Posted on

5e: Great Eagle

How many times have we all said that the answer is the giant eagles? I mean, come on. That has been the answer to how many problems in the Lord of the Rings and Hobbit trilogies? Yet the one in the book is only CR 1 and Large size. There’s no way that thing can go toe to toe with the great flying creatures that the Nine ride. So if you are a druid looking to call upon wondrous help when you cast conjure fey, you will need this choice creature.

Why not have a truly memorable character ride a great eagle instead of just another elf or dwarf. Download the Book of Heroic Races Player Races 2 for your Fifth Edition game at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com and make your 5e character something truly special.

Great Eagle

Gargantuan beast, neutral good


Armor Class 15
Hit Points 81 (6d20 + 18)
Speed 10 ft., fly 80 ft.


STR 20 (+5) DEX 21 (+5) CON 16 (+3)
INT 9 (–1) WIS 17 (+3) CHA 12 (+1)


Skills Perception +6
Senses passive Perception 16
Languages Giant Eagle, understands Common and Auran but can’t speak them
Challenge 6 (2,300 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions


Multiattack. The great eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the great eagle can’t use its talons on another target.

Posted on

5e: Flame Cat

Like I said a week ago, we went through the MM mentioned which monsters are usable with the various conjure spells and discovered the selection was rather thin. In an effort to correct this we are creating monsters you can conjure with these spells. Last week we shared the thunderscreech today we are sharing with you the flame cat, ideal for the conjure minor elementals spell.

Flame Cat

Small elemental, neutral evil
Armor Class 13
Hit Points 39 (6d6 + 18)
Speed 30 ft.


STR 12 (+1) DEX 17 (+3) CON 16 (+3)
INT 7 (–2) WIS 11 (+0) CHA 8 (–1)


Saving Throws Dex +5
Damage Vulnerabilities cold
Damage Resistance piercing and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1 (200 XP)


Fire From. The flame cat can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame cat or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the flame cat can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns.
Pounce. If the flame cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the flame cat can make one bite attack against it as a bonus action.
Variable Illumination. The flame cat sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The flame cat can alter the radius as a bonus action.
Water Susceptibility. For every 5 feet that the flame cat moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The flame cat makes two attacks: one claw and bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) fire damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) fire damage. Miss: 2 (1d4) fire damage

Wizards, with their spell books, tend to get nervous around flame cats. Unsurprisingly, flame cats love to watch things burn, and spell books have a tendency to go up in flames around them. Because of this, wizards do not summon them very often. Druids that live in the forest also tend to be skittish around flame cats, not wanting their homes burned down. Those druids that live in other environments—such as caves or deserts—frequently summon flame cats, especially when in the forest or when encountering a wizard.

Flame cats stand a little under 3 feet tall, their bodies constantly rippling. Unlike fire elementals, flame cats have a distinctive shape that is always present, no matter how strained that shape might be from a tight corridor.

Get more monsters for your Fifth Edition game today in the Book of Beasts: Monsters of the Forbidden Woods. Download this book today at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

What Kind of Monster Artwork Do You Prefer?

Earlier this week, we showed off a monster that a druid or wizard can summon with the conjure minor elemental spell. I really like that monster, but there’s something I have been wondering about with the artwork: the style. It is a beautiful color image. The problem is is that I don’t have a massive library of color images. I have a much larger library of black and white image. So as I continue to work on monster books for Fifth Edition, 13th Age, Pathfinder 2e (possibly), and other systems, I want to stay consistent as much as possible throughout the entire project. So that leads me to ask, what do you prefer?

Adding a parchment background to a black and white image is quite easy and rather fun. Not only that, it gives the image a distinctive feeling of being from an ancient tome that time forgot, in keeping with the fantasy theme. However, I do love looking at the color images in monster books. So I am asking you to help me make up my mind.

Tell me what kind of image would you like to see in a monster book from us. Vote in the poll below and as always, elaborate in the comments below.

What Style of Monster Artwork Do You Prefer?

View Results

Loading ... Loading ...

See our monster books we have published so far for Pathfinder and Fifth Edition at the JBE Shop.

Posted on

5e: Thunderscreech

Thunderscreech Image by Matt Bulahao

Last year, I had a series of blog posts that shared all the conjurable creatures in the 5e MM and I noticed that it was a rather thin selection. I decided to do something about that, seeing as how summoning monsters is something I enjoy doing. I’ve been working for the last few months when I have time (both seconds) on increasing that number. Today I thought I would share with you one of those creatures. This one is ideal for the conjure minor elemental spell, usable by wizards and druids.

Thunderscreech

Small elemental, chaotic neutral
Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 10 ft., fly 30 ft.


STR 13 (+1) DEX 16 (+3) CON 14 (+2)
INT 9 (–1) WIS 12 (+1) CHA 6 (–2)


Saving Throws Dex +5, Con +4
Damage Immunities lightning, poison, thunder
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 1/2 (100 XP)

Actions

Lightning Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage plus 2 (1d4) lightning damage. Miss: 1 (1d2) lightning damage.
Deafening Screech (Recharge 6). As an action a thunderscreech can let out a deafening cry. All creatures within 10 feet must succeed a DC 12 Constitution save or take 7 (2d6) thunder damage.

Looking like a bird the size of a gnome wreathed in lightning, a thunderscreech is known for its distinctive cry as it swoops in for the kill. A favorite among druids, the thunderscreech will sit upon the shoulder of the one that summoned it until it is given a command, its eyes darting around looking for signs of trouble.

Its exact form varies, covering all types of avians. It frequently appears as an owl for a wizard and a hawk or an eagle for druids. Some scholars believe that the thunderscreech that answers the summoning shares similarities to caster. Others believe that the thunderscreech can change its form to be looked upon more favorably by the summoning caster.

Check out the other monsters we created for Fifth Edition in the Book of Beasts: Monsters of the Forbidden Woods at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

Posted on

Pathfinder: Godling

Continuing our series of monsters released every Wednesday, we bring you one this week from our latest adventure—Deadly Delves: The Dragon’s Dream. This one is an aquatic blog of swamp mater that is worshipped as a god, where it gets its name from. This monster first appeared in our exceptional collection of high level monsters—Book of Beasts: Legendary Foes. Its original inspiration is from the Lovecraft story Call of Cthulhu where there was a creature in the Louisiana swamp that men worshiped as a god.

It was this creature that author Landon Wilkler took and make the initial source of problems that the players are investigating in his Dragon’s Dream adventure. I must admit that I love this adventure and not just because he is using more than one creature from my monster books. Landon did an amazing job crafting an adventure that your players will remember for years to come. At such a high level, I hope it helps you craft the story you want to tell on your way to level 20.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Godling CR 17

XP 102,400
NE Huge ooze (aquatic)
Init +13; Senses Blindsight 240 ft.; Perception +40


Defenses


AC 31, touch 17, flat-footed 22 (+9 Dex, +14 natural, –2 size)
hp 264 (23d8+161)
Fort +14, Ref +16, Will +20
DR 10/bludgeoning; Immune acid, electricity, ooze traits, piercing; Resist cold 10, fire 10; SR 25
Weaknesses vulnerable to sonic


Offense


Speed 40 ft., swim 120 ft.
Melee 6 tentacle +23 (1d8+5/19-20 plus grab plus poison), bite +25 (2d6+10)
Space 15 ft.; Reach 15 ft. (60 ft. with tentacles)
Special Attacks dominating song (DC 23), swallow whole (3d6 acid damage, AC 17, hp 26)


Statistics


Str 30, Dex 28, Con 25, Int 19, Wis 36, Cha 15
Base Atk +17; CMB +29; CMD 54
Feats Alertness, Combat Expertise (–5/+5), Combat Refexes, Deceitful, Defensive Combat Training, Greater Feint, Improved Critical (tentacle), Improved Feint, Improved Initiative, Multiattack, Skill Focus (Bluff, Linguistics)
Skills Bluff +35, Disguise +29, Linguistics +33, Perception +40, Sense Motive +40, Stealth +24 (+40 in swamps), Swim +18; Racial Modifiers +16 Stealth when in a swamp
Languages Abyssal, Aquan, Celestial, Common, Infernal plus 19 others; songspeech
SQ amphibious


Special Abilities


Dominating Song (Su) A godling can sing an enchanting song that dominates all intelligent creatures within 120 feet that fail a DC 23 Will save, as per the spell dominate person. A dominated creature receives a new Will each round to resist this effect. A creature that successfully saves against the dominating song is charmed, as per the spell charm person, for 1d3 rounds but afterwards is immune to this godling’s dominating song ability for 24 hours. This is a compulsion, language-dependent, mind-affecting effect. The save DC is Charisma-based.
Poison (Ex) Tentacle—injury; save Fort DC 28, frequency 1/round for 8 rounds, effect 1d4 Con plus stun, cure 3 consecutive saves. The save DC is Consitution-based.
Songspeech (Ex) When a godling speaks, it communicates in all languages it knows at once. A creature hears a language it knows while the other languages sound like a chorus singing musical notes.
Water Healing (Su) When a godling is touching water, it gains fast healing 10.

Posted on

Pathfinder: Pyroclastic Wight

I know it has been a while since we posted a monster on Wednesday. So we are making up for it by scheduling a number of Wednesday monsters and having them ready to go for a while.

For this week’s monster we bring you one from our adventure Deadly Delves: The Chaosfire Incursion. This undead horror is known as a pyroclastic wight. Formed when a creature is killed instantly by the wave of lava and volcanic
ash accompanying a volcanic eruption. Its body is vaporized instantly, but when the spirit cannot
accept the unexpected snuffing of their life, the creature returns as a pyroclastic wight. Its rage at the
unfairness of a death they didn’t even have time to mentally reconcile causes them to form a body out
of the cooling lava and ash, then seek to spread its excruciating death to as many others as it can. Download The Chaosfires Incursion today at the JBE Shop.

Pyroclastic Wight

This humanoid is made of a jagged volcanic rock exterior. Multiple cracks cover its form, leaking a
glowing orange light. Its eyes are blazing white hot fires—it is almost painful to gaze upon it.

Pyroclastic Wight CR 8

XP 4,800
NE Medium undead (fire)
Init +4; Senses darkvision 60 ft.; Perception +22
Aura pyroclastic aura (20 ft., DC 20)


Defenses


AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 102 (12d8+48)
Fort +10, Ref +8, Will +9
Defensive Abilities undead traits; Immune fire
Weaknesses slowed by cold


Offense


Speed 35 ft.
Melee 2 slams +13 (1d6+3 plus 2d6 fire)
Ranged lava bomb +13 (6d6)
Special Attacks lava bomb, tephra
Spell-Like Abilities (CL 12th; concentration +16)
3/day—ash storm UM, volcanic storm UM (DC 18)


Statistics


Str 16, Dex 18, Con —, Int 9, Wis 13, Cha 19
Base Atk +9; CMB +12; CMD 26
Feats Blind-Fight, Fleet, Improved Natural Armor, Great Fortitude, Skill Focus (Perception), Weapon Focus (slam)
Skills Escape Artist +16, Intimidate +19, Perception +22
Languages Common


Ecology


Environment any (near volcanic activity)
Organization solitary, pair, or eruption (3-12)
Treasure standard


Special Abilities


Lava Bomb (Su) A pyroclastic wight can reach into its body and hurl a lava ball as a standard action. The attack has a range of 100 feet with
no range increment. A lava bomb counts as a grenade-like weapon, splattering all creatures within 20 feet of the target with lava and dealing them half damage. A missed attack lands in a random square within 10 feet of the target, splattering all creatures within the splash range for half damage. Any creature damaged by a lava bomb takes half damage the following round.
Pyroclastic Aura (Su) A pyroclastic wight emits a 20-foot aura of volcanic heat and ash. All creatures in the aura take 2d6 fire damage and must make a DC 20 Fortitude save each round or be blinded by red hot ash for 1 round. Furthermore, the aura erodes fire resistance. For every point of damage the pyroclastic aura does to a creature, their fire resistance is reduced by that amount for one hour. Any creature killed by the pyroclastic aura is turned into ash. A round later, the ash crumbles,
leaving nothing behind. Creatures immune to fire are not affected by the aura.
Slowed by Cold (Ex) A pyroclastic wight doesn’t take damage from cold. Instead, cold damage slows or turns a pyroclastic wight into hardened
obsidian. For every 10 cold damage taken, a wight turns into an obsidian statue for one round, gaining 10 hardness and becoming unable
to move or take actions. While transformed into obsidian, further cold damage has no effect. In
the round following this transformation, or if the cold damage dealt is less than 10, a pyroclastic wight is slowed.
Tephra (Su) As a move action, a pyroclastic wight can expel molten material from its body in a
30-foot radius. This rapidly cools but covers the surrounding terrain in an uncomfortably hot and jagged rocky layer of tephra. This counts as difficult terrain covered in caltrops. Each 5-foot square has hardness 6 and 20 hit points.

Posted on

5e: Bloodboar

Book of Beasts: Monsters of the Forbidden Woods (5e)

I consider myself primarily a monster maker. Some specialize in new class options, adventures, magic items, or whatever. Me, I can just take a look at some piece of artwork and can just see all the ways it can tear a human to shreds, eat it alive, take over its mind, or a number of other bizarre desires it may have. This is why I write monster: it just comes to me. This also is why I share monsters every Wednesday with you. Previous 5e monsters I shared on this website include the draugr and the snapping skulls trap.

Today, I bring you a bloodboar. This relation of a pig is as large as a hill giant and as deadly as an ogre. They have a deadly charge and are downright terrifying. This is a monster worthy for the players to fight against. Pit your players against this monster today.

Bloodboar

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Str 16 (+3) Dex 11 (+0) Con 14 (+2)
Int 2 (–4) Wis 9 (–1) Cha 5 (–3)


Senses passive Perception 9
Languages
Challenge 2 (450 XP)


Charge. If the bloodboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is standing on the ground, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions


Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.; one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or have its speed reduced by half until the bloodboar’s next turn.
Battlesqueal (1/Day). A bloodboar can let out a loud squeal, calling all nearby boars to attack. All boars that can hear the bloodboar’s squeal gain advantage on their next attack.

The bloodboar is one of the many monsters in the Book of Beasts: Monsters of the Forbidden Woods. Download this book today at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

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.

Posted on

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.

Posted on

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.

Posted on

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.

Posted on

Pathfinder: Mummified Servants

Deadly Delves: Quests of the Sands (PFRPG)

Sometimes we need lower level versions of a classic monster to help fit the theme you are going for. Take the mummy for example. It is a solid CR 5 monster, but what if you are delving into an Egyptian-style tomb at level 1, or you are using a mummy, but you want a few lower level monsters with it so it is not a solo encounter. Today, we have the mummified servants just for you. This monster was first presented in Deadly Delves: Quests of the Sands.

Mummified Servants CR 1

XP 400
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +7


Defenses


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 15 (2d8+6)
Fort +3, Ref +0, Will +5
DR 1/—; Immune undead traits
Weaknesses vulnerable to fire


Offense


Speed 20 ft.
Melee slam +2 (1d6+1 plus mummy rot)


Statistics


Str 13, Dex 10, Con —, Int 6, Wis 15, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Toughness
Skills Perception +7 Stealth +5
Languages Common


Ecology


Environment any
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure none


Special Abilities


Mummy Rot (Su) Disease—slam; save Fort DC 14; onset 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Mummified Servants first appears in Deadly Delves: Quests of the Sands. Support our efforts to bring you another monster every Wednesday by downloading this adventure for your Pathfinder game today at the JBE Shop.