[Spes Magna] Brewing in the Lab


Homebrew and House Rules


I've finally gotten back to work in my lab at d20pfsrd.org. Here's what's already brewed:

* Aengus the Wanderer, male half-elf expert 3
* Afanc, monstrous magical fish
* Dire Barracuda
* Baykok, undead invisible hunter
* Carnivorous Flying Squirrel
* Dire Electric Eel
* Ghoul Child
* Giant Demon Gnoll
* Hound of Hell, supernatural predator
* Jadeling, magic-item-using dragonling
* Madadh, fey protector of animals
* One-Eyed Baboon
* Paper Tiger, killer origami animal
* Peep of Doom, bringer of chaos
* Phabula Phinphoom, female gnome alchemist 3
* Phororhacos, prehistoric bird of prey
* Steampunk Lincoln, male human expert 7
* Wendigo, icy fey horror

Enjoy!

Mark L. Chance
Spes Magna Games


There's already a quickling at d20pfsrd.org, so I'm not likely going to add mine to the site. Still, it ought to be preserved for posterity's sake. :)

Mark L. Chance
Spes Magna Games

Quickling
CR 3; XP 800
CE Small fey
Init +8; Senses low-light vision; Perception +6

DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility
hp 11 (2d6+4)
Fort +2, Ref +7, Will +4; +8 racial bonus vs. spells and spell-like abilities
DR 3/cold iron

OFFENSE
Speed 80 ft.
Melee dagger +6 (1d3-1/19-20), or
Ranged dart +6 (1d3-1, 20 ft. range increment)
Special Attacks really fast
Spell-Like Abilities (CL 3rd)
At will - animal trance (DC 13), daze monster (DC 13), levitate, shatter (DC 13), soften earth and stone, ventriloquism (DC 12)

STATISTICS
Str 8, Dex 18, Con 14, Int 15, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 14
Feats Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse
Skills Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Languages Aklo, Common, Sylvan
SQ magic resistance, natural invisibility, quicker than the eye

SPECIAL ABILITIES
Magic Resistance (Su): Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.

Natural Invisibility (Su): When taking no more than a 5-foot step in natural terrain, a quickling is invisible (as the spell).

Quicker Than the Eye (Su): When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.

Really Fast (Su): A quickling can take an extra standard or move action each round, even when surprised.

ECOLOGY
Environment any forest
Organization solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)
Treasure standard

These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas.

Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.


Pathfinder Rulebook Subscriber

Psssst. Hey Mark,

Spoiler:
It's .com :)


Dot org. Dot com. Whatever. At least I'm consistently wrong. :)


Almost done with Victor, the Doom in Iron, a "male" awakened iron golem evoker 14. Need to write up some fluff text and contact an artist about permission to use a pic. No promises on the latter. He might say, "No."

:)


From this thread at EN World. Figured I'd share with the folks here also.

The family is dead. Two of them have obviously been poisoned: distended tongues, froth drying on their cheeks, bodies contorted in frozen agony. The third appears to have been pierced through the eye. The dining area is a mess: broken dishes, the blood and other fluids, candy apples and other holiday treats.

"Another family," the dwarf says, picking up a candy apple from the floor and plucking a bit of lint from its sticky surface.

"What in the Nine Hells are you doing?" says the cleric.

"I'm hungry," the dwarf answers and takes a bite from the candy apple. "Gah! By my beard!"

The dwarf clutches his throat and retches. The candy apple falls to the floor, and then inexplicably seems to bounce in a high arc. It now has tiny stick-like arms and legs, and one of its limbs slashes at the dwarf's throat.

A candy apple monster is a nasty little construct first created by the insane Templeton Craven, a wizard who loved nothing more than victimizing children. He crafted a bunch of candy apple monsters and gave them to unsuspecting tykes, having ordered his creations to attack as soon as they were bitten. Close to a dozen villagers died that day before the candy apple monsters were destroyed.

Candy Apple Monster
CR 1/3; XP 135
N Tiny construct
Init +2; Senses low-light vision, darkvision 60 ft.; Perception +0

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune bite damage, construct traits

OFFENSE
Speed 30 ft.
Melee slam +5 (1d2-2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks poison, sneak attack (+1d6)

STATISTICS
Str 7, Dex 14, Con --, Int --, Wis 10, Cha 1
Base Atk +1; CMB +1; CMD 9
Feats Weapon Finesse (B)
Skills Perception +0, Stealth +10; Racial +20 on Acrobatics checks made to attempt high jumps or long jumps
SQ looks tasty

SPECIAL ABILITIES
Looks Tasty (Ex) When not moving, a candy apple monster appears to be an plump apple covered in candied corn, drizzled all over with caramel, and pierced through one end with a wooden stick for easier eating. A DC 20 Perception check is required to notice its dangerousness before it attacks for the first time. Anyone with ranks in Knowledge (arcana) or Profession (cook) can use either skill instead of Perception to identify the construct.

Poison (Su) Any creature that bites a candy apple monster finds the construct immune to bite damage. What's more, the biter is automatically exposed to the monster's poison.

Candy Apple Monster Poison - ingested; save Fort DC 14, frequency 1/round for 6 rounds, effect 1d3 Con, cure none

ECOLOGY
Environment any
Organization solitary, pair, or bunch (6-11)
Treasure none

Construction
A candy apple monster's body is made from a large apple and a wooden handle of some sort. Corn kernels are cooked and covered with melted sugar. The apple is rolled in the candied corn while the sugar is still liquid, and then the whole is set aside to cool. During the cooling, the relevant spells are cast and a ritual that consumes at least 500 gold pieces worth of exotic materials is performed. Assembling the body requires a DC 15 Profession (cook) check.

CL 7th; Requirements Craft Construct, jump, lesser geas, poison, polymorph, caster must be at least 7th level; Price 1,000 gp; Cost 500 gp.

-----

You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.

The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a groups, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind.

Child of the Corn
CR 2; XP 600
CE Small plant
Init +1; Senses low-light vision; Perception +8

DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +3
Immune plant traits

OFFENSE
Speed 20 ft.
Melee 2 slams +4 (1d4+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks entangle (DC 13), powerful slams
Spell-Like Abilities (CL 3rd)
Constant - pass without trace (self only)
At will - disguise self

STATISTICS
Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 12
Base Atk +2; CMB +2; CMD 13
Feats Nimble Moves, Stealthy
Skills Escape Artist +7, Perception +8, Stealth +12; Racial +4 Stealth in cultivated fields or plains
Languages Common
SQ strong for its size

SPECIAL ABILITIES
Entangle (Su) As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus.

Powerful Slams (Ex) A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams.

Strong For Its Size (Ex) A child of the corn has the carrying capacity of a Medium humanoid.

ECOLOGY
Environment any
Organization solitary, pair, or harvest (3-12)
Treasure standard

-----

Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.

A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing.

Dead Man's Breath
CR 3; XP 800
NE Fine undead (incorporeal, swarm)
Init +4; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size)
hp 16 (3d8+3); fast healing 3
Fort +2, Ref +5, Will +4
Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits, weapon damage
Weaknesses swarm traits

OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee swarm (1d6 negative energy plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks darkness, distraction (DC 12), negative energy (DC 12)

STATISTICS
Str --, Dex 18, Con --, Int --, Wis 12, Cha 13
Base Atk +2; CMB --; CMD --
Skills Fly +20
SQ see in darkness

SPECIAL ABILITIES
Darkness (Su) A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell.

Distraction (Ex) A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect.

Negative Energy (Su) A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based.

See in Darkness (Su) A dead man's breath can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

ECOLOGY
Environment any
Organization solitary, pair, or miasma (3-6 swarms)
Treasure none

-----

You lost the thief in the crowd. Curses! She must have the details of the royal guard's schedule on her person. Forcing your way through a knot of people, you notice a narrow alley previously overlooked. It's barely wide enough to walk down without turning your shoulders. The noise of the marketplace dwindles, and the alley opens into a small square surrounded by three-story dwellings. By the well, the rogue lies sprawled on her face. Turning her over, you discover she is dead. A woman pokes her head out a first-story window.

"Two men jumped her," the woman says, pointing to a door. "They went through there."

You thank the woman and turn away when you realize the dead woman's clothes don't match what the rogue was wearing. She wouldn't have had time to change. You whirl about, weapon ready. The woman in the window grins, sliding through the opening to the square.

"It was the clothes, wasn't it?" she says. "Gets me every time."

Sometimes when an evil humanoid with a love for deception and abuse of power dies as a result of wronged parties seeking vengeance, the slain offender does not stay in the grave, but rises to unlife as a corpse shifter.

Corpse shifters are clever undead monsters with a peculiar form of shapechanging. They can assume the form of almost any dead humanoid. The corpse, in turn, takes on the shifter's current form. These monsters feed on humanoid flesh, especially the softer internal organs, and they use their shapechanging powers to assume positions of respect, power, and trust so as to better acquire their meals. Regardless of form, corpse shifters are physically powerful and can spit deadly acid.

A corpse shifter's natural form, which one is seldom encountered in, resembles an extremely emaciated cadaver with blood red eyes devoid of visible pupils.

Corpse Shifter
CR 4; XP 1,200
NE Medium undead (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +5
Defensive Abilities channel resistance +4; Immune undead traits

OFFENSE
Speed 30 ft.
Melee slam +8 (1d6+7), or
Ranged Touch spittle +5 (2d4 acid)
Space 5 ft.; Reach 5 ft.
Special Attacks spittle

STATISTICS
Str 20, Dex 14, Con --, Int 17, Wis 13, Cha 16
Base Atk +3; CMB +8; CMD 20
Feats Alertness, Improved Initiative, Power Attack
Skills Bluff +11, Climb +13, Intimidate +11, Perception +11, Sense Motive +11, Stealth +10, Use Magic Device +11
SQ change shape (alter self, limited; see below), fake blood
Languages Common, plus 3 others

SPECIAL ABILITIES
Corpse Shifting (Su) As a standard action with a range of touch, a corpse shifter can reshape a dead humanoid body look like the corpse shifter's current appearance. It can make the corpse one size larger or smaller and change anything else about it including its apparent race, gender, or age. Creatures with a reason to suspect deception may make a DC 15 Will save to realize that the corpse was altered. If a corpse shifter makes the corpse look like a specific individual, anyone who knows that individual can make a DC 15 Will save to realize that the corpse is not actually that person. The save DC is Charisma-based. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This ability merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.

When a corpse shifter uses this ability, it assumes the original form of the corpse. With this power, a corpse shifter can assume the form of a Small or Medium creature of the humanoid type. If the form it assumes has any of the following abilities, the corpse shifter gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If the form a corpse shifter takes is that of a Small humanoid, it gains a +2 size bonus to your Dexterity. If the form a corpse shifter takes is that of a Medium humanoid, it gains a +2 size bonus to your Strength.

A destroyed corpse shifter reverts to its natural form.

Fake Blood (Ex) A corpse shifter, when injured, appears to bleed. A DC 20 Heal or Perception check can determine the monster's blood isn't real. Owing to its fake blood and undead nature, a corpse shifter is immune to attacks such as blood drain and bleed.

Spittle (Ex) As a standard action that provokes attacks of opportunity as a ranged attack, a corpse shifter can spew a mouthful of acid to a range of 30 feet with no range increment. The acid, unless neutralized, lasts for another round, dealing another 2d4 points of damage.

ECOLOGY
Environment any
Organization solitary
Treasure standard

-----

How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.

A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies.

Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via summon monster V (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time.

Pumpkin Devil (Peponemon)
CR 7; XP 3,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., see in darkness, scent; Perception +15

DEFENSE
AC 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size)
hp 112 (9d10+63)
Fort +10, Ref +10, Will +9
Defensive Abilities blood bond; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 20

OFFENSE
Speed 30 ft.
Melee 2 claws +15 (1d4+7), or
Melee 2 claws +12 (1d4+13) (Power Attack), or
Melee 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (1d4+10)
Spell-Like Abilities (CL 9th):
At will - hide from animals (self only)
3/day - moonstruck (Will DC 19), snare

STATISTICS
Str 25, Dex 19, Con 24, Int 8, Wis 16, Cha 12
Base Atk +9; CMB +17 (+19 drag); CMD 31 (33 vs. drag)
Feats Bloody Assault, Improved Drag, Intimidating Prowess, Power Attack, Throw Anything
Skills Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15
Languages Celestial, Common, Draconic, Infernal (cannot speak)

SPECIAL ABILITIES
Blood Bond (Su) A pumpkin devil has a special bond with its summoner. This blood bond functions much like. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.

The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned.

ECOLOGY
Environment any (Hell)
Organization solitary, pair (the pumpkin devil and its summoner), or pack (4-16)
Treasure standard

-----

This one is from another thread about swarms that asked if templates could be applied to a swarm. I demonstrated that they could.

Half-Dragon Centipede Swarm
CR 6; XP 2,400
N Diminutive dragon (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4

DEFENSE
AC 22, touch 18, flat-footed 18 (+4 Dex, +4 natural, +4 size)
hp 58 (9d8+18)
Fort +8, Ref +7, Will +3
Defensive Abilities swarm traits; Immune energy of the same type as its breath weapon, paralysis, sleep, weapon damage

OFFENSE
Speed 30 ft., climb 30 ft., fly 60 ft. (average)
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks breath weapon 1/day (Ref half 16, 9d6), distraction (DC 16), poison

STATISTICS
Str 9, Dex 19, Con 14, Int —, Wis 10, Cha 4
Base Atk +6; CMB —; CMD
Skills Climb +12, Fly +10, Perception +4; Racial Modifiers +4 Perception

SPECIAL ABILITIES
Poison (Ex): Bite—injury; save Fortitude DC 18; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

The Exchange

If only there existed a website where all of these cool things could be collected...

hmm...

:)


d20pfsrd.com wrote:
If only there existed a website where all of these cool things could be collected...

If only. :)

These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas. Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.

Quickling:

CR 2; XP 600
CE Small fey
Init +8; Senses low-light vision; Perception +1

DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility
hp 11 (2d6+4)
Fort +2, Ref +7, Will +4; +8 racial bonus vs. spells and spell-like abilities
DR 3/cold iron

OFFENSE
Speed 80 ft.
Melee dagger +6 (1d3-1/19-20), or
Ranged dart +6 (1d3-1, 20 ft. range increment)
Special Attacks really fast
Spell-Like Abilities (CL 3rd)
At will - animal trance (DC 13), daze monster (DC 13), levitate, shatter (DC 13), soften earth and stone, ventriloquism (DC 12)

STATISTICS
Str 8, Dex 18, Con 14, Int 15, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 14
Feats Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse
Skills Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Languages Aklo, Common, Sylvan
SQ magic resistance, natural invisibility, quicker than the eye

SPECIAL ABILITIES
Magic Resistance (Su): Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.

Natural Invisibility (Su): When taking no more than a 5-foot step in natural terrain, a quickling enjoys invisibility (as the spell).

Quicker Than the Eye (Su): When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.

Really Fast (Su): A quickling can take an extra standard or move action each round, even when surprised.

ECOLOGY
Environment any forest
Organization solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)
Treasure standard


Krel is one of those rarest creatures: a dretch with the talent to have survived long enough to grow in personal power. Sure, it's still small potatoes in the Abyss, but Krel ought not be underestimated. What it lacks in intelligence it makes up for in cunning, determination, and cruelty.

Krel the Wretched:

Advanced dretch rogue (thug) 3
CR 7; XP 3,200
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 24, touch 15, flat-footed 20 (+4 armor, +4 Dex, +5 natural, +1 size)
hp 54 (2d10+12 plus 3d8+18)
Fort +9, Ref +7, Will +8
Defensive Abilities evasion
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

OFFENSE
Speed 30 ft. (20 ft. without boots of striding and springing)
Melee 2 claws +9 (1d4+3), bite +9 (1d4+3), or
Ranged +1 shock composite [Str +3] shortbow +10 (1d4+4 plus 1d6 electricity/x3, range increment 70 ft.)
Special Attacks brutal beating, frightening, rogue talent (finesse rogue), sneak attack +2d6
Spell-Like Abilities (CL 2nd)
1/day - cause fear (DC 14), stinking cloud (DC 16), summon (level 1, 1 dretch 35%)

STATISTICS
Str 16, Dex 18, Con 20, Int 7, Wis 19, Cha 17
Base Atk +4; CMB +6; CMD 20
Feats Alertness, Intimidating Prowess, Toughness, Weapon Finesse (B)
Skills Acrobatics +10 (+15 when jumping), Climb +14, Disable Device +12 (includes masterwork thieves' tools bonus), Escape Artist +12, Intimidate +12, Perception +14, Sense Motive +11, Stealth +21
Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)

SPECIAL ABILITIES
Brutal Beating (Ex): Whenever Krel deals sneak attack damage, it can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 its rogue level. This ability does not stack with itself; only the most recent duration applies.

Frightening (Ex): Whenever Krel successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, Krel can instead decide to make the target frightened for 1 round.

NPC GEAR
+1 shadow studded leather, +1 shock composite [Str +3] short bow, boots of striding and spring, ring of climbing, masterwork thieves' tools, plus 1900 gp of other items

N.B. Krel has gear equivalent to a level 6 PC. This bumps its CR by +1.


Not sure why I reposted the quickling. Odd.

Saltar Anura leads a vicious band of boggards and lizard folk. He maintains control over his underlings by threats, violence, and kept promises for loot and bloodshed. Aiding him are Oavpa, a lizardfolk antipaladin, and Apoblnta, a boggard oracle.

To complete Saltar's band, add 8 boggards and 12 lizard folk for another 9,600 XP worth of creatures. This puts the entire crew a little above a CR 11 encounter if everything happens at once.

Saltar Anura:

Boggard summoner 4
CR 6; XP 2,400
CE Medium humanoid (boggard)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 18, touch 10, flat-footed 18 (+5 armor, +3 natural)
hp 66 (7d8+35)
Fort +8, Ref +2, Will +4
Defensive Abilities shield ally

OFFENSE
Speed 20 ft., swim 30 ft.
Melee masterwork morningstar +9 (1d8+3), tongue +2 touch (sticky tongue), or
Ranged masterwork light crossbow +6 (1d8+1, 80 ft. range increment)
Special Attacks Dirty Fighter, terrifying croak
Spell-Like Abilities (CL 4th):
5/day - summon monster II
Summoner Spells Known (CL 6th):
2nd (2/day)- cat's grace, invisibility
1st (4/day)- daze monster (Will 13), enlarge person, protection from good, shield
0 - acid splash, detect magic, guidance, message, read magic, resistance

STATISTICS
Str 15, Dex 11, Con 18, Int 10, Wis 9, Cha 15
Base Atk +5; CMB +7; CMD 17
Feats Ability Focus (terrifying croak), Additional Traits, Toughness, Weapon Focus (morningstar)
Traits Dirty Fighter, Magical Knack
Skills Acrobatics +4 (+20 jumping), Knowledge (nature) +7, Perception +3, Spellcraft +7, Stealth +3 (+11 in swamps), Swim +6 (+14 to perform a special action or avoid a hazard); Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Swim to perform a special action or avoid a hazard, +8 Stealth in swamps
Languages Boggard
SQ bond senses, hold breath, life link, swamp stride

SPECIAL ABILITIES
Hold Breath (Ex): Saltar can hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning or suffocating.

Shield Ally (Ex): Whenever Saltar is within his eidolon’s reach, he receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Sticky Tongue (Ex): A creature hit Saltar's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete Saltar's actual hit points). Saltar cannot move more than 10 feet away from the target, but Saltar can release its tongue as a free action. Saltar cannot pull targets toward him with his tongue.

Swamp Stride (Ex): Saltar moves through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects Saltar normally.

Terrifying Croak (Su): Once per hour, Saltar, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the Saltar must make a DC 17 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by Saltar's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.

GEAR
+1 chain shirt, +1 crossbow bolt (x15), elixir of truth, potion of cure moderate wounds, potion of shield of faith +2, masterwork morningstar, masterwork light crossbow, leather tabard with 4 bloodstones (120 gp), 2 pp, 20 gp

Batpaxos:

Saltar's quadruped eidolon
CE Medium outsider
Init +2; Senses darkvision 60 ft., scent; Perception +7

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +1
Defensive Abilities evasion

OFFENSE
Speed 40 ft., swim 40 ft.
Melee bite +5 (1d6+2), 2 claws (1d4+2), or
Melee bite +4 (1d6+4), 2 claws (1d4+4) (Power Attack)
Special Attacks pounce

STATISTICS
Str 15, Dex 15, Con 15, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +5 (+7 with drag); CMD 17 (19 vs. drag, 21 vs. trip)
Feats Improved Drag, Power Attack
Skills Acrobatics +17 (+21 jumping), Perception +7, Stealth +9, Swim +9 (+17 to perform a special action or avoid a hazard); Racial +8 Acrobatics (+12 when jumping), +8 Swim to perform a special action or avoid a hazard
Languages Boggard
Evolutions ability increase (Con), bite, claws x2, limbs (legs) x2, pounce, skilled (Acrobatics), swim
SQ link, share spells

Oavpa:

Lizardfolk antipaladin 3
CR 4; XP 1,200
CE Medium humanoid (reptilian)
Init -1; Senses Perception +6
Aura cowardice (10-ft. radius)

DEFENSE
AC 21, touch 9, flat-footed 21 (+5 armor, -1 Dex, +5 natural, +2 shield)
hp 33 (2d8+2 plus 3d10+6)
Fort +9, Ref +5, Will +7
Defensive Abilities unholy resilience; Immune disease

OFFENSE
Speed 20 ft., swim 10 ft.
Melee masterwork scorpion whip +8 (1d4+3, 15 ft. reach), claw +5 (1d4+1 plus disease), bite +5 (1d6+1 plus disease), or
Melee claw +7 (1d4+3 plus disease), bite +7 (1d6+3 plus disease), or
Ranged javelin +3 (1d6+3, 30 ft. range increment)
Special Attacks smite good 1/day, touch of corruption 1d6 plus shaken for 3 rounds (Fort 13) 3/day
Spell-Like Abilities (CL 3rd):
At will - detect good

STATISTICS
Str 17, Dex 8, Con 13, Int 11, Wis 12, Cha 14
Base Atk +4; CMB +7 (+9 disarm with whip); CMD 16
Feats Exotic Weapon Proficiency (whip), Improved Natural Attack (bite), Multiattack
Skills Acrobatics +4, Intimidate +7, Linguistics +4, Perception +6, Sense Motive +6, Swim +5 (+13 Swim to perform a special action or avoid a hazard); Racial Modifiers +4 Acrobatics, +8 Swim to perform a special action or avoid a hazard
Languages Boggard, Draconic
SQ hold breath, plague bringer

SPECIAL ABILITIES
Aura of Cowardice (Su): Oavpa radiates a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of Oavpa. This ability functions only while Oavpa remains conscious, not if he is unconscious or dead.

Bloodroot Poison: Two of Oavpa's javelins are envenomed.

Type poison, injury; Save Fortitude DC 12; Onset 1 round; Frequency 1/round for 4 rounds; Effect 1 Con damage and 1 Wis damage; Cure 1 save

Greenscale Disease (Ex): This disgusting disease causes patches of skin to harden and crack, weeping greenish pus and covering the body with putrid, scale-like patterns. Oavpa is a carrier of this disease, but it does not affect him.

Type disease, injury; Save Fortitude DC 15; Onset 1d6 days; Frequency 1/week; Effect 1d2 Cha damage and 1d2 Dex damage, target must make a second Fort save or 1 point of the Cha damage is drain instead; Cure 2 consecutive saves

Hold Breath (Ex): Oavpa can hold his breath for a number of rounds equal to 4 times his Constitution score before he risks drowning.

Smite Good (Su): As a swift action, Oavpa chooses one target within sight to smite. If this target is good, the antipaladin adds +2 on his attack rolls and adds +3 on all damage rolls made against the target of his smite. In addition, while smite good is in effect, the antipaladin gains a +2 deflection bonus to his AC against attacks made by the target of the smite.

Touch of Corruption (Su): Oavpa surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. He can use this ability 3 times per day. As a touch attack, an antipaladin can cause 1d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity.

GEAR
divine scroll (bull's strength), masterwork scale mail, darkwood heavy wooden shield, masterwork scorpion whip, masterwork silver dagger, javelins (x4), thunderstones (x4), bracelet with three white pearls (300 gp), 8 gp

Apoblnta:

Boggard oracle of battle 2
CR 4; XP 1,200
CE Medium humanoid (boggard)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE
AC 17, touch 10, flat-footed 17 (+4 armor, +3 natural)
hp 37 (5d8+15)
Fort +5, Ref +1, Will +6; +4 vs. disease

OFFENSE
Speed 20 ft., swim 30 ft.
Melee morningstar +4 (1d8+1), tongue -1 touch (sticky tongue), or
Ranged masterwork heavy crossbow +4 (1d10/19-20, range increment 120 ft.), or
Ranged heavy crossbow +4 (1d10+1 nonlethal plus 1d6 nonlethal/19-20, range increment 120 ft.)
Special Attacks surprising charge, terrifying croak
Oracle Spells Known (CL 2nd):
1st (5/day)- bane (Will 13), comprehend languages, cure light wounds
0 - bleed (Will 12), detect magic, guidance, read magic, resistance

STATISTICS
Str 13, Dex 11, Con 14, Int 10, Wis 15, Cha 14
Base Atk +3; CMB +4; CMD 14
Feats Point Blank Shot, Rapid Reload (heavy crossbow), Toughness
Skills Acrobatics +4 (+20 jumping), Heal +7, Intimidate +7, Knowledge (religion) +5, Perception +11, Spellcraft +5, Stealth +3 (+11 in swamps), Swim +3 (+11 to perform a special action or avoid a hazard); Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps, +8 Swim to perform a special action or avoid a hazard
Languages Boggard
SQ hold breath, oracle's curse (wasting), swamp stride

SPECIAL ABILITIES
Hold Breath (Ex): Apoblnta can hold her breath for a number of rounds equal to four times her Constitution score before she risks drowning or suffocating.

Sticky Tongue (Ex): A creature hit by Apoblnta's tongue attack cannot move more than 10 feet away from her and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). Apoblnta cannot move more than 10 feet away from the target, but she can release her tongue as a free action. Apoblnta cannot pull targets toward her with her tongue.

Surprising Charge (Ex): Once per day, Apoblnta can move up to her speed as an immediate action.

Swamp Stride (Ex): Apoblnta can move through any sort of natural difficult terrain at her normal speed while within a swamp. Magically altered terrain affects Apoblnta normally.

Terrifying Croak (Su): Once per hour, Apoblnta can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of Apoblnta must make a DC 15 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by Apoblnta's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.

Wasting Curse: Apoblnta's body is slowly rotting away. She takes a -4 penalty on Charisma-based skill checks, except for Intimidate. She gains a +4 competence bonus on saves made against disease.

GEAR
+1 merciful crossbow bolts (x5), divine scroll (defending bone, shield other), masterwork hide shirt, masterwork heavy crossbow, silver bracer (75 gp), 5 gp


Typical Awakened Battle Emu Sorcerer 1

Spoiler:
LG Medium magical beast (augmented animal)
Init +6; Senses low-light vision; Perception +12

DEFENSE
AC 18, touch 16, flat-footed 12 (+2 natural armor, +6 Dex)
hp 44 (4d8+16 plus 1d6+4)
Fort +8, Ref +10, Will +4

OFFENSE
Speed 40 ft.
Melee 2 kicks +6 (1d3+3), or
Melee 2 kicks +5 (1d3+5) (Power Attack)
Special Attacks shadowstrike 5/day
Sorcerer Spells Known (CL 1st):
1st (4/day)- flare burst (Fort 13), shocking grasp
0 - detect magic, disrupt undead, read magic, resistance
Bloodline shadow

STATISTICS
Str 17, Dex 22, Con 18, Int 10, Wis 13, Cha 14
Base Atk +3; CMB +9; CMD 22
Feats Agile Maneuvers, Endurance, Eschew Materials (B), Power Attack, Run (B)
Skills Acrobatics +6 (+10 jumping), Intimidate +6, Knowledge (arcana) +4, Perception +12, Spellcraft +4, Stealth +13; Racial Modifiers +4 Perception
SQ combat trained

SPECIAL ABILITIES
Bloodline Arcana: Whenever it casts a spell with the [darkness] descriptor or the shadow subschool, it gains a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Combat Trained (Ex): This emu has been specifically trained for combat (see the Handle Animal skill) so its kicks are not treated as secondary attacks.

Shadowstrike (Sp): It can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels it possesses. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. It can use this ability a number of times per day equal to 3 + its Charisma modifier.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Which Shadow bloodline does this emu have? The one from the APG? The one from Kobold Quarterly #13? Or the one from Wayfinder #1?

Also, kudos on the emu love!


Alzrius wrote:
Which Shadow bloodline does this emu have? The one from the APG? .... Also, kudos on the emu love!

APG shadow bloodline, and thanks!

Also, since I'm in a silly mood today:

Advanced Giant Stirge Rogue 3:

CR 5; XP 1,600
N Small magical beast
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +9 (+10 to find traps)

DEFENSE
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
hp 34 (1d10+3 plus 3d8+9)
Fort +6, Ref +11, Will +4
Defensive Abilities evasion, trap sense +1

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee touch +10 (attach)
Special Attacks blood drain, sneak attack +2d6

STATISTICS
Str 13, Dex 23, Con 16, Int 9, Wis 16, Cha 14
Base Atk +3; CMB +8 (+16 grapple when attached); CMD 16 (24 vs. trip)
Feats Agile Maneuvers (B), Improved Intiative, Weapon Finesse
Skills Acrobatics +12, Disable Device +13, Escape Artist +12, Fly +8, Linguistics +5, Perception +9 (+10 to find traps), Sleight of Hand +12, Stealth +17, Use Magic Device +8
SQ diseased, trapfinding +1

SPECIAL ABILITIES
Attach (Ex): When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself. If its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

Blood Drain (Ex): A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 points of Constitution damage. Once a stirge has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.

Diseased (Ex): Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.


Gorgon giants are magical, foul-tempered creatures. While one might appear to be a sort of minotaur-like construct at first glance, beneath its artifical-looking armor plates is flesh and bone. Their hair is brown or black, with eyes the same color. Gorgon giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. They can live to be 200 years old, but almost never do.

Gorgon giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Once out of rocks, they rush down, unleashing their breath weapons before charging in for melee. Gorgon giants love using bull rushes, tramples, and charges to break up enemy ranks.

Gorgon giants derive nutrients from the consumption of flesh as well as minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their feces (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore.

Gorgon giants are nomadic, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Gorgon giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clan-mate to save their own skins. Roving bands of gorgon giants are not common, but their constant aggression makes them feared whereever they roam.

Powdered gorgon giant horn is worth 250 gp as an alternate material component for magic items using bull's strength, stoneskin, flesh to stone, statue, and similar magic.

Gorgon Giant:

Amalgam gorgon/hill giant
CR 8; XP 4,800
CE Large aberration (giant)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE
AC 22, touch 8, flat-footed 22 (+4 armor, -1 Dex, +10 natural, -1 size)
hp 105 (10d8+60)
Fort +9, Ref +2, Will +8
Defensive Abilities rock catching

OFFENSE
Speed 30 ft. (40 ft. unarmored)
Melee greatclub +11/+6 (2d8+16), gore +6 (2d8+5), 2 hooves +6 (1d6+5), or
Melee 2 slams +11 (1d8+11), gore +11 (2d8+11), 2 hooves +6 (1d6+5), or
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), rock throwing (120 ft.), trample (1d6+10, DC 22)

STATISTICS
Str 25, Dex 9, Con 22, Int 4, Wis 13, Cha 8
Base Atk +7; CMB +13 (+15 bull rush); CMD 24 (26 vs. bull rush)
Feats Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Rhino Charge
Skills Climb +8, Intimidate +14, Perception +8; Armor Check Penalty -3
Languages Giant

SPECIAL ABILITIES
Breath Weapon (Su): A gorgon giant can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon giant's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

Power Attack: The melee attack and CMB stats above include Power Attack. The gorgon giant is all about the all power attack all the time.

ECOLOGY
Environment temperate plains, rocky hills, and underground
Organization solitary, pair, pack (3-4), or mob (5-12)
Treasure standard (greatclub, hide armor, other treasure)


Donnchad the Grinder:

Gorgon giant fighter 7
Amalgam gorgon/hill giant
CR 15; XP 51,200
CE Large aberration (giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +19

DEFENSE
AC 28, touch 9, flat-footed 27 (+8 armor, +1 Dex, +10 natural, -1 size)
hp 197 (10d8+60 plus 7d10+49)
Fort +14, Ref +6, Will +10
Defensive Abilities bravery +2, rock catching

OFFENSE
Speed 40 ft.
Melee +3 greatclub +25/+16/+11 (2d8+27), gore +12 (2d8+8), 2 hooves +12 (1d6+8), or
Melee 2 slams +17 (1d8+16), gore +17 (2d8+16), 2 hooves +12 (1d6+8), or
Ranged rock +11 (1d8+20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 20 negates), rock throwing (120 ft.), trample (1d6+12, DC 23), weapon training (hammers)

STATISTICS
Str 27, Dex 13, Con 22, Int 9, Wis 13, Cha 10
Base Atk +14; CMB +19 (+21 bull rush & drag); CMD 34 (36 vs. bull rush & drag)
Feats Cleave, Cornugon Smash (B), Deadly Aim (B), Furious Focus (B), Improved Bull Rush, Improved Drag (B), Intimidating Prowess, Power Attack, Rhino Charge
Skills Climb +21, Intimidate +21, Perception +19, Survival +11
Languages Giant
SQ armor training 2

SPECIAL ABILITIES
Breath Weapon (Su): Donnchad can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 20 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 20 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of Donnchad's breath weapon a second time while petrified. A creature exposed to Donnchad's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

Power Attack: The melee attack and CMB stats above include Deadly Aim and Power Attack. Donnchad is all about the all power attack all the time.

GEAR
+2 light fortification breastplate, +3 greatclub, belt of mighty constitution +2, eyes of the eagle, plus 850 gp


This trio of villains work together as contract killers. Of the three, the elf Bricius isn't truly evil...yet. The nominal leader is Paora, a fey-touched human child with prodigious arcane power.

The man's armor hangs loosely on his emaciated frame. His face is so thin it looks as if his flesh has been stretched taut across his skull. A mad light burns in his red-rimmed eyes. Despite his gaunt, sickly appearance, you can tell by the way he hefts his longsword and shield that he possesses great strength born of both desperation and skill at arms.

Emyr Kendal the Hunger Dog:

CR 7; XP 3,200
Human shielded fighter 6/assassin 2
NE Medium humanoid
Init +0; Senses Perception -2

DEFENSE
AC 18, touch 10, flat-footed 18 (+4 armor, +4 shield)
hp 62 (6d10+12 plus 2d8+4)
Fort +8, Ref +4, Will +4
Defensive Abilities +1 save vs. poison, active defense, bravery +2, uncanny dodge

OFFENSE
Speed 30 ft.
Melee +1 longsword +12/+7 (1d8+7/19-20), or
Melee +1 longsword +12 (1d8+7/19-20) and shield bash +7 (1d4+5), or
Ranged masterwork composite [Str +4] longbow +7/+2 (1d8+3/x3, 110 ft. range increment)
Special Attacks death attack, poison use, sneak attack +1d6

STATISTICS
Str 18, Dex 11, Con 12, Int 13, Wis 6, Cha 8
Base Atk +7; CMB +11 (+13 disarm & dirty trick); CMD 21 (23 vs. disarm & dirty trick)
Feats Combat Expertise (B), Improved Dirty Trick (B), Improved Disarm, Improved Shield Bash (B), Intimidating Prowess, Iron Will, Shield Focus, Weapon Focus (longsword) (B), Weapon Specialization (longsword) (B)
Skills Acrobatics +3, Climb +11, Disguise +6, Intimidate +14, Ride +2, Stealth +8, Swim +7, Survival +7; Armor Check Penalty -2
Languages Common, Orc
SQ hungry

SPECIAL ABILITIES
Active Defense (Ex): Emyr gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

Hungry (Su): Emyr suffers from a supernatural disease that makes it impossible for him to sate his hunger. He is perpetually on the brink of starvation.

Shield Fighter (Ex): Emyr gains a +1 bonus on attack and damage rolls when making a shield bash. With a full-attack action, Emyr may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.

GEAR
+1 longsword, +1 heavy wooden shield, belt of protection +1, potion of cure moderate wounds, potion of shield of faith +3, masterwork composite [Str +4] longbow, masterwork chain shirt, plus 500 gp

The elf moves with grace and fluid ease, silently crossing from the door to the column. Then, with a flourish of his cape, he simply vanishes from sight. Somewhere farther to the left of where he just was, you hear a cruel laugh.

Bricius Morcant:

CR 7; XP 3,200
Elf acrobat 6/shadowdancer 2
CN Medium humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 20, touch 15, flat-footed 20 (+5 armor, +4 Dex, +1 dodge)
hp 55 (8d8+16)
Fort +4, Ref +10, Will +5
Defensive Abilities +2 racial saving throw bonus vs. enchantment spells & effects, evasion, improved uncanny dodge; Immune magic sleep effects

OFFENSE
Speed 30 ft.
Melee +1 rapier +10 (1d6+1/18-20), or
Ranged masterwork longbow +10 (1d8/x3, 100 ft. range increment)
Special Attacks assault leader, sneak attack +3d6

STATISTICS
Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse
Skills Acrobatics +15, Bluff +12, Climb +9, Disable Device +13, Disguise +12, Escape Artist +15, Perception +13, Perform (dance) +6, Stealth +15; Racial +2 Perception; Armor Check Penalty -1
Languages Common, Elven
SQ expert acrobat, expert leaper, fast stealth, hide in plain sight, second chance 2/day, weapon familiarity

SPECIAL ABILITIES
Assault Leader (Ex): Once per day, when Bricius misses with an attack on a flanked opponent, he can designate a single ally who is also flanking the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Expert Acrobat (Ex): Bricius does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When not wearing armor, Bricius gains a +2 competency bonus on Acrobatics and Fly skill checks.

Expert Leaper (Ex): When making jump checks, Bricius is always considered to have a running start. Also, when Bricius deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.

Fast Stealth (Ex): This ability allows Bricius to move at full speed using the Stealth skill without penalty.

Hide in Plain Sight (Su): Bricius can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Second Chance (Ex): Bricius can reroll any Acrobatics, Climb, or Fly skill check just made. This reroll is made at a -5 penalty. The acrobat must take the second result, even if it is worse. Bricius can use this ability only once on any given skill check.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

GEAR
+1 chain shirt, +1 rapier, dust of illusion, potion of bear's endurance, potion of shield of faith +3, plus 500 gp

The child before you can't be any older than 9 or so, but his clothes and accessories mark him as wealthy. There is also a disturbing confidence and intelligence behind his steely eyes, as if despite his few years he has experienced more than most men five times his age.

Paora Mikaere:

CR 10; XP 9,600
Fey-touched young human phantasmist 11
LE Small fey (human)
Init +9; Senses low-light vision; Perception -1
Aura bedeviling (30-ft., 11 rounds/day)

DEFENSE
AC 20, touch 18, flat-footed 14 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +1 size)
hp 47 (11d6+6)
Fort +3, Ref +8, Will +7
Defensive Abilities +2 trait bonus to saving throws vs. divination effects; DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee terror touch +5 (special), or
Melee dagger +5 (1d3-1/19-20)
Ranged +1 light crossbow +12 (1d6+1/19-20, 80-ft. range increment), or
Ranged +1 light crossbow +12 (1d6+1 plus 2d6 vs. good/19-20, 80-ft. range increment)
Special Attacks terror 3/day
Spells Prepared (CL 11th):
6th (1+1)- globe of invulnerability, phantasmal killer (Heightened) (DC 20)
5th (2+1)- phantasmal web (DC 19), summon monster V, waves of fatigue
4th (3+1)- acid pit (DC 17), boneshatter (DC 17), dimension door, greater invisibility
3rd (5+1)- cloak of winds, dispel magic, fly, major image (DC 17), stinking cloud (DC 16), vampiric touch
2nd (5+1)- darkvision, false life, mirror image, resist energy, see invisibility, spectral hand
1st (5+1)- chill touch (DC 14), grease, protection from good, shield, touch of gracelessness (DC 14), ventriloquism (DC 15)
0 (4)- detect magic, resistance, message, touch of fatigue (DC 13)
Opposition Schools enchantment, evocation

STATISTICS
Str 9, Dex 20, Con 10, Int 17, Wis 8, Cha 10
Base Atk +5; CMB +3; CMD 25
Feats Additional Traits, Arcane Blast, Craft Wondrous Item (B), Defensive Combat Training (B), Dodge, Eschew Materials, Heighten Spell (B), Improved Initiative, Scribe Scroll (B), Spell Focus (illusion)
Skills Fly +21, Knowledge (arcane) +17, Knowledge (dungeoneering) +17, Knowledge (nature) +17, Linguistics +17, Spellcraft +17, Stealth +9
Traits Carefully Hidden, Desperate Focus
Languages Common, Abyssal, Aklo, Aquan, Auran, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
SQ arcane bond, extended illusions

SPECIAL ABILITIES
Bedeviling Aura (Su): Paora can emit a 30-foot aura that bedevils his enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. Paora can use this ability for 11 rounds per day. These rounds do not need to be consecutive.

Carefully Hidden (Ex): Paora gains a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Desperate Focus (Ex): Paora gains a +2 trait bonus on concentration checks.

Extended Illusions (Su): Any illusion spell Paora casts with a duration of "concentration" lasts 5 additional rounds after he stops maintaining concentration.

Terror (Su): As a standard action, Paora can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from Paora or an ally of Paora's choice. Creatures with more than 11 Hit Dice are unaffected. This is a mind-affecting fear effect. Paora can use this ability 6 times per day.

GEAR
+1 light crossbow, +1 unholy crossbow bolts (x4), bracers of armor +2, elemental gem, ring of protection +1, plus 400 gp


Rondo:

CR 2; XP 600
Phalanx soldier 3
NE Small humanoid (halfling)
Init +2; Senses Perception +3

DEFENSE
AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +4 armor, +2 shield, +1 size)
hp 27 (3d10+6)
Fort +5, Ref +3, Will +2
Defensive Abilities +2 racial save bonus vs. fear, stand firm, underfoot

OFFENSE
Speed 20 ft.
Melee masterwork halberd +7 (1d8+1/x3, brace & trip), or
Ranged light crossbow +6 (1d6/19-20, range increment 80 ft.), or
Ranged light crossbow +6 (1d6 plus 1d4 acid/19-20, range increment 80 ft.) (acid bolt)

STATISTICS
Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 15 (16 vs. bull rush, drag, overrun; 18 vs. grapple; 19 vs. trip)
Feats Dodge, Mobility (B), Sidestep (B), Weapon Focus (halberd)
Skills Acrobatics +1 (-3 jumping), Climb +6, Intimidate +6, Perception +3, Stealth +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception; Armor Check Penalty -3
Languages Common, Halfling
SQ phalanx fighting

SPECIAL ABILITIES
Stand Firm (Ex): A phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks.

Phalanx Fighting (Ex): When a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

Sidestep (Ex): Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Underfoot (Ex): Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.

GEAR
potion of cure light wounds, masterwork halberd, light crossbow, 10 crossbow bolts, 2 acid crossbow bolts, masterwork chainshirt, heavy wooden shield, plus 48 gp

Zondo:

CR 2; XP 600
Cavalier 3
LE Small humanoid (halfling)
Init +3; Senses Perception +1

DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)
hp 28 (3d10+9)
Fort +6, Ref +5, Will +1
Defensive Abilities +2 racial save bonus vs. fear, halfling luck

OFFENSE
Speed 20 ft.
Melee masterwork lance +5 (1d6/x3), or
Melee masterwork lance +9 (2d6/x3) (Charge), or
Ranged sling +7 (1d3 plus nauseated 2 round [DC 13], range increment 50 ft.)
Reach 10 ft. (with lance)
Special Attacks cavalier's charge, challenge 1/day, tactician 1/day

STATISTICS
Str 11, Dex 17, Con 14, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +2; CMD 15
Feats Mounted Archery, Mounted Combat, Precise Strike (B)
Skills Diplomacy +8, Handle Animal +8, Perception +1, Ride +9, Sense Motive +5, Stealth +6; Racial Modifiers +2 Perception; Armor Check Penalty -1
Languages Common, Halfling

SPECIAL ABILITIES
Aid Allies (Ex): Whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check.

Cavalier’s Charge (Ex): The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Challenge (Ex): As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +3 points of extra damage against the target of his challenge. The cavalier's allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Mounted Archery (Ex): The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Precise Strike (Ex): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack.

Tactician (Ex): As a standard action, the cavalier can grant Precise Strike to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the feat's prerequisites.

Warslinger (Ex): Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

GEAR
oil of magic weapon, potion of cure light wounds, masterwork lance, sling, 10 smoke sling bullets, masterwork chainshirt, plus 20 gp

Howly
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC +8, touch +2, flat-footed +6 (+2 armor, +2 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +2
Defensive Abilities evasion

OFFENSE
Speed 50 ft.
Melee bite +4 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 14 (18 vs. trip)
Feats Light Armor Proficiency (B), Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +8, Stealth +6, Survival +5 (+9 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SQ link
Tricks combat training (attack, come, defend, down, guard, and heel); fetch; seek

SPECIAL ABILITIES
Link (Ex): A cavalier can handle his mount as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill.

GEAR
leather armor

Chondo:

CR 2; XP 600
Brutal pugilist 3
CE Small humanoid (halfling)
Init +2; Senses Perception +8

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 31 (3d12+6)
Fort +6, Ref +4, Will +3
Defensive Abilities +2 racial save bonus vs. fear, halfling luck, pit fighter, savage grapple

OFFENSE
Speed 30 ft.
Melee masterwork short sword +6 (1d4+1/19-20), or
Melee masterwork short sword +5 (1d4+1/19-20) and masterwork dagger +5 (1d3/19-20)
Ranged javelin +6 (1d4+1, range increment 30 ft.)
Special Attack rage 10 rounds/day, rage power (brawler)

STATISTICS
Str 12, Dex 15, Con 14, Int 8, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 15 (17 vs. grapple)
Feats Improved Unarmed Strike, Two-Weapon Fighting
Skills Acrobatics +8, Climb +3, Perception +8, Stealth +6, Survival +6, Swim +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement

RAGE STATS
AC 11, touch 11, flat-footed 9 (+2 Dex, -2 rage, +1 size)
hp 37 (3d12+12)
Fort +8, Ref +4, Will +5
Melee unarmed strike +7 (1d4+3), or
Melee unarmed strike +5 (1d4+3) and unarmed strike (1d4+1)
Str 16, Dex 15, Con 18
Base Atk +3; CMB +5; CMD 17 (19 vs. grapple)
Skills Acrobatics +8, Climb +5, Perception +8, Stealth +6, Survival +6, Swim +8

SPECIAL ABILITIES
Brawler (Ex): While raging, the barbarian's unarmed strikes deal 1d4 points of damage.

Pit Fighter (Ex): At 3rd level, the brutal pugilist selects one combat maneuver and gains a +1 insight bonus on his CMB or to his CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed).

Rage (Ex): A barbarian can enter rage as a free action. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

Savage Grapple (Ex): The brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when he has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to her CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded.

GEAR
potion of cure light wounds, potion of mage armor, potion of shield of faith +2, masterwork short sword, masterwork dagger, plus 30 gp

Londo:

CR 2; XP 600
Zen archer 3
LE Small humanoid (halfling)
Init +2; Senses Perception +8

DEFENSE
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 size, +2 Wis)
hp 20 (3d8+3)
Fort +5, Ref +6, Will +6
Defensive Abilities +2 racial save bonus vs. fear, halfling luck

OFFENSE
Speed 30 ft.
Melee nunchaku +4 (1d4+1, disarm), or
Ranged masterwork short composite bow +7 (1d6+1/x3, range increment 70 ft.), or
Ranged masterwork short composite bow +5/+5 (1d6+1/x3) (flurry of blows)
Special Attack flurry of blow, Perfect Strike 3/day

STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 15, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Dodge, Improved Unarmed Strike (B), Perfect Strike (B), Point Blank Master (B), Point Blank Shot (B), Precise Shot (B), Stealthy, Weapon Focus (B)
Skills Acrobatics +10, Climb +9, Escape Artist +9, Perception +8, Stealth +14; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement, Zen archery

SPECIAL ABILITIES
Perfect Strike (Ex): You must declare that you are using this feat before you make your attack roll with a bow (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack 3 times per day, and no more than once per round.

Point Blank Master (Ex): You do not provoke attacks of opportunity when firing a bow while threatened.

GEAR
potion of owl's wisdom*, masterwork composite short bow, nunchaku, plus 30 gp

*Due to Zen archery, this also increases Chondo's attack bonus with his bow.


For my most recent Quid Novi?, I couldn't help but work up another haunt. I'm intrigued by the idea of haunts, a sort of cross between an undead monster and a trap. I've taken a few liberties with the rules for haunts when creating the Deadly Doll.

CR 5; XP 1,600
NE haunt (effect limited to humanoid creature who touches the doll); persistent
Caster Level 9th
Notice Perception DC 18 (the doll whispers to the holder)
hp 22; Weakness triggered by touch; Trigger touch; Reset 1 day

Effect The haunt is triggered by picking up the doll. The target must succeed a DC 17 Will save or be dominated as per the spell dominate person. The dominated person must use the doll to lure a child and then murder the child.

Destruction The doll must be burned after succeeding with a remove curse against DC 20. Otherwise, the burnt doll will reappear 1d6 miles away from the burn site after 24 hours. Casting break enchantment against DC 20 can free a creature from the dominate person effect.

Background Once upon a dark time, an evil man crafted toys in order to lure children into his deadly clutches. Eventually, the outraged and vengeful community upon which the evil man preyed uncovered his wickedness. He suffered horribly at the mob's hands before dying. Unfortunately, his death did not end his terror. The evil man's basest desires survived death, infecting one of his many dolls. The Deadly Doll now serves as a focus for the evil man's monstrous appetite for murder.


Before reading on, check out this pic over at FreakyGaming.com. It's my inspiration for this recent Chance Encounter from my Quid Novi? e-letter.

The creature lumbers into view, its gray, putrid flesh swollen and swaying as if bloated with liquid. Its bleary eyes swivel in your direction and something as much death rictus and grin twists its visage.

"Lunch," it says, smacking its flaccid lips.

Bloat Zombie Variant Template
This variant zombie follows the normal rules for the zombie template, but with the following modifications:

CR: Based on Hit Dice as normal zombie +1.

Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. The bloat zombie gains additional Hit Dice depending on the base creature's size. A Tiny or smaller creature gains +1 HD, Small gains +2 HD, Medium gains +4 HD, and Large or bigger gains +6 HD. Like regular zombies, bloat zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Attacks: In addition to retaining all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature plus gaining the zombie's standard slam attack, a bloat zombie can expectorate gray bloat contagion as a ranged touch attack out to a range of 15 feet with no range increment.

Special Attacks: A bloat zombie's natural attacks (including its slam attack) can afflict a target with gray bloat.

Abilities: Str +4, Dex -2, Int -4, Cha +2. A bloat zombie has no Con score.

Skills: The bloat zombie loses all skills associated with the base creature. A bloat zombie has points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for a bloat zombie: Climb, Intimidate, Perception, Sense Motive, and Stealth.

Feats: A zombie loses all feats gained from class levels. It gains feats based on its adjusted Hit Dice, but bloat zombies are limited to combat feats, monster feats, and feats that adjust skill checks (such as Stealthy). All bloat zombies gain Toughness as a bonus feat.

Bugbear Bloat Zombie
CR 4; XP 800
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +7

DEFENSES
AC 13, touch 10, flat-footed 13 (+1 armor, +2 natural)
hp 38 (7d8+7)
Fort +2, Ref +2, Will +5
DR 10/slashing; Immune undead traits

OFFFENSE
Speed 30 ft.
Melee morningstar +8 (1d8+13), or
Melee slam +9 (1d6+13 plus disease), or
Ranged javelin +5 (1d6+5), or
Ranged Touch gray bloat spittle +5 (disease)
Special Attacks disease (Fort DC 15)

STATISTICS
Str 20, Dex 11, Con --, Int 6, Wis 10, Cha 11
Base Atk +5; CMB +8 (+10 sunder) (includes -2 modifer from Power Attack); CMD 20 (22 vs. sunder)
Feats Ability Focus (disease), Improved Sunder, Power Attack, Toughness (B), Weapon Focus (slam)
Skills Climb +9, Intimidate +7, Perception +7
SQ staggered
Languages Common, Goblin

SPECIAL ABILITIES
Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

ECOLOGY
Environment any
Organization solitary, pair, or mob (3-9)
Treasure standard (broken leather armor, morningstar, 3 javelins, other treasure)

Gray Bloat Disease
Type disease, contact, injury; Save Fortitude DC 10 + 1/2 bloat zombie Hit Dice + Charisma modifier
Onset 1 day; Frequency 1/day
Effect 1d6 Dex and 1d6 Con damage; Cure --

The gray bloat is a horrible supernatural disease that only afflicts humanoids. Its victims swell with noxious gases and unwholesome fluids, suffering terrible pain in the process. Unlike normal diseases, gray bloat continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. A humanoid who dies from gray bloat rises as a bloat zombie 1d4 minutes after death unless the corpse is subjected to a bless spell or similar magic.


Well, another Quid Novi? has been e-mailed to subscribers. Here's a sample of what you missed if you've not signed up for this free, twice-monthly e-letter.

The furniture's disarray, the broken table, the scattered personal effects, including various knitting needles and mouldering yarn. This sewing room once hosted violent events. Indeed, that dark stain on the rat-chewed rug could be long-dried blood. As you move into the room, you spot a dessicated corpse curled into defensive posture behind a tattered loveseat.

The Unsightly Sewing Room was the site of a horrible murder. The victim's corpse rots behind the loveseat. This poor soul was killed by knitting needles wielded as improvised weapons. One of the needles is still lodged in the corpse's left eye socket. The unspeakable violence has combined with the victim's undying thirst for vengeance to haunt the chamber.

CR 4; XP 1,200
CE haunt (20-foot square sewing room); persistent
Caster Level 4th
Notice Perception DC 12 (faint spectral knitting needles appear in the air)
hp 18; Weakness triggered by touch; Trigger touch; Reset 1 day

Effect The haunt remains inactive so long as the contents of the sewing room remain undisturbed. Should any living creature touch the contents of the sewing room, however, the malevolent spirit manifests itself as a pair of spectral knitting needles that unerringly strike at the eyes of the offending creature. The victim must make two DC 13 Fortitude saves, using the lowest total. Failure means the victim is struck blind as if targeted by blindness/deafness modified by the Persistent Spell metamagic feat. Since the haunt is persistent, it continues to attack those in the sewing room once per round on its initiative rank until destroyed or it no longer has a target.

Destruction The haunt must be reduced to 0 hit points via positive energy. The sewing room must then be subjected to a consecrate spell, which permanently destroys the haunt.


Here're samples of what you recently missed in Quid Novi? if you're not a free subscriber:

Ahead, the ground squirms. You raise your continual flame high, and the spreading circle of light reveals that thousands -- tens of thousands -- of worms cover the cavern's floor. They wriggle and writhe in a grotesque parody of carpet. You see clearly that the closest worms have heads that split into four-part, hooked mandibles. Then, as you watch, the swarm starts to bubble and rise. Before your widening eyes, it coalesces into the shape of a huge winged lizard.

Durgankhar is an adult green dragon who struck dark pacts with evil powers, thus becoming a worm that walks. It is no longer a dragon, but instead lives as a monstrous conglomeration of verminous worms gifted with unholy vitality.

Durgankhar
CR 14; XP 38,400
LE Huge vermin (air, augmented dragon)
Init +2; Senses blindsight 30 ft., dragon senses, Perception +33
Aura frightful presence (180 ft., Will DC 20)

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +3 insight, -2 size)
hp 172 (15d8+75); fast healing 14
Fort +16, Ref +11, Will +14
DR 15/--; Immune acid, critical hits, disease, flanking, paralysis, poison, sleep, worm that walks traits; SR 23

OFFENSE
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee slam +17 (1d8+24 plus grab/19-20)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (50-ft. cone, Ref DC 24, 12d6 acid), crush (Small creatures, Ref DC 24, 2d8+12), engulf (3d6+12), squirming embrace (3d6+12 plus nauseated, DC 24)
Spell-Like Abilities (CL 15th):
At will - charm person (DC 14), entangle (DC 14), suggestion (DC 16)
Spells Known (CL 5th):
2nd (5/day) - bull's endurance, mirror image
1st (7/day) - shield, silent image (DC 14), touch of gracelessness (DC 14), true strike
0 (at will) - dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation[/b]
[i]N.B.
Durgankhar slam attack includes a -4 attack roll/+12 damage modifier from Power Attack. This attack roll modifier is applied to its CMB as well.

STATISTICS
Str 27, Dex 14, Con 25, Int 16, Wis 17, Cha 16
Base Atk +15; CMB +21 (+29 grapple); CMD 44 (48 vs. trip)
Feats Alertness, Cleave, Die Hard (B), Flyby Attack, Great Cleave, Improved Critical (slam), Iron Will, Power Attack
Skills Fly +12, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +33, Sense Motive +13, Spellcraft +21, Stealth +20, Survival +21, Swim +34, Use Magic Device +21; Racial Modifiers +8 Perception, Sense Motive, and Stealth
Languages Common, Draconic, Elven, Sylvan

SPECIAL ABILITIES
Discorporate (Su): Durgankhar can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall, and its Strength score drops to 1. Durgankhar functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, Durgankhar loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. Durgankhar can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.

Squirming Embrace (Ex): If Durgankhar grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a DC Fortitude save or be nauseated for 1 round. The save is Constitution-based.

Durgankhar can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If Durgankhar moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.

Trackless Step (Ex): Durgankhar does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.

Water Breathing (Ex): Durgankhar can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Woodland Stride (Ex): Durgankhar can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

Worm that Walks Traits: Durgankhar has no discernible anatomy, and is not subject to critical hits or flanking. Reducing Durgankhar to 0 hit points causes it to discorporate (see above). Durgankhar is staggered at 0 hit points, and at negative hit points is dying. Durgankhar is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by Durgankhar itself, which treat Durgankhar as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against Durgankhar, since the creature’s individual components share a hive mind. Durgankhar takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Durgankhar is susceptible to high winds. Treat Durgankhar as a Fine creature for the purposes of determining wind effects.

***

"Guys," said the rogue, "I'm starting to think stealing from that altar of Juiblex was a mistake. I feel...funny."

To demonstrate the funniness, the rogue bent his elbow against the joint by nearly thirty degrees.

"Ouch," said the bard. "That looks painful."

Jelly Bones
Type curse; Save Fortitude DC 18
Frequency 1/day

Effect The jelly bones curse gradually turns the victim's skeletal system into gelatin. Each day the curse has its effect, the victim suffers 1d6 points of Strength damage. For every 2 points of Strength damage suffered, the victim's flexible skeleton grants a +1 bonus to Escape Artist checks. If the victim is reduced to 0 Strength, he falls unconscious and starts to suffer 1d6 points of Constitution damage every minute (Fortitude save negates; check each minute). Should jelly bones kill the victim, he transforms into an ochre jelly in 1d4 rounds.

***

The adventurers passed through the secret door in the fireplace after trussing up the hobgoblin and locking him in the long-unused pantry. Stooping through into the narrow passage beyond, the rogue moved cautiously, experienced eyes looking for hazards such as trip wires and pressure plates. He reached the stout wooden door at the end of the passage without incident. The fighter was close behind.

"Looks safe to me," said the rogue.

"Fine," the fighter said.

The rogue picked the lock on the door and pushed it open. Beyond lay a dusty, cobwebbed laboratory. Shelves of books and phials. A table covered with alchemical apparatus. The rogue slid noiselessly into the room.

"Begone!" howled the spectral figure of a wild-haired man in a blood-spattered smock that appeared out of nowhere. The ghost flew at the rogue, a terrible scalpel in its hand. The rogue yelped as he was caught in a cloud of screams and ectoplasmic dissecting tools. When the cloud dispersed, the rogue was gone.

"Nine Hells," the fighter said, looking at the floppy eared rabbit that trembled on the floor in the rogue's place.

Baleful Lab
CR 8; XP 4,800
NE haunt (30-foot-square naturalist's lab)
Caster Level 8th
Notice Perception DC 23 (dissecting tools shift and click in their respective places)
hp 16; Trigger proximity; Reset 1 hour

Effect When the haunt manifests, a spectral figure of a wild-haired man in a blood-spattered smock appears. It wields a large scalpel, and charges at the target closest to the center of the room, whereupon it bursts in an swirling cloud of screams and ghostly dissecting tools. The target must make a DC 17 Fortitude save or be transmuted into a rabbit (as per baleful polymorph).

Destruction In order to purge the evil from the laboratory, it is necessary to gather up the dissecting tools and bury them in hallowed ground.

***

The sun's rays crept over the hills and down through the trees, chasing long shadows along the way. The fighter stood up, stretching her back and arms.

"Wake up!" she said, kicking out the fire. No time for a hot breakfast. Cold trail rations would have to do.

Her fellow adventurers rose from their slumbers. The fighter noticed the rogue's waxy flesh, his pale lips. He coughed, his body shaking, and then groaned in pain.

"You look even worse today," the fighter said. "You're gonna die if you don't get cured."

The rogue smiled. "Yeah, but check out these dance moves."

Boogie Fever
Type disease, ingested, inhaled; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day
Effect 1d4 Con damage, victim gains +1 to Perform (dance) checks for every 2 points of Con damage suffered; Cure 2 consecutive saves

Description Boogie fever is a rare but potentially fatal disease of magical origin. Boogie fever originates in places where both bardic arts and violence have taken place. Somehow the act of shedding blood combines with the creative spirit to create this strange contagion. Boogie fever lurks in dust on surfaces. Activity in such an area can kick the almost invisible clouds of dust, which are then inhaled to cause infection. The dust can also pollute food and water, leading to infection via ingestion. Fortunately, boogie fever's magical origin doesn't make it anymore difficult to cure than a natural disease.

***

The interior corridor leads to another door. Portraits hung on the dark-wood paneled walls. Two on each wall. The farthest couldn't be well-seen in the shadows, but the closer represented an aristocratic older man with a haughty countenance and a younger woman whose beauty was marred by the cruel turn of her lips.

The rogue stepped cautiously forward, keen eyes scanning the way ahead for anything that looked out of place. He ignored his aching joints and the scratching in the back of his throat. The fighter was right; he did need to get cured for the fever did some real damage. The rogue paused as he neared the opposite door, turning quickly to stare at one of the portraits.

"What is it?" whispered the wizard from the other end of the hall.

The rogue waved dismissively. It must be the fever playing tricks with his eyes. He turned back to the door, and then screamed as some invisible force hurled him through the air to ricochet off the ceiling and into the floor with bone-crunching force!

The Night Gallery
CR 8; XP 4,800
LE haunt (40-foot-long hallway)
Caster Level 8th
Notice Perception DC 25 (a portrait's eyes move to look at its target)
hp 16; Weakness tricked by Stealth; Trigger proximity (to opposite door); Reset 1 minute

Effect The haunt guards passage through the corridor. When a creature walks through the hall and reaches the space in front of the opposite door, the haunt uses enemy hammer to grab a trespasser in the hall. The haunt can attempt to hurl the target at any creature or object within 30 feet of the target. The haunt makes an attack roll if it uses the target as a weapon. The haunt has a +11 attack bonus for this attack. If the haunt successfully hits the new target with the creature, both the target and the creature take damage based on the creature's size. The target creature can make a DC 19 Fortitude saving throw to resist the haunt. If the victim makes his saving throw, he can act normally, but if he fails this save, he loses all actions for the round and ends his turn prone in a square adjacent to the target of the haunt's attack. The haunt's power duplicates the enemy hammer spell, but since the haunt is not persistent, the effect lasts for only 1 round. After that, the haunt becomes dormant for 1 minute.

Destruction An angry spirit does not want anyone entering what lies behind the opposite door. It resides in one of the paintings. Unfortunately, destroying the spirit isn't as simple as just destroying the painting or blasting the haunt itself with positive energy. The portrait must be cleaned with holy water and subjected to a prayer spell in order to destroy the haunt.

***

"Hmm," the rogue said. "Folks, you've gotta see this."

The party advanced down the hall, each member expecting to be hurled the same way the rogue was, but whatever force had injured him was now dormant. The rogue had opened the opposite door to reveal a strangely decorated parlor. The floor was made of blue marble so faintly hued that it almost appeared to be ice. Comfortable furniture stood on small rugs. Along the flanking walls were several wooden pedestals, atop which were several figurines depicting penguins in various poses.

"Well," said the bard, "that's not something you see every day."

The wizard clucked his tongue. "True, true. There's also no sense in just standing here. Whatever lobs people in this hall may return soon."

Not wanting to be lobbed, the bard entered the parlor first. She'd advanced about 10 feet into the room when all of a sudden her feet slipped from under her. She landed hard on the floor. Then, with a faint [i]pop!, a fierce-looking penguin nearly the height of an adult human appeared. It squawked an ear-splitting challenge as it charged the prone bard.[/i]

Pratfalls & Perilous Penguins
CR 4; XP 1,200
Type magic; Perception DC 29; Disable Device DC 29
Trigger sound (Perception +15); Reset automatic (after 1 minute)
Effect spell effect (Widened grease); spell effect (unique summon monster II); multiple targets (grease)

Description The grease spell covers a 20-foot square area of the floor with a layer of slippery grease. Any creature in the area when the spell activates must make a successful DC 16 Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a DC 16 Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The initiative count after the grease activates, the trap's second effect summons 1d3+1 fiendish giant emperor penguins. Replace the fiendish giant emperor penguins' resist fire 5 with the ability to ignore grease spells by sliding on its belly.

***

As anyone who's ever watched Madonna try to act well knows, there are some things that once seen will continue to plague the mind, causing mental anguish. The demon-haunted curse is such a phenomenon. Its victim becomes plagued by evil thoughts and hallucinations. Left unchecked, the victim will descend into a catatonic state of ceaseless mental terror.

Demon-Haunted
Type curse; Save Will DC 10 + 1/2 creature's Hit Dice + creature's Charisma modifier
Frequency 1/day
Effect 1d4 Intelligence, Wisdom and Charisma damage plus confused during times of stress; Cure dismissal targeted on the victim combined with a successful caster level check against a DC equal to the curse's Will save DC

Description This rare curse results from an encounter with the incorporeal undead form of certain evil outsiders. The victim's mind is afflicted with invasive wicked thoughts, brief but frightening auditory and visual hallucinations, and sudden outbursts of unpleasant behavior. When under stress, the victim must make a Will save (DC equals curse's DC, but this save is unrelated to the save for the curse itself). If the victim fails this Will save, he becomes confused for 2d4 rounds. "Stress" is defined as any situation that requires an initiative roll or during which the victim could not take 10 on skill checks due to being threatened or distracted.

***

Somewhere in a dank, dark dungeon, an evil overlord once jailed dissidents, chaining them to the walls to slowly starve to death. He would visit the starving room, personally dipping a ladle in water to slake the prisoners' thirst and to derive pleasure from the wasting effects of starvation. While the overlord may be long dead, the effects of his evil linger on.

Starving Haunt
CR 4; XP 1,200
LE persistent haunt (20-foot-square holding area)
Caster Level 4th
Notice Perception DC 15 (crying and sobbing)
hp 18; Trigger proximity; Reset 1 day

Effect The heart-breaking sounds of crying and sobbing caused by total despair echo in the chamber before the haunt manifests. Then, the skeletal remains of former prisoners rattle and howl while horribly gaunt spectral faces fly and rage around the room. Once per round, the haunt targets a random victim with feast of ashes. The victim must make a DC 13 Fortitude save to avoid the effects. Otherwise, the victim faces gradual starvation no matter how much he consumes.

Destruction The skeletal remains of the former prisoners must be removed and given proper burials.


Here're some foes from my current campaign.

Clockwork Monkey Swarm
CR 2; XP 600
N Tiny construct (swarm)
Init +3; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE
AC 18, touch 16, flat-footed 13 (+3 Dex, +2 dodge, +1 natural, +2 size)
hp 16 (3d10); hardness 3
Fort +1, Ref +6, Will -4
Defensive Abilities half damage from weapons, swarm traits; Immune construct traits
Vulnerability electricity

OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 7, Dex 16, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB —; CMD
Feats Improved Initiative (B), Lightning Reflexes (B)
Skills Acrobatics +7, Climb +11; Racial Modifiers +4 Acrobatics, +8 Climb

Phantom Fungus
This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator.

CR 4; XP 1,200
N Medium plant
Init +0; Senses low-light vision; Perception +9

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 59 (7d8+28)
Fort +8, Ref +2, Will +2
Defensive Abilities all-around vision, natural invisibility; Immune plant traits

OFFENSE
Speed 20 ft.
Melee bite +5 (1d6+9) (Power Attack)
Ranged 4 spore jets +5 (slow effect)
Special Attacks spore jet (Fort DC 16)

STATISTICS
Str 14, Dex 11, Con 16, Int 2, Wis 11, Cha 9
Base Atk +5; CMB +7; CMD 17
Feats Power Attack, Skill Focus (Perception), Toughness
Skills Perception +9, Stealth +12; Racial Modifiers +5 Stealth

SPECIAL ABILITIES
Natural Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.

Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any).

Spore Jet (Ex): A phantom fungus can spray jets of spores out to a range of 15 feet. A creature struck by the spores must make a Fortitude save or be slowed for 1d4+3 rounds. Durations for additional exposures do not stack. Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The save DC and the 1d4 duration modifier are both Constitution-based.


I recently coverted this free module for use in my campaign. You can read about the adventure here (part 1) and here (part 2). The BBEG of the day was Tasskar, a giant vampire dromite nomad 6. Psionic rules come from Dreamscarred Press's Psionics Unleashed.

Tasskar
CR 8; XP 4,800
Giant vampire dromite nomad 6
CE Medium undead (augmented, insectoid)
Init +5; Senses darkvision 60 ft., scent, Perception +12

DEFENSE
AC 23, touch 12, flat-footed 21 (+1 armor, +1 Dex, +1 dodge, +10 natural); Mobility
hp 47 (6d6+24); fast healing 5
Fort +6, Ref +6, Will +8
Defensive Abilities channel resistance +4; DR 10/magic and silver; Resist cold 10, electricity 10, fire 5; Immune undead type

OFFENSE
Speed 30 ft.
Melee slam +10 (1d4+8 plus energy drain)
Special Attacks dominate (DC 16), energy drain (DC 16)
Psionic Powers Known (ML 6th; 55 pp/day)
3rd (5 pp)- dispel psionics; psionic blast (Will DC 17); telekinetic force (Will DC 17); touchsight
2nd (3 pp)- dimension swap; id insinuation (Will DC 17, two targets, 5 pp); inflict pain (Will DC 17, two targets, 5 pp); mental disruption (Will DC 17, 5 pp)
1st (1 pp)- deceleration (Ref DC 17, 5 pp); detect teleportation, energy ray (6d6+6 fire, 6 pp); entangling ectoplasm (DC 17, 5 pp); offensive precognition (+2 attack rolls, 4 pp)
Psi-Like Abilities
At will - burst (+10 ft., psionic talent); detect psionics (ML 6th)
1/day - energy ray (ranged touch +5, 3d6+3 fire damage, 30 ft., ML 3rd)

STATISTICS
Str 20, Dex 12, Con --, Int 18, Wis 15, Cha 16
Base Atk +3; CMB +9; CMD 20
Feats Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Psionic Fist (B), Psionic Talent (B), Skill Focus (Stealth), Speed of Thought (B), Toughness (B), Weapon Focus (slam)
Skills Bluff +11, Fly +10, Knowledge (arcana) +13, Knowledge (history) +13, Perception +12, Sense Motive +12, Spellcraft +13, Stealth +18, Survival +11; Racial Modifiers +8 Bluff, Perception, Sense Motive, and Stealth
SQ change shape, gaseous form, nomad's step, shadowless, spider climb
Languages Common, Giant, Dromite, Dwarven, Maenad, Terran
Gear bracers of armor +1, horn of fog, shroud of the winds, potion of cat's grace
Treasure keys to areas 6 and 7, masterwork short sword, 15 cold iron shurikens, two flasks of acid, potion of lesser restoration, wand of summon monster I (CL 3rd, 9 charges), amethyst (100 gp), 247 gp in assorted coins.

SPECIAL ABILITIES
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Children of the Night (Su): Tasskar can use this ability to summon the botfly swarms in 2d6 rounds. (N.B. This refers to the module conversion; otherwise, it would be as normal for a vampire.)

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Nomad's Step (Su): As a standard action, may teleport 35 feet.

Shroud of the Winds
Aura faint abjuration; CL 5th
Slot shoulders; Price 2,080 gp; Weight 1 lb.

Description: This burial garment offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). For up to 10 rounds per day upon command, it shrouds its wearer in a whirling screen of strong, howling wind. While so shrouded, the subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the wearer. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.

Construction Requirements: Craft Wondrous Item, cloak of winds, resistance; Cost 1,040 gp.

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