Dominating against the Pakalchi Sahkil, the Wyrmwraith emerged the victor in our battle royale! This CR 17 incorporeal undead has a terrifying array of powers at its command, making you long for the days of "just" fighting a dragon for its wealth. Not even dragons are safe from the wyrmwraith, for as much as this undead hates the living, it hates those that remind it of what it lost the most.
Many of you voted in our elimination contest, leading the Wyrmwraith to victory, and for your votes, we promised a signed copy of Bestiary 5, and I'm happy to announce that Thyrion is the winner! We'll be contacting you shortly, and the four winners of the PDF copy are: BelkarBitterleaf, fuzbuckle, Paladinosaur, and Drexer!
And following tradition, here's the complete table of contents for Bestiary 5!
Aatheriexa
7
Abrikandilu (demon)
74
Aerial servant
11
Aether elemental
106–107
Aether wysp
282
Ahkhat
14
Ahool
15
Air veela
264
Air wysp
282
Akaname
16
Amarok
17
Amphiptere
18
Android
19
Anemos
20–21
Animate hair
26
Annihilator (robot)
206
Anunnaki
28–29
Apallie
30
Apkallu
32–33
Apostate devil
78–79
Astomoi
37
Astral dragon
88–89
Bagiennik
40
Balisse (angel)
22
Bat plague swarm
193
Bisha ga tsuku
42
Blightspawn
43
Blood caterpillar
51
Blue whale
276
Bone ship
44–45
Boroboroton (tsukumogami)
252
Brain mole
46
Brain mole monarch
47
Caligni (dark folk)
66
Caller in darkness
48
Cambion (demon)
75
Cameroceras
49
Capramace
50
Celedon
52
Ceratosaurus (dinosaur)
83
Cervinal (agathion)
12
Cerynitis
53
Cetus
54
Chalicotherium (megafauna)
170
Cherufe
55
Chicken (familiar)
112
Choral (angel)
23
Chuspiki
56
Clockwork familiar
57
Corpse lotus
60
Crone queen
61
Crystal golem
126
Cuero
62
Cursed king
63
Cytillipede
65
Danava (titan)
246–247
Death coach
67
Deep merfolk
172
Deep one
68
Deep one hybrid
70
Delgeth
71
Devastator
77
Digmaul
82
Dire polar bear
41
Domovoi (house spirit)
142
Doppeldrek
85
Dragonkin
98
Dream dragon
90–91
Duppy
101
Dvorovoi (house spirit)
142
Dwiergeth
102
Earth veela
264
Earth wysp
282
Echeneis
103
Eclipse giant
121
Egregore
104–105
Elder deep one
69
Emotion ooze
108–109
Empyrean (angel)
24–25
Encantado
110
Esipil (sahkil)
213
Ether drake
99
Etheric dragon
92–93
Etiainen
111
Exscinder (archon)
34
Fastachee
114
Fext
115
Firbolg
116
Fire veela
265
Fire wysp
283
Flying fox (familiar)
112
Flytrap leshy
156
Frog father
117
Gancanagh (azata)
38
Gate archon
35
Gearsman (robot)
207
Gegenees
118
Ghoran
119
Giant assassin bug
36
Giant mantis shrimp
232
Giant muckdweller
175
Giant scarab
221
Giant termite
242
Glaistig
124–125
Goliath frog
117
Gravebound
128
Gray
129
Gray goo
130
Great assassin bug
36
Griefgall
133
Grim reaper
134–135
Grimslake
136
Grioth
137
Gristly demodand
72
Guardian scroll
138
Gunpowder ooze
139
Hag eye ooze
140
Heikegani
141
Heresy devil
80
Hobkins (gremlin)
131
Horn caterpillar
51
Hundun
144–145
Hunter urchin (sea urchin)
223
Ichthyocentaur
146
Isonade
147
Jungle drake
100
Kabandha (cyclops)
64
Kaprosuchus (megafauna)
170
Karkadann
148
Kasa-obake (tsukumogami)
252
Kawa akago
149
Ketesthius
150
Khala
151
Kikimora
152
Kimenhul (sahkil)
214–215
Knight ant
27
Koto-furunishi (tsukumogami)
252
Kurobozu
153
Lamhigyn
154
Lead golem
127
Leechroot
155
Leng ghoul
120
Lesser death (grim reaper)
134
Liminal sprite
158
Lipika (aeon)
8–9
Living mirage
159
Locust plague swarm
192
Lotus leshy
157
Lotus tree
160
Lusca
161
Maharishi manu (manasaputra)
164
Makara (vahana)
262
Manu (manasaputra)
163
Megapon ant
27
Megaprimatus (ape)
31
Mngwa
173
Moa (megafauna)
171
Moon dog
174
Moon giant
122
Muckdweller
175
Mummy lord
176–177
Muse
179
Mutant
180–181
Myrmidon (robot)
208
Narwhal (whale)
276
Nemhain
182
Nightmare dragon
94–95
Ningen
183
Nulmind
184
Nuno (gremlin)
132
Occult dragon
96–97
Ophiotaurus
185
Orang-pendak
186
Ostovite
187
Othaos (aeon)
10
Ovinnik (house spirit)
143
Pakalchi (sahkil)
216
Papinijuwari
188
Penguin (familiar)
112
Peuchen
189
Pharaonic guardian
191
Plagued beast
194
Plankta
195
Plesiosaurus (dinosaur)
83
Polar bear
41
Polong
196
Psychemental
197
Psychepore
198
Putrid ooze
199
Pyrausta
200
Qolok (sahkil)
217
Raelis (azata)
39
Ramidreju
201
Rat plague swarm
192
Red panda (familiar)
112
Reptial (agathion)
13
Reptoid
202
Rhu-chalik
203
Riftcreeper
204
Rishi manu (manasaputra)
165
Roiling oil
210
Rope dragon
211
Sangoi
219
Saxra
220
Scarab swarm
221
Scitalis
222
Seal (familiar)
113
Seilenos
224–225
Seraptis (demon)
76
Sha
226
Shabti
227
Shadow collector
228
Shasalqu
229
Shen
230–231
Skinwalker
233
Solar pitri (manasaputra)
166–167
Somalcygot
234
Spear urchin (sea urchin)
223
Sphinx colossus
58
Storm hag
235
Stormghost
236
Stranglereed
237
Stringy demodand
73
Su
238
Sun giant
123
Swamp mummy
178
Syricta
239
Taxidermic creature
240–241
Termite swarm
242
Terraformer (robot)
209
Therizinosaurus (dinosaur)
84
Thought eater
243
Thriae constructor
244
Thriae dancer
245
Tiyanak
248
Tizheruk
249
Trench mist
250
Trilobite (familiar)
113
Troodon (dinosaur)
84
Tsaalgrend
251
Tulpa
254–255
Turul
256–257
Twilight pitri (manasaputra)
168–169
Uintatherium (megafauna)
171
Undigested
258
Undigested swarm
258
Unfettered phantom
190
Uraeus
259
Urannag
260
Ursikka
261
Vahana
262
Ved
263
Vescavor queen
266
Vescavor swarm
267
Vilderavn
268–269
Vishap
270–271
Vukodlak
272
Wakandagi
273
Warmonger devil
81
Warmonger wasp
274
Water leaper
275
Water veela
265
Water wysp
283
Wihsaak (sahkil)
218
Witchcrow
277
Wizard's shackle
278
Wolliped
279
Wood colossus
59
Wyrmwraith
280–281
Xiao
284
Yangethe
285
Zygomind
286–287
Of course, we won't stop—can't stop—with previewing the amazing art in Bestiary 5!
Illustrations by Wayne England, Ben Wootten, Kent Hamilton, and Jorge Fares
Thank you to everybody who participated in the contest, and until we meet again...
This is it folks—the final matchup round for our Bestiary 5 previews, and your final chance to get in your votes and a chance to win a copy of Bestiary 5!
You Only Die Twice!
Thursday, November 12th, 2015
This is it folks—the final matchup round for our Bestiary 5 previews, and your final chance to get in your votes and a chance to win a copy of Bestiary 5!
Illustrations by Ben Wootten and Jose Parodi
Wyrmwraith CR ??
This ghostly, skeletal creature appears to once have been a dragon, but it is now something far less noble.
Special Attacks breath weapon (60-ft. cone, ?d? negative energy and 1 negative level), create spawn, ectoplasmic shift, energy drain (? levels, DC ??)
Statistics
SQ phase lurch
Ecology
Ecology any
Organization solitary or cadre (1 plus 2–4 dread wraiths)
Treasure double
Special Abilities
Create Spawn (Su) Any humanoids slain by a wyrmwraith become dread wraiths (Pathfinder RPG Bestiary 281) in 1d4 rounds. Spawn are under the command of the wyrmwraith that created them and remain enslaved until its death, at which point they become free-willed dread wraiths. They don’t possess any of the abilities they had in life.
Divine Dispelling (Su) When a wyrmwraith strikes a creature with one of its claws, that creature is also affected by a targeted greater dispel magic (CL ??th) that can dispel only divine spells.
Ectoplasmic Shift (Su) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. As a swift action, the wyrmwraith can become corporeal for ?d? rounds. It can return to its incorporeal form as a free action. Once its ectoplasmic form’s duration ends, the wyrmwraith can’t assume that form again for ?d? rounds. While in ectoplasmic form, the wyrmwraith loses the incorporeal ability (including its deflection bonus to AC) and gains a +?? natural armor bonus to AC, DR ??/—, a Strength score equal to its Dexterity score, and the phase lurch ability. The AC for a typical wyrmwraith in ectoplasmic form is ??. When in ectoplasmic form, its attacks are Melee bite +?? (?d?+?? plus energy drain), 2 claws +?? (?d?+?? plus divine dispelling), 2 wings +?? (?d?+?), tail slap +?? (?d?+??).
Phase Lurch (Su) A wyrmwraith in ectoplasmic form can pass through walls or material obstacles. It must begin and end its turn outside whatever wall or obstacle it’s moving through. It can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Positive Energy Transference (Su) Whenever a wyrmwraith succeeds at a saving throw to resist positive energy damage but still suffers damage, the wyrmwraith can immediately transfer that damage to any dread wraith spawn of its choice with ?? feet that it controls. The wyrmwraith takes any excess damage beyond the spawn’s hit points. Even if the wyrmwraith has no spawn under its control, when it succeeds at its save against a positive energy effect that normally deals half damage on a successful save, it instead takes one quarter damage.
The Wyrmwraith tore through the Deep Merfolk like me at a sushi bar, crushing it by a 2-to-1 margin to win. With a veritable host of abilities at its disposal, not to mention the ability to phase through solid objects, the Wyrmwraith is a mighty opponent, and not one to trifle with.
Pakalchi Sahkil CR ??
Thorny vines with tiny red flowers grow from this emaciated woman and flow like a train behind her.
DR 10/good; Immune death effects, disease, fear effects, poison; Resist cold 10, electricity 10, sonic 10; SR 20
Offense
Special Attacks bleed (?d?), entangling train, look of fear (?? ft., DC ??), spirit touch, sudden strike, thorns
Statistics
SQ easy to call, emotional focus, skip between
Ecology
Ecology any (Ethereal Plane)
Organization solitary, pair, or plot (3–7)
Treasure standard
Special Abilities
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotionUM or fear descriptors that allows a saving throw, the DC is increased by 2.
Entangling Train (Su) Creatures adjacent to a pakalchi must succeed at a DC ?? Reflex save or become entangled in its vines for ? rounds, and count as tethered. Entangled creatures take vine damage automatically each round they’re entangled. Creatures are no longer entangled if the pakalchi moves away. The save DC is Constitution-based.
Look of Fear (Su) A creature affected by a pakalchi’s gaze is panicked for ? rounds and shaken for ?d? rounds thereafter. A creature that successfully saves against this effect is only shaken for ? rounds. The save DC is Charisma-based.
Poison (Ex) Thorns—injury; save Fort DC ??; frequency ?/round for ? rounds; effect ?d? Wis damage; cure 3 consecutive saves. A creature with Wisdom damage from a pakalchi’s poison hears paranoid whispers warning of betrayal. It can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotionUM effect.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL ??th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Sudden Strike (Ex) Once per round, a pakalchi can extend the reach of one claw or thorned vine by ? feet as part of a single attack. It can use this ability to threaten additional squares to cause an enemy to provoke an attack of opportunity.
Thorns (Ex) A pakalchi can fling a volley of poisonous thorns as a standard action (make an attack roll for each thorn). This attack has a range of ??? feet with no range increment.
The power of cute was not strong enough to save the Lotus Leshy, and the Pakalchi Sahkil crushed it with the power of its floral arrangement. Against the Wyrmwraith, the Pakalchi's spirit touch will be a great aid against the incorporeal Wyrmwraith—but will it be enough?
Customer Service Representative Diego Valdez: "No contest, the Wyrmwraith wins. The Pakalchi may not be afraid of the undead, incorporeal, dragon because it is immune to fear, but it should be. It should be. A bit of damage resistance barely slows down a dragons jaws."
Designer Mark Seifter: "The pakalchi might have barely knocked off the lotus leshy, but she’s bitten off more than she can chew with the wyrmwraith. As she unloads her attacks against her foe, she finds that it’s basically immune to her entire repertoire, from fear, to mind control, to poison. Bet she wishes she hadn’t given up on that whole psychopomp thing now; she might once have been a morrigna, and then she would have stood a better chance against undead. The best thing she can do here is step between to run away and forfeit the match. Meanwhile, the wyrmwraith’s first breath attack has left her enervated and badly hurt. There’s no chance she’ll survive the wyrmwraith's full attack!"
Now that you've seen the entrants for the Final Round, head on over to the Voting Booth to place your bets! If you vote on a winning creature, you'll increase your chances to win a signed copy of Bestiary 5, or be one of four winners of a digital version! The third round of voting closes at 12:00 PM Pacific time on November 18th, 2015, and remember, each round will give you more chances to win!
Ever since we released Pathfinder RPG Monster Codex last fall fans have been asking for an Inner Sea version, covering monsters unique to the Pathfinder Campaign Setting. Soon, those fans will get their wish, as the Inner Sea Monster Codex debuts in just a couple short weeks! The 64-page book presents ten monsters iconic to the Inner Sea region, including charau-ka, gillmen, and strix, each with four sample creatures filling a variety of combat and social roles. To support these monsters, the book also includes new rules, such as archetypes, oracle mysteries, alchemist discoveries, traps, spells, feats, and magic items. Here are two of the new rules found in the book, a minotaur spell and a gillman magic item, as a little sample, as well as a few choice pieces of art to whet your monstrous appetites.
More Inner Sea Monsters!
Thursday, June 4, 2015
Ever since we released Pathfinder RPG Monster Codex last fall fans have been asking for an Inner Sea version, covering monsters unique to the Pathfinder Campaign Setting. Soon, those fans will get their wish, as the Inner Sea Monster Codex debuts in just a couple short weeks! The 64-page book presents ten monsters iconic to the Inner Sea region, including charau-ka, gillmen, and strix, each with four sample creatures filling a variety of combat and social roles. To support these monsters, the book also includes new rules, such as archetypes, oracle mysteries, alchemist discoveries, traps, spells, feats, and magic items. Here are two of the new rules found in the book, a minotaur spell and a gillman magic item, as a little sample, as well as a few choice pieces of art to whet your monstrous appetites.
PUZZLE BOX
School enchantment (compulsion) [curseUM, mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) or touch; see text Target one creature or one object up to 5 lbs./level Duration 1 round/level or permanent; see text Saving Throw Will negates or none; Spell Resistance yes
This spell causes even commonly used objects to become conundrums. When cast on a creature, the target loses all weapon and shield proficiencies. The target also forgets how to use all spell-completion, spell-trigger, and use-activated magic items, as well as any mundane items used as part of a skill check, imposing a –5 penalty on all ability and skill checks attempted with such items. These effects last for 1 round per level. As a move action, the target can attempt a skill check to negate the effects of this spell for one object. Weapons, shields, and mundane objects require a successful Craft skill check of the type required to craft the item in question, with a DC equal to the spell's save DC. Magic items require a successful Spellcraft or Use Magic Device skill check against the spell's save DC.
Alternatively, this spell can be cast on a single touched object that weighs up to 5 pounds per the caster's level. Use of this object becomes a puzzle even to those previously familiar with it. Any creature attempting to use an item affected in this way is treated as though the creature was the target of puzzle box for that item only. When cast on an object, the duration of this spell is permanent.
BATHING BASIN
Price 6,750 gp Slot none CL 5th Weight 5 lbs. Aura faint conjuration and transmutation
This heavy bronze bowl, etched with outlines of waves, feels cool to the touch. Once per day as a standard action, the bowl can be commanded to grow in size and fill with 25 gallons of cool, fresh water. In its enlarged state, the basin can accommodate a Medium or smaller creature. The basin remains enlarged for 1 hour or until the user commands it to shrink. All water in the basin disappears when the item shrinks, and any creatures or objects that don't fit in the shrunken bowl are expelled into an adjacent square.
Construction Requirements
Cost 3,375 gp
Craft Wondrous Item, create water, shrink item
Illustrations by Milivoj Ćeran and Wayne England
Illustrations by Aleksey Bayura, Maichol Quinto, Chris Seaman, and Jaime Martinez
It seems like forever ago we sent Pathfinder Campaign Setting: Belkzen, Hold of the Orc Hordes off to the printer. So long ago did we ship it, in fact, that I was caught woefully unaware when those little digital orcs we sent across the sea to be printed returned, all grown up and hungry for my blood. I managed to divert their attack to the warehouse, whose border abuts my office, avoiding the worst of the onslaught. I understand they've successfully divided the horde into small, easy-to-defeat single members and sent them off to our noble subscriber allies. To aid you in your orc-slaying efforts, I present a glimpse at some of the horrors that await you. Study them well, and always check your mail with sword drawn until the Belkzen threat has been quelled.
Let Slip the Orcs of War!
Wednesday, Feburary 11, 2015
It seems like forever ago we sent Pathfinder Campaign Setting: Belkzen, Hold of the Orc Hordes off to the printer. So long ago did we ship it, in fact, that I was caught woefully unaware when those little digital orcs we sent across the sea to be printed returned, all grown up and hungry for my blood. I managed to divert their attack to the warehouse, whose border abuts my office, avoiding the worst of the onslaught. I understand they've successfully divided the horde into small, easy-to-defeat single members and sent them off to our noble subscriber allies. To aid you in your orc-slaying efforts, I present a glimpse at some of the horrors that await you. Study them well, and always check your mail with sword drawn until the Belkzen threat has been quelled.