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.


Saturday, June 24, 2017

Frightful Fridays! Cerebric Spider

Hello and welcome to another Frightful Fridays! This week's monster is within spitting distance of Friday, so we're getting there. Actually, as it turns out, the next three monsters will be published on Fridays, due to circumstances beyond my control. Back to this week's monster, though: it's an ordinary brain-sucking spider, like you have pretty much everywhere.

I hope you enjoy(?) the cerebric spider, and I'll see you again on Friday(!) with another monster. Thanks for reading!



A mass of swirling gray matter is visible in this translucent spider’s abdomen.
Cerebric Spider      CR 11
XP 12,800
CE Medium aberration
Init +9; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (16d8+64); regeneration 5 (cold)
Fort +11, Ref +10, Will +12
DR 10/cold iron and magic; SR 22
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +20 (2d6+12 plus 3d6 electricity, grab, poison, and stunning shock)
Special Attacks brain sucking proboscis, neh-thalggu hatred, poison
STATISTICS
Str 27, Dex 20, Con 18, Int 21, Wis 14, Cha 17
Base Atk +12; CMB +20 (+24 grapple); CMD 36 (44 vs. trip)
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack, Stealthy
Skills Acrobatics +22 (+26 to jump), Climb +22, Escape Artist +22, Intimidate +22, Knowledge (all) +26, Perception +21, Spellcraft +23, Stealth +22; Racial Modifiers +12 Knowledge (all)
Languages Abyssal, Aklo, Common, Draconic, Terran; telepathy 100 ft.
SQ ready lore
ECOLOGY
Environment any temperate or warm land or underground
Organization solitary, pair, trust (3–6)
Treasure incidental
SPECIAL ABILITIES
Brain Sucking Proboscis (Ex) Against a pinned opponent or an opponent denied its Dexterity bonus, a cerebric spider can insert a cartilaginous proboscis into its head as a full round action which provokes attacks of opportunity. The victim takes 1d6 points of Intelligence drain (increasing to 1d8+2 points if it currently suffers from the spider’s liquefactive poison). This drain is reduced by half (to a minimum of 0) if the victim succeeds at a DC 22 Fortitude save. The save DC is Constitution-based.
Liquefactive Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d6 Int damage, and victim must immediately attempt a second save to avoid have 1 point of Int damage convert to Int drain; cure 3 consecutive saves.
Neh-Thalggu Hatred (Ex) A cerebric spider despises its creators. It gains a +2 racial bonus on attack and damage rolls against neh-thalggus, as well as a +2 dodge bonus to AC against the creatures.
Ready Lore (Ex) All Knowledge skills are class skills for cerebric spiders. A number of times per day equal to its Intelligence modifier, it can take 20 on a Knowledge check.
Stunning Shock (Ex) When a cerebric spider damages a target with electricity damage, the target must succeed on a DC 22 Fortitude save or become stunned for 2d4 rounds. On a successful save, the target is instead staggered for 1 round.


A cabal of neh-thalggus realized their numbers were too small to effectively capture many brains in populated areas, especially more lucrative brains belonging to highly intelligent creatures. To remedy this problem, they bioengineered creatures vaguely in their image, but with changes to make them better hunters. Aware of a general sense of arachnophobia among most of the populace (at least according to the overwhelming majority of the brains they had absorbed), the neh-thalggus decided the best form for their creations was that of a spider. Fortunately, cerebric spiders—as the cabal referred to the creatures—were more than capable of extracting liquefied brain matter from their victims and bringing the slurry back to their masters. Unfortunately, the spiders, which originally had enough wits to stalk prey more effectively, grew prodigiously more intelligent and turned on their creators. After utterly destroying the neh-thalggus and devouring the brains stored on their backs, the cerebric spiders hunted for themselves and devastated the nearby community originally plagued by the neh-thalggus. As another unfortunate oversight, the spiders’ creators never considered whether their creations might be fertile. Thus, cerebric spiders have spread throughout the world. They have learned not to consume brains as voraciously as they once did, partially because they realize wholesale devastation brings retribution, but mostly because they have turned toward other pursuits. Cerebric spiders are now researching ways to achieve inherent spellcasting and develop a world-wide hive mind.

Monday, June 19, 2017

Frightful Fridays! Feather Boa Constrictor

Hello again and welcome to another Frightful "Fridays!" This week pairs the feather boa constrictor with last week's glitter elemental. Throw both into an encounter, so characters will be blinded and then strangled by a flying snake. It will be fun!

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


Rather than scales, bright feathers cover the entire length of this snake and flutter almost continuously.
Feather Boa Constrictor      CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +13
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 40 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite +7 (1d6+6 plus grab)
Special Attacks constrict (1d6+6)
STATISTICS
Str 19, Dex 17, Con 16, Int 2, Wis 13, Cha 12
Base Atk +3; CMB +7 (+11 grapple); CMD 21 (can't be tripped)
Feats Dodge, Mobility
Skills Acrobatics +3 (+7 to jump), Climb +12, Disguise +1 (+9 to appear as a feathered wrap), Fly +3, Perception +13, Stealth +16; Racial Modifiers +8 Disguise to appear as a feathered wrap, +8 Perception, +8 Stealth
ECOLOGY
Environment temperate or warm land
Organization solitary, pair, or tangle (3–6)
Treasure none

Whether evolutionary offshoots of snakes or birds, or deliberate experiments to make flying snakes, feather boa constrictors have thrived and propagated themselves enough to create robust populations, primarily in urban areas where they can stalk humanoid prey. Generally smaller than many constrictors, feather boa constrictors weigh an average of 50 pounds and grow no more than 5 feet in length. Larger specimens are found in the wild, but the snakes’ penchant for going unnoticed in urban environments limits their size, except in cases where considerably larger humanoids inhabit an area. The snakes possess numerous smaller muscles they use to move clusters of feathers, which give them an ungainly form of flight wherein they undulate through the air.

Feather boa constrictors have a subtle and slow acting form of chameleonic ability, allowing them to change the color and texture of their feathers. In the wild, they choose drab colors, typically browns and greens, which allow them to hide effectively in trees and foliage. In urban settings, they adopt more vibrant colors to blend in with fashions worn by high-society types or people with ostentatious styles. They are cunning and patient enough to follow someone with a wrap similar in appearance and hiding with the discarded item to better imitate it and devour it afterwards. To keep up the ruse, they use their feathers to lighten their apparent weight. When the snakes have their victims alone, they squeeze the life out of them and then devour the crushed remains. If help arrives for their prey, they awkwardly carry their prey up and out of reach of others.

Nature-oriented individuals train feather boa constrictors so they can blend in with attendees at appropriate events and maintain a less-than-obvious weapon.

Feather Boa Constrictor Companions

Starting Statistics: Size Small; Speed 30 ft., climb 20 ft., fly 40 ft. (average); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 19, Con 12, Int 2, Wis 13, Cha 12; Special Qualities low-light vision, scent.

4th-Level Adjustment: Size Medium; Speed 40 ft., climb 20 ft., fly 30 ft. (poor); Attack bite (1d6 plus grab); Ability Scores Str +6, Dex –2, Con +4; Special Attacks constrict (1d6).


Monday, June 12, 2017

Frightful Fridays! Glitter Elemental

Hello, and welcome to the latest Frightful Fridays! This monster comes about from a brief online discussion with my friend, Greg, who wondered if there was such a thing as a glitter elemental. There may be other iterations out there, but just in case there were absolutely no glitter elementals in existence, I worked one up. Blind your characters mercilessly with one today! (or, you know, whenever you can reasonably put one in a game)

I hope you enjoy the glitter elemental. I'll be back later this week with another monster. Thanks for reading!



A swirl of brightly colored particles surrounds this formless mass of earth, which has holes for sparkling eyes and an empty mouth. A trail of the scintillating particles follows it as it moves.

GLITTER ELEMENTAL
Languages Auran, Terran

ECOLOGY
Environment any (Plane of Air or Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure incidental (precious earth minerals contained in a glitter elemental's body)

SPECIAL ABILITIES
Glitter Bomb (Ex) A glitter elemental is destroyed when it reaches 0 hp. When it dies, it explodes in a cloud of particles affecting all creatures within double the range of its glittering aura. All affected creatures must succeed at a Will save (DC equals save DC of its glittering aura) or suffer from the effects of glitterdust, except the duration is 1 minute per elemental’s HD. Glitter elementals are immune to this ability from other glitter elementals.
Glittering Aura (Ex) The particles surrounding a glitter elemental stick to every surface which they contact. All creatures within the aura take a –40 penalty on Stealth checks and must succeed at a Reflex save to avoid having the particles remain affixed to them (imposing a –20 penalty on Stealth checks when affected creatures leave the aura). Removing the glitter requires a gallon of water. Glitter elementals are immune to the aura of other glitter elementals.


Small Glitter Elemental      CR 1
XP 400
N Small outsider (air, earth, elemental, native)
Init +6; Senses blindsight 10 ft., darkvision 60 ft.; Perception +5
Aura glittering aura (5 ft., DC 12)
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Immune elemental traits
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee slam +4 (1d6+1)
Special Attacks glitter bomb
STATISTICS
Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 13
Base Atk +2; CMB +2 (+4 dirty trick); CMD 14 (16 vs. dirty trick)
Feats Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +6, Diplomacy +5, Fly +8, Knowledge (planes) +1, Perception +5, Stealth –2; Racial Modifiers –8 Stealth


Medium Glitter Elemental      CR 3
XP 800
N Medium outsider (air, earth, elemental, native)
Init +7; Senses blindsight 20 ft., darkvision 60 ft.; Perception +6
Aura glittering aura (10 ft., DC 14)
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 60 ft. (average)
Melee slam +7 (1d8+4)
Special Attacks glitter bomb
STATISTICS
Str 16, Dex 17, Con 15, Int 4, Wis 10, Cha 15
Base Atk +4; CMB +7 (+9 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Dodge, Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +8, Diplomacy +8, Fly +8, Knowledge (planes) +2, Perception +6, Stealth –5; Racial Modifiers –8 Stealth


Large Glitter Elemental      CR 5
XP 1,600
N Large outsider (air, earth, elemental, native)
Init +9; Senses blindsight 30 ft., darkvision 60 ft.; Perception +11
Aura glittering aura (15 ft., DC 17)
DEFENSE
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +4
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks glitter bomb
STATISTICS
Str 20, Dex 21, Con 17, Int 6, Wis 10, Cha 17
Base Atk +8; CMB +14 (+18 dirty trick); CMD 30 (32 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will
Skills Acrobatics +12, Diplomacy +14, Fly +14, Knowledge (planes) +9, Perception +11, Stealth –7; Racial Modifiers –8 Stealth


Huge Glitter Elemental      CR 7
XP 3,200
N Huge outsider (air, earth, elemental, native)
Init +10; Senses blindsight 60 ft., darkvision 60 ft.; Perception +13
Aura glittering aura (30 ft., DC 19)
DEFENSE
AC 21, touch 15, flat-footed 14 (+6 Dex, +1 dodge, +6 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +13, Will +5
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +15 (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 24, Dex 23, Con 19, Int 6, Wis 10, Cha 19
Base Atk +10; CMB +19 (+23 dirty trick); CMD 36 (38 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will, Mobility
Skills Acrobatics +15, Diplomacy +17, Fly +13, Knowledge (planes) +11, Perception +13, Stealth –10; Racial Modifiers –8 Stealth


Greater Glitter Elemental      CR 9
XP 6,400
N Huge outsider (air, earth, elemental, native)
Init +11; Senses blindsight 80 ft., darkvision 60 ft.; Perception +16
Aura glittering aura (40 ft., DC 21)
DEFENSE
AC 24, touch 16, flat-footed 16 (+7 Dex, +1 dodge, +8 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +15, Will +6
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +20 (3d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 28, Dex 25, Con 19, Int 8, Wis 10, Cha 21
Base Atk +13; CMB +24 (+28 dirty trick); CMD 42 (44 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility
Skills Acrobatics +21, Diplomacy +21, Fly +17, Knowledge (planes) +15, Perception +16, Sense Motive +11, Stealth –9; Racial Modifiers –8 Stealth


Elder Glitter Elemental      CR 11
XP 12,800
N Huge outsider (air, earth, elemental, native)
Init +12; Senses blindsight 120 ft., darkvision 60 ft.; Perception +19
Aura glittering aura (60 ft., DC 24)
DEFENSE
AC 27, touch 17, flat-footed 18 (+8 Dex, +1 dodge, +10 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +18, Will +7
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 100 ft. (perfect)
Melee 2 slams +25 (3d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 32, Dex 27, Con 19, Int 10, Wis 10, Cha 23
Base Atk +16; CMB +29 (+33 dirty trick); CMD 48 (50 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Skill Focus (Diplomacy)
Skills Acrobatics +22, Diplomacy +31, Fly +22, Knowledge (arcana) +17, Knowledge (planes) +19, Perception +19, Sense Motive +19, Stealth –8; Racial Modifiers –8 Stealth


Air elementals and earth elementals are mortal enemies and conduct devastating conflicts. During one such ancient conflict where the elementals nearly exterminated each other, a cabal of elementals put aside their differences and secretly created a melding of the two opposing creatures, with an eye toward developing something capable of ending the conflict. The resulting glitter elementals synthesized the two elements and worked an accord between the enemies, in some cases by bringing them together to destroy what they saw as abominations. Some glitter elementals still act as planar ambassadors, but many others have travelled to other planes to satisfy their curiosity, especially when it comes to eternal conflicts. A rare few answer calls by paranoid spellcasters who use the elementals to suss out invisible enemies.


Much like other elementals, glitter elementals vary in appearance from individual to individual, with some casting off precious metals in their glittering auras and others throwing off particles with more esoteric colors. They can all innately sense the particles pervading the air around them, which allows them to sense their immediate surroundings the need for eyesight.

Tuesday, June 6, 2017

Frightful Fridays! Cloud Panther

Hello and welcome to another Frightful Fridays! (I'm sure it's Friday somewhere in the universe) This edition's monster proves Carl Sandburg's claim as slightly inaccurate. The fog actually murders on large cat feet. At any rate, this particular cat might cause PCs to think twice about stepping out into a murky night.

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


Shaped like a large cat, this solid mass of fog would seem harmless were it not for the razor-like claws and fangs.
Cloud Panther      CR 7
XP 3,200
CN Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision, mistsight; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +4
DR 5/magic; Immune electricity, precision damage
Weaknesses vulnerability to wind
OFFENSE
Speed fly 60 ft. (good)
Melee bite +14 (1d8+2 plus grab), 2 claws +14 (1d6+2)
Special Attacks pounce, rake (2 claws +14, 1d6+2)
Spell-Like Abilities (CL 9th; concentration +9)
   Constant—blur
   3/day—fog cloud
STATISTICS
Str 14, Dex 21, Con 17, Int 9, Wis 12, Cha 10
Base Atk +9; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Agile Maneuvers, Dodge, Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Fly +13, Perception +13, Stealth +18; Racial Modifiers +8 Stealth
SQ gaseous, hide in plain sight
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or roll (3–8)
Treasure none
SPECIAL ABILITIES
Gaseous (Ex) A cloud panther can pass through small holes or narrow opening without reducing its speed.
Hide in Plain Sight (Ex) A cloud panther can use the Stealth skill even while being observed. As long as it stands in fog or similar cloud-like atmosphere, it can hide itself from view in the open without actually hiding behind anything.
Immunity to Precision Damage (Ex) A cloud panther takes no damage from sneak attacks, critical hits, or other forms of precision damage.
Mistsight (Ex) A cloud panther can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Vulnerability to Wind (Ex) A cloud panther is treated as two sizes smaller against wind effects. Additionally, if subjected to severe or more powerful winds, it loses its DR, hide in plain sight ability, and the benefits of blur until the beginning of its next turn.

Cloud panthers have distant elemental ancestry, but not enough to be true elemental creatures. Sages argue over two possible origins for cloud panthers, with one group claiming their forebears were a pride of elemental cat-like animals stranded on the Material Plane, and the other group positing a primal fusing of elemental stuff with a terrestrial cat. Whatever their origins, cloud panthers breed true (and, in some cases, can spontaneously generate other cloud panthers from thick fog).

Cloud panthers are highly intelligent relative to their apparent bestial nature. A single panther displays considerable patience and cunning when stalking targets, using the cover of mist or other inclement weather to hide from its prey. A roll of cloud panthers employs distraction and other strategies to bring down larger, more powerful prey. The creatures avoid windy areas and flee when confronted with foes who use wind-manipulating magic against them. They often ally with powerful air elementals and serve as hunting companions to djinn. Cloud panthers’ elemental ancestry persists in their instinctive hatred for earth creatures, which the panthers usually attack in preference to other opponents.

A typical cloud panther is just over 5 feet long and weighs 60 pounds.