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Pathfinder: Goblin-O’-Wisp

Varying up a monster is a great way of keeping your players on their toes. By giving them something they don’t expect, they are not sure what else is changed. It will give them a moment’s pause.

When you change a monster, pick a theme. Let that theme guide you in varying that monster. Take the will-o’-wisp as an example. Vary that up with a goblin theme so your first change should be to change the damage type to fire instead of electricity. Then the next part you should change is their description and their behavior to be more in line with a goblin. This will allow you to put your own stamp on your game.

​Goblin-O’-Wisp

(Based on a will-o’-wisp)

This faintly glowing ball of red and orange light bobs gently in the air, the nebulous image of a goblin’s skull is visible somewhere in its depths.

Goblin-O’-Wisp CR 6

XP 2,400
CE Small aberration (fire)
Init +14; Senses darkvision 60 ft.; Perception +17


Defense


AC 27, touch 27, flat-footed 16 (+5 deflection, +10 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +13, Will +9
Defensive Abilities natural invisibility; Immune magic


Offense


Speed fly 50 ft. (perfect)
Melee incinerate +17 touch (2d8 fire/18-20)
Statistics
Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 25 (cannot be tripped)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
Ecology
Environment any swamp
Organization solitary, pair or string (3-4)
Treasure incidental
Special Abilities
Feed on Fear (Su) Anytime a goblin-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immune to Magic (Ex) Goblin-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Goblin-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

Find ways to vary up more monsters with the Book of Beasts: Varied Monsters at JonBrazer.com.

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Pathfinder: Darkling

With Halloween coming up awfully fast, I thought I would post one of my favorite scary monsters for this week’s Monster Wednesday. This monster is based on “The Gentlemen” from Buffy the Vampire Slayer. If you are not familiar with them, they removed their victim’s heart while the person is alive and unable to scream.

Darkling CR 6

XP 2,400
CE Large fey (extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15


DEFENSE


AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 75 (10d6+40); blood healing
Fort +6, Ref +10, Will +9
DR 10/cold iron; Resist cold 5


OFFENSE


Speed 40 ft.
Melee +1 feystone battleaxe +11 (2d8+8), claw +7 (1d6+4)
Space 10 ft., Reach 10 ft.
Spell-like Abilities (CL 5th; concentration +5)
Constant – zone of silence (20 ft. radius)
3/day – flicker, snow spray (DC 13)


STATISTICS


Str 26, Dex 16, Con 16, Int 8, Wis 15, Cha 11
Base Atk +5; CMB +14 (+13 with battleaxe, +16 Sunder, +19 Sunder with battleaxe); CMD 27 (+29 vs. Sunder)
Feats Cleave, Improved Sunder, Lunge, Power Attack (-2/+4), Ability Focus (snow spray)B, Toughness
Skills Climb +21, Knowledge (planes) +12, Perception +15, Sense Motive +15, Stealth +12 (+16 in dim light or darkness); Racial Modifiers +4 to Stealth in dim light or darkness
Languages Sylvan; telepathy 100 ft.
SQ planar knowledgeable


ECOLOGY


Environment cold forest (Plane of Shadows)
Organization solitary, pair, fear (1-2 plus 4-8 dull mites)
Treasure standard (+1 feystone battleaxe, other treasure)


SPECIAL ABILITIES


Blood Healing (Su) If a darkling spends a move action licking the blood of a recent victim off its stone battleaxe or its claws, it gains fast healing 3 for 2 rounds. A Darkling can heal up to a maximum of 20 hp/day (double its current HD) in this manner. This action does not provoke an attack of opportunity.
Feystone Battleaxe A darkling wields crude tools made from stone and worked in a way that only the fey know how. A mundane large feystone battleaxe cost 10 gp, weights 18 lbs, grants a -2 penalty on attacks, grants a +2 bonus when attempting to Sunder, deals 2d8-1+Str modifier damage, deals double damage on a critical hit, has a hardness of 7, and has 7 hp.
Flicker (Sp) A darkling can turn invisible for 1 round as a swift action. The spell-like ability ends if the darkling attacks any creature (see invisibility). This ability is the equivalent of a 1st-level spell.
Planar Knowledgeable (Ex) Knowledge (planes) is a class skill for a darkling. Knowledge (local) is not a class skill.
Snow Spray (Sp) A 30 ft cone of snow sprays out from a darkling’s fingertips. All creatures within the area of effect take 5d4 points of cold damage and are entangled for 1 round. Creatures that succeeds a Reflex save (DC 13) take half damage and are not entangled. The DC for this ability is Charisma-based. This ability is the equivalent of a 1st-level spell.

The darkling first appears in the Book of Beasts: Monsters of the Shadow Plane. Download this awesome monster book today at the JBE Shop and support us bringing you new monsters every week.