Friday, September 15, 2017

Frightful Fridays! Trapper Slug

Hello and welcome to another Frightful Fridays! Thanks to the magic of missing a week, I've managed to return to Friday (at least temporarily). This edition's monster is a giant slug that is slick on the outside, and quite the opposite on its underside. It encases its prey in acidic goop and waits for the acid to dissolve its prey, so it can eat. It's absolutely delightful.

I hope you enjoy the trapper slug, and I'll see you again with another monster. Thanks for reading!



Slime glistens on this black slug. A trail of sizzling and acrid tar follows it.
Trapper Slug      CR 5
XP 1,600
N Large vermin (aquatic)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +1
DEFENSE
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 59 (7d8+28); aquatic healing
Fort +9, Ref +1, Will +3
Defensive Abilities protective slime; DR 5/piercing; Immune bludgeoning damage; Resist acid 10
OFFENSE
Speed 30 ft., climb 20 ft., swim 40 ft.
Melee slam +8 (1d6+6 plus entrap)
Space 10 ft.; Reach 10 ft.
Special Attacks dissolute entrapment, entrap (DC 17, 1d4 minutes, hardness 5, hp 10)
STATISTICS
Str 18, Dex 9, Con 19, Int —, Wis 13, Cha 4
Base Atk +5; CMB +10; CMD 19 (27 vs. grapple, can't be tripped)
Skills Climb +12, Swim +12
SQ amphibious
ECOLOGY
Environment temperate or warm water and coastlines
Organization solitary or cornucopia (2–12)
Treasure incidental
SPECIAL ABILITIES
Aquatic Healing (Ex) While submerged in water, a trapper slug gains fast healing 2.
Deliquescent Entrapment (Ex) A creature rendered helpless by a trapper slug’s entrap attack takes 1d6 points of acid damage at the beginning of its turn. Once free, the creature no longer takes this damage.
Protective Slime (Ex) A trapper slug is coated in protective slime that grants it a +8 racial bonus to CMD against grapple attempts and immunity to fire. If a spell or effect deals 10 or more points of fire damage to the slug, it takes no damage, but it loses it protective slime, removing its immunity to fire and bonus to CMD. A trapper slug that spends 1 minute submerged in water replaces the slime.

Trapper slugs are aquatic slugs typically found in the depths of lakes and along calm seashores. They typically content themselves with feeding on fish and other waterborne fauna. However, when drought strikes or when their sources of food go scarce, they emerge onto land to continue their hunts. Trapper slugs possess a slimy outer coating, allowing them to escape even larger predators. In contrast, the slime changes to a sticky substance on the slugs’ underside, which hardens around the slugs’ prey. The slime then becomes acidic to dissolve prey, and the slugs feed on the resulting slurry after the slime becomes brittle and breaks apart. While unintelligent, trapper slugs are aware of the nearest sources of water and retreat to them when they are near death (6 hp for the typical trapper slug), so they can regenerate their slimy coating and heal quickly in the water.

Trapper slugs typically measure 8 feet in length and weigh at least 800 pounds. They reproduce asexually, laying their eggs in the liquefied remains of a victim and leaving the immature slugs to fend for themselves.


We Be Monsters 4!

Hello! There will be a new monster later today, but I first wanted to let you know about the Here Be Monsters 4 contest, beginning now.

http://aswordforhire.blogspot.fi/2017/09/here-be-monsters-4-out-of-primal-world.html

The theme for this year is the primal realm, home to fey and several otherworldly creatures. The catch is we are not accepting fey creatures for the contest.

I hope you decide to enter! I also look forward to sharing the top 5 later on in the blog.

Monday, September 4, 2017

Frightful Fridays! Octopus Dragon

Hello and welcome to another Frightful Fridays! This monster is courtesy of my friend David Mallon, who pointed out his illustration during a discussion about octopus dragons. You can find more of his art here: https://davemallon.net/. Check it out!

As for the dragon itself, I had originally planned to create a one-off, like many other draconic creatures, but then I decided it really needed a full write up with age categories. As it grows older, it sprouts more tentacles, making it a grappling machine.

I hope you enjoy the octopus dragon, and I'll see you next time with another monster. Thanks for reading!




This creature combines the awe-inspiring presence of a terrestrial dragon with the rubbery and tentacular nature of an octopus.
Octopus Dragon
NG dragon (water)
BASE STATISTICS
CR 5; Size Small; Hit Dice 6d12
Speed 20 ft., swim 60 ft.
Natural Armor +4; Breath Weapon cloud, 2d8 cold
Str 13, Dex 18, Con 15, Int 14, Wis 14, Cha 17
ECOLOGY
Environment any water
Organization solitary
Treasure triple
SPECIAL ABILITIES
Aberrant Hunter (Su) Once per day as a swift action, an adult or older octopus dragon can grant all its natural weapons the bane (aberrations) weapon special ability. This effect lasts for 2 rounds per age category.
Animal Companion (Ex) A young octopus dragon gains an octopus as an animal companion as if it were a druid equal to its caster level.
Cephalopod Speaker (Su) An octopus dragon benefits from a constant speak with animals effect, but only for cephalopods.
Crush of the Deep (Su) Once per day as a standard action, a great wyrm octopus dragon can cause a 60-foot-radius area of water within its line of sight to greatly increase its pressure. Creatures caught within the area at the beginning of their turn suffer 14d6 points of bludgeoning damage and are stunned (Fortitude save halves and reduces the stunned effect to staggered). The area of intensified pressure lasts for as long as the dragon concentrates on it plus 10 rounds after its stops concentrating.
Fast Swimmer (Ex) A juvenile octopus dragon increases its swim speed by 30 feet. When the dragon increases its size category, its swim speed increases by a further 30 feet.
Inky Breath (Su) A very young or older octopus dragon’s breath weapon creates a cloud of ink. In addition to the cold damage it inflicts, the cloud acts as an area of darkness for 1 round. The duration increases by 1 round per additional age category beyond very young, and the octopus dragon can use a move action to move the cloud 60 feet. The cloud deals no additional damage beyond the initial effect. When an octopus dragon reaches the adult age category, the cloud acts as an area of deeper darkness, and it can move the cloud as a free action. The dragon is unaffected by the darkness or deeper darkness created by its inky breath.
Land Walker (Ex) A young adult octopus dragon becomes more comfortable on land and increases its base speed by 10 feet. For every increase in size category, its base speed increases by a further 10 feet.
Multi-Grab (Ex) An old or older octopus dragon can grapple multiple opponents with its tentacles. Instead of the –20 penalty on its CMB check to make and maintain the grapple to avoid gaining the grappled condition, it takes a –5 penalty per target grappled. To use this ability, the dragon must grapple opponents at least one size category smaller than itself.
Spells (Sp) An octopus dragon casts spells as a druid with the indicated caster level. It uses Wisdom as its spellcasting ability score.
Watery Ally (Sp) Once per day, an ancient or older forest dragon can summon a greater water elemental. The caster level for this effect is the same as the dragon’s caster level.

Age Category
Special Abilities
Caster Level
Wyrmling
Cephalopod speaker, immunity to cold
Very young
Amphibious, inky breath
Young
Animal companion, purify food and drink
1st
Juvenile
Fast swimmer, frightful presence, protection from chaos
3rd
Young adult
DR 5/cold iron, land walker, spell resistance
5th
Adult
Aberrant hunter, black tentacles
7th
Mature adult
Amorphous, DR 10/cold iron
9th
Old
Multi-grab, wall of force
11th
Very old
DR 15/cold iron and magic
13th
Ancient
Freezing sphere, watery ally
15th
Wyrm
DR 20/cold iron and magic
17th
Great wyrm
Crush of the deep, tsunami
19th

Young Octopus Dragon      CR 9
XP 6,400
NG Large dragon (water)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 115 (10d12+50)
Fort +11, Ref +10, Will +10
Immune cold, paralysis, sleep
OFFENSE
Speed 20 ft., fly 100 ft. (poor), swim 60 ft.
Melee bite +14 (2d6+5/19–20), 3 tentacles +15 (1d8+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (40-ft. cloud, 6d8 cold damage, DC 19), inky breath
Spell-Like Abilities (CL 10th; concentration +14)
   At will—purify food and drink
Druid Spells Prepared (CL 1st; concentration +4)
   1st—entangle (DC 14), hydraulic pushAPG
   0 (at will)—detect magic, know direction, stabilize
STATISTICS
Str 21, Dex 16, Con 19, Int 16, Wis 16, Cha 19
Base Atk +10; CMB +16 (+18 bull rush, +20 grapple); CMD 29 (31 vs. bull rush, can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Power Attack, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +3 (1 to jump), Fly 3, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Perception +16, Spellcraft +16, Stealth +12, Swim +26, Use Magic Device +17
Languages Aquan, Common, Draconic; cephalopod speaker
SQ amphibious


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Adult Octopus Dragon      CR 13
XP 25,600
NG Huge dragon (water)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +24
Aura frightful presence (180 ft., DC 24)
DEFENSE
AC 29, touch 10, flat-footed 27 (+2 Dex, +19 natural, –2 size)
hp 216 (16d12+112)
Fort +16, Ref +12, Will +15
DR 5/cold iron; Immune cold, paralysis, sleep; SR 24
OFFENSE
Speed 30 ft., fly 100 ft. (poor), swim 90 ft.
Melee bite +22 (2d8+8/19–20), 4 tentacles +23 (1d8+8 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks aberrant hunter, breath weapon (50-ft. cloud, 12d8 cold damage, DC 24), constrict (1d8+8), crush (Small creatures, DC 24, 2d8+12), inky breath
Spell-Like Abilities (CL 16th; concentration +22)
   At will—black tentacles, protection from chaos, purify food and drink
Druid Spells Prepared (CL 7th; concentration +12)
   4th—ball lightningAPG (DC 19), dispel magic
   3rd—neutralize poison, remove disease, water breathing
   2nd—barkskin, bull's strength, chill metal (DC 17), unshakable chillUM (DC 17)
   1st—entangle (DC 16), faerie fire, hydraulic pushAPG (2), magic fang, speak with animals
   0 (at will)—detect magic, know direction, resistance, stabilize
STATISTICS
Str 27, Dex 14, Con 23, Int 20, Wis 20, Cha 23
Base Atk +16; CMB +26 (+28 bull rush, +30 grapple); CMD 38 (40 vs. bull rush, can't be tripped)
Feats Critical Focus, Exhausting Critical, Improved Bull Rush, Improved Critical (bite), Power Attack, Tiring Critical, Toughness, Weapon Focus (tentacle)
Skills Appraise +24, Fly +13, Intimidate +25, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (nature) +24, Perception +24, Spellcraft +24, Stealth +13, Swim +35, Use Magic Device +25
Languages Abyssal, Aklo, Aquan, Common, Draconic; cephalopod speaker
SQ amphibious


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Ancient Octopus Dragon      CR 18
XP 153,600
NG Gargantuan dragon (water)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +34
Aura frightful presence (300 ft., DC 30)
DEFENSE
AC 38, touch 7, flat-footed 37 (+1 Dex, +31 natural, –4 size)
hp 372 (24d12+216)
Fort +22, Ref +17, Will +21
Defensive Abilities amorphous; DR 15/cold iron and magic; Immune cold, paralysis, sleep; SR 29
OFFENSE
Speed 60 ft., fly 120 ft. (clumsy), swim 150 ft.
Melee bite +33 (4d6+12/19–20), 6 tentacles +33 (1d8+12 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks aberrant hunter, breath weapon (50-ft. cloud, 20d8 cold damage, DC 30), constrict (1d8+12), crush (Medium creatures, DC 30, 4d6+18), inky breath, multi-grab
Spell-Like Abilities (CL 24th; concentration +32)
   At will—black tentacles, freezing sphere (DC 24), protection from chaos, purify food and drink, wall of force
   1/day—summon (level 9, 1 greater water elemental 100%)
Druid Spells Prepared (CL 15th; concentration +22)
   8th—stormboltsAPG (DC 25)
   7th—control weather, creeping doom (DC 24), vortexAPG (DC 24)
   6th—antilife shell, epidemicUM (DC 23), repel wood, swarm skinAPG
   5th—baleful polymorph (2, DC 22), blessing of the salamanderAPG (DC 22), insect plague (summons jellyfish with the same effect), stoneskin
   4th—ball lightningAPG (DC 21), control water, dispel magic, geyserAPG (DC 21), rusting grasp
   3rd—hydraulic torrentAPG (2), greater magic fang, neutralize poison, remove disease, water breathing
   2nd—barkskin, bear's endurance, bull's strength, chill metal (2, DC 19), unshakable chillUM (DC 19)
   1st—entangle (DC 18), faerie fire, hydraulic pushAPG (3), speak with animals
   0 (at will)—detect magic, know direction, resistance, stabilize
STATISTICS
Str 35, Dex 12, Con 27, Int 24, Wis 24, Cha 27
Base Atk +24; CMB +40 (+42 bull rush, +44 grapple); CMD 51 (53 vs. bull rush, can't be tripped)
Feats Awesome Blow, Critical Focus, Exhausting Critical, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Lightning Reflexes, Power Attack, Tiring Critical, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Acrobatics +1 (+13 to jump), Appraise +34, Bluff +35, Diplomacy +35, Fly +14, Intimidate +35, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +34, Spellcraft +34, Stealth +16, Swim +47, Use Magic Device +35
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Infernal; cephalopod speaker
SQ amphibious

Ancient foes to aboleths and other underwater abominations, octopus dragons were nearly driven to extinction before retreating to the Plane of Water. There they regrew their numbers and allied themselves with native water elementals. When they returned, they began their war with the aboleths anew, but this time they have learned not to make a frontal assault. When they can, they use water elemental allies to soften up their foes, and they have taken to asking for return favors from creatures they have rescued from watery doom. While they have taken care not to become as deceitful as their major antagonists, their unquestioning benevolence now potentially comes with a price, especially for those who have proven themselves adept in other areas.


Sunday, September 3, 2017

Sci-Fi Sunday (Jewel Caterpillar)

Hello and welcome to a new feature on the blog! I plan to convert monsters that make sense to transfer to the Starfinder Roleplaying Game, and the jewel caterpillar seemed like the best candidate to kick this off (because lasers).

I'll be back tomorrow with another monster for the Pathfinder Roleplaying Game. Thanks for reading!

This spiky caterpillar appears to be made from a translucent crystal.
Jewel Caterpillar      CR 4
XP 1,200
N Diminutive magical beast
Init +7; Senses blindsense (gems, vibration) 60 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE                              HP 52
EAC 18; KAC 19
Fort +7, Ref +7, Will +3
Defensive Abilities can’t be tripped, fade out; DR 5/bludgeoning Immune electricity, fire; Resist acid 10
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +4 (1d2–5 P plus jewel caterpillar poison)
Ranged energy ray +12 (3d6 A, C, E, or F [see below]; crit burn 1d6)
Space 1 ft.; Reach 0 ft.
Offensive Abilities consume gem, spines
STATISTICS
Str –5, Dex +3, Con +3, Int –3, Wis +0, Cha +2
Feats Go UnnoticedAPG
Skills Athletics +11, Perception +6, Stealth +19
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or vault (3–12)
Treasure standard (intact jewel caterpillar corpse)
SPECIAL ABILITIES
Consume Gem (Ex) As a full action, a jewel caterpillar can destroy a gem it touches. When it does so, it heals an amount of hit points equal to 1/10 the gem’s value in credits. A magic gem receives a Reflex save (DC 15) to avoid destruction.
Energy Ray (Ex) A jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray, it must wait 1 round before it can fire another energy ray. During this delay, it changes color to match the type of energy damage it will deal on its next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a 40-foot range increment.
Fade Out (Ex) As a swift action, a jewel caterpillar can make itself translucent or return to its fully visible state. This grants it partial concealment (20% miss chance) and a +8 racial bonus on Stealth checks. While translucent, the caterpillar cannot use its energy ray.
Jewel Caterpillar Poison (Ex) Bite—injury; save Fort DC 15; track Dexterity; frequency 1/round for 6 rounds; effect at the immobile state, the victim becomes a gem statue (worth 1,000 credits per creature’s total HD), as if affected by flesh to stone; cure 2 saves.

Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison. A creature that grapples a jewel caterpillar takes 1d4 points of piercing damage each round it does so.

Monday, August 28, 2017

Frightful Fridays! Jewel Caterpillar

Hello and welcome to another Frightful Fridays! (where it's Friday somewhere in the multiverse) This edition's monster is just a caterpillar...which happens to eat gems as its main source of food. So, if that gem of brightness is causing problems, chuck one or two of these, or an entire swarm, at the party. It's too adorable to stay mad at for long.

I hope you enjoy the jewel caterpillar, and I'll be back again soon with another monster. Thanks for reading!


video


This spiky caterpillar appears to be made from a translucent crystal.
Jewel Caterpillar      CR 4
XP 1,200
N Diminutive magical beast
Init +7; Senses darkvision 60 ft., gem sense 60 ft., low-light vision, tremorsense 60 ft.; Perception +6
DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
Defensive Abilities fade out; DR 5/bludgeoning; Immune electricity, fire; Resist acid 10
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +4 (1d2–5 plus poison)
Ranged energy ray +12 touch (3d6 acid, cold, electricity, or fire [see below])
Space 1 ft.; Reach 0 ft.
Special Attacks consume gem, poison, spines
STATISTICS
Str 1, Dex 17, Con 17, Int 4, Wis 10, Cha 14
Base Atk +5; CMB +4; CMD 9 (can't be tripped)
Feats Go UnnoticedAPG, Improved Initiative, Iron Will
Skills Appraise –2 (+10 when evaluating gems), Climb +11, Perception +6, Stealth +19; Racial Modifiers +12 Appraise when evaluating gems
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or vault (3–12)
Treasure standard (intact jewel caterpillar corpse)
SPECIAL ABILITIES
Consume Gem (Ex) As a full round action, a jewel caterpillar can destroy a gem it touches. When it does so, it heals an amount of hit points equal to 1/10 the gem’s gp value. A magic gem receives a Reflex save (DC 15) to avoid destruction. The save DC is Constitution-based.
Energy Ray (Ex) A jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray, it must wait 1 round before it can fire another energy ray. During this delay, it changes color to match the type of energy damage it will deal on its next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a 40-foot range increment.
Fade Out (Ex) As a swift action, a jewel caterpillar can make itself translucent or return to its fully visible state. This grants it partial concealment (20% miss chance) and a +8 racial bonus on Stealth checks. While translucent, the caterpillar cannot use its energy ray.
Gem Sense (Su) A jewel caterpillar can sense the presence of gems within 60 feet as if using the scent ability.
Jewel Caterpillar Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex, and a creature reduced to 0 Dex while poisoned transforms into a gem statue (worth 1,000 gp per creature’s total HD), as if affected by flesh to stone; cure 2 saves.
Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison. A creature that grapples a jewel caterpillar takes 1d4 points of piercing damage each round it does so.


--------------------

This carpet of gem-like caterpillars glows with undulating patches of blue, green, red and yellow.
Jewel Caterpillar Swarm      CR 8
XP 4,800
N Diminutive magical beast (swarm)
Init +7; Senses darkvision 60 ft., gem sense 90 ft., low-light vision, tremorsense 60 ft.; Perception +11
DEFENSE
AC 22, touch 18, flat-footed 18 (+3 Dex, +1 dodge, +4 natural, +4 size)
hp 85 (10d10+30)
Fort +10, Ref +10, Will +5
Defensive Abilities swarm traits; Immune electricity, fire; Resist acid 10
OFFENSE
Speed 20 ft., climb 10 ft.
Melee swarm (2d6 plus distraction and poison)
Ranged 4 energy rays +18 touch (3d6 acid, cold, electricity, or fire [see below])
Space 1 ft.; Reach 0 ft.
Special Attacks consume gem, distraction (DC 18), poison, spines
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or vault (3–8)
Treasure double (intact jewel caterpillar corpses)
STATISTICS
Str 1, Dex 17, Con 17, Int 4, Wis 10, Cha 14
Base Atk +10; CMB —; CMD
Feats Dodge, Improved Initiative, Iron Will, Mobility, Weapon Focus (energy ray)
Skills Appraise –2 (+10 when evaluating gems), Climb +11, Perception +11, Stealth +19; Racial Modifiers +12 Appraise when evaluating gems
SPECIAL ABILITIES
Consume Gems (Ex) If a caterpillar swarm begins its turn sharing a space with one or more gems or creatures carrying gems, it can destroy a gem in each square it occupies as a move action. Doing so heals the swarm an amount of hit points equal to 1/10 the gem's gp value. Magic gems or gems in a creature’s possession receive a Reflex save (DC 18) to avoid destruction. The save DC is Constitution-based.
Energy Ray (Ex) Each round, a jewel caterpillar swarm can fire one ray of each energy type (acid, cold, electricity, and fire). It does not incur an attack of opportunity when using its energy rays, and it can attack with its energy rays even while moving. Each ray has a 40-foot range increment.
Gem Sense (Su) A jewel caterpillar swarm can sense the presence of gems within 90 feet as if using the scent ability.
Jewel Caterpillar Poison (Ex) Swarm—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Dex, and a creature reduced to 0 Dex while poisoned transforms into a gem statue (worth 1,000 gp per creature’s total HD), as if affected by flesh to stone; cure 2 saves.
Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d6 points of piercing damage and is subject to the caterpillar’s poison.

Jewel caterpillars are descendants of ancient earth elemental vermin driven from the Plane of Earth because of the creatures’ voracious appetites for minerals. The surviving caterpillars became less ravenous as the available resources dwindled in their new homes. However, they gained a discerning palette for precious gems, while becoming much more cunning to allow them to obtain their favorite foods. Individual caterpillars take advantage of their ability to sense gems, minute size, and translucence to sneak into backpacks and other containers and devour gems they find there. When confronted with multiple choices, they use an innate ability to appraise the worth of the gems, so they can consume the most expensive gems and sneak away after sating themselves. In cases where gems are scarce, jewel caterpillars rely on their poison to transform victims into gemstone, and they then subsist on the transmuted substance. Gemstone “constructions” of partial animals and other creatures mark the presence of active jewel caterpillar lair.

A creature with the earth and elemental subtypes, the Improved Familiar feat, and at least 7 levels in a spellcasting class can take a jewel caterpillar as a familiar.

Preserving Jewel Caterpillar Corpses
A character can harvest a jewel caterpillar corpse that did not die from massive damage or was not reduced to twice its Constitution score below 0. By succeeding on a DC 20 Craft (jewelry) check, a character preserves the jewel caterpillar corpse such that it provides gp appropriate for the caterpillar’s CR. Failing this check by less than 5 garners a reward equal to half the gp value, while a failure by 5 or more renders the corpse worthless. For a jewel caterpillar swarm, the DC of the Craft (jewelry) check increases by 5, but the reward for success (or a failure by less than 5) doubles.


Sunday, August 6, 2017

Frightful Fridays! Elemental Swarms (air and earth)


Hello, and welcome to another (slightly late) edition of Frightful Fridays! I have two semi-related monsters for you this time, thanks to a discussion where my friend Gregg suggested swarms. I couldn't decide between the earth elemental swarm and the air elemental swarm, so I ended up including both.

I hope you enjoy these weird swarms, and I'll see you soon with another monster. Thanks for reading!


A cloud of sand kicks up suddenly and moves against the prevailing direction of the wind.
Sandshred Swarm      CR 9
XP 6,400
NE Fine outsider (earth, elemental, native, swarm)
Init +8; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 23, touch 23, flat-footed 18 (+4 Dex, +1 dodge, +8 size)
hp 114 (12d10+48)
Fort +11, Ref +12, Will +6
Defensive Abilities swarm traits; Immune elemental traits
OFFENSE
Speed 40 ft.
Melee swarm (3d6 plus blinding sand, distraction, and scouring sand)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 19)
STATISTICS
Str 1, Dex 18, Con 16, Int 3, Wis 14, Cha 9
Base Atk +12; CMB —; CMD
Feats Dodge, Improved Initiative, Lightning Stance, Mobility, Toughness, Wind Stance
Skills Knowledge (nature) +10, Perception +17, Stealth +24
ECOLOGY
Environment any desert
Organization solitary, pair, or sandstorm (3–6)
Treasure none
SPECIAL ABILITIES
Blinding Sand (Ex) A creature damaged by a sandshred swarm must attempt a DC 19 Reflex save. On a failed save, the victim is blinded for 1d4 rounds; on a successful save, the creature is instead dazzled for 1 round. The save DC is Constitution-based.
Scouring Sand (Ex) A creature damaged by a sandshred swarm must succeed at a DC 19 Fortitude save or take 1d2 points of bleed damage. Bleed damage inflicted by this ability stacks with itself. The save DC is Constitution-based.

A sandshred swarm is composed of hundreds of individual earth elementals collected for mutual protection. The individual creatures in this living sandstorm enjoy the feeling of flesh peeling away as they strike living creatures. While not capable of nuanced tactics, the elementals have learned the value of lying in wait among desert sands with which they are virtually indistinguishable. The swarm mixes in with shifting sand to give itself additional protection from attacks.

Evil elementalists and powerful earth elementals command sandshred swarms and have discovered a technique to bottle the swarms up and release them on unsuspecting victims.



Dozens of individual, miniature storms throw hundreds of miniscule lightning bolts, producing a strong ozone odor.
Supercell Swarm      CR 11
XP 12,800
CN Tiny outsider (air, elemental, native, swarm)
Init +11; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 24, touch 20, flat-footed 16 (+7 Dex, +1 dodge, +4 natural, +2 size)
hp 147 (14d10+70)
Fort +13, Ref +18, Will +8
Defensive Abilities swarm traits; Immune elemental traits
OFFENSE
Speed fly 80 ft. (good)
Melee swarm (3d6 plus 4d6 electricity, distraction, and multishock)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 21)
STATISTICS
Str 2, Dex 25, Con 19, Int 5, Wis 18, Cha 14
Base Atk +14; CMB —; CMD
Feats Dodge, Hover, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Toughness
Skills Fly +25, Knowledge (nature) +14, Perception +21, Stealth +25
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or squall (3–6)
Treasure none
SPECIAL ABILITIES
Hover A supercell swarm is treated as a Large creature for the purposes of this feat.
Multishock (Ex) A creature damaged by a supercell swarm must succeed at a DC 21 Fortitude save, or become staggered for 1d4 rounds. If a creature is already staggered and fails this save, it is instead stunned for 1d4 rounds. Stunned creatures are unaffected by this ability. The save DC is Constitution-based.

A supercell swarm results when a massive thunderstorm begins to break up and air elementals attracted to the storm inhabit the cloud fragments. The elementals give the storm new life and collectively attack creatures still caught outside. They relish overwhelming the nervous systems of their victims, but they rarely remain among such victims while other mobile targets are available. Given a choice, a supercell swarm prefers to pursue flying creatures and knock them out of the sky.

The unpredictable elementals resist control by other creatures, even more powerful air elementals. Spellcasters capable of generating severe weather can attract a supercell swarm, but are equally potential prey for the elementals.


Monday, July 31, 2017

Frightful Fridays! Redwood Golem

Hello and welcome to another edition of Frightful not-quite-so-Fridays! Work and car problems conspired against an on-time delivery last week, but I managed to rise to the challenged posed by my friend Jason to stat the redwood golem. This nature-themed golem normally takes the shape of a massive lion, but it can change shape at the whims of its creator or depending on the situation.

I hope you enjoy the redwood golem, and I'll be back again with another monster (hopefully on Friday). Thanks for reading!


This gigantic lion appears carved from a single, enormous chunk of wood. It has remarkable articulation and moves with grace belying its appearance.
Redwood Golem      CR 14
XP 38,400
N Huge construct
Init –2; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 30, touch 6, flat-footed 30 (–2 Dex, +24 natural, –2 size)
hp 163 (19d10+59)
Fort +6, Ref +4, Will +12
DR 15/adamantine and piercing; Immune construct traits, fire, magic
OFFENSE
Speed 50 ft.
Melee bite +26 (4d6+8 plus grab), 2 claws +25 (3d6+8)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +25, 3d6+8)
STATISTICS
Str 27, Dex 6, Con —, Int 3, Wis 23, Cha 18
Base Atk +19; CMB +29 (+31 bull rush, +33 grapple); CMD 37 (39 vs. bull rush, 41 vs. trip)
Feats Awesome Blow, Dazzling Display, Greater Vital Strike, Improved Bull Rush, Improved Vital Strike, Intimidating Prowess, Power Attack, Toughness, Vital Strike, Weapon Focus (bite)
Skills Intimidate +21, Perception +16, Stealth –10 (+6 in forests); Racial Modifiers +16 Stealth in forests
SQ freeze, reshape
ECOLOGY
Environment any (primarily forests)
Organization solitary, pair, stand (3–6)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) A redwood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a redwood golem, as noted below.
  • A diminish plants or warp wood spell slows a redwood golem (as the slow spell) for 3 rounds (no saving throw).
  • A plant growth spell ends any slow effect on the golem and gives it the giant creature template for 1 minute. It cannot benefit from the size increase from plant growth again for 1 hour (but the spell will end slow effects, regardless of the time between castings). A redwood golem gets no saving throw against plant growth.
  • A blight spell affects a redwood golem as if it were a plant creature. The golem receives a saving throw against the spell.
  • A magical attack that deals electricity damage ends any slow effect on the golem and heals 1 point of damage for each 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 redwood golem gets no saving throw against electricity effects.

Reshape (Ex) A redwood golem’s default form is that of a feline creature, as reflected in its stat block. Three times per day as a swift action, the golem can change its animal form or densify its exterior. If it changes animal forms, it loses its current melee and special attacks and replaces them based on the new form. An elephantine form grants it 2 slam attacks (+25 attack bonus, 4d8+8) and trample (4d8+12, DC 27). If it takes the form of a rhinoceros, it gains a gore attack (+25 attack bonus, 4d8+12), powerful charge (gore, 4d8+16), and trample (4d6+12, DC 27). A serpentine form grants it a bite attack (+26 attack bonus, 4d6+12 plus grab), and constrict (4d6+12).
              A redwood golem choosing to densify its exterior increases its natural armor bonus by +2, but reduces its base speed by 10 ft. These changes last for 1 hour. The golem can choose this use of the ability more than once, but it cannot reduce its base speed below 10 ft.
              The golem can reshape itself more than three times per day, but after the third use of this ability, it must use a full-round action to reshape itself.

Druids (and other spellcasters allied with nature) typically create redwood golems to guard sacred groves or especially important forests. Creators enjoy the aesthetic of the fusion of fierce animal figures with plant material, so they fashion most golems into a predatory or other intimidating animal. The golems have rudimentary intelligence, which allows them to make tactical decisions in battle and use their reshape ability and feats for maximum effectiveness. Commands issued by the golems’ creators override the creations’ choices, however. A golem which loses its creator usually seeks revenge on its creator’s killers before retreating to deep woods where it continues to carry out its imperative to protect the forest.

Construction
The construction of a redwood golem requires a single redwood tree measuring at least 30 feet in height. The wood is treated with rare herbal solutions costing at least 40,000 gp.

Redwood Golem
CL 15th; Price 140,000 gp
CONSTRUCTION
Requirements Craft Construct, animal shapes, awaken, control plants, creator must be caster level 15th; Skill Craft (sculpture) DC 21; Cost 90.000 gp


Saturday, July 22, 2017

Frightful Fridays! Krakitten

Hello, and welcome to another Frightful Fridays! I'm going to say that jet lag still makes it Friday. The family trip to Europe was awesome, and I saw a lot of great art, great architecture, and beautiful mountains and countrysides. One of the things which provided inspiration for this feature was the image below, featured on a t-shirt (one of which I now own). The krakitten just wants to play, and its targets include sailing vessels. If the vessels would just sit still, the krakitten wouldn't even notice them.

I hope you enjoy this week's monster, and I'll see you again soon with another monster. Thanks for reading!

It's adorably causing a shipwreck

This tabby kitten towers over most seagoing vessels. It flails its paws in playful, yet deadly, exuberance.
Krakitten      CR 6
XP 2,400
N Colossal magical beast (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 7, flat-footed 14 (+4 Dex, +1 dodge, +12 natural, –8 size)
hp 84 (8d10+40)
Fort +11, Ref +10, Will +4
DR 5/magic; Immune electricity
Weaknesses distractible
OFFENSE
Speed 30 ft., swim 60 ft.
Melee bite +9 (2d6+8 plus grab)
Ranged hairball +4 (2d4+8 plus entangling hairball)
Space 30 ft.; Reach 20 ft.
Special Attacks capsize, cornered rage, rake (2 claws +8, 2d6+8), structural damage
STATISTICS
Str 26, Dex 19, Con 21, Int 2, Wis 14, Cha 17
Base Atk +8; CMB +24 (+28 grapple); CMD 39 (43 vs. trip)
Feats Athletic, Dodge, Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +11 (+19 to jump), Climb +14, Perception +8, Swim +18
ECOLOGY
Environment warm and temperate ocean
Organization solitary, pair, or clowder (3–8)
Treasure none
SPECIAL ABILITIES
Cornered Rage (Ex) A krakitten always retreats when reduced to 15 hp or fewer. However, if it cannot retreat, it goes into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to AC. The rage lasts for 1 minute or until it can retreat, whichever is shorter. It cannot end its rage voluntarily.
Distractible (Ex) A krakitten takes a –4 penalty on saves against illusion spells and effects. Additionally, pattern spells treat a krakitten as if it had 1/2 of its Hit Dice when determining the spells’ effects.
Entangling Hairball (Ex) If a krakitten’s hairball attack strikes a target, the target creature must succeed on a DC 19 Reflex save or become entangled. An entangled creature can break free of the hairball with a successful DC 19 Escape Artist check or Strength check. A krakitten’s entangling hairball can also affect a creature if the hairball hits the creature’s touch AC, but the affected creature receives a +4 bonus on the Reflex save to avoid becoming entangled and the checks to break free. The save and check DCs are Constitution-based.
Structural Damage (Ex) A krakitten's rake ignores up to 5 points of a target object’s hardness.

Many creatures protect their young by hiding them in well-protected locations, safe from the predations of larger creatures. Some young have inherent means of protection in the form of camouflage or other natural defenses. Oftentimes, one or more of the parent creatures remain with the young to drive off predators. In the case of at least one type of sea cat, the sea cats deposit their eggs near a source of wild arcane energy which has no affect on the adult creatures, but causes the immature sea cats to grow to prodigious size as krakittens.

Krakittens are terrors of the sea lanes, but this is an unfortunate and incidental side effect of their great size coupled with their playfulness. Fortunately, they are clumsy and rarely land direct hits on the objects of their attention. They are also prone to distraction and will follow figments which capture their notice and “play” with the illusory objects until they grow bored or finally realize the objects are not real. Dumping a load of fish in the water also keeps them from attacking ships. Finally, when they become severely injured, they return to their lairs where they can nurse their wounds and recover. Maritime wisdom warns sailors not to trap an injured krakitten, since it becomes enraged and even more destructive.

After a year, the arcane energy infusing krakittens fades, and the creatures mature into sea cats to begin the cycle anew. Oceanic druids have tried in vain to gain krakittens as companion creatures, but the best they can do is lure the overgrown kittens to ships they want destroyed.


Friday, July 14, 2017

Frightful Fridays! Phantom Charger

Hello and welcome to another Frightful Fridays! now with an actual trend of three monsters in a row on Friday. This week's monster is a macabre horse representing a herd of horses unjustly killed, either deliberately or through extreme negligence. So, it gets its revenge by splitting into four copies, lashing shackles around its victim's limbs and pulling its victim apart--a pretty nasty end for a nasty villain. Unfortunately, "vengeance mode" is always on for the horse, so it does this to every living creature it meets.

I hope the phantom charger proves suitably frightful for you, and I'll see you next week with another monster. Thanks for reading!


Green flame dances in the eyes of this ghostly horse. An ichor-dripping fetter trails behind the horse.
Phantom Charger      CR 8
XP 4,800
NE Large undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, –1 size)
hp 102 (12d8+48); fast healing 5
Fort +8, Ref +9, Will +11
Defensive Abilities incorporeal; Immune undead traits
OFFENSE
Speed fly 60 ft. (perfect)
Melee 2 incorporeal touches +14 (3d6 plus 1d6 Strength drain and ghost shackle)
Ranged incorporeal touch +14 (1d6 plus ghost shackle)
Space 10 ft.; Reach 10 ft.
Special Attacks draw and quarter, ghost shackle, Strength drain
STATISTICS
Str —, Dex 21, Con —, Int 3, Wis 16, Cha 19
Base Atk +9; CMB +15; CMD 30
Feats Dazzling Display, Dodge, Gory FinishUC, Mobility, Spring Attack, Weapon Focus (incorporeal touch)
Skills Fly +15, Intimidate +13, Perception +11
SQ solo herd
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Draw and Quarter (Su) If a creature has four ghost shackles placed on it at the beginning of the phantom chargers’ turn, the attached horses pull in opposite directions from each other, threatening to tear the victim apart. This acts as the phantom killer spell (DC 18), except the killer cannot be turned upon the chargers. If the victim survives this attack, the ghost shackles loosen from the victim. However, if the victim dies as a result of this attack, the phantom chargers pull the victim apart and can apply the effects of the Gory Finish feat.
Ghost Shackle (Su) If a phantom charger successfully hits with its incorporeal touch attack either in melee or with a ranged attack (at a maximum of 30 feet), it can attempt a free grapple combat maneuever check. If this check is successful, it locks the shackle around one of the target’s limbs. The charger is tethered to the victim and gains the grappled condition. It can no longer use this ability until the shackle is removed. The victim does not gain the grappled condition, but the charger moves with it when it moves. To remove the shackle, remove curse or a similar spell must be cast on the victim, treating the caster level as the charger’s HD. This is a curse effect.
Solo Herd (Su) A single phantom charger can take a full-round action to create an additional three duplicates of itself. When it does so, all four chargers possess half the originating charger’s hit points. Additionally, the four chargers incur a –2 penalty on their attack rolls. Finally, all chargers lose the fast healing ability when split in this fashion. If one of the chargers is destroyed, the other horses immediately remerge, and the phantom charger cannot use this ability again until all its hit points are restored.
Strength Drain (Su) Creatures hit by a phantom charger’s melee touch attack must succeed at a DC 20 Fortitude save or take 1d6 points of Strength drain. If the target fails its save, the charger also gains 5 temporary hit points. The save DC is Charisma-based.

When a herd of horses is killed in a cruel manner or through an act of severe neglect, the terrible energies surrounding that act create a terrible gestalt version of the dead horses which seek revenge on those responsible for their deaths. The madness driving the implacable creature causes it to attack any living creature it encounters, however. A phantom charger splits into four component ghostly horses at the start of combat and all four attack the same target, weakening it with their hooves and shackling the victim with the fetters representing their tormented last moments. Once four of the victim’s limbs are chained, the horses attempt to draw and quarter it. The phantom charger repeats this process for every living creature it comes across, until it finally kills the person or people responsible for the herd’s death.


Friday, July 7, 2017

Frightful Fridays! Pilferer Dragon

Hello and welcome to the second Frightful Fridays! on its advertised day. I'm returning to the dragon well with this little fella, which likes to steal everything not nailed down and shove it all into its mouth. Of course, that leads to another plane where the dragon stores all its stolen goods.

I hope you enjoy the pilferer dragon (or making your players angry by having it rob them of all their valuables). See you next week with another monster. Thanks for reading!




Myriad colored bands cross the surface of this miniature draconic creature. The bands shift in color, making it difficult to keep an eye on the dragon.
Pilferer Dragon      CR 5
XP 1,600
CN Tiny dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 57 (6d12+18)
Fort +8, Ref +9, Will +6
Immune paralysis, sleep; SR 16
OFFENSE
Speed 15 ft., fly 50 ft. (good)
Melee bite +4 (1d3–4), 2 claws +4 (1d2–4)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon
STATISTICS
Str 2, Dex 19, Con 17, Int 15, Wis 12, Cha 16
Base Atk +6; CMB +8 (+12 steal); CMD 14 (16 vs. steal, 18 vs. trip)
Feats Combat Expertise, Greater StealAPG, Improved StealAPG
Skills Appraise +23, Bluff +12, Fly +12, Knowledge (arcana) +11, Knowledge (local) +9, Knowledge (nobility) +9, Perception +10, Spellcraft +10, Stealth +28, Use Magic Device +12; Racial Modifiers +12 Appraise, +8 Stealth
Languages Common, Draconic
SQ big mouth, chameleon, fast stealth
ECOLOGY
Environment any land
Organization solitary, pair, or crew (3–8)
Treasure (none or triple; see below)
SPECIAL ABILITIES
Big Mouth (Su) A pilferer dragon mouth opens to a pocket dimension where it stores its treasure. When it succeeds at a steal combat maneuver, it can take a move action to stash the stolen item in its mouth.
If the dragon dies, the portal to the dimension collapses, cutting off access to the creature’s hoard.
Breath Weapon (Su) A pilferer dragon can temporarily redirect its portal to an elemental plane, allowing it to choose one of four possible breath weapons: 40-ft. line of acid for 4d6 points of acid damage; 30-ft. cone of cold for 4d6 points of cold damage; 40-ft. line of lightning for 4d6 points of electricity damage; or 30-ft. cone of fire for 4d6 points of fire damage. A successful DC 16 Reflex save halves the damage. The dragon can use its breath weapon every 1d4 rounds. The save DC is Constitution-based.
Chameleon (Su) A pilferer dragon gains a +8 racial bonus on Stealth checks and can hide in plain sight (as the ranger’s camouflage class feature). If the dragon’s background changes drastically (such as from a grassy field to snow-covered ground), it loses the benefits of this ability for 1 round.
Fast Stealth (Su) A pilferer dragon can move at full speed using the Stealth skill without penalty, as per the rogue talent.

Pilferer dragons are a strange evolutionary offshoot of dragon which popped in areas where more massive and powerful dragons were hunted to extinction. The resultant dragons are considerably weaker than their forebears, but they compensate for their minute sizes and subsequent inability to guard a massive hoard with an internal portal to a demi-plane. The dragons store all their ill-gotten loot in their own personal demi-plane—at least sages who have studied pilferer dragons have concluded there is no single plane where all this treasure goes. In a spiteful bit of supernatural physiology, a pilferer dragon’s portal deactivates when the dragon dies. Even if it were returned to life, it loses access to the old hoard and must start a new one in a different demi-plane. Because of this, pilferer dragons will offer to cough something up for (or, at the very least, return stolen items to) creatures presenting a credible threat.
Pilferer dragons enjoy working with each other and other larcenous creatures, especially to pull of large heists. When working with non-draconic creatures, the dragons take advantage of their nearly unparalleled eye for a value’s worth to come out ahead when splitting the take.


Friday, June 30, 2017

Frightful Fridays! Melilutra

Hello and welcome once again to Frightful Fridays! It's making at least a temporary return to Friday, too! In celebration, here's a cute, gigantic otter which is very dependent on others of its kind being around, otherwise it gets really unpleasant.

I hope you enjoy the melilutra. I'll see you next week (on Friday even!) with another monster. Thanks for reading!




This sleek, brown-furred creature is the size of a wolf. Despite its daunting size, it seems playful, especially among other such creatures.
Melilutra      CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +3
OFFENSE
Speed 40 ft., swim 60 ft.
Melee bite +6 (1d6+3), slam +6 (1d6+3)
Special Attacks playful slam, rage of one
STATISTICS
Str 17, Dex 16, Con 17, Int 2, Wis 14, Cha 13
Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Feats Coordinated ManeuversAPG, Precise StrikeAPG
Skills Acrobatics +11 (+15 to jump), Escape Artist +11, Perception +9, Swim +11; Racial Modifiers +8 Acrobatics, +8 Escape Artist
ECOLOGY
Environment temperate rivers and lakes
Organization pair or family (3–12)
Treasure none
SPECIAL ABILITIES
Playful Slam (Ex) A melilutra can deal nonlethal damage with its slam attack without taking a penalty to its attack roll.
Rage of One (Ex) When a melilutra loses its companions (whether they are unconscious or dead), it flies into a rage. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts until combat ends or until one of its companions becomes conscious. It cannot end its rage voluntarily.

Melilutras are oversized otters with a tight-knit social structure to the point of codependence. These otters become enraged when they can see no others of their kind and attack everything in sight as part of a near-primal death wish. If a lone melilutra witnesses the death (actual or perceived) of its last companion melilutra, it focuses its attacks on the creature which dealt the killing blow. After this fury subsides, usually corresponding with the death of all other living creatures in the immediate area, solitary melilutras become despondent and slowly die from thirst and starvation. If a companion melilutra recovers from its wounds and awakens, this also ends the rage, and the surviving creatures attempt to flee.

Melilutras are omnivorous but prefer plants and fish to other fare. Creatures stumbling on a melilutra pair or family find the animals to be aggressively playful, especially if they are full from a recent meal. The otters refrain from using their wicked bites and bodily throw themselves at opponents, hoping to knock them down and then roll around on top of the toppled victims. As highly social creatures, melilutras have developed fighting styles favoring them working in tandem. They teach pups these styles shortly after the pups are born and can swim and run on their own. Pups are born twice a year and are reared by the whole family, which gets them accustomed to being part of a tight-knit group. A displaced melilutra attaches itself to another family if it finds one (with the family welcoming the wayward otter) or adopts a family of ordinary otters as its family.

Melilutra Companions
A character with the animal companion class skill can rear a melilutra from a pup and have the animal treat the character as part of its family. The character must spend a trick to teach the melilutra to accept the rest of the party as its family. If not, the character’s death or unconsciousness will activate its rage.

Starting Statistics: Size Small; Speed 30 ft., swim 40 ft.; AC +2 natural armor; Attack bite (1d4), slam (1d4); Ability Scores Str 13, Dex 18, Con 15, Int 2, Wis 14, Cha 13; Special Attacks playful slam, rage of one; Special Qualities low-light vision.

4th-Level Advancement: Size Medium; Speed 40 ft., swim 60 ft.; Ability Scores Str +4, Dex –2, Con +2; Special Qualities can take a single teamwork feat as one of its bonus feats, and the character with the melilutra companion is treated as having that feat as well.