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Pathfinder: These Catfolk Are Out of Their Furry Minds

We at JBE know that you want to use more of your library in your game. To this end, we choose to be less constrained in the number of sources we utilized for the Deadly Delves: 9 Lives for Petane adventure. So instead of our typical monster that we share every Wednesday, today we are sharing an NPC.

Like I mentioned earlier when showing off the amulet of nine lives, the amulet summons in defenders to help take the amulet back when used by a non-catfolk. One of those catfolk is referred to as a Ba-Lord, a wielder of psionic power. The perfect class for this summons is a wilder, using Dreamscarred Press’ Ultimate Psionic rules. The wilder class is a spellcaster class but specializes in amplifying the psionic powers they manifest. They cannot do as much as a psion, making it easier for a GM to incorporate into their game, while still being memorable.

We hope that you enjoy this NPC as well as the 9 Lives for Petane adventure.

Ba-Lord CR 9

XP 6,400
Catfolk wilder 10
NE Medium humanoid
Init +7; Senses low-light vision; Perception +11


Defenses

AC 26, touch 16, flat-footed 20 (+10 armor, +3 Dex)
hp 66 (10d8+20)
Fort +5, Ref +5, Will +5
Defensive Abilities elude attack


Offense


Speed 30 ft.
Melee claw +8 (1d4+1)
Ranged surge blast +10 touch (3d6 force)
Special Attacks surge blast
Wilder Powers Known (ML 10 (13 if wild surging); concentration +15 [18])
5th—upheaval (DC 22, surged)
4th—claw of energy, psychokinetic charge
3rd—physical acceleration, psionic blast (DC 18)
2nd—endorphin surge, energy stun (DC 17)
1st—energy ray, inertial armor, mind thrust (DC 16)
0 (at will)—energy splash


Tactics

Before Combat If the amulet is used inside a locked or barricaded room, the Ba-Lord will surge manifest a swift action physical acceleration and claw of energy, mostly to trigger its surge aura for itself and its allies.
During Combat The Ba-Lord uses upheaval to damage foes and create areas of difficult terrain, relying on its allies’ superior movement speeds. It places spreads of upheaval which maximize the distance between itself and any opponents, then spends subsequent rounds using mental blast to stun any enemies who approach. If it must seek a new vantage, it uses psychokinetic charge to hurl itself to a new position.
Morale The Ba-Lord fights to the death, although it will gladly sacrifice allies to protect itself. It may use a psychokinetic charge to interpose allies between itself and its foes.


Statistics


Str 12, Dex 16, Con 14, Int 10, Wis 6, Cha 20
Base Atk +7; CMB +8; CMD 21
Feats Expanded Knowledge (inertial armor), Expanded Knowledge (physical acceleration), Expanded Knowledge (psychokinetic charge), Surging Aura
Skills Acrobatics +16, Bluff +12, Diplomacy +12, Knowledge (psionics) +8, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Daemon
SQ surging euphoria +1
Other Gear headband of alluring charisma +2

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Traveller: Using Monsters

Creatures of Distant Worlds Compendium (MGT 1e)

I want to take a break from our usual Monster Wednesday for a moment and discuss the reasons to use monsters in Traveller. In games of fantasy like D&D and Pathfinder, using monsters is fairly obvious. In cases like lions and owlbears, it is a case of survival, a man vs nature story. For orcs and goblins, they are a stand in for uncivilized humans in a non-magical world. When it comes to zombies, dragons, and devils, they represent an aspect of humanity and our fears rather than an individual human. But what about science fiction in general and Traveller in specific. How should you use them? In my opinion, Star Wars is the best place to look for how to use sci-fi monsters well.

1) Essential Part of Native Life

While the sand people would be NPC aliens, the elephants covered in rugs that they rode we’re an essential part of their life. Remember that just because you have high tech people living on a planet doesn’t mean the natives are integrated and can use the technology. Some will still use animals as a significant part of their daily life, whether for transportation, protection, or a food source. No one says that that animal has to be docile.

Suggestion: When dealing with primative life, give them some kind of animal to make their life easier.

2) Dangerous Fauna

“Nuke them from orbit; it’s the only way to be sure.” When you are colonizing a whole planet, you’ll want to eliminate the local dangerous fauna. However, if you are not a sizable government with sizable resources, you’re not going to do the job well. Take the Rebellion for example. They only had enough resources to establish a small base on Hoth. They couldn’t waste resources to eliminate all the snow creatures like the kind that got Luke. In fact, if you watch the outtakes, you’d see that one even made its way into the rebel base. Random encounter, right there.

Suggestion: Have some kind of monster spring up as random violence when you are not in a hub of civilization.

3) Cheap Short Range Vehicles

If you’ve looked in the Vehicle Handbook, you’d know that high tech vehicles are expensive. So if you are not going far, ride something there. They come so much less, especially if you are just taking them from the wild instead of buying them. Just because riding an animal is low tech doesn’t mean that the saddle has to be from another century. Not to mention, if you are in an extreme environment, like Hoth, they will probably be better adapted to the climate than your vehicles. Additionally, different cultures use animals in different ways. Some might ceremonial roles or as symbols of their people. As a final bonus, they are meat and warmth if you are stuck in a bad situation, even if you thought they smelled bad on the outside.

Suggestion: To emphasize different cultural or economic conditions, have a high tech popilation ride animals.

4) Pets

Having a pet adds flavor to a character. Dr Evil and his hairless cat. Charlie Brown and Snoopy. Jabba and the rancor. What does it say about Jabba that he kept a rancor? That he liked watching people being eaten right in front of him. That he wants to be feared. That he likes associating himself with powerful creatures. That he is over compensating. Probably all of the above.

Suggestion: Give a dangerous person a dangerous pet.

5) Entertainment

The Last Jedi had animal racing that the wealthy were betting on. Animal racing is a common use and can be used in your game. Animals fighting each other can also be used. Imagine how much damage the fighting animals can cause if they escape.

Suggestion: Add some flavor to a location by using animals as entertainment.

Get yourself a whole some quality monsters for your Traveller game today with the Creatures of Distant Worlds. Download this book and anything else at the JBE Shop using the “holiday2017” coupon code to get 30% off today. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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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.

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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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Traveller: Giant Ants

Every Wednesday, we have a new monster here at JonBrazer.com, and we are making sure that at least one of these creatures every month is for the Traveller Roleplaying Game. Last month we had the paskrin, a creature that chews on the power cables of a ship, which everyone just LOVES!!!! Today we are taking a look at giant ants.

So many times in science fiction, we encounter creatures that are familiar and either harmless or mostly harmless that are scaled up to gigantic sizes. Suddenly those harmless creatures are anything but and it is your job to deal with them. One that just about everyone has seen before is a giant ant. Today we stat it up for you.

So exactly how big and dangerous is this this thing? With a trait of Large (+5), it is larger than an elephant but smaller than the largest whales. Think of a dinosaur. Come to think of it, these stats would be great for a dinosaur as well since it has an exoskeleton similar to those great lizards’ thick hide. So yea, building (and ship) damage is hardly out of the question for these creatures. With a nice radiation contamination, an entire colony of these gigantic creatures insects could make short work of a city, no matter what tech level.

Animal Hits Speed
Giant Ant 110 9 m
Skills Athletics (strength) 4, Melee (bite) 3, Recon 1, Survival 2
Attacks Bite (6D)
Traits Armour (+3), Large (+5)
Behaviour Omnivore, Eater

If you want more creatures in your Traveller game, download Prelude to War: State of Chaos at DriveThruRPG or RPGNow today. This adventure has 10 new creatures ready to be used in your game.

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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: Summon Monster VII Unchained

Be sure to check out all the expanded summon monster lists: summon monster I, summon monster II, summon monster III, and summon monster IV, summon monster V, and summon monster VI.

Summon monster VII is where you start to get crazy powerful. Celestial dire crocodiles and giant squids, fiendish mastodons, tyrannosauri and brachiosauruses. Not to mention greater elementals, bone devils, vrocks, bebilith, and … that’s it. While these creatures and rarely seen because they are so high level, we are rapidly losing variety. This is why the list of creatures needs expanded. And here you are:

Table 7: Summon Monster VII

7th Level Subtype
Bebilith Chaotic, Evil
Bone devil Evil, Lawful
Brachiosaurus (dinosaur)*
Dire crocodile*
Dire shark*
Elemental (greater) Elemental
Giant squid*
Mastodon (elephant)*
Roc*
Tyrannosaurus (dinosaur)*
Vrock (demon) Chaotic, Evil
Pathfinder Roleplaying Game: Bestiary 2
Avoral (agathion) Good
Movanic deva (angel) Good
Shield archon Good, lawful
Titan centipede*
Leukodaemon (daemon) Evil
Piscodaemon (daemon) Evil
Kalavakus (demon) Chaotic, Evil
Behemoth hippopotamus*
Zelekhut (inevitable) Lawful
Jyoti (without breath of life)
Imentesh (protean) Chaotic
Nyogoth (qlippoth) Chaotic, Evil
Giant anaconda (snake)*
Giant snapping turtle*
Whale*
Pathfinder Roleplaying Game: Bestiary 3
Upasunda (asura) Evil, Lawful
Ghawwas (div) Evil
Pathfinder Roleplaying Game: Bestiary 4
Einherji Chaotic
Sacristan (kyton) Lawful, Evil
Pathfinder Roleplaying Game: Bestiary 5
Raelis (azata) Chaotic, Good
Therizinosaurus (dinosaur)*
Moon dog Good
Pakalchi (sahkil) Evil
Giant mantis shrimp*
Vescavor queen Chaotic, Evil
Bestiary 6
Sangudaemon (daemon) Evil
Leng hound Chaotic, Evil
Elasmotherium (megafauna)*
Mokele-mbembe*
Shoki (psychopomp)
Gorgoros (qlippoth) Chaotic, Evil
Zohanil (Sahkil) Evil
Siren’s Bed Anemone (sea anemone)*

If you are going to use an expanded monster list like this, you are going to need a high level adventure. Download Deadly Delves: The Chaosfire Incursion today from the Jon Brazer Enterprises Shop. Your support in downloading this adventure helps us to bring you these expanded summon monster lists and more.

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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.

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5e: Conjure Elemental

Today we come to what I consider to be the main conjuring spell: conjure elemental. Previously we covered conjure animals, conjure celestial, conjure minor elementals, and conjure woodland beings.

Conjure Elemental

5th-level conjuration

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground.

The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Like conjure celestial, conjure elemental brings one creature to your side. The list of creatures you can conjure includes everything you can summon with conjure minor elementals plus:

5th-level: Air elemental, earth elemental, fire elemental, water elemental, salamander, water weird, xorn
6th-level: Galeb duhr, invisible stalker
7th-level: —
8th-level: —
9th-level: —

As you can see, there are no creatures above 6th level that you can bring to the table, making this a useless spell above 6th level. At one level, I can understand such few options this because of how few 7th-, 8th-, and 9th-level spells casters receive. Having said that, they should still have at least some options. We will be working on that in the future. Have no fear.

We’ve got four new variations on the normal elementals in the MM that you can conjure with this spell in the newly released Deadly Delves: Reign of Ruin. Download this 7th- or 8th-level adventure today for your Fifth Edition game from JonBrazer.com today.

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Pathfinder: Summon Monster V Unchained

We are now officially half way through the summon monster lists and this is where expanding the list of creatures to summon changes from a “want” to a problem that needs to be addressed. If you have not seen our previous expanded lists, check out summon monster I, summon monster II, summon monster III, and summon monster IV.

For summon monster at lower levels, the number of monsters on the list that requires a template dominate, making the number of creatures a good or evil spellcaster can summon to be close to equal. However, summon monster V is where the number of creatures with a predetermined subtype that do not get a template increases and the number of templated creatures drops. Compared to the original summon monster IV list, the number of template-requiring monsters on summon monster V drops by nearly 60% and the number of subtyped monsters increase by 75%. The problem is: there are a whole lot less creatures with the Good subtype rather than the Evil subtype, and this problem persists for all the rest of the summon monster lists. The reason why is very simple: The original Pathfinder Roleplaying Game Bestiary was loaded with monsters for a typical adventuring party to fight. Subsequent Bestiaries rounded out the world by describing their good counterparts, but those creatures were never added to the summon monster list. Evil outsiders still outnumber the good outsiders, but by expanding the list, a good character summoning monsters now has options that they did not have before.

Table 5: Summon Monster V

5th Level Subtype
Ankylosaurus (dinosaur)*
Babau (demon) Chaotic, Evil
Bearded devil Evil, Lawful
Bralani azata Chaotic, Good
Dolphin (orca)*
Dire lion*
Elemental (Large) Elemental
Giant moray eel*
Kyton Evil, Lawful
Salamander Evil, Fire
Woolly rhinoceros*
Xill Evil, Lawful
Pathfinder Roleplaying Game: Bestiary 2
Achaierai Evil, Lawful
Vulpinal (agathion) Good
Giant queen bee*
Belker Air, Evil
Ceustodaemon (daemon) Evil
Giant gar*
Hippopotamus*
Gylptodon (megafauna)*
Megatherium (megafauna)*
Mercane Lawful
Giant Mosquito*
Rast Fire
Emperor cobra (snake)*
Glacier toad*
Pathfinder Roleplaying Game: Bestiary 3
Giant adult ant lion*
Cerberi Evil, Lawful
Incubus (demon) Chaotic, Evil
Iguanodon (dinosaur)*
Achelon (megafauna)*
Shadow mastiff Evil
Ogre spider*
Tojanida Water
Pathfinder Roleplaying Game: Bestiary 4
Host devil (magaav) Evil, Lawful
Styracosaurus (dinosaur)*
Hypnalis
Ostiarius (kyton) Evil, Lawful
Mudlord Earth, Water
Owb Evil
Catrina (psychopomp)
Killer seahorse*
Pathfinder Roleplaying Game: Bestiary 5
Othaos (aeon)
Choral (angel) Good
Megapon ant*
Great assassin bug*
Polar bear*
Ceratosausus (dinosaur)*
Frog father*
Chalicotherium (megafauna)*
Kaprosuchus (megafauna)*
Wihsaak (sahkil) Evil
Giant scarab*
Bestiary 6
Giant hellgrammite (aquatic insect)*
Yamah (azata) Chaotic, Good
Venedaemon (daemon) Evil
Brimorak (demon) Chaotic, Evil
Yaenit (demon) Chaotic, Evil
Devil monkey*
Amargasaurus (dinosaur)*
Kentrosaurus (dinosaur)*
Dunkleosteus (fish)*
Azuretzi (protean) Chaotic

Support our efforts to expand your summon monster list and download Book of Beasts: Monsters of the Shadow Plane today direct from us at the Jon Brazer Enterprises Shop. Doing this helps us to bring you awesome gaming material. Be sure to tell your friends about expanded summon monster lists.