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The heavy repair drone is also called a clocktopus, which gives you an idea of its appearance. Eight slam attacks, CR 13.
The robot list mentions just about all of the robots and variants published, but it misses out on some of the variant robots published in that adventure proper, such as
the pulsepounder, which is a variant cannon golem with a giant laser for a head!
The statistics for the khorekhore are original, but the name is borrowed from a Persian boogeyman. Ditto the baboulas (the scissorman's alternate name), which is Greek. This book was written in the early days of PF, before the kyton flavor got solidified to "religious titles" and the only non-core kyton was the ephialtes from Council of Thieves.
Being a long-term cryptozoology fan, I've used a number of cryptids in my campaigns. Some highlights:
In Legacy of Fire, the PCs had to deal with mysterious livestock deaths while retaking Kelmerane. A chupacabra was stalking their herds and even took out a guard in the night before the PCs tracked it down in its lair beneath an ancient tree.
The mothmen were very keen on the party surviving their shipwreck on Smuggler's Shiv, as they were destined to find Saventh-Yhi in Serpent's Skull, for good or ill. A mothman provided them with much needed supplies on several occasions, was sighted from a distance and wiped a PC's mind when he spotted it on watch.
In my Shattered Star game, the PCs attended a lecture at the Pathfinder Lodge on the nature and characteristics of bunyips, and picked up on a bit of folklore about the beasts--supposedly they are driven off by the scent of raw onions. As such, they took a sack of onions on their repeated journeys out to sea. Sadly for them, the actual bunyip they fought was encountered in the swamps south of Maginmar by the time they forgot their onions. The bellowing of the beast threw two-thirds of the party into panic, but the summoner was able to drive off, but not kill, the bunyip with water elementals.
Those of you keeping track might have noticed that last week's monster, the namazu, was the 52nd creature in the Year of Yokai series. But, I always say, it never hurts to go out with a bang. The following is the official conclusion to the Year of Yokai, as well as my first mythic monster. Enjoy!
Nūrihyon CR 20/MR 8
CN Medium monstrous humanoid
Init +21 (M) ; Senses darkvision 60 ft., low-light vision, Perception +30
AC 38, touch 30, flat-footed 28 (+9 Dex, +1 dodge, +8 natural, +10 deflection)
hp 350 (20d10+160 plus 80); regeneration 10 (epic weapons)
Fort +14, Ref +21, Will +19
DR 15/cold iron and epic; SR 33
Immune curses, death effects, disease, mind-influencing effects, poison
Defensive Abilities block attacks, evasion, indomitable shield
Speed 30 ft., fly 60 ft (good)
Melee shillelagh +23/+18/+13/+8 (2d6+4)
Special Attacks bestow might, mythic power (8/day, 1d10), piercing enchantments, sneak attack +6d6
Spells CL 18th, concentration +28 (+32 casting defensively)
6th (5/day)—irresistible dance (M) (DC 29), mass charm monster (DC 29), mass cure moderate wounds, overwhelming presence* (DC 29)
5th (6/day)—greater dispel magic, greater heroism, mind fog (DC 28), mislead (M) (DC 25)
4th (7/day)—dimension door (M), dominate person (M) (DC 27), freedom of movement, locate creature, serenity* (DC 27)
3rd (7/day)—blink (M), confusion (M) (DC 26), cure serious wounds, glibness, haste, overwhelming grief* (DC 26)
2nd (8/day)—blindness/deafness (DC 22), blur, invisibility (M), mirror image, share memory* (DC 22), unadulterated loathing* (DC 25)
1st (8/day)—cure light wounds, grease (DC 21), hideous laughter (M) (DC 24), undetectable alignment, unnatural lust* (DC 24), unseen servant
0th—detect magic, mage hand, message, open/close, prestidigitation, read magic
* see Pathfinder Roleplaying Game: Ultimate Magic
Spell-like Abilities CL 18th, concentration +28 (+32 casting defensively)
Constant—fly, shillelagh, tongues
3/day—mass suggestion (DC 29), modify memory (M) (DC 27), veil (DC 26)
1/day—dominate monster (DC 32), power word stun
Str 15, Dex 29, Con 27, Int 20, Wis 24, Cha 30
Base Atk +20; CMB +22; CMD 52
Feats Combat Casting, Dodge, Greater Spell Focus (enchantment), Improved Initiative (M), Mobility, Mythic Spell Lore, Persuasive (M), Quicken Spell, Spell Focus (enchantment), Spring Attack
Skills Bluff +30, Diplomacy +36, Disguise +30, Fly +19, Intimidate +39, Knowledge (all) +25, Perception +30, Sense Motive +27, Spellcraft +25, Stealth +32
Languages Common, Celestial, Infernal, Abyssal, Sylvan, tongues
SQ font of knowledge
Organization solitary, retinue (1 plus 1-4 charmed allies) or parade (1 plus 2-100 allies)
Treasure double standard
Bestow Power (Su) As a standard action, a nūrihyon can touch an aberration, magical beast, monstrous humanoid or outsider with the oni or kami subtypes and grant it the agile, invincible or savage mythic simple templates. This costs a number of uses of mythic power equal to the increase in MR granted by the template. The template lasts for 24 hours.
Font of Knowledge (Ex) A nūrihyon treats a rank placed in a Knowledge skill as a rank placed in all Knowledge skills.
Indomitable Shield (Su) A nūrihyon gains a deflection bonus to AC equal to its Charisma modifier.
Piercing Enchantment (Su) A nūrihyon can apply any feats that affect its enchantment spells to its spell-like abilities as well. In addition, any time a nūrihyon targets a creature protected from spells or mind-influencing abilities with a spell, it can automatically attempt a caster level check to dispel that spell.
Spells A nūrihyon casts spells as an 18th level bard.
Although yokai are an indomitable breed, capable of great good or ill depending on their whims, all bend to the will of the nūrihyon. Sometimes referred to as the “General of Yokai”, these odd humanoids contain massive power, able to warp minds with a thought and controlling men and monsters alike as if they were puppets. Fortunately, these powerful entities do not seek domination or material wealth with their skills—they are creatures devoted to leisure and relaxation.
A nūrihyon loves to dwell among people and benefit from their charity, crashing parties held by the elite, stealing rooms at the finest inns and brothels and otherwise taking advantage of the finest creature comforts. In order to do so, they use their vast magic to convince others that they are the rightful master of the house, and to do favors for them. A nūrihyon’s demands may be as simple as dressing all in a particular color, or as insane as fetching a fresh phoenix egg to make into an omelet. Their stranger desires may lead to trouble for their pawns, and to adventure opportunities for those bold, daring and powerful enough to carry them out. Unfortunately for those victimized by a nūrihyon, they rarely reward mortals with little more than a fraction of the rightful cost of their prizes.
Despite their odd appearances and slothful demeanors, nūrihyons are ferocious in combat if they have to be, slipping in and out of sight and striking with their enchanted canes for tremendous damage. They much prefer, however, to have others fight for them—either enchanted thralls or allies recruited from the ranks of local urban monsters. A nūrihyon can lend some of its mythic majesty to its monstrous allies, turning even weak creatures into powerful menaces.
Namazu CR 17
N Gargantuan magical beast (aquatic, earth)
Init +5; Senses darkvision 60 ft., low-light vision, Perception +27, tremorsense 60 ft.
AC 30, touch 8, flat-footed 28 (-4 size, +1 Dex, +24 natural, +1 dodge)
hp 270 (20d10+160); fast healing 10
Fort +20, Ref +13, Will +12
DR 15/adamantine and magic; Immune cold, electricity, fear; Resist acid 30; SR 28
Defensive Abilities unshakable
Speed 20 ft., burrow 60 ft., swim 60 ft.; earth glide
Melee bite +28 (4d8+12/19-20 plus grab), 4 tentacles +26 (1d8+6 plus poison)
Space 20 ft.; Reach 15 ft. (25 ft. with tentacles)
Special Attacks breach, breath weapon (120 foot line, 20d6 bludgeoning damage, Reflex DC 28 half), crush (Reflex DC 28, 4d6+18), fast swallow, swallow whole (6d8+12 bludgeoning, AC 22, 25 hp)
Spell-like Abilities CL 18th, concentration +20
Str 35, Dex 13, Con 26, Int 10, Wis 18, Cha 15
Base Atk +20; CMB +36 (+40 grapple); CMD 48 (cannot be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Mobility, Multiattack, Power Attack, Spring Attack
Skills Acrobatics +24 (+36 jumping), Perception +27, Swim +20; Racial Modifiers uses burrow speed for modifier to jump
Organization solitary, pair or pod (3-6)
Breach (Ex) As a full-round action, a namazu can leap into the air and perform a crush maneuver. When it does so, all creatures touching the ground within 30 feet must succeed a DC 32 Fortitude save or be knocked prone and stunned for one round. The save DC is Strength based.
Breath Weapon (Su) Creatures that fail their Reflex saves against the namazu’s breath weapon are subject to a bull’s rush attempt. The save DC is Constitution based.
Crush (Ex) A jumping namazu can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium size or smaller. A crush attack affects as many creatures as fit in the namazu's space. Creatures in the affected area must succeed on a DC 28 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the namazu moves off them. If the namazu chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape.
Poison (Ex) Tentacle—injury; save Fort DC 28; frequency 1/round for 4 rounds; effect 1d10 electricity damage and 1d3 Str; cure 2 consecutive saves. The save DC is Constitution based.
Unshakable (Ex) A namazu is immune to the effects of an earthquake spell or similar effects.
Ancient creatures that glide through soil and rock, namazu are primal beast superficially similar to the catfish. Despite their monstrous appearance and their ability to create earthquakes with ease, namazu are typically peaceful creatures—the earthquakes they make are more likely to be caused during play or ritual under the ground rather than out of malice.
Namazu rarely encounter one another, so these occurrences are often a source of celebration. Such celebrations take the form of contests of strength and power, which can have dire consequences for other creatures in the radius of their magic and might. If confronted as an equal, rather than being fought as a monster, most namazu are apologetic and seek to engage in restitution for damage they may have caused. Unfortunately, they are often thought of as destructive monsters and treated as such, which can lead to further destruction in the wake of the namazu’s battles.
A namazu reaches up to sixty feet long and weighs a hundred tons. They are carnivorous, consuming purple worms and other burrowing monsters, but can go for a century between meals.
I apologize for being a bit behind the "one a week" curve. Fear not!
Kerakera-onna CR 12
CG Huge outsider (kami, native)
Init +5; Senses darkvision 60 ft., Perception +22
Aura frightful presence (60 ft., DC 21)
AC 27, touch 17, flat-footed 26 (-2 size, +1 Dex, +4 deflection, +4 sacred, +10 natural)
hp 172 (15d10+90); fast healing 8
Fort +15, Ref +6, Will +12
Immune bleed, mind-influencing effects, petrification, polymorph
Resist acid 10, electricity 10, fire 10; SR 23
Defensive Abilities flamboyant aura
Speed 40 ft.
Melee 2 slams +19 (2d8+5 plus push)
Space 15 ft.; Reach 15 ft.
Special Attacks cackling wrath, gentle hand, push (10 ft.), terrorize
Spell-like Abilities CL 15th, concentration +19 (+23 casting defensively)
Constant—shield of faith, tongues
3/day—lesser restoration, quickened cure moderate wounds
1/day—great shout (DC 20), phantasmal killer (DC 18), remove disease
Str 21, Dex 13, Con 22, Int 17, Wis 16, Cha 18
Base Atk +15; CMB +21; CMD 40
Feats Ability Focus (cackling wrath), Combat Casting, Combat Reflexes, Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Quicken Spell-like Ability (cure moderate wounds), Step Up
Skills Bluff +22, Diplomacy +22, Disguise +22, Heal +19, Intimidate +22, Knowledge (local) +19, Perception +22, Perform (any one) +23, Sense Motive +22
Languages Common, Celestial, telepathy 100 ft., tongues
SQ change shape (Small or Medium humanoid, alter self), merge with ward, ward (brothel and a one-block radius around it)
Cackling Wrath (Su) Once per day, a kerakera-onna can place a curse on a creature suffering from a fear effect, such as its frightful presence or terrorize ability. The creature can resist the curse with a successful DC 23 Will save. On a failed save, the creature takes 1d6 points of Wisdom drain every day; a creature cannot fall below 1 Wisdom from this ability, but a creature reduced to 1 or lower Wisdom while under the effects of cackling wrath gains a random insanity (see the Pathfinder Roleplaying Game Gamemastery Guide). This is a curse effect. The save DC is Charisma based.
Flamboyant Aura (Su) A kerakera-onna gains a sacred bonus to its Armor Class and Combat Maneuver Defense equal to its Charisma modifier.
Gentle Hand (Ex) A kerakera-onna can choose to deal non-lethal damage with her slam attacks without penalty.
Terrorize (Su) A kerakera-onna can distort her face hideously as a standard action, affecting all creatures within 30 feet that can see her. All creatures affected by a kerakera-onna’s terrorize must succeed a DC 21 Will save or be stunned from fear for 1d4 rounds. A creature that succeeds this save is instead staggered for 1 round. This is a fear effect. The save DC is Charisma based.
The immense kerakera-onna are among the rarest of the kami, devoting their energy to guarding prostitutes and brothels. A kerakera-onna forms from the soul of a prostitute who dies of old age—sadly a rarity in many places—and who devoted her own life towards the betterment of her peers. In her role as guardian of a brothel, she treats wounds and illnesses, fights for fair pay and equal treatment, supports those who wish to leave the trade and acts as avenger against those who would exploit or abuse her charges. A man who merely scorns or insults a kerakera-onna’s chosen prostitutes may only receive the scare of his life. One who abuses or murders a prostitute may be killed or (more likely) driven mad as a warning to others. The scornful laugh of a kerakera-onna can linger in the heads of her victims for the rest of their lives, filling every waking moment with hallucinations and visions.
Most kerakera-onna are rarely-glimpsed figures, only appearing to mete out justice. Some, however, take a more active role in managing their wards by assuming mortal form and serving as a madam. Such madams are beloved both by their stable of employees and by the downtrodden folk of their community at large, as such a kerakera-onna takes an active stance against poverty, oppression and corruption. These communities may never know they host a kerakera-onna until a wicked guard captain or politician ends up afflicted with the curse of cackling wrath.
Unfortunately, switching to the other card didn't work. Having recently moved, the sync between billing address is apparently out of whack. I switched back to the first card once the website allowed me to try payment again or switch payment. I have successfully made other purchases with this card at this point, and its billing address was switched first. Now, two days later, the order is still pending. Not declined. Is the idea to wait a while before trying again with the new card?
On Tuesday, when the order was placed, I saw that (for some reason) my default card was declined. I transferred the order to the other card I have on file with Paizo and it seemed to work. But checking my account today, it still lists the original declined card from Tuesday without saying anything about the update, and with the ability to change card seemingly gone. How can I get the system to recognize that I want it on the other card?
A big one for y'all this week; it's a template! So we've got a sample monster, a template, a variant template and how to inflict this template on your monsters and PCs alike!
Oseichu Hill Giant Statistics:
Oseichu Hill Giant CR 8
CE Large monstrous humanoid (giant)
Init +1; Senses low-light vision; Perception +5
AC 26, touch 10, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –1 size)
hp 85 (10d8+40)
Fort +11, Ref +4, Will +2
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee greatclub +16/+11 (2d8+13) and bite +16 (2d6+13) or 2 slams +15 (1d8+9) and bite +16 (2d6+13)
Ranged rock +8 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks devastating bite, rock throwing (120 ft.)
Str 29, Dex 12, Con 19, Int 6, Wis 8, Cha 7
Base Atk +7; CMB +16; CMD 28
Feats Cleave, Dazzling Display (B), Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (bite) (B), Weapon Focus (greatclub)
Skills Climb +10, Intimidate +12, Perception +6
Environment temperate hills
Organization solitary, gang (2–5), band (6–8), raiding party (9–12 plus 1d4 dire wolves), or tribe (13–30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th–6th level, 11–16 dire wolves, 1–4 ogres, and 13–20 orc slaves)
Treasure standard (hide armor, greatclub, other treasure)
Devestating Bite (Ex) An oseichu creature’s bite attack deals damage as per a creature one size category larger than it is, and deals 1.5 times the creature’s strength bonus in damage. In addition, this bite attack is always treated as a primary weapon, even if the creature is wielding a manufactured weapon.
Ravenous (Ex) An oseichu creature requires three times as much food and water as a normal creature of its size, or it begins to suffer nonlethal damage from starvation and thirst.
Not all yokai are creatures in their own right. The oseichu is more properly a yokai disease, capable of transforming the most mild-mannered into a ravenous monster, demanding food constantly as their body withers away. An oseichu itself is a pale lizard-like creature with only a nubbin of a head and four paddle-like limbs. The eggs of these creatures are shed in the feces of oseichu creatures and can contaminate food. The victim of contaminated food slowly sickens, growing feverish and weak, as an enormous boil begins to form on its abdomen. Once the disease has run its course, the oseichu transforms its host and the boil bursts to reveal a huge mouth. This mouth is capable of speech independently of its host body, and demands food in a grotesque parody of its host’s normal voice. Without huge amounts of food, the host will perish in a matter of days.
Although oseichu creatures retain their old personalities, they are driven by the demands of their new bodies to feed whenever possible. Common sense and wisdom are tamped down by the urge for food, while the disease transforms the host’s body to be tougher and stronger in order to seize and protect food sources. They gorge themselves through both their original and newly formed mouths. Although some victims of this transformation are able to disguise their condition for a time, most are soon revealed by their second voice, forced to go into hiding or sanitariums. Some savage humanoids relish the transformation as a gift from dark gods and serve as elite warriors in their tribes—such bands are often forced into conflict with civilization as their own food stocks dwindle.
During the transformation process, oseichu syndrome is as treatable as any other disease, but once the transformation takes hold, it is difficult to reverse. Only a limited wish, regenerate or more powerful magic is capable of returning a victim to normal, although there are rumors of herbal and alchemical remedies to force the oseichu from the body.
Creating an Oseichu Creature:
Creating an Oseichu Creature
“Oseichu creature” is an acquired template that can be applied to any humanoid or monstrous humanoid. An oseichu creature uses all of the base creature’s statistics, except as noted here.
CR: Same as base creature +1 (minimum CR 1)
Type: Change to monstrous humanoid. Do not recalculate base creature’s HD, BAB, or saves.
Armor Class: Natural armor improves by +3.
Weakness: Gains the ravenous quality (see above)
Melee: Gains a bite attack modified by the devastating bite special ability.
Special Attacks: Gains the devastating bite special ability (see above)
Abilities: Str +4, Dex +4, Wis -2
Feats: Gains Dazzling Display and Weapon Focus (bite) as bonus feats.
Variant Oseichu Creatures
A similar condition to oseichu syndrome is almost entirely unique to female humanoids—whether it is influenced by female biology or if it is a separate ailment remains a mystery. Victims of this condition, referred to as futa-kuchi-onna, grow their second mouth on the back of their heads. Their hair animates like tentacles in order to bring more nourishment in. A futa-kuchi-onna is an oseichu without the devastating bite special ability, but instead gains two tentacle attacks. Her bite and tentacle attacks deal normal damage for a creature of her size.
In apology for having missed a week, have some more yokai! I'm on a bit of a theme, it seems.
Biwa-bokuboku CR 4
CN Medium construct (tsikumogami)
AC 15, touch 12, flat-footed 13 (+1 Dodge, +1 Dex, +3 natural)
hp 50 (4d10+28)
Fort +1; Ref +2; Will +1
DR 10/bludgeoning; Resist sonic 10
Defensive Abilities soul-powered
Speed 20 ft.
Melee 2 slams +6 (1d4+2) or club +6 (1d6+2)
Special Attacks melancholy song
Spell-like Abilities CL 4th, concentration +7 (+11 casting defensively)
At will—ghost sound (DC 13), ventriloquism
3/day—sculpt sound, sleep (DC 14)
1/day—charm monster (DC 17), sound burst (DC 15)
Str 15, Dex 13, Con —, Int 16, Wis 11, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Combat Casting, Dodge
Skills Bluff +7, Knowledge (history) +7, Knowledge (local) +7, Perception +4, Perform (string) +7
Languages Common, Elven, Halfling
Organization solitary or band (2-8)
Melancholy Song (Su) As a standard action, a biwa-bokuboku can create a mournful tune. Living creatures within 30 feet of a playing biwa-bokuboku must succeed a DC 14 Will save or be slowed for 5 rounds, as per the spell. Creatures with the tsukumogami subtype are affected as per the spell haste with a duration of 5 rounds. A biwa-bokuboku can use this ability three times per day. The save DC is Charisma based.
There are a number of tsukumogami that are created from neglected, abandoned or rejected musical instruments, but of them, the most well-known is the biwa-bokuboku. Rather than hide in deserted buildings as many tsukumogami do, most biwa-bokuboku take to the streets, playing on street corners and begging for money and alms. Although they can see perfectly well, the painted visages of biwa-bokuboku resemble the shut eyes of blind men, a ruse that the tsukumogami are happy to perpetuate.
Biwa-bokuboku value material wealth much more than most other tsukumogami, and if they cannot earn it, they will gladly steal it. A few biwa-bokuboku even operate as crime lords, using their powers of both mundane and magical persuasion to recruit gangs of thieves and thugs. Other types of tsukumogami can often be found in the company of a biwa-bokuboku, dancing merrily to even its saddest melodies.
I missed another week! Moving out of one's home is a very time-consuming endeavor, let me tell you.
Shōgerō CR 3
N Small construct (tsukumogami)
Init +0; Senses darkvision 60 ft., Perception +1
AC 18, touch 11, flat-footed 18 (+1 size, +7 natural)
hp 32 (3d10+16)
Fort +1, Ref +1, Will +2
DR 5/adamantine; Resist sonic 10
Defensive Abilities soul-powered
Speed 20 ft.
Melee slam +5 (1d6+1 plus rattle)
Special Attacks clamor
Str 13, Dex 10, Con —, Int 7, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 13 (17 vs. trip)
Feats Great Fortitude, Toughness
Skills Perform (percussion) +5, Stealth +4 (+0 when moving silently); Racial Modifiers -4 Stealth when moving silently
Languages Common (cannot speak)
Organization solitary, pair or section (3-6)
Treasure half standard
Clamor (Su) Three times per day as a standard action, a shōgerō can create a ringing tone of such power that all creatures and unattended objects within 10 feet of the shōgerō must succeed a DC 13 Fortitude save or take 2d6 points of sonic damage. Creatures that take this damage are also deafened for one minute. On a successful save, a creature takes half damage and is not deafened. The save DC is Charisma based.
Rattle (Ex) A creature struck by a shōgerō’s slam attack must succeed a DC 12 Fortitude save or be rattled by violent vibrations, taking a -4 penalty to Dexterity for 1 round. The save DC is Strength based.
When a gong, bell or other large percussion instrument is present at the scene of a horrible murder, the anguish, terror and shock of the deceased may become imprinted on the instrument, creating the turtle-like tsukumogami known as a shōgerō. These creatures exist to warn others of the crime and attempt to find justice, but they are limited to communicating only through ringing themselves. Although the racket they create can serve to drive people from the scene of the crime, they are little use otherwise. Some shōgerō go so far as to haunt the murderer that created them, beating them into submission or making their life a living, noisy, hell.
A shōgerō not on a mission of justice is sometimes found in the company of other tsukumogami, although their demeanors are more methodical and calm than the rest of their impish ilk. They care little for material wealth, but may carry with them a token of the life taken near their birth or a similar memento.
Hyōsube CR 10
CE Small monstrous humanoid
Init +9; Senses darkvision 60 ft., Perception +20
Aura stench (10 ft., DC 21)
AC 22, touch 16, flat-footed 22 (+1 size, +5 Dex, +6 natural)
hp 133 (14d10+56); fast healing 5
Fort +8, Ref +14, Will +11
Immune curses, death effects, disease, poison; SR 21
Defensive Abilities negative energy affinity, uncanny dodge
Speed 50 ft., climb 30 ft
Melee 2 claws +20 (1d4+2), bite +20 melee (2d6+2/17-20x3 plus disease)
Special Attacks augmented critical, mobile spellcasting, sneak attack +2d6
Spell-like Abilities CL 14th, concentration +18
At will—death knell (DC 16), ghoul touch (DC 16), grease (DC 15), inflict moderate wounds (DC 16)
3/day—bestow curse (DC 18), empowered contagion (DC 18)
1/day—cloudkill (DC 19), slay living (DC 19)
Str 15, Dex 21, Con 19, Int 14, Wis 16, Cha 18
Base Atk +14; CMB +15; CMD 30
Feats Dodge, Empower Spell-like Ability (contagion), Improved Critical (bite), Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +19 (+27 jumping), Climb +27, Intimidate +21, Perception +20, Sense Motive +17, Stealth +27
Languages Common, Aquan, Terran
Environment temperate mountains
Organization solitary, gang (2-5) or mob (6-11)
Augmented Critical (Ex) A hyōsube threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.
Disease (Ex) Demon fever: Injury—bite; save DC 21 Fortitude; onset 1 day; frequency 1/day; effect 1d6 Con damage, target must succeed a second Fortitude save or 1 point of the damage is drain instead; cure 2 consecutive saves.
Mobile Spellcasting (Ex) As a full round action, a hyōsube may move up to its speed and cast a spell or use a spell-like ability at any point during its movement. If the spell or spell-like ability requires a touch attack, it can make this attack as a free action. The hyōsube’s movement does not provoke attacks of opportunity, but the hyōsube must cast defensively or provoke an attack of opportunity when it casts the spell, as per normal.
The stunted, vicious hyōsube are a species of humanoid distantly related to the kappa, but they are destructive and violent where kappa are puckish and mercurial. Hyōsube have given their bodies and souls over to the powers of darkness, granting them the magical ability to spread disease and misfortune wherever they go. They have a twisted sense of honor, however, and delight in leaving a beaten victim on the brink of death to spread tales of their power.
Although a hyōsube’s body is covered in a thick pelt of greasy fur, its head bears only a fringe reminiscent of a balding man’s hair. Males and females alike have patchy beards and ratty mustaches around their hideous, oversized mouths. Hyōsube move with incredible speed despite their short legs, scuttling like humanoid crabs at odd angles and with bent knees.
Like their kappa kin, hyōsube have a variety of weaknesses that can be exploited by a canny warrior. They are especially fond of the taste of eggplant, the pursuit of which lures them from their mountain lairs into the gardens and farms of unsuspecting people. Hyōsube also enjoy a warm bath, and a tub of soapy water makes for an excellent ambush site for those hunting these monsters.
These guys were originally going to be a tsukumogami, but I fell in love with some illustrations that definitely made them seem like they were living beings.
Nurikabe CR 9
CG Large aberration
Init +5; Senses darkvision 60 ft., Perception +18
AC 21, touch 10, flat-footed 21 (-1 size, +1 Dex, +11 natural)
hp 126 (12d8+72)
Fort +12, Ref +5, Will +11
Immune force; Resist cold 10, electricity 10, fire 10
Defensive Abilities immobile
Speed 20 ft., climb 20 ft., phase
Melee 2 slams +15 (2d4+7), bite +15 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks phasing blows, trample (2d4+10, DC 23)
Spell-like Abilities CL 12th, concentration +15
3/day—invisibility, wall of force
Str 24, Dex 13, Con 22, Int 13, Wis 17, Cha 16
Base Atk +9; CMB +17; CMD 28 (36 vs. trip, reposition, drag, bull’s rush)
Feats Combat Expertise, Great Fortitude, Improved Initiative, Lunge, Skill Focus (Stealth), Vital Strike
Skills Climb +17, Intimidate +18, Knowledge (local) +16, Perception +18, Stealth +26; Racial Modifiers +8 Stealth
Languages Common, Undercommon
SQ hide in plain sight
Environment urban and underground
Organization solitary, foundation (2-6) or block (8-24)
Hide in Plain Sight (Ex) A nurikabe can make Stealth checks even when observed and without cover and concealment.
Immobile (Ex) A nurikabe gains a +8 bonus to its CMD to avoid being moved and to stop creatures from moving through its square with the Acrobatics skill.
Phase (Su) A nurikabe can move through force effects as if it was difficult terrain.
Phasing Strikes (Su) A nurikabe ignores all bonuses to AC granted by force effects, like a shield spell or bracers of armor. It can attack through a wall of force or similar effect, but it treats such attacks as being made through cover.
Despite their monstrous appearance, the urban creatures known as nurikabe are good hearted pranksters and guardians. Nurikabes may live in the heart of bustling cities, using their color-shifting skin to disguise themselves as small walls and buildings. Here, they annoy travelers at night with walls of force and their own impassible bodies. Due to their stony hides and their affinity for walls, some scholars believe that nurikabes were once tsukumogami that became truly alive through some unknown process.
A nurikabe requires a mix of organic and inorganic foodstuff—rocks, soil, plants and urban animals all disappear down their ravenous gullets. They have a sweet tooth, and may steal candies or mochi from those they prank. Despite their puckish nature, they are kind-hearted, using their abilities to protect the weak and thwart the wicked. When nurikabes gather in large groups, they are usually protecting something, such as a vulnerable child hunted by dark forces or an evil artifact outside of their ability to destroy.
Although nurikabe rarely engage in direct combat, they are ferocious when fighting in defense of their charges. Their heavy paws and thick tusks can leave grievous wounds, and their mastery of force effects allows them to penetrate many forms of magical defenses. Their rocky hides turn away both blades and energy effects as if it were stone.
How I would model it would be as a swarm, actually. Make it a swarm of tiny creatures with a SQ that allows it to occupy more than 4 squares, but maybe it can only deal swarm damage in four squares at a time, or there's a save for the swarm damage because it's not quite as concentrated. Give it the ability to spawn skeletons and zombies. Maybe it can do this as an action, or maybe it's an automatic reaction like the split ability of some oozes.
James Jacobs wrote:
Really? The Technology Guide says batteries can be recharged.
Technology Guide, Battery Entry wrote:
James Jacobs wrote:
The techslinger stat-block in Numeria: Land of Fallen Stars lists the value of silverdisks as 1 gp.
A related question is...
can the silverdisks the PCs get as treasure be recharged, or are they all assumed to be burnt out? After all, the PCs get their hands on a power relay in this adventure
I've heard of the Touhou games, but haven't played any of them.
Hashihime CR 14
LE Medium outsider (aquatic, extraplanar, evil, kyton, lawful)
Init +9; Senses darkvision 60 ft., Perception +25, see invisibility
AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
hp 195 (17d10+102); regeneration 10 (silver, good weapons and spells)
Fort +16, Ref +10, Will +14
DR 10/silver and good; Immune cold, fire; SR 25
Speed 30 ft., swim 30 ft., fly 60 ft (good)
Melee 2 gores +25 (1d8+7/19-20 plus eldritch burn), 2 claws +24 (1d4+7)
Special Attacks eldritch burn (4d6 fire, DC 24), powerful charge (gore, 2d8+10 plus eldritch burn), unnerving gaze
Spell-like Abilities CL 14th, concentration +19
Constant—fly, see invisibility
At will—scorching ray, ray of exhaustion (DC 18)
3/day—confusion (DC 19), control water, fire shield, quickened dispel magic, suggestion (DC 18)
1/day—call lightning storm (DC 20), slay living (DC 20), song of discord (DC 21), waves of fatigue
1/month—gate (planar travel only, between Material and Shadow Plane only)
Str 24, Dex 21, Con 23, Int 17, Wis 18, Cha 20
Base Atk +17; CMB +24; CMD 40
Feats Dazzling Display, Dodge, Improved Critical (gore), Improved Initiative, Mobility, Quicken Spell-like Ability (dispel magic), Shatter Defenses, Spring Attack, Weapon Focus (gore)
Skills Bluff +25, Diplomacy +25, Fly +16, Intimidate +25, Knowledge (planes, nature) +23, Perception +24, Sense Motive +24, Stealth +25, Swim +37
Languages Common, Infernal, telepathy 100 ft.
Environment Plane of Shadow
Eldritch Burn (Su) The flames of a hashihime burn with supernatural power. Creatures attempting to put out the fires set by a hashihime’s burn ability with water instead cause the flames to burn even more intensely, dealing damage as if subject to the Empower Spell metamagic feat.
Unnerving Gaze (Su) Range—30 ft; Will DC 23; effect—1d6 bleed. As long as a creature takes this bleed, it treats all other creatures as having concealment and is sickened. The save DC is Charisma based.
Among the ranks of the kytons, those that are most honored are those that transformed themselves into a perfect form of pain and torment while they were still alive, rather than being molded and altered petitioners. The hashihime are those kytons that accepted the doctrine of suffering and changed themselves into monsters out of jealousy. The ritual to transform oneself into a hashihime is taught by the kytons to those, mostly women, who have been scorned and so wish to make all others feel their pain.
Hashihime, as is fitting to their status between the living and outsiders, are creatures of thresholds and boundary places. Capable of opening portals between the Plane of Shadow and the Material Plane, hashihime are often at the vanguard of kyton incursions. When on the Material Plane, they dwell under bridges, near crossroads and the pinnacles of mountains. There, they strike out at those who they hold responsible for their pain, which can extend towards broad categories such as “all men”, “all elves”, “anyone with green eyes” or the like, or use their spell-like abilities and cunning tongues to convince others to turn against these favored targets. They are especially fond of masquerading as kami, using this role to draw sacrifices and offerings.
In combat, hashihime are ferocious and unyielding, delighting in the sensations of ripping apart flesh with their talons and horns. The very sight of a hashihime is enough to cause mortals to cry tears of blood, clouding their vision and making them vulnerable to the hashihime’s other attacks.
I still think of ratfolk as a player race not a "monster race" so there the only ones on the list that do not make sense to me.
In Pathfinder, maybe. But ratfolk = skaven. And skaven have been villains for much longer than Pathfinder has been a thing. Get some of the crossover sales that way.
Hibagon CR 4
N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision, Perception +7, scent
Aura stench (10 ft., DC 15)
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
Speed 40 ft., climb 30 ft.
Melee Large greatclub +9 (2d8+7), bite +7 (1d4+2) or 2 slams +9 (1d4+5), bite +9 (1d4+5)
Str 20, Dex 15, Con 15, Int 4, Wis 15, Cha 8
Base Atk +5; CMB +9; CMD 21
Feats Great Fortitude, Multiattack, Nimble Moves
Skills Climb +12, Perception +7, Stealth +7, Survival +7
SQ strong back
Environment temperate mountains and forests
Organization solitary, pair, troop (3-6) or band (4-24 plus 100% non-combatants)
Treasure half standard
Strong Back (Ex) A hibagon is treated as a Large quadruped for the purposes of carrying capacity. In addition, they can wield Large weapons without penalty.
Hibagons are secretive monsters that combine features of apes, baboons and humans. Some sages hypothesize that they are even more feral, animalistic cousins of the sasquatches that lurk in the deepest forests. Hibagons are profoundly social creatures living in small troops of both sexes. Several of these troops may circulate throughout the year over a wide territory, coming together during times of plenty to mate and share information. The most dangerous hibagons are males without a troop, which may attack humanoids looking for food or lash out at them as perceived rivals.
Hibagons are most notable for their stench, which is said to resemble a sun-ripened corpse, and their ability to resist the effects of mundane weapons. Among hunters and trappers living in hibagon territory, it is said that the only way to injure a hibagon is to aim for the eyes—although a magical weapon works just as well. Hibagons, like the monkeys and apes they resemble, are omnivores with a strong bias towards plant foods and insects, although they will sometimes band together to hunt prey. Such hunting parties are among the few times hibagons make a lot of noise, as they drum on trees and hoot wildly in order to panic small game and flush it from hiding.
Siestas are a thing for a reason. At low levels exploring in Wati, if they're trekking around and fighting in the mid-day sun on the streets of the necropolis, have them make saves. If they stick to trekking to the ruins during early morning and do their underground exploration during the day, they should be alright.
The tall grass sequence in Lost World: Jurassic Park is a classic, and the PCs are just the right level for it. A pack of four-six deinonychus, a lot of cover and concealment... some scared players.
The most fun I've had with prehistoric beasts has been with a quetzalcoatlus. In a prehistoric themed game I ran, the kobold weapon master got swallowed whole by one, burst a full dust of dryness and then rode the geyser out.
As promised, a yokai based on modern Japanese folklore, aka urban legends. There are a number of distinctive modern spooks in Japan's cities these days, it seems.
Teke Teke statistics:
Teke Teke CR 13
CE Small undead
Init +9; Senses darkvision 60 ft., Perception +25
Aura frightful presence (30 ft., DC 23), life suppression (30 ft.)
AC 30, touch 23, flat-footed 30 (+1 size, +7 Dex, +1 dodge, +7 natural, +4 deflection)
hp 161 (19d8+76); fast healing 5
Fort +10, Ref +15, Will +14
Defensive Abilities horror screen, uncanny dodge; SR 24
Immune undead traits
Speed 30 ft., climb 20 ft.; bladewalker
Melee scythe +23/+18/+13 (2d4+12/19-20x4 plus bleed and trip) or 2 claws +23 (1d4+8 plus bleed)
Special Abilities bleed (1d6), infuse weapons, mutilate
Str 27, Dex 25, Con –, Int 13, Wis 16, Cha 19
Base Atk +14; CMB +21 (+23 trip); CMD 43 (45 trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Critical (scythe), Lightning Reflexes, Mobility, Spring Attack, Whirlwind Attack
Skills Acrobatics +26 (+30 jumping), Climb +16, Intimidate +26, Perception +25, Sense Motive +25, Stealth +33; Racial Modifiers +4 to Acrobatics when jumping
Languages Abyssal, Common
Su oversized weapons (Medium)
Environment any land or underground
Organization solitary, pair or clot (3-8)
Aura of Life Suppression (Su) Whenever a spell with the healing subschool or channeled positive energy targets a creature within 30 feet of a teke teke, the caster must succeed a caster level check equal to the teke teke’s spell resistance or lose the spell or effect. This ability is suppressed in the area of a consecrate or hallow spell.
Bladewalker (Ex) A teke teke can move without penalty while using its hands to walk, even if it is wielding a weapon.
Bleed (Ex) The bleed dealt by a teke teke’s scythe attack is a property of the teke teke, not of the weapon.
Horror Screen (Su) A teke teke gains a deflection bonus to its Armor Class and Combat Maneuver Defense equal to its Charisma modifier.
Infuse Weapons (Su) Any weapon wielded by a teke teke is treated as magic, chaotic and evil for the purposes of overcoming damage reduction.
Mutilate (Ex) Any creature killed by a teke teke is mutilated to the point which it cannot be restored to life via a raise dead spell. Other methods that do not require an intact corpse function normally.
Teke tekes are created from the souls and bodies of those killed in spectacularly gruesome fashions. Many of them are spawned from accident victims, although the victims of monster attacks or particularly creative serial killers may also manifest a teke teke. Whatever kindness and compassion the victim of this heinous death possessed in life is lost in undeath—a teke teke only exists to mutilate others and spread the curse of a violent demise.
Teke tekes are rare and typically solitary creatures, but if multiple individuals are killed in the same fashion simultaneously, they may all arise together and act as a pack of killers. The victims of a teke teke are typically left out in the open, all the better to attract attention and revulsion. Although they delight in bloodshed, teke teke can be subtle and patient, stalking a chosen target for hours and drawing out their fear before striking.
I currently have no plans to publish these in a bestiary. I do have several other short bestiary products published over at Demiurge Press, but this was intended as a free-only venture. If you demand art for your monsters, I have been reblogging these at my tumblr, Probing the Membrane of Science twice a week under the "Year of Yokai" tag with art drawn from classic yokai books as well as the fantastic yokai.com.
I do have plans for the finale of the Year of Yokai, and it does involve the Night Parade. The grand marshal of the festivities, as it were. I also intend to stat up at least one more tsukumogami, a few "modern" yokai inspired by cryptids and Japanese urban legends, and some miscellaneous monsters that have fallen through the cracks previously.
Tsuchinoko CR 3
Small CN magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +6, scent
AC 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +3
Defensive Abilities elusive; Immune poison
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d6 plus poison)
Special Attacks powerful charge (bite, 3d6), springing charge
Str 11, Dex 17, Con 13, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +4; CMD 17 (cannot be tripped)
Feats Improved Initiative, Run (B), Skill Focus (Bluff), Weapon Finesse
Skills Acrobatics +7, Bluff +6, Climb +8, Perception +6, Stealth +11, Swim +8
Environment temperate forests
Organization solitary or pair
Treasure half standard
Elusive (Su) A tsuchinoko is constantly under the effects of a pass without trace spell. In addition, except when it is in combat, it is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 10th and cannot be dispelled.
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; damage 1d3 Con; cure 2 saves. The save DC is Constitution based.
Springing Charge (Ex) A tsuchinoko ignores difficult terrain when making charge attacks.
Considered to be mythical by many, the elusive snake-like creatures known as tsuchinoko are intelligent predators with a mischievous streak. Their diet consists of small mammals, birds and other reptiles, but they have a pronounced fondness for alcohol. Many of their encounters with humanoids are in order to obtain such a beverage, which they accomplish using lies, threats or empty promises. Tsuchinoko are consummate liars and enjoy sending other creatures on wild goose chases based on their empty words.
Tsuchinoko are exceedingly rare; a single forest may only be home to one of these creatures. They are good parents, raising their young together until they mature, then splitting up as their children find territories of their own. Tsuchinoko keep little treasure, although they may treasure a prized bauble or two as a keepsake of a particularly impressive con.
Unlike other snakes, tsuchinoko do not slither—rather, they crawl in inchworm fashion with startling speed. This strength allows them to launch themselves fully a yard into the air when threatened, sending them hurtling towards enemies with a mouth full of tiny, venomous teeth. When a tsuchinoko cannot win a battle, it flees, gripping its tail in its teeth and rolling to safety.
Note: I haven't playtested these monsters, so these are just my thoughts on a read-through.
One thing I am noticing in general throughout the PDF is that the relevant abilities aren't listed for the special attacks. Typically, after the description of a unique ability, it will say something like "the save DC is Constitution-based".
The guttergrime beetles are not immune to acid. Is this intentional? The death throes ability could end up with some rather nasty combats, with one beetle exploding and triggering another, etc.
The cindersprite and clockwork parrot alike would benefit from a rather obscure clause in the combat maneuver rules: "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB."
The fountain dragon deals 1.5 times its Strength modifier on its bite attacks, so it should have an ability, powerful attack (bite) or the like, to make that explicit. The steam shroud ability has no save, which makes it super-powerful. To compare, incendiary cloud, a spell that does the exact same thing, allows a Reflex save for half and is an 8th level spell (albeit not the most powerful 8th level spell). Slap a save onto it (either Reflex or Fort for half damage). In addition, if this dragon spends all of its time disguised as a statue in a fountain, shouldn't it at least have some ranks in Swim?
Swarms, like the fool's gold swarm, have a CMB and CMD of -.
How long does the deafness of the wingrat's sonic burst ability last? It doesn't have a listed duration. Permanent would be too harsh for a CR 2, when remove blindness/deafness isn't readily available.
The xenocoon appears to use the 3.5 rules for natural weapons. In Pathfinder, both bite and claws are primary, meaning they use the full Base Attack Bonus of the monster.
Hope this helps!
So my bank canceled the credit card that I'm using for my subscription payments and issued me a new one. I've uploaded the new card as a payment option to Paizo.com, and that's great. But! I can't delete the old card, nor is the website allowing me to change my subscription payment method to either of the other cards the website recognizes. What do I do?
A companion piece to the latest yokai I posted.
Yama-jijii CR 10
CN Small aberration
Init +7; Senses darkvision 60 ft., low-light vision, Perception +9
AC 24, touch 17, flat-footed 18 (+1 size, +3 Dex, +3 dodge, +7 natural)
hp 126 (12d8+72)
Fort +12, Ref +8, Will +11
Defensive Abilities fortunate, incredible balance
Immune sonic; SR 21
Speed 30 ft. climb 20 ft., hopping stride
Melee bite +20 (4d6+15/19-20)
Special Attacks manipulate luck, powerful attack (bite)
Spell-like Abilities CL 12th, concentration +15
At will—detect thoughts (DC 15)
3/day—invisibility, shout (DC 17)
1/day—vermin shape II*
*see the Pathfinder Roleplaying Game: Ultimate Magic
Str 30, Dex 17, Con 22, Int 7, Wis 10, Cha 16
Base Atk +9; CMB +18; CMD 31 (34 vs. trip)
Feats Dazzling Display, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +19, Climb +18, Intimidate +22, Perception +9, Stealth +16; Racial Modifiers uses Strength for Acrobatics checks
Environment temperate mountains
Organization solitary, pair or squad (3-6)
Fortunate (Su) A yama-jijii gains a luck bonus on all saving throws equal to its Charisma bonus.
Hopping Stride (Ex) A yama-jijii can ignore all difficult terrain created by earth or sand. Magically altered terrain, like a spike stones spell, affects a yama-jijii normally.
Incredible Balance (Ex) A yama-jijii gains a +3 dodge bonus to AC and to its CMD to avoid being tripped.
Manipulate Luck (Su) Three times per day, a yama-jijii can change the fate of a single individual within 30 ft. This ability can take one of two forms
Bane: If the target fails a DC 19 Will save, it becomes cursed. It takes a -2 luck penalty to all attack rolls, saving throws, skill and ability checks. This is a curse effect and is permanent unless removed with a remove curse or similar effect. The save DC is Charisma based.
Boon: The target gains a +2 luck bonus to all attack rolls, saving throws, skill and ability checks. This benefit lasts for one minute per Hit Die of the yama-jijii (12 minutes for the average yama-jijii).
Yama-jijii, sometimes called “mountain coots”, are bizarre creatures native to remote mountains. Despite their cyclopic appearance, yama-jijii actually do have two eyes—one of them is so small that it is barely visible, and it drifts to the side of the creature’s head as they mature. All yama-jijii are male—their reproductive habits are mysterious, and they do not discuss the matter with others. They are fantastically strong for their small size, capable of crushing bones and boulders with their teeth and blowing the leaves off of trees with their powerful shouts.
Yama-jijii are omnivorous and their interactions with mortals can vary from treating them as prey to bestowing them with gifts of good fortune and treasure. Yama-jijii use their ability to read minds to find prospective victims; they typically do not attack people whose minds they cannot read. Some mountaineers go out of their way to befriend yama-jijii; these relationships are somewhere between alliances and domestication due to the yama-jijii’s general lack of culture and social conventions. The mountaineers gain the yokai’s powerful jaws as a defense mechanism and their abilities to manipulate luck, whereas the yama-jijii get the benefits of civilization such as cooked food (mochi is their favorite), clothing and shiny jewelry and gemstones.
Hiderigami CR 8
LN Small fey (earth, fire)
Init +5; Senses low-light vision, Perception +17, scent
Aura aridity (1 mile)
AC 21, touch 19, flat-footed 13 (+1 size, +5 Dex, +2 natural, +3 dodge)
hp 103 (11d6+66)
Fort +9, Ref +12, Will +10
DR 10/cold iron; Immune fire; SR 19
Defensive Abilities incredible balance
Weakness vulnerable to cold, vulnerable to water
Speed 40 ft., hopping stride
Melee claw +11 (1d4+2 plus desiccating touch)
Special Attacks sneak attack +4d6
Spell-like Abilities CL 11th, concentration +15
Constant—pass without trace
At will—diminish plants, produce flame
3/day—dispel magic, invisibility
1/day—flame strike (DC 19), waves of fatigue
Str 15, Dex 21, Con 22, Int 14, Wis 16, Cha 19
Base Atk +5; CMB +10 (+12 disarm); CMD 27 (29 disarm, 30 trip)
Feats Agile Maneuvers, Combat Expertise, Defensive Combat Training, Improved Disarm, Improved Feint, Weapon Finesse
Skills Acrobatics +19 (+23 when jumping), Bluff +18, Climb +16, Escape Artist +19, Knowledge (nature) +16, Perception +17, Stealth +23, Survival +17
Languages Common, Ignan, Sylvan
Environment warm deserts and mountains
Organization solitary or pair
Aura of Aridity (Su) The ambient air temperature for 1 mile around a hiderigami is raised one increment, from cold to temperate, from temperate to very hot and from very hot to severely hot. It cannot raise the temperature to extremely hot. No natural precipitation falls within the aura of aridity. Any creature that attempts to cast a spell with the water descriptor or to control the weather to create precipitation must succeed a DC 19 caster level check or the spell is lost.
Desiccating Touch (Su) Any living creature struck by a hiderigami must succeed a DC 19 Fortitude save or take 1d6 points of non-lethal damage and be fatigued. This damage and fatigue cannot be healed magically unless the creature drinks at least 1 gallon of water. Plant creatures and creatures with the water subtype take a -2 penalty on their save. The save DC is Charisma based.
Hopping Stride (Ex) A hiderigami can ignore all difficult terrain created by earth or sand. Magically altered terrain, like a spike stones spell, affects a hiderigami normally.
Incredible Balance (Ex) A hiderigami gains a +3 dodge bonus to AC and to its CMD to avoid being tripped.
Vulnerable to Water (Ex) The touch of water damages a hiderigami. A pint of water affects a hiderigami as a flask of acid, and being immersed in water or caught in a rainstorm deals 10d6 points of damage to a hiderigami each round.
Hiderigami are fey creatures of the desert who maintain the delicate balance of that ecosystem and prevent it from being overtaken by climate change or mortals with an interest in reclamation. No rain falls within their arid auras, but in order to make sure that hardy desert plants can grow, hiderigami are frequently on the move in their large territories. A single hiderigami may maintain a number of lairs inside of caves, hollowed-out desert plants or canyons that it meanders between over the course of a year.
Hiderigami come into conflict with mortals when their wanderings bring them close to civilization, or when human beings attempt to dig irrigation systems into the desert. They rarely kill their opponents, preferring to leave them alive but dehydrated and exhausted in the desert—this is not out of cruelty towards their enemies so much as a kindness to the desert predators whose lives depend on scavenging and making easy kills. A hiderigami may have allies among mortal druids and nature oracles as easily as she may have enemies, depending on the priorities of the priests.
All hiderigami are female, but show little interest in bewitching and reproducing with humanoid males as dryads and nymphs do. How they reproduce is still unknown—some sages hypothesize that their males are among the various other “half-humanoid” races such as fachen and yama-jijii. Their pelts come in a variety of colors but tend towards blonde and auburn tones.
A short entry today, which is fitting, since this is the smallest and lowest CR monster in the thread. Likely to remain that way, too.
Bake-Zōri CR ¼
CN Diminutive construct (tsukumogami)
Init +3; Senses darkvision 60 ft., Perception +0
AC 17, touch 17, flat-footed 14 (+4 size, +3 Dex)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Defensive Abilities soul-powered
Weakness haunted, vulnerable to fire
Speed 10 ft.
Melee 2 claws +0 (1-5 plus trip)
Space 1 ft.; Reach 0 ft.
Special Attacks underfoot
Str 1, Dex 16, Con —, Int 6, Wis 11, Cha 10
Base Atk +1; CMB +0 (+4 when using trip); CMD 5
Feats Nimble Moves
Skills Perception +0, Perform (sing) +1, Stealth +15
Organization solitary, pair, closet (3-8) or store (10-40)
Underfoot (Ex) A bake-zōri treats its size penalty to CMB as a size bonus when making combat maneuvers to trip opponents.
Bake-zōri are animate objects formed from neglected, worn-out and old sandals. They are most frequently found in pairs, but will gather into enormous packs if able. Although bake-zōri are practically harmless, they are a nuisance—houses that a bake-zōri haunts are liable to experience minor acts of vandalism, and their raucous choruses are most likely to be heard in the middle of the night. More malevolent tsukumogami may use the dim-witted bake-zōri as a distraction for their own activities.
Thomas Jones wrote:
From the 3.x Monster Manual. Not from all of the other sources of monsters that were published for D&D, either 3.x or other editions. A goodly number of classics (and less-than-classics) made it in through a special agreement to publish the Tome of Horrors, which is why Pathfinder has decapus and flumphs and Orcus as a fat guy with a ram's head and a bunch of others. But it's not infinite. No "yugoloths", for example, and they only got a few of the classic (1e) daemons.
Ask and ye shall receive! I had to dig around quite a bit to find out anything about binbōgami that didn't have to do with the Binbō-gami Ga! manga or anime.
Binbōgami CR 6
CN Medium outsider (kami, native)
Init +3; Senses darkvision 60 ft., Perception +13
Aura ill luck (DC 16, 30 ft.)
AC 16, touch 14, flat-footed 12 (+3 Dex, +2 natural, +1 dodge)
hp 60 (8d10+16); fast healing 3
Fort +8, Ref +5, Will +8
DR 10/cold iron; Immune bleed, disease, mind-influencing effects, petrification, polymorph, poison; Resist acid 10, electricity 10, fire 10
Speed 30 ft., climb 15 ft.
Melee 2 slams +10 (1d6+2) or touch +10 (corrosion)
Spell-like Abilities CL 8th, concentration +10 (+14 casting defensively)
At will—shatter (DC 14), warp wood (DC 14)
1/day—contagion (DC 15), curse of poverty (DC 15), rusting grasp (DC 16), stinking cloud (DC 15)
Str 15, Dex 17, Con 14, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Blind-fight, Combat Casting, Dodge, Stealthy
Skills Acrobatics +14, Climb +21, Escape Artist +16, Handle Animal +13, Knowledge (local) +13, Perception +13, Sense Motive +13, Stealth +16
Languages Common, Sylvan, telepathy 60 ft.
SQ merge with ward, vermin empathy +10, ward (house)
Aura of Ill Luck (Su) All humanoids within 30 feet of a binbōgami must succeed a DC 16 Will save or suffer a -2 penalty on all attack rolls, saving throws, skill checks and ability checks for the next 24 hours. Creatures that successfully save are immune to the aura of ill luck of that binbōgami for the next 24 hours. This is a curse effect. The save DC is Charisma based.
Curse of Poverty (Sp) This spell functions as bestow curse, with the following modifications. Whenever the cursed individual touches any amount of gold, it is permanently transformed into copper. This is the equivalent of a 3rd level spell.
Touch of Corrosion (Su) Once per round, a binbōgami can touch an item and give it the broken condition. Magic and attended items may make a DC 16 Fortitude save to resist this effect. If a binbōgami touches an item with the broken condition, it crumbles into useless junk. The save DC is Charisma based.
Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a binbōgami can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train vermin and teach them tricks. Vermin empathy treats swarms as if they were one creature possessing a single mind—a binbōgami can thus use this ability to influence and direct the actions of swarms with relative ease.
Binbōgami are spirits of poverty and ill-fortune that reside in mortal dwellings. Although they are not evil, they delight in squalor and paucity, believing it to be key to elevating weak mortals on the road towards enlightenment and salvation. Needless to say, anyone who seeks to evict a binbōgami and restore the good fortune of the family hosting it will receive a destructive reaction.
Binbōgami are closer in appearance to humans than most other kami, but their underslung jaws and permanent emaciation mark them as something other than mortal. They love vermin and household pests of all kinds, treating them as favored pets and encouraging the growth of molds, insect colonies and other living nuisances. Although they do not need to eat, they enjoy human foods, especially miso—during certain days of the year, a binbōgami can be lured from a home for good with baked miso.
Nure-onna CR 18
NE Huge monstrous humanoid (aquatic)
Init +7; Senses blindsense 60 ft., darkvision 60 ft, Perception +27, scent
AC 32, touch 13, flat-footed 28 (-2 size, +3 Dex, +1 dodge, +20 natural)
hp 319 (22d10+198)
Fort +16, Ref +16, Will +17
DR 15/cold iron; Immune acid, cold, poison; SR 29
Speed 40 ft., swim 80 ft.
Melee bite +28 (3d6+9 plus bleed), 2 claws +28 (2d6+9/19-20), tail slap +23 (3d10+13 plus grab)
Space/Reach 15 ft. /15 ft. (30 ft. with tail slap)
Special Attacks bleed (2d6 plus 2 Con), burden, constrict (3d10+13), powerful blows (tail slap), rend (2d6+13 plus spell-rend)
Str 28, Dex 17, Con 28, Int17, Wis 15, Cha 18
Base Atk +22; CMB +32 (+36 grapple); CMD 46 (cannot be tripped)
Feats Blind Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claw), Improved Initiative, Iron Will, Mobility, Spring Attack, Stand Still, Whirlwind Attack
Skills Bluff +26, Climb +36, Disguise +26 (+36 when using change shape), Intimidate +29, Perception +27, Sense Motive +24, Stealth +20, Swim +16
SQ amphibious, change shape (animal or humanoid, polymorph), endless coils, quick change
Environment temperate coastlines
Burden (Su) All nure-onna can transform a simple stone or bundle of leaves into a cursed object as a standard action once per day. This object is covered with an illusion of the nure-onna’s choice, which can be disbelieved with a successful DC 25 Will save. Any creature other than a nure-onna that holds or carries a nure-onna’s burden is treated as if he is carrying a heavy load for the purposes of movement, maximum Dexterity bonus and armor check penalty, and must succeed a DC 25 Fortitude save every round or be unable to take any actions that round. A creature carrying a nure-onna’s burden cannot get rid of the burden; only a remove curse or break enchantment spell against 22nd caster level or a miracle or wish can remove the burden. This is a curse effect. The save DC is Charisma based.
Endless Coils (Ex) A nure-onna does not take penalties for grappling using only her tail. In addition, a nure-onna can maintain a grapple of up to 9 creatures as a swift action.
Quick Change (Su) A nure-onna can change shape as a swift action.
Spell-rend (Su) If a nure-onna hits an opponent with both claw attacks, not only does it deal additional damage, but it also targets the opponent with a greater dispel magic (CL 22nd).
Nure-onna are among the most powerful of the predatory monsters that mimic human shape. Despite their incredible physical power and size, they prefer to use trickery and guile to torment and murder their victims. A nure-onna’s schemes are typically limited in scope to spreading misery and death, but they can become quite elaborate in the monster’s attempts to ruin entire villages.
Nure-onna are most often found within a day’s travel of water, and they maintain their lairs in sea caves and underwater grottos. Due to their shared dietary habits and habitats, nure-onna often ally with ushi-oni, draining the blood of victims and giving the monstrous beast the bones and flesh. Such monsters often fall into the nure-onna’s schemes, acting as a pawn in anything as simple as a quick “damsel in distress” ploy to be the patsy for their reigns of terror.
A nure-onna stretches up to 100 feet long, but more than 80 feet of that length is tail.
Kijo CR 8
LE Medium outsider (native, oni, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision, Perception +14
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (9d10+36); regeneration 5 (acid, fire)
Fort +10, Ref +8, Will +10
Speed 30 ft., fly 60 ft. (good)
Melee dagger +14/+9 (1d4+5/19-20) or 2 claws +14 (1d4+5), gore +14 (1d6+5)
Special Attacks spell-theft
Spells CL 7th, concentration +11 (+15 casting defensively)
4th—crushing despair (DC 18), poison (DC 18)
3rd—blink, dispel magic, lightning bolt (DC 17)
2nd—cure moderate wounds, invisibility, spectral hand, touch of idiocy
1st—charm person (DC 15), cure light wounds, enlarge person, ray of enfeeblement (DC 15), ventriloquism (DC 15)
0th—bleed (DC 14), detect magic, read magic, touch of fatigue (DC 14)
* see Pathfinder Roleplaying Game Advanced Player’s Guide
Str 20, Dex 21, Con 19, Int 19, Wis 14, Cha 14
Base Atk +9; CMB +14; CMD 30
Feats Brew Potion, Combat Casting, Combat Expertise, Improved Initiative, Iron Will
Skills Bluff +14, Disguise +14, Fly +5, Knowledge (arcana) +16, Knowledge (planes) +16, Knowledge (local) +13, Perception +14, Sense Motive +14, Spellcraft +16, Stealth +17, Use Magic Device +14
Languages Aklo, Common, Giant, Sylvan
SQ change shape (Small or Medium humanoid, alter self), familiar, flight
Environment temperate hills and mountains
Organization solitary, pair or coven (1-3 plus 0-2 hags)
Treasure double standard
Familiar (Su) All kijo have a spirit oni familiar (see Pathfinder Roleplaying Game Bestiary 3). This functions as the familiar of a 7th level witch. Levels in witch stack with a kijo’s caster level for the purposes of the familiar’s abilities, but no other class levels do so.
Flight (Su) A kijo’s flight is supernatural in nature and cannot be dispelled
Spells A kijo casts spells as a 7th level witch. Although she does gain a patron, she does not gain hexes unless she takes levels in the witch class.
Spell-theft (Su) As an immediate action three times per day, a kijo can attempt to steal a harmless or beneficial spell cast within 30 feet of them. The kijo and the caster of the spell make opposed Spellcraft checks—if the kijo succeeds the check, she is treated as being the target of the spell. Using this ability lowers the kijo’s spell resistance for 1 round.
Unlike most oni, the hag-like creatures known as kijo are not created from a disincarnate spirit building itself a body in order to make mischief and feed its desires. Rather, a kijo is created when these spirits, especially ones devoted to envy, spite and revenge, fuse with the body of a mortal woman. Some of these women invite the oni spirits into themselves in order to fulfill a grudge or by accident tampering with powerful spiritual forces, but some are transformed unawares when their own emotional pain and hatred attracts the attention of like-minded souls.
Most kijos are hermits, living alone in remote cabins and caves in order to nurse their sinister plots. Some surround themselves with sycophantic mortals who serve as their agents or pose as mortal soothsayers, healers or herbalists in order to manipulate the desperate. Despite their nature as incarnate souls, they count as hags for the purpose of forming covens, and may ally with either other kijos or with true hags in order to orchestrate truly grand schemes.
A kijo’s spiritual nature makes them natural witches, drawing on the power of their own spite and hatred to gain their spells. Although the sample kijo shown here focuses her spells on stealth and weakening her enemies, other kijo may have very different spell selections indeed. All kijo have a spirit oni familiar, which serves as loyally as is possible for these sullen, wicked things.
Not a whole lot of high CR monsters in this thread, and not a lot of good aligned ones either. Let's kill two birds with one stone, shall we?
Hakutaku CR 15
LG Large outsider (extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft., Perception +25, scent, true seeing
AC 30, touch 15, flat-footed 28 (-1 size, +2 Dex, +4 sacred, +15 natural)
hp 225 (18d10+126)
Fort +22, Ref +12, Will +21
DR 10/chaotic and evil; Immune disease, poison; Resist acid 10, electricity 10, cold 10, fire 10; SR 26
Defensive Abilities adaptive defense, all-around vision, serene grace
Speed 40 ft., fly 60 ft. (perfect)
Melee gore +25 (4d6+8), 2 hooves +20 (1d8+4)
Ranged searing beam +19 touch (3d10)
Space 10 ft.; Reach 5 ft.
Special Attacks gaze of weal and woe, powerful charge (gore, 8d6+16)
Spell-like Abilities CL 18th, concentration +23 (+27 casting defensively)
Constant—magic circle against evil, tongues, true seeing
3/day—break enchantment, dismissal (DC 20), greater dispel magic, heal, holy smite (DC 19)
1/day—holy aura (DC 23), holy word (DC 22), summon monster IX (good creatures only)
Str 27, Dex 14, Con 24, Int 29, Wis 19, Cha 20
Base Atk +18; CMB +27; CMD 39 (43 vs. trip)
Feats Combat Casting, Dodge, Flyby Attack, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Skill Focus (Sense Motive), Wind Stance
Skills Diplomacy +26, Fly +6, Heal +22, Knowledge (all) +30, Perception +25, Sense Motive +31, Spellcraft +30
Languages Celestial, Common, Draconic, Sylvan, tongues
Organization solitary or conclave (2-12)
Treasure double standard
Adaptive Defense (Su) As a swift action, a hakutaku may make a Knowledge check against any enemy it faces with a DC of 25 + the creature’s CR. If it succeeds this check, the benefits of its serene grace increase by +2 against enemies of that specific creature type for 24 hours. For example, a hakutaku could use its adaptive defense against horned devils, but would not get any bonuses against other devils or evil outsiders. A hakutaku can only benefit from one adaptive defense at a time.
Gaze of Weal and Woe (Su) 30 ft., Will DC 24. Good aligned creatures in the area of a hakutaku’s gaze of weal and woe gain the effects of a good hope spell as long as they remain in the area and for 1 minute thereafter. Evil aligned creatures that fail the saving throw are affected as by a crushing despair for as long as they remain in the area and for 1 minute thereafter. Neutral creatures are unaffected. In addition, creatures that avert their gaze from a hakutaku have only a 20% chance to avoid having to make a save, due to its multiple eyes.
Loremaster (Ex) All Knowledge skills are class skills for a hakutaku.
Searing Beams (Su) As a standard action, a hakutaku can fire nine beams of heavenly light from its eyes. These are treated as ranged touch attacks with a range of 180 feet and no range increment. Creatures struck by these beams take 3d10 points of typeless damage per beam—undead and creatures harmed by sunlight take double damage. A hakutaku can only aim three beams at a single target per round.
Serene Grace (Su) A hakutaku gains a sacred bonus to its Armor Class and to all saving throws equal to its Wisdom modifier.
Hakutaku are great celestial beasts who are knowledgeable in all things. Many spells designed to commune with goodly spirits or extraplanar entities pass through hakutaku, allowing these sage entities to survey the mortal world constantly. Although they are most comfortable with spreading wisdom and gathering information, they are also valiant soldiers against the forces of evil, answering the call to battle undead, fiends and other dark powers without hesitation.
Mortal sages have dozens of conjectures about their origins, listing them as composite spirits of entire colleges or as the ascended souls of goodly beasts like shedu and lammasu or the fabric of Heaven itself pulled into a physical form. Hakutaku are silent on such matters, and questions about their origins are among the few that hakutaku will not answer.
Each AP I've run has gotten a massive overhaul, some more than others. The least modified was probably Curse of the Crimson Throne, which was pretty close to being run out-of-the-box. The most was Council of Thieves, in which I replaced more than half of the first module, added multiple recurring NPC allies and enemies and dramatically changed how the McGuffin worked.
For all adventures I run, AP or not, I spend some time tweaking statistics. My games are run with rolled stats and pretty experienced players, so I like to spice things up by optimizing monster feats, spell selections and so forth.