Dr Davaulus

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RPG Superstar 2013 Top 8. RPG Superstar 6 Season Marathon Voter, 7 Season Star Voter. 1,448 posts (1,451 including aliases). 7 reviews. No lists. 1 wishlist. 1 alias.


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RPG Superstar 2013 Top 8

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I just figured that hair was a recessive trait for hobgoblins. Most don't have it, a few do. Most who do shave it off for fear of looking too distinctive/individual. The ones who keep it (like the hobgoblin Holtzmann up there) are iconoclasts.

RPG Superstar 2013 Top 8

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Just finished watching the Horn of Aroden stream. Super-cool to see a module I wrote being played on Twitch.

RPG Superstar 2013 Top 8

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Incidentally, the Villain Codex that Paizo just released has feats that let a vishkanya turn her injury poison into other types. Contact is covered.

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Hugin: male tengu rogue (scout archetype). A street rat and conspiracy theorist, came to the Aria Park protest in order to pick pockets but got caught up in the whirlwind of the Silver Ravens due to his brother Munin (see below). Obsessed with unraveling the mystery of the Devil's Bells and proud possessor of a painting of a mothman.

Munin: male tengu fighter (lore warden archetype). Munin made good before Hugin did, having broken into the Alabaster Academy, been caught and offered a job rather than be reported. Munin befriended Rexus Victocora during his tutelage at the Alabaster Academy and was among the first the young noble contacted after the Night of Ashes. Munin is a noted scholar in his own right, especially on matters tied to the Temple Street Slasher.

Reynard, the Scarlet Fox: male kitsune mesmerist. Reynard was a rebel before the formation of the Silver Ravens, using his charms and disguises to assume a number of shifting identities to catch criminals and thwart corruption. The Scarlet Fox, a masked and dashing vigilante, is his most notable alias. He is something of a populist figure, and his influence has been key in growing support for the Silver Ravens in Old Kintargo.

Yvaine: female half-elf witch (winter patron). Yvaine is something of a diva, both literally and figuratively, but her big break was sabotaged by the coming of Barzillai Thrune and the seizure of Kintargo's opera house. She is one of Madame Docur's proteges, and has been tasked by the Lacunafex to build and monitor the Silver Ravens while Mme. Docur keeps a low profile and protects her students. Her familiar is a tiny fluffy dog named Pringles McCringles, who rarely leaves her side.

Mikhail Fastmender: male tiefling cleric of Sarenrae. Mikhail outwardly lives up to many of the bad stereotypes of tieflings in the Devil's Nursery, being both greedy and drunken. His acquisitiveness, however, is for funds to support the Cloven Hoof Society, where he helps operate a free clinic, and he drinks to forget the ritual sacrifice of his brother in the Temple of Asmodeus, a fate which he narrowly avoided.

RPG Superstar 2013 Top 8

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The kasha falls into the category of "also ran" for the "official" Year of Yokai. I thought at the time they were too similar to nekomata/bakeneko, but I figured out a niche for them.

Oni, Kasha

This cat-like humanoid stands more than a head taller than a man. It is wreathed in orange flames and bears a hideous grin.

Kasha statistics:

Kasha CR 10
XP 9,600

CE Medium outsider (catfolk, native, oni, shapechanger)
Init +5; Senses darkvision 60 ft., Perception +18, scent
Defense
AC 24, touch 20, flat-footed 19 (+5 Dex, +4 natural, +1 dodge, +4 deflection)
hp 123 (13d10+52); regeneration 6 (acid, positive energy)
Fort +8, Ref +13, Will +10
Defensive Qualities burning shield, negative energy affinity
Immune fire; SR 21
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +18 (1d6+5 plus 1d6 fire/19-20), 2 claws +18 (1d4+5 plus 1d6 fire), tail slap +13 (1d6+2 plus 1d6 fire)
Special Attacks breath weapon (13d6 fire, 60 ft. line, DC 20), feed, pounce
Spell-like Abilities CL 10th, concentration +14
At will—darkness, scorching ray
3/day—animate dead, empowered fireball (DC 17), inflict moderate wounds (DC 16)
1/day—dimension door, possession (see Pathfinder Roleplaying Game Occult Adventures)
Statistics
Str 21, Dex 20, Con 19, Int 16, Wis 14, Cha 19
Base Atk +13; CMB +18, CMD 38
Feats Combat Expertise, Dodge, Empower Spell-like Ability (fireball), Improved Critical (bite), Spring Attack, Whirlwind Attack
Skills Acrobatics +21, Bluff +20, Disguise +20 (+28 when using change shape), Fly +9, Intimidate +20, Knowledge (local) +19, Knowledge (religion) +19, Perception +18, Sense Motive +18, Stealth +21
SQ change shape (any feline animal or catfolk, beast shape III or alter self)
Ecology
Environment urban or underground
Organization solitary or gang (1 plus 2-12 catfolk or 1-4 nekomata)
Treasure double standard
Special Abilities
Burning Shield (Su) A kasha is perpetually wreathed in magical flames. Creatures striking a kasha in melee take 2d6 points of fire damage and must succeed a DC 20 Reflex save or catch on fire. Weapons with reach do not endanger their wielders in such a way. In addition, a kasha gains a +4 deflection bonus to AC. A kasha’ burning shield cannot be doused with water, but a quench or dispel magic spell against CL 10th extinguishes the burning shield for 10 minutes. The save DC is Charisma based.
Feed (Su) A kasha adjacent to a dead or dying humanoid can consume its soul as a standard action. If the humanoid is dying, it can resist this ability with a DC 20 Will save; a dead creature does not get a save, but a kasha can only use this ability on a creature that has been dead for fewer than 24 hours. A kasha that successfully feeds gains a +6 profane bonus to its Dexterity for 10 minutes and heals 5d8+10 hit points. This counts as a death effect for the purposes of raise dead or similar spells. The save DC is Charisma based.

The oni are envious creatures, and the targets of their envy can be as commonplace as a human or as rare and exotic as the catfolk. Kashas are oni who have formed their bodies in mimicry of catfolk, but have abandoned all but the basic humanoid form to appear as monstrous, bipedal cats. Kashas are frequently mistaken for nekomata, but kashas are taller, appear wreathed in flame and do not have a forked tail. Kashas delight in perpetuating this confusion, luring nekomatas into their service with promises of magic, treasure and human flesh. These kashas may learn something of magic, but more frequently find themselves serving as decoys, body doubles or spies.

Kashas take special pleasure in disrupting the natural cycle of souls, stealing dead bodies, drinking away parts of the soul and then raising the corpse as a skeleton or zombie to serve it. Although kashas are capable of stealth and guile, they delight in raising terror, often choosing to strike publicly on stormy nights in order to spread panic throughout a town. They delight in combat, softening up those that would dare stand against them with fiery breath and magic before tearing into their prey with teeth and claws. Kashas are confident to the point of arrogance and will only flee a fight if their opponent suppresses the magical flames that enshroud them.

A kasha stands seven feet tall and weighs 250 pounds. They are as indolent and lazy as any cat—when not wreaking havoc, they spend long hours dozing or being waited on by their undead slaves.

RPG Superstar 2013 Top 8

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Re: inugami--I just realized that Barzillai Thrune in Hell's Rebels needs an inugami. He loves dogs. And obedience.

I have a kasha in the works, but first let's have another tsukumogami. More low level monsters need to have the weird eeriness of yokai, I feel.

Minowaraji
A straw coat picks itself up, shaping into a shroud for an invisible humanoid figure. Its arms and legs are composed of leather and cloth straps, and luminous eyes glow from beneath its hood.

Minowaraji statistics:

Minowaraji CR ½
XP 200

N Small construct (tsukumogami)
Init +5; Senses darkvision 60 ft., Perception +0
Defense
AC 12, flat-footed 11, touch 11 (+1 size, +1 Dex)
hp 13 (2d10+2)
Fort +0, Ref +1, Will +0
Defensive Abilities soul powered
Weakness fragile, haunted, vulnerable to fire
Offense
Speed 30 ft.
Melee pitchfork +3 (1d6-1)
Statistics
Str 9, Dex 13, Con -, Int 6, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 11
Feats Catch Off Guard (B), Improved Initiative
Skills Profession (farmer) +2
Languages Common (cannot speak)
SQ memory of labor
Ecology
Environment temperate plains or urban
Organization solitary, pair or wardrobe (3-12)
Treasure incidental
Special Abilities
Fragile (Ex) Unlike other constructs, a minowaraji does not gain bonus hit points based on its size.
Memory of Labor (Ex) A minowaraji can use tools and weapons as if it were one size category larger than it actually is. In addition, its carrying capacity is doubled.

Although most tsukumogami congregate in urban areas, befitting their status as abandoned items given life and sapience, there are some that are more common in rural habitats. The minowaraji is one of these—these creatures form from abandoned raincoats and are thus common to decrepit farms and other places where the poor labor exposed to the elements. Minowaraji seem imbued with a desire to conduct labor, and thus mime chores and tasks in their domains. Left to their own devices, they may stack stones to build endless walls, chop wood until an entire forest is felled or sow and plant weeds in lieu of crops.

Despite their spooky appearances, minowaraji are generally harmless, and may even be useful to laborers as able assistants. They will fight to defend themselves, especially if someone tries to interrupt their work. Their own limbs are incapable of inflicting any injury worse than a weak slap, but they are adept at using farm implements as makeshift polearms. A minowaraji stands about three feet tall and weighs only fifteen pounds.

RPG Superstar 2013 Top 8

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My prediction? War of the Runelords. Alaznist vs. Sorshen. Agents of both awaken and start wreaking havoc on Varisia. The final confrontation involves the Oliphaunt of Janderlay, who is clearly involved with trombones somehow (look at that snoot!)

The parasites are the qlippoth allies of Alaznist. The plastic are the faceless stalkers who serve Sorshen (thinking plastic as adjective, not noun). The phantom powered dreadnaught launchers should be obvious.

RPG Superstar 2013 Top 8

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I intend to throw some of them into my Hell's Rebels game as a party of mercenaries set on tracking the Silver Ravens down.

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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
This serpentine creature stretches seemingly to infinity, its powerful coils looping and writhing as far as the eye can see. Luminous slime oozes from its every pore and forms a thick coat around the creature. Its tiny head is little more than a ragged mass of tissue fitted with a puckered orifice lined with gnashing teeth.

Ayakashi statistics:

Ayakashi CR 19
XP 204,800

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)
Defense
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
Offense
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)
Statistics
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
Ecology
Environment any oceans
Organization solitary
Treasure incidental
Special Abilities
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.

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Keukegen
Slithering forward is a snake-like creature seemingly composed of matted, greasy hair. Its face is vaguely canine and bears wide, staring eyes.

Keukegen statistics:

Keukegen CR 4
XP 1,200

NE Small aberration
Init +4; Senses darkvision 60 ft., Perception +6
Aura choking (10 ft, DC 16)
Defense
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
Offense
Speed 30 ft., climb 20 ft.
Melee bite +8 (1d6+3 plus disease plus distraction)
Special Attacks distraction (DC 16)
Statistics
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
SQ compression
Ecology
Environment urban
Organization solitary, pair or tangle (3-6)
Treasure incidental
Special Abilities
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.

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djones wrote:

I wouldn't mind seeing Coral and Shipwreck golems, seeing as how Reaper gave me miniatures for them.

Coral golem is in Bestiary 4. A cannon golem (Bestiary 3) might be a good fit for a shipwreck golem

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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
If not for its elaborate robes and peaked cap, this creature would resemble an ordinary dog. Talismans, divination tools and other occult accouterments hang from cords along its body.

Inugami statistics:

Inugami CR 8
XP 4,800

NE Small undead
Init +5; Senses darkvision 60 ft., low-light vision, Perception +17, scent
Defense
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
Offense
Speed 40 ft.
Melee bite +12 (1d4+1 plus shadow bite)
Space 5ft.; Reach 5 ft. (10 ft. with bite)
Special Abilities dog-ridden
Implements
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
Statistics
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
Ecology
Environment urban
Organization solitary
Treasure standard
Special Abilities
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
In order to create an inugami, a dog must first be buried up to its neck in full sight of food and water. Just before the dog starves, it must be decapitated and its head buried at the crossroads for no less than a full month. The head is then dug up, lacquered and baked and enshrined in a secret place within the home. These elaborate steps can be averted with a create undead spell at caster level 17th, but the caster must be capable of casting psychic spells or have the Psychic Sensitivity feat.

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The idea of new robots not seen in any other Paizo product excites me, as I'm in the middle of running Iron Gods. Go metal scorpion, go!

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Another week, another oni. This one serves as something of a companion piece to the ushi-oni.

Oni, Hitokuchi
This misshapen giant is almost entirely head, supported by stocky legs and flanked by stout clawed arms. A single baleful eye glares from over a freakishly oversized mouth, which slavers in anticipation.

Hitokuchi statistics:

Hitokuchi CR 11
XP 12,800

CE Large outsider (native, oni)
Init +7; Senses darkvision 60 ft., Perception +2, scent
Defense
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
SR 24
Weakness monstrous blood
Offense
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)
1/day—passwall
Statistics
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)
Ecology
Environment underground
Organization solitary, pair or gang (3-6)
Treasure incidental
Special Abilities
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.

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Miss me?

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
A skulking humanoid with a turtle-like shell creeps forth. Its webbed hands and feet sit at the ends of gangly limbs, and it bears a toothy beak. Its head opens into a shallow bowl full of water.

Garappa statistics:

Garappa CR 1
XP 400

CN Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., Perception +5
Defense
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
Offense
Speed 30 ft., swim 50 ft.
Melee 2 claws +3 (1d4+1), bite +3 (1d4+1)
Special Attacks grab (Medium)
Statistics
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
Ecology
Environment cold and temperate freshwater
Organization solitary, pair or bale (3-6)
Treasure standard
Special Abilities
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.

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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.

Tomb Mote

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
XP 600

NE Tiny undead
Init +7; Senses darkvision 60 ft., Perception +7
Defense
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
Offense
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)
Statistics
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
SQ quickness
Ecology
Environment any
Organization solitary, pair or bunch (3-8)
Treasure incidental
Special Abilities
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.

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Marco Massoudi wrote:

Is the "caller in darkness" a lovecraftian creature?

The caller in darkness is from the 3.0 Psionics Handbook, which makes it OGL. It's a gestalt undead made of dozens of wailing souls.

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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.

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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.

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And my axe!

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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.

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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
This wrinkled old man stands a head shorter than a human being. His head is grotesquely elongated, giving him a top-heavy appearance. Despite his deformities, he carries himself with a regal air. His robes are fine and he clutches a gnarled cane in one withered hand.

Nūrihyon statistics:

Nūrihyon CR 20/MR 8
XP 307,200

CN Medium monstrous humanoid
Init +21 (M) ; Senses darkvision 60 ft., low-light vision, Perception +30
Defense
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
Offense
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
Statistics
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
Ecology
Environment urban
Organization solitary, retinue (1 plus 1-4 charmed allies) or parade (1 plus 2-100 allies)
Treasure double standard
Special Abilities
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.

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Namazu
Bursting forth from the earth is a catfish the size of a house. Its long barbels whip about frantically as it moves through the ground as if it were water.

Namazu statistics:

Namazu CR 17
XP 102,400

N Gargantuan magical beast (aquatic, earth)
Init +5; Senses darkvision 60 ft., low-light vision, Perception +27, tremorsense 60 ft.
Defense
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
Offense
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
3/day—earthquake
Statistics
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
Languages Terran
SQ amphibious
Ecology
Environment underground
Organization solitary, pair or pod (3-6)
Treasure standard
Special Abilities
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.

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I apologize for being a bit behind the "one a week" curve. Fear not!

Kerakera-onna
A towering female giant appears, her face caked in makeup and her teeth stained black. Her face is contorted into a rictus of mirth, adding to her strangely intimidating presence.

Kerakera-onna statistics:

Kerakera-onna CR 12
XP 19,200

CG Huge outsider (kami, native)
Init +5; Senses darkvision 60 ft., Perception +22
Aura frightful presence (60 ft., DC 21)
Defense
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
Offense
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
Statistics
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)
Ecology
Environment urban
Organization solitary
Treasure standard
Special Abilities
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.

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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 Creature
This brutish giant bears bags under his eyes and has an overall gaunt aspect. Bisecting his belly like a gaping wound is an oversized mouth filled with gnashing teeth.

Oseichu Hill Giant Statistics:

Oseichu Hill Giant CR 8
XP 4,800

CE Large monstrous humanoid (giant)
Init +1; Senses low-light vision; Perception +5
Defense
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
Weakness ravenous
Offense
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.)
Statistics
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
Languages Giant
Ecology
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)
Special Abilities
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.

Oseichu Syndrome
Disease—ingested; onset—1 week; save—Fortitude DC 20; damage—1d4 Con; special—when Con reaches 3 or lower, victim transforms into an oseichu creature over the course of 1 hour; cure—two consecutive saves.

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.

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In apology for having missed a week, have some more yokai! I'm on a bit of a theme, it seems.

Biwa-bokuboku
Hobbling forth with a cane is a robed man with the head of a biwa. The neck of the instrument is held aloft like a crest, and the instrument’s body bears a pained expression.

Biwa-bokuboku statistics:

Biwa-bokuboku CR 4
XP 1,200

CN Medium construct (tsikumogami)
Defense
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
Weakness haunted
Offense
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)
Statistics
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
Ecology
Environment urban
Organization solitary or band (2-8)
Treasure standard
Special Abilities
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.

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I missed another week! Moving out of one's home is a very time-consuming endeavor, let me tell you.

Shōgerō
This trundling beast resembles a tortoise made out of metal, with a domed shell protecting its short limbs and neck. Its tail is long and ends in a ball, like the beater of a gong.

Shōgerō statistics:

Shōgerō CR 3
XP 800

N Small construct (tsukumogami)
Init +0; Senses darkvision 60 ft., Perception +1
Defense
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
Weakness haunted
Offense
Speed 20 ft.
Melee slam +5 (1d6+1 plus rattle)
Special Attacks clamor
Statistics
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)
Ecology
Environment urban
Organization solitary, pair or section (3-6)
Treasure half standard
Special Abilities
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.

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Hyōsube
This dwarfish humanoid moves with unnatural speed. Its body is covered in a layer of matted, grimy hair and a sharp-toothed grin nearly splits its head in two.

Hyōsube statistics:

Hyōsube CR 10
XP 9,600

CE Small monstrous humanoid
Init +9; Senses darkvision 60 ft., Perception +20
Aura stench (10 ft., DC 21)
Defense
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
Offense
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 willdeath knell (DC 16), ghoul touch (DC 16), grease (DC 15), inflict moderate wounds (DC 16)
3/daybestow curse (DC 18), empowered contagion (DC 18)
1/daycloudkill (DC 19), slay living (DC 19)
Statistics
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
Ecology
Environment temperate mountains
Treasure standard
Organization solitary, gang (2-5) or mob (6-11)
Special Abilities
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.

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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
A flabby beast appears in the blink of an eye, its body squared off and shifting color. It gazes at you with three eyes bearing a friendly glint, and thick black tusks protrude from its jowls.

Nurikabe statistics:

Nurikabe CR 9
XP 6,400

CG Large aberration
Init +5; Senses darkvision 60 ft., Perception +18
Defenses
AC 21, touch 10, flat-footed 21 (-1 size, +1 Dex, +11 natural)
hp 126 (12d8+72)
Fort +12, Ref +5, Will +11
DR 10/adamantine
Immune force; Resist cold 10, electricity 10, fire 10
Defensive Abilities immobile
Offense
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
Statistics
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
Ecology
Environment urban and underground
Organization solitary, foundation (2-6) or block (8-24)
Treasure standard
Special Abilities
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.

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James Jacobs wrote:


That's an error that crept into the text, alas, before the final rules for batteries were in place. Wish I'd had caught it and corrected it. You can't recharge batteries.

Since this bit of text only exists as an NPC special ability, it's not going to impact much at all, in any event.

Really? The Technology Guide says batteries can be recharged.

Technology Guide, Battery Entry wrote:

Placing a battery in a generator’s charging slot can recharge it. However, each time a battery is recharged, there’s a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp.

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James Jacobs wrote:
Shivok wrote:
uhhh. I thought the value was 1gp not 10gp.

10 gp is correct. Not sure where you're getting 1 gp from.

The techslinger stat-block in Numeria: Land of Fallen Stars lists the value of silverdisks as 1 gp.

A related question is...

Spoiler:
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

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I've heard of the Touhou games, but haven't played any of them.

Hashihime
This woman appears to be mostly human from the waist up, but her legs are skinless and dripping with gore and her feet little more than bones and sinew. Three iron horns burst from her brow limned in fire. Flames also burn along the tusks jutting from her lower jaw.

Hashihime statistics:

Hashihime CR 14
XP 38,400

LE Medium outsider (aquatic, extraplanar, evil, kyton, lawful)
Init +9; Senses darkvision 60 ft., Perception +25, see invisibility
Defenses
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
Offense
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)
Statistics
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.
SQ amphibious
Ecology
Environment Plane of Shadow
Organization solitary
Treasure standard
Special Abilities
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.

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Hibagon
Standing a head shorter than a man, this smelly creature resembles a giant baboon covered in thick brown fur. It bares its teeth in warning.

Hibagon statistics:

Hibagon CR 4
XP 1,200

N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision, Perception +7, scent
Aura stench (10 ft., DC 15)
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
DR 10/magic
Offense
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)
Statistics
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
Languages Sasquatch
SQ strong back
Ecology
Environment temperate mountains and forests
Organization solitary, pair, troop (3-6) or band (4-24 plus 100% non-combatants)
Treasure half standard
Special Abilities
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.

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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
Half of a human woman drags herself along on her hands. Clutched in both hands is an enormous scythe, which scrapes the ground as she moves.

Teke Teke statistics:

Teke Teke CR 13
XP 25,600

CE Small undead
Init +9; Senses darkvision 60 ft., Perception +25
Aura frightful presence (30 ft., DC 23), life suppression (30 ft.)
Defense
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
Offense
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
Statistics
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)
Ecology
Environment any land or underground
Organization solitary, pair or clot (3-8)
Treasure standard
Special Abilities
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.

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Tsuchinoko
This snake is the length of a man’s arm and twice as thick. Unlike most snakes, it has a short, discrete tail much thinner than its body. Its head is broad and triangular, and bears an incongruously wry facial expression.

Tsuchinoko statistics:

Tsuchinoko CR 3
XP 800

Small CN magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +6, scent
Defense
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
Offense
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d6 plus poison)
Special Attacks powerful charge (bite, 3d6), springing charge
Statistics
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
Languages Common
Ecology
Environment temperate forests
Organization solitary or pair
Treasure half standard
Special Abilities
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.

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A companion piece to the latest yokai I posted.

Yama-jijii
Clad in rags, this dwarfish one-legged humanoid is coated in a fine layer of gray downy fur. It stares with a single baleful eye above a jaw filled with oversized teeth.

Yama-jijii statistics:

Yama-jijii CR 10
XP 9,600

CN Small aberration
Init +7; Senses darkvision 60 ft., low-light vision, Perception +9
Defense
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
Offense
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
Statistics
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
Languages Sylvan
Ecology
Environment temperate mountains
Organization solitary, pair or squad (3-6)
Treasure standard
Special Abilities
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.

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Hiderigami
A hairy, one-armed humanoid half as tall as a man hops on a single leg ending in a wide foot. Her snout is broad and porcine, and a single eye sits in the middle of her forehead.

Hiderigami statistics:

Hiderigami CR 8
XP 4,800

LN Small fey (earth, fire)
Init +5; Senses low-light vision, Perception +17, scent
Aura aridity (1 mile)
Defense
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
Offense
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
Statistics
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
Ecology
Environment warm deserts and mountains
Organization solitary or pair
Treasure standard
Special Abilities
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.

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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
Scuttling in the darkness is an upright sandal, a single eye and a lolling tongue protruding from a mouth in its sole. Tiny legs propel it, and it waves its tiny arms in the air.

Bake-Zōri statistics:

Bake-Zōri CR ¼
XP 100

CN Diminutive construct (tsukumogami)
Init +3; Senses darkvision 60 ft., Perception +0
Defense
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
Offense
Speed 10 ft.
Melee 2 claws +0 (1-5 plus trip)
Space 1 ft.; Reach 0 ft.
Special Attacks underfoot
Statistics
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
Ecology
Environment urban
Organization solitary, pair, closet (3-8) or store (10-40)
Treasure incidental
Special Abilities
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.

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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
This shabby old man appears almost human, but his exaggerated underbite bears a pair of short tusks. He is skinny and dirty and clutches a long-handled fan in one hand.

Binbōgami statistics:

Binbōgami CR 6
XP 2,400

CN Medium outsider (kami, native)
Init +3; Senses darkvision 60 ft., Perception +13
Aura ill luck (DC 16, 30 ft.)
Defense
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
Offense
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)
Statistics
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)
Ecology
Environment urban
Organization solitary
Treasure incidental
Special Abilities
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.

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Gnolls are over-CRed. They're a CR 1 that is notably less scary than just about any humanoid with warrior or fighter levels.

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Nure-onna
From the waist up, this creature resembles a human woman, albeit one of immense size and with a sinister, reptilian cast to her features. From the waist down, her body is merely an enormous serpent, thrashing with anticipation. Her skin is slick and smooth like that of an amphibian, and her soaking wet hair is plastered against her neck and shoulders.

Nure-onna statistics:

Nure-onna CR 18
XP 153,600

NE Huge monstrous humanoid (aquatic)
Init +7; Senses blindsense 60 ft., darkvision 60 ft, Perception +27, scent
Defense
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
Offense
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)
Statistics
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
Ecology
Environment temperate coastlines
Organization solitary
Treasure standard
Special Abilities
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.

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Oni, Kijo
This filthy creature is shaped like a woman, but her countenance is that of a devil. Long horns jut from her brow and her hands are twisted into talons. A mane of matted hair falls over her shoulders.

Kijo statistics:

Kijo CR 8
XP 4,800

LE Medium outsider (native, oni, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision, Perception +14
Defense
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
SR 19
Offense
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)
Patron: Deception*
* see Pathfinder Roleplaying Game Advanced Player’s Guide
Statistics
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
Ecology
Environment temperate hills and mountains
Organization solitary, pair or coven (1-3 plus 0-2 hags)
Treasure double standard
Special Abilities
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.

Kijo Covens
Only rarely will a kijo join a coven without being its undisputed leader, and they maintain their positions with a mastery of physical and emotional abuse even hags find cowing. All the members of a coven that contains at least one kijo can use the spell-theft ability once per day so long as they are within 30 feet of the kijo.

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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
Although this creature has a body like an ox, the wisdom on its face reflects that it is no mere beast. A flowing mane runs along its back and down its long thin tail. A third eye sits on its forehead, and three more eyes sit on each flank under a pair of curving horns.

Hakutaku statistics:

Hakutaku CR 15
XP 51,200

LG Large outsider (extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft., Perception +25, scent, true seeing
Defense
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
Offense
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
At will—daylight
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)
Statistics
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
SQ loremaster
Ecology
Environment Heaven
Organization solitary or conclave (2-12)
Treasure double standard
Special Abilities
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.

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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.

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Satori
A monkey-like creature the size of a man stares with wide, owlish eyes. It has an expression of wisdom and peace, even as it clutches a bloody stone in its paws.

Satori statistics:

Satori CR 5
XP 1,600

NE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., Perception +12, scent
Aura mind reading (60 ft., Will DC 15 negates)
Defense
AC 19, touch 17, flat-footed 12 (+4 Dex, +3 insight, +2 natural)
hp 51 (6d10+18)
Fort +5, Ref +9, Will +8
Defensive Abilities evasion, intuition
Offense
Speed 30 ft., climb 30 ft.
Melee 2 slams +9 (1d6+3), bite +9 (1d6+3)
Ranged rock +10/+5 (2d6+4)
Special Attacks babble, rock throwing (50 ft.)
Statistics
Str 17, Dex 18, Con 17, Int 8, Wis 17, Cha 14
Base Atk +6; CMB +9; CMD 26
Feats Improved Initiative, Nimble Moves, Quick Draw
Skills Bluff +12, Climb +11, Perception +12, Stealth +13; Racial Modifiers +4 Bluff
Languages Common
Ecology
Environment temperate mountains
Organization solitary, pair or gang (3-6)
Treasure half standard
Special Abilities
Aura of Mind Reading (Su) A satori is constantly aware of the presence and number of thinking minds in a sixty foot radius around itself, as per the detect thoughts spell. Any creature within this area must succeed a DC 15 Will save or the satori can read its surface thoughts for as long as the creature remains in the area. Unlike a detect thoughts spell, a satori does not have to concentrate to use this ability The save DC is Charisma based.
Babble (Su) As a swift action, a satori can speak a rapid patter of thoughts, both from those it is currently reading and those from long ago. All creatures within 30 feet of a babbling satori must succeed a DC 15 Will save or be confused for 1d4+1 rounds. Creatures that pass this save are immune to the babble of that satori for the next 24 hours. A creature that has failed its save against the satori’s aura of mind reading takes a -2 penalty to their save. The save DC is Charisma based.
Intuition (Su) A satori gains an insight bonus to its AC and CMD equal to its Wisdom modifier. It loses this bonus when it is flat-footed.

Although they exude an aura of tranquility and peace, the simian creatures known as satori are in fact bloodthirsty monsters that delight in tormenting and devouring humanoids. They most closely resemble oversized macaques with human-like proportions, although satori families with facial features and coloration matching those of langurs, proboscis monkeys or mangabeys are not unheard of. They are ambush predators of an odd sort, as they delight in catching prey unaware through conversation as much as they do via stealth. A satori will often play as a harmless creature and engage in whimsical patter with a traveler in order to catch them off guard before striking.

Satori are proud to the point of conceit over their ability to read minds, which they view as a sign of their superiority (despite their lack of technological prowess and overall barbarity). If they cannot read the mind of an opponent, due to trained will or good luck, they are likely to leave that individual alone unless starving or threatened. Although satori use their mental abilities to gain the upper hand in battles, they are visceral creatures that delight in tearing prey apart with their bare hands or crushing their bones with hurled rocks. Satori have little need or desire for physical goods or wealth, but they recognize its use in setting traps for greedy people.

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I am super happy with the serpopard. I was trying to figure out how to make them innovative mechanically for a while... and someone else has done it for me!

Yes, it is a bit goofy. But real historical monsters are goofy all of the time. Heard of the bonnacon?

RPG Superstar 2013 Top 8

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Ittan-Momen
Writhing through the air like an immense serpent, this length of cloth bears a leering impression of a human face at its end.

Ittan-Momen statistics:

Ittan-Momen CR 7
XP 3,200

CE Large construct (tsukumogami)
Init +4; Senses darkvision 60 ft., Perception +0
Defense
AC 17, touch 17, flat-footed 13 (-1 size, +4 Dexterity, +1 dodge, +3 deflection)
hp 106 (9d10+57)
Fort +3, Ref +9, Will +3
DR 10/slashing and magic
Defensive Abilities haunted, soul-powered; Immune construct traits; Vulnerable fire
Offense
Speed 30 ft., fly 40 ft. (average)
Melee slam +13 (3d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Abilities constrict 3d6+7, swift grapple, strangle
Statistics
Str 20, Dex 18, Con —, Int 3, Wis 11, Cha 16
Base Atk +9; CMB +15 (+19 grapple); CMD 29
Feats Dodge, Flyby Attack, Hover, Lightning Reflexes, Mobility
Skills Fly +12
Languages Common (cannot speak)
SQ improved compression
Ecology
Environment urban
Organization solitary, pair or cluster (3-8)
Treasure incidental
Special Abilities
Improved Compression (Ex) An ittan-momen can move through an area equal in size to one eighth its space without squeezing, or one sixteenth its space when squeezing.
Swift Grapple (Ex) An ittan-momen can maintain a grapple as a swift action once per round, allowing it to attack opponents while grappling.

Ittan-momen are among the most dangerous of the tsukumogami, for they approach humanoids with malice rather than mischief. Created from bolts of fabric that remained unused due to tragedy and loss, ittan-momen take their bitterness on the world out on randomly selected victims. Although most ittan-momen lurk in the ruins of abandoned houses and shops, they will leave their haunts in order to fly through the streets in order to prey on passers-by. Ittan-momen do not cooperate with each other, but tailor shops or mansions may be host to a number of these murderous entities.

In combat, ittan-momen use their mobility and flight to harass and debilitate their opponents. Ittan-momen are so long and flexible that they can strangle and constrict one foe while simultaneously lashing out at potential rescuers. An ittan-momen measures thirty feet long and weighs about half a ton.

Variant Ittan-momen
Most ittan-momen are made from bolts of linen cloth, but some fabrics grant their ittan-momen additional abilities. Silken ittan-momen have the advanced simple template, lose their fire vulnerability and fly with good maneuverability. Wool ittan-momen fly with poor maneuverability, but creatures constricted by a woolen ittan-momen must succeed on a DC 17 Fortitude save or be sickened for 1 minute by itching.

RPG Superstar 2013 Top 8

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This particular critter was also a request, based on its appearance in 100 Yokai and The Great Yokai War. I struggled for a while on how to make it unique and memorable, when stories involving it are basically "I heard something and it was spooky", but I'm satisfied with how I captured the flavor of the monster (and a regional variant!) with the mechanics. Enjoy.
Azuki Arai
A bent, dwarfish man stands by the side of the river, his clothing homespun and crude. He is mostly bald, with a few tufts of hair sticking up from his pate, and a patchy beard and mustache. He clutches a shallow wicker basket in his clawed, webbed hands and stares with yellow, bulging eyes.

Azuki Arai statistics:

Azuki Arai CR 3
XP 800

CN Small monstrous humanoid
Init +6; Senses low-light vision, Perception +4
Defense
AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 natural)
hp 32 (5d10+5)
Fort +4, Ref +6, Will +3
Offense
Speed 20 ft., swim 20 ft.
Melee 2 claws +7 (1d3), bite +7 (1d4)
Special Abilities confounding flourish, distracting song, sneak attack +1d6
Spell-like Abilities CL 5th, concentration +7
At will—ghost sound (DC 12)
3/day—invisibility, ventriloquism (DC 13)
1/day—scare (DC 14), sound burst (DC 14)
Statistics
Str 10, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +5; CMB +4; CMD 15
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Climb +5, Craft (weaving) +7, Intimidate +6, Perception +4, Perform (sing) +3, Stealth +10, Survival +4, Swim +12; Racial Modifiers +4 Craft (weaving)
Languages Common
Special Qualities gifted musician
Ecology
Environment temperate forests
Organization solitary, pair, clan (3-6) or tribe (8-32)
Treasure standard
Special Abilities
Confounding Flourish (Su) As a standard action when it is using its distracting song or bardic music, a azuki arai can unleash a pulse of disorienting sonic energy. All creatures within 60 feet must succeed a DC 14 Fortitude save or fall prone. By using this ability, the azuki arai must end its distracting song or bardic performance. This is a sonic mind-influencing effect. The save DC is Charisma based.
Distracting Song (Su) As a standard action, a azuki arai can begin to sing an eerie and unpleasant song that hinders those that hear it. All enemies of an azuki arai that hear its distracting song take a -1 penalty on attack rolls, weapon damage rolls and saves against fear and charm for as long as the azuki arai continues to sing. An azuki arai can sing for as many rounds as a bard of his Hit Dice (12 rounds for a typical azuki arai) as a free action each round after the first. This is a language-dependent mind-influencing ability that requires verbal components.
Gifted Musician (Ex) An azuki arai’s rounds of distracting song add to any duration of bardic music effects he gains when taking levels in the bard class.

Those that travel along the most remote forest streams report hearing the sound of beans being washed in the river, accompanied by eerie singing about catching and eating people. This song is sung by the azuki arai, a strange humanoid with mystical, musical powers.

Despite their traditional song involving the consumption of human flesh, azuki arai rarely eat the flesh of sentient creatures. Most of their diet consists of azuki beans, and azuki arai villages are often enshrouded in these vines. Almost all azuki arai are male, living either alone or in small communes on hidden islands or remote glens where they farm and weave. Azuki arai cloth and baskets are coarse and rough, but durable enough to last several human lifetimes.

Azuki arai are shy and retiring creatures that are more likely to flee from adventurers or even a lone wanderer than attack or converse. The one exception is when an azuki arai desires to mate. Female azuki arai, known as azuki baba, are vicious and cruel creatures that demand nuptial gifts of treasure and humanoid meat for the privilege. Normally peaceful azuki arai in a mating frenzy descend on remote villages and lone wanderers in order to obtain these trophies. Azuki baba are poor parents, leaving their babies to be cared for by the father until they reach adulthood.

Azuki Baba
Only about one in one hundred azuki arai are female, and these azuki baba are vicious and spiteful creatures. An azuki baba resembles a withered crone rather than a clownish old man, and they are much more likely to follow through on their sing-song threats. An azuki baba is an azuki arai with the advanced simple template and the ability to cast charm person 3 times per day. Azuki baba count as hags for the purposes of joining a coven—a coven containing at least one azuki arai loses the ability to cast bestow curse and can instead cast shout.

RPG Superstar 2013 Top 8

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By request, I present the enenra. I really wish I could find more info on this particular yokai--all I have to go on is a single print by Seikan and a poorly sourced Wikipedia article. So I had to get creative.

Enenra
A placidly smiling humanoid face forms in a wisp of smoke.

Enenra statistics:

Enenra CR 6
XP 2,400

CG Small fey (fire)
Init +4; Senses low-light vision, Perception +16, vapor sight
Defense
AC 18, touch 18, flat-footed 14 (+1 size, +4 Dex, +3 deflection)
hp 55 (10d6+20); fast healing 2
Fort +7, Ref +11, Will +10
Defensive Abilities amorphous, heat shimmer; DR 5/cold iron and magic; Immune fire; Vulnerable cold
Offense
Speed fly 20 ft. (perfect)
Melee 2 touches +10 (2d6 fire)
Special Attacks smoke breath
Spell-like Abilities CL 7th, concentration +10
At will—ghost sound, invisibility, mage hand, pyrotechnics (DC 15)
3/day—daylight
1/day—flaming sphere (DC 15)
Statistics
Str –, Dex 19, Con 15, Int 13, Wis 16, Cha 16
Base Atk +5; CMB –; CMD
Feats Dodge, Great Fortitude, Persuasive, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +17, Bluff +16, Diplomacy +20, Fly +27, Intimidate +20, Perception +16, Stealth +27
Languages Auran, Common, Ignan, Sylvan
SQ smoke body
Ecology
Environment temperate forests and plains
Organization solitary
Treasure incidental
Special Abilities
Heat Shimmer (Ex) The heat radiating from an enenra’s body distorts the air around it, granting it concealment as per the blur spell. Any attack that deals at least 15 points of cold damage cools the creature sufficiently to remove this miss chance for 1d4 rounds.
Smoke Body (Ex) An enenra is composed of a thick, smoke-like vapor. An enenra does not have a Strength score and cannot manipulate solid objects. This form grants it the amorphous defensive ability and allows it to move through gaps and cracks without penalty. An enenra cannot enter fluids, and is treated as a creature two size categories smaller than its actual size for the purposes of wind effects.
Smoke Breath (Su) Three times per day, but no more than once every 1d4 rounds, an enenra can breathe a 20 foot cone of choking smoke. Any creature in the area that fails a DC 17 Fortitude save begins to choke on the smoke, becoming staggered and taking 2d6 points of non-lethal damage each round. This effect lasts until the creature succeeds a Fortitude save or 5 rounds, whichever comes first. The save DC is Constitution based.
Vapor Sight (Ex) An enenra can see through any smoke, mist, fog or similar concealing vapor, even if it is magically created or manipulated.

Enenras are elusive spirits of ash and smoke that maintain the process of natural fires. It is enenras who light fires to clear brush, germinate seeds and create nutritious ash to supplement soils. They are kindly, but shy, and are rarely seen by others unless they choose to be. In the presence of others who guard nature’s balance, they may manifest to trade rumors and gossip from over an open fire. Enenras hate arsonists and others who use fire indiscriminately and will inflict on these malcontents fitting, and scorching, punishments.

RPG Superstar 2013 Top 8

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Basan
This brilliantly colored bird is the size of a turkey, with a flamboyant comb and wattle. A faint violet glow flickers about its face.

Basan statistics:

Basan CR ½
XP 200

N Small magical beast (fire)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +5, scent
Defense
AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex)
hp 11 (2d10)
Fort +3, Ref +5, Will +1
Immune fire; Vulnerable cold
Offense
Speed 20 ft., fly 40 ft. (poor)
Melee bite +1 (1d4-1)
Special Attacks breath weapon (10 ft. cone, 1d6 fire, DC 11, once every 1d4+1 rounds)
Statistics
Str 9, Dex 14, Con 11, Int 2, Wis 13, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Toughness
Skills Fly +0, Perception +5, Stealth +10
Ecology
Environment temperate forests and mountains
Organization solitary, pair, clutch (3-8) or flock (12-20)
Treasure incidental
Special Abilities
Breath Weapon (Su) Creatures that take damage from a basan’s breath weapon are outlined as if by the spell faerie fire for 1 minute. The save DC is Constitution based.

Native the most remote forested mountains, the resplendent basan is a type of game bird with a strong affinity for fire. Their guts burn with an internal heat, and they can only digest the most charred of plant matter—ashes, charcoal and partially burnt logs. Most of a basan’s diet comes from plants they burn themselves, but huge flocks of basan gather in the wake of forest fires to feed, mate and lay speckled eggs buried deep in still-warm ash piles. Both male and female basan are brightly colored and bear wattles and combs. They are fairly clumsy fliers, and prefer to walk unless threatened or crossing water.

Basan come into conflict with humanoids in a number of ways. They may be attracted to the smell of bonfires, cooking fires or house fires. Basan are easily startled, and their habit of blowing flames at their assailants can cause serious injury to a well-meaning onlooker. They are also hunted, both for their lovely plumage and in a case of mistaken identity—they are often confused for cockatrices or other, more dangerous, magical birds. Those burned by a basan’s fire are limned in the stuff briefly, a property that makes them coveted by nobles, wealthy merchants and others who fear death at the hands of invisible assassins.

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