Friday, February 16, 2018

Frightful Fridays! Red Banded Scorpion

Hello, and welcome to another edition of Frightful Fridays! This week gives you three monsters, all related, but distinct enough that you can use them without making reference to the others. If you want a low-CR scorpion, you're covered. If you want a swarm of scorpions (and who doesn't like swarms, besides many players), they're here. Finally, if you want a scorpion person who barfs out scorpion swarms, that's available too.

I hope you enjoy the red banded scorpion in all its iterations. See you next week with another monster!



This black scorpion has crimson bands encircling its body and its oversized pincers. Its stinger drips with liquid the color of blood.
Red Banded Scorpion      CR 3
XP 800
N Tiny vermin
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +9
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 20 ft., climb 20 ft.
Melee 2 claws +6 (1d4+1 plus attach), sting +6 (1d3+1 plus poison)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks attach, poison, reflexive sting
STATISTICS
Str 13, Dex 19, Con 16, Int —, Wis 12, Cha 9
Base Atk +3; CMB +5; CMD 16 (24 vs. trip)
Skills Climb +12, Perception +9; Racial Modifiers +8 Perception
SQ hive mind
ECOLOGY
Environment any warm or temperate land or underground
Organization solitary, pair, or colony (3–18)
Treasure none
SPECIAL ABILITIES
Attach (Ex) If a red banded scorpion is attached to a creature at the beginning of its turn, it gains a +4 circumstance bonus to attacks with its sting.
Hive Mind (Ex) As long as there are at least two red banded scorpions within 60 feet of each other, if one scorpion is aware of a particular danger, they all are. No scorpion in a group is considered flanked or flat-footed unless all of them are.
Red Banded Scorpion Poison (Ex) Poison—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Reflexive Sting (Ex) If a red banded scorpion is attached to a creature when it drops below 0 hit points, it makes a sting attack as an immediate action.

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Hundreds of scorpions from a wave of black and crimson.
Red Banded Scorpion Swarm      CR 5
XP 1,600
N Tiny vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +9
DEFENSE
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 52 (7d8+21)
Fort +8, Ref +8, Will +3
Defensive Abilities swarm traits
OFFENSE
Speed 20 ft., climb 20 ft.
Melee swarm (2d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16), grabby, poison, reflexive stings
STATISTICS
Str 13, Dex 19, Con 16, Int —, Wis 12, Cha 9
Base Atk +5; CMB —; CMD
Feats Lightning Reflexes[B]
Skills Climb +12; Perception +9; Racial Modifiers +8 Perception
ECOLOGY
Environment any warm or temperate land or underground
Organization solitary or carpet (2–12)
Treasure none
SPECIAL ABILITIES
Grabby (Ex) A red banded scorpion swarm makes a free combat maneuver check when a creature leaves its space. It adds Dexterity modifier and a +1 size bonus to its base attack bonus when determining its combat maneuver bonus (giving the typical swarm a +10 CMB). If the combat maneuver check is successful, and for every 5 the check exceeds the target’s CMD, a scorpion remains attached. For each scorpion attached to a creature at the beginning of the swarm’s turn, the creature takes 1 point of bludgeoning damage and is subject to the swarm’s poison (the save DC is reduced by 2). Removing a scorpion requires a standard action, but a creature can remove any number of scorpions from itself or another creature within reach with a full-round action.
Red Banded Scorpion Poison (Ex) Poison—injury; save Fort DC 16; frequency 1/round for 8 rounds; effect 1d6 Str; cure 2 consecutive saves.
Reflexive Stings (Ex) All creatures in a red banded scorpion swarm’s space when it is reduced to 0 hit points take 1d6 points of damage from the swarm and are subject to the swarm’s poison.

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This giant humanoid has massive pincers and a tail arcing from its back over its head. Its skin ripples as if a multitude of creatures crawl just beneath the surface.
Red Banded Scorpion Shell      CR 11
XP 12,800
NE Large monstrous humanoid
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
DEFENSE
AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, –1 size)
hp 147 (14d10+70)
Fort +11, Ref +14, Will +11
OFFENSE
Speed 40 ft., climb 30 ft.
Melee 2 claws +20 (2d6+7/19–20 plus grab), sting +20 (1d8+7 and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 8d6 bludgeoning and piercing damage plus poison, Reflex DC 22 for half, usable every 1d4 rounds), constrict (2d6+7), death is not the end, poison
STATISTICS
Str 25, Dex 17, Con 20, Int 12, Wis 14, Cha 11
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Crippling Critical[APG], Critical Focus, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes
Skills Climb +20, Escape Artist +27, Intimidate +17, Perception +19, Stealth +16, Survival +19
Languages Common
ECOLOGY
Environment any warm or temperate land or underground
Organization solitary, pair, or pilgrimage (3–6)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Ex) A red banded scorpion shell can use its breath weapon, a cone of living scorpions, 3 times per day. When a creature takes damage from the shell’s breath weapon, it is affected by the shell’s poison. A creature that makes its initial Reflex save gains a +4 bonus on the Fortitude save against the poison.
After a red banded scorpion shell uses its breath weapon, the scorpions form a red banded scorpion swarm anywhere within the cone’s area of effect. This swarm is under the shell’s control.
Death Is Not the End (Ex) If a red banded scorpion shell has not expended all its breath weapon uses for the day when it drops below 0 hit points, it dissolves into a number of red banded scorpion shells equal to the number of remaining uses.
Hive Mind (Ex) As long as there is at least one red banded scorpion (including any within a living red banded scorpion shell) within 60 feet of a red banded scorpion shell, if any of the creatures are aware of a particular danger, they all are. No scorpion or scorpion shell in a group is considered flanked or flat-footed unless all of them are.
Red Banded Scorpion Poison (Ex) Poison—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 2d4 Str; cure 3 consecutive saves.

Red banded scorpions are one of the results of prayers by cultists worshipping heretical (or nearly forgotten) deities that desire to overrun the world with their vermin children. These cultists, in spite of many of their number belonging to humanoid species, believe humanoids don’t deserve the free reign they have over the world and seethe with anger when these so-called civilized beings crush vermin without a thought. One response to calls for the overthrow of these two-legged overlords was the creation of red banded scorpions. These creatures have a hive mind, a desire to gather in large numbers, and an urge to collect flesh from their humanoid victims. As the scorpions increase in population, they store the raw material they have gathered in a pool of their poison which preserves the material. Once they have enough flesh, they craft a humanoid body with the scorpion accoutrements of claws and stinger (requiring the sacrifice of dozens of their number). The scorpions then inhabit the body and their hive mind reaches an apotheosis, granting the gestalt superior intelligence. This shell then returns to lead the cultists who called upon it in the first place, or it infiltrates large cities to sow chaos. Shells tasked with infiltration often take class levels in sorcerer or bard to help with their disguises, allowing them to fit in with more cosmopolitan societies.

A red banded scorpion is 1 foot long with a 2-foot long tail, and it weighs 8 pounds. A red banded scorpion shell stands 9 feet tall, has a 6-foot-long tail, and weighs 800 pounds.

Friday, February 9, 2018

Frightful Fridays! Bramblekin

Hello and welcome back to Frightful Fridays! Continuing the vague plant and fey theme of late, the bramblekin (check this link for the cute little critter) is a fey with a plant growing out of it, which was very convenient for my purposes. It's shy and may try to run away during combat, so PCs should just pounce on it until it's dead. Poor bramblekin...

I hope you enjoy the bramblekin (at least before it dies at the hands/swords/spells of your PCs), and I'll see you next week with another monster!


This stout, green bipedal creature has a friendly countenance, doglike ears, and expressive black eyes. Its most notable feature is the brambly bush sprouting from its back.
Bramblekin      CR 2
XP 600
CN Small fey
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
OFFENSE
Speed 20 ft., climb 10 ft.
Melee slam +5 (1d4–2 plus burrs), bramble whip +5 (1d4–2 plus bleed and trip)
Space 5 ft.; Reach 5 ft. (10 ft. with bramble whip)
Special Attacks bleed (1)
Spell-Like Abilities (CL 4th; concentration +5)
   3/day—daze (DC 11), ventriloquism (DC 12)
   1/day—entangle (DC 12)
   1/week—plant growth
STATISTICS
Str 6, Dex 15, Con 12, Int 9, Wis 12, Cha 13
Base Atk +2; CMB –1; CMD 11
Feats Skill Focus (Bluff), Weapon Finesse
Skills Bluff +11, Climb +6, Disguise +8, Knowledge (nature) +6, Perception +8, Stealth +13
Languages Common, Sylvan; plantspeech
SQ rustling distraction
ECOLOGY
Environment temperate forests
Organization solitary or patch (2–12)
Treasure incidental
SPECIAL ABILITIES
Burrs (Ex) A bramblekin leaves burrs behind when it successfully strikes a foe with its slam attack. The target must succeed at a DC 13 Fortitude save or become sickened until the burrs are removed; the target takes a –1 penalty for each previous time the bramblekin used this ability. If the bramblekin attacked a creature larger than itself and exceeded the creature’s Armor Class by 2, the creature is treated as though it stepped on a caltrop, reducing its speed by half until the burrs are removed. Removing the burrs requires a success on a DC 13 Heal check, requiring a full-round action; failing the Heal check by less than 5 still removes the burrs but deals 1d2 points of damage. The save and check DCs are Constitution-based.
Rustling Distraction (Su) A bramblekin can use its ventriloquism spell-like ability to create the sound of rustling bushes. As part of using ventriloquism, it can attempt a Bluff check to create a momentary distraction. The check is opposed by a Sense Motive or Knowledge (nature) check to determine whether the sound is real. Creatures that fail their checks are unable to make attacks of opportunity against the bramblekin until the end of its turn.

Bramblekin serve as gardeners and horticulturists for the fey courts in the primal lands they inhabit. Despite their thorny appearance, they are gifted with green thumbs and take personal pride in the plots they tend, growing despondent when their plants wither and die, as is the natural course. If these bramblekin become overwrought with grief, their employers deploy them to the Prime Material Plane to accompany and protect dryads. They are also meant to gain perspective on the beauty they have available to them as contrasted by the state of plant life in the mundane world. Some bramblekin quickly learn the lesson and return home grateful to be away from the pale and lifeless imitations. However, many become fervent protectors of their new homes and attempt to recreate the glories of the plots from their previous homelands.

In combat, most bramblekin lose any semblance of bravado and attempt to restrain and harry their opponents. When they become severely injured, they attempt to mimic nearby rustling brush to capture their opponents’ attention and slip away while they are preoccupied. More serious bramblekin take levels in druid or ranger to make themselves formidable.

Bramblekin stand just over three feet tall, plus another half a foot to account for the bushes housed on their bodies, and they weigh 70 pounds. They have natural lifespans reaching 60 years. At the end of their time, they detach the bushes growing from their bodies, plant them, and expire, their rotting bodies providing nourishment for the plants. Three months later, several bramblekin emerge fully formed from the ground.


Friday, February 2, 2018

Frightful Fridays! Taraxacat

Hello and welcome back to Frightful Fridays! The image below struck me as something I wanted to work on, and with the cold temperatures where I live, it was a reminder of spring (not too far off now). Of course, dandelions aren't the happiest harbinger of spring, especially for those who try to keep them off their lawns, but the idea of a persistent weed made for some fun monster design.

I hope you enjoy the taraxacat, and I'll see you next week with another monster.



This vibrant green plant has a bright yellow flower for a head, complete with toothy maw, and another for a tail.
Taraxacat      CR 4
XP 1,200
N Small plant
Init +8; Senses low-light vision; Perception +9
DEFENSE
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 37 (5d8+15); regeneration 2 (acid or fire)
Fort +7, Ref +5, Will +3
Defensive Abilities embedded; Immune plant immunities
OFFENSE
Speed 30 ft., climb 10 ft.
Melee bite +8 (1d6+2 plus trip), 2 claws +8 (1d4+2 plus poison)
Special Attacks pounce
STATISTICS
Str 15, Dex 18, Con 17, Int 2, Wis 14, Cha 11
Base Atk +3; CMB +4; CMD 19 (23 vs. trip)
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Perception +9, Stealth +12
SQ reroot
ECOLOGY
Environment temperate plains or forests
Organization solitary, pair, or field (3–16)
SPECIAL ABILITIES
Dandy Lion Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex and victim must succeed at an additional DC 15 Fort save or become sickened for 1 round; cure 2 consecutive saves.
Embedded (Ex) If a taraxacat stands on dirt or soil, it gains a +4 racial bonus to its CMD to resist bull rush, drag, grapple, and trip attempts.
Regeneration (Ex) A taraxacat’s regeneration only works in dirt or soil. If the creature does not take acid and fire damage equal to its total hit points, it beings to regenerate 1 hour later.
Reroot (Su) Once per day as an immediate action, if a taraxacat is on soil, it can teleport itself to another location within the same patch of ground (to a maximum of 600 feet away). This is a teleportation ability.

Taraxacats, or dandy lions, are living dandelions and just as persistent as their immobile cousins. They can thrive in the worst conditions, provided they have a modicum of water and sunlight (occasionally supplemented by fresh meat), and are extraordinarily difficult to destroy. Many unfortunate souls have stopped taraxacat attacks and made sure the creatures were no longer moving only to have them spring back to full health minutes later and renew their attacks. Druids with plant affinities employ taraxacats as guardians but are careful to keep their numbers down to a minimum, since it takes little in the way of reproduction among the plant creatures to have them overrun their habitats. Paradoxically, when their yellow flowers give way to white seed-carrying florets, they are at their most vulnerable, becoming sluggish and more prone to harm from acid and fire, the only things that can truly eradicate them. When they are ready to go to seed, they find secluded locations where they can do so peacefully.

As taraxacats age, they become larger and they learn to rake like their lion namesakes. They are also able to quickly grow smaller versions of themselves. Wild taraxacats rarely live to this advanced age and beyond, since the creatures they prey upon often torch the fields or woods where they and their progeny roam.

Taraxacats measure 3 feet in length, stand 2 feet tall, and weigh 70 pounds.

Taraxacat Companions
Elven druids and others who prefer the company of plants may opt to take a taraxacat as a plant companion.

Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 11, Dex 20, Con 15, Int 2, Wis 14, Cha 11; Special Attacks trip; Special Qualities low-light vision, regeneration.

4th-Level Advancement: Ability Scores: Str +4, Dex –2, Con +2; Special Attacks poison (Frequency 1 round [6], Effect 1d3 Dex damage and victim must succeed at an additional DC 15 Fort save or become sickened for 1 round, Cure 2 consecutive saves, Con-based DC); Special Qualities reroot.

Friday, January 26, 2018

Frightful Fridays! Ghastig

Hello and welcome to this week's Frightful Fridays! Today's monster is a fey creature and an undead creature, but it's mostly undead, at least in its outlook (vengeance, killing others of its kind, etc.). It's got a combination of powers associated with ghasts and some of the smaller fey, plus the lovely ability to captivate one creature at a time (for protection and so it can devour its Charisma). In short, your PCs will enjoy* encountering this.

I hope you enjoy the ghastig, and I'll see you next week with another monster. Thanks for reading!

*Not a guarantee


This creature looks like a shrunken zombie to which someone applied equally decayed wings. Despite the state of its wings, it is capable of holding itself aloft.
Ghastig      CR 5
XP 1,600
NE Tiny undead
Init +4; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 52 (7d8+21)
Fort +5, Ref +8, Will +7
Defensive Abilities channel resistance +4; DR 5/cold iron; Immune undead traits; SR 16
OFFENSE
Speed 15 ft., fly 40 ft. (average)
Melee bite +11 (1d3–4 plus disease and paralysis), 2 claws +11 (1d2–4 plus disease and paralysis)
Space 2½ ft.; Reach 0 ft.
Special Attacks captivating glance, charisma drain, disease, fey bane, paralysis (1d6+1 rounds, DC 16)
Spell-Like Abilities (CL 7th; concentration +10)
   3/day—charm person (DC 14), color spray (DC 14)
   1/day—confusion (DC 17), crushing despair (DC 17)
STATISTICS
Str 2, Dex 19, Con —, Int 13, Wis 14, Cha 17
Base Atk +5; CMB +7; CMD 13
Feats Deceitful, Lightning Reflexes, Taunt[APG], Weapon Finesse
Skills Bluff +12, Disguise +15, Fly +15, Perception +11, Sense Motive +11, Stealth +20
Languages Aklo, Common, Sylvan
SQ change shape (pixie or sprite, fey form III[UW])
ECOLOGY
Environment any (near concentrations of fey creatures)
Organization solitary, pair, or dance macabre (3–8)
Treasure none
SPECIAL ABILITIES
Captivating Glance (Su) The target of a ghastig’s captivating glance must succeed at a DC 16 Will save or become captivated. A creature that successfully saves is not subject to the same ghastig’s ability for 24 hours. A victim under the effects of this ability moves toward the ghastig using the most direct means available. If the path leads the victim through a dangerous area, it receives a second saving throw to end the effect before moving into the danger. A captivated creature can take no action other than to defend itself. It offers no resistance to the ghastig’s attacks. This is a mind-affecting gaze effect. The save DC is Charisma-based.
Charisma Drain (Su) As a standard action, a ghastig can touch an immobile creature or one affected by its captivating glance and deal 1d4 points of Charisma drain to the target if it fails a DC 16 Will save. The ghastig gains 5 temporary hit points when it successfully uses this ability. The save DC is Charisma-based.
Disease (Su) Ghoul Fever: Bite or claw—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (a fey creature that dies of ghoul fever rises as a ghastig). The new undead creature retains none of the abilities it possessed in life. The creature is not under the control of any other creature.
Fey Bane (Su) A ghastig gains a +2 racial bonus to its attack and damage rolls against fey creatures. It also deals an extra 2d6 points of damage to fey creatures.

Ghastigs result from fey creatures that die as a result of treachery, usually directed by other fey. They return from the dead with vengeance in their shriveled hearts and seek to destroy those who wronged them. Along the way, of course, they find other prey to entertain them. Their preferred strategy is to use their guise as a pixie or sprite to give the initial impression of a relatively harmless opponent, and then they use their captivating glance ability to compel a victim to their side. If they have a choice of victims, they choose the toughest looking creature. They either use their newly captivated victims to protect them from the victims’ allies or as a food source. While their choice of victims in this case usually leaves something to be desired, ghastigs figure they will eventually drain the joy and beauty from every creature they encounter.

Ghastigs never work with humanoid undead, and they barely tolerate working with each other for an extended period. However, evil fey who make convincing promises of reversing the ghastigs’ condition gain the temporary alliance of the undead fey, at least until the ghastigs figure out the ruse or grow impatient with their “benefactors.”

Ghastigs are a mere 2 feet tall and their desiccated bodies weigh only 15 pounds.


Friday, January 19, 2018

Frightful Fridays! Pyrrhamid

Hello and welcome to another edition of Frightful Fridays! Today's monster is a combination of construct and trap, because it is set to explode shortly after it begins combat. The pl ay on words actually came after I decided to make a self-destructing pyramid.

I hope you enjoy the pyrrhamid, and I'll see you next week with another monster. Thanks for reading!



This rapidly spinning and tumbling golden pyramid somehow always has a stylized eye watching in all directions at its top.
Pyrrhamid      CR 11
XP 12,800
N Small construct
Init +8; Senses darkvision 60 ft., diagnostic scan, low-light vision, true seeing, tremorsense 60 ft.; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 21 (+4 Dex, +1 dodge, +10 natural, +1 size)
hp 107 (15d10+20)
Fort +5, Ref +9, Will +7
DR 15/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee 3 slams +21 (2d4+5), 3 tethers +19 (1d4+2 plus grab)
Special Attacks adamantine tethers, countdown to destruction
Space 5 ft.; Reach 5 ft. (20 ft. with tethers)
Spell-Like Abilities (CL 15th; concentration +21)
   Constant—true seeing
STATISTICS
Str 21, Dex 18, Con —, Int 3, Wis 14, Cha 23
Base Atk +15; CMB +19 (+21 drag, +23 grapple); CMD 34 (36 vs. drag, can't be tripped)
Feats Dodge, Hover, Improved Drag[APG], Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Toughness
Skills Fly +14, Perception +21, Spellcraft +9; Racial Modifiers +12 Spellcraft
ECOLOGY
Environment any (tombs and vaults)
Organization solitary
Treasure double (if the pyrrhamid is prevented from self-destructing)
SPECIAL ABILITIES
Adamantine Tether (Ex) If a pyrrhamid begins its turn with a creature grappled in one of its tethers, it can spend a standard action to entangle the creature in the thin adamantine wire. The wire has hardness 20, 15 hp, and a break DC of 25. A pyrrhamid cannot attack with the tether it has a creature entangled in and cannot move more than 20 feet from that creature, but it is not considered grappled.
Countdown to Destruction (Su) On a pyrrhamid's turn during the first normal round of combat, it initiates a countdown timer, usually set by its owner or 1d4+1 rounds otherwise. At the end of the round where its countdown timer reaches 0, it duplicates the effect of a maximized detonate spell keyed to an energy type it has determined to be most effective based on its diagnostic scan (defaulting to fire).
Even if a pyrrhamid is destroyed, it still counts down to 0. Disabling a pyrrhamid requires it to be destroyed or otherwise immobilized and a successful DC 28 Disable Device check. Its owner can automatically terminate the timer, but the owner must issue a verbal command to do so. The check DC is Charisma-based and includes a +5 racial bonus.
Diagnostic Scan (Su) As a move action, a pyrrhamid can scan all creatures within 30 feet to determine if they have any resistances or immunities to energy from spells or magic items. It must succeed at a Spellcraft check (DC equals 10 + caster level of the spell or effect) for each source of protection. A pyrrhamid cannot discern protection related to a creature’s race (such as the resistances enjoyed by an aasimar).
Immunity to Magic (Ex) A pyrrhamid is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
  • A chill metal spell causes the pyrrhamid to delay its countdown timer for the spell’s duration, with no saving throw.
  • A heat metal spell reduces the pyrrhamid’s countdown timer by 1d4 rounds, with no saving throw.
  • Transmute metal to wood grants reduces the pyrrhamid’s damage resistance to DR 5/adamantine and grants a +5 enhancement bonus on attempts to disarm a destroyed pyrrhamid still in its countdown mode. The pyrrhamid receives no saving throw against this spell and is treated as a non-magic object for purposes of the spell.
  • A pyrrhamid takes full damage from its own maximized detonate spell-like ability.


Pyrrhamids are constructs with a single purpose: to detain and destroy intruders. Regrettably, unless their owners are nearby to shut them down, they destroy themselves along with their intended targets. Pyrrhamids are placed nearby by not within tombs and vaults containing valuable treasure; if they are placed with treasure, their owners set their energy type for the least impact to the treasure when they detonate. Pyrrhamids attempt to ensnare their victims, but give chase to those escaping their grasp. If they can’t detain their prey, they give chase or ensure they are present when their timers expire so they can maximize the damage done to their prey when they explode.

Construction
A pyrrhamid is constructed from a single block of gold and has three inset cat’s eye chrysoberyl gems. The entirety costs 10,000 gp.

Pyrrhamid
CL 15th; Price 25,000 gp
CONSTRUCTION
Requirements Craft Construct, detonate, lesser geas, true seeing, caster must be at least 15th level; Skill Craft (sculpting) DC 20; Cost 17,500 gp


Friday, January 12, 2018

Frightful Fridays! Awful Aquatica

Hello and welcome back to another Frightful Fridays! (with extra alliteration) Today's monsters make aquatic adventuring even more of a challenge, but many players enjoy challenges, right? So, chuck on of these into the pool for an even better chance of a character's watery death.

I hope you enjoy these underwater horrors. See you next week with something else!


 This (im)pales in comparison to other fish

This mud-colored fish has a powerful jaw and a mouth filled with sword-like teeth.
Bubble Burster Fish      CR 9
XP 6,400
CN Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., detect magic, low-light vision; Perception +10
DEFENSE
AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +10, Will +8
OFFENSE
Speed 5 ft., swim 60 ft.
Melee bite +18 (3d6+7 plus grab and bleed), tail slap +13 (2d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6), bubble burster, drag to the depths
Spell-Like Abilities (CL 12th; concentration +14)
   constant—detect magic
ECOLOGY
Environment temperate and warm water
Organization solitary or school (2–16)
Treasure indicental
STATISTICS
Str 25, Dex 15, Con 18, Int 5, Wis 18, Cha 14
Base Atk +12; CMB +20 (+24 grapple, +24 sunder); CMD 33 (35 vs. sunder, can't be tripped)
Feats Dodge, Greater Sunder, Improved Sunder, Mobility, Power Attack, Spring Attack
Skills Perception +10, Spellcraft +9, Stealth +9, Swim +19; Racial Modifiers +12 Spellcraft
SPECIAL ABILITIES
Bubble Burster (Su) If a bubble burster fish grapples a foe at the beginning of its turn, it can attempt to dispel magic (using its HD as its caster level) on all spells or effects that provide the foe with air bubbles or water breathing. It makes a single dispel check against all applicable spells and effects.
Drag to the Depths (Ex) If a bubble burster fish uses its Spring Attack feat and grabs a foe with its bit attack, it can carry the foe with it by succeeding on a second combat maneuver check to grapple the foe. On a failed check, the fish no longer grapples its opponent, but it can complete its movement per Spring Attack.

Bubble burster fish were bred by aquatic races specifically to thwart invasion attempts by land-dwelling creatures. They still serve that role, but many of the fish have escaped captivity and now roam the oceans, seas, and wide rivers where they were once employed. They have an instinctive ability to discern landbound prey from aquatic prey and they supplement this a sensitivity to magic which allows its recipients to survive underwater. While independent bubble burster fish prefer to attack prey originating from land, they have no qualms about attacking marine creatures. However, they find it enormously satisfying to render useless magic (through their dispel magic ability) or physical items (via sundering) sustaining trespassers with no ability to breathe water, so they attack such prey in preference to others.

A bubble burster fish measures 12 feet in length and weighs 350 pounds.

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This gray marine mammal moves lazily through the water.
Meanatee      CR 7
XP 3,200
NE Large magical beast (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +14
DEFENSE
AC 20, touch 8, flat-footed 20 (–1 Dex, +12 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +5, Will +6
DR 10/piercing; Resist cold 10
OFFENSE
Speed 10 ft., swim 40 ft.
Melee head butt +14 (2d8+5/19–20), 2 slams +13 (2d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks crushing embrace, nerve-rattling blow
Spell-Like Abilities (CL 9th; concentration +12)
   3/day—slow (DC 15)
STATISTICS
Str 21, Dex 8, Con 19, Int 4, Wis 17, Cha 16
Base Atk +9; CMB +15 (+17 bull rush); CMD 24 (26 vs. bull rush)
Feats Improved Bull Rush, Improved Critical (head butt), Power Attack, Quick Bull Rush[UC], Weapon Focus (head butt)
Skills Bluff +3, Perception +14, Swim +17
SQ amphibious, playful antics
ECOLOGY
Environment temperate and warm rivers and lakes
Organization solitary, pair, or smash (3–12)
Treasure none
SPECIAL ABILITIES
Crushing Embrace (Ex) If a meanatee hits the same target with both of its slam attacks, it can attempt a combat maneuver check to grapple its foe (with a +4 racial bonus to the attempt). If successful, it immediately deals damage per its slam attack to the target. If the meanatee begins its turn with an opponent grappled in this way, it deals damage per its slam attack, and it can move with its opponent during its turn.
Nerve-Rattling Blow (Ex) If a meanatee confirms a critical hit with its head butt attack, the target must succeed on a DC 18 Fortitude save or become stunned for 1d6 rounds. On a successful save, the target is instead staggered for 1 round. The save DC is Constitution-based.
Playful Antics (Ex) A meanatee can roll around and frolic, similarly to a manatee, in an attempt to lull its prey into a false sense of security. At the beginning of combat, if the meanatee is adjacent to an intelligent foe and succeeds on a Bluff check (with a +12 racial bonus), opposed by the adjacent foe’s Sense Motive check, it treats that opponent as flat-footed.

Meanatees originally resembled gray orcas, but the same wild surge of magic that granted them a modicum of arcane power also allowed to alter their appearance to the more benign form they wear. The creatures take advantage of this relatively harmless appearance to lure in and attack unsuspecting prey that might view them as “cute” or mistakenly as easy targets. They overcome their relative lack of speed on land and in the water with their own ability to make their prey sluggish. They attack with their surprisingly hard heads, capable of temporarily overwhelming their opponents’ nervous systems to paralyze them, and by using their powerful flipper to grab hold of opponents and drag them away, preferably into the depths.

Meanatees are typically 11 feet long and weigh close to 500 pounds.


Friday, January 5, 2018

Frightful Fridays! Shocking Pink Millipede

Hello and happy Friday! I'm back this week with a fun (not so) little vermin based on a real-life critter that sprays cyanide gas to deter predators. That already makes it a potential threat to adventurers, but I ratcheted it up to add a little blood drinking to add to its luscious pink coloration. There's also a swarm version of its young, just for added fun.

I hope you enjoy the shocking pink millipede (and its many, many young). I'll be back next week with another monster. Happy 2018!


This vibrant pink millipede is longer than most constrictor snakes. Its many segments and legs allow it to move in an unpredictably, undulating pattern.
Giant Shocking Pink Millipede      CR 6
XP 2,400
N Large vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
DEFENSE
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 76 (9d8+36)
Fort +10, Ref +5, Will +3
Defensive Abilities evasion; Immune mind-affecting effects, poison; Resist fire 5
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +12 (3d6+10 plus blood drain and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d4 Con), poison
STATISTICS
Str 25, Dex 14, Con 18, Int —, Wis 11, Cha 7
Base Atk +6; CMB +14 (+18 grapple); CMD 27 (can't be tripped)
Feats Dodge[B]
Skills Climb +15, Perception +8; Racial Modifiers +8 Perception
ECOLOGY
Environment warm mountains and underground
Organization solitary or nest (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Once every 1d2 rounds, a giant shocking pink millipede can release a 20-foot radius cloud of cyanide gas, centered on the millipede, as a standard action or as part of a standard action to maintain a grapple. It can also deliver poison with its bite attack.
   Shocking Pink Millipede Poison: Inhaled or Bite—Injury; save Fort DC 18 (Fort DC 16 for inhaled poison); frequency 1/round for 6 rounds; effect 1d2 Str and 1d4 Con; cure 2 consecutive saves.

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Hundreds of shiny pink millipedes crawl over each other in a writhing mass. An almond smell emanates from the crawling collective.
Shocking Pink Millipede Swarm      CR 4
XP 1,200
N Tiny vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 45 (6d8+18)
Fort +8, Ref +6, Will +2
Defensive Abilities swarm traits; Immune mind-affecting effects, poison; Resist fire 10
OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (2d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain (1d2 Con), distraction (DC 16), poison
STATISTICS
Str 7, Dex 19, Con 16, Int —, Wis 10, Cha 7
Base Atk +4; CMB —; CMD
Skills Climb +12
ECOLOGY
Environment warm mountains and underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex) Swarm—Injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save.

Shocking pink millipedes dwell in volcanic regions above ground and underground locations where lava flows. They get their name from the unique pink color they possess, indicative of both the blood they ingest and the danger they present even to creatures not within their reach. The poisonous gases in their habitats make them resistant to all toxic substances, and they evolved a means to store cyanide gas, which they inject into their bites and expel from their bodies. The millipedes use their poison to slow down their prey, making it easier to feed on the blood that provides them with sustenance. They also use it to deter creatures from freeing victims they have latched onto with their powerful bites.

Adult shocking pink millipedes are 15 feet in length and weigh 300 pounds. They produce young twice a year in secluded, volcanically active areas. The hundreds of eggs burst forth into a swarm of considerably smaller millipedes (measuring 2 feet in length). The first month of the swarm’s existence is its most dangerous as it seeks out any source of food, including the parent millipedes. Eventually, the swarm turns on itself, and only a handful of millipedes survive to reach adulthood.


Friday, December 29, 2017

Frightful Fridays! Fireworks Golem

Hello and welcome to the final 2017 Frightful Fridays! I'm going out with a bang with the fireworks golem, which is made of fireworks and shoots fireworks. You might say it has a certain shtick.

I hope you enjoy the fireworks golem, and your 2018 starts off great! Thanks for reading.

I also invite you to check out my Patreon to help support the creation of these monsters.


This collection of fireworks is shaped into a vaguely humanoid form. Sparks shoot randomly from the creature’s body, and a stray firework shoots from the mass at random intervals.
Fireworks Golem      CR 4
XP 1,200
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 47 (5d10+20)
Fort +1, Ref +3, Will +1
DR 5/adamantine; Immune construct traits, fire, magic
OFFENSE
Speed 30 ft.
Melee 2 slams +8 (1d6+3 plus 1d4 fire and bright light/loud bang)
Ranged firework +7 (1d4+3 plus 1d4 fire and bright light/loud bang)
Special Attacks fireworks explosion
Spell-Like Abilities (CL 5th; concentration +5)
   At will—spark[APG] (DC 10)
   3/day—snapdragon fireworks[UM] (DC 11)
   1/day—pyrotechnics (fireworks effect only, DC 12)
STATISTICS
Str 17, Dex 14, Con —, Int —, Wis 11, Cha 11
Base Atk +5; CMB +8; CMD 21
Feats Dodge[B]
ECOLOGY
Environment any land
Organization solitary or display (2–6)
Treasure incidental
SPECIAL ABILITIES
Bright Light/Loud Bang (Ex) When a fireworks golem hits an opponent with its slam or firework attack, the foe must succeed on a DC 14 Fortitude save or become blind and deaf for 1 round. The save DC is Constitution-based and Includes a +2 racial bonus.
Firework (Ex) A fireworks golem’s firework attack has a range of 60 feet with no range increment.
Fireworks Explosion (Ex) If a fireworks golem is subject to at least 10 points of fire damage or if it is destroyed, it sets off dozens of fireworks. All creatures within a 20-foot burst take 2d4 points of bludgeoning damage and 2d4 points of fire damage; a DC 14 Reflex save halves the damage. On a failed Reflex save, a creature is blind and deaf for 1d4 rounds. The save DC is Constitution-based and Includes a +2 racial bonus.
A fireworks golem that is still alive after its fireworks explosion ability is triggered cannot use its spell-like abilities and its attacks don’t deal fire damage or inflict its bright light/loud bang ability. This condition persists for 1d4+1 rounds.
Immunity to Magic (Ex) A fireworks golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the cold descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
·       A magical attack that deals cold damage or produces water in the fireworks golem’s space slows it (as the slow spell) for 2d4 rounds, with no saving throw.
·       A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A fireworks golem gets no saving throw against electricity effects.

Fireworks golems are automatons formed from fireworks and configured to look like a humanoid. Oftentimes, sparklers and other long-lasting fireworks form its eyes and its mouth. They shoot fireworks from their mass to defend themselves and have a limited suite of spell-like abilities based on their modestly explosive properties. Most of these golems are programmed to begin combat by using snapdragon fireworks and exhausting the fireworks from that spell-like ability while making single ranged or melee attacks. On occasion, wizards controlling fireworks golems will subject them to fireball (from a safe distance) to create a fantastic display.

A fireworks golem stands 6 feet tall and weighs 250 pounds.

Construction
A fireworks golem’s body must be constructed using fireworks worth 400 gp.

Fireworks Golem
CL 11th; Price 14,400
CONSTRUCTION
Requirements Craft Construct, geas/quest, major creation, pyrotechnics, snapdragon fireworks, spark, creator must be caster level 11th; Skill Craft (alchemy) DC 15; Cost 7,400 gp


Friday, December 22, 2017

Frightful Fridays! Curious Critters

Howdy, and welcome back for another Frightful Fridays! I have moved on from plants to something else. This week's pair of creatures has no unifying theme (OK, they're both Small), but they are weird. First is the dropsplacer bear, a fun take on the drop bear. Next is the hydroseal, an adorable animal that shoots water.

I hope you enjoy both of today's offerings, and I'll see you next week with another monster. Thanks for reading, and I hope you have a happy holiday week!



This koala bear has razor-sharp teeth and several tentacles sprouting from its back.
Dropsplacer Bear      CR 5
XP 1,600
CN Small aberration
Init +8; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 59 (7d8+28)
Fort +6, Ref +6, Will +8
Defensive Abilities dropsplacement; Immunities bludgeoning damage, falling damage
OFFENSE
Speed 30 ft., climb 30 ft.; spider climb
Melee bite +10 (1d8+1), 2 tentacles +8 (1d6 plus grab), 2 tentacles +8 (1d4)
Special Attacks constrict (1d6+1), drop charge, you're with me
Spell-Like Abilities (CL 7th; concentration +9)
   Constant—spider climb
   5/day—dimension door
STATISTICS
Str 13, Dex 19, Con 18, Int 9, Wis 16, Cha 14
Base Atk +5; CMB +5 (+9 grapple); CMD 20 (24 vs. trip)
Feats Dimensional Agility[UC], Dimensional Assault[UC], Dodge, Improved Initiative, Multiattack[B], Weapon Finesse[B]
Skills Acrobatics +11, Climb +13, Escape Artist +11, Perception +11, Stealth +18
Languages Aklo, Common
ECOLOGY
Environment any forest or underground
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Drop Charge (Ex) When dropping on opponents, a dropsplacer bear can effectively charge (gaining a +2 on attack rolls and taking a–2 penalty to AC). It can make a full attack when it lands.
Dropsplacement (Su) When dropping from a height, a dropsplacer bear gains total concealment (50% miss chance). Additionally, it gains concealment (20% miss chance) for 1 round after it uses its dimension door spell-like ability.
You're with Me (Su) If a dropsplacer bear has an opponent grappled, it can force that opponent to travel with it when it uses its dimension door spell-like ability. The grappled foe can attempt a DC 15 Will save to negate this ability. The save DC is Charisma-based.

Dropsplacer bears are cruel creatures that delight in surprising prey that it falls upon and subsequently mauls. When they can’t situate themselves to effectively descend upon their opponents, they use their innate teleportation ability to land on their foes from a distance and attack. They also take advantage of this teleportation to grab victims and abscond with them to high locations, where they can attack their victims without interruption or just drop them from their perches. Dropsplacer bears in underground areas especially enjoy dropping their victims, since they can cling to horizontal surfaces with the sticky pads on their paws, while their prey usually cannot.

Dropsplacer bears rarely work with other creatures, and often end temporary alliances by turning on their former allies. They even despise other dropsplacer bears, but they get around the necessity of meeting with other dropsplacer bears for mating purposes by budding, usually in a victim’s fresh corpse.

A typical dropsplacer bear stands 3 feet tall and weighs 100 pounds.

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Water dribbles from this white-furred seal’s mouth. It observes its surrounding with immense curiosity.
Hydroseal      CR 3
XP 800
N Small animal
Init +6; Senses low-light vision; Perception +10
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities oily blubber; Resist cold 5
OFFENSE
Speed 10 ft., swim 60 ft.
Melee bite +5 (1d6+1)
Ranged hydraulic burst +6 (2d6+1)
Special Attacks hydraulic burst
STATISTICS
Str 12, Dex 14, Con 17, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +10, Perception +10, Swim +13; Racial Modifiers +8 Escape Artist
ECOLOGY
Environment cold and temperate coastlines
Organization solitary, pair, or pod (3–12)
Treasure none
SPECIAL ABILITIES
Hydraulic Burst (Ex) If a hydroseal strikes an opponent with its hydraulic burst, it gains a free bull rush or trip attempt against that foe; the seal gains a +4 racial bonus for the chosen combat maneuver. A hydroseal’s hydraulic burst has a range of 30 feet with no range increment. It does not incur attacks of opportunity when it uses this attack.
A hydroseal can attack the same opponent it bites with its hydraulic blast.
Oily Blubber (Ex) A hydroseal has extraordinarily oily blubber, granting it a +8 racial bonus to Escape Artist checks. Additionally, it has a 10% chance to negate critical hits or precision damage.

Hydroseals resemble ordinary seals, and, at first glance, there is very little to distinguish them from ordinary seals. They are a little more precocious, though, and often indulge their curiosity, heedless of any danger they might expose themselves to. When something threatens them, they reveal their primary means of fighting back, as they unleash a powerful blast of water from a bladder they use to store water as they swim. The water bludgeons the seals’ targets and allows them to repulse or knock down their targets. Hydroseals use this water jet to propel themselves in water to escape from more powerful predators. They also benefit from an extremely slick oil that permits them to slip out of a creature’s jaws or to turn aside potentially devastating strikes.

Hydroseals adopt other seals into their pods for protection but turn out non-hydroseals during lean times when food becomes scarce. Because of the extraordinary speeds at which they can shoot through water, they often travel from location to location to find the best sources of food. Like their cousins, hydroseals are carnivorous and prefer fish.

A typical hydroseal measures 3–1/2 feet in length and weighs 125 pounds.

Hydroseal Companions
Starting Statistics: Size Small; Speed 10 ft., swim 60 ft.; AC +1 natural armor; Attack bite (1d4), hydraulic burst (1d6); Ability Scores Str 10, Dex 14, Con 15, Int 2, Wis 13, Cha 11; SQ low-light vision, oily blubber.
4th-Level Advancement: Attack bite (1d6), hydraulic burst (2d6); Ability Scores Str +2, Con +2; Special Attacks hydraulic burst (bull rush or trip attempt on successful hit).


Friday, December 15, 2017

Frightful Fridays! Malevolent Plants

Hello, and welcome to another Frightful Fridays! This week presents a bounty of two terrible plants, the detonating bramble and the rotshroom. The detonating bramble shoots thorns into its victims and the thorns explode into brambles while inside their victims. Fun! The rotshroom is more actively evil and likes to instantly decay its victims, which rise as zombies when they die. Also fun!

I hope you enjoy both of these monsters. I'll see you next week with another monster!



This gnarled and twisted collection of plant matter sports long, sharp thorns that look like they could break away easily.
Detonating Bramble      CR 9
XP 6,400
N Small plant
Init +9; Senses low-light vision; Perception +14
DEFENSE
AC 23, touch 17, flat-footed 17 (+5 Dex, +1 dodge, +6 natural, +1 size)
hp 119 (14d8+56); verdant healing
Fort +13, Ref +11, Will +5
Defensive Abilities thorn defense; DR 10/cold iron and slashing; Immune electricity, plant traits
Weaknesses kindling
OFFENSE
Speed 30 ft., climb 20 ft.
Melee 4 thorns +16 (1d6+4 plus bleed)
Ranged 2 thorns +17 (1d6+4 plus bleed)
Special Attacks broken thorn, detonating thorn
STATISTICS
Str 18, Dex 21, Con 18, Int 1, Wis 12, Cha 7
Base Atk +10; CMB +13; CMD 29 (can't be tripped)
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus (thorn)
Skills Climb +12, Perception +14, Stealth +16 (+24 in undergrowth); Racial Modifiers +8 Stealth in undergrowth
ECOLOGY
Environment any forest
Organization solitary or cluster (2–7)
Treasure incidental
SPECIAL ABILITIES
Broken Thorn (Ex) A detonating bramble must break off a thorn when it uses it as a ranged weapon, and may break off a thorn when it makes a successful melee attack with a thorn. This deals 1d4 points of damage to detonating bramble. On a successful hit with a thorn, the bramble gains a free combat maneuver check with a +4 racial bonus to impale the thorn in the foe it struck. Removing one thorn requires a DC 20 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional thorn can be removed. On a failed check, a thorn is removed, but the process deals 1d6+2 points of damage to the victim.
A thrown thorn has a 10-foot range increment.
Detonating Thorn (Ex) A broken thorn explodes into an inert bramble after 1d4 rounds. This deals 6d6 points of piercing damage to the victim (DC 21 Fortitude halves). The victim is entangled and nauseated until the bramble is removed, requiring a DC 21 Heal check made as a full-round action. On a failed check, the bramble remains, and the victim takes 2d6 points of damage. The DCs are Constitution-based.
Kindling (Ex) Upon taking fire damage, a detonating bramble gains vulnerability to fire. If it fails its Reflex save against an attack that requires a save and deals fire damage, it catches fire, taking 1d6 points of fire damage each round, but its melee attacks add 1d6 points of fire damage. It can attempt a Reflex save (at the same DC as the original Reflex save) as a full-round action to put itself out; the bramble has a +4 racial bonus on this save.
Thorn Defense (Ex) Any creature that strikes a detonating bramble with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d6+2 points of piercing damage from the bramble’s thorns. The bramble can use its broken thorn ability to lodge a thorn into its opponent.
Verdant Healing (Ex) While in undergrowth, a detonating bramble gains fast healing 2.

Created by fey druids, detonating brambles are a blight on living, fleshy creatures making the mistake of entering their lairs. While possessing more of an instinctual level of intelligence, the brambles are patient enough to wait for their victims to draw close enough for them to attack from a position of advantage within the undergrowth where they hide. Detonating brambles gather up loose plant material from undergrowth, which allows them to heal from the damage they inflict upon themselves to leave thorn within their victims. These thorns become terrible time bombs that burst into a full-grown bramble while devastating their hosts. These new brambles are inert, initially, but become new detonating brambles if left to grow in the gory remains of their victims.

Evil druids cultivate detonating brambles as guardians, but they must use magic to control the brambles, since the creatures are too dim to recognize them as allies.

A typical detonating bramble has a 4-foot radius and weighs 20 pounds.

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This pale mushroom has a seam down its stalk giving it a pair of legs. It oozes a tarry substance from its cap, and a pungent odor emanates from the tar.
Rotshroom      CR 7
XP 3,200
NE Small plant
Init +3; Senses deathwatch, low-light vision; Perception +9
Aura stench (20 ft., DC 18, 2d4 rounds)
DEFENSE
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 85 (10d8+40)
Fort +10, Ref +8, Will +5
DR 5/good; Immune cold, death effects, disease, negative energy, plant traits
OFFENSE
Speed 20 ft.
Melee 2 tentacles +12 (1d6–1 plus spores)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks create spawn, spore cloud, spores
Spell-Like Abilities (CL 10th; concentration +13)
   Constant—deathwatch
STATISTICS
Str 8, Dex 17, Con 16, Int 6, Wis 15, Cha 17
Base Atk +7; CMB +5; CMD 18
Feats Lightning Reflexes, Skill Focus (Heal), Toughness, Weapon Finesse, Weapon Focus (tentacle)
Skills Heal +10, Perception +9, Stealth +11
ECOLOGY
Environment any temperate or warm land or underground
Organization solitary or corpse grove (2–12)
Treasure none
SPECIAL ABILITIES
Create Spawn (Ex) A living creature that dies as a result of a rotshroom’s spores rises as a free-willed fast zombie with the rotshoom’s rot spores special attack 1d4 rounds later.
Spore Cloud (Ex) Once every 1d6 rounds, a rotshroom can release a 20-foot-radius cloud of spores. All creatures caught within the cloud are subject to the rotshroom’s spores and must attempt a DC 18 Fortitude save. On a failure, the victim becomes sickened for 1d4 rounds; if it is already sickened as a result of a previous use of the rotshroom’s spore cloud or its stench, the victim instead becomes nauseated for 1d4 rounds. The save DC is Constitution-based.
Spores (Ex) Any creature that takes damage from a rotshroom’s tentacle attack or is caught in the rotshroom’s spore cloud becomes exposed to its spores. These spores grow rapidly in living creatures. This affliction is a disease effect, but it is poison-like in its speed and duration.
Rot Spores: Disease—injury or ingested; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d4 Con damage and 2d4 bleed, and the victim must succeed on an additional Fortitude save or 1 point of Con damage becomes 1 point of Con drain instead; cure 2 consecutive saves.

Rotshrooms thrive in areas where dead bodies have been left to decay. They accelerate rot, so they can more readily feed on it. Their predilection for open grave sites and other places where large numbers of creatures died gives them a kind of necromantic ability, and living creatures that succumb to the rot they inflict come back as shambling undead. This ability makes them attractive to powerful undead and necromancers, since the plants do the work of revivifying bodies, leaving the newly created zombies available for control by these powerful creatures. The plants also serve as a line of defense for undead creatures and frustrate enemies who come prepared to destroy undead, but may be surprised by living allies capable of incapacitating their foes with their virulent rotting disease and disgusting odor.

A typical rotshroom stands 3–1/2 tall and weighs 50 pounds.


Friday, December 8, 2017

Frightful Fridays! Forest Linnorm

Hello and welcome back to another installment of Frightful Fridays! I know I gave you plants last week, but the forest linnorm is on the opposite end of the power scale, plus it's technically a dragon. I thought it would be fun to design a less overtly threatening linnorm, but it will react to threats just as nastily as any of its obviously evil cousins.

I hope you enjoy the forest linnorm. See you next week with another monster!



Several trees grow from this dragonlike creature, creating horns sprouting from its forehead and a row of spines down its back.
Forest Linnorm      CR 18
XP 153,600
N Colossal dragon
Init +10; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +29
DEFENSE
AC 34, touch 8, flat-footed 28 (+6 Dex, +26 natural, –8 size)
hp 310 (20d12+180)
Fort +21, Ref +20, Will +18
Defensive Abilities freedom of movement; DR 15/cold iron; Immune curse effects, electricity, negative energy, plant traits; SR 29
OFFENSE
Speed 50 ft., burrow 40 ft., climb 40 ft., fly 120 ft. (poor)
Melee bite +28 (3d6+16), 2 claws +28 (2d6+16), slam +28 (2d8+16/19–20), tail slap +23 (2d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon (DC 29), constrict (2d6+16), death curse, poison
STATISTICS
Str 43, Dex 22, Con 28, Int 7, Wis 22, Cha 29
Base Atk +20; CMB +44 (+46 bull rush, +48 grapple); CMD 60 (62 vs. bull rush, can't be tripped)
Feats Awesome Blow, Blind-fight, Combat Reflexes, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +30, Fly +10, Knowledge (nature) +21, Perception +29, Stealth +13 (+25 in forests), Swim +23; Racial Modifiers +12 Stealth in forests
Languages Draconic, Sylvan; plantspeech
ECOLOGY
Environment temperate hills
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a forest linnorm can expel a 60-foot cone of electrified, grasping vines, dealing 20d8 points of electricity damage to all creatures struck (Reflex DC 29 for half). Creatures that fail their saves are immobilized in the vines, while creatures that save are entangled. The vines remain for 1d4 rounds, filling the cone-shaped area, before withering. Any creature that ends its turn in the vines take 4d6 points of electricity damage (no save). The save DC is Constitution-based.
Death Curse (Su) Curse of Forest’s Foe: save Will DC 29; effect the creature is treated as entangled when it is in forest terrain, the creature takes a –10 penalty on Survival skill checks and all physical skill checks within a forest, and all plants have an initial attitude of hostile toward the creature, gain a +2 bonus on attack rolls against the creature, and their attacks deal an extra 2d6 points of damage to the creature.
Plantspeech (Ex) A forest linnorm has the ability to converse with plants as if subject to a continual speak with plants spell. Most plants greet the linnorm with an attitude of friendly or helpful.
Poison (Ex) Bite—injury; save Fort DC 29; frequency 1/round for 10 rounds; effect 4d6 electricity damage and 1d6 Str drain; cure 2 consecutive saves.

Forest linnorms are a species of so-called southern linnorms, which are decidedly less harsh than their cousins to the north in reflection of the gentler nature of their territory. This does not mean forest linnorms are immediately friendly to trespassers, but they generally prefer to converse before attacking. However, creatures that harm the forest the linnorms call home receive their immediate wrath. The draconic creatures provide homes to animals, a variety of plants (sentient and non-sentient), and fey. When at rest, forest linnorms look like a copse of trees and incidentally provide shade and shelter for visitors to their sizable mass. Provided these visitors do no harm to the trees making up the linnorm’s body, it is possible the visitors may never realize they encountered a living creature. Forest linnorms shed seeds from the trees comprising their bodies to regrow forests which have been devastated by natural catastrophes or destruction wrought by humanoids.


A forest linnorm is 55 feet long and weighs about 12,000 pounds.