Friday, April 20, 2018

Frightful Fridays! Gorebark

Hello and welcome back for another edition of Frightful Fridays! In a departure for me, I've created something that isn't a plant that likes to kill all humanoids. This week, you get the gorebark, an alient plant-like thing which likes to kill all plants (and then pretend to be a plant, so it can kill humanoids, but that's just a bonus as opposed to its main goal).

I hope you enjoy the gorebark, and I'll see you next week with another monster!



This misshapen, rubbery tree manifests a tortured face from which acrid pulp dribbles.
Gorebark      CR 11
XP 12,800
CE Large aberration
Init 1; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC 24, touch 8, flat-footed 24 (-1 Dex, +16 natural, 1 size)
hp 168 (16d8+96)
Fort +13, Ref +4, Will +13
DR 15/cold iron and slashing; Immune acid, plant traits; Resist electricity 20, fire 10
OFFENSE
Speed 30 ft.
Melee 2 slams +20 (3d6+8/1920 plus grab)
Ranged spit +10 touch (4d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 8d6 acid and bludgeoning damage, Reflex DC 24 for half, usable every 1d4 rounds), expulsion of pulp, flora destroyer
STATISTICS
Str 27, Dex 8, Con 22, Int 11, Wis 16, Cha 15
Base Atk +12; CMB +21 (+23 bull rush, +25 grapple); CMD 30 (32 vs. bull rush, can't be tripped)
Feats Awesome Blow, Critical Focus, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Power Attack, Sickening Critical, Weapon Focus (slam)
Skills Bluff +18, Disguise +18, Knowledge (nature) +19, Perception +22
Languages Aklo, Sylvan
SQ change shape (any plant, plant shape III), plant suit
ECOLOGY
Environment any forest
Organization solitary or stand (28)
Treasure standard
SPECIAL ABILITIES
Expulsion of Pulp (Ex) Once per day as a move action, a gorebark can vomit out its innards. It deals 12d6 points of acid damage to creatures it is currently grappling. Additionally, it increases its fire resistance to 20 for 1 minute. After the gorebark uses this ability, it cannot use its breath weapon for 2d4 rounds. It gains an additional use of this ability when it successfully uses its plant suit ability.
Flora Destroyer (Ex) A gorebark doubles its acid damage against plants for all its attacks that deal acid damage.
Plant Suit (Su) As a full-round action, a gorebark can take the form of a dead Medium, Large, or Huge plant creature. When it does this, it takes on the creature’s size and appearance and gains a +10 bonus on Disguise checks made to impersonate the victim. The stolen form is preserved while the gorebark assumes it, but is destroyed if the gorebark takes more than 10 points of damage or if the gorebark decides to destroy the plant form as a standard action. The gorebark reverts to its normal size if its stolen form is destroyed.

While gorebarks are considered abominations among intelligent plant creatures and those who revere nature, they are regarded as ordinary on their strange and distant home worlds. Gorebarks have a similar role to treants in their fleshy forests. On rare occasions, gorebark spores or saplings make the journey across the stars and land in terrestrial forests. When they do, they first assume the form of a normal plant to get an understanding of their environment and the plants in it. As they learn, they gain confidence in their ability to pretend to be intelligent plant creatures. Gorebarks take perverse pleasure in fooling druids and intelligent plant creatures before betraying them. Their acidic composition is especially deadly to plants, and they absorb the slurry from destroyed plants to fuel their destructive capabilities. They try to leave the bark of their kills intact, so they can squeeze themselves into their victims and perpetuate their ruses. Eventually, their desire to destroy overcomes them and they devastate the plant life and use the shells of the trees and plant creatures they destroy to populate their own grotesque forest parodies. They mix their own spores with plant spores to spawn more of their species.

Gorebarks ally themselves with other aberrations and malevolent plant creatures, especially fungi and other "unnatural" plants.

A typical gorebark stands 10 feet tall and weighs 500 pounds. A usual specimen can live up to 300 years.

Friday, April 13, 2018

Frightful Fridays! Crow Wraith

It's Friday, so it's time for another monster! Today's offering is a fey creature who crosses the gap between life and death. It also deals death (not so much with the life), but only for those it is contracted to kill. Most PCs, being quite unassuming, should never cross a crow wraith's path. Or maybe I've got that wrong...

I hope you enjoy the crow wraith. Thanks for reading!


This biped has a skeletal face and skin color in stark contrast between bone-white and a shadowy black. Immaterial crows peel away from the creature’s midsection, revealing its spine.
Crow Wraith      CR 14
XP 38,400
N Medium fey
Init +7; Senses low-light vision; Perception +27
DEFENSE
AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
hp 199 (21d6+126)
Fort +13, Ref +19, Will +15
Defensive Abilities evasion, improved uncanny dodge; DR 10/silver; Immune cold, mind-affecting effects
OFFENSE
Speed 40 ft., fly 60 ft. (average)
Melee unarmed strike +22/+17/+12 (2d6+6)
Special Attacks death attack (DC 22), sneak attack +8d6, stunning fist (5/day, DC 23)
Spell-Like Abilities (CL 20th; concentration +25)
   1/day—summon swarm (corvid swarm only; use stats for bat swarm)
STATISTICS
Str 22, Dex 25, Con 23, Int 14, Wis 17, Cha 20
Base Atk +15; CMB +21; CMD 39
Feats Canny Tumble[ACG], Combat Expertise, Deflect Arrows, Dodge, Improved Feint, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike)
Skills Acrobatics +31 (+35 to jump), Bluff +29, Climb +18, Escape Artist +31, Fly +18, Knowledge (religion) +18, Perception +27, Sleight of Hand +31, Stealth +31, Swim +18
Languages Aklo, Common, Sylvan; speak with animals (corvids only)
SQ corvid empathy +25, hide in plain sight, murder form
ECOLOGY
Environment any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Corvid Empathy (Ex) This ability functions as a druid’s wild empathy, except it only works on corvids. A crow wraith is treated as a 20th-level druid for this ability.
Death Attack (Ex) A crow wraith can perform a death attack as a 10th-level assassin.
Hide in Plain Sight (Su) A crow wraith can use the Stealth skill even while being observed. As long as it is within 10 feet of some sort of shadow, it can hide itself from view in the open without having anything to actually hide behind. The crow wraith cannot hide in its own shadow.
Murder Form (Su) Once per day, as a standard action, a crow wraith can transform itself into a swarm of incorporeal crows. Its updated stats are included below. The crow wraith can remain in this form for up to 1 minute (returning to its normal form requires a standard action), but the transformation takes a toll on it, causing it to become fatigued for 1 hour afterwards.
Summon Swarm (Sp) When a crow wraith summons a corvid swarm with its spell-like ability, the swarm gains the wraith’s damage reduction (for cases where weapon damage may apply) and immunity to cold.

Crow Wraith (murder form)      CR 14
XP 38,400
N Medium fey (incorporeal, swarm)
DEFENSE
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
Defensive Abilities evasion, incorporeal, swarm traits; DR 10/silver; Immune cold, mind-affecting effects
OFFENSE
Speed fly 60 ft. (perfect)
Melee swarm (5d6 plus 1d4 Cha drain and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 26)
STATISTICS
Str —, Dex 25, Con 23, Int 14, Wis 17, Cha 20
Base Atk +15; CMB —; CMD

Crow wraiths are unusual fey who are harbingers and bringers of death. They are created from the corpses of fey nobles fed to crows or other corvids. This bridge between life and death gives them a strangely balanced morality and allows them to usher fey, regardless of their affiliation, to their ultimate reward. They also serve as assassins for the fey courts, usually targeting mortals who have grievously offended fey nobles or represent a persistent obstacle to fey noble schemes. In rare cases, crow wraiths assassinate other fey, but this only occurs for grave breaches of contract.

Crow wraiths possess incredible physicality as well as the ability to dissolve into a swarm of ghostly corvids—crows, primarily, but ravens are a popular choice, while more flamboyant crow wraiths choose blue or green jays. They prefer to retain their corporeal, humanoid forms when carrying out assassinations, mostly because they enjoy the satisfaction of a well-placed nerve strike that incapacitates or outright kills their targets. Additionally, when they kill quarry in their murder form, the corpses are disfigured in an unnatural way, prompting more scrutiny by investigators looking into deaths wrought by crow wraiths. All the same, crow wraiths leave tokens of their claims of accountability for their murders, usually in the form of large white feathers held by their victims.

The wraiths fundamental ties to corvids grants them a rapport with the birds, and they often use corvids to scout targets or sites where they plan to carry out their deeds. Crow wraiths sometimes take favorite crows as companions. When engaged in pitched combat, they send the crows away to protect the birds. They have an innate ability to summon a swarm of corvids, but they only do so to create distractions when they face certain defeat against resolute foes.

A typical crow wraith stands just over 6 feet tall and weighs 150 pounds.

Friday, April 6, 2018

Frightful Fridays! Sidereal Tick

Hello, and welcome back to Frightful Fridays! I've got a more serious, albeit weird, monster this week. The sidereal tick rides along on colossal horrors from beyond the stars and jumps off to attack more palatable prey (like, say, PCs). To sustain itself, it drains its victim's physical blood and essence and pulls the husk into the void making up its stomach. As an added bonus, it's difficult to remove, just like non-Lovecraftian ticks.

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



This odd insectile creature has several legs sprouting from random locations on its body, clear eye-like organs covering its body, and a gaping, toothy maw opening up into darkness.
Sidereal Tick      CR 10
XP 9,600
CN Small aberration
Init +11; Senses blindsight 60 ft., darkvision 60 ft.; Perception +15
DEFENSE
AC 23, touch 19, flat-footed 15 (+7 Dex, +1 dodge, +4 natural, +1 size)
hp 127 (15d8+60)
Fort +11, Ref +12, Will +8
Defensive Abilities all-around vision, amorphous; DR 10/cold iron; Immune cold, mind-affecting effects; Resist acid 20; SR 21
Weaknesses susceptibility to vermin spells
OFFENSE
Speed 30 ft.
Melee bite +19 (1d62 plus attach and blood drain)
Special Attacks attach, blood drain (1d3 Con and 1d3 Cha), true and terrifying visage
Spell-Like Abilities (CL 15th; concentration +17)
   Constant—displacement, freedom of movement
   At will—dimension door
   3/day—quickened dimension door
STATISTICS
Str 6, Dex 25, Con 18, Int 7, Wis 9, Cha 14
Base Atk +11; CMB +17 (+21 grapple); CMD 26 (can't be tripped)
Feats Agile Maneuvers, Dimensional Agility[UC], Disorienting Maneuver[UC], Dodge, Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (dimension door), Weapon Finesse
Skills Acrobatics +20, Escape Artist +20, Perception +15, Stealth +19; Racial Modifiers +8 Perception
Special Qualities no breath
ECOLOGY
Environment any
Organization solitary, pair, or infestation (310)
Treasure standard
SPECIAL ABILITIES
Attach (Ex) A sidereal tick has a +4 racial bonus on combat maneuver checks made to start and maintain a grapple and to its CMD against attempts to break grapples it initiated. If the tick is attached to a creature, the creature moves with the tick when it uses its quickened dimension door spell-like ability. Additionally, the victim gains the tick’s spell resistance, which the victim cannot voluntarily lower.
Blood Drain (Su) A creature reduced to 0 Con or 0 Cha as a result of a sidereal tick’s blood drain is lost to the void constituting the tick’s interior. While the creature is in the void, it cannot be brought back to life short of a miracle or wish spell. If the tick is killed, it disgorges whatever portion of the void it touches; each creature consumed by the tick has a 25% chance of spilling out.
Susceptibility to Vermin Spells (Ex) A sidereal tick is affected by spells that target vermin as if it were a vermin. It loses the benefit of its spell resistance for such spells.
True and Terrifying Visage (Su) A sidereal tick’s true appearance is grotesque at a primal level. A creature using true seeing or similar magic to see things as they are in reality must attempt a DC 19 Will save. On a failed save, the creature becomes confused for 1d6 rounds and must succeed at a second Will save to avoid becoming permanently confused (as per the insanity spell). On a successful save, the victim is instead confused for 1 round. Regardless of the result of the saving throw, the creature can’t be affected by the same sidereal tick’s true and terrifying visage for 24 hours. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Sidereal ticks are pests that attach themselves to aberrant creatures from the far reaches of the universe. While the creatures are nuisances to the horrors from beyond the stars, they are devastating to victims unused to impossible geometries. Often, groups of the creatures dislodge themselves from their hosts and ravage worlds in advance of the more terrifying creatures. In this way, an invasion of sidereal ticks acts as an early warning for an apocalyptic threat to those knowledgeable about the weird vermin.

Sidereal ticks have voracious appetites they barely sate on their normal fare. When presented with food with fixed anatomies, they become insatiable. Once they attach themselves to such prey, they remain affixed until their prey is dead and consumed or they are killed or forcibly removed. Their strange relation to reality allows them to avoid many attacks and move with relative ease. They use their teleportation ability to escape with prey, especially when faced with armed resistance. Fortunately, while they have alien minds, they react to magic similarly to terrestrial vermin.

Sidereal ticks measure 3 feet in diameter and weighs 15 pounds. They have relatively short lifespans at 5 years but enter hibernative states that prolong their lives when traversing the stars with their hosts.

Sunday, April 1, 2018

Sci-Fi Sunday (Delak)

Hello and welcome to another Starfinder edition of monster blogging. Don't worry if you think you've seen something like this before. You probably have. At any rate, I hope you enjoy the entirely "original" delak.

[Image not displayed...for reasons]


This construct looks like a metal-studded metallic salt shaker. It spins around on an axis and shouts, “Stop! Do not flee!” while firing its raygun indiscriminately.
DELAK   CR 25
XP 1,638,400
CE Medium construct (technological)
Init +10; Senses blindsight (thermal) 60 ft., darkvision 60 ft., low-light vision; Perception +41
DEFENSE            HP 120
EAC 42; KAC 44
Fort +23; Ref +23; Will +19
Defensive Abilities delakantium; Immunities acid, cold, construct immunities, electricity, fire, sonic; Resist force 10
Weaknesses bull rush susceptibility
OFFENSE
Speed 30 ft.; fly 30 ft. (Ex, poor)
Melee suction extension +37 (18d10+40 B; critical asphyxiation [DC28])
Ranged delak raygun +40 (13d10+25 F; critical disintegration [DC 30])
Offensive Abilities phrase of fear
STATISTICS
Str +15; Dex +8; Con —; Int +4; Wis +1; Cha +12
Skills Computers +41, Intimidate +46, Sense Motive +41
Languages Delak
ECOLOGY
Environment any

Organization solitary, squad (2–12), devastation (13–200)
SPECIAL ABILITIES
Asphyxiation (Ex) A creature affected by a delak’s asphyxiation is considered grappled (as is the delak) and reduced to 0 Hit Points on a failed Fortitude save. If the delak succeeds on a grapple combat maneuver check to renew the grapple with its suction extension, the target must attempt the DC 28 Fortitude save again.
Bull Rush Susceptibility (Ex) The DC for the melee attack to perform a bull rush combat maneuver against a delak is its KAC + 4. A successful bull rush combat maneuver against a delak pushes it back 10 feet, plus 10 additional feet for every 5 by which the result of attack roll exceeds the DC. The creature performing the bull rush can instead knock the delak prone if it exceeds the DC by at least 5. Standing from prone requires a full action for a delak.
Delakantium (Ex) A delak is covered in nigh-impenetrable plating, which grants it hardness 40. At the GM’s discretion, a delak raygun bypasses this hardness, and the delak's immunity to fire, fully or to a certain degree (typically in increments of 10).
Disintegration (Ex) If a delak scores a critical hit with its delak raygun, the raygun’s damage is rolled four times. Additionally, the target must succeed at a DC 30 Fortitude save or be reduced to ash (this also occurs if the damage from the raygun reduces the target to 0 Hit Points).
Phrase of Fear (Ex) A delak has a particular phrase it shouts ominously as it attacks (examples include “Expunge with impunity!” and “Dismantle forcefully!”). Creatures that can hear the delak must succeed at a DC 28 Will save or become frightened. Creatures with a proper name equating to a profession (such as “Lawyer”) are immune to this effect; and allies of such creatures gain a +4 morale bonus on their Will saves.

A delak can possess other abilities at the GM’s discretion. It can also lose any of the above abilities at the GM’s discretion.

Friday, March 30, 2018

Frightful Fridays! Dihydrogen Monoxide Swarm

Hello and welcome back for another Frightful Fridays! Today's monster is the lowest-CR monster I've worked on for Frightful Fridays! However, that doesn't mean it's a pushover, especially in large numbers. Sure, on land, the dihydrogen monoxide swarm needs an external force to actually be effective, but, in water, it can be quite deadly.

I hope you enjoy the dihydrogen monoxide swarm, and I'll see you next week with another monster!

Can you find all the swarms in this image?

This densely packed swarm is translucent but presents a mirrorlike surface from certain angles.
Dihydrogen Monoxide Swarm      CR 1/8
XP 50
N Fine construct (swarm)
Init –5; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
hp 5 (1d10)
Fort +0, Ref –5, Will –5
Defensive Abilities swarm traits; Immune construct traits, acid, cold, electricity
Weaknesses vulnerability to fire
OFFENSE
Speed 0 ft.; immobile
Melee swarm (1 plus choking hazard and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 10), drown, flame killer, inexorability, scalding retribution
STATISTICS
Str 1, Dex 1, Con —, Int —, Wis 1, Cha 2
Base Atk +1; CMB —; CMD
SQ camouflage
ECOLOGY
Environment any
Organization solitary or collective (2–10,000)
Treasure incidental
SPECIAL ABILITIES
Camouflage (Ex) Since a dihydrogen monoxide swarm looks like ordinary water when at rest, a successful DC 10 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival, Knowledge (nature), or Craft (alchemy) can use any of those skills instead of Perception to notice the swarm.
Choking Hazard (Ex) If a dihydrogen monoxide swarm enters a square with a creature that needs to breathe, the creature must succeed at a DC 5 Reflex save or become sickened for 1d4 rounds.
Drown (Ex) A creature caught in a dihydrogen monoxide swarm for consecutive rounds is at risk for drowning.
Flame Killer (Ex) While a dihydrogen monoxide swarm takes extra damage from magical and alchemical fire that affects an area, it can affect nonmagical sources of flame. If it enters a square with an unprotected, nonmagical fire, the fire must succeed on a DC 5 Reflex save or be extinguished.
Immobile (Ex) A dihydrogen monoxide swarm requires another creature to act on it for it to move. If placed in a container, the swarm can be thrown with a 20-foot range increment. Alternatively, the swarm can hide among a downpour and as it falls; the swarm takes no falling damage from this.
Inexorability (Ex) While at rest, a dihydrogen monoxide swarm still deals 1d6 points of damage per year to creatures or objects in constant contact with the swarm. This damage bypasses hardness.
Scalding Retribution (Ex) If a dihydrogen monoxide swarm dies by taking fire damage, it transforms into a gas dihydrogen monoxide swarm for 1 round. It immediately deals 1d6 points of fire damage to creatures in its space, and deals 1d6 points of fire damage to creatures entering its space. At the end of its next turn it dissipates.

Sometimes the scariest monsters are those that seem the most innocuous. Such is the case with dihydrogen monoxide swarms, which appear to the untrained eye as nothing more than typical water. In fact, the creatures often lay in wait for unsuspecting prey to submerge themselves into water containing them, where they can strike and infiltrate their targets’ lungs. Even more terrifying, dihydrogen monoxide swarms left unattended devastate flesh and objects over time.

As they are usually immobile (except in rare occasions when they attack from the sky), they must rely on allies to generate their devastating attacks. They are often befriended by aquatic creatures and elementals from the Plane of Water. The swarms have no concept of the world around them and are content to remain inert, provided they stay out of heat sources for prolonged periods.

Variant Dihydrogen Monoxide Swarms
The most typical encounter with dihydrogen monoxide swarms occurs with the creatures in liquid form. However, they can assume a solid shape in extreme cold conditions and a gaseous form in extreme heat.

Ice Dihydrogen Monoxide Swarm: Gains a +2 natural armor bonus to AC and deals 1d4 points of damage with its swarm attack. Loses its choking hazard, drown, and flame killer abilities. If an ice dihydrogen monoxide swarm takes fire damage, it reverts to its liquid form.

Gas Dihydrogen Monoxide Swarm: Gains immunity to fire and deals 1d4 points of fire damage with its swarm attacks. Loses immunity to cold and its drown ability. Strong wind (natural or magical) automatically destroys a gas dihydrogen monoxide swarm. If the swarm takes cold damage, it reverts to its liquid form.

Friday, March 23, 2018

Frightful Fridays! Cloister Kaida

Hello, and welcome back for another Frightful Fridays! I haven't put together a kaida in quite a while, and this seemed like a good time to revisit the little dragons. Today's kaida is a staunch protector of temples, at least until the temple falls, and then it finds a new, kinda related religion to follow. In addition to being powerful in-house defenders, especially when paired with a high-level cleric, it is possible for a party to pick one up as a temporary companion, especially if its deity deems it necessary to send the dragon out adventuring.

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


Maddening swirls and emblems of fire cover this flying lizard-like creature. Its eyes glow with otherworldly power.
Cloister Kaida      CR 4
XP 1,200
CE Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 37 (5d12+5)
Fort +7, Ref +7, Will +8
Defensive Abilities cloistered; Immune paralysis, sleep; SR 15
OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee bite +3 (1d44), 2 claws +3 (1d34)
Space 2½ ft.; Reach 0 ft.
Special Attacks channel energy 6/day (DC 15, 3d6)
Spell-Like Abilities (CL 5th; concentration +9)
   3/day—invisibility
Cleric Spells Prepared (CL 5th; concentration +9)
   3rd—bestow curse (DC 17), blindness/deafness (DC 17), fireball[D], magic circle against law[D]
   2nd—align weapon[D] (chaos only), boiling blood[UM] (DC 16), darkness, hold person (DC 16), produce flame[D]
   1st—bane (DC 15), burning hands[D], detect good, murderous command[UM] (DC 15), protection from law[D], shield of faith
   0 (at will)—bleed (DC 14), detect magic, guidance, resistance
D Domain spell; Domains Chaos, Fire
STATISTICS
Str 2, Dex 16, Con 13, Int 10, Wis 19, Cha 17
Base Atk +5; CMB +6; CMD 12 (16 vs. trip)
Feats Great Fortitude, Persuasive, Selective Channeling
Skills Diplomacy +13, Fly +11, Intimidate +13, Knowledge (religion) +16, Perception +12, Sense Motive +12, Use Magic Device +11; Racial Modifiers +8 Knowledge (religion)
Languages Common, Draconic
SQ restore domain spell
ECOLOGY
Environment any (temple devoted to its deity)
Organization solitary, guard (25), legion (618)
Treasure incidental
SPECIAL ABILITIES
Channel Energy (Su) A cloister kaida can channel energy as a 5th-level cleric. It channels positive or negative energy depending on its current alignment and its deity’s alignment (this example kaida channels negative energy). Additionally, it can expend two uses of channel energy to inflict damage to all non-worshippers of its deity or to heal all worshippers of its deity.
Cloistered (Su) While within a temple to its deity, a cloister kaida’s spell resistance increases to 17 against spells cast by divine casters that don’t worship its deity. The kaida does not benefit from spell resistance against spells cast by divine casters that worship its deity.
Restore Domain Spell (Su) As a standard action, a cloister kaida in contact with a divine caster that worships its deity can expend one of its domain spells to restore the same domain spell already cast by the divine caster.
Spells A cloister kaida casts divine spells as a 5th-level cleric. It gains access to two domains appropriate to the deity it worships and the ability to channel energy, but it gains no other cleric abilities. The kaida counts as a holy (or unholy) symbol for purposes of using a focus.

Note: The above is a sample cloister kaida. There are myriad possibilities based on the deities they could follow. Typically, they choose detect spells for at least one opposing alignment and a couple of defensive spells. Their remaining spells are offensive spells appropriate for their deities.

Cloister kaidas, also informally known as temple dragons, are miniature defenders of places of worship devoted to the deities they serve. Their main priority is the protection of the temples’ upper echelons, especially those that receive divine power from their deities. They remain invisible and cast defensive spells, if any, on themselves or their charges, and then use their offensive, non-domain spells on their foes. The kaidas keep their domain spells in reserve, so they can share the spells with more powerful divine casters.

If their place of worship falls while they still live—cloister kaidas have a reasonable sense of self-preservation and are aware of a lost cause—they attempt to relocate to another temple to the same deity, or they find a similarly aligned deity to which they adapt. In this case, the kaidas temporarily lose all cleric-related abilities but can choose a deity within one step of their current alignment. They find secluded places in their new locations and enter chrysalises, from which they emerge after one year. During their metamorphoses, they shed skin embossed with their old holy symbols and adopt the holy symbols appropriate to their new deities on their new skin.

Cloister kaidas live for nearly 500 years, so it is possible for a single kaida to migrate in this way from one alignment extreme to another and back again over the course of its life. The dragons’ longevity also makes it possible for them to be the only living creatures who remember otherwise forgotten religions.

Cloister kaidas sometimes leave their familiar surroundings to undertake missions for their deities. They attach themselves to adventurers who include at least one worshipper of their deities. In rare cases, cloister kaidas discover a predilection for adventuring and remain with a group, provided they have a requisite worshipper. Cloister kaidas usually flee from groups who no longer have worshippers of their deities, but they expend the effort to convert someone from a beloved group if a worshipper in the group died.

A cloister kaida measures 1 foot in length and weighs 15 pounds.

Cloister Kaida Adepts
Cloister kaidas with the advanced creature template or class levels in cleric gain the granted powers from their chosen domains. Their effective cleric level is equal to their Hit Dice plus any cleric levels they possess.

Friday, March 16, 2018

Frightful Fridays! Lemon Leshy

Hello there, Frightful Friends! Today's monster was a request of one of my Patreon (https://www.patreon.com/FrightfulFridays) patrons, and it was an easy request to fulfill, since I enjoy working on new leshys. The lemon leshy isn't exactly unfriendly, but it will take the opportunity to blind PCs with lemon juice if they don't back off. It also throws some mean fruit (look at that damage--those are painfully hard lemons!)

I hope you enjoy the lemon leshy. See you next week with something else!



This plant person is thin up to its leafy bough, which droops under the weight of dozens of bright yellow fruit.
Lemon Leshy      CR 4
XP 1,200
N Small plant (leshy, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 42 (5d8+20)
Fort +8, Ref +3, Will +3
Immune electricity, plant traits, sonic
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d8+2)
Ranged lemon +6 (1d6+2)
Special Attacks lemon sting
Spell-Like Abilities (CL 10th; concentration +11)
   Constant—pass without trace
STATISTICS
Str 15, Dex 14, Con 19, Int 8, Wis 15, Cha 12
Base Atk +3; CMB +4; CMD 16
Feats Combat Reflexes, Dazzling Display, Weapon Focus (slam)
Skills Intimidate +7, Perception +7, Stealth +6 (+10 in warm forests), Survival +3 (+7 in warm forests); Racial Modifiers +4 Intimidate, +4 Stealth and Survival in warm forests
Languages Druidic, Sylvan; plantspeech (citrus trees)
SQ change shape (Small lemon tree; tree shape), refreshment, verdant burst
ECOLOGY
Environment warm forests
Organization solitary or grove (212)
Treasure standard
SPECIAL ABILITIES
Lemon (Ex) A lemon leshy’s lemon has a range increment of 20 feet.
Lemon Sting (Ex) As a standard action, a lemon leshy can squirt lemon juice at a creature within 20 feet of it. On a successful touch attack, the target takes 1 point of damage and the leshy can apply one of two effects. The first effect causes the target to become blinded for 1d4 rounds; if it succeeds on a DC 16 Fortitude save, it is instead dazzled for 1 round. The second effect works only on a target that has sustained hit point damage, causing an applicable target to become nauseated for 1d4 rounds; if it succeeds on a DC 16 Fortitude save, it is instead sickened for 1 round. The save DCs are Constitution-based.
Refreshment (Ex) Once per week, a lemon leshy can prepare a special bunch of lemons from which it can produce a lemon drink that benefits up to 6 Small or Medium creatures. Each creature that drinks the concoction heals 1d6 hit points and gains the benefit of longstrider for 10 hours.

Lemon leshys take subtropical forests as their purview and protect the animals and plants thriving within. Ardent protectors of all life in their homes, the leshys intervene even when venomous insects, spiders, or animals attack outsiders that respond in kind. While they prefer to scare off intruders, they have the physical might to back up their threats. They enjoy pelting foes with the fruit growing in their boughs and adding a dash of discomfort to opponents that persist and come close to them. While they wouldn’t admit this, they take a perverse joy in blinding a victim or causing it to double over in pain as exposed eyes or wounds take a squirt of lemon juice.

Lemon leshys are as gentle with their charges as they are violent with trespassers that can’t take a hint. They prepare a batch of lemons into a surprisingly sweet brew which heals wounds and invigorates the drinker. In very rare cases, usually involving the trade of favors benefitting the lemon leshys or their forests, the leshys share this drink with outsiders.

Lemon leshys are 21/2 feet tall and weigh 70 pounds, most of which is concentrated among the lemons constituting the top of the leshys.

Growing a Lemon Leshy
Lemon leshys are grown in warm climates or during the heat of the summer months in temperate climates. To grow a lemon leshy, the maker plants a lemon, usually decorated with the semblance of a face to avoid the risk of the lehsy growing up blind and/or mute. The leshy’s disposition varies based on the grower’s disposition.

Lemon Leshy
CL 12th; Price 9,000 gp
RITUAL
Requirements Knowledge (nature) 5 ranks, longstrider, plant growth, summon nature’s ally IV; Skill Knowledge (nature) DC 18; Cost 4,500 gp

Friday, March 9, 2018

Frightful Fridays! Eggsemplar

Hey there! It's Friday, so it's time for another monster. Today's monster is a little goofier than usual (I know, the bar is already pretty low), but I think I managed to make it a viable opponent for low-level PCs. You can be the judge!

I hope you enjoy the eggsemplar, and I'll see you next Friday. Thanks for reading!



A cracked armor-like shell surrounds this orange sphere etched with sketchy facial features.
Eggsemplar      CR 4
XP 1,200
LN Small monstrous humanoid
Init +2; Senses blindsight 60 ft., darkvision 60 ft.; Perception +11
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 42 (5d10+15)
Fort +6, Ref +6, Will +7
Defensive Abilities fried by fire, shell up; Immune acid
OFFENSE
Speed 30 ft.
Melee 2 claws +9 (1d6+3)
Special Attacks walk on egg shells, yolk's on you
STATISTICS
Str 17, Dex 14, Con 17, Int 11, Wis 16, Cha 12
Base Atk +5; CMB +7; CMD 19
Feats Antagonize[UM], Great Fortitude, Power Attack
Skills Acrobatics +7, Intimidate +9, Perception +11, Profession (cook) +8
ECOLOGY
Environment any land
Organization solitary, pair, carton (3–12), omelite squad (13–30)
Treasure eggsidental
SPECIAL ABILITIES
Fried by Fire (Ex) An eggsemplar takes 50% more damage from fire, as if it had vulnerability to fire, but only from the first source of fire damage. Afterwards, it gains immunity to fire and a +2 natural armor bonus to AC. It reverts to its normal form in 24 hours.
Shell up (Ex) As a move action, an eggsemplar can close its shell armor around itself. It is effectively blinded when it does so and it loses its claw attacks and its yolk’s on you ability. In return, it gains a +2 natural armor bonus to AC, and it gains a slam attack which deals 2d4 points of damage (modified by 1–1/2 times its Strength modifier). It can open its shell armor as a move action, reverting to its typical statistics.
Walk on Egg Shells (Ex) As a standard action, an eggsemplar can shed some of its shell armor, reducing its natural armor bonus to AC by 2. When it uses this ability, all squares within 5 feet of it are treated as if covered by caltrops. The eggsemplar is unaffected by caltrops it creates with this ability.
Yolk's on You (Ex) This is similar to a breath weapon (15-ft. cone, 3d6 acid damage, Reflex DC 15 for half, usable every 1d4+ rounds), and creatures that fail their Reflex saves are covered in sticky, acidic residue. They become entangled and take an additional 1d6 points of acid damage at the beginning of the eggsemplar’s next turn. Removing the entangled condition requires an application of 1 gallon of alcohol.

Eggsemplars belong to a crack warrior caste among a species of otherwise shy and fragile ovoids. While they have considerable combat might, they refuse to take on a overlord role with their more peaceful cousins. To avoid the temptation, they spend much of their time travelling and working to protect the sanctity of their homelands from afar. They take their roles as warriors seriously and prefer combats which are not over easy. During their downtime, however, they like to crack each other up with jokes most outsiders would find unpalatable. When one of their number turns rotten, they reluctantly put the bad egg down and try to commemorate the excellent service provided by their fallen comrade.

Like the rest of their species, they worship a being they refer to as the Great Hen, and hope they prove themselves enough to ascend beyond the Great Wall, from which many notables have taken great falls. They are not theologians, so they refuse to consider questions about the origins of the Great Hen.

A typical eggsemplar stands just over 3 feet tall and weighs 50 pounds. They have 60 year lifespans, but their aggressive outlooks shorten this longevity.


Friday, March 2, 2018

Frightful Fridays! Inknull and Voxvoid

Hello and welcome back to another Frightful Fridays! Today's monsters are a tightly related pair. One steals physical words, while the other steals spoken words. Either one can cause havoc with PCs.

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



Glyphs and whole passages made of ink surround this sphere which rapidly alternates between a vantablack solid and a white void.
Inknull      CR 11
XP 12,800
CN Small outsider (extraplanar)
Init +9; Senses darkvision 60 ft., inksense 120 ft.; Perception +21
DEFENSE
AC 25, touch 25, flat-footed 19 (+8 deflection, +5 Dex, +1 dodge, +1 size)
hp 147 (14d10+70)
Fort +14, Ref +14, Will +8
Defensive Abilities ink splash; Immune acid
OFFENSE
Speed fly 60 ft. (perfect)
Melee slam +13 (1d6-2 plus 10d6 acid and wordeater)
Special Attacks word eater, writing imperative
Spell-Like Abilities (CL 14th; concentration +17)
   At will—arcane mark, erase
STATISTICS
Str 6, Dex 21, Con 20, Int 21, Wis 18, Cha 17
Base Atk +14; CMB +18 (+22 dirty trick); CMD 35 (37 vs. dirty trick)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Greater Dirty Trick[APG], Improved Dirty Trick[APG], Improved Initiative
Skills Bluff +20, Diplomacy +20, Disguise +17, Escape Artist +19, Fly +20, Knowledge (arcana) +22, Knowledge (planes) +22, Linguistics +22, Perception +21, Spellcraft +22, Stealth +24, Use Magic Device +17
Languages any
ECOLOGY
Environment any
Organization solitary, pair, or scriptorium (320)
Treasure standard (scrolls and other magical writings)
SPECIAL ABILITIES
Ink Splash (Su) If a creature strikes an inknull with a melee weapon or natural attack, it takes 5d6 points of acid damage. Additionally, if the inknull has symbol points built up from its word eater ability, it can expend points to place a glyph or symbol on the creature. A success on a DC 22 Reflex save halves the damage and negates the glyph or symbol (the inknull still expends its symbol points to inscribe the lost symbol). The save DC is Constitution-based.
Inksense (Su) An inknull notices and locates any type of writing within 120 feet, as if it possessed the blindsight ability.
Word Eater (Su) As a standard action, an inknull can devour all writing within 30 feet of it. It can also use this ability on a target it successfully strikes with its slam attack. If the writing is magical or attended, it receives a DC 20 Will save to avoid this effect; otherwise, the inknull absorbs the writing. When it devours writing, it gains symbol points equal to 1 + the level of the highest-level spell associated with the writing (a scroll or spellbook provide the inknull with the highest-level spell inscribed, while a magical book would use the highest-level spell associated with its creation). Mundane writing grants the inknull 1 symbol point. The save DC is Charisma-based.
If a creature presents an item with writing within 30 feet of an inknull (for example, as a result of its writing imperative ability), it can expend one use of its Combat Reflexes feat to use this ability.
An inknull can expend symbol points equal to the spell level to cast any glyph, symbol, or any other spell that creates magical script or symbols. It does this as if it were using a spell-like ability as a standard action (regardless of the spell’s actual casting time). Its caster level is equal to its Hit Dice.
Writing Imperative (Su) As a standard action, an inknull can force all creatures that can see it and that fail a DC 20 Will save to spend their next turn retrieving a book, scroll, or other written material and presenting it to the inknull. An affected target must select a magic item or spellbook in preference to mundane items. If a creature does not have access to any written material, it instead spends its turn writing on an available surface. An affected creature can take no other actions during its turn. This is a mind-affecting compulsion effect. The save DC is Charisma-based.


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

Waves of sound pulsate from this invisible sphere, the core of which incongruously emanates a deafening silence.
Voxvoid      CR 14
XP 38,400
CN Small outsider (extraplanar, sonic)
Init +11; Senses darkvision 60 ft.; Perception +26
DEFENSE
AC 29, touch 29, flat-footed 21 (+10 deflection, +7 Dex, +1 dodge, +1 size)
hp 199 (19d10+95)
Fort +16, Ref +18, Will +10
Defensive Abilities destructive reverberation, natural invisibility, null sound nullifier; Immune sonic
OFFENSE
Speed fly 60 ft. (perfect)
Melee slam +18 (1d6-2 plus 13d6 sonic)
Special Attacks noise imperative, word eater
STATISTICS
Str 6, Dex 25, Con 20, Int 23, Wis 18, Cha 19
Base Atk +19; CMB +25 (+29 dirty trick); CMD 44 (46 vs. dirty trick)
Feats Agile Maneuvers, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Greater Dirty Trick[APG], Improved Dirty Trick[APG], Improved Initiative, Magical Aptitude, Mobility
Skills Bluff +26, Diplomacy +26, Disable Device +26, Escape Artist +26, Fly +23, Intimidate +23, Knowledge (arcana) +28, Knowledge (planes) +28, Linguistics +28, Perception +26, Spellcraft +32, Stealth +30, Use Magic Device +27
Languages any
Special Qualities sound and fury
ECOLOGY
Environment any
Organization solitary, pair, or silent cacophony (320)
Treasure none
SPECIAL ABILITIES
Destructive Reverberation (Ex) If a voxvoid is struck by a melee weapon, the wielder must succeed on a DC 24 Reflex save or the weapon takes 13d6 points of sonic damage. If this destroys the weapon, the wielder takes 6d6 points of sonic damage. If a creature strikes a voxvoid with a natural weapon, the creature takes 13d6 points of sonic damage (DC 24 Reflex save for half damage). The save DCs are Constitution-based.
Noise Imperative (Su) As a standard action, a voxvoid can force all creatures that can hear it and that fail a DC 23 Will save to spend their next turn casting a spell with verbal components, beginning (or maintaining) a bardic performance, or otherwise speaking or making noise. An affected creature can take no other actions during its turn. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
Null Sound Nullifier (Su) If a voxvoid starts its turn in an area of magical silence, it casts silent dispel magic, targeting the spell or effect creating the silence, as a free action. Its caster level equals its Hit Dice.
Sound and Fury (Su) A voxvoid will not voluntarily cease the sound it emanates. It gains no benefit to Stealth checks from its natural invisibility against creatures capable of hearing it. It still benefits from total concealment granted by its natural invisibility.
Word Eater (Su) If a creature speaks within 120 feet of a voxvoid (for example, as a result of its noise imperative ability), it can expend one use of its Combat Reflexes feat to use this ability. A creature can attempt a DC 23 Will save to negate this ability. On a failed save, the voxvoid gains sound points depending on the nature of the spoken words: for a spell with verbal components, it gains sound points equal to 1 + the spell level, it gains half the target’s class level or Hit Dice (minimum 1) for bardic performance with audible components, and it gains 1 point for non-magical speech. The spell or use of the bardic performance is lost with no other effect. The save DC is Charisma-based.
A voxvoid can expend sound points equal to the spell level to cast any power word spell or any evocation spell with the sonic descriptor (this allows it to use spells with additional descriptors, such as dictum). It does this as if it were using a spell-like ability as a standard action (regardless of the spell’s actual casting time). Its caster level is equal to its Hit Dice.

Inknulls and voxvoids hail from a demiplane of sound and sigils, dominated by the towering Cathedral of Sound and the Ink-Stained Tower. The Cathedral of Sound is an ornate building crafted from solid sound structures. Within the cathedral, and everywhere within 1 mile of the building, sound is so overwhelming it causes deafness in all creatures not composed of sound. The Ink-Stained Tower looks like a mighty fountain pen jabbed directly into the ground. Ink flows like an airborne river to the top of the tower and pools around the tower in a 1-mile-diameter lake. Rumor states that if visitors were to take the time to sift through the symbols composing the inky lake and somehow avoid triggering destructive magical glyphs and symbols (or at least survive the triggering), they would learn the secrets of the universe or the true names of powerful outsiders. The same may hold true of the Cathedral of Sound, but no mortal creature has survived the experience with its sanity intact.

Inknulls and voxvoids spend most of their long lives on their demiplane, but they often leave to gather unique writing and sounds to return to their home. They have similar approaches to their tasks and often stalk powerful creatures to curate the material they desire. Neither inknulls or voxvoids are particularly patient and are never subtle when they reveal themselves. They use their innate abilities to induce their targets to produce writing or sound and focus their attention on targets that can produce magically charged material. Depending on the nature of the potential prize, these creatures fight to the death or give up the fight immediately. It is also possible to parlay with the creatures to give them what they desire without resorting to conflict.

Friday, February 23, 2018

Frightful Fridays! Osteohulk

Hello and welcome back to another week of Frightful Fridays! I had accidentally scheduled this for today instead of yesterday, so I'm running late because I clicked the wrong day. :)

At any rate, today's monster is a skeleton that requires bones to keep itself going, and it will go after anything and everything with a skeletal structure to fulfill that need. So, you could throw this in a tomb or graveyard, and it will have plenty of fodder beyond the PCs.

I hope you enjoy the osteohulk, and I'll see you next week with another monster!



This skeletal creature approximates a gigantic humanoid skeleton in appearance, but the bones composing it are from a variety of creatures. It has a pair of overlarge wings also fashioned from mismatched bones.
Osteohullk      CR 14
XP 38,400
NE Large undead
Init +2; Senses darkvision 60 ft.; Perception +26
DEFENSE
AC 29, touch 11, flat-footed 27 (+2 Dex, +18 natural, –1 size)
hp 199 (19d8+114)
Fort +12, Ref +10, Will +15
Defensive Abilities channel resistance +4, positive energy cage; DR 15/bludgeoning and good; Immune cold, electricity, undead traits; Resist fire 20
OFFENSE
Speed 40 ft., fly 60 ft. (poor)
Melee bite +24 (2d8+10/19–20 plus bleed), 2 claws +24 (2d6+10/19–20 plus bone extraction), 2 wings +21 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), breath weapon (60-ft. cone, 12d10 bludgeoning, piercing, and slashing damage, Reflex DC 25 for half, usable every 1d4 rounds)
STATISTICS
Str 31, Dex 14, Con —, Int 8, Wis 19, Cha 23
Base Atk +14; CMB +25; CMD 37
Feats Dazzling Display, Flyby Attack, Hover, Improved Critical (bite, claw), Lightning Reflexes, Multiattack, Power Attack, Shatter Defenses, Weapon Focus (bite, claw)
Skills Climb +21, Fly +10, Intimidate +28, Perception +26
ECOLOGY
Environment any
Organization solitary or troop (2–12 plus 10–100 skeletons)
Treasure none
SPECIAL ABILITIES
Bone Extraction (Su) When an osteohulk strikes a creature with a skeleton, the target must attempt a DC 25 Fortitude save or lose parts of its skeletal structure. On a failed save, the target takes 1d4 points of Strength damage and 1d4 points of Dexterity damage, and, for each point of damage dealt, the osteohulk heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points). If the target rolls a natural 1 on its Fortitude save, the osteohulk heals 40 hit points or gains 40 temporary hit points, and the target loses the entirety of its skeleton and becomes immobile, reducing its Strength and Dexterity to 0; a creature made up only of bones (such as a skeleton) is destroyed. This ability also works on objects comprised of bone. Creatures that have taken damage from this ability cannot have the damage restored until they are the recipient of a regenerate spell or replace their lost bones through some other means. The save DC is Charisma-based.
For every 50 temporary hit points an osteohulk possesses, it gains the giant creature simple template. The template stacks with itself (applying the template twice if the osteohulk has between 100 and 149 temporary hit points, and three times if the osteohulk has 150 or more temporary hit points). It loses an application of the template as its temporary hit points are reduced below each 50-point threshold.
Breath Weapon (Su) When an osteohulk uses its breath weapon, it deals 12 points of damage to itself.
Positive Energy Cage (Su) If an osteohulk succeeds at its Will save against spells or effects that deal positive energy damage, it takes no damage and stores the energy in a cavity within its body. It then takes 1 round to convert the energy to negative energy, after which it can release the energy as if it used channel energy with a cleric level equal to its Hit Dice (typically dealing 10d6 negative energy damage and requiring a DC 25 Will save for half damage).

Osteohulks are the result of profane rituals performed over the site of a horrific battle or mass murder (sometimes carried out by the same creatures responsible for the ritual). The bones from the multivarious corpses knit together to create surprisingly mobile undead monsters which spring into existence craving more bone matter. Since they are less than subtle creatures, they usually act as cannon fodder for powerful undead generals. They act as the centerpiece of undead shock troops, otherwise made up of mindless undead providing a vanguard for the troop and fodder for the osteohulks, which sweep up the remnants into their masses, so they can become more powerful as they reach their enemies. Enterprising commanders place osteohulks with trolls and other regenerating creatures, so the undead hulks can increase their size without causing undue harm to the overall squad.


When a typical osteohulk is encountered, it stands roughly 10 feet tall and weighs 800 pounds. Its size and weight fluctuate as it adds to its mass and loses bones during combat.

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.

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

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.

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

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.