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This yokai borrows some mechanics from Bestiary 4's kaiju, but is low enough CR to show up in a more ordinary game (although it's still nothing to sneeze at). Think of it as a training wheels kaiju, perhaps.
Ayakashi CR 19
N Colossal magical beast (aquatic)
Init +7; Senses blindsight 300 ft., darkvision 600 ft., keenest scent, Perception +26
Aura luminous slime (15 ft., DC 30)
AC 36, touch 6, flat-footed 32 (-8 size, +3 Dex, +30 natural, +1 dodge)
hp 333 (23d10+207); fast healing 10
Fort +22, Ref +16, Will +12
DR 10/-; SR 30
Immune acid, cold, mind-influencing effects
Defensive Abilities deep-born; Weakness massive
Speed 20 ft., swim 120 ft
Melee bite +29 (4d6+14/19-20 plus chew), 1d4+1 slams +29 (2d8+14 plus grab)
Space 50 ft.; Reach 50 ft.
Special Attacks breath weapon (90 ft. cone, DC 30, 19d6 acid plus luminous slime, once every 1d4 rounds), capsize, constrict (2d8+21 plus entrap), entrap (DC 30, 1d4 minutes, hardness 5, hp 30)
Str 38, Dex 17, Con 28, Int 1, Wis 17, Cha 8
Base Atk +23; CMB +45 (+49 grapple); CMD 59 (cannot be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Mobility, Power Attack, Spring Attack, Staggering Critical, Stunning Critical
Skills Perception +26. Swim +28
SQ endless coils
Environment any oceans
Chew (Ex) Any creature bitten by a ayakashi must succeed a DC 35 Fortitude save or take 1d4 points of Strength and Constitution drain. The save DC is Strength based.
Deep-born (Ex) An ayakashi is immune to damage from water pressure.
Endless Coils (Ex) An ayakashi can make a variable number of slam attacks in a round, but can only target a single Medium-sized or smaller creature with a single slam. An ayakashi does not gain the grappled condition when grappling a Huge or smaller creature, and can maintain up to 9 grapples as a swift action.
Keenest Scent (Ex) An ayakashi can notice creatures by scent in a 1,800 foot radius underwater and can smell blood in the water at a range of 5 miles.
Luminous Slime (Ex) All creatures within 15 feet of an ayakashi must succeed a DC 30 Reflex save or be entangled for 1 minute in the ayakashi’s slime. This slime cannot be scraped away or washed away with water, but strong alcohol dissolves it. Any creature that breathes water through gills must hold its breath while entangled by the slime or it begins to suffocate (creatures that breathe water through magical means are unaffected). An ayakashi is immune to the effects of its own luminous slime and those of other ayakashi. An ayakashi radiates light as a candle, and any creature entangled by its slime does so as well. The save DC is Constitution based.
Massive (Ex) Because ayakachi are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to an ayakachi’s movement, though areas of forest or settlements are considered difficult terrain to an ayakachi. A Huge or smaller creature can move through any square occupied by an ayakachi, or vice-versa. An ayakachi can make attacks of opportunity only against foes that are Huge or larger, and can be f lanked only by Huge or larger foes. An ayakachi gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb an ayakachi—this generally requires a successful DC 30 Climb check, and unlike the normal rules about ayakachi and attacks of opportunity, a Small or larger creature that climbs on an ayakachi’s body provokes an attack of opportunity from the monster.
Ayakachi are predators of the deep that stretch to truly mammoth proportions—the smallest of them is a full kilometer in length. As befitting a creature of this size, ayakachi prey on other ocean giants such as whales, giant squid, sea serpents and other sea monsters. Many of these clashes take place far beneath the ocean’s surface, but radiate turbulent seas and even tsunami for leagues. Ayakashi typically ignore the comings and goings of humanoids on the water, but may accidentally capsize ships by bumping against them or flooding them with luminous slime.
Ayakachi resemble nothing so much as a colossal hagfish, and sages believe they are relatives of these vile creatures. Like a hagfish, the slime of an ayakachi serves as both defensive and offensive weapon, clogging the gills and encrusting around both prey and anything foolish enough to attack it. Ayakashi are solitary beasts, and are believed to reproduce by ejecting their seed into the water to meet with those of other ayakashi. Due to the rarity of these creatures, such matings must happen very infrequently. Ayakachi are too stupid to gather treasure, but waters in which they swim may be littered with wrecks laden with forgotten riches.
Keukegen CR 4
NE Small aberration
Init +4; Senses darkvision 60 ft., Perception +6
Aura choking (10 ft, DC 16)
AC 18, touch 16, flat-footed 13 (+1 size, +4 Dex, +2 natural, +1 dodge)
hp 42 (5d8+20)
Fort +5, Ref +5, Will +5
Immune curses, disease, poison
Speed 30 ft., climb 20 ft.
Melee bite +8 (1d6+3 plus disease plus distraction)
Special Attacks distraction (DC 16)
Str 15, Dex 18, Con 18, Int 5, Wis 13, Cha 10
Base Atk +3; CMB +4; CMD 19 (cannot be tripped)
Feats Dodge, Stealthy, Weapon Finesse
Skills Climb +10, Escape Artist +11, Perception +6, Stealth +16
Organization solitary, pair or tangle (3-6)
Choking Aura (Ex) all creatures within 10 feet of a keukegen must succeed a DC 16 Fortitude save or be overcome with violent coughing. On a failed save, the creature takes 1d6 points of non-lethal damage and is sickened for one round. Consecutive failed saves continue the non-lethal damage and render the creature sickened and dazed for one round. Creatures that do not breathe are immune to this effect. This is a disease effect. The save DC is Constitution based.
Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Despite their comical, almost cute appearance, the urban monsters known as keukegen are malicious creatures that delight in spreading disease and suffering. The origins of keukegens are debated—some scholars believe they arise spontaneously from collections of dust, hair and lint, whereas others believe that they reproduce like normal creatures, releasing airborne spores which settle in these messes and grow to maturity. What is known is that they gravitate to dirty and unhealthy areas and spread this squalor into outright pestilence. Minor ailments such as colds, fevers and indigestion are everyday occurrences where keukegen live, and a single keukegen can easily turn an entire city block into a sick ward.
Due to their urban habitats and love of filth, keukegen and binbōgami occasionally come into contact. The capricious kami, surprisingly, view keukegen as a menace to be eliminated, leading to pitched battles between the two shabby creatures. A binbōgami is more than a match for a single keukegen, so keukegen in an area patrolled by a binbōgami aggregate into clots for mutual defense.
A keukegen grows up to four feet long and weighs about eighty pounds. Despite their seemingly formless bodies and snake-like movements, they possess over two dozen centipede-like legs, which they use to scuttle up walls and ceilings.
A few of the advanced monsters have their hit dice listed as the base HD of the creature--the darkness serpent and vampiric shadow mastiff are both listed as having 6 HD. How many HD should they actually have? I was trying to make the vampire mastiff's hit points make sense for its BAB--does it count as having been created in a desecrated area?
My first occult monster! And of course, to make it harder on myself, I modeled it using one of the more complicated occult classes. No "psychic magic" special ability for me. I especially enjoyed the research for this yokai as it delved into actual Japanese occult practices. Enjoy!
Inugami CR 8
NE Small undead
Init +5; Senses darkvision 60 ft., low-light vision, Perception +17, scent
AC 22, touch 18, flat-footed 17 (+1 size, +5 Dex, +4 natural, +3 insight)
hp 85 (10d8+40); fast healing 3
Fort +9, Ref +10, Will +12
Defensive Abilities fated, rejuvenation
Speed 40 ft.
Melee bite +12 (1d4+1 plus shadow bite)
Space 5ft.; Reach 5 ft. (10 ft. with bite)
Special Abilities dog-ridden
Abjuration (amulet, 4 points)—Resonant warding talisman (+2)
Divination (planchette, 3 points)—Resonant third eye (+1, low-light vision)
Enchantment (crown, 2 points)—Resonant glorious presence (+1)
Necromancy (robe, 1 points)—Resonant necromantic focus (+2 HD)
Occultist Spells Known CL 7th, concentration +10 (+14 casting defensively)
3rd (2/day)—bestow curse (DC 16), clairaudience/clairvoyance, dispel magic, suggestion (DC 17)
2nd (4/day)—analyze aura*, false life, inflict pain (DC 16), resist energy
1st (5/day)—charm person (DC 15), comprehend languages, inflict light wounds (DC 14), shield
0th—daze (DC 14), detect magic, resistance, touch of fatigue (DC 13)
Spell-like Abilities CL 10th, concentration +14 (+18 casting defensively)
At will—veil (DC 22, self only)
1/day—animate dead, gaseous form, greater possession* (DC 22)
1/week—contact other plane
*see Pathfinder Roleplaying Game Occult Adventures
Str 13, Dex 20, Con -, Int 16, Wis 17, Cha 18
Base Atk +7; CMB +7; CMD 25
Feats Combat Casting, Combat Reflexes, Deceitful, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +19, Disguise +22, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +17, Sense Motive +16, Stealth +22
Languages Abyssal, Common, Infernal
Dog-ridden (Su) A creature affected by the greater possession spell-like ability of an inugami takes 1d4 points of Wisdom damage every hour it remains possessed. If a dog-ridden creature is reduced to 0 Wisdom, it gains a random insanity (see Pathfinder Roleplaying Game Gamemastery Guide)
Fated (Su) An inugami gains an insight bonus to AC and to CMD equal to its Wisdom modifier.
Rejuvenation (Su) A inugami is not permanently destroyed in combat—it reforms within its shrine within 2d4 days. The only way to permanently destroy an inugami is to destroy its shrine. Such objects typically have hardness 5 and 10 hp. An inugami is not destroyed if its shrine is destroyed, but it can no longer rejuvenate.
Shadow Bite (Su) The bite attack of an inugami deals an extra 5d6 points of force damage. In addition, any creature bitten by an inugami must succeed a DC 19 Fortitude save or take 1d4 Str damage. The save DC is Charisma based. This is a negative energy and force effect.
Spells An inugami casts spells as a 7th level occultist. It gains implements as an occultist of its caster level and can use the resonant powers of the implements it chooses, but gains no focus powers or other occultist class abilities.
Although they are sometimes referred to as “familiar spirits”, inugami are far more powerful and esoteric creatures than a mere familiar. Created by a gruesome occult ritual, these undead dog-like creatures are capable assistants and repositories of arcane lore.
Inugami are loyal to their creator, and frequently are passed between generations of a family for decades or even centuries. Families that host an inugami have notably superior luck to their rivals, seeming to have preternatural knowledge of local affairs and business opportunity, and madness or ill fate besieging their enemies. Although an inugami typically serves its hosts, they do not obey a master who did not create them unquestioningly, and a cruel or ungrateful master may be abandoned or murdered by the undead.
An inugami is the size of a mid-sized dog, but it is naturally headless. The head of the animal it was created from remains in a specially desecrated shrine devoted to keeping the inugami intact—the inugami’s head is an ectoplasmic construct projected from within the creature. This ectoplasmic head can extend from its shoulders on a tether, giving it frightening reach with its bite attack. An inugami cannot change its shape, but frequently uses illusions to appear as a normal dog, a child or halfling, or even a werewolf-like creature depending on the needs of its mission.
Creating an Inugami
Another week, another oni. This one serves as something of a companion piece to the ushi-oni.
Hitokuchi CR 11
CE Large outsider (native, oni)
Init +7; Senses darkvision 60 ft., Perception +2, scent
AC 27, touch 14, flat-footed 22 (-1 size, +3 Dex, +2 dodge, +13 natural)
hp 136 (13d10+65); regeneration 7 (acid, fire)
Fort +14, Ref +12, Will +6
Defensive Abilities feral grace; Immune disease, poison
Weakness monstrous blood
Speed 40 ft., climb 30 ft., burrow 20 ft.
Melee bite +23 (2d6+15/19-20 plus grab), 2 claws +22 (1d4+10)
Space 10 ft.; Reach 10 ft.
Special Abilities fast swallow, pounce, swallow whole (AC 16, 13 hp, 2d8+10 bludgeoning)
Spell-like Abilities CL 11th, concentration +12
3/day—telekinesis (DC 17)
Str 30, Dex 17, Con 20, Int 5, Wis 14, Cha 15
Base Atk +13; CMB +24 (+28 grapple); CMD 39
Feats Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Stealthy, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +25, Bluff +9, Climb +26, Escape Artist +23, Stealth +21 (+25 underground); Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth underground
Languages Common, Undercommon
SQ expert climber, improved compression, powerful blows (bite), sound mimicry (voices)
Organization solitary, pair or gang (3-6)
Expert Climber (Ex) A hitokuchi can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a hitokuchi is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Feral Grace (Ex) A hitokuchi gains a dodge bonus to its Armor Class and Combat Maneuver Defense equal to its Wisdom modifier.
Improved Compression (Ex/Su) A hitokuchi can move through areas as small as 1/8th its space without squeezing and 1/16th its space while squeezing. In an antimagic field or similar effect, this ability functions as compression.
Monstrous Blood (Ex) A hitokuchi counts as a monstrous humanoid and an outsider for any ability or effect that is dependent on creature type.
The monstrous spirit creatures known as oni are created from the envy of kami or bodiless spirits for the pleasures of humanoids. Although ordinary oni are awful enough, more terrible yet are the oni created from those spirits who desire the properties and lives of monstrous humanoids. Such creatures are typically foul degenerates, monstrous in form and action even by the standards of oni. Hitokuchi are one such abomination, created in the misshapen image of morlocks and possessed with their eternal ravenous hunger.
No two hitokuchi look exactly alike, although all share the warped proportions and oversized maw characteristic of their species. Eye number is especially variable, ranging from one to three even between blood relatives. Unlike other oni, they are incapable of changing their shape, instead relying on a talent for mimicking voices and the ability to fit into impossibly small spaces in order to find prey. Dimwitted, hitokuchi are better at repeating snippets of overheard conversation than they are at forming original sentences, which may alert prey to their deception.
Hitokuchi are found in caverns and caves around the world, although their burrowing ability and propensity for small spaces lures them into basements and crypts in search of food. The morlocks they loosely resemble venerate them as ancestral spirits, and the most dangerous and wide-ranging morlock tribes are frequently those that raid in behest of a patron hitokuchi.
A hitokuchi stands about ten feet tall, almost seven of those feet being devoted to their immense heads. The average specimen weighs 1200 pounds.
Exactly one year after I posted the last of the Year of Yokai yokai, I'm back. I don't know how many yokai I intend to stat up (probably not another 52), but I have the creature design bug and there's tons and tons of monsters to be gleaned from Japanese folklore, literature and picture scrolls.
This first monster was excluded from the first Year of Yokai for being a regional variant of an existing monster, the kappa. But when has D&D/Pathfinder ever neglected a monster, no matter how obscure or redundant?
Garappa CR 1
CN Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., Perception +5
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d10+2)
Fort +1, Ref +3, Will +4
Resist acid 5, cold 5
Weakness gangly, head bowl
Speed 30 ft., swim 50 ft.
Melee 2 claws +3 (1d4+1), bite +3 (1d4+1)
Special Attacks grab (Medium)
Str 13, Dex 11, Con 12, Int 8, Wis 13, Cha 10
Base Atk +2; CMB +2 (+6 grapple); CMD 12
Feats Skill Focus (Heal)
Skills Escape Artist +4, Heal +6, Knowledge (nature) +0, Perception +5, Stealth +5, Swim +9; Racial Modifiers +4 Escape Artist
Languages Aquan, Common
SQ amphibious, healing hands
Environment cold and temperate freshwater
Organization solitary, pair or bale (3-6)
Gangly (Ex) A garappa’s awkward limbs cause it to be treated as one size category smaller than its actual size for determining carrying capacity, combat maneuver bonus and other effects that affect creatures of different sizes differently.
Healing Hands (Ex) A garappa takes no penalty on Heal checks to treat deadly wounds if it does not possess a healer’s kit. A garappa can make a Heal check to treat deadly wounds in a minute, rather than the hour it usually takes.
Head Bowl (Su) The basin atop a garappa's head contains water from its home river or lake. The water is emptied only if the garappa willingly tips its head or a creature pinning the garappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the garappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the garappa recovers from this condition immediately. This replacement water doesn't have to be from the garappa's home, but the garappa refills its head bowl from there at its first opportunity.
Odd and awkward relatives of the notorious kappa, garappa are easiest to distinguish from their kin by their elongated limbs. On land, a garappa stands as tall as a human, and their knees stand above their head when the creature sits. Although faster than a kappa, garappas are overall frailer and more delicate, leading them to be shy and cautious creatures.
Like a kappa, garappas will engage in pranks and games at the expense of a traveler if they think they can get away with it, but do not come into contact with humanoids frequently due to their isolationist habits. Garappas prefer still water to flowing and can be frequently found living in cold mountain lakes and ponds. Garappas are preferentially solitary, coming together only if resources are common or if forced to by human encroachment. Despite their bestial appearances and simple way of life, garappas are experts in herbal medicine, and frequently know of exotic medicinal plants in their territory. It takes a silver tongue and a patient mind, however, to enlist a garappa to this purpose for anyone other than themselves.
The thing is, Varisia itself is kind of a back-water. It may the place where a lot of adventures take place, but that's due to its general lawlessness, high population of monstrous humanoids and melting pot characteristics. There are easier places to trade with, with less chance of losing investment to ogre attacks, goblin raiders, etc.
This human child has blank, black eyes and her skin has a slug-like sheen. She opens her mouth far too wide, a toothy maw that splits her head from ear to ear.
Slaymate CR 3
LE Small undead
Init +5; Senses darkvision 60 ft., Perception +12
Aura pale aura (10 ft.)
AC 14, touch 13, flat-footed 12 (+1 size, +1 Dex, +1 natural, +1 dodge)
hp 31 (7d8)
Fort +2, Ref +5, Will +5
Speed 20 ft.
Melee bite +7 (1d4+1 plus disease)
Special Attacks bolstering touch, sneak attack +1d6
Str 12, Dex 13, Con -, Int 11, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 17
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes
Skills Escape Artist +8, Perception +12, Sense Motive +12, Stealth +15
Environment any land and underground
Organization solitary or family (1 plus 1 spellcaster of 3rd to 6th level)
Bolstering Touch (Su) Three times a day, a slaymate can touch an undead creature to grant it a +1 profane bonus to attack rolls and damage rolls and +2 channel resistance for 1 minute.
Disease (Su) Pale wasting—injury; save Fort DC 13; onset 1 day; damage 1d4 Str and 1d4 Con; cure 2 saves. The save DC is Charisma based.
Pale Aura (Su) A slaymate exudes an aura that empowers necromantic magic. Any necromancy spell cast within a slaymate’s pale aura gains a +1 bonus to the DC (if any) and is cast at +1 caster level. A spellcaster within the slaymate’s aura can choose to use any metamagic feat he knows on a necromancy spell he casts without increasing the casting time or spell level. Doing so, however, deals damage to both the slaymate and the caster equal to 5 x the level the spell would ordinarily be adjusted to. There is no saving throw to resist this damage.
Slaymates are the undead remnants of children who died due to a parent’s betrayal. As such, they often seek out other creatures to serve as their new “parents”, such as necromancers or larger, stronger undead. Both spellcasters and the walking dead appreciate the slaymate’s abilities to bolster their trades and serve to protect the pathetic, horrific slaymate in exchange for these powers. A slaymate’s behavior reflects a disturbing innocence and their cruelty is that of children pulling off an insect’s legs.
Slaymates vary in height and weight as children do, averaging three and a half feet. Rumors persist of rare slaymates “growing up” due to the blessing of gods or fiendish lords of undeath—these adult slaymates have the giant simple template and are frequently necromancers or clerics of evil deities.
A slaymate can be created by a create undead spell cast at caster level 14th. Only a caster with at least three metamagic feats can create a slaymate.
The last of the incorporeal undead in LM, and the first of my mythic conversions! There's another couple of LM monsters that strike me as being appropriate for mythic.
A rolling cloud of silvery-gray mist unfurls to reveal a multitude of cadaverous faces, each whispering a nightmarish susurrus. Tendrils of mist ooze from its bulk, probing like a blind man’s cane.
Dream Vestige statistics:
Dream Vestige CR 16/MR 6
CE Huge undead (incorporeal, mythic)
Init +17 (M), Senses arcane sight, blindsight 120 ft., darkvision 60 ft., Perception +26
Aura desecrating aura (30 ft.), frightful presence (60 ft., DC 22)
AC 30, touch 30, flat-footed 22 (-2 size, +8 Dex, +13 deflection, +1 dodge)
hp 260 (17d8+102 plus 48 plus 34)
Fort +13, Ref +15, Will +18
DR 10/epic; SR 30
Defensive Qualities mythic deflection
Immune incorporeal traits, undead traits
Speed fly 60 ft. (perfect)
Melee 4 touches +20 (3d6+2 plus mind drain)
Space 15 ft.; Reach 15 ft.
Special Attacks consume essence, mythic power (6/day, surge +1d8), trample (6d6+2 plus mind drain, DC 22)
Spell-like Abilities CL 17th, concentration +23
Constant—arcane sight, tongues
3/day—dream travel, greater dispel magic
Str -, Dex 27, Con -, Int 18, Wis 22, Cha 23
Base Atk +12; CMB -; CMD 46
Feats Combat Reflexes (M), Dodge, Great Fortitude, Improved Initiative (M), Iron Will (M), Lightning Reflexes, Mobility, Spring Attack, Step Up
Skills Fly +34, Intimidate +26, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +26, Sense Motive +26, Stealth +20, Spellcraft +24
Languages Abyssal, Aklo, Common, Draconic, tongues
Environment any land and underground
Consume Essence (Su) A creature reduced to 0 Intelligence by a dream vestige is completely destroyed—only a wish or miracle can bring it back to life. A dream vestige that consumes the essence of a creature gains 1 growth point. A growth point grants the dream vestige a +1 on all attack rolls, skill checks, saving throws and ability checks and 5 temporary hit points. A dream vestige with as many growth points as it has Hit Dice (17 for a typical dream vestige) splits into two dream vestiges as a full-round action that does not provoke attacks of opportunity. A dream vestige loses growth points at a rate of 1 per minute.
Desecrating Aura (Su) A dream vestige has a 30-foot- radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the dream vestige) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the dream vestige in its statistics). This aura can be negated by dispel evil, but a dream vestige can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Dream Travel (Sp) This ability functions as shadow walk, except that the dream vestige has complete control over where it arrives when it reaches its destination. This is the equivalent of a 6th level spell.
Mind Drain (Su) The touch of a dream vestige deals 1d4 points of Intelligence drain to any sapient creature (a creature with an Intelligence of 3 or higher before damage or drain). A dream vestige gains 5 temporary hit points each time it drains Intelligence, regardless of how many points it drains. Unlike most forms of ability drain, this affects the undead.
Mythic Deflection (Su) A dream vestige adds its mythic rank to its deflection bonus to Armor Class.
Trample (Ex) A dream vestige’s trample special attack requires a Will save for half damage, rather than a Reflex save. A creature that succeeds on its save against a dream vestige’s trample attack takes no damage from the dream vestige’s mind drain.
Great is the wrath of the divine. Although deities typically act through proxies such as favored mortals and outsider servitors, on very rare occasions they may act directly against those that provoke their ire. When direct deific action wipes an entire community from existence, this trauma of souls may create a dream vestige—an incredibly rare and powerful undead horror composed of hundreds of damned souls acting in unison.
Dream vestiges are driven to consume the minds and bodies of the living and the undead alike. Their desecrating auras often serve as lures to bring undead to them, which they then engulf and devour. Despite their immense size, dream vestiges are capable of great stealth, and many victims do not know what they are facing until it is too late. If they consume enough minds in a short period of time, a dream vestige splits, amoeba-like, in two. These sister vestiges will tolerate each other only briefly, going their separate ways to devour anew.
Between that and the "subsumption" ability of the boneyard, I'm convinced a rogue editor with a thesaurus got hold of Libris Mortis at some point.
This floating humanoid appears translucent and cadaverously thin, but manages to possess an unearthly beauty. They are clad in flowing black robes, which billow as if in an unseen wind.
Crypt Chanter Statistics:
Crypt Chanter CR 9
NE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft., lifesense 60 ft., Perception +16
AC 20 (+5 Dex, +4 deflection, +1 dodge)
hp 93 (11d8+44)
Fort +7, Ref +8, Will +9
Defensive Abilities channel resistance +2, incorporeal traits
Immune undead traits
Weakness resurrection vulnerability, sunlight powerlessness
Speed fly 60 ft. (perfect)
Melee touch +13 (1d6 Constitution damage)
Special Attacks create spawn, draining melody
Str -, Dex 20, Con -, Int 15, Wis 14, Cha 19
Base Atk +8; CMB -; CMD 28
Feats Blind-fight, Combat Reflexes, Dodge, Fly-by Attack, Improved Initiative, Mobility
Skills Acrobatics +16, Bluff +15, Disguise +18, Fly +13, Perception +16, Perform (sing) +15, Stealth +16
Languages Celestial, Common, Infernal
Environment any land or underground
Organization solitary, pair or chorus (1-2 plus 2-12 wights and 1-4 wraiths)
Create Spawn (Su) Creatures slain by a crypt chanter’s draining melody rise as wights under the crypt chanter’s control in 1d4 rounds. Creatures slain by a crypt chanter’s touch rise as wraiths under the crypt chanter’s control in 1 day.
Draining Melody (Su) As a standard action, a crypt chanter can sing a supernatural song of death. All living creatures within 30 ft. must succeed a DC 19 Will save or be dazed for 1 round and take 1d2 negative levels. A crypt chanter can maintain its draining melody as a standard action.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a crypt chanter destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Crypt chanters are powerless in natural sunlight (not merely a daylight spell) and flee from it. A crypt chanter caught in sunlight cannot attack and is staggered.
Crypt chanters are horribly destructive creatures—it is fortunate indeed that they are so rare. A crypt chanter’s song is a direct conduit between the creature and the gods of undeath, capable of tearing the life from mortals and transforming them into monstrous husks within seconds. A single crypt chanter is therefore able to convert an entire village into an undead army in a matter of hours. Transformation into a crypt chanter occurs only to the most depraved mortal followers of evil divinities, and these loathsome spirits are often found guarding dark shrines or forsaken relics of malign powers.
This week, I will be focusing my attention on the incorporeal monsters of Libris Mortis. Two of the three I have my sights on are getting adjustments to their CRs--the dearth of incorporeal undead means that not all CRs are covered, which can be irritating for encounter design. So I'm filling in the gaps.
This green eyed spirit appears ragged and worn, as if its incorporeal form was being torn away into shreds. A halo of glowing symbols surrounds it, each pulsing with malign energy.
Quell CR 4
LE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., Perception +12
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 32 (5d8+10)
Fort +3 (+5 vs. divine spells), Ref +3 (+5 vs. divine spells), Will +6 (+8 vs. divine spells)
Defensive Abilities channel resistance +4, incorporeal traits, protection from divinity
Immunity undead traits
Weakness sunlight powerlessness, vulnerability to prayer
Speed fly 60 ft. (perfect)
Melee touch +5 (1d4+2)
Special Abilities coupled interdiction, interdiction
Str -, Dex 14, Con -, Int 14, Wis 15, Cha 15
Base Atk +3; CMB -; CMD 18
Feats Ability Focus (interdiction), Alertness, Improved Initiative
Skills Diplomacy +7, Fly +18, Intimidate +10, Knowledge (religion) +10, Perception +12, Sense Motive +12
Languages Common, Infernal
Environment any land or underground
Organization solitary, pair or cabal (3-12)
Coupled Interdiction (Su) A quell can use the aid another action on another quell within 30 ft. If it succeeds, the quell receiving aid gains a +2 bonus on the DC of its interdiction special attack for 1 round.
Interdiction (Su) As a standard action, a quell can target a creature within 30 ft. and attempt to disrupt its connection to the divine. The targeted creature must succeed a DC 16 Will save or be unable to channel energy, cast divine spells or use any supernatural ability granted by a divine source for 3d6 rounds. The save DC is Charisma based.
Protection from Divinity (Su) A quell gains a +2 profane bonus on all saves made against divine spells.
Sunlight Powerlessness (Ex) Quells are powerless in natural sunlight (not merely a daylight spell) and flee from it. A quell caught in sunlight cannot attack and is staggered.
Vulnerability to Prayer (Ex) Quells are harmed by the direct application of faith. A creature can make opposed Knowledge (religion) checks against a quell as a move action—if it succeeds, the quell takes 1d6 points of damage, plus an additional 1d6 for every 5 points by which the praying creature beats the quell’s result.
Quells are created from the souls of antitheists, those who hate the gods and work to spite them. Such is the hatred of these bitter souls that they reject damnation and linger in the material world to continue their cruel work. The symbols that float around a quell’s head are icons of the most common deities in the region the quell haunts, broken, inverted or otherwise desecrated.
Incapable of draining life force like most incorporeal undead, quells often associate with other undead, directing their attentions against the living servants of the divine. Although many undead creatures either do not understand or accept the quell’s antitheist dogma, their ability to shut down channeling and spellcasting is much appreciated. Quells cannot create more of themselves directly, but they delight in turning mortals away from faith through seemingly reasonable arguments based on their knowledge of theology. This trait can be turned against a quell—a heartfelt prayer burns a quell like acid, and a suitably knowledgeable priest can destroy one of these monsters with their words alone.
Thank you very much! That's high praise indeed. If you like the work I've done here, there are some other things you might be interested in. Another thread I've done on the Paizo boards was the Year of Yokai, which was stats for various Japanese mythological and literary creatures. I also have a small press company specializing in monster PDFs, Demiurge Press.
Now for the last conversion of the week. I struggled with how to convert one of this monster's signature abilities--without prebuilt skeletons of a variety of CRs in the Bestiary, the summon skeletons ability was somewhat difficult to get a handle on.
Thousands of bones fly together, forming an immense serpentine conglomeration. Although the bones comprising its form bear little resemblance to ordinary anatomy, it does have a head formed from the skull of an immense beast.
Boneyard CR 14
CE Huge undead
Init +6; Senses darkvision 60 ft., Perception +31, tremorsense 60 ft.
AC 29, touch 11, flat-footed 26 (-2 size, +2 Dex, +18 natural, +1 dodge)
hp 195 (23d8+92); fast healing 10
Fort +11, Ref +13, Will +18
DR 10/-; SR 25
Immune cold, electricity, undead traits
Speed 30 ft., climb 30 ft., fly 60 ft. (perfect)
Melee bite +26 (4d6+15/19-20 plus grab and consume bone)
Space 15 ft.; Reach 15 ft.
Special Attacks utter consumption
Spell-like Abilities CL 14th, concentration +18
Str 31, Dex 15, Con -, Int 18, Wis 20, Cha 18
Base Atk +17; CMB +29 (+33 grapple); CMD 42
Feats Dodge, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Skill Focus (Stealth), Spring Attack, Vital Strike, Whirlwind Attack
Skills Acrobatics +25, Climb +22, Fly +29, Intimidate +30, Knowledge (history) +27, Knowledge (religion) +30, Perception +31, Sense Motive +31, Stealth +26
Languages Abyssal, Common, Terran
Environment any land and underground
Consume Bone (Su) Any creature bitten by a boneyard must succeed a DC 25 Fortitude save or take 2d4 points of Strength, Dexterity and Constitution damage as its bones leech into the boneyard. A creature that successfully saves takes no ability damage, but is staggered by the pain for 1 round. Creatures without a skeletal structure are immune to this ability, but undead creatures with a skeleton are not. A boneyard heals 5 points of damage each time it uses this ability. The save DC is Charisma based.
Flight (Su) a boneyard’s flight is a supernatural ability.
Freeze (Ex) A boneyard can take 20 on Stealth checks by masquerading as a pile of bones.
Skeletal Summons (Sp) This spell-like ability functions as summon nature’s ally VII, with the following exceptions. Creatures summoned gain DR 5/bludgeoning, immunity to cold and electricity, and undead traits. A boneyard cannot use this ability to summon creatures without a skeleton, such as giant squid or elementals. This is the equivalent of a 7th level spell.
Utter Consumption (Su) A creature pinned by a boneyard must succeed a DC 25 Fortitude save every turn or be instantly killed as all of its bones are pulled out of its body. A boneyard that successfully consumes a living creature gains the benefits of an inflict critical wounds spell (CL 14th). Creatures killed by this ability cannot be raised from the dead, although resurrection and similar powerful magic will function.
Boneyards, known as bone weirds or bonetakers by some, are immense aggregate undead that form from mass graves and charnel sites. Despite their monstrous appearance, they possess genius-level intellects, a result of all of the damned souls rattling around in their forms. Fragments of the personalities and knowledge of the creatures incorporated into a boneyard surface in the roiling mass of its psyche, and they speak with dozens of voices at once, skulls studded throughout their bodies contributing to conversation. Due to their obscure knowledge of persons long dead and built into their bodies, boneyards are sometimes sought out as oracles or sages. Dealing with a boneyard is fraught with peril—the creatures rarely accept any payment less than a mortal life to consume and add its bones to theirs.
A boneyard is about forty feet long and weighs twenty tons. A boneyard can be created by a create undead spell at caster level 20th. To do so requires the skeletons of at least one hundred creatures.
This one I didn't change too much from the original--I'm a big fan of tomb motes, and have used them in a couple of adventures. One thing stuck out at me, though: why aren't they suitable for familiars? So I made them that way--think of them as the undead equivalent of the CR 2 outsider spectrum.
A tiny mannequin skitters about, its body seemingly composed of equal parts bone shards, soil and matted hair. Despite its patchwork body, it moves with eerie grace.
Tomb Mote statistics:
Tomb Mote CR 2
NE Tiny undead
Init +7; Senses darkvision 60 ft., Perception +7
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
hp 16 (3d8+3); fast healing 1
Fort +2, Ref +4, Will +4
DR 5/magic or cold iron
Defensive Abilities amorphous; Immune undead traits
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4-1 plus disease)
Space 2 ½ ft.; Reach 0 ft.
Spell-like Abilities CL 3rd, concentration +4
3/day—cause fear (DC 12)
1/day—ghoul touch (DC 13), speak with dead (DC 14)
Str 8, Dex 16, Con -, Int 11, Wis 12, Cha 13
Base Atk +2; CMB +3; CMD 11
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +6 (+2 jumping), Climb +11, Knowledge (religion) +4, Perception +7, Stealth +17, Swim +11
Languages Abyssal, Common
Organization solitary, pair or bunch (3-8)
Disease (Ex) Corpse bloat—injury; save Fort DC 12; onset 1d3 days; damage 1d6 Str; cure 2 saves. The save DC is Charisma based.
Quickness (Su) A tomb mote can take an extra move action every round.
Tomb motes are undead effluvia, the scraps and spare parts left over from the animated dead. A desecrated graveyard that spawns horrors may create tomb motes out of the leftover corpses too badly damaged to rise in humanoid shape, or the destruction of a powerful undead creature may imbue its negative energy into the environment around it, resulting in a clutch of tiny monsters. These impish creatures lurk in graveyards, haunted houses and other places steeped with negative energy, infesting the walls and catacombs like humanoid rats. They are surprisingly intelligent, and create a rudimentary society based primarily on mockery of the living and the trading of baubles recovered from bodies.
A tomb mote stands about eighteen inches tall and weighs ten pounds or less. The disease spread with their bites is nonlethal, but results in bloated, greenish skin, a slowed heart and breathing rate and a powerful odor of decay. Some unfortunate victims of corpse bloat are buried while still alive, mistaken for dead by well-meaning family and friends. Tomb motes find this hilarious, and seek out their victims to tease and torment as the unfortunates die of thirst or suffocation.
A tomb mote can be persuaded to serve as a familiar to necromancers and others obsessed with death. Any evil spellcaster with a caster level of 7th or higher may take a tomb mote as a familiar with the Improved Familiar feat.
Nope, that's not in the original. It does seem a logical addition, though, using the cloaker as a model. LM had a lot of good monster ideas, but they were frequently indifferently executed.
Yet another stand-out monster from LM as a visual, but with mechanics (check out that CR 11 with 65 hit points) and flavor that kept it as an also-ran. Hopefully this version of the wheep will find more use in-game.
This twisted humanoid figure is contorted in agony. Iron spikes are driven into its empty eye sockets, which ooze a thick black bile that coats the creature’s face and hands. Its mouth is filled with gnashing teeth, and a similar hideous maw opens in the palm of each of its hands.
Wheep CR 11
LE Medium undead
Init +8; Senses blindsight 120 ft., Perception +15
Aura wail of the void (60 ft.)
AC 27, touch 19, flat-footed 23 (+4 Dex, +8 natural, +5 profane)
hp 142 (15d8+75); fast healing 5
Fort +10, Ref +9, Will +11
DR 10/magic and piercing
Defensive Abilities profane aura; Immune cold, fire, gaze attacks, sight-based attacks, undead traits, visual effects and illusions
Speed 30 ft., fly 50 ft. (perfect)
Melee 3 bites +19 (1d8+8 plus poison/19-20)
Ranged 3 poison sprays +15 touch (poison)
Str 27, Dex 19, Con -, Int 8, Wis 14, Cha 20
Base Atk +11; CMB +19; CMD 39
Feats Dodge, Improved Critical (bite), Improved Initiative, Lunge, Mobility, Power Attack, Spring Attack, Wind Stance
Skills Bluff +13, Disguise +16, Fly +24, Perception +15, Stealth +17
Languages Aklo, Common, Infernal
Environment any land and underground
Organization solitary, pair, band (3-5) or choir (6-18)
Blind (Ex) A wheep’s blindsight is based on its senses of hearing and smell—beyond its range of 120 feet, it is considered blind. A deafened wheep is treated as having blindsense—it can pinpoint the squares of opponents, but suffers concealment against all of them.
Poison (Ex) Bite or spray—contact; save Fort DC 22; frequency 1/round for 4 rounds; effect 2d6 acid plus 1d3 Con; cure 2 saves. The save DC is Charisma based.
Poison Spray (Ex) A wheep can spray poison from its mouths as a standard action. These sprays are treated as ranged touch attacks with a range of 30 feet and no range increment. Those struck by the spray are affected by the wheep’s poison.
Profane Aura (Su) A wheep gains a profane bonus to its Armor Class and Combat Maneuver Defense equal to its Charisma modifier.
Wail of the Void (Su) As a free action, a wheep can emit a hideous keening wail. All creatures within 60 ft. must succeed a DC 22 Will save or be shaken for 1 minute. Any creature that hears the wail and is suffering from a fear effect must succeed a DC 22 Will save every round or take 1 point of Wisdom drain. The save DC is Charisma based.
The undead abominations known as wheeps are the creation of powerful alien forces toying with the mortal form. Most wheeps serve under devoted evils such as kytons and wicked aberrations, acting as bodyguards, emissaries and shock troopers. The process of creating a wheep from a humanoid involves shattering both the mind and body of the victim before allowing it to die and creating a horror from its corpse—the process results in a dim-witted creature that is both eternally loyal and viciously violent. Some wheeps are used as agents in cities and other mortal realms—although stupid, they are cunning and able to disguise themselves as a beggar, leper or other outcast to gather intelligence and carry out missions of madness and death. The very presence of a wheep spreads its misery with it—thick black venom (sometimes referred to as “poison tears”) oozes from its orifices and its screaming voice brings terror and madness.
Thoroughly wicked mortal spellcasters may occasionally create a wheep, although to do so is a crime beyond imagining even for most necromancers. In order to create a wheep, a create undead spell at caster level 18th must be cast on a good-aligned humanoid victim that has been tortured and kept alive for at least a year before being slain, and a symbol of pain spell must be cast on the corpse before its animation.
The thread lives! It dies! It lives again!
As a reminder, I de-templatified the "necromental", making it a creature subtype to accommodate the dessicator, cinderspawn and voidwraith. This left me a bit stuck for earth, as there was no independent elemental-themed undead for earth in the Libris Mortis, and the sample necromental was a modified earth elemental. So I redesigned it as a basic monster--same CR, some similar abilities, but more interesting than a mindless, ecology-free sack of hit points.
Looming before you is a roughly humanoid mound of soil and rock studded with bones. Where a head should be are set a conglomerate of skulls of various kinds.
Necrolith CR 6
Necroliths are among the most common of necromentals due to the commonality of desecrated graves and other places where undeath and earth come into contact. The presence of a necrolith is cause for great concern, as their ability to create undead can lead to a massive wight plague in a short period of time. Necroliths are territorial towards the living, marking their domains with plinths and signposts constructed from bones scavenged from graves.
Because there aren't enough monstrous humanoids.
Seriously. I remember James Jacobs saying that monstrous humanoids have been neglected by the game and he wanted to make sure more got in.
Sure, I can see the argument for fey (they were on the drawing board for Fearsome Fey, but were scrapped when B3 came out). But they work just fine as monstrous humanoids.
Notice that you're only capable of commanding a number of Hit Dice of critters equal to your level. Since frost giants have 14 HD, you're unlikely to get command of even one of them until pretty close to the end game. There's some other monsters with the cold subtype, but it's still not a super-optimal idea.
If you have Mummy's Mask, the third installment of the AP has Research checks, which treats gathering information a bit like combat. Each library has a maximum amount of relevant information it can yield, and multiple Knowledge checks reveal this information piecemeal, drawing connections between ideas until the entirety of the info you want to convey is discovered.
The previous poster is incorrect. Although the base statistics for the bite damage of a Huge creature are 1d8, this is merely a guideline--creature developers can give die types as they see fit.
Both Power Attack and Vital Strike are optional modifications to attacks, which means they are never included by default in a stat block. If you think that Vital Strike would be a bit much for 4th level characters (and I'm inclined to agree with you), replace it with another feat. Dodge or Toughness would both add relatively minimal boosts to its stats.
The draw that a D&D movie could have over "generic fantasy" would be the monsters. I don't mean the IP stuff like beholders or illithids, necessarily. In most fantasy movies, monsters and creatures are rare. In D&D, they're the point.
A D&D movie that played at being Avatar, with elaborate environments and creature designs, could certainly prove to be a draw.
Mike was my editor when I wrote articles for Dragon Magazine, and we came to be friends after that, chatting on the boards and on LiveJournal. One of my fondest memories of my nerd career was getting to meet him at PAX, and his groans when I introduced him to my player whose favorite PC resource was the Fiend Folio.
He will be missed. Farewell, friend.
Considering the use of rape as a plot point in Retribution and in a number of other Rite Publishing adventures, I would caution them as suitable for children. It can be (and should be, in my opinion) trimmed out, but it is present.
Lessee... based on paths I've run:
Rise of the Runelords: Can't really put my finger on a definite dud, but I recall the party getting antsy in the middle of Spires of Xin-Shalast. The crawl through the city proper, not the wendigo haunts before or Karzoug's palace after.
Curse of the Crimson Throne: I got some decided negative feedback on the first act of Seven Days to the Grave. The party felt like they were mere observers, rather than active participants, in the whole "early days of the plague" thing. Once they started getting missions, they perked up considerably and had a great time with the Gray Maidens and the plague doctors. Unlike many of the anecdotes I've seen on the board, they liked the trip abroad to the Storval Plateau and Scarwall quite a bit.
Legacy of Fire: The Impossible Eye bored most people at my table. They thought that the "trapped in a weird planar location" had already been done better in the previous adventure and that the fights were tedious slogs. And this was after I cleaned them up. Greg Vaughn was definitely thinking more like 4e than PF at that point--lots of fights with mooks incapable of doing much to the PCs, over and over again.
Council of Thieves: I ran this path in spite of Bastards of Erebus, not because of it. Janiven acts like a complete idiot in the beginning, the sewer crawl is tedious and the Hellknights end up looking like buffoons instead of worthy and frightening adversaries. I ended up scrapping the entire first half of this adventure.
Serpent's Skull: I dunno if there's a weak link to point out, or if the whole AP is a weak link. We quit it towards the end of Book 2, simply because the party was bored and had no motivation. The cognitive disconnect between trying to motivate a good-with-a-capital-G party and the factions and hooks presented ended up tearing that group apart. I'll say Racing to Ruin was the weak link, because it made motivation so difficult, but reading City of Seven Spears did not make me want to run it.
Jade Regent: The Hungry Storm relies heavily on the caravan rules, which are broken and stupid. The individual encounters waver between the ludicrously easy and the ludicrously difficult. The dungeon crawl/caravan hybrid at the end, with the yetis, struck me as so repetitive and obnoxious that I cut it entirely.
Shattered Star: No one adventure sticks out as a bad experience, but I will note that the fights in Beyond the Doomsday Door were considerably more difficult than in other chapters. My PCs rose to the challenge (there were only three of them, but they were all very experienced players), but each player suffered at least one death in that module.
I can only assume I've failed to notice something significant, but why does area A17 (the battle against the overlord robot) assume that the PCs have 10 Victory points by the time they reach it. Considering A17 is close to the dungeon entrance, and all sources of victory points (unless I've missed a fair number of them) are deeper within the dungeon, wouldn't it make more sense to assume the PCs will have 0 victory points by the time they reach A17?
Because it's very difficult to get into that room without having delved deeper. The doors are locked down, and the area is flooded with radiation. Both the controls needed to vent the radiation and lift the lock are deeper in the dungeon. Of course, if your PCs tunnel their way through early, there's not much to stop them from fighting the Overlord on their first excursion...
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.