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Prinny Hero - CR 11 Demon
Prinny Rule Number 1! You must always include the word "Dood" in every line you say, dood!
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Artwork is official art from Prinny: Can I Really Be the Hero?, copyright Nippon Ichi.
Prinnies are the mascots of the Disgaea series and of Nippon Ichi. They're among the lowest level demons. Worthless mortal souls with significant sins but no actual importance or aptitude may become prinnies in the afterlife, where they're forced to work as horribly mistreated slaves for eons to pay off their karmic debt. Like most demons, they have no memory of their mortal lives beyond a vague sense of how evil and worthless they were.
A common trait of the prinnies is their upbeat attitude, lazy and unintelligent personalities, their signature pirouette spin, and frequent use of the word "dood" as an interjection in their sentences. Another memorable feature of theirs is the fact that they explode if thrown. As a result, they're often used as cannon fodder - or, more accurately, cannon ammunition - by demonic forces.
Although they begin their afterlife as nothing, prinnies can gain combat experience and become stronger, advancing among the ranks of prinny soldiers, a feat that only impresses other prinnies and nobody else. A prinny hero is among the highest tier of prinnies, and is noteworthy for being capable of surviving after exploding. Sometimes.
They lack a few common demon abilities like telepathy and fire resistance, which is on purpose. See also the CR 1 prinny that I posted earlier this week.
Honestly, prinnies only attack with fire, not ice, in the Disgaea games, and have absolutely no penguin-themed abilities at all, so this interpretation is a bit loose. Which is true of a lot of my monster adaptations.
Prinny Hero - CR 11
XP 12,800 CE Small outsider (aquatic, chaotic, demon, evil, extraplanar) Init +4 Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 24, touch 16, flat-footed 20 (+4 Dex, +1 dodge, +8 natural, +1 size) hp 188 (13d10+117) Fort +13, Ref +12, Will +8 DR 10/cold iron Weaknesses combustible feathers, explosive landing Immune electricity, poison Resist acid 10, cold 30
OFFENSE
Speed 20 ft., swim 60 ft. Melee slam +19 (1d8+6 plus 2d6 cold) or 2 mwk machetes +17/+17/+12/+7 (1d4+4/19-20) and slam +14 (1d8+2 plus 2d6 cold) Ranged bomb +18 ranged touch (7d6+9 cold plus 16 splash (DC 27)) (20 ft. range increment) Special Attacks ice slick charge
Spell-Like Abilities (CL 13th; concentration +17)     At will—winter's grasp     3/day—quickened empowered ice slick (DC 16)     1/day—freezing sphere (DC 20), summon (level 4, 1d12 prinnies 75%)
STATISTICS
Str 18, Dex 19, Con 28, Int 5, Wis 6, Cha 18 BAB +13; CMB +16 (+20 trip/overrun during charge); CMD 31 Feats Dodge, Empower Spell-like Ability, Iron Will, Power Attack, Quicken Spell-like Ability (ice slick), Two Weapon Fighting, Weapon Focus (slam) Skills Escape Artist +20, Perception +9, Swim +20; Racial Modifiers +8 Escape Artist, +8 Swim Languages Abyssal, Celestial, Common, Draconic SQ icewalking Gear mwk machete x2
SPECIAL ABILITIES
Bomb (Su) Each morning, a prinny hero creates 22 bombs which, in the hands of the prinny hero, function as thrown splash weapons with a range increment of 20 feet.  Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.  A bomb deals 7d6 cold damage, and a prinny hero adds its Constitution bonus to the damage (usually for a total of 7d6+9 cold damage).  The bomb deals splash damage equal to its minimum damage (usually 16), DC 26 Reflex save negates.  The save DC is Constitution-based.
A bomb that deals a critical hit is multiplied in the same way as an alchemist’s bombs: only 1d6 of the weapon damage is doubled, and the bonus damage from Constitution is doubled.
When a prinny hero's bomb detonates, it coats unattended surfaces in the area of the bomb's splash radius in ice (as the ice slick spell).
In the hands of any other creature, a prinny hero's bombs are useless.  A prinny hero's bombs become inert and useless 24 hours after being created.
Combustible Feathers (Ex) If a prinny hero takes fire damage, each of its feathers becomes a quick-burning fuse that explodes a moment later. The prinny hero is left naked as its feathers fly off, and the explosion causes 10d6 fire damage in a 20-ft. radius. A DC 25 Reflex save halves the damage. The prinny hero automatically fails the saving throw against this damage. The save DC is Constitution-based.
Once a prinny hero explodes in this way, it temporarily loses its DR 10/cold iron, and it cannot explode again (via combustible feathers or explosive landing) until its feathers regrow. Its feathers regrow after 1d2 rounds, causing its DR 10/cold iron to return.
Explosive Landing (Ex) If a prinny hero takes falling damage, it explodes on impact. The prinny hero is left naked as its feathers fly off, and the explosion causes 10d6 fire damage in a 20-ft. radius. A DC 25 Reflex save halves the damage. The prinny hero automatically fails the saving throw against this damage. The save DC is Constitution-based.
Once a prinny hero explodes in this way, it temporarily loses its DR 10/cold iron, and it cannot explode again (via combustible feathers or explosive landing) until its feathers regrow. Its feathers regrow after 1d2 rounds, causing its DR 10/cold iron to return.
Ice Slick Charge (Su) A prinny hero's speed doubles when charging on land on a flat surface or downhill. When it performs a charge on land, a prinny hero leaves an ice trail as the ice slick spell on spaces it moves through and adjacent spaces.
When making a charge, a prinny hero can attempt to trip and overrun the target of its charge as a free action, continuing in a straight line past its target to the limit of its movement if the overrun is successful. These combat maneuvers gain a +4 bonus and do not provoke attacks of opportunity. If the prinny hero succeeds on the overrun maneuver, its movement during the charge does not provoke attacks of opportunity from the target of its charge.
Icewalking (Ex) A prinny hero can walk without penalty over areas of ice and snow and does not need to make Acrobatics checks to run or charge on ice.
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pathfinderunlocked · 3 days
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Prinny - CR1 Demon
Prinny Rule Number 1! You must always include the word “Dood” in every line you say, dood!
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Artwork is official art from Cross Edge, copyright Nippon Ichi.
Prinnies are the mascots of the Disgaea series and of Nippon Ichi. They’re among the lowest level demons. Worthless mortal souls with significant sins but no actual importance or aptitude may become prinnies in the afterlife, where they’re forced to work as horribly mistreated slaves for eons to pay off their karmic debt. Like most demons, they have no memory of their mortal lives beyond a vague sense of how evil and worthless they were.
A common trait of the prinnies is their upbeat attitude, lazy and unintelligent personalities, their signature pirouette spin, and frequent use of the word “dood” as an interjection in their sentences. Another memorable feature of theirs is the fact that they explode if thrown. As a result, they’re often used as cannon fodder - or, more accurately, cannon ammunition - by demonic forces.
A group of prinnies is likely to die in a massive chain reaction as they all explode.
They lack a few common demon abilities like telepathy and fire resistance, which is on purpose. See also the CR 11 prinny hero for higher level players.
Honestly, prinnies only attack with fire, not ice, in the Disgaea games, and have absolutely no penguin-themed abilities at all, so this interpretation is a bit loose. Which is true of a lot of my monster adaptations.
Prinny - CR 1
XP 400 CE Small outsider (aquatic, chaotic, demon, evil, extraplanar) Init +1 Senses darkvision 60 ft.; Perception -2
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 17 (2d10+8) Fort +4, Ref +4, Will +1 DR 5/cold iron Weaknesses combustible feathers, explosive landing Immune electricity, poison Resist acid 10, cold 15
OFFENSE
Speed 20 ft., swim 60 ft. Melee slam +2 (1d8) or 2 machetes +0/+0 (1d4/19-20) and slam -3 (1d8) Ranged bomb +3 ranged touch (1d6+4 cold plus 5 splash (DC 15)) (20 ft. range increment) Special Attacks ice slick charge
Spell-Like Abilities (CL 1st; concentration +2)     1/day—winter’s grasp, summon (level 1, 1 prinny 40%)
STATISTICS
Str 11, Dex 12, Con 18, Int 5, Wis 6, Cha 12 BAB +2; CMB +2; CMD 13 Feats Two Weapon Fighting Skills Escape Artist +14, Swim +16; Racial Modifiers +8 Escape Artist, +8 Swim Languages Abyssal, Celestial, Common, Draconic SQ icewalking Gear machete x2
SPECIAL ABILITIES
Bomb (Su) Each morning, a prinny creates 1 bomb which, in the hands of the prinny, functions as a thrown splash weapon with a range increment of 20 feet.  Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.  A bomb deals 1d6 cold damage, and a prinny adds its Constitution bonus to the damage (usually for a total of 1d6+4 cold damage).  The bomb deals splash damage equal to its minimum damage (usually 5), DC 15 Reflex save negates.  The save DC is Constitution-based.
In the hands of any other creature, a prinny’s bomb is useless.  A prinny’s bomb becomes inert and useless 24 hours after being created.
Combustible Feathers (Ex) If a prinny takes fire damage, each of its feathers becomes a quick-burning fuse that explodes a moment later. The prinny is left naked as its feathers fly off, and the explosion causes 3d6 fire damage in a 5-ft. radius. A DC 9 Reflex save halves the damage. The prinny automatically fails the saving throw against this damage, and takes an additional 50% damage from the explosion. The save DC is Constitution-based and includes a -6 penalty.
Once a prinny explodes in this way, it temporarily loses its DR 5/cold iron, and it cannot explode again (via combustible feathers or explosive landing) until its feathers regrow. Its feathers regrow after 1 hour, causing its DR 5/cold iron to return.
Explosive Landing (Ex) If a prinny takes falling damage, it explodes on impact. The prinny is left naked as its feathers fly off, and the explosion causes 3d6 fire damage in a 5-ft. radius. A DC 9 Reflex save halves the damage. The prinny automatically fails the saving throw against this damage, and takes an additional 50% damage from the explosion. The save DC is Constitution-based and includes a -6 penalty.
Once a prinny explodes in this way, it temporarily loses its DR 5/cold iron, and it cannot explode again (via combustible feathers or explosive landing) until its feathers regrow. Its feathers regrow after 1 hour, causing its DR 5/cold iron to return.
Ice Slick Charge (Su) A prinny’s speed doubles when charging on land on a flat surface or downhill. When it performs a charge on land, a prinny leaves an ice trail as the ice slick spell on spaces it moves through and adjacent spaces.
When making a charge, a prinny can attempt to overrun the target of its charge as a free action, continuing in a straight line past its target to the limit of its movement if the overrun is successful. This overrun maneuver does not provoke attacks of opportunity. If the prinny succeeds on the overrun maneuver, its movement during the charge does not provoke attacks of opportunity from the target of its charge.
Icewalking (Ex) A prinny can walk without penalty over areas of ice and snow and does not need to make Acrobatics checks to run or charge on ice.
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pathfinderunlocked · 7 days
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Ice Tomb Haunt - CR9 Haunt
The hot springs became a cold springs!
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Artwork by sudo5348 on DeviantArt.
An ice tomb haunt is the result of something happening in a pleasant warm place such as a hot spring, bath house, beach, or sauna, which causes people to lose faith in it and believe that their days of relaxation are coming to an end. Whether the inciting incident is a monster attack or something more mundane like financial troubles, the ice cubes won't stop until a specific person who is a caretaker of the area or otherwise feels responsible for it is convinced that the issue is resolved.
Ice Tomb Haunt - CR9
HAUNT
XP 6,400 NE persistent character-bound haunt Caster Level 11th Notice Perception DC 25 (to notice ice crystals forming) hp 45 Trigger proximity Weakness positive energy to bound character, or fire damage to frozen area Reset 24 hours
TRIGGER
A specific area of warmth and relaxation, which may be as small as a single bathroom or as large as a several mile long beach, is considered the "haunted area" of an ice tomb haunt. The haunt will only trigger while the bound character is within 210 ft. of this haunted area, and is triggered by the proximity of other creatures.
EFFECT
The ground and water in a 45-ft. radius somewhere within the haunted area become frozen, and the ice does not melt while the haunt persists. Each round at initiative count 10, the haunt attempts to trap one target within 210 ft. of the bound creature in a block of ice. The haunt can automatically sense the presence of creatures within a 210 ft. radius of the bound creature, and does not need line of sight or line of effect from the bound creature to its targets.
If the target fails a DC 19 Fortitude save, it takes 3d8 cold damage and is trapped within a block of ice. It cannot move, but can take purely mental actions, and can break itself free with a DC 24 Strength check. A target that succeeds on its Fortitude save takes half damage, and is not trapped within a block of ice, but is instead entangled for 1 round.
Each block of ice has 30 hit points and is vulnerable to fire. Destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. A given creature can only be targeted by this haunt once per day.
DESTRUCTION
To destroy the haunt, the character that the haunt is bound to must be convinced that the warm place of relaxation has been saved from whatever is endangering it. If the haunt and other obvious threats are gone, this is typically a DC 19 Diplomacy check if the target's starting attitude is indifferent, and is modified as normal by starting attitude.
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pathfinderunlocked · 8 days
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Divine Beast Winter Wolf - CR13 Magical Beast
A winter wolf boss fight with interactive terrain elements.
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Artwork is official concept art from Final Fantasy XIV, copyright Square Enix.
Regular winter wolves already have some basic supernatural cold powers, but this one takes it far beyond that, creating blizzards and conjuring massive exploding pillars of ice.  This creature is based on the Fenrir boss fight from Final Fantasy XIV.
The CR 9 Alpha Winter Wolf that I previously posted has a similar mechanical concept, but this higher level creature isn't just the ruler of a pack of winter wolves. It's also supernaturally endowed with divine power, in a similar way to how a divine spellcaster might be, or perhaps more aptly, a ranger or druid's animal companion. Winter wolves are intelligent, and this Divine Beast Winter Wolf understands where its power comes from and worships the deity that has empowered it, fighting to pursue that deity's goals and directing its pack to do so as well. Its default alignment is listed here as neutral evil, but you should probably change it to match the alignment of its deity.
This creature is very much meant to be a boss fight, and has significantly above-average hit points, in exchange for spending several rounds of a typical fight not actually dealing damage.  It doesn’t particularly need any minions, although you could give it winter wolves as minions if you want.
I recommend a pretty large outdoor combat area for this fight.  You don’t want anywhere the PCs can easily hide or get cover.  The idea is that they have to get cover behind the ice spikes when the boss uses its Howling Blast ability.  It’s fine if they invent their own alternate solutions instead of doing that, but don’t give them a free one.
Divine Beast Winter Wolf - CR 13
This elephant-sized wolf has blue and white patterned fur, a mane resembling icicles around its elongated neck, and a rime of frost around its muzzle. A portion of fur is seared away where a holy symbol is branded into its forehead.
XP 25,600 NE Huge magical beast (cold) Init +10 Senses darkvision 60 ft., low-light vision, scent; Perception +16 Aura icewalking aura (120 ft.)
DEFENSE
AC 28, touch 15, flat-footed 21 (+6 Dex, +1 dodge, +13 natural, –2 size); +4 vs. AoO hp 256 (19d10+152) Fort +18, Ref +17, Will +12 Immune cold Weaknesses vulnerability to fire
OFFENSE
Speed 70 ft. Melee bite +21 (2d6+12 plus 3d6 cold and trip) Space 15 ft.; Reach 10 ft. Special Attacks breath weapon (every 1d3+2 rounds, 60-ft. cone, 10d6 cold damage, Reflex half DC 17), inhale frost, howling blast, summon ice spikes
Spell-like Abilities (CL 15th; concentration +18)     1/day—grand ice storm (see text)
STATISTICS
Str 26, Dex 22, Con 25, Int 13, Wis 19, Cha 17 Base Atk +14; CMB +24 (+26 to trip); CMD 40 (46 vs. trip) Feats Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Iron Will, Mobility, Power Attack, Run, Toughness, Weapon Focus (bite) Skills Acrobatics +23, Climb +16, Knowledge (religion) +5, Perception +28, Stealth +13 (+19 in snow), Survival +11; Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), +2 Survival Languages Common, Cyclops, Giant
SPECIAL ABILITIES
Inhale Frost (Su) As a full-round action, when a divine beast winter wolf has used its Summon Ice Spikes ability and is within 100 feet of its ice spikes, it can spend its turn inhaling a massive lungful of icy air, recovering 4d8+19 hit points, ending any one harmful condition or ongoing magical effect affecting it, healing all damage or drain to any one ability score, and allowing it to use its Howling Blast ability on its next turn.  When it does so, it suffers a -2 penalty to AC until it uses Howling Blast.
A divine beast winter wolf can use its Inhale Frost ability even if helpless or unconscious, as long as it can breathe and using the ability would remove the condition or damage making it helpless or unconscious.  (If its negative HP is lower than the amount Inhale Frost would heal, and there’s a chance that the ability would not bring it to 0 HP or more, roll the healing first to determine if the ability is usable this round.)
Howling Blast (Su) On the next turn after a divine beast winter wolf uses its Inhale Frost ability, as a standard action, it can release a howling blast of freezing air with a 100-foot radius in all directions.  Creatures that do not have cover from this attack are pushed back 30 feet and take 6d6 cold damage and 6d6 sonic damage.  Small or smaller creatures are also knocked prone; Large or larger creatures are not pushed back.  A DC 26 Fortitude save halves the damage and halves the distance pushed back.  Creatures that have cover are immune to this effect.  This is an air effect. The save DC is Constitution-based.
Additionally, when a divine beast winter wolf uses Howling Blast, any ice spikes it has summoned begin to vibrate, and explode 1 round later (see the Summon Ice Spikes ability).
Grand Ice Storm (Sp) As a standard action, as a spell-like ability, a divine beast winter wolf can summon great magical hailstones that pound down over a 60-ft. radius, in a 40-ft. high cylinder, and divinely hone in on the divine beast winter wolf's enemies. These hailstones deal 6d6 points of bludgeoning damage and 4d6 points of cold damage to the divine beast winter wolf's enemies in the area, but do not harm its allies. This damage only occurs once, when the spell is cast.
For one round per caster level afterwards (typically 15 rounds), heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain; the divine beast winter wolf and its allies can ignore this difficult terrain due to Icewalking Aura (see below). At the end of the duration, the snow and hail disappear, leaving no after-effects (other than the damage dealt).
Treat this as a 7th-level evocation [cold] spell. Spell resistance applies.
Icewalking Aura (Ex) A divine beast winter wolf and all of its allies within 120 ft. can move across icy surfaces without penalty and do not need to make Acrobatics checks to run or charge on ice.
Summon Ice Spikes (Su) Three times per day, as a one-round action, a divine beast winter wolf can begin conjuring four massive spikes of ice in locations within 100 feet of the divine beast winter wolf.  These locations begin to visibly rumble when the divine beast winter wolf begins using this ability.  The ice spikes must be positioned at least 30 feet apart from each other. 
At the start of the divine beast winter wolf’s next turn, when the one-round action completes, the ice spikes appear, piercing up through the ground as massive vertical spikes in the designated locations.  Each ice spike is 5 feet wide and 60 feet tall.  An ice spike which would impact the ceiling instead stops at the ceiling.
Each ice spike makes a melee attack roll when it appears, with +21 to hit against any creature standing in the location where the ice spike appears, dealing 8d8 piercing damage and 4d8 cold damage on a successful hit.  Additionally, it makes a lower attack roll with +16 to hit against any creature standing adjacent to the location where the ice spike appears, dealing 4d8 piercing damage and 2d8 cold damage on a successful hit.  The attack bonus is based on the divine beast winter wolf’s hit dice and Charisma bonus.
The ice spikes remain for 1 minute or until the divine beast winter wolf uses Howling Blast, at which point they begin to vibrate.  1 round after they begin vibrating, the ice spikes explode, dealing 8d6 cold damage to all creatures within 15 feet of them. Targets that take cold damage from this explosion are also entangled for 1 round by frost.  A DC 22 Reflex save halves the damage.  The save DC is Charisma-based.
After using this ability, a divine beast winter wolf cannot use it again until 1 round after the spikes explode.
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pathfinderunlocked · 12 days
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Deadly Toxicutter - CR9 Construct
An animated weapon that’s here to make your problems worse.
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Artwork by MagicalKaleidoscope on DeviantArt.
See also the Toxicutter, a CR 4 version of the same monster idea.
This is designed to be minion for some kind of creature that uses poisons or diseases. It doesn’t inflict such effects on its own, but is pretty weak and boring if none of its allies do. If it doesn’t have any allies that can inflict poisons or diseases, its CR decreases by 0.5 to an effective CR of 8.5 (5600 XP).
Toxicutter - CR 9
Hovering in midair, this silver dagger drips with some kind of toxic green liquid. When a drop of the liquid lands on the ground, it fizzes and steams like burning acid.
XP 6,400 N Tiny construct Init +6 Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 18, touch 18, flat-footed 12 (+6 Dex, +2 size) hp 75 (10d10+20) Fort +3, Ref +9, Will +3 Defensive Abilities evasion, hardness 14 Immune construct traits
OFFENSE
Speed fly 35 ft. (perfect) Melee dagger +20/+15 (1d4+8/17–20 plus 1d6 acid plus advance toxin plus corrosive burst) Space 2 ½ ft.; Reach 0 ft. Special Attacks advance toxin, corrosive burst, flank anywhere, sneak attack 1d6
STATISTICS
Str 12, Dex 22, Con —, Int —, Wis 11, Cha 1 Base Atk +10; CMB +9; CMD 25 (cannot be tripped) Skills Fly +19, Stealth +15 SQ finesse combat, magic attacks
SPECIAL ABILITIES
Advance Toxin (Su) Once per round, when a deadly toxicutter deals a successful attack, a poison or disease affecting the target immediately progresses as if its frequency had passed, requiring an extra saving throw immediately.  Its duration is an amount of time equal to its frequency.  If the target is affected by more than one poison or disease, only one poison or disease (decided at random) is progressed in this way.
Corrosive Burst (Su) When a toxicutter deals a critical hit, it deals an extra 1d10 acid damage.
Finesse Combat (Ex) A toxicutter uses Dexterity instead of Strength to calculate its attack and damage rolls.
Flank Anywhere (Ex) A deadly toxicutter counts as flanking as long as at least one other creature threatens its target, and provides flanking bonuses to any creature that threatens its target, regardless of positioning. This allows it to use its sneak attack, as usual for flanking.
Magic Attacks (Su) A toxicutter’s melee attacks count as magical, as if being hit by a +2 corrosive burst keen dagger. Its attack includes this +2 enhancement bonus, which also gives it an additional 4 hardness and 20 hit points. These bonuses are already included in its statistics.
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pathfinderunlocked · 19 days
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Magitek Absorption Bit Mark II - CR8 Construct
A machine that absorbs and releases magic.
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Artwork is an in-game model from Final Fantasy XIV, copyright Square Enix.
The biggest difference between magitek creations in Final Fantasy and clockwork constructs in Pathfinder is the name. Also you have to wind this thing up, I guess.
This is a stronger version of a magitek absorption bit, a CR 2 monster I released previously, but giving either of them a challenge rating at all is kind of misleading. CR 8 is totally accurate if this thing is fought by itself, and maybe that’s an interesting fight for players to learn how it works before they encounter it again during a boss fight later. But it’s mainly designed to be a minion of a boss, protecting the boss from the player’s magic spells, and that boss can be almost any level.
If a boss of CR 12 or higher has the standard spell resistance of 11 + CR, you can remove its spell resistance, and instead give it one magitek absorption bit mark II per 6 CR. If you do so, you should treat the boss as the same challenge rating as before, and treat the bits as being worth 0 XP. The result will be a fight where the martial characters have to destroy these bits before the spellcasters are able to cast their favorite save-or-suck spells to instantly end the fight.
If your boss is below CR 12, use the lower level magitek absorption bit instead.
I included crafting requirements, but even if you’re crazy enough to let your players craft third-party constructs, don’t let them craft this. This is for enemies only. Counterspelling one spell per round with no die roll is not a remotely reasonable thing for players to be able to do.
Magitek Absorption Bit Mark II - CR 8
This flying iron device glows with internal magic energy that can be seen underneath its armored plating. A small cannon is mounted on the front of it.
XP 4,800 N Tiny construct (clockwork) Init +8 Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 32, touch 18, flat-footed 26 (+4 Dex, +2 dodge, +4 mage armor, +6 natural, +4 shield, +2 size) hp 64 (8d10+20) Fort +4, Ref +9, Will +6 DR 10/adamantine Immune construct traits Weaknesses vulnerable to electricity
OFFENSE
Speed fly 20 ft. (perfect) Ranged assault cannon +14 touch (1d10+4/x3)
Spell-like Abilities     Constant—mage armor, resistance, shield
STATISTICS
Str 8, Dex 18, Con —, Int —, Wis 14, Cha 1 Base Atk +8; CMB +5; CMD 21 (cannot be tripped) Feats Deadly Aim, Improved Initiative, Lightning Reflexes Skills Fly +16 SQ low hover, enhanced magitek power, runic absorption, swift reactions, winding Gear bullet x30, black powder x30
SPECIAL ABILITIES
Assault Cannon (Ex) A magitek absorption bit mark II has an assault cannon which functions like a two-handed firearm with a range increment of 40 ft. It targets touch AC, has a capacity of 1 bullet in its chamber, misfires on a roll of 1, and requires a standard action to reload. A magitek absorption bit mark II’s ammunition and black powder are stored internally and loaded with internal mechanisms.
If a magitek absorption bit mark II’s assault cannon becomes broken as a result of a misfire, it can spend a standard action to repair it.
Enhanced Magitek Power (Ex) A magitek absorption bit mark II gains Deadly Aim as a bonus feat, deals bonus damage with its assault cannon equal to its Dexterity bonus, and gains a +20 bonus to its hit points. These bonuses are already included in its statistics.
Low Hover (Su) A magitek absorption bit mark II can hover in place without making a fly check, as long as it is no more than 5 ft. above the ground.
Runic Absorption (Su) As an immediate action, when a spell is cast that originates from or targets anything within 40 ft. of a magitek absorption bit mark II, or targets an area that includes an area within 40 ft. of a magitek absorption bit mark II, the magitek absorption bit mark II can nullify the spell. This functions as if the spell was counterspelled, except that it automatically succeeds without needing to identify the spell with a Spellcraft check or make a caster level check.
After a magitek absorption bit mark II nullifies a spell in this way, its next assault cannon attack is treated as a magic weapon, and gains an enhancement bonus to its attack and damage rolls equal to 1 + the spell level of the absorbed spell.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. A fully wound magitek absorption bit mark II can remain active for 3 days.
Construction
The creator of a magitek absorption bit mark II must start with a musket worth 1500 gp, black powder and bullets worth 330 gp, and crafted clockwork pieces worth 7500 gp.
CL 16th; Price 100080 gp
CONSTRUCTION REQUIREMENTS
Feats Craft Construct, Gunsmithing Spells dispel magic, mage armor, fly, geas/quest, resistance, shield Caster Level 16th Skill Check(s) Craft (clockwork) DC 25 Cost 54,705 gp Special crafter must not be a player character
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pathfinderunlocked · 21 days
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Lesser Hakkari Kami - CR11 Kami
There is a guardian spirit for all things. Even blood.
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Artwork by T SWCK on Artstation.
A weaker version of the CR 15 Hakkari Kami, a monster I previously posted. In an adventure that ends with the CR 15 version the Hakkari Adherents would be lower level minions that the PCs mow through six at a time, but in an adventure that ends with this CR 11 version, the Hakkari Adherents would be pretty powerful leiutenants.
This creature is based on Hakkar the Soulflayer, a loa demigod from from Warcraft. In the Warcraft setting, loa are divine beings connected to nature, usually taking the form of specific types of animals, which grant power to those who worship them. There are countless loa, many of which are worshiped by groups as small as a specific family, which might have very minimal power. Hakkar is a more powerful one; he’s known as the loa of blood, and takes the form of a wind serpent. I’ve adapted this idea into a kami for Hakkar’s Pathfinder conversion; there’s no type of outsider in Pathfinder that perfectly matches the loa, but kami are close enough to work.
In Pathfinder, kami are a lesser-known type of outsider which are usually neutral aligned and peaceful, watching over a specific type of creature, object or place that they consider their “ward.” There are a huge number of different types of kami which each watch over certain types of wards. A hakkari kami’s ward is spilled blood, and it’s not nearly as peaceful as most others.
Like other kami, hakkari kami find themselves stretched thin, with too many potential wards and not enough kami, and seek to create more of their kind in order to protect more wards. They do this by choosing dedicated mortal servants to ascend to kami when they die. In the case of the hakkari, these mortal servants tend to be those that offer countless blood sacrifices, especially sacrifices to the hakkari kami itself, and who may even take their own life in a ritual sacrifice in an attempt to gain the hakkari’s favor and ascend to a more powerful form. If cornered by powerful enemies, a hakkari’s weaker followers may choose to kill themselves instead of fight, hoping to ascend and become kami themselves instead of passing to the afterlife, and gain enough power to then fight their foes.
A lesser hakkari kami is likely to be one of these followers, newly ascended and not yet in full command of its powers.
I included a line of text stating that a kami can choose a new ward by spending 24 hours attuning to it. This isn’t listed in the general rules for kamis’ wards, but I feel confident that it must be intended by the developers for there to be SOME way to obtain a new ward. Otherwise, kami that have short-lived creatures like insects as their wards would only have a ward for the first few years or months of their immortal lives, and then be left sickened and purposeless for all eternity. Since insects are even listed as one of their example wards, I assume that probably isn’t the intent of how this type of outsider is supposed to work; they should be able to take a new ward if their old one is killed or destroyed.
This creatures uses the overwhelmed condition, a custom condition I use in some of my creatures. In my own home games, I nearly always replace any paralyzed, stunned, or nauseated effects caused by monsters with the overwhelmed condition.
Lesser Hakkari - CR 11
Towering above you is a massive winged serpent with a fanged maw and scythe-like claws for arms. Its beautiful violet plumage contrasts against its blood-red scales.
XP 12,800 NE Huge outsider (kami, native) Init +8 Senses darkvision 60 ft., deathwatch, true seeing; Perception +20
DEFENSE
AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, -2 size); +2 vs. good hp 142 (15d10+60); fast healing 10 Fort +11, Ref +13, Will +13; +2 vs. good DR 10/cold iron Immune bleed, mind-affecting effects, petrification, polymorph Resist acid 10, electricity 10, fire 10
OFFENSE
Speed 20 ft., fly 60 ft. (good) Melee bite +19 (1d8+6), 2 claws +19 (3d6+6) Space 15 ft., Reach 15 ft. Special Attacks blood siphon, cleansing bloodrage, corrupted blood
Spell-Like Abilities (CL 15th; concentration +21)     Constant—blood scent, deathwatch, protection from good, true seeing     At will—blood biography (DC 19)     3/day—confusion (DC 20), quickened blood armor     1/week—dominate monster (DC 25, creatures with blood only)
STATISTICS
Str 23, Dex 18, Con 18, Int 8, Wis 14, Cha 23 Base Atk +15; CMB +23; CMD 38 (40 vs. good) Feats Bloody Assault, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Quicken Spell-like Ability (blood armor) Skills Acrobatics +13, Fly +20, Heal +20, Knowledge (local) +15, Linguistics +0, Perception +20, Sense Motive +6, Stealth +12, Survival +7, Spellcraft +12 Languages Common, Kuru; telepathy 100 ft. SQ merge with ward, ward (spilled blood)
SPECIAL ABILITIES
Blood Siphon (Su) As a standard action once every 1d4+1 rounds, a lesser hakkari can drain the blood from targets in a 40 ft. cone. Each target takes 6d8 damage and is overwhelmed for one round. A DC 21 Fortitude save halves the damage and negates the overwhelming effect. Creatures that do not have blood are immune. The lesser hakkari is healed for an amount equal to half of the damage dealt. The save DC is Constitution-based.
If a lesser hakkari uses its blood siphon against a creature that is poisoned, or that has poisonous blood (such as from the poisonous blood universal monster ability, the toxic blood spell, or a vishkanya’s toxic racial ability), the lesser hakkari receives no healing from that creature and must save against the poison.
An overwhelmed creature is staggered and cannot concentrate. If an overwhelmed creature attacks or casts a spell, it falls prone and becomes helpless until the beginning of its next turn after doing so. Effects that would remove or prevent the paralyzed or nauseated conditions also remove or prevent the overwhelmed condition.
Cleansing Bloodrage (Ex) Once per day, while below 25% hit points (usually 39 hp), a lesser hakkari can enter a bloodrage as a free action. While in a bloodrage, a lesser hakkari gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. This bonus to Constitution typically increases its current and maximum hit points by 30. In addition, it takes a –2 penalty to Armor Class.
This bloodrage lasts for 1 minute. When a lesser hakkari’s bloodrage ends, it is fatigued for 1 minute. It cannot enter a bloodrage while fatigued.
While bloodraging, a lesser hakkari can cast and concentrate on its spell-like abilities, but cannot perform any other action that requires concentration, and cannot use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).
When a lesser hakkari enters a bloodrage, it is affected as though by the cleanse spell, regaining 4d8+15 hit points and recovering from a variety of conditions and effects.
A lesser hakkari can enter a bloodrage even while under the effect of a condition that would normally prevent it from taking an action, as long as that condition is one that can be removed by the cleanse spell, but doing so uses a standard action instead of a free action.
Corrupted Blood (Su) As a move action, a lesser hakkari can corrupt the blood of a target within 60 ft. The target takes 2d6 negative energy damage, and must succeed on a DC 23 Fortitude save or be subjected to 1d10 bleed damage. Creatures that do not have blood are immune.
Whenever a creature takes bleed damage from this ability, all other creatures within 10 ft. of that creature must succeed on a DC 19 Fortitude save or begin bleeding as well for 1d10 bleed damage. The save DCs are Charisma-based, and the secondary save includes a -4 penalty.
Fast Healing (Ex) As long as a kami is within 120 feet of its ward, it gains fast healing 10.
Merge with Ward (Su) As a standard action, a kami can merge its body and mind with its ward (see the Ward ability below). When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it.
Ward (Su) A kami has a specific ward—in a lesser hakkari’s case, its ward is spilled blood, either from a specific creature or on a specific sacrificial altar. Several of a kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened, until it chooses a new ward.
If a kami’s ward is killed or destroyed, it can choose a new ward by spending 24 hours attuning to it.
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pathfinderunlocked · 23 days
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Lady of Ash - CR12 Mesmerist
I can save them. And I intend to do so. I intend to make them mine, in exchange for returning their memories and sanity to them. And this will be my city, filled with the accursed walking dead whose sunken eyes still remember life, whose hearts still remember what it was like to be loved by the living.  But now I love them.  My Ashfallen.
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Artwork by Oukawa Yuu on Seiga.  Badly edited by me.
The Lady of Ash is a faction leader in my dark fantasy setting of Vorseah, and her stat block reflects a character who is mostly involved in preventing fights, not winning them. If the artwork looks familiar, you probably remember it from the Vampire's Daughter monster that I posted; this is the same character, 600 years later.
The unusual combination of ancient youth dhampir vampire is what happens when someone is born into a vampire family and gets killed by vampire hunters as a child, and then gets raised into undeath as a full vampire by her surviving family members.
Her unique vampire power grants her the ability to awaken undead, in place of dominating humanoids. She uses this power to form a small civilization of intelligent undead. She has little concern for whether the undead she awakens are, or were, good people - she only wishes to provide them the same freedom over their destiny that living creatures possess. She wishes for both herself and her people, the Ashfallen, to get along peacefully with others, whether they be crusading paladins or evil necromancers. Despite that seemingly benevolent goal, her powers and her upbringing have warped her view of the value of life, and she isn't a good person. She has no empathy for the living, only a desire to avoid conflict with them.
When faced with violent undead, she uses her Command Undead ability to stop combat, and then uses Awaken Undead later at her leisure when the target has been secured and restrained. Against living targets, she charms or dominates them instead of fighting. She virtually never uses her energy drain or blood drain attacks; even if forced into combat against something like an aberration or outsider that she can't dominate, she'll either flee or rely on others to fight for her.
She always has her Umbral Shield trick implanted in herself, and begins battle with her other two mesmerist tricks already implanted in her allies. Typically she implants Compel Alacrity in melee allies and Mesmeric Mirror in spellcasting allies.
Have I ever mentioned that I hate making NPCs that use character classes? This stat block has too many special abilities. Some of it is the vampire template's fault.
Lady of Ash - CR 12
Avoiding the light from the window is what appears to be a young girl in a dress with long black hair and a white hat.  She has unusually pale skin, and the hanging oil lamp casts no shadow on the opposite wall.
XP 19,200 Dhampir, ancient youth vampire, spirit walker mesmerist 11 LE Small undead (augmented humanoid) Init +7 Senses darkvision, low-light vision; Perception +23
DEFENSE
AC 27, touch 17, flat-footed 23 (+3 Dex, +2 deflection, +1 dodge, +7 natural, +3 shield, +1 size) hp 141 (11d8+88); fast healing 5 Fort +10, Ref +12, Will +16; +2 vs. disease and mind-affecting, channel resistance +4 DR 10/magic and silver Resist cold 10, electricity 10, fire 5 Weaknesses vampire weaknesses (except sunlight weakness) Immune undead traits
OFFENSE
Speed 30 ft., spider climb Melee slam +10 (1d3+1 plus energy drain) Special Attacks awaken undead (11 HD/day, DC 22), blood drain, children of the night, command undead (8/day, DC 22), create spawn, energy drain (2 HD, DC 22), hypnotic stare (-3 Will/Perception/Sense Motive/initiative/concentration/DC vs. Diplomacy/DC vs. Intimidate, 5 or 3d6 damage, 50 ft.), mesmerist tricks (3 at a time, 11/day)
Racial Spell-Like Abilities (CL 11th; concentration +18)     1/day—charm person (DC 20), command (DC 20)
Mesmerist Spells Known (CL 11th; concentration +18)     4th (3/day)—dominate person (DC 23), serenity (DC 23), speak with haunt     3rd (6/day)—appearance of life, charm monster (DC 22), dispel magic, nondetection     2nd (6/day)—aversion (DC 19), command undead (DC 21), detect thoughts (DC 19), knock, suggestion (DC 21)     1st (7/day)—adoration, hide from undead (DC 18), innocence, mindlink, sow thought (DC 20), undetectable alignment     0 (at will)—daze (DC 18), detect magic, message, open/close, touch of fatigue (touch +10, DC 17), unwitting ally (DC 18)
STATISTICS
Str 12, Dex 16, Con —, Int 10, Wis 14, Cha 24 Base Atk +8; CMB +8; CMD 23 Feats Bouncing Spell, Command Undead (see text), Extended Stare, Extended Stare, Demoralizing Stare, Greater Spell Focus (enchantment), Spell Focus (enchantment), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness Skills Bluff +37, Diplomacy +23, Intimidate +9, Knowledge (arcana, local, history, nobility, religion) +6, Linguistics +5, Perception +23, Perform (oratory) +9, Sense Motive +26, Spellcraft +9, Stealth +15, Use Magic Device +14; Racial Bonuses +10 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal, Necril, Orc Gear potion of inflict serious wounds x2, Lily Sunhat, +2 reflecting mithral buckler, ring of eloquence (dwarven, elven, gnome, halfling), amulet of natural armor +1, ring of protection +2 SQ bold stare (allure, distraction, susceptibility), change shape (dire bat or wolf, beast shape II), gaseous form, glib lie, undead inception, shadowless, spider climb
SPECIAL ABILITIES
Awaken Undead (Su) In place of a vampire's Dominate ability, the Lady of Ash has the supernatural ability to soothe and awaken undead creatures and break a necromancer's control over them.  She can use this on up to 11 HD (a number equal to her own hit dice) of undead creatures per day.  This does not cause the undead to become under her control, but it breaks effects such as Command Undead, grants the undead creature an intelligence score if it doesn't have one (typically the same score they had in life), and changes its alignment back to what it was in life.
To use this ability, the Lady of Ash must touch the target as a full-round action.  An undead creature makes a Will saving throw against this effect, DC 22.  If the creature is under the control of a necromancer or other undead, the Lady of Ash must also succeed on a caster level check with a DC of 10 + the hit dice of the creature exerting control over her target.  On a successful saving throw, or if the Lady of Ash fails the caster level check, this ability has no effect.  The save DC is Charisma-based.
A creature affected by Awaken Undead rolls a d100.  On a roll less than or equal to the Lady of Ash's hit dice, it becomes friendly toward her.  On an 80-89 it becomes hostile to her, and on a 90-100 it becomes confused and self-destructive.  Otherwise, the soothed creature becomes indifferent toward the Lady of Ash.
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.
Command Undead (Su) As a standard action, 8 times per day, the Lady of Ash can enslave undead within 30 feet. Undead receive a DC 22 Will save to negate the effect. The save DC is Charisma-based. Undead that fail their saves fall under her control, obeying her commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist her command. The Lady of Ash can control any number of undead, so long as their total Hit Dice do not exceed her mesmerist level. If an undead creature is under the control of another creature, the Lady of Ash must make an opposed Charisma check whenever her orders conflict.
Continued Animation (Su) Three times per day, when the Lady of Ash is using hypnotic stare on a humanoid target and the target dies, as an immediate action the Lady of Ash can force the target’s soul to remain in the body. The Lady of Ash can then control the target as if using dominate person for 5 rounds. The creature gains 22 temporary hit points and continues acting as though it were alive and conscious until it loses those temporary hit points or the duration expires.
During this time, the creature counts as undead, but it can’t be healed by negative energy. The target receives a DC 22 Will saving throw to avoid this effect and die normally. The save DC is Charisma-based.
This ability ends immediately if at any point the target’s body is completely destroyed (such as by disintegrate) or restored to life.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Create Spawn (Su) The Lady of Ash can create spawn out of those she slays with blood drain or energy drain, provided that the slain creature is humanoid or is an intelligent undead.  The victim rises from death as a vampire or vampire spawn (the Lady of Ash's choice) in 1d4 days.  This vampire is under the command of the Lady of Ash, and remains enslaved until its master’s destruction.  The Lady of Ash may have no more than 10 enslaved spawn; any spawn she creates that would exceed this limit become free-willed undead.  She may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action.  These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will, as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Hypnotic Stare (Su) The Lady of Ash can focus her stare on one creature within 50 feet as a swift action.  That creature takes a –3 penalty on Will saving throws, concentration checks, initiative checks, Perception checks, Sense Motive checks to oppose Bluff, and to the DC of Diplomacy and Intimidate checks made against it.  The Lady of Ash can maintain her stare against only one opponent at a time; it remains in effect until she stares at a new target, the opponent dies, the opponent moves farther than 50 feet away, or the Lady of Ash is reduced to 0 hit points.  The Lady of Ash can remove the memory of her stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the Lady of Ash allows it. 
The hypnotic stare is a psychic effect, and relies more on the focus of the Lady of Ash than the target's perception of her stare.  It can’t be avoided in the same ways a gaze attack can.  She can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so.  The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes.  This is a mind-affecting effect, but can affect undead, ignoring their immunity to mind-affecting abilities.
Once per round, when a creature affected by the Lady of Ash's hypnotic stare takes damage, she can increase the damage by 5, or by 3d6 if she dealt the damage herself, and the target must succeed on a DC 22 Will save or become shaken for 1 round. This is precision damage and is not multiplied on a critical hit. The save DC is Charisma-based.
An undead target affected by the Lady of Ash's hypnotic stare loses its immunity to her mind-affecting spells and abilities.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Mesmerist Tricks (Su) As a standard action, the Lady of Ash can implant a mesmerist trick in herself or a willing ally she touches.  She can do this up to 13 times per day, and can have up to 3 tricks implanted at a time.  The trick remains dormant until either it is triggered or the next time the Lady of Ash regains her spells.
As a free action usable even when it’s not her turn, the Lady of Ash can trigger this trick under the conditions listed for that trick.  The subject must be within 210 feet of the Lady of Ash for her to trigger the implanted trick.  She doesn’t need line of sight, but anything that blocks telepathic contact prevents her from triggering tricks.
The mesmerist tricks the Lady of Ash knows are as follows:
Compel Alacrity The mesmerist can trigger this trick whenever the subject begins its turn within an enemy’s reach. The subject can move 20 feet as a free action without provoking attacks of opportunity. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round. Mesmeric Mirror The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. Three duplicates of the subject appear, and the attacker must determine randomly which it hits (as mirror image). Each image lasts for 11 minutes or until destroyed. This is an illusion (figment) effect. See in Darkness The mesmerist can trigger this trick when the subject moves into an area of darkness. The subject gains darkvision with a range of 60 feet for 1 minute. Telepathic Link The mesmerist can trigger this trick when the subject and her allies are outnumbered in combat. For 1 minute per mesmerist level, the subject and the mesmerist can communicate telepathically. If the subject and the mesmerist are more than 210 feet apart, the telepathic connection is severed and cannot be regained unless the trick is implanted again. The mesmerist and the subject must share a language to be able to communicate. Umbral Shield The mesmerist can trigger this trick whenever the subject would be exposed to harmful bright light (such as sunlight is to a vampire). Once triggered, the subject ignores any harmful effects of bright light or sunlight for 1 minute.  The subject is immune to the dazzled condition while this trick is in effect. Unwitting Messenger The mesmerist describes a recipient to the subject while implanting this trick, then recites a verbal message no longer than 55 words. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, the subject repeats the message verbatim, but does not recall speaking the message or its contents. This trick ends if not triggered within 24 hours. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient.
Reflecting Buckler Once per day, the Lady of Ash can use her buckler to reflect a targeted or ranged attack spell targeting her back at its caster. Area spells, touch range spells, and other spells not directly targeting her are not affected.
Vampire Weaknesses Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see vampiric fast healing). However, certain attacks can slay vampires. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Normally, exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. However, the Lady of Ash's lily sunhat prevents her from being harmed by sunlight.
Vampiric Fast Healing (Su) A vampire gains fast healing 5.  If reduced to 0 hit points in combat, a vampire assumes gaseous form and attempts to escape.  It must reach its coffin home within 2 hours or be utterly destroyed.  (It can normally travel up to 9 miles in 2 hours.)  Additional damage dealt to a vampire forced into gaseous form has no effect.  Once at rest, the vampire is helpless.  It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
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pathfinderunlocked · 24 days
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Lily Sunhat - Wondrous Item (Head)
A magic item for the Lady of Ash.
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Artwork is in-game art from Roblox, copyright Roblox Corporation.
"Wait, she's a vampire? But I thought vampires were burned to ash by sunlight. How's she walking in the sun?"
"She has a hat."
Lily Sunhat - Wondrous Item
Aura faint abjuration; CL 3rd; Slot head; Price 21000 gp; Weight —
This hat protects the wearer from heat, granting her 5 points of fire resistance and the effects of the endure elements spell (against hot weather only).  When worn by a creature with light sensitivity, light blindness, weakness to sunlight, or similar weaknesses to light, this hat protects the wearer against the penalties of such effects.
Crafting Requirements Craft Wondrous Item feat, endure elements spell, resist energy spell
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pathfinderunlocked · 29 days
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Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
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Image generated on Artflow.ai.
I normally do my best to find an artist to showcase with each post.  For this one, though, I had an idea and couldn’t find any real artwork that was even remotely close, sorry.  It bothers me enough that I don’t think I’ll do it again.   It kind of makes sense, though, considering that the monster creates illusionary terrain that you could very easily flavor as looking like an AI-generated image.
This is a lower level version of a CR14 creature I made some time back, the Colossal Linkserpent. As the name implies, this weaker version is one size category smaller. If your adventure is a few levels lower, it might be more appropriate.
In the Shadow Plane, it’s perhaps fortunate at times that distances between location are fluid and long distance travel is somewhat dreamlike, because that leaves an infinite amount of space for the Gargantuan and Colossal Linkserpents to roam.  They never seem to reach settlements, but in the bleak and lifeless wilderness, Linkserpents hunt down travelers and torment them.  They are capable of causing a traveler’s journey in the Shadow Plane to stretch out endlessly by circling around them beneath the ground.
A relatively small number of these creatures are believed to exist - maybe a hundred or fewer in the world, although it’s impossible to tell for sure.  The animal-like intelligence of a Gargantuan Linkserpent is unusual among kytons, but this creature enjoys inflicting pain and torment just as much as the more intelligent kytons with humanoid appearances.
Unlike many kytons which wear the chains that were used to bind or torture them, a Garguantuan Linkserpent’s entire body except for its head is made of a great number of living metallic chains, which were given life and melded together by other kytons after being used to bind or torture other creatures. The difference between a Gargantuan Linkserpent and a Colossal Linkserpent is simply how many chains the kytons are able to gather when creating it.
Gargantuan Linkserpent - CR 11
Made of interwoven metallic chains stretching more than 30 feet long, this enormous serpent-like creature bursts from the ground with a rattling sound.
XP 12,800 LE Gargantuan outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft., tremorsense 1 mile; Perception +15 Aura stretch terrain (120 ft.)
DEFENSE
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size) hp 138 (12d10+72); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +11, Will +8 DR 10/silver or good Immune cold SR 21
OFFENSE
Speed 40 ft., burrow 40 ft. Melee bite +18 (3d6+15) Ranged molten steel spit +11 touch (4d8 fire plus hardened steel, 30 ft. range increment, see text) Space 30 ft.; Reach 30 ft. Special Attacks constrict (4d6+21), enwrap, unnerving gaze (30 ft.; DC 16)
STATISTICS
Str 31, Dex 16, Con 22, Int 1, Wis 18, Cha 8 Base Atk +12; CMB +26; CMD 39 (cannot be tripped) Feats All-Consuming Swing, Cleave, Great Cleave, Improved Vital Strike, Power Attack, Vital Strike Skills Climb +20, Perception +15 Languages None
SPECIAL ABILITIES
Enwrap (Ex) As a standard action, a gargantuan linkserpent can coil its body around a creature at least two size categories smaller than itself, attempting to hold it in place.  This functions as a grapple combat maneuever, and provokes an attack of opportunity, except that if successful, the gargantuan linkserpent can maintain the grapple as a move action each round and can continue to make bite attacks.  A creature grappled in this way is moved into the center of the gargantuan linkserpent’s space, instead of adjacent to it as normal for a grapple.
Molten Steel Spit (Ex) As a standard action, a gargantuan linkserpent can spit a glob of molten steel.  This is a ranged touch attack with a range increment of 30 feet which deals 4d8 fire damage.  A target struck by this attack is entangled, and its weight increases by 120 lbs.  Both the entangled condition and the additional weight last until the target removes the steel, which immediately hardens around the target.
A flying target struck by this attack must succeed on a DC 25 Fly check or immediately plummet, and takes an additional -10 penalty on Fly checks on top of any penalty it takes from the added weight.
The hardened steel has 10 hardness and 30 hit points, and can be removed by dealing enough slashing, piercing, bludgeoning, acid, fire, or force damage to break it apart or melt it.  Acid or fire attacks against the hardened steel also damage the entangled creature.
Stretch Terrain (Su) As a free action, while in an area of natural terrain on the Shadow Plane, a gargantuan linkserpent can cause creatures within 120 feet to be unable to escape a 120 foot radius around the gargantuan linkserpent.  Creatures and objects which attempt to move further than this distance away seem to be moving, but their distance from the gargantuan linkserpent never increases to further than 120 feet.  Even teleportation effects are unable to move further than this distance, although plane shifting works normally.
A gargantuan linkserpent must be able to take a free action each round to maintain this aura.  The aura ends at the end of the gargantuan linkserpent’s turn if it is helpless or otherwise unable to act.
Unnerving Gaze (Ex) A creature that succumbs to an gargantuan linkserpent’s unnerving gaze has all of its movement speeds reduced to 0 for 1 round as it imagines being strangled in the coiled chains of the linkserpent’s body.  This gaze effect has a range of 30 feet and is negated by a DC 16 Will save.  The save DC is Charisma-based.
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pathfinderunlocked · 1 month
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Security Window with Turret - CR 9 Trap
Keep your exterior windows safe from adventurers.
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Artwork by National Shielding on their website.
This is an inherently modern-seeming trap, although not modern enough to be considered a technological item. There's nothing stopping dwarves from making this out of clockwork components. I was intentionally vague about whether the proximity sensor on the turret uses a camera or magic.
Security Window with Turret - CR 9
XP 6,400
Type mechanical; Perception DC 30; Disable Device DC 30
A security window is made of bullet-resistant, divination-blocking leaded glass. Divination spells cannot pierce the window, as if it were made of lead. The glass functions as a one-way mirror, allowing creatures to see out of the window from inside the building but not vice-versa. The glass is manufactured to be especially sturdy and bullet-resistant, and has 30 HP and 0 hardness, increasing to 20 hardness against firearms. A DC 22 Strength check can break it.
If the window is destroyed, a lead-lined steel shutter immediately slams down in its place. The shutter has a small mechanical turret on it, which begins automatically firing at moving targets in sight.
The creator of the trap can register specific creatures to be excluded from the turret; it will not attack the creator or any excluded creatures. It identifies creatures visually with a +20 Perception bonus.
EFFECTS A
Trigger destroyed window; Reset manual
Effect If the window is broken by a creature crashing through it or breaking it with a strength check, the shutter can damage the creature as it slams down. The slamming shutter deals 6d6 damage (DC 20 Reflex save avoids).
The steel shutter is 1.5 inches thick, and has 10 hardness and 45 HP. It is lined with a thin coating of lead on the side facing the building's interior.
EFFECTS B
Trigger proximity (perception +20) after effect A has occurred; Reset manual
Effect Once the shutter has slammed down, an armor-plated turret attached to the outside of the shutter begins firing at creatures in sight, acting each round at initiative count 20. It can only fire at creatures on the outside of the building.
Ranged Attack Turret +15 (3d8/x3) (40 ft. range increment)
The turret has 25 AC, 10 hardness, and 15 HP.
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Lord of the Revel - CR13 Kami
How our hearts sing in the chaos!
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Artwork is official concept art from Final Fantasy XIV, copyright Square Enix.
This creature is based on Susano, a boss from Final Fantasy XIV. Susano is a primal, a recurring type of boss from Final Fantasy XIV that's essentially a summoned artificial demigod, created from the imagination of those that believe in it, and often a recreation of a real historical figure or other powerful monster. This stat block isn't meant to be a primal, though; it's a stat block for the original creature that the primal was an imitation of. I've previously also made a stat block for Ramuh, another primal from FF14, plus several other classic Final Fantasy summons that you can find by searching my blog for the final fantasy tag.
You could absolutely use this creature in the Final Fantasy D20 system, which is based on Pathfinder rules.  However, I did create some lore for this as an actual Pathfinder creature.  I think that’s helpful to people who aren’t familiar with the source material, as well as to people who aren’t running their game in a Final Fantasy setting but want to use this creature anyway.
A lord of the revel is an ancient kami spirit. Each kami has a ward - a type of creature, object, or location that the kami's purpose is to watch over and protect - and a lord of revel's ward is a gladiatorial arena. They have water and electricity themed powers, and especially tend towards watching over arenas in oceanic or coastal civilizations that understand and respect the power of storms. Such civilizations sometimes worship and commune with lords of the revel, and it's become a tradition to invite them to be the host and/or the final battle of a gladiatorial tournament. The trophy of such a tournament - traditionally a powerful magic weapon - can be used in the ritual to summon a lord of the revel, and if summoned, it will immediately begin challenging anyone it sees to face it and revel in the glory of combat. The winner earns the right to take the prize weapon and have it empowered by the kami's essence.
If you decline a lord of the revel's challenge, but you appear to have martial prowess, it sometimes won't take no for an answer. Lords of the revel love combat, and constantly shout both challenges and encouragement to their opponents during combat, as well as invitations for onlookers to join the fight.
Lord of the Revel - CR 13
Standing twenty feet tall and wielding an electrified blade, the massive frame of this swordsman is completely hidden by its decorative armor, but the sound of a thunderstorm can be heard echoing from within the plate mail.
XP 25,600 CG Huge outsider (kami, native) Init +5 Senses darkvision 60 ft.; Perception +17 Aura lightning blasting aura (DC 26; 60 ft.)
DEFENSE
AC 26, touch 11, flat-footed 24 (+12 armor, +1 Dex, +1 dodge, +4 natural, -2 size) hp 229 (17d10+136) DR 10/cold iron Fort +17, Ref +8, Will +14; +12 vs. water effects Immune electricity, wind effects
OFFENSE
Speed 35 ft. (50 ft. without armor) Melee +3 shocking burst bastard sword +26/+21/+16/+11 (3d8+13/19–20 plus 1d6 electricity) Special Attacks dark clouds, part the seas, part the skies, rasen kaikyo
Spell-like Abilities (CL 13th; concentration +16)     1/day—storm prison (DC 18; see text)
STATISTICS
Str 24, Dex 13, Con 24, Int 8, Wis 14, Cha 16 Base Atk +17; CMB +26 (+30 bull rush); CMD 37 (39 vs. bull rush; +12 vs. water effects) Feats Armor Focus (full plate), Dodge, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Iron Will, Toughness, Weapon Focus (bastard sword) Skills Acrobatics +4, Climb +15, Diplomacy +5, Knowledge (local) +9, Perception +15, Swim +22 Languages Aquan, Auran, Common; telepathy 100 ft. Gear Huge +2 moderate fortification full plate, Huge +3 shocking burst bastard sword
SPECIAL ABILITIES
Dark Clouds (Su) Once per day as a free action, a lord of the revel can summon two dark clouds which appear within 100 ft. of the lord of the revel. The dark clouds have the statistics of huge air elementals, except that they cannot use the whirlwind special ability or attack in any way, except for the line attack described below. They roll initiative rather than acting on the lord of the revel's turn, but share the same initiative as each other.
While the dark clouds are no more than 100 ft. from the lord of the revel, and have line of sight and line of effect to each other, they can both use a full-round action to blast all creatures in a direct line between them, and within 5 ft. of that line, with electricity and wind. Creatures on this line and within 5 ft. of it, other than the dark clouds and the lord of the revel, take 8d6 electricity damage, and the area of this effect is treated as severe wind for 1 round, moving in a direction from one dark cloud to the other (the dark clouds' choice which direction). This acts as the gust of wind spell. A DC 19 Reflex save halves the damage, and a DC 19 Fortitude save negates the wind effect. The save DC is based on the average Constitution bonus of the dark clouds.
The dark clouds last for 10 minutes. If one dark cloud is destroyed, the other is immediately destroyed as well.
Storm Prison (Sp) Once per day as a spell-like ability, a lord of the revel can encase a target within medium range (typically 230 ft.) in electrified stone, functioning as the icy prison spell (caster level 13, DC 18, 39 hp) except that the damage is electricity instead of cold.
A target completely encased in this electrified stone is capable of withstanding the tornado created by a lord of the revel's Part the Skies ability, and takes no effect from it. The electrified stone itself takes 8d8 damage from the tornado.
Spell resistance applies. Treat this as a 5th-level evocation [electricity] spell.
Lightning Blasting Aura (Su) When below half hit points, a lord of the revel gains a lightning blasting aura. Each round at the start of its turn, enemies of the lord of the revel within this aura take 1d8 electricity damage with no save.
Moderate Fortification A lord of the revel wears moderate fortification armor. When a critical hit or sneak attack is scored on the wearer of this armor, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Part the Sea (Su) Twice per day as a standard action, a lord of the revel can perform a melee attack against a target against its reach and follow it up with a special bull rush made with an extra +30 bonus (typically for a total of +60).
If the bull rush is successful, then immediately afterwards, a massive hurricane of wind and water fills the entire battlefield within a 300 ft. radius of the lord of the revel, counting as difficult terrain and creating partial concealment (20% miss chance) everywhere except for the line of spaces that the target was pushed through by the bull rush. These spaces are the "eye of the storm," and are safe.
A lord of the revel's turn ends immediately after using Part the Sea, even if it has actions remaining. On the following round after using Part the Sea, if the bull rush was successful, a lord of the revel can use Part the Skies.
After using Part the Sea, a lord of the revel cannot use it again for 5 rounds.
Part the Skies (Su) As a full-round action on the following round after using Part the Seas, a lord of the revel can create a massive tornado that lasts until the start of its next turn, affecting all creatures within 300 ft. that are not in the "eye of the storm" created by its Part the Seas ability, except for itself and its dark clouds. Even creatures outside of the lord of the revel's line of sight and line of effect are affected by the tornado, unless they are in a completely enclosed space capable of withstanding the tornado's winds.
The tornado destroys nonfortified buildings and uproots large trees. Ranged attacks, including normal, siege, and even those produced by evocation spells, are impossible in the tornado. Huge or smaller creatures must succeed a DC 20 Strength check or be sucked up by the funnel of the tornado; this deals 8d8 points of bludgeoning, piercing, and slashing lethal damage to the creatures. This damage ignores all but DR/epic, DR/—, and hardness. Once it deals this damage, the tornado flings the creature it has sucked up 1d20×10 feet up and away from the eye of the tornado, dealing 1d6 points of falling damage per 10 feet that the creature is flung. Gargantuan and larger creatures take the 8d8 points of damage but are not moved by the tornado.
Rasen Kaikyo (Su) As a standard action, once every 1d4 rounds, a lord of the revel can place five visible magic circles on surfaces within 100 ft. of itself. Each circle has a 20-ft. radius. At the start of the lord of the revel's next turn, each circle erupts into a conjured whirlpool of torrential water, dealing 6d6 bludgeoning damage to targets within the area. A target in the area of multiple whirlpools is affected by each of them. A DC 21 Reflex save halves the damage. The save DC is Charisma-based.
Stormsplitter (Su) As a full-round action, while below half hit points, a lord of the revel can make a melee attack at its highest base attack bonus against every opponent in a 60-ft. line, supernaturally reaching its targets with a shockwave from its weapon. It must make a separate attack roll against each opponent.
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Psychopix - CR16 Fey
Penny for your thoughts? No refunds!
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Artwork by TheAxael on Deviantart.
A psychopix is a genius fey creature made of animated intelligence. Psychopices steal knowledge from humanoids, and occasionally other intelligent creatures, by asking them questions and then taking the answers for themselves, erasing the knowledge from the victim's mind. Instead of the classic fey trick of "Can I have your name?" it's more like "Can I have your thoughts on the Vorsean-Laforian war of 902 to 908 R.T.?"
When a psychopix acquires enough duplicate knowledge, it extracts that knowledge from itself and shapes it into a new psychopix; this is how they reproduce.
This creature has abilities similar to my two-phase boss template, but not quite the same.
Unlike the standard advice for most bosses, I don't recommend giving this creature minions; if you do, make sure they have at least 10 points of force damage resistance. When engaged in combat, or perhaps beforehand, the first thing this creature should do is cast etheric shards across the entire battlefield except for its own space. Its strategy thereafter involves forcing enemies to move through the etheric shards while it stands still. If it needs to escape, it waits until it's at low hit points and then moves through the ceiling or floor after turning ethereal with its Ethereal Escape ability.
Psychopix - CR 16
Iridescent energy makes up the form of this human-sized fairy, whose sharp crystalline wings spread out from her back. She wields a circular blade made of the same mesmerizing crystals as her wings.
XP 76,800 CN Medium fey Init +9 Senses low-light vision, see invisibility; Perception +32 Aura mental static (DC 24, 30 ft.) (only during phase two)
DEFENSE
AC 25, touch 25, flat-footed 20 (+5 Dex, +10 insight); +5 deflection during phase two hp 304 (24d6+120+100) Fort +13, Ref +19, Will +19 DR 10/cold iron Immune sleep Weaknesses intelligence formed Resist cold 10, electricity 10, force 30
OFFENSE
Speed 30 ft., fly 40 ft. (perfect) Melee +4 starknife +23/+18/+13 (1d4+6/×3) plus mindshock Ranged +4 starknife +23 (1d4+6/×3) plus mindshock Melee (Phase Two) +4 starknife +28/+23/+18 (1d4+11/19–20/×3) plus mindshock Ranged (Phase Two) +4 starknife +28 (1d4+11/19–20/×3) plus mindshock Special Attacks ethereal escape, phase two, psychic starknife, studied combat
Psychic Magic (CL 16th; concentration +26)     32 PE—dancing lights (0 PE), detect mindscape (2 PE), etheric shards (4 PE, DC 24), greater create mindscape (5 PE, DC 25), hypercognition (3 PE), message (0 PE), mindscape door (3 PE), mindwipe (4 PE, DC 24), psychic crush (5 PE, DC 25), thought shield IV (6 PE)
Spell-Like Abilities (CL 16th; concentration +18)     Constant—detect thoughts (DC 15), mindshock, see invisibility
STATISTICS
Str 12, Dex 20, Con 20, Int 31, Wis 20, Cha 14 Base Atk +12; CMB +26; CMD 46 Feats Craft Magic Arms and Armor, Critical Focus (only during phase two), Deadly Aim, Improved Critical (starknife) (only during phase two), Improved Initiative, Piranha Strike, Point Blank Shot, Psychic Sensitivity, Spell Penetration, Staggering Critical (only during phase two), Weapon Finesse, Weapon Focus (starknife) Skills Appraise +22, Bluff +17, Craft (any 9 types) +15, Diplomacy +17, Fly +28, Knowledge (all) +34, Linguistics +26, Perception +32, Spellcraft +34, Stealth +16, Use Magic Device +29 Languages Aboleth, Aklo, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Dark Folk, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sylvan, Sphynx, Terran, Treant, Undercommon Gear +4 voidglass starknife
SPECIAL ABILITIES
Ethereal Escape (Su) Once per day as an immediate action, when subjected to an attack roll or forced to make a saving throw, a psychopix can evade the incoming attack or effect by escaping into the ethereal plane for 1 round.  This negates the incoming attack or effect unless it can hit ethereal creatures (such as a force effect).
Intelligence Formed (Ex) If a psychopix takes Intelligence damage, drain, or penalties, it also takes hit point damage equal to 10 times that amount. This hit point damage cannot be healed normally, but is healed if the Intelligence damage, drain, or penalty is removed.
Mental Static Aura (Su) While in phase two (see the Phase Two ability), a psychopix gains a mental static aura, described below.
A creature with the mental static aura ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC 24, Charisma-based) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters within the aura must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect.
Creatures with the Mental Static Aura ability are immune to its effects and can cast spells normally.
Phase Two (Ex) A psychopix has 100 bonus hit points; this is already included in its statistics above.
Once per day, when a psychopix is reduced below half of its maximum hit points (usually 152), it can react by entering a mode called "phase two" for the next minute. When entering phase two, it automatically ends all negative conditions on itself that could be removed by the cleanse or heal spells, and attempts to end harmful magic effects on itself as if using the targeted dispel option of greater dispel magic with a caster level equal to its hit dice. This does not require an action, and can be done even while helpless.
When it enters phase two, the psychopix also releases a burst of energy that pushes enemies away and inhibits their spellcasting. Enemy creatures within 30 ft. of the psychopix are subjected to a cognitive block effect, as per the spell (caster level 16; DC 22 Will negates), and are pushed back 20 ft., to a maximum distance of 30 ft. from the psychopix, forcing them to release any grapples they are controlling. This counts as extremely violent motion for the purpose of concentration checks. A Fortitude save (DC 32) reduces the distance pushed to 10 ft. The save DCs are Intelligence-based.
While in phase two, a psychopix gains a +5 deflection bonus to AC, gains a +5 bonus to attack and weapon damage rolls (but not with its spiritual weapon), gains its Improved Critical, Critical Focus, and Staggering Critical feats, and gains the Mental Static Aura special ability.
Psychic Starknife (Su) After being used in a ranged attack, a psychopix's starknife turns into a spiritual weapon (as per the spell; caster level 16) and immediately continues to attack the same target (typically with a +22/+17/+12 bonus, dealing 1d8+5 force damage). A psychopix can teleport its starknife back to its hand as a move action, which ends this effect and negates the starknife's status as a spiritual weapon.
Slow-Homing Force Spike (Su) As a swift action, a psychopix can launch slow-moving spikes of force energy which slowly home in on up to three different targets within 20 ft.  If a target does not move at least 20 feet before the psychopix's next turn, the force spike hits that target unerringly, automatically dealing 4d4+4 force damage, causing the target to glow as if by faerie fire for 1 minute, confusing the target for 2d4 rounds unless it succeeds on a DC 24 Will save, and making a special trip check to knock the target prone, using its caster level plus Intelligence bonus in place of its CMB (typically +26).  Effects such as shield that block magic missile spells block a slow-homing force spike.  The save DC is Charisma-based.
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Mad Mallard - CR4 Monstrous Humanoid
Also known as Duck GI and Captain Duck.
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Artwork is official art from Children of Mana, copyright Square Enix.
This is a recurring enemy from the Series of Mana video games. That's a flail in the artwork, not a ball and chain fettered to the duck's leg.
Mad mallards are angry, not insane. They're demihumans, and tend to live in small settlements on the shores of rivers and lakes, where they build only simple fragile wooden structures to live in, but spend far more time and effort building defensive siege weaponry and other military defenses. Their extremely militaristic and xenophobic nature makes them dangerous, but their appearance makes them hard for many people to take seriously. Mad mallards instinctively coordinate with each other very well, quacking orders and working in tandem like organized military units without requiring any actual training.
I included descriptions here of its teamwork feats, for ease of running the monster. Because there are so many of them, I separated them out into their own section in the stat block.
Mad Mallard - CR 4
This oversized duck-like creature walks on land and stands about waist-high to a human. It carries a heavy ball and chain that it swings menacingly with its wings, and it wears a metal helmet that covers most of its head, though its large duck bill sticks out from underneath.
XP 1,200 LN Small monstrous humanoid Init +2 Senses darkvision 60 ft; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size) hp 37 (5d10+10) Fort +3, Ref +6, Will +4 Defensive Abilities evasion, mallard helmet
OFFENSE
Speed 15 ft., swim 30 ft., fly 10 ft. (clumsy) Melee heavy flail +9 (1d8+4/19-20) Ranged pumpkin bomb +8 ranged touch (3d6+1 (+1d6+1 on crit) plus 4 splash fire damage, DC 13) (20 ft. range increment) Special Attacks pumpkin bomb (6/day)
STATISTICS
Str 16, Dex 15, Con 15, Int 8, Wis 10, Cha 8 Base Atk +5; CMB +7; CMD 19 Feats Broken Wing Gambit, Coordinated Defense, Coordinated Distraction, Duck and Cover, Improved Duck and Cover, Splash Volley Skills Acrobatics +5, Diplomacy -1 (+1 vs. mad mallards), Fly -4, Intimidate +5 (+7 vs. mad mallards, +1 vs. humanoids), Perception +5, Swim +15, Stealth +13; Racial Modifiers -4 Intimidate vs. humanoids Languages Aquatic SQ tandem tactics Gear Small-sized heavy flail, mallard helmet
SPECIAL ABILITIES
Mallard Helmet (Ex) A mad mallard's helmet functions as metal parade armor that is specially designed to fit a mad mallard, granting it a +3 armor bonus. Like most parade armor, it grants a +2 circumstance bonus on Diplomacy and Intimidate checks against members of the group that the armor is the uniform of; in this case, against mad mallards. This armor only fits Small humanoid-shaped creatures with avian heads.
Pumpkin Bomb (Su) A mad mallard has a stash of 6 pumpkin bombs per day which it can hurl at enemies, similar to an alchemist's bombs. Drawing the components of, creating, and throwing a pumpkin bomb requires a standard action that provokes an attack of opportunity. Thrown pumpkin bombs have a range of 20 feet and use the Throw Splash Weapon special attack. On a direct hit, a pumpkin bomb inflicts 3d6+1 points of fire damage (although only 1d6+1 of this damage is multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a pumpkin bomb is always equal to the bomb's minimum damage (typically 4 damage). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage. The number of bombs per day, damage, and save DC are Intelligence-based, and each include a +2 racial bonus.
Tandem Tactics (Ex) A mad mallard gains Broken Wing Gambit, Duck and Cover, and Improved Duck and Cover as bonus teamwork feats. Additionally, a mad mallard is treated as if it possesses the teamwork feats of its allies, even if it doesn't meet the prerequisites of those teamwork feats, as long as an ally who actually possesses the feat is taking part in the teamwork. (For example, if an ally has the Back to Back feat, a mad mallard and that ally gain the benefits of Back to Back as long as they are adjacent to each other, but two mad mallards adjacent to each other do not benefit from Back to Back while that ally is not adjacent to them.)
TEAMWORK FEATS
Broken Wing Gambit Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
Coordinated Defense Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Coordinated Distraction When you and at least one ally with this feat threaten the same enemy, the enemy treats the DC to cast spells defensively as 2 higher for each threatening character with this feat. If you or your allies are incapable of taking an attack of opportunity against the target for any reason, the effects of this feat do not apply.
Duck and Cover Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Improved Duck and Cover Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally’s saving throw roll succeeds, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally’s evasion or improved evasion.)
Splash Volley You initiate this feat whenever you throw a splash weapon into a square within the reach of an ally who also has this feat and miss your target. Rather than you rolling to see where the weapon lands, the abettor can try to redirect it as an immediate action by making a melee touch attack against any adjacent foe. If the abettor’s attack hits that foe, the splash weapon impacts in the nearest square the targeted foe occupies.
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Girl in the Red Dress - CR9 Undead
Painful memories, you see…they're the funniest of them all…
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Artwork by Fennuo0V0 on Pixiv.
Many undead live out an existence of unending misery as their tragic deaths replay over and over. Not so for the girl in the red dress, who despite being a victim of murder by an overly excited culprit, seems to be extremely pleased spending her eternity inflicting the suffering on others that she felt herself. She turns her ballet of death and gore into a bright red party, and everyone is invited.
This creature was inspired by Sachiko Shinozaki, the main villain of Corpse Party.
Girl in the Red Dress - CR 9
Dancing barefoot on blood-slicked floors, the young girl in the tattered red dress laughs hauntingly.
XP 6,400 CE Medium undead Init +11 Senses darkvision 60 ft.; Perception +13 Aura stench (DC 21, 5 rounds)
DEFENSE
AC 18, touch 18, flat-footed 10 (+7 Dex, +1 dodge); +2 vs. good hp 114 (12d8+60) Fort +9, Ref +11, Will +10; +2 vs. good Defensive Abilities bloodspattered dress, channel resistance +4 Immune undead traits
OFFENSE
Speed 30 ft., slide (see text) Melee scissors +16/+11 (1d3-1 plus 4d8 bleed plus blood skate) Special Attacks blood skate, terrifying laughter (60 ft.; DC 21)
Spell-like Abilities (CL 12th; concentration +17)     Constant—protection from good
STATISTICS
Str 8, Dex 24, Con —, Int 10, Wis 15, Cha 21 Base Atk +9; CMB +8; CMD 26 Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +19, Intimidate +16, Knowledge (religion) +7, Perception +13, Spellcraft +7, Stealth +21 Languages Common, Necril
SPECIAL ABILITIES
Blood Skate (Ex) When the girl in the red dress damages an enemy with her scissors attack, the target immediately takes the listed bleed damage (typically 4d8), and the blood begins to swirl around the girl in the red dress's feet. Until the end of the girl in the red dress's next turn, any 5-ft. spaces she steps on and any adjacent spaces become slick with blood, acting as the grease spell (DC 21), except that girls in the red dresses are immune to this effect. The save DC is Charisma-based.
Bloodspattered Dress (Su) Once per round, whenever a creature within 10 ft. of the girl in the red dress takes bleed damage, the girl in the red dress restores an equal amount of hit points and gains a +1 enhancement bonus to her armor bonus to AC, treating her dress as armor that grants no AC bonus and enhancing it with the blood. This bonus lasts for 10 minutes and stacks with itself, but not with other enhancement bonuses, to a maximum of +5.
Slide (Ex) The girl in the red dress can move without penalty across areas of grease, ice, and similar effects, and her movement speed is doubled on such areas. As her Blood Skate ability creates such areas adjacent to any space she steps, including in front of her, this typically doubles her movement speed when using Blood Skate.
Terrifying Laugh (Su) Once per minute, the girl in the red dress can unleash a terrifying laugh as a move action. The laughter lasts until the beginning of the girl in the red dress's next turn. All creatures within 60 feet of the girl in the red dress when she begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a DC 21 Will save or be terrified for 1 minute.
Terrified creatures drop their held items, are shaken, cannot willingly approach the girl in the red dress, and must use their move actions to flee from it. They can only use their voice to scream in terror, and thus cannot perform any action that has a verbal component. Effects that prevent or removed the panicked condition also prevent or remove the terrified condition.
The save is required only once per laugh. Those who succeed at their saving throws need not save against the same girl in the red dress's terrifying laughter for 24 hours. This is a mind-affecting sonic fear emotion effect. The save DC is Charisma-based.
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pathfinderunlocked · 2 months
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Angel of Stolen Hotdogs - CR1 Angel
Then I saw another angel flying in midair, and he had the entire Five Guys menu to proclaim to those who live on the earth—to every nation, tribe, language and people.
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Artwork by Ultra Infinite Pit on Tumblr.
This is the angel of stolen hotdogs. Non-kosher hotdogs are dropped into the sea rather than eaten.
Angel of Stolen Hotdogs - CR 1
The creature has six pairs of wings and is covered with eyes all around, even under its wings.
XP 400 CG Tiny outsider (angel, extraplanar, good) Init +1 Senses darkvision 60 ft., detect animals or plants, low-light vision; Perception +5 Aura lesser protective aura
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) (+2 deflection vs. evil) hp 13 (2d10+2) Fort +4, Ref +4, Will +1; +4 vs. poison; +2 resistance vs. evil Defensive Abilities lesser protective aura DR 2/evil Immune acid, cold, petrification Resist electricity 2, fire 2
OFFENSE
Speed fly 40 ft. (clumsy) Melee bite +1 (1d3-3) Special Attacks flyby steal
Spell-Like Abilities (CL 2nd; concentration +2)     Constant—detect animals or plants     At will—breeze, gentle breeze     1/day—ear-piercing scream (DC 11), gust of wind (DC 12)
STATISTICS
Str 5, Dex 12, Con 12, Int 5, Wis 12, Cha 10 Base Atk +2; CMB +1 (+5 steal); CMD 8 (can’t be tripped) Feats Agile ManeuversB, Improved Steal Skills Fly +2, Perception +6, Stealth +14 Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Flyby Steal (Ex) When flying, an angel of stolen hotdogs can take a move action to move and use a standard action to perform a steal combat maneuver at any point during the move. The angel of stolen hotdogs cannot take a second move action during a round when it makes a flyby attack.
An angel of stolen hotdogs gains a +2 bonus on steal maneuvers performed in this way (this bonus is already included in its statistics above).
Lesser Protective Aura (Su) An angel of stolen hotdogs has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the angel of stolen hotdogs a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the angel of stolen hotdogs at any one time.
The protective aura of an angel of stolen hotdogs is fragile, and as soon as an evil creature successfully strikes the angel of stolen hotdogs, or as soon as the angel of stolen hotdogs fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The angel of stolen hotdogs can reactivate its protective aura by spending 1 minute concentrating upon the task.
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pathfinderunlocked · 2 months
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Soulflicker - CR5 Undead
Stay within the candlelight. I'll show you the path...
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Artwork is an in-game model from World of Warcraft, copyright Blizzard Entertainment.
A soulflicker is an undead creature that guides other undead. Mindless undead instinctively believe that a soulflicker can lead them from undeath into the afterlife, and if not directed otherwise, they will follow the soulflicker around for as long as it leads them. Intelligent undead do not fall for the ruse, but soulflickers sometimes make deals with intelligent undead, leading them to their desires in exchange for power or protection. The power that soulflickers seek for themselves is often relatively simple - they mainly look for more mindless undead to be their followers. But if they can learn of something more valuable from a creature's corpse, they'll seek it out.
Soulflickers are constantly on the search for new treasures and secrets, either to take for themselves or to trade to other undead, and they have the ability to gather these secrets supernaturally with some of their spells. They often learn and seek out secrets and treasures that their mindless undead followers were searching for in life, or that they knew about.
Obviously, this is a support creature, and shouldn't be fought alone.
Soulflicker - CR 5
Visibly pale and waxy skin covers the shriveled arms that reach out from under this creature's robe. It's hunched over, and lit candles adorn the top of its backpack, melted into the fabric.
XP 1,600 NE Medium undead Init +4 Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 16, touch 10, flat-footed 16 (+4 mage armor, +2 natural) hp 51 (6d8+24) Fort +6, Ref +3, Will +9 Defensive Abilities channel resistance +2 Immune undead traits
OFFENSE
Speed 25 ft. Melee slam +3 (1d6) Special Attacks warding candles
Spell-like Abilities (CL 6th; concentration +9)     Constant—detect undead, mage armor, resistance     At will—blood biography (DC 16), corpse lanterns, grave words, sentry skull     1/day—carrion compass (DC 15), create treasure map
Spells Known (CL 5th; concentration +8)     2nd (2/day)—glitterdust (DC 15)     1st (3/day)—grasping corpse (CMB +8), touch of blindness (touch +3, DC 14)     0th (at will)—detect magic, ghost sound, spark
STATISTICS
Str 11, Dex 10, Con —, Int 14, Wis 17, Cha 17 Base Atk +3; CMB +3; CMD +13 Feats Combat Casting, Improved Initiative, Toughness Skills Knowledge (arcana, religion) +8, Knowledge (dungeoneering) +5, Perception +12, Survival +9, Spellcraft +7, Use Magic Device +9 Languages Common, Necril Gear backpack, spell component pouch, 160 candles
SPECIAL ABILITIES
Spellcasting A soulflicker casts arcane spells drawn from the sorcerer/wizard spell list. It is a spontaneous caster, and gains half as many spells known and spells per day as a 5th-level sorcerer. It uses Wisdom, not Charisma, as its spellcasting ability score. It does not gain a bloodline or any other sorcerer class features.
Warding Candles (Su) As a standard action, once per hour, a soulflicker can place down and light three warding candles in three different spaces it can reach. Each candle sheds light as a normal candle (increasing the light level in a 5-foot radius by one step, to a maximum of normal light) and emanates a 5-ft. radius aura that protects the soulflicker's allies within the aura. Allies protected in this way gain channel resistance +2 and take half damage from corporeal attacks. This protection does not stack with the reduced damage from actually being incorporeal, and is overcome by any effect that would allow attackers to deal full damage to an incorporeal target, such as a ghost touch weapon or being incorporeal themselves.
Each candle has 1 hit point and an AC of 13 (as a Fine-sized object). Anything that snuffs the candle out, such as even a small amount of water or wind, ends the protection from that candle.
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