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Pathfinder: Aberrant Fruitcake

Ah, what a wonderful time of year it is. Holiday music is being promoted to us on our devices. Our family is bugging us to come over. So today, I thought I would top that off with everyone’s favorite holiday food: a fruitcake. This year, why not show the holidays how much you love these parts of it by sticking a sword right through it. It is so therapeutic to be able to do that from time to time.

Aberrant Fruitcake CR 5

XP 1,600
NE Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +8


Defense


AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (7d8+14)
Fort +3, Ref +4, Will +6
DR 5/magic; Immune aging effects, negative energy damage


Offense


Speed 40 ft.
Melee 2 claws +8 (1d4+3 plus grab), bite +8 (1d6+3)
Special Attacks pounce, sticky


Statistics

Str 16, Dex 14, Con 12, Int 4, Wis 12, Cha 6
Base Atk +5; CMB +8 (+10 drag, +12 grapple); CMD 20 (22 vs. drag, 24 vs. overrun, trip)
Feats Improved Drag, Power Attack (–2/+4), Toughness, Vital Strike
Skills Acrobatics +7, Perception +7, Stealth +7
Languages Undercommon (can’t speak)
SQ entropic preservation


Ecology


Environment cold forests and underground (Plane of Shadows)
Organization solitary or pack (2–5)
Treasure none


Special Abilities


Entropic Preservation (Su) An aberrant fruitcake is immune to all types of aging effects, whether natural or magical.
Sticky (Ex) A weapon that strikes an aberrant fruitcake is stuck fast by a strange adhesive unless the wielder succeeds on a DC 14 Strength check. An application of strong spirits thrown on the aberrant fruitcake reduces the DC of the Strength check to 10 for 1 round. An application of universal solvent will automatically dissolve the sticky fluid. An aberrant fruitcake can dissolve its adhesive at will. The DC is Constitution-based.

Download the Book of Beasts: War on Yuletide today at JonBrazer.com. Use the coupon code “holiday2017” and get 30% off this and everything else at the JBE Shop from now through January 31, 2018. Download today.

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Pathfinder: Memitim Psychopomp

When it comes to ferrying the dead off to their afterlife, preventing them from haunting the living, I think Christmas. Well, a Dickens-inspired Christmas, at least. Of course there’s the holiday classic movie, It’s a Wonderful Life, or the 80’s variation I grew up on, One Magic Christmas. In more recent times my times my wife is a huge fan of the The Family Stone. What can I say, Christmas entertainment always involved quite a bit of death when I was a kid. That and someone saying, “you’ll shoot your eye out,” but that is beside the point.

Not long ago, I concluded a series where I was expanding the list of monsters on the summon monster lists. Well, given the season and my odd association, I submit the memitim psychopomp to be added to the summon monster IX list, if you are including Pathfinder Compatible supplements on the list of monsters you be summoned to the battlefield.

Psychopomp, Memitim

One arm covered in heavy metallic armor and the other covered in rune-like tattoos, this winged figure is both escort and executioner of the lost.

Memitim CR 14
XP 38,400
N Huge outsider (extraplanar, psychopomp)
Init +6; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +28


DEFENSE


AC 29, touch 14, flat-footed 23 (+5 armor, +6 Dex, +10 natural, -2 size)
hp 199 (19d10+95)
Fort +16, Ref +12, Will +17
Defensive Abilities hidden body; DR 15/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 28


OFFENSE


Speed 40 ft., fly 60 ft. (average)
Melee +1 mighty cleaving speed scythe +22/+22/+17/+12/+7 (3d6+7/19-20/x4)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 14th; concentration +18)
At Will–dispel magic, halt undead (DC 17), vampiric touch
3/day–bestow curse (DC 18), quickened dispel magic
1/day–finger of death (DC 21), undeath to death (DC 20), wavesof exhaustion


STATISTICS


Str 19, Dex 22, Con 20, Int 16, Wis 23, Cha 18
Base Atk +19; CMB+25; CMD41
Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Greater Spell Penetration, Improved Critical (scythe), Hover, Master Craftsman (Craft [weapons]), Quicken Spell-Like Ability (dispel magic), Spell Penetration, Vital Strike
Skills Craft (weapons) +25, Diplomacy +26, Fly +24, Intimidate +26, Knowledge (religion, planes) +25, Perception +28, Sense Motive +28, Stealth +20
Languages Abyssal, Celestial, Common, Infernal, Shadowspeak, Undercommon
SQ ghost touch


ECOLOGY


Environment any (Plane of Shadows, Purgatory)
Organization solitary
Treasure standard (huge +1 mighty cleaving speed scythe, huge +4 full plate armor (arm only), other treasure)


SPECIAL ABILITIES


Armor While a memitim wears no armor, its left arm is made out of metal armor. Because it is a part of the memitim, it takes none of the penalties of wearing armor. If this arm is cut off, a huge size creature can wear it immediately as the arm from a suit of Huge +4 full plate armor. The arm possesses a maximum Dex bonus of +1, armor check penalty of -7, 35% arcane spell failure, no reduction in base speed, and weights 40 lbs.

Ghost Touch (Su) A memitim treats all natural and wielded weapons as if it had the ghost touch ability.

Hidden Body (Su) It is harder to score additional damage against the memitim due to the concealment provided by its long robe. When a critical hit or sneak attack is scored on the memitim, there is a 50% chance that the attack deals normal damage.

Spiritsense (Su) A memitim notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability. When the god of life and death selects a being to die. The marked one meets his death at the place and time appointed. Should his soul or body continue on and become one of the unliving, the memitim returns it to its intended destination—by force, if necessary.

This psychopomp first appeared in the JBE release Book of Beasts: Monsters of the Shadow Plane. Download this monster book today at the JBE Shop.

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Pathfinder: Gingerbread Golem

Golem, Gingerbread

This three-story tall monstrosity is flat like a cookie, but bends and twists with ease as it stalks across the ground. Its cakelike, vaguely humanoid body is etched with runes, and three enormous gumdrops dot its chest. An irrepressibly cheery smile of sugar icing stretches across its face.

Gingerbread Golem CR 11

XP 12,800
N Gargantuan construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0


Defense


AC 20, touch 5, flat-footed 20 (–1 Dex, +15 natural, –4 size)
hp 142 (15d10+60)
Fort +5, Ref +4, Will +5
DR 5/bludgeoning and magic; Immune construct traits, magic; SR 22
Weaknesses gumdrop powered


Offense


Speed 40 ft.
Melee 2 slams +20 (2d6+9)
Space 20 ft.; Reach 20 ft.
Special Attack spice breath (30-ft. cone, 15d6 slashing plus –10 penalty to Stealth, DC 17 for half damage)


Statistics


Str 28, Dex 8, Con —, Int —, Wis 11, Cha 1
Base Atk +15; CMB +28; CMD 37


Ecology


Environment any non-tropical
Organization solitary
Treasure none


Special Abilities


Gumdrop Powered (Ex) A gingerbread golem is powered by magical energy stored in three small gumdrops on the front of its body. For each button removed, the golem takes a –1 penalty to its attack rolls, CMB, CMD, damage reduction, natural armor bonus, and saving throws. A gumdrop button can be removed with a DC 25 Strength check or a successful sunder attempt.
Immunity to Magic (Ex) A gingerbread golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • A magical attack that deals fire damage slows a gingerbread golem (as the slow spell) for 2d6 rounds (no save).
  • Exposure to the spells aqueous orb APG, geyser APG, or hydraulic torrent APG causes the golem to gain vulnerability to bludgeoning damage for 1 round.

Spice Breath (Ex) As a standard action once every 1d4 rounds, a gingerbread golem can emit a 30-foot cone of coarsely-ground cinnamon, ginger and nutmeg. A creature within the cone’s area suffers 15d6 points of slashing damage; additionally, the creature suffers a –10 penalty to Stealth checks for the next 1d3 days due to the cloying scent of the spices. A successful DC 17 Reflex save reduces this damage by half and negates the penalty to Stealth. A gingerbread golem can use this ability once every 1d4 rounds. The save DC is Constitution-based.

The Gingerbread golem comes from Book of Beasts: War on Yuletide. Download this Pathfinder book today at JonBrazer.com using coupon code “holiday2017” and get 30% off this and everything else at the JBE Shop from now through January 31, 2018. Download today.

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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.