or take 1d6 points of bleed damage from these bristling barbs. Bleed damage from multiple failed Reflex saves does not stack. The save DC is Dexterity-based. Command Disease (Su) As a swift action, a yah-thelgaad can cause a disease or infection currently afflicting a creature within 30 feet to quicken and activate, forcing the afflicted creature to immediately attempt a saving throw against the disease's effects. Those who fail immediately suffer the disease's effects. These additional saving throws count against those one must succeed at to recover from a disease, so it's possible for a victim to be cured by succeeding at enough saving throws. Any creature that has been affected by a yah-thelgaad's command disease ability (whether or not the creature succeeded at the saving throw this ability triggered) takes a -2 penalty against any mind-affecting spell or effect generated by the yah-thelgaad in the next minute. Mind Storm (Su) As a standard action once every 1d4 rounds, a yah-thelgaad can employ its own brain as well as any brains kept in its blisters to create a powerful psychic vortex. When the creature activates this ability, all creatures within a 40-foot radius must succeed at DC 23 Will save or become confused for 1d4 rounds. When a yah-thelgaad activates this ability, it can choose to absorb one of its brains as a swift action to cause one creature within the area of effect that has succumbed to the confusion effect to instead become stunned for 1d4 rounds. A creature stunned in this manner is confused for 1d4 rounds after the stun effect ends. A yah-thelgaad generally saves this tactic for when it's faced with a particularly dangerous foe, since the stun effect forces the yah-thelgaad to lose one of its stored brains and gain 2 negative levels. This is a mind-affecting confusion effect. The save DC is Charisma-based. Poison (Ex) Claw-injury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d4 Strength damage and nauseated for 1 round; cure 2 consecutive saves. The save DC is Constitution-based. Powerful Tentacles (Ex) A yah-thelgaad's tentacles are primary attacks. Spells (Su) A yah-thelgaad casts spells as a 12th-level sorcerer. Its caster level is reduced by 2 for each negative level it gains from missing brains. A yah-thelgaad with no collected brains can't cast any of its spells. Spellstrike (Su) Whenever a yah-thelgaad casts a spell with a range of "touch," it can deliver the spell through its claw attack as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, the yah-thelgaad can make one free melee attack with its claw as part of casting the spell. If successful, this claw attack deals its normal damage (including poison) as well as the effects of the spell. Strange Knowledge (Ex) All knowledge skills are class skills for yah-thelgaads. | When a neh-thalggu has absorbed a critical mass of thoughts and memories from an unknown number of humanoid brains, its body undergoes a horrific transformation. The creature enters a state of torpor, its body curling into a tight ball as it consumes the oldest of its seven stored brains to trigger the metamorphosis. Over the course of several days of self-consumption, the neh-thalggu bursts from the shell of its old body into its new incarnation as a yah-thelgaad. While the yah-thelgaad shares many of the features of its less powerful progenitor, it is in every way a more powerful creature than it was before. While the capacity to store one fewer brain than a neh-thalggu presents some disadvantage, the yah-thelgaad gains twice as much power from a collected brain as its lesser kin does. In addition, these creatures need not limit their harvest to the brains of humanoids-any Small or Medium creature's brain will do. Yah-thelgaads are zealously devoted to the inscrutable causes of the Dominion of the Black, but they are also notoriously devout believers in that alliance's weird theology, worshiping a concept they refer to as the "Ineffable Void," among other cryptic mysteries. It is not uncommon for yah-thelgaads of high rank to also possess inquisitor or oracle levels, lording their authority and fanatical faith over those in their charge-the most powerful yah-thelgaads often take levels in mystic theurge to combine their class-based mastery of the divine with their stolen brains' arcane lore. Yah-thelgaads often supervise the Dominion of the Black's surgical and genetic engineers on major projects, pushing those agents to attempt greater and more horrific procedures. For all their legendary cruelty, however, yah-thelgaads don't appear to gain pleasure from such experiments. Indeed, they don't seem to feel any emotions at all on their own, but rather experience such sensations vicariously through the memories of the brains they've collected. In this way, the creatures know lust, fear, hatred, and pride without exposing their own minds to the disadvantages of being susceptible to mind-affecting effects. | <link rel="stylesheet"href="PF.css"><div><h2>Yah-Thelgaad</h2><h3><i>A writhing forest of tendrils extends from one end of this chitin-covered creature's body, while from the other lashes a pincer-tipped tail. Six transparent blisters adorn its back, each containing a brain floating in thick green fluid.</i></h3><br></div><div class="heading"><p class="alignleft">Yah-Thelgaad</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>CE Large aberration </h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., <i>diagnose disease</i><sup>UM</sup>, <i>true seeing</i>; Perception +26</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 25, flat-footed 26 (+4 Dex, +12 insight, +5 natural, -1 size)</h5><h5><b>hp </b>200 (16d8+128)</h5><h5><b>Fort </b>+13, <b>Ref </b>+11, <b>Will </b>+17</h5><h5><b>Defensive Abilities </b>carapace; <b>DR </b>10/magic and adamantine; <b>Immune </b>disease, mind-affecting effects; <b>Resist </b>cold 10, fire 10; <b>SR </b>25</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., fly 40 ft. (perfect)</h5><h5><b>Melee </b>claw +22 (3d6+11 plus poison), 2 tentacles +22 (1d8+11 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>command disease, mind storm, powerful tentacles, spellstrike</h5><h5><b>Spell-Like Abilities</b> (CL 12th; concentration +20) </br>Constant—<i>diagnose disease</i><sup>UM</sup>, <i>true seeing</i></h5></h5><h5><b>Sorcerer Spells Known</b> (CL 12th; concentration +32) </br>6th (4/day)—<i>disintegrate</i> (DC 21) </br>5th (6/day)—<i>sending</i>, <i>suffocation</i><sup>APG</sup> (DC 22) </br>4th (8/day)—<i>confusion</i> (DC 19), <i>contagion</i> (DC 21), <i>dimension door</i> </br>3rd (8/day)—<i>clairaudience/clairvoyance</i>, <i>dispel magic</i>, <i>slow</i> (DC 18), <i>vampiric touch</i> </br>2nd (8/day)—<i>detect thoughts</i> (DC 17), <i>ghoul touch</i> (DC 19), <i>mirror image</i>, <i>scorching ray</i>, <i>spectral hand</i> </br>1st (8/day)—<i>chill touch</i> (DC 18), <i>magic missile</i>, <i>ray of enfeeblement</i> (DC 18), <i>shocking grasp</i>, <i>unseen servant</i> </br>0 (at will)—<i>acid splash</i>, <i>detect magic</i>, <i>flare</i> (DC 15), <i>ghost sound</i> (DC 15), <i>mage hand</i>, <i>open/close</i>, <i>prestidigitation</i>, <i>read magic</i>, <i>touch of fatigue</i> (DC 17)</h5></h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>32, <b>Dex </b>18, <b>Con </b>26, <b>Int </b> 23, <b>Wis </b>25, <b>Cha </b>21</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+24; <b>CMD </b>50 (62 vs. trip)</h5><h5><b>Feats </b>Arcane Strike, Combat Casting, Combat Expertise, Eschew Materials<sup>B</sup>, Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Spell Focus (necromancy), Vital Strike</h5><h5><b>Skills </b>Bluff +21, Diplomacy +13, Fly +21, Intimidate +24, Knowledge (arcana) +37, Knowledge (engineering) +37, Knowledge (geography) +37, Knowledge (planes) +37, Perception +26, Spellcraft +25, Use Magic Device +21</h5><h5><b>Languages </b>Abyssal, Aklo, Common, Draconic, Infernal, Protean, Undercommon; telepathy 100 ft.</h5><h5><b>SQ </b>brain collection, strange knowledge</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any</h5><h5><b>Organization </b>solitary</h5><h5><b>Treasure </b>double</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Brain Collection (Ex)</b> A yah-thelgaad can store up to six brains of Small or Medium creatures and use them to enhance its knowledge and power. Each stored brain grants a yah-thelgaad a cumulative +2 insight bonus to AC, concentration checks, and Knowledge checks. A yah-thelgaad can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A yah-thelgaad that has fewer than six collected brains gains two negative levels for each missing brain. These negative levels never become permanent, and can only be removed by replacing one of the yah-thelgaad's collected brains. The statistics presented here assume a yah-thelgaad with a full collection. </h5><h5><b>Carapace (Ex)</b> The spikes on a yah-thelgaad's carapace make melee attacks against it hazardous. Any opponent attempting to attack a yah-thelgaad with a light weapon, unarmed strike, touch attack, or natural attack must succeed at a DC 22 Reflex save or take 1d6 points of bleed damage from these bristling barbs. Bleed damage from multiple failed Reflex saves does not stack. The save DC is Dexterity-based. </h5><h5><b>Command Disease (Su)</b> As a swift action, a yah-thelgaad can cause a disease or infection currently afflicting a creature within 30 feet to quicken and activate, forcing the afflicted creature to immediately attempt a saving throw against the disease's effects. Those who fail immediately suffer the disease's effects. These additional saving throws count against those one must succeed at to recover from a disease, so it's possible for a victim to be cured by succeeding at enough saving throws. Any creature that has been affected by a yah-thelgaad's command disease ability (whether or not the creature succeeded at the saving throw this ability triggered) takes a -2 penalty against any mind-affecting spell or effect generated by the yah-thelgaad in the next minute. </h5><h5><b>Mind Storm (Su)</b> As a standard action once every 1d4 rounds, a yah-thelgaad can employ its own brain as well as any brains kept in its blisters to create a powerful psychic vortex. When the creature activates this ability, all creatures within a 40-foot radius must succeed at DC 23 Will save or become confused for 1d4 rounds. When a yah-thelgaad activates this ability, it can choose to absorb one of its brains as a swift action to cause one creature within the area of effect that has succumbed to the <i>confusion</i> effect to instead become stunned for 1d4 rounds. A creature stunned in this manner is confused for 1d4 rounds after the stun effect ends. A yah-thelgaad generally saves this tactic for when it's faced with a particularly dangerous foe, since the stun effect forces the yah-thelgaad to lose one of its stored brains and gain 2 negative levels. This is a mind-affecting <i>confusion</i> effect. The save DC is Charisma-based. </h5><h5><b>Poison (Ex)</b> Claw-injury; <i>save</i> Fort DC 26; <i>frequency</i> 1/round for 6 rounds; <i>effect</i> 1d4 Strength damage and nauseated for 1 round; <i>cure</i> 2 consecutive <i>save</i>s. The save DC is Constitution-based. </h5><h5><b>Powerful Tentacles (Ex)</b> A yah-thelgaad's tentacles are primary attacks. </h5><h5><b>Spells (Su)</b> A yah-thelgaad casts spells as a 12th-level sorcerer. Its caster level is reduced by 2 for each negative level it gains from missing brains. A yah-thelgaad with no collected brains can't cast any of its spells. </h5><h5><b>Spellstrike (Su)</b> Whenever a yah-thelgaad casts a spell with a range of "touch," it can deliver the spell through its claw attack as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, the yah-thelgaad can make one free melee attack with its claw as part of casting the spell. If successful, this claw attack deals its normal damage (including poison) as well as the effects of the spell. </h5><h5><b>Strange Knowledge (Ex)</b> All knowledge skills are class skills for yah-thelgaads.</h5></div><br><div><h4><p><p>When a neh-thalggu has absorbed a critical mass of thoughts and memories from an unknown number of humanoid brains, its body undergoes a horrific transformation. The creature enters a state of torpor, its body curling into a tight ball as it consumes the oldest of its seven stored brains to trigger the metamorphosis. Over the course of several days of self-consumption, the neh-thalggu bursts from the shell of its old body into its new incarnation as a yah-thelgaad. While the yah-thelgaad shares many of the features of its less powerful progenitor, it is in every way a more powerful creature than it was before. While the capacity to store one fewer brain than a neh-thalggu presents some disadvantage, the yah-thelgaad gains twice as much power from a collected brain as its lesser kin does. In addition, these creatures need not limit their harvest to the brains of humanoids-any Small or Medium creature's brain will do. Yah-thelgaads are zealously devoted to the inscrutable causes of the Dominion of the Black, but they are also notoriously devout believers in that alliance's weird theology, worshiping a concept they refer to as the "Ineffable Void," among other cryptic mysteries. It is not uncommon for yah-thelgaads of high rank to also possess inquisitor or oracle levels, lording their authority and fanatical faith over those in their charge-the most powerful yah-thelgaads often take levels in mystic theurge to combine their class-based mastery of the divine with their stolen brains' arcane lore. Yah-thelgaads often supervise the Dominion of the Black's surgical and genetic engineers on major projects, pushing those agents to attempt greater and more horrific procedures. For all their legendary cruelty, however, yah-thelgaads don't appear to gain pleasure from such experiments. Indeed, they don't seem to feel any emotions at all on their own, but rather experience such sensations vicariously through the memories of the brains they've collected. In this way, the creatures know lust, fear, hatred, and pride without exposing their own minds to the disadvantages of being susceptible to mind-affecting effects.</p></h4></div> | ||||||||||||||||||||||||||||||||||
99 | Incutilis Lord | 8 | Plunder & Peril | 4800 | NE | Large | aberration | (aquatic) | 0 | 3 | all-around vision, darkvision 60 ft.; Perception +20 | 22, touch 12, flat-footed 19 | 22 | 12 | 19 | (+3 Dex, +10 natural, -1 size) | 104 | (11d8+55) | 11 | Fort +9, Ref +6, Will +12 | 9 | 6 | 12 | disease, mind-affecting effects, poison | cold 10, electricity 10 | 10 | 10 | - | 10 ft., climb 10 ft., jet 120 ft., swim 40 ft. | 1 | 1 | 1 | 4 tentacles +14 (1d6+2 plus calcifying sting) | 5 | 1 | 4 | 1 | 4 | 10 ft. | 15 ft. | Str 20, Dex 17, Con 18, Int 15, Wis 16, Cha 15 | 20 | 17 | 18 | 15 | 16 | 15 | 8 | 14 | 14 | 27 (can't be tripped) | 27 | Alertness, Combat Reflexes, Great Fortitude, Iron Will, Toughness, Weapon Focus (tentacle) | Climb +18, Intimidate +13, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +10, Perception +20, Sense Motive +12, Spellcraft +12, Stealth +11, Survival +11, Swim +21 | Aklo, Aquan, Common; telepathy (100 ft.) | amphibious, black coral secretion, calcified minion | any oceans | solitary, pair, or coven (1-2 incutilis lords plus 3-7 incutilises [Pathfinder RPG Bestiary 4 157]) | standard (giant red pearl worth 500 gp, other treasure) | A curved shell protects an unsightly mass of barbed tentacles, ringed by numerous inhuman eyes. | Black Coral Secretion (Ex) An incutilis lord's tentacles generate an oily black residue that quickly hardens into a dense, coral-like substance. A single application covers a 5 foot square and completely hardens in 1 minute, even when exposed to water. This substance is malleable until hardened, allowing an incutilis lord or the lord's minions to shape it into armor, walls, and more. Once calcified, it has a hardness of 4 and 8 hit points per inch of thickness. An incutilis lord can produce one application of black coral per Hit Die each day. Calcified Minion (Su) A calcifying stinger imparts a strong psychic connection between a calcified target and the incutilis lord who implanted the stinger. Once the target succumbs to the incutilis lord's will (see the calcifying sting ability, below), the target's whole body is infused with new secretions that allow the incutilis lord to dictate the target's actions and restore any Dexterity lost to the calcifying sting, as the secretions assist the minion's movement rather than hindering it. The incutilis lord can control a number of minions equal to its Charisma modifier as a free action. If the incutilis lord attempts to control a new minion in excess of this limit, it must first release one of its current calcified minions; see the calcifying sting ability, below. The minions have no will of their own but retain a small portion of their identity, giving the incutilis lord access to their feats, physical skills, extraordinary abilities, spell-like abilities, and supernatural abilities. A calcified creature moves under the direct control of its incutilis lord until the stinger is removed from its body. While under the incutilis lord's control, a calcified minion takes its own normal actions each round, as directed by its controller. A minion can survive this process for a number of days equal to its Constitution score. After this time, the calcified minion dies, though its body retains a semblance of life. The dead minion is treated as a living creature and can be controlled in the same fashion as before until the calcifying stinger is removed or the incutilis lord that controls the creature dies. Calcifying Sting (Su) The tentacles of an incutilis lord inject a painful stinger that constantly generates a black coral secretion. A creature stung by an incutilis lord must attempt a DC 19 Fortitude saving throw at the beginning of every turn until the stinger is removed. Each time it fails this save, the creature takes an additional 1d6 points of damage and 2 points of Dexterity drain. If this causes the creature to reach 0 or fewer hit points or a Dexterity score of 0, it loses all will of its own and immediately comes under the control of the incutilis lord (see the calcified minion ability, above). As a swift action, the incutilis lord can psychically command one of its stingers to remove itself from a stung creature, releasing its control over that creature. Another creature can forcefully remove a stinger from a willing or unconscious target by a succeeding at a DC 19 Heal check. Regardless of whether this Heal check succeeds or fails, attempting to remove the stinger deals 1d8 points of damage to the target. If the stinger is removed or the incutilis lord dies, the fluid seeps out of the controlled creature's wounds and the creature is released from the incutilis lord's control-though the creature may be dead by that time. The save DC is Constitution-based. | The elders of the incutilis race display an unearthly beauty, with vibrant colors and considerable aquatic grace for their size. As these horrors live for hundreds of years in remote aquatic locations, scholars remain unsure whether the lesser incutilises eventually attain this majestic form or are a separate race, and-more worrying-what their relationship is with these ancient aberrations of the deep ocean and the great subterranean seas. Incutilis lords attack with barbed tentacles, inflicting a painful sting and injecting a calcifying agent that transforms living tissue into a dense black growth resembling a cross between chitin and coral. The stinger anchors the incutilis lord's senses in a calcified minion, leaving a disturbing exoskeleton that moves the minion about at the monster's whim. Unlike the mindless zombies that serve a more common incutilis, an incutilis lord's servitors retain muscle memory and a grasp of their magical abilities. An incutilis lord can survive for decades by feeding on the body and psyche of a single Medium-sized victim, but rarely settles for having only one minion to manipulate or feed upon. An incutilis lord's shell is about 8 feet in diameter, and the aberration measures nearly 20 feet long from the back of the shell to the tips of its longest tentacles. An incutilis lord weighs about 600 pounds. | <link rel="stylesheet"href="PF.css"><div><h2>Incutilis Lord</h2><h3><i>A curved shell protects an unsightly mass of barbed tentacles, ringed by numerous inhuman eyes.</i></h3><br></div><div class="heading"><p class="alignleft">Incutilis Lord</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>NE Large aberration (aquatic)</h5><h5><b>Init </b>+3; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +20</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)</h5><h5><b>hp </b>104 (11d8+55)</h5><h5><b>Fort </b>+9, <b>Ref </b>+6, <b>Will </b>+12</h5><h5><b>Immune </b>disease, mind-affecting effects, poison; <b>Resist </b>cold 10, electricity 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>10 ft., climb 10 ft., jet 120 ft., swim 40 ft.</h5><h5><b>Melee </b>4 tentacles +14 (1d6+2 plus calcifying sting)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>15 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>17, <b>Con </b>18, <b>Int </b> 15, <b>Wis </b>16, <b>Cha </b>15</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+14; <b>CMD </b>27 (can't be tripped)</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Great Fortitude, Iron Will, Toughness, Weapon Focus (tentacle)</h5><h5><b>Skills </b>Climb +18, Intimidate +13, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +10, Perception +20, Sense Motive +12, Spellcraft +12, Stealth +11, Survival +11, Swim +21</h5><h5><b>Languages </b>Aklo, Aquan, Common; telepathy (100 ft.)</h5><h5><b>SQ </b>amphibious, black coral secretion, calcified minion</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any oceans</h5><h5><b>Organization </b>solitary, pair, or coven (1-2 incutilis lords plus 3-7 incutilises [Pathfinder <i>RPG Bestiary 4</i> 157])</h5><h5><b>Treasure </b>standard (giant red pearl worth 500 gp, other treasure)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Black Coral Secretion (Ex)</b> An incutilis lord's tentacles generate an oily black residue that quickly hardens into a dense, coral-like substance. A single application covers a 5 foot square and completely hardens in 1 minute, even when exposed to water. This substance is malleable until hardened, allowing an incutilis lord or the lord's minions to shape it into armor, walls, and more. Once calcified, it has a hardness of 4 and 8 hit points per inch of thickness. An incutilis lord can produce one application of black coral per Hit Die each day. </h5><h5><b>Calcified Minion (Su)</b> A calcifying stinger imparts a strong psychic connection between a calcified target and the incutilis lord who implanted the stinger. Once the target succumbs to the incutilis lord's will (see the calcifying sting ability, below), the target's whole body is infused with new secretions that allow the incutilis lord to dictate the target's actions and restore any Dexterity lost to the calcifying sting, as the secretions assist the minion's movement rather than hindering it. The incutilis lord can control a number of minions equal to its Charisma modifier as a free action. If the incutilis lord attempts to control a new minion in excess of this limit, it must first release one of its current calcified minions; see the calcifying sting ability, below. The minions have no will of their own but retain a small portion of their identity, giving the incutilis lord access to their feats, physical skills, extraordinary abilities, spell-like abilities, and supernatural abilities. A calcified creature moves under the direct control of its incutilis lord until the stinger is removed from its body. While under the incutilis lord's control, a calcified minion takes its own normal actions each round, as directed by its controller. A minion can survive this process for a number of days equal to its Constitution score. After this time, the calcified minion dies, though its body retains a semblance of life. The dead minion is treated as a living creature and can be controlled in the same fashion as before until the calcifying stinger is removed or the incutilis lord that controls the creature dies. </h5><h5><b>Calcifying Sting (Su)</b> The tentacles of an incutilis lord inject a painful stinger that constantly generates a black coral secretion. A creature stung by an incutilis lord must attempt a DC 19 Fortitude saving throw at the beginning of every turn until the stinger is removed. Each time it fails this save, the creature takes an additional 1d6 points of damage and 2 points of Dexterity drain. If this causes the creature to reach 0 or fewer hit points or a Dexterity score of 0, it loses all will of its own and immediately comes under the control of the incutilis lord (see the calcified minion ability, above). As a swift action, the incutilis lord can psychically command one of its stingers to remove itself from a stung creature, releasing its control over that creature. Another creature can forcefully remove a stinger from a willing or unconscious target by a succeeding at a DC 19 Heal check. Regardless of whether this Heal check succeeds or fails, attempting to remove the stinger deals 1d8 points of damage to the target. If the stinger is removed or the incutilis lord dies, the fluid seeps out of the controlled creature's wounds and the creature is released from the incutilis lord's control-though the creature may be dead by that time. The save DC is Constitution-based.</h5></div><br><div><h4><p><p>The elders of the incutilis race display an unearthly beauty, with vibrant colors and considerable aquatic grace for their size. As these horrors live for hundreds of years in remote aquatic locations, scholars remain unsure whether the lesser incutilises eventually attain this majestic form or are a separate race, and-more worrying-what their relationship is with these ancient aberrations of the deep ocean and the great subterranean seas. Incutilis lords attack with barbed tentacles, inflicting a painful sting and injecting a calcifying agent that transforms living tissue into a dense black growth resembling a cross between chitin and coral. The stinger anchors the incutilis lord's senses in a calcified minion, leaving a disturbing exoskeleton that moves the minion about at the monster's whim. Unlike the mindless zombies that serve a more common incutilis, an incutilis lord's servitors retain muscle memory and a grasp of their magical abilities. An incutilis lord can survive for decades by feeding on the body and psyche of a single Medium-sized victim, but rarely settles for having only one minion to manipulate or feed upon. An incutilis lord's shell is about 8 feet in diameter, and the aberration measures nearly 20 feet long from the back of the shell to the tips of its longest tentacles. An incutilis lord weighs about 600 pounds.</p></h4></div> | |||||||||||||||||||||||||||||||||||||
100 | Living Cave Painting | 4 | AP 93 | 1200 | N | Medium | aberration | 0 | 9 | blindsight 30 ft.; Perception +5 | captivating artistry (30 ft., DC 15) | 18, touch 18, flat-footed 12 | 18 | 18 | 12 | (+2 deflection, +5 Dex, +1 dodge) | 39 | (6d8+12) | 6 | Fort +4, Ref +7, Will +6 | 4 | 7 | 6 | amorphous | bleed, disease, paralysis, poison, stunning | - | vulnerable to erase | 30 ft., climb 30 ft. | 1 | 1 | ocherous touch +9 touch (1d6 plus 2d6 bleed) | 5 ft. | 0 ft. | manifestation, ocherous touch | Str -, Dex 21, Con 14, Int 5, Wis 12, Cha 15 | - | 21 | 14 | 5 | 12 | 15 | 4 | 4 | 4 | 22 (can't be tripped) | 22 | Dodge, Improved Initiative, Mobility | Climb +8, Perception +5, Stealth +13 | Terran (can't speak) | compression, freeze, two-dimensional | any underground | solitary, pair, or collection (3-8) | incidental | The painted ochre lines of this stylized bison seem to shift and flow, giving the primitive drawing an eerie sense of life and otherworldly majesty. | Captivating Artistry (Su) Any creature with an Intelligence score of at least 3 that begins its turn within 30 feet of a living cave painting must succeed at a DC 15 Will saving throw or be fascinated for 1 round. Hostile actions by the living cave painting that don't target or affect the fascinated creature do not end the fascinated effect. Whether or not the save is successful, the target is immune to the same living cave painting's captivating artistry aura for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based. Manifestation (Sp) A living cave painting manifests itself in the three-dimensional world by shaping quasi-real illusions. Three times per day, a living cave painting can use shadow conjuration as a spell-like ability, but the shadow conjuration can mimic only summon nature's ally III spells. Additionally, whenever a conjured creature takes enough damage to destroy it, the living cave painting can instead, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the shadow conjuration. The caster level for this effect is 7th. The save DC is Charisma-based. Ocherous Touch (Ex) A living cave painting's touch causes vicious wounds to appear on the victim's body, dealing 1d6 points of damage and 2d6 points of bleed damage. The living cave painting uses its Dexterity modifier instead of its Strength modifier to resolve all touch attacks. Two-Dimensional (Ex) A living cave painting exists in only two dimensions, and has some qualities in common with incorporeal creatures. A living cave painting has no Strength score. Additionally, it gains a deflection bonus to its AC equal to its Charisma modifier. It cannot move in three dimensions (such as jumping or flying), and can navigate only along solid surfaces such as floors, ceilings, and walls. It can attack creatures only by entering their squares and touching them directly. A living cave painting can crawl onto solid objects that can then themselves be moved through other means. It cannot fall or take falling damage, and it cannot use or be affected by combat maneuvers such as bull rush, grapple, or trip. It cannot take any physical action that would move or manipulate an opponent or the opponent's equipment. It has no weight, and does not set off traps that are triggered by weight. A living cave painting takes no damage from nonmagical attacks and takes only half the normal amount of damage from magical weapons. Vulnerable to Erase (Ex) A living cave painting can be targeted by an erase spell, which deals 3d6 points of damage to the creature. | Little is known of the primitive tribes that preceded the great mortal civilizations of the Age of Legends. They possessed no written language and built few lasting structures, so little of their culture exists to this day. Yet some evidence of these ancient peoples can be found, hidden away in deep, remote caves protected from the ravages of time. The simple paintings and sculptures found in these caves speak to the primal roots of the human experience, and they're treasured in the modern world as pieces of art nearly as much as they are considered historical artifacts. Yet those who wish to explore these caverns or retrieve such relics must be cautious. Ancient guardians haunt the dark places in the earth, hiding among the paintings, waiting to strike down those foolish enough to disturb their millennia-long rest. These guardians are the living cave paintings, ancient works of art animated by strange magic at the dawn of human civilization. They lack true bodies, and instead exist as two-dimensional beings painted across cave walls in ocher and charcoal. Living cave paintings most often depict herd animals such as aurochs, bison, horses, or rhinoceroses, or megafauna such as megaloceros that forms herds. Some others depict predatory creatures, human figures, or even animal-human hybrids. Ecology A living cave painting's temperament and behavior seem to depend on the type of creature (or creatures) it is painted to resemble. While all living cave paintings are aggressive to some extent, those that portray bison or horses tend to be less violent and less predatory in nature than those that depict lions or bears. Likewise, living cave paintings illustrated to represent herd animals often group together, while those showing solitary creatures generally eschew the company of their own kind. It is a mistake, however, to assume that a living cave painting is merely a two-dimensional version of some common animal. Even those that represent prey animals have sharp predatory instincts, and many an explorer has met a grisly end after disregarding a living cave painting of a peaceful herd animal. Though they require no food or drink to survive, living cave paintings can consume small amounts of material-usually blood, ash, or stone pigments such as ocher. They seem to absorb these materials directly into their two-dimensional bodies, growing darker or more vivid as they do so. Living cave paintings sometimes accept such materials as offerings, allowing creatures who present them with such gifts to pass unharmed into the caverns they protect, though their tolerance is tenuous and short-lived even in the best of situations. Scholars aren't sure whether living cave paintings age. Some living cave paintings seem to have existed for thousands of years without losing any potency or vitality, while others have grown faint and restive with age. It is even possible that apparently mundane cave paintings were once living cave paintings that either died or now simply lack the will or ability to move. Habitat & Society Living cave paintings reside deep in the earth, in places of sacred significance to the primitive cultures that created cave art during Golarion's primordial times. Living cave paintings in these caverns attack intruders out of some bestial territorial instinct rather than cruel spite or random violence. No matter how extensive the cave system it occupies might be, a living cave painting typically treats only the areas of its cave decorated with cave art as its territory. It generally ignores raw, unadorned areas, though it may pursue intruders into these areas if it feels they are still a threat. In addition to the cave itself, living cave paintings are extremely protective of the mundane paintings and sculptures that cover the walls of their cavernous homes. Explorers who damage or deface such ancient works of art, whether accidentally or intentionally, are sure to draw the ire of any nearby living cave paintings. Such behavior suggests that living cave paintings were first created to be guardians for these sacred places, and continue to act out this role long after the cultures that created them have died out. While many living cave paintings are ancient, specimens can sometimes be found in more recent sites. Some living cave paintings can be found in caverns near the surface that were occupied by orcs during the Age of Darkness, and even more recently in caves inhabited by modern Kellid or Shoanti tribes not that far back in Avistan's past. It's not clear whether the living cave paintings found in these places migrated to younger sites from older caves, or newer cave art also has the potential to transform into living cave paintings. Some believe (albeit without evidence) that shamans among some remote tribes still preserve the age-old secret to creating new living cave paintings. | <link rel="stylesheet"href="PF.css"><div><h2>Living Cave Painting</h2><h3><i>The painted ochre lines of this stylized bison seem to shift and flow, giving the primitive drawing an eerie sense of life and otherworldly majesty.</i></h3><br></div><div class="heading"><p class="alignleft">Living Cave Painting</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>N Medium aberration </h5><h5><b>Init </b>+9; <b>Senses </b>blindsight 30 ft.; Perception +5</h5><h5><b>Aura </b>captivating artistry (30 ft., DC 15)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)</h5><h5><b>hp </b>39 (6d8+12)</h5><h5><b>Fort </b>+4, <b>Ref </b>+7, <b>Will </b>+6</h5><h5><b>Defensive Abilities </b>amorphous; <b>Immune </b>bleed, disease, paralysis, poison, stunning</h5><h5><b>Weaknesses </b>vulnerable to erase</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., climb 30 ft.</h5><h5><b>Melee </b>ocherous touch +9 touch (1d6 plus 2d6 bleed)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>manifestation, ocherous touch</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>-, <b>Dex </b>21, <b>Con </b>14, <b>Int </b> 5, <b>Wis </b>12, <b>Cha </b>15</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+4; <b>CMD </b>22 (can't be tripped)</h5><h5><b>Feats </b>Dodge, Improved Initiative, Mobility</h5><h5><b>Skills </b>Climb +8, Perception +5, Stealth +13</h5><h5><b>Languages </b>Terran (can't speak)</h5><h5><b>SQ </b>compression, freeze, two-dimensional</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any underground</h5><h5><b>Organization </b>solitary, pair, or collection (3-8)</h5><h5><b>Treasure </b>incidental</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Captivating Artistry (Su)</b> Any creature with an Intelligence score of at least 3 that begins its turn within 30 feet of a living cave painting must succeed at a DC 15 Will saving throw or be fascinated for 1 round. Hostile actions by the living cave painting that don't target or affect the fascinated creature do not end the fascinated effect. Whether or not the save is successful, the target is immune to the same living cave painting's captivating artistry aura for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based. </h5><h5><b>Manifestation (Sp)</b> A living cave painting manifests itself in the three-dimensional world by shaping quasi-real illusions. Three times per day, a living cave painting can use <i>shadow conjuration</i> as a spell-like ability, but the <i>shadow conjuration</i> can mimic only <i>summon nature's ally III</i> spells. Additionally, whenever a conjured creature takes enough damage to destroy it, the living cave painting can instead, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the <i>shadow conjuration</i>. The caster level for this effect is 7th. The save DC is Charisma-based. </h5><h5><b>Ocherous Touch (Ex)</b> A living cave painting's touch causes vicious wounds to appear on the victim's body, dealing 1d6 points of damage and 2d6 points of bleed damage. The living cave painting uses its Dexterity modifier instead of its Strength modifier to resolve all touch attacks. Two-Dimensional (Ex) A living cave painting exists in only two dimensions, and has some qualities in common with incorporeal creatures. A living cave painting has no Strength score. Additionally, it gains a deflection bonus to its AC equal to its Charisma modifier. It cannot move in three dimensions (such as jumping or flying), and can navigate only along solid surfaces such as floors, ceilings, and walls. It can attack creatures only by entering their squares and touching them directly. A living cave painting can crawl onto solid objects that can then themselves be moved through other means. It cannot fall or take falling damage, and it cannot use or be affected by combat maneuvers such as bull rush, grapple, or trip. It cannot take any physical action that would move or manipulate an opponent or the opponent's equipment. It has no weight, and does not set off traps that are triggered by weight. A living cave painting takes no damage from nonmagical attacks and takes only half the normal amount of damage from magical weapons. </h5><h5><b>Vulnerable to Erase (Ex)</b> A living cave painting can be targeted by an <i>erase</i> spell, which deals 3d6 points of damage to the creature.</h5></div><br><div><h4><p><p>Little is known of the primitive tribes that preceded the great mortal civilizations of the Age of Legends. They possessed no written language and built few lasting structures, so little of their culture exists to this day. Yet some evidence of these ancient peoples can be found, hidden away in deep, remote caves protected from the ravages of time. The simple paintings and sculptures found in these caves speak to the primal roots of the human experience, and they're treasured in the modern world as pieces of art nearly as much as they are considered historical artifacts. Yet those who wish to explore these caverns or retrieve such relics must be cautious. Ancient guardians haunt the dark places in the earth, hiding among the paintings, waiting to strike down those foolish enough to disturb their millennia-long rest. These guardians are the living cave paintings, ancient works of art animated by strange magic at the dawn of human civilization. They lack true bodies, and instead exist as two-dimensional beings painted across cave walls in ocher and charcoal. Living cave paintings most often depict herd animals such as aurochs, bison, horses, or rhinoceroses, or megafauna such as megaloceros that forms herds. Some others depict predatory creatures, human figures, or even animal-human hybrids. <b></p><p>Ecology</b></p><p> A living cave painting's temperament and behavior seem to depend on the type of creature (or creatures) it is painted to resemble. While all living cave paintings are aggressive to some extent, those that portray bison or horses tend to be less violent and less predatory in nature than those that depict lions or bears. Likewise, living cave paintings illustrated to represent herd animals often group together, while those showing solitary creatures generally eschew the company of their own kind. It is a mistake, however, to assume that a living cave painting is merely a two-dimensional version of some common animal. Even those that represent prey animals have sharp predatory instincts, and many an explorer has met a grisly end after disregarding a living cave painting of a peaceful herd animal. Though they require no food or drink to survive, living cave paintings can consume small amounts of material-usually blood, ash, or stone pigments such as ocher. They seem to absorb these materials directly into their two-dimensional bodies, growing darker or more vivid as they do so. Living cave paintings sometimes accept such materials as offerings, allowing creatures who present them with such gifts to pass unharmed into the caverns they protect, though their tolerance is tenuous and short-lived even in the best of situations. Scholars aren't sure whether living cave paintings age. Some living cave paintings seem to have existed for thousands of years without losing any potency or vitality, while others have grown faint and restive with age. It is even possible that apparently mundane cave paintings were once living cave paintings that either died or now simply lack the will or ability to move. <b></p><p>Habitat & Society</b></p><p> Living cave paintings reside deep in the earth, in places of sacred significance to the primitive cultures that created cave art during Golarion's primordial times. Living cave paintings in these caverns attack intruders out of some bestial territorial instinct rather than cruel spite or random violence. No matter how extensive the cave system it occupies might be, a living cave painting typically treats only the areas of its cave decorated with cave art as its territory. It generally ignores raw, unadorned areas, though it may pursue intruders into these areas if it feels they are still a threat. In addition to the cave itself, living cave paintings are extremely protective of the mundane paintings and sculptures that cover the walls of their cavernous homes. Explorers who damage or deface such ancient works of art, whether accidentally or intentionally, are sure to draw the ire of any nearby living cave paintings. Such behavior suggests that living cave paintings were first created to be guardians for these sacred places, and continue to act out this role long after the cultures that created them have died out. While many living cave paintings are ancient, specimens can sometimes be found in more recent sites. Some living cave paintings can be found in caverns near the surface that were occupied by orcs during the Age of Darkness, and even more recently in caves inhabited by modern Kellid or Shoanti tribes not that far back in Avistan's past. It's not clear whether the living cave paintings found in these places migrated to younger sites from older caves, or newer cave art also has the potential to transform into living cave paintings. Some believe (albeit without evidence) that shamans among some remote tribes still preserve the age-old secret to creating new living cave paintings.</p></h4></div> |