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5e: Dire Owl

A classic of the Worlds Oldest Fantasy Roleplaying Game involves giant animals. The origin of these is quite simple, someone trying to convince someone else that their fight with some animal was far more valiant because it was far larger than most. In a fight when the adrenaline is pumping, a fierce creature can seem substantially larger than it actually is. In our roleplaying games, however, these perceived larger creatures are indeed larger. That makes the fight more dangerous and the night more creepy and makes giant-sized creatures perfect for a Halloween game.

Book of Beasts: Monsters of the Forbidden Woods (5e)The dire owl you see below originally appeared in the Book of Beasts: Monsters of the Forbidden Woods. Within you will find more giant animals like the bloodboar, the monstrous rat, and the dire lion—trust me, you really don’t want to face this guy. These monsters are perfect fodder for your fifth edition game, whether against the adventurers or for your group’s druid to summon with the conjure spells. Download this awesome book of monsters for your Fifth Edition game today from JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

Owl, Dire

Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 10 ft., fly 40 ft.


Str 11 (+0) Dex 15 (+2) Con 14 (+2)
Int 2 (–4) Wis 13 (+1) Cha 5 (–3)


Skills Survival +3
Senses passive Perception 11
Languages
Challenge 1/2 (100 XP)

Actions


Multiattack. The dire owl makes two talon attacks when flying.
Pellet Vomit (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 2 (1d4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the creature completes a long rest. While the creature is poisoned, all creatures (other than the dire owl) that are within 5 feet of the poisoned creature must succeed on the same saving throw or become poisoned as long as they stay so close to the creature. Creatures with the scent ability gain disadvantage on this saving throw.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (2d4) piercing damage.
Screech. An owl can let out a loud screech. All creatures within 10 feet that fail a DC 12 Con save are deafened until the end of the dire owl’s next turn.

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5e: Young Spiderbear

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

With Halloween fast approaching, we thought it would be fun to share one of our favorite monsters, the spiderbear. It is our own take on classic D&D mashup monsters like the owlbear. It is creepy and dangerous, terrifying for being both a spider and a bear, and an all around evil creature. 

While this one is a challenge 1/2 monster, the Book of Beasts: Monsters of the Forbidden Woods has an adult spiderbear of challenge 3, and an elder spiderbear of challenge 7. Download this supplement today at the JBE Shop to get these and other awesome monsters for your game. You can also find it at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore and get these and many more awesome monsters now.

Young Spiderbear

Small monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 40 ft., climb 40 ft.


Str 15 (+2) Dex 16 (+3) Con 14 (+2)
Int 6 (–2) Wis 14 (+2) Cha 4 (–3)


Skills Stealth +5
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
Languages Common, Spiderbear
Challenge 1/2 (100 XP)


Pack Tactics. The young spiderbear gains advantage on attack rolls against a creature if at least one of the spiderbear’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spiders are always considered a spiderbear’s ally.
Spider Climb. The young spiderbear can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the young spiderbear knows the exact location of any other creature in contact with the same web.
Web Walker. The young spiderbear ignores movement restrictions caused by webbing.

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage.

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5e: Great Dodo

One of the problems that annoys me the most about Fifth Edition is the lack of character choice you have. Beyond 3rd level, there are very few choices for a character to make. Even spellcasters, the classes with the most numbers of choices regardless of edition get far less choice compared to other editions. This means that every choice you do make has to be more meaningful, far less choices can be a cute throwaway choice done just for the fun of it.

That is what makes the conjure spells so much fun for spellcasters. They can change their choices just because it seems like a good idea at that moment. If this one is silly, that’s ok because the next time you cast it can be completely serious. So while you have the opportunity, why not conjure up a great dodo. Before you go, “Wait, what?!?” here it is…

Great Dodo


Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 30 ft.


STR 16 (+3) DEX 14 (+2) CON 17 (+3)
INT 2 (–4) WIS 12 (+1) CHA 5 (–3)


Saving Throws Con +6
Senses passive Perception 11
Languages
Challenge 6 (2,300 XP)


Flapping Run. When taking a Dash action, a great dodo treats its speed as 45 ft.
Actions


Bill Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage. On a successful hit, the target must succeed a DC 16 Constitution save or be stunned until the end of the great dodo’s next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 42 (6d12 + 3) piercing damage.

Download all of JBE’s 5e PDFs at the JBE Shop. You can also download our 5e PDFs at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Vampiric Young Blue Dragon

Today I would like to share with you a fun mash up of two monsters: dragon and vampire. We are so use to vampires being humanoid that we forget that a vampire can be of any shape. So when creating it in another form, why not marry it a creature that is already scary like a dragon. Done like this, it opens up some new design space. You can make adjustments to the standard vampire abilities that fit a dragonic form much better. For example, we changed the ability Legendary Resistance to Legendary Scales. This is both familiar while still being unique for this specific monster.

As always, check out all our Fifth Edition products at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Supporting us lets us to bring you more monsters every Wednesday and other blog posts throughout the week.

Vampiric Young Blue Dragon

Large undead, neutral evil


Armor Class 20 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 40 ft., burrow 20 ft., fly 80 ft.


STR 21 (+5) DEX 16 (+3) CON 19 (+4)
INT 22 (+6) WIS 18 (+4) CHA 20 (+5)


Saving Throws Str +10, Con +9, Wis +9, Cha +10
Skills Athletics +10, Perception +9, Stealth +8
Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Challenge 14 (11,500 XP)


Legendary Scales (3/Day). If the dragon succeeds a saving throw that would normally deal half damage on a successful save, the dragon can choose to take no damage from the attack. Any conditions that would be applied on a successful save are still applied.
Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Vampire Weaknesses. The dragon has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The dragon takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the dragon’s heart while the dragon is incapacitated in its resting place, the dragon is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack roll and ability checks. .

Actions


Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage plus 5 (1d10) lightning damage and 5 (1d10) necrotic damage. The target is grappled (escape DC 18). The dragon cannot bite another target while grappling. The target’s hit points maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A dragon slain in this way and then buried in the ground or a mound of copper, gold, and silver rises the following night as a vampiric dragon spawn under the dragon’s control. If a humanoid is slain in this way and then buried in the ground rises the following night as a vampire spawn under the dragon’s control.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 5) slashing damage.
Terrify. The dragon targets one dragon or humanoid it can see within 30 feet of it. If the target can see the dragon, the target must succeed on a DC 18 Wisdom saving throw against this magic or be terrified of the dragon. The terrified target regards the dragon as a imposing image that must be obeyed. Although the target isn’t under the dragon’s control, it takes the dragon’s requests orders that must be carried out or suffer the consequences. Additionally, it is a willing target for the dragon’s bite attack.
Each time the dragon or the dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dragon is destroyed, is on a different plane of existance than the target, or takes a bonus action to end the effect.
Black Lightning Breath (Recharge 5–6). The dragon exhales lightning infused with necrotic energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage and 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

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Pathfinder: Spectre Spawn

Back when I was creating Shadowsfall, I wanted it to feel both familiar yet different. One way I wanted to accomplish this was by making higher and lower level versions of existing monsters. By allowing players to encounter a monster that is normally not seen until higher levels, it gives the feeling that this monster is more common, that this type of danger is more prevalent then say your average goblin. Similarly, by making a higher power version of the monster, you are saying that conditions are right for it to flourish and grow.

Take the spectre as an example. This classic monster is only in Pathfinder as a level 7 monster. However, by making its spawn a CR 5 monster, you can have groups of level 3 take it on and live, albeit they will be wiping their brows and healing up afterwards, but that is the point of a weakened monster. The players get experience with that kind of monster so when the face off against the normal monster, they have an idea of what they will be facing and not only be better prepared but also be weary of its deadly powers, especially if they realize that the higher CR monster looks like it can dish out more pain. Not only that, by encountering a spawn, you know that something must have spawned it, meaning there is more danger to come.

Before we share with you the spectre spawn’s stat block, I would like to point out that the Book of Beasts: Monsters of the Shadow Plane is on sale at the JBE Shop for 75% off their regular price along with just about all of our other Pathfinder PDFs. If you prefer your Pathfinder books in print, head over to DriveThruRPG/RPGNow and order our Pathfinder books for 20% off. This is the last day of the sale so grab it now!

Spectre Spawn CR 5

XP 2,400
LE Medium undead (incorporeal)
Init +3; Senses darkvision 60 ft.; Perception +15
Aura unnatural aura (30 ft.)


DEFENSE


AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 33 (6d8+6)
Fort +3, Ref +5, Will +8
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness


OFFENSE


Speed fly 60 ft. (perfect)
Melee incorporeal touch +8 touch (1d6 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 14)


STATISTICS


Str -, Dex 16, Con -, Int 14, Wis 16, Cha 13
Base Atk +4; CMB +7; CMD 18
Feats Blind-Fight, Skill Focus (Perception), Weapon Focus (touch)
Skills Fly +11, Intimidate +10, Knowledge (history) +11, Knowledge (religion) +11, Perception +15, Stealth +12, Survival +9
Language Common


ECOLOGY


Environment any
Organization solitary, pair, gang (1 spectre or spectre lord and 2-5 spectres spawns), or swarm (2-4 spectres or spectre lords and 5-10 spectre spawns)
Treasure none


SPECIAL ABILITIES


Create Spawn (Su) Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds. Spawn so created possess the above spectre spawn stats. A spectre spawn created by a spectre spawn are under the command of the spectre or spectre lord that created the spectre spawn and remains enslaved until its death, at which point the spectre spawn become a full-fledged and free-willed spectre (as described in the Bestiary). A spectre spawn does not possess any of the abilities it had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) A spectre spawn is powerless in natural sunlight (not merely a daylight spell) and flees from it. A spectre spawn caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre spawn at a distance of 30 feet. They do not willingly approach nearer than that and become panicked if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre spawn.

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Pathfinder RPG: Bladecypher Protean

When it comes to outsiders, proteans are an interesting addition. In a game that is frequently a game of good and evil, proteans are neither. Infact, they are defined as chaos incarnate. That is their hook. Proteans are to destroy and remove all semblance of order to reality.

When I first wrote the bladecypher, there were only few proteans created. So I wanted a powerful force for nothingness for the players to face. My first thought was that it should be able to unmake just about anything in a certain range. Not only that, they should make lawful creatures pay just for the insult of being near the protean. That was the original concept of the bladecypher. I hope you enjoy it.

PaizoCon is this weekend but you don’t have to be there to enjoy yourself. Going on right now is the We’re Not Going to PaizoCon Sale. Order all our Pathfinder print books from DriveThruRPG/RPGNow at 20% off. Also all our Pathfinder PDFs at the JBE Shop, Paizo, and the Open Gaming Store are available at 75% off. Grab them today.

Protean, Bladecypher

This flying creature’s body is covered with enormous plates resembling an exoskeleton. Long blades extend from several of its fingers and its head appears to be the skull of a terrifying demon.

Bladecypher CR 20

XP 307,200
CN Huge outsider (chaotic, extraplanar, protean, shapechanger)
Init +8; Senses blindsense 120 ft., darkvision 60 ft., detect law; Perception +41
Aura lawbane aura (60 ft.)


Defense


AC 37, touch 17, flat-footed 28 (+8 Dex, +1 dodge, +20 natural, –2 size)
hp 396 (24d10+264); fast healing 15
Fort +25, Ref +22, Will +18
Defensive Abilities amorphous anatomy, freedom of movement; DR 15/epic and lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 36


Offense


Speed fly 80 ft. (perfect), swim 80 ft.
Melee 2 bladeclaws +29 (2d8+7/17–20 plus 4d6 chaotic), bite +29 (2d6+7 plus 2d6 bleed and warpwave), tail +27 (2d6+3 plus grab)
Ranged disintegrating ray +30 touch (25d6)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+3)
Spell-Like Abilities (CL 21st; concentration +25)
Constant—detect law, tongues
At will—chaos hammer (DC 18)
3/day—dispel law (DC 19), quickened chaos hammer (DC 18), summon (level 7, 1d4 imentesh B2 80%)
1/day—cloak of chaos (DC 22, self only), summon (level 8, bladecypher 60%)


Statistics


Str 24, Dex 26, Con 32, Int 16, Wis 30, Cha 18
Base Atk +24; CMB +33 (+37 grapple); CMD 52
Feats Ability Focus (disintegrating ray), Alertness, Combat Expertise (–7/+7), Combat Reflexes, Critical Focus, Dodge, Greater Feint, Improved Critical (bladeclaw), Improved Feint, Magical Aptitude, Multiattack, Quicken Spell-like Ability (chaos hammer)
Skills Bluff +31, Fly +12, Intimidate +31, Knowledge (arcana, planes) +30, Perception +41, Sense Motive +41, Spellcraft +34, Stealth +27, Swim +15, Use Magic Device +35
Languages Abyssal, Protean; telepathy 100 ft., tongues
SQ change shape (greater polymorph)


Ecology


Environment any (Limbo)
Organization solitary, pair, disruption (3–5)
Treasure none


Special Abilities


Bladeclaw (Su) This primary natural weapon deals extra chaotic damage equal to 4d6 to lawful creatures and 2d6 to neutral creatures. No extra damage is dealt to chaotic creatures. A bladeclaw threatens a critical hit on a 19–20.
Disintegrating Ray (Su) Once every 1d4 rounds, a bladecypher can release a thin green ray as a standard action. Upon a successful touch attack against a target within 300 feet, the target sustains 25d6 points of damage. If the target is killed with a disintegrating ray, it is reduced to a fine dust. A disintegrating ray affects living creatures and objects, including those composed entirely of force, such as a wall of force. A successful Fortitude save (DC 28) reduces this damage to 10d6. The save DC is Charisma-based.
Lawbane Aura (Su) All lawful creatures within 60 feet of a bladecypher suffer 2d6 points of chaotic damage and are staggered for the round. A lawful creature that succeeds on a Fortitude save (DC 26) receives half damage and is not staggered. The save DC is Charisma-based.

If a keketar is a priest and prophet of primal chaos, then a bladecypher is a holy warrior and inquisitor. Cunning, dangerous and determined to put an end to all order, a bladecypher can cut lawful creatures to shreds in no time at all. It brings down all threats to the community, whether external or internal. What drives it forward, however, is making sure that worshippers of chaotic deities do not fall into a regular pattern, bringing order into their lives. The non-euclidean armored plates on its body keep it safe from most attacks and prevent non-epic weapons from dealing any substantial damage.

A bladecypher is constantly changing its height and weight, but it typically is between 12 and 15 feet tall and weighs between 7,000 and 15,000 pounds.

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Pathfinder: Not Going To PaizoCon Sale

It’s that time of year again when we get to find out what is coming from Paizo for the upcoming year for the Pathfinder Roleplaying Game and me being in the other end if the country means I don’t get to go as often as I’d like. So you get the benefit of having our Not Going To PaizoCon Sale again this year.

This year it is better than ever. We are doing 75% off all of our PDFs at the JBE Shop, Paizo, and the Open Gaming Store! That’s right! A crazy 75% off. We have a crazy surplus of PDFs and you get the amazing deal on them.

What about DriveThruRPG and RPGNow? We’ve got an amazing sale there as well. If you prefer your supplements in print you can grab all our Pathfinder print books there at 20% off.

These are deals that you Pathfinder fans cannot pass up. Grab these deals today before this sale ends.

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5e: Halfling Warlock Skeleton

I just thought I would take a break from my regular posting of expanding the number of creatures you can summon with the conjure spells in your Fifth Edition game and post a monster I made just for fun. How to make NPCs for 5e is a quesiton I don’t have a good answer for since examples in the MM do not coorelate to levels in the PHB and their stats are completely off from what a monster of that challenge level should be in the DMG. The archmage is a prime example, Its an 18th-level spellcaster, is a challenge 12 monster but the hit points and armor class of a challenge 2 monster. Let me repeat that: the 18th level NPC has hit points and an armor class of a monster 16 levels below what it should be.

So how do I adjust that when I make an NPC? Short answer: The level of the NPC is it’s challenge rating. That 18th level archmage should be a challenge 18 NPC. How do I have it meet the stats of a challenge 18 monster? It gets as many hit dice as needed to be in that range. Think of it as that the NPC also has levels of aristocrat, commoner, or warrior—to use a 3.5/Pathfinder-ism. From there I make option choices to get all the other numbers where they should be.

Take the halfling warlock skeleton below as an example. I settled on a level 3 warlock, so I designed for a challenge 3 monster. We placed the 14 (from the standard 15, 14, 13, 12, 10, 8 ability score array) in Dexterity where it gains a +2 from the halfling race, making it a 16. That +3 ability modifier means its armor class is 13, right where a challenge 3 monster should be. Sure it has only 3 levels of warlock, but that few hit points is going to put it squarely in CR 1/8 territory. So we added as many hit dice as necessary to get it in the 101-115 range. Now considering that the skeleton gave it a damage vulnerability to bludgeoning weapons and an immunity to poison, I felt letting it have 10 hit points more than the normal value was wall justified. The attack bonus on eldritch blast is +4 but its 8 damage falls short so we added repelling blast, making it push its opponents away. This will make coordinating attacks more difficult for the players. It does not make up for it fully, but it is a consideration. Having said that, the halfling warlock skeleton casts burning hands as a 2nd-level spell. That will deal an average of 14 damage each time it is used, counting as 28 considering it damages more than 1 creature. That is close enough to the damage expected for a monster of that level and can be considered balanced for its level, as described by the DMG.

I hope you enjoy this monster and remember to download our other Fifth Edition gaming material at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Halfling Warlock Skeleton

Small undead, chaotic evil


Armor Class 13
Hit Points 126 (28d6 + 28)
Speed 25 ft.


STR 8 (–1) DEX 16 (+3) CON 13 (+1)
INT 10 (+0) WIS 12 (+1) CHA 16 (+3)


Skills Deception +5, Intimidation +5,
Saving Throws Wis +3, Cha +5
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Halfling
Challenge 3 (700 XP)


Brave. The halfling warlock skeleton has advantage on saving throws against being frightened.
Dark One’s Blessing. The halfling warlock skeleton gains 6 temporary hit points when it reduces a hostile creature to 0 hit points.
Eldritch Invocations. The halfling warlock skeleton has the following invocaitons: agonizing blast, repelling blast
Halfling Nimbleness. The halfling warlock skeleton can move through the space of any creature that is size Medium or larger.
Lucky. The halfling warlock skeleton can reroll a 1 rolled on an attack roll, ability check, or saving throw, but must use the new roll.
Naturally Stealthy. The halfling warlock skeleton can hide behind a creature that is Medium or larger.
Spellcasting. The halfling warlock skeleton is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The halfling warlock skeleton knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
2nd level (2 slots): blindness/deafness, burning hands, charm person, command, comprehend language, hold person, protection from evil and good, scorching ray

Actions


Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 8 (1d10 + 3) force damage. A creature hit by the halfling warlock skeleton’s eldritch blast is moved 10 feet away from the halfling warlock skeleton in a straight line.

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5e: Shadow Elemental

In our quest to increase the number of creatures you can bring to the table with the conjure spells, the most obvious place to expand is the number and type of basic elementals in existence. My interests in the shadow lands means a shadow elemental should be in the game. Naturally that also means there’s a light elemental somewhere but we’ll save that for another day. Today I just hope you enjoy this one.

Remember to check out all our Fifth Edition products at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Supporting us helps us to bring you more monsters every Wednesday and other blog posts throughout the week.

Shadow Elemental

Large elemental, neutral


Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)


STR 14 (+2) DEX 20 (+5) CON 14 (+2)
INT 6 (–2) WIS 10 (+0) CHA 6 (–2)


Damage Vulnerabilities radiant
Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses see in darkness, passive Perception 10
Languages Shadowspeak
Challenge 5 (1,800 XP)


Aura of Darkness. All non-magical light in a 20-foot radius from the elemental is treated as 1 level lower (bright light is dim light, dim light is darkness).
Light Blindness. The shadow elemental is blinded when in bright light.
See in Darkness. The shadow elemental can see in dim light and darkness like a human can in bright light.
Shadow Form. The shadow elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed a DC 15 saving throw or be blinded by shadows until the start of the shadow elemental’s next turn.
Douse Light (Recharge 4–6). A shadow elemental’s touch puts out nonmagical light sources (such as flames) of Large size or smaller and magical light sources of 3rd level or lower. The elemental can dispel magical light sources of 4th level or higher it touches with a Wisdom ability check against a DC of 10 = the spell’s level; a successful check dispels the light (as dispel magic).

Few things are as symbolic of Shadowsfall as a shadow elemental. They are dark, dangerous, all-concealing, and fatal to those unprepared for such an encounter. Summon one at your own peril.
—Irodia, “Collected Knowledge on the Shadow Realm

Composed of physical darkness, a shadow elemental wings its way about the shadowlands concealed in a deeper darkness. It is truly the horror of midnight imagings, but reports typically describe a black four-legged creature with only a pair of slitted eyes and a toothy grin clearly discernible. The elemental glides through the darkness as easily as a ghost through the ether. Swallowing any light encountered, it prefers to strike targets from this natural concealment catching them unaware.

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Pathfinder: Gibbering Glob

When it comes to monsters, there are some D&D classics that everyone just loves. Owlbears spring instantly to mind. Gelatinous cubes is another one. Bugbears, drow, multicolored dragons, and a whole host of others make the game instantly recognizable. Then there are the ones that Wizards owns and doesn’t let anyone out side of some license touch. Things like a panther with tentacles on it’s back or a human sized race if Cthulhus. The great classic, however, is the floating eye ball with little eyes on stalks. That one is well known.

Making those monsters with the serial numbers filed off is a proud tradition that goes a long way back. To claim that that monster was not a source of inspiration would be untrue. That was only one source of inspiration. Another was the gibbering mouther from the Pathfinder Bestiary. So when I set out to create the Book of Beasts: Legendary Foes, I wanted a high level version of that monster in my book. To make it unique, we added in flavor from other sources, including the classic monster that we will not name.

Download the Pathfinder Book of Beasts: Legendary Foes today at the JBE Shop, DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

Gibbering Glob

The entire surface of this red, ball-like creature is covered with eyes and mouths. A constant cacophony surrounds this creature as each mouth speaks in a different language.

Gibbering Glob CR 25

XP 1,638,400
CE Huge aberration
Init +16; Senses all-around vision, darkvision 120 ft.; Perception +47
Aura gibbering aura (60 ft., DC 33)


Defense


AC 44, touch 24, flat-footed 32 (+12 Dex, +4 insight, +20 natural, –2 size)
hp 565 (39d8+390); fast healing 30
Fort +23, Ref +25, Will +28
Defensive Abilities amorphous; DR 10/epic; Immune death effects, disease, energy drain, mind-affecting effects, negative energy, paralysis, poison, polymorph; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20; SR 39


Offense


Speed 5 ft., fly 30 ft. (good)
Melee 12 bites +36 (2d6+8/19–20 plus grab)
Ranged 24 eye rays +40 (2d6 energy/19–20 plus eye effects)
Space 15 ft.; Reach 10 ft.
Special Attacks swallow whole (4d6 acid plus 4d6 cold plus 4d6 electricity plus 4d6 fire plus 4d6 sonic, AC 20, hp 56)


Statistics


Str 26, Dex 34, Con 30, Int 18, Wis 20, Cha 18
Base Atk +29; CMB +39 (+43 grapple); CMD 65
Feats Blinding Critical, Critical Focus, Dazzling Display, Deadly Aim (–8/+16), Flyby Attack, Hover, Improved Critical (bite), Improved Critical (eye ray), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point Blank Shot, Precise Shot, Shatter Defenses, Skill Focus (Linguistics), Spell Focus (necromancy), Stealthy, Weapon Focus (bite), Weapon Focus (eye ray)
Skills Escape Artist +58, Fly +54, Intimidate +46, Knowledge (arcana) +46, Linguistics +49, Perception +47, Spellcraft +46, Stealth +50
Languages Aklo, Common, Terran, Undercommon and 39 other languages


Ecology


Environment any underground
Organization solitary, pair
Treasure triple


Special Abilities


Amorphous (Su) A gibbering glob’s body is constantly in flux. There is a 75% change that any critical hit or sneak attack scored against the gibbering glob is negated and normal damage is rolled instead.
Eye Effects (Su) Upon a successful attack, an eye ray also deals an additional effect as per a particular spell. The spell only affects the target of the eye ray. The exact effect is randomly determined. A gibbering glob possesses a 25th caster level for these effects. These spells are: (01–05%) baleful polymorph (DC 19), (06–10%) disintegrate (DC 20), (11–15%) dominate monster (DC 23), (16–20%) energy drain (DC 24), (21–25%) feeblemind (DC 19), (26–30%) finger of death (DC 22), (31–35%) flesh to stone (DC 20), (36–40%) greater dispel magic, (41–45%) harm (DC 21), (46–50%) hold monster (DC 19), (51–55%) horrid wilting (DC 23), (56–60%) implosion (DC 23), (61–65%) irresistible dance (DC 22), (66–70%) mage’s disjunction (DC 23), (71–75%) power word blind (DC 21), (76–80%) power word kill (DC 23), (81–85%) power word stun (DC 22), (86–90%) prismatic spray (DC 21), (91–95%) slay living (DC 20), and (96–00%) temporal stasis (DC 22). These save DCs are Charisma-based.
Eye Rays (Su) The whole of a gibbering glob’s body is covered with eyes and the gibbering glob can shoot out rays of harmful energy at a creature that deal 2d6 points of energy damage. The exact kind of energy is determined randomly (01–20% acid, 21–40% cold, 41–60% electricity, 61–80% fire, 81–00% sonic). No more than 6 rays can be aimed at a single creature in a single turn. The range is 150 feet.

Gibbering Aura (Su) The cacophony of speech emanating from the scores of mouths that make up the gibbering glob forces all within 60 feet of the creature to succeed at a Will save each round (DC 33) or suffer the effects of an insanity spell. This is a mind-affecting, sonic attack. The save DC is Charisma-based.

A disgusting, floating mass of mouths and eyes, a gibbering glob speaks just about every language known and it can make a reasonable approximation of any language it does not know. However, with so many mouths speaking at any one time, any creature that comes close typically finds the constant noise to be maddening.

A gibbering glob is about 14 feet in diameter and weighs about 4,000 pounds.