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Pathfinder: Phantasm Swarm

Swarms are a pain in the butt. Physical weapons are of not much use against them if at all. Spells that target only a single creature are downright useless. You have to rely on area effect spells to take them out. Otherwise, you’re running away.

Incorporeal creatures are a pain in the butt. Physical weapons are of little use. Spells that don’t deal force damage or positive energy are not very effective. You’re have to rely on a small selection of spells and certain divine casters to take them out. Otherwise, you’re running away.

So when creating the Book of Beasts: Monsters of the Shadow Plane, I thought why not combine the two. That would make a monster that is just downright terrifying and perfect for a higher level game. The only thing that would make it even worse is if one of those classes you would normally rely upon were less effective. That would be evil! The result of that is below.

You can find this creature and more that are equally awesome in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop. This book is also available at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Phantasm Swarm

A cloud of dark malevolent energy manifests itself as a roiling mass of angry skulls and grasping hands. The parts move and act as one – a single entity driven to destroy all that is holy.
PHANTASM SWARM CR 12
XP 19,200
CE Tiny undead (incorporeal, swarm)
Init +10; Senses darkvision 60 ft.; Perception +32


DEFENSE


AC 23, touch 23, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge, +2 size)
hp 102 (12d8+48)
Fort +8, Ref +12, Will +14
Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits; SR 20 (divine spells only)


OFFENSE


Speed fly 40 ft (perfect)
Melee swarm (1d8 Wisdom damage)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), hatred of religion (+2 Wis)


STATISTICS


Str —, Dex 23, Con —, Int 13, Wis 22, Cha 18
Base Atk +9; CMB +13; CMD 28
Feats Dodge, Hover, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Perception), Skill Focus (Stealth), Step Up
Skills Fly +33, Knowledge (religion) +16, Perception +27, Spellcraft +16, Stealth +35
Languages Aklo, Common
SQ divine spell resistance


ECOLOGY


Environment any (Plane of Shadows)
Organization solitary, pair, or mass (3-5)
Treasure none


SPECIAL ABILITIES


Divine Spell Resistance (Su) A phantasm swarm has spell resistance against divine spells equal to 8 + its total HD. Arcane spells are not subject to this spell resistance.
Hatred of Religion (Su) The only thing a phantasm swarm hates more than religious holy/unholy symbols are those bearing them. The Wisdom damage dealt by the swarm attack is increased by +2 if the targeted creature possesses some kind of obvious holy/unholy symbol or channels energy.
Wisdom Damage (Su) A phantasm swarm’s attack deals 1d8 points of Wisdom damage to a living creature. This is a negative energy effect. A creature dies if this Wisdom damage equals or exceeds its actual Wisdom score.
It is done. These souls will never reincarnate nor will they be at peace. We have made them an offer and they chose to reject it. They refuse to work for us; they will have all eternity together to regret their decision. It is too late for them to reconsider now. Their souls are now damned for all time. Let them writhe in torment and remember their loss with no end. Pain is all they shall ever know.
– Thykan Rast, cleric of Asmodeus, “Ledger of Souls”

It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone. Its collective hatred for priests and all divine casters—the living intermediaries to the afterlife—gives a phantasm swarm power. The ghostly lynch mob now seeks revenge.
A phantasm swarm, armed with all its loathing of divinity, will attack any creature it identifies as an agent of a deity, regardless of the religion or alignment. Wearing a holy/unholy symbol or simply invoking the name of a deity may be enough for a phantasm swarm to exact retribution for its wretched state of disembodied unrest on a worshipful creature.
Magic bludgeoning weapons deal half damage to a phantasm swarm. All other magic weapons deal one quarter damage. Mundane weapons do no harm this furious soul cloud.

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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.

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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.

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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.