#pathfinder 1e

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Image © Paizo Publishing.

[The Starfinder monsters I’m most interested in are the ones with weird xenobiology: some of the writers got really into designing alien ecologies and weird behaviors. Like the crest-eater, which wants your delicious calcium to make solar panels. One thing in Starfinder that I don’t mention below, because it works better with the advanced tech levels of that game, is that kasatha technology is built around solar collectors that are biomimetics based on crest-eater anatomy. That’s super cool.]

Crest-Eater
CR 4 N Magical Beast

This creature is a horned, reptilian beast the size of a bison. It has three sets of legs—the middle pair is held aloft and tipped with sharp claws. It has long, elaborate horns growing from its head and spine—sails of tissue grow between the horns and hold them fast to the skin. It has two pairs of beady black eyes, and a mouth full of large, crushing teeth.

Native to the harsh deserts of Kasath, crest-eaters are powerful creatures that inspire both reverence and fear in the kasatha that live there. A crest-eater is so named because, when they prey on a kasatha, typically tear open the head, devour the bony crest, and leave the rest of the body behind for scavengers. A crest-eater’s primary goal is calcium, which they incorporate into their elaborate horns and shells. These in turn act as solar panels, giving the crest-eater their main source of energy. These horns wax and wane in size as the crest-eater forages, shrinking in lean times and growing to extravagance when it is well fed.

Crest-eaters have a social organization similar to elephants, with females and juveniles living in herds organized around the oldest female, and males living solitary lives for much of the year. Members of a herd are devoted to each other, sleeping in shifts and fighting together to oppose hunters or avenge their fallen relatives. They are tolerant of smaller predators, which clean up their kills and often have sharper eyes and ears than the crest-eaters do. Solitary males are the individuals most likely to attack a village or other settlement, and they have an outsized place in kasatha folklore.

Some crest-eaters have been exported to other planets, where they are often surprisingly docile compared to their violent behavior on Kasath. If a planet has an oceanic past, large deposits of chalk and limestone serve as food just as readily as bones, and are more convenient to harvest. A crest-eater is of nearly human intelligence, and training them has more in common with teaching a child than handling an animal. They make good, loyal bodyguards if fed well, and are especially valued by those that fear necromancers and their skeletal armies. Kasathas are known to make wickedly sharp bone cestuses using the horns of a crest-eater, and these weapons are often treated as heirlooms and badges of honor.

Crest-Eater         CR 4
XP 1,200

N Large magical beast
Init
+1;Sensesbone scent,darkvision 60 ft., Perception +5, scent
Defense
AC
17, touch 10, flat-footed 15 (-1 size, +1 Dex, +7 natural)
hp
38 (4d10+16)
Fort
+7,Ref+5,Will+4
Defensive Abilities
fortification (50%)
Offense
Speed
60 ft.
Melee
bite +6 (1d8+3 plus dissolve bone), 2 claws +6 (1d8+3)
Ranged
spit +4 touch (dissolve bone)
Space
10 ft.; Reach10 ft.
Statistics
Str
17,Dex12,Con17,Int6,Wis13,Cha8
Base Atk
+4;CMB+8;CMD19 (23 vs. trip)
Feats
Iron Will,Toughness
Skills
Climb +11, Perception +5, Stealth +5, Survival +6; Racial Modifiers +4 Climb, +4 Stealth, +4 Survival
Languages
Kasatha (cannot speak)
Ecology
Environment
warm deserts and hills
Organization
solitary, pair or herd (3-8)
Treasure
incidental
Special Abilities
Bone Scent (Ex)
A crest-eater can detect exposed bone or other calcium by scent at a range of 1 mile, and can pinpoint such creatures within 180 feet. This includes creatures that have taken Constitution damage from its dissolve bone ability within the last 24 hours.
Dissolve Bone (Su)
A creature bitten by a crest-eater, or struck by its spit, must succeed a DC 15 Fortitude save or take 1d4 points of Constitution damage. A skeletal undead, or a construct or object made primarily out of bone, limestone, chalk or other calcium-rich minerals takes 3d6+4 points of damage if it fails the save. The save DC is Constitution based.
Spit (Ex)
A crest-eater can spit its bone dissolving saliva as a standard action. Treat this as a ranged touch attack, with a range of 30 feet and no range increment. A creature struck is exposed to the crest-eater’s dissolve bone ability.

Image © Rooster Teeth Studios

[Commissioned by @glarnboudin​. See my previous beowolffor my take on how the grimm fit into Pathfinder’s cosmology and for details on the subtype. Even more than the beowolf is a killer wolf, the ursa is just a killer bear in the source material. To spice it up mechanically, I borrowed the abilities the video game gives it.]

Grimm, Ursa
CR 5 NE Outsider

This creature resembles a monstrous bear, standing bipedally. Its head is covered in a skull-like mask with a pair of horns projecting from the rear. Rocky projections grow from its shoulders and spine.

Ursai are strong and powerful grimm, used as living walls by their masters. In armies of grimm, beowolves often flush enemies towards a waiting ursa, which then tears the prey apart with teeth and claws. Unlike mundane bears, they are more comfortable on their hind legs alone, giving them an almost human gait. They can slam the ground in front of them with their paws, creating a spike of stone to burst from the ground in a mirror of the protrusions that form on their bodies.

The largest and strongest ursai are called ursa major. They stand a head taller than mundane ursai, and their bony protrusions grow as long and as sharp as spears. An ursa major is a CR 9 creature with 10 HD, all ability scores 2 higher than those of a mundane ursa, the rend special attack (2 claws, 1d6+9), and the barbed defense ability (spines dealing 1d8+6 points of piercing damage to creatures that strike them with a melee weapon, unarmed strike, touch attack or natural weapon).

Ursa        CR 5
XP 1,600

NE Large outsider (extraplanar, evil, grimm)
Init
+2;Sensesdarkvision 60 ft., Perception +7, scent
Defense
AC
18, touch 11, flat-footed 16 (-1 size, +2 Dex, +7 natural)
hp
52 (5d10+25)
Fort
+9,Ref+6,Will+3
Immune
emotion effects; Resistacid 10, cold 10
Defensive Abilities
negative energy affinity
Melee
Speed
40 ft.
Melee
2 claws +9 (1d6+5 plus grab), bite +9 (1d8+5)
Space
10 ft.; Reach10 ft.
Special Attacks
ground pound, painful intimidation
Statistics
Str
21,Dex15,Con21,Int4,Wis10,Cha14
Base Atk
+5;CMB+10 (+14 grapple); CMD22
Feats
Combat Reflexes, Iron Will,Intimidating Prowess (B), Power Attack
Skills
Climb +12, Intimidate +13, Perception +7, Swim +12
Languages
Infernal (cannot speak)
SQ
animalistic
Ecology
Environment
any land or underground (Plane of Shadow)
Organization
solitary or pair
Treasure
incidental
Special Abilities
Animalistic (Ex)
An ursa is not proficient with any manufactured weapons.
Ground Pound (Su)
As a standard action, an ursa can slam the ground, causing sharp rocks to grow from a single five foot square within 60 feet. A creature in that square takes 3d6 points of piercing damage and is knocked prone. A successful DC 17 Reflex save halves the damage and negates the prone condition. An ursa can use this ability once every 1d4 rounds. This ability can only affect a creature standing on the ground. The save DC is Strength based.
Painful Intimidation (Su)
A creature that is successfully intimidated by an ursa must succeed a DC 14 Will save or be sickened for 1d4+1 rounds. This is a pain effect, and the save DC is Charisma based.

Image © H. Kyoht Luterman, accessed at their deviantArt here

[The capelobo is a Brazilian monster that has a decent amount of art and internet attention, but very little in terms of reliable sources online in English. Doing some digging into Portuguese language websites with Google Translate, this seems to be par for the course in Brazil as well. Whether it has the head of an anteater or a tapir, is it a shapeshifter or not, does it eat brains or blood, and the like vary in terms of who’s telling the story. So this version takes inspiration from the (not universal) idea that very old humans can turn into a capelobo, as well as their supposed fondness for eating puppies and kittens.]

Capelobo
CR 14 CE Monstrous Humanoid

This creature resembles a bipedal anteater, more than half again the height of a man. Its arms are long and hang below its knees, with huge curving claws. It has circular hooves on its hind feet.

Many people fear death, and there are many ways that people attempt to avert death. Some of these ways are terrible and predatory. Someone who uses arcane methods to prolong their life by draining it from others may transform into a hideous monster—a capelobo. They are functionally immortal, only dying if slain by violence. They continue their hunt for perpetual youth, killing and eating juvenile animals and people and sucking out their brains and glandular tissue. They will also eat the brains of adults who come hunting for them or whom they stumble upon, but capelobos complain that such meals are bland by comparison.

Capelobos enjoy causing terror, and they mix stealthy movements with ear piercing screams. Those close to a screaming capelobo become temporarily insane with panic, and may either flee into the wilderness or begin attacking their own friends and loved ones. In the confusion, the capelobo strikes. It grabs the youngest looking creature, tearing into it with its claws before extending its long tongue into an ear, nostril or wound. It rapidly sucks out the brains of its victims, leaving them dead with an empty skull. A capelobo cannot be tracked by anything less than magical means, but will sometimes leave a single, perfectly circular hoof print as a mocking calling card.

A capelobo stands between eight and nine feet tall.

Capelobo            CR 14
XP 38,400

CE Large monstrous humanoid
Init
+9;Sensesdarkvision 60 ft., low-light vision, Perception +19, scent
Defense
AC
29, touch 15, flat-footed 23 (-1 size, +5 Dex, +1 dodge, +14 natural)
hp
195 (17d10+102)
Fort
+13,Ref+15,Will+14
DR
15/cold iron; Immunecurses, disease, fear, poison; SR25
Defensive Abilities
freedom of movement,hungry for life
Offense
Speed
40 ft.
Melee
2 claws +23 (2d8+7/19-20 plus grab), bite +22 (1d6+7)
Space
10 ft.; Reach10 ft.
Special Attacks
brain drain, maddening scream, rend (2 claws, 2d8+10)
Spell-like Abilities
CL 14th, concentration +19
Constant—freedom of movement, pass without trace
Statistics
Str
26,Dex21,Con22,Int13,Wis19,Cha20
Base Atk
+17;CMB+25 (+29 grapple); CMD41
Feats
Blind-fight, Combat Reflexes,Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike
Skills
Acrobatics +17 (+21 when jumping), Climb +22, Intimidate +20, Perception +19, Stealth +23, Survival +19, Swim +223
Languages
Abyssal, Common
Ecology
Environment
warm forests and plains
Organization
solitary
Treasure
standard
Special Abilities
Brain Drain (Ex)
When a capelobo begins its turn grappling an opponent, it can eat that creature’s brains, dealing 1d6 points of Intelligence and Wisdom drain per round. A successful DC 24 Fortitude save reduces the damage taken to 1 point of Intelligence and Wisdom drain. A creature reduced to 0 of either of these abilities is killed and cannot be returned to life with any effect that requires an intact body. The save DC is Constitution based.
Hungry for Life (Su)
A capelobo heals from both positive and negative energy effects.
Maddening Scream (Su)
As a standard action, a capelobo can give a maddening scream. All creatures within 60 feet must succeed a DC 23 Will save or be shaken and confused for 17 rounds.  A creature that successfully saves against this effect is immune to that capelobo’s maddening scream for the next 24 hours. A creature that takes damage while under this effect must succeed an additional DC 23 Will save or be panicked for 1d4+1 rounds. This is a mind-influencing sonic, fear effect, and the save DC is Charisma based. Capelobos are immune to this effect.

Image © Paizo Publishing

[Starfinder has a number of D&D/Pathfinder monsters… in SPAAACE. The void hag is one of these, and one that I think translates better back to Pathfinder than say, scavenger oozes do. My issue with the void hag as written comes from a disconnect between its abilities and its flavor text. The Alien Archive goes into great detail about how a void hag makes its robes, which would involve jaunts between multiple star systems and nebulae. But the void hag doesn’t have any way to quickly move through space, nor does the entry talk about them having space ships to make the trip. Space is big, y’all. So I gave it starflight.]

Void Hag
CR 10 CE Monstrous Humanoid

This woman has gray skin pocked with craters, as if she was made out of the surface of the moon. She wears strange robes which move with her as a second skin, and her long hair glimmers with starlight. She is very tall and lean, with long limbs, her spindly fingers ending in claws.

Void hags are powerful hags native to the airless expanses of space. They typically live on desolate moons, asteroids or even comets, plotting how best to subjugate other creatures and increase their knowledge and power. Void hags are incredibly intelligent and incredibly arrogant, and enjoy punishing other creatures for not being as brilliant as they are.

A void hag is only seen as a peer by other such creatures once she has woven her starlight robes. Doing so is time consuming and dangerous, requiring the hag to weave the energy of a coronal mass ejection and the particles of stellar dust into a shroud. The starlight robes provide the hag with a potent defense and a potent offense, and she never willingly removes them. The greatest insult a void hag can suffer is to have her robes stolen or destroyed.

On occasion, a void hag will make planet-fall and join with other hags in a coven. Void hags cannot stand to be in anything except a leadership position within these covens, and they will kill rivals who attempt too often to assert authority. Covens comprised of only void hags do exist, and are somewhat more stable, but each member usually has a plan to betray their fellows if they need to, and to fight against such betrayals themselves. A coven with a void hag adds the following spell-like abilities to their coven magic ability: mass inflict pain, reverse gravity, and slay living.

Void Hag             CR 10
XP 9,600

CE Medium monstrous humanoid
Init
+7;Sensesdarkvision 60 ft., Perception +19
Defense
AC
25, touch 19, flat-footed 21 (+3 Dex, +1 dodge, +5 deflection, +6 natural)
hp
127 (15d10+45)
Fort
+10,Ref+12,Will+13
DR
10/magic;Immunecold, disease, fear, sleep; SR21
Defensive Abilities
starlight robes
Offense
Speed
30 ft., fly 60 ft. (perfect)
Offense
2 claws +16 (1d10+1)
Spell-like Abilities
CL 10th, concentration +17
At will—inflict pain (DC 17), searing light
3/day—ice storm, irradiate(DC 18), empowered searing light
1/day—enervation,suffocation(DC 20)
Statistics
Str
13,Dex17,Con17,Int26,Wis18,Cha20
Base Atk
+15;CMB+16;CMD35
Feats
Combat Casting, Combat Expertise,Dodge, Empower SLA (searing light), Flyby Attack, Great Fortitude, Improved Initiative, Mobility
Skills
Acrobatics +15, Bluff +17, Craft (weaving) +23, Fly +26, Knowledge (arcana, dungeoneering, geography, nature) +20, Intimidate +20, Perception +19, Sense Motive +16, Stealth +18, Spellcraft +20, Survival +19, Use Magic Device +17
Languages
Aklo, Common, Undercommon
SQ
no breath, starflight
Ecology
Environment
any
Organization
solitary or coven
Treasure
standard
Special Abilities
Starflight (Su)
A void hag can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the void hag knows the way to its destination.
Starlight Robes (Su)
A void hag’s robes are her most prized possession, and possess supernatural power when she wears them. A void hag gains her Charisma bonus as a deflection bonus to AC and CMD when wearing her starlight robes. In addition, once per day, she can create a pulse of force affecting all enemies within a 30 foot radius. All creatures in the area take 10d6 points of force damage and are covered in a blanket of starlight that grants a -20 penalty to Stealth checks and negates concealment from spells and effects as per the glitterdust spell. A successful DC 22 Reflex save halves the damage and negates the glitterdust effect. The save DC is Charisma based. This is an effect of the hag, not the robes themselves, although each set of starlight robes is a valuable art object in and of itself.

“Iridescent Naga” © Bad Moon Art Studio, by Tee Fu Yuan and Phantom. Accessed at the publisher’s gallery here

[Happy Pride Month!

Commissioned by @justicegundam82​. The iridescent naga first appeared in the 3.5 book Serpent Kingdoms, but was basically forgotten until getting converted to D&D 5e in the 3rd Party book Dragonix Monster Manual Expanded III. That’s where this art is from, which I quite like. The cobra hood is a nice touch, and I disliked the sort of feathery hair in the original piece–made it feel too much like a couatl. ]

Iridescent Naga
CR 8 CG Aberration

This serpentine creature has a brilliant rainbow of color along its scales, each of which shines like a mirror. They have a cobra-like hood growing from their nape.

Iridescent nagas are lovers of beauty and explorers of the world. They seek out places that match their aesthetic sense, particularly enjoying ruined cities and other places where nature has partially reclaimed the works of civilization. They grow bored relatively easily, and typically move on after a few weeks or months. They are friendly to creatures that they meet on their journeys, and often compare notes about where they have been, where they are going, and what they have seen.  Most travel alone, but some will occasionally form touring groups if they have similar interests, although such associations usually last for a few years at the longest.

An iridescent naga would much rather talk than fight, and if a confrontation is forced, they prefer to use nonlethal methods. By swaying back and forth with their hood raised, they can create hypnotic patterns, clouding the minds of their enemies and allowing them to implant a suggestion (usually to leave, apologize, or the like). If this fails, they attempt to debilitate opponents with their venomous bite, which induces a heavy sleep. They will use lethal force if pressed, or against creatures immune to poison or mind-influencing effects, but would much rather flee than fight to the death.

Iridescent nagas have a reputation for being somewhat moody, as they can switch from gregarious to withdrawn in an instant.  They make passing friends easily, but often avoid establishing lifelong relationships, as they value change and new experiences far more than familiarity and stability. Iridescent nagas tend to make poor parents, and lay their eggs in a safe place for the young to hatch and take care of themselves from birth. Of other nagas, they appreciate the dreaminess of dream and lunar nagas, think guardian nagas are stuffy and boring, and despise dark nagas with all of their being. Dark and iridescent nagas are well matched, both physically and magically, and both will employ mortals and monsters as cats-paws in their attempts to thwart and kill the other.

Iridescent Naga                CR 8
XP 4,800

CG Large aberration
Init
 +9; Senses darkvision 60 ft., Perception +14
Defense
AC
 21, touch 14, flat-footed 16 (+5 Dex, +7 natural, –1 size)
hp
 85 (10d8+40)
Fort
 +7, Ref +8, Will +10
Immune
 mind-influencing effects
Offense
Speed
 40 ft.
Melee
 bite +11 (3d4+2 plus poison)
Space
 10 ft.; Reach 5 ft.
Special Attacks
hypnotic sway
Spells Known 
CL 7th, concentration +10 (+14 casting defensively)
3rd (5/day)—slow (DC 16), tongues
2nd (7/day)—eagle’s splendor, see invisibility, web (DC 15)
1st (7/day)—expeditious retreat, mage armor, magic missile, ray of enfeeblement (DC 14), unseen servant
0 (at will)—detect magic, light, mage hand, open/close, ray of frost, read magic, resistance
Statistics
Str
 14, Dex 21, Con 18, Int 14, Wis 17, Cha 17
Base Atk
 +7; CMB +10; CMD 25 (can’t be tripped)
Feats 
Alertness, Combat Casting, Eschew MaterialsB, Improved Initiative, Persuasive, Weapon Finesse
Skills 
Bluff +9, Diplomacy +11, Escape Artist +14, Intimidate +14, Knowledge (arcana) +11, Knowledge (nature) +8, Perception +14, Sense Motive +11, Spellcraft +11, Stealth +10
Languages
 Common, Infernal
Ecology
Environment
 temperate and warm forests
Organization
 solitary or nest (2–4)
Treasure
 standard
Special Abilities
Hypnotic Sway (Su)
As a standard action, an iridescent naga can dance in place, reflecting the light from its scales in a mesmerizing pattern. Treat this as a hypnotismspell (Will DC 18) without a HD cap, that affects all creatures that can see the iridescent naga within 30 feet. A creature can avoid having to make saves against this ability as if it were a gaze attack, and an iridescent naga cannot use this ability in darkness. The save DC is Charisma based.
Poison (Ex)
 Bite—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.
Spells
 Iridescent nagas cast spells as 7th-level sorcerers. They do not gain any other benefits of the sorcerer class, such as bloodline abilities.

Image © Victor-DT, accessed at their deviantArt gallery here

[The Creature Codex 2022 World Tour is moving south, to South America. South America has probably been the continent that has gotten the least attention in Pathfinder. Australia is the other contender, but there’s lots of Australian animals statted up, at least, and transported incongruously to the vaguely European Avistan.

We’re starting with one of the many Little People found in the lore of South America’s people. The muki appears throughout the Central Andes, in Ecuador, Bolivia, Colombia and Peru, under different names (I believe the name “muki”, spelled this way, is most common in Bolivia, but Wikipedia might be lying to me again). The muki fits into the wider family of mining faeries, along with such D&D staples as gnomes and kobolds.]

Muki
CR 2 CN Fey

This little man is the height of a human toddler, but broad shouldered and muscular. He has a long beard, and small horns growing from his head. He carries a lantern in one hand and a pick in the other.

A muki is a mining fey, constantly delving into the earth in search of precious metals. They provide copper, silver, gold and platinum to the fey courts, and guard their treasures jealously. A company of mukis will often mine the same mountain as mortal crews, and they will attempt to distract or misdirect the humanoids in order to keep the best treasures for themselves. Pranks played by the mukis include making strange noises, collapsing empty tunnels, stealing or moving gear, or even knocking out miners with toxic gas and leaving them to be found by their peers.

A muki will occasionally work with humanoids instead of against them, but only if suitably rewarded and only under certain circumstances. Mukis will sacrifice veins of tin and copper if it means keeping the silver and gold to themselves. They appreciate rewards of mortal intoxicants—alcohol and coca are favorites. The surest way to lose a muki’s help is to let others know that a muki is helping you. A muki that learns that its confidence is betrayed will often offer to guide their former friend to a new lode, only to leave them stranded and lost in the dark after hiking through miles of tunnels.

A muki can dig through stone as if it were paper, but their tools leave metals practically untouched—a valuable skill when seeking out ore. Any lamp touched by a muki radiates a light as clear as daylight, but only if the muki so wishes. Some mukis wear traditional robes, others steal mining garments and helmets from mortals and dress up as them, half in honor and half in mockery. They don’t particularly need the helmets—a muki can headbutt its way through a solid stone wall, given enough time. Few mukis are more than two feet tall, but they have brawny bodies. They walk with a waddling gait due to their short legs and wide feet.

Muki     CR 2
XP 600

CN Small fey
Init
+1;Sensesdarkvision 60 ft., low-light vision, Perception +10
Aura
bad air (Fort DC 14, 30 ft.)
Defense
AC
14, touch 12, flat-footed 13 (+1 size, +1 Dex, +1 natural, +1 armor)
hp
16 (3d6+6)
Fort
+5,Ref+5,Will+6
DR
5/cold iron; SR13
Offense
Speed
20 ft.
Melee
heavy pick +5 (1d4+3/x4), slam +0 (1d4+1) or slam +5 (1d4+4)
Statistics
Str
16,Dex13,Con15,Int13,Wis14,Cha12
Base Atk
+1;CMB+3;CMD14
Feats
Alertness, Great Fortitude
Skills
Bluff +7, Climb +9, Knowledge (dungeoneering, engineering) +4, Perception +10, Profession (miner) +5, Sense Motive +4, Stealth +11
Languages
Common, Sylvan, Terran
SQ
digmaster, magic lantern,no breath
Ecology
Environment
any mountains andunderground
Organization
solitary, crew (2-6) or company (7-12)
Treasure
double standard (Small padded armor, Small heavy pick, hooded lantern, other treasure)
Special Abilities
Bad Air Aura (Su)
As a standard action, a muki can emit toxic fumes in a 30 foot radius. Any creature breathing in the area must succeed a DC 13 Fortitude save or take 1d6 points of nonlethal damage. A creature that fails two saves in a row is staggered from coughing for 1 round. A creature that is unconscious from nonlethal damage begins to take lethal damage. A muki can stop emitting these fumes as a move action. This is a poison effect, and the save DC is Constitution based.
Digmaster (Su)
A muki ignores the first 8 points of hardness when attacking stone objects or creatures.
Magic Lantern (Su)
A muki can cause a lamp, lantern, candle or other light source to glow as per a daylightspell. It can activate or deactivate this ability as a swift action.

Image © Wizards of the Coast

[The last monster I’m covering in my survey of Mordenkainen’s, and standing in for all of the energy type trolls, the rot troll is the most interesting of the three in my opinion. I like that it basically has reverse regeneration, that damages the flesh of other creatures, and I’m always down for some body horror.]

Rot Troll
CR 9 CE Humanoid (giant)
This creature is troll-like, with warty green skin and long arms. Its flesh is torn away in patches, constantly rotting and reforming in sickly patches.

Rot trolls are created when a troll suffers large amounts of negative energy damage; enough to kill any other creature, but the troll’s regeneration must continue to function. Suffering from this taint of undeath causes the troll’s regeneration to malfunction—the troll’s flesh rots on its bones, and pulls away at the skin, muscle and tissue of other nearby creatures as well. Despite its grotesque appearance, rot trolls are not harmed by this constant degeneration—vitality is supernaturally transferred from victim to troll. Other trolls cannot die directly from a rot troll’s aura, but may turn into rot trolls themselves after repeated exposure. Fire and acid temporarily deactivate a rot troll’s aura, and fire spells are used by troll shamans to drive rot trolls away.  

Rot trolls are even more voracious than normal trolls, drawing the life from other creatures with their mere presence. Their constant low-level agony makes them immune to debilitating pain effects, and they heal from negative energy damage. As such, some become servitors for necromancers or evil clerics, fighting alongside the undead. Left to their own devices, however, rot trolls will attack and eat corporeal undead. Rot trolls are somewhat more fragile than true trolls, in the sense that they can be slain without recourse to fire or acid. As such, they are more likely to flee from combat.

Rot Troll             CR 9
XP 6,400
CE Large humanoid (giant)
Init+7;Sensesdarkvision 60 ft., Perception +13
Aurarancid degeneration (10 ft., Fort DC 20)
Defense
AC21, touch 13, flat-footed 17 (-1 size, +3 Dex, +8 natural, +1 dodge)
hp136 (13d8+78)
Fort+14,Ref+9,Will+5
Immunedeath effects, energy drain, pain
Defensive Abilities negative energy affinity
Offense
Speed30 ft.
Meleebite +14 (1d6+6 plus 1d6 negative energy), 2 claws +14 (1d6+6 plus 1d6 negative energy)
Space10 ft.; Reach10 ft.
Special Attacks negative energy attacks,rend (2 claws, 1d6+9 plus 1d6 negative energy)
Statistics
Str23,Dex16,Con23,Int6,Wis9,Cha16
Base Atk +9;CMB+16;CMD30
FeatsDodge, Improved Initiative, Intimidating Prowess, Iron Will, Lightning Reflexes, Skill Focus (Perception), Step Up
SkillsIntimidate +18, Perception +13
LanguagesGiant
Ecology
Environmentcold mountains
Organizationsolitary, pair or gang (3-5)
Treasurestandard
Special Abilities
Negative Energy Attacks (Su) Negative energy damage dealt by a rot troll’s natural weapons can only harm living creatures, not heal the undead.
Rancid Degeneration Aura (Su) All living creatures within 10 feet of a rot troll must succeed a DC 20 Fortitude save every round or take 2d10 points of negative energy damage. This damage can only harm living creatures, not heal the undead. Any round in which a rot troll’s aura deals damage to a living creature, the rot troll gains fast healing 5. A rot troll’s rancid degeneration aura is disabled for 1 round whenever the rot troll takes acid or fire damage. The save DC is Charisma based.

goluxexmachina:

thecreaturecodex:

Image © Ubisoft

[Commissioned by @martyslittleusedblog, based on a quest giver NPC/plot device from the Rayman series of games. Making a dream lord be a big frog who smokes a pipe has to be a drug reference, right? I leaned into it a little here, but also drew connections to D&D’s famous chaotic batrachians, the slaadi.]

Dream Lord, Polokus
CR 21 CG Outsider (extraplanar)
This creature appears as a vaguely humanoid frog, with long arms, short legs and a pot belly. His skin is a pale cream color, and he has an enormous red beard that hangs down to the ground and seems to move on its own accord. He clutches an umbrella in his hands and a pipe between his teeth.

Polokus
The Bubble Dreamer, the Creator
CG dream lord of creativity, hedonism and play
DomainsChaos, Good, Knowledge, Luck
SubdomainsFriendship, Imagination, Thought, Whimsy
Worshipersartists,craftsmen, dreamers
Minionsbaku,fey creatures, slaadi
Holy Symbol a pipe blowing bubbles
Favored Weapon heavy mace
Obediencespend an hour daydreaming, either while blowing bubbles or while under the effects of a mind-altering substance. Gain a +4 sacred bonus against sleep effects.
Boons1:eagle’s splendor 2/day; 2: minor creation 2/day; 3: cloak of dreams 2/day

According to his faithful, Polokus is responsible for creating all of the creatures and characters that appear in the Dimension of Dreams in his own dreams. When he sleeps well, these dream entities are playful and friendly; when he has nightmares they are cruel and unpleasant. Whether this is true or not, Polokus is a force of creation and creativity, and his whims shape the Dimension of Dream and echo into the worlds beyond. Polokus alternates his time in fervent bouts of crafting, playing with other dream entities, or dozing while under the effects of his ever-present pipes.

Polokus dislikes combat, but that doesn’t mean that he is weak. He takes a backseat approach, summoning armies of entropic creatures and dream azatas to fight in melee while he disrupts enemy tactics with hexes and spells. His beard is prehensile—although it cannot wield a weapon, it can be used to deliver touch attacks or even grab and constrict foes. Polokus prefers nonlethal methods, such as putting enemies to sleep or putting them into a telekinetic sphere for safekeeping. Although some of his tactics can incapacitate creatures indefinitely, like endless slumber and microcosm, Polokus will usually release them after a few days or weeks in order to check on their progress and see if they’re willing to reconsider their agenda of violence.

Polokus has an interesting relationship with the slaadi. He is friendly with the slaad lords Rennbuu and Chourst, and seems to like the company of slaadi in general, although he chides their more violent tendencies and tries to steer them towards acts of creation, not destruction. There are some rumors that he has been steering the course of slaad evolution, even rigging the ecological contest that led to the descendants of frogs escaping the Spawning Stone and spreading through the multiverse. Some proteans see Polokus as an interesting variable in their experiments, whereas others view him as a nuisance or even with jealousy.

Polokus’ Perplexing Parasol
Price89,192 gp;Auramoderate conjuration and enchantment; CL12th
Slotnone;Weight8 lbs.
This item is a fully functioning umbrella, but is strong as steel and dangerous in combat. Polokus’ perplexing parasol strikes as a +4 merciful heavy mace, and casts touch of idiocy (CL 12th) on a creature that it strikes with a critical hit.         RequirementsCraft Magic Arms and Armor, cure light wounds, touch of idiocy; Price44,596 gp.

Polokus’ Pleasing Pipe
Price8,400 gp;Aurafaint transmutation; CL4th
Slotnone;Weight10 lbs.
Smoking from this hookah produces a variety of minor pleasant effects, as per a polypurpose panacea spell. Up to four individuals may smoke from the hookah simultaneously. The owner of the Polokus’ pleasing pipe can change the effect as a standard action, but all individuals smoking from the same pipe at the same time must gain the same effect, and a creature can only gain one effect at a time from Polokus’ pleasing pipe.
RequirementsCraft Wondrous Item, polypurpose panacea;Price4,200 gp.

Keep reading

This is pretty cool! Is “Dream Lord” a pre-existing thing or did you make the category up to be similar to other demigod categories?

Dream Lord as a collection of demigods is my own invention, sort of. It was really @arachcobra‘s idea to give the Dimension of Dreams its own demigods, but my idea to make them between CRs 21 and 25. Similar to this one, they also wanted a character based on a video game! My first Dream Lord was Troupe Lord Grimm from Hollow Knight

Image © Ubisoft

[Commissioned by @martyslittleusedblog, based on a quest giver NPC/plot device from the Rayman series of games. Making a dream lord be a big frog who smokes a pipe has to be a drug reference, right? I leaned into it a little here, but also drew connections to D&D’s famous chaotic batrachians, the slaadi.]

Dream Lord, Polokus
CR 21 CG Outsider (extraplanar)
This creature appears as a vaguely humanoid frog, with long arms, short legs and a pot belly. His skin is a pale cream color, and he has an enormous red beard that hangs down to the ground and seems to move on its own accord. He clutches an umbrella in his hands and a pipe between his teeth.

Polokus
The Bubble Dreamer, the Creator
CG dream lord of creativity, hedonism and play
DomainsChaos, Good, Knowledge, Luck
SubdomainsFriendship, Imagination, Thought, Whimsy
Worshipersartists,craftsmen, dreamers
Minionsbaku,fey creatures, slaadi
Holy Symbol a pipe blowing bubbles
Favored Weapon heavy mace
Obediencespend an hour daydreaming, either while blowing bubbles or while under the effects of a mind-altering substance. Gain a +4 sacred bonus against sleep effects.
Boons1:eagle’s splendor 2/day; 2: minor creation 2/day; 3: cloak of dreams 2/day

According to his faithful, Polokus is responsible for creating all of the creatures and characters that appear in the Dimension of Dreams in his own dreams. When he sleeps well, these dream entities are playful and friendly; when he has nightmares they are cruel and unpleasant. Whether this is true or not, Polokus is a force of creation and creativity, and his whims shape the Dimension of Dream and echo into the worlds beyond. Polokus alternates his time in fervent bouts of crafting, playing with other dream entities, or dozing while under the effects of his ever-present pipes.

Polokus dislikes combat, but that doesn’t mean that he is weak. He takes a backseat approach, summoning armies of entropic creatures and dream azatas to fight in melee while he disrupts enemy tactics with hexes and spells. His beard is prehensile—although it cannot wield a weapon, it can be used to deliver touch attacks or even grab and constrict foes. Polokus prefers nonlethal methods, such as putting enemies to sleep or putting them into a telekinetic sphere for safekeeping. Although some of his tactics can incapacitate creatures indefinitely, like endless slumber and microcosm, Polokus will usually release them after a few days or weeks in order to check on their progress and see if they’re willing to reconsider their agenda of violence.

Polokus has an interesting relationship with the slaadi. He is friendly with the slaad lords Rennbuu and Chourst, and seems to like the company of slaadi in general, although he chides their more violent tendencies and tries to steer them towards acts of creation, not destruction. There are some rumors that he has been steering the course of slaad evolution, even rigging the ecological contest that led to the descendants of frogs escaping the Spawning Stone and spreading through the multiverse. Some proteans see Polokus as an interesting variable in their experiments, whereas others view him as a nuisance or even with jealousy.

Polokus’ Perplexing Parasol
Price89,192 gp;Auramoderate conjuration and enchantment; CL12th
Slotnone;Weight8 lbs.
This item is a fully functioning umbrella, but is strong as steel and dangerous in combat. Polokus’ perplexing parasol strikes as a +4 merciful heavy mace, and casts touch of idiocy (CL 12th) on a creature that it strikes with a critical hit.         RequirementsCraft Magic Arms and Armor, cure light wounds, touch of idiocy; Price44,596 gp.

Polokus’ Pleasing Pipe
Price8,400 gp;Aurafaint transmutation; CL4th
Slotnone;Weight10 lbs.
Smoking from this hookah produces a variety of minor pleasant effects, as per a polypurpose panacea spell. Up to four individuals may smoke from the hookah simultaneously. The owner of the Polokus’ pleasing pipe can change the effect as a standard action, but all individuals smoking from the same pipe at the same time must gain the same effect, and a creature can only gain one effect at a time from Polokus’ pleasing pipe.
RequirementsCraft Wondrous Item, polypurpose panacea;Price4,200 gp.

Polokus  CR 21
XP 409,600
CG Large outsider (chaotic, extraplanar, good)
Init+10;Sensesarcane sight,darkvision 60 ft., Perception +25
Defense
AC37,touch 21, flat-footed 31(-1 size, +6 Dex, +16 natural, +6 deflection)
hp396 (24d10+264)
Fort+19,Ref+20,Will+20
DR20/lawful;Immunecharms, compulsions, disease, illusion, poison, sleep effects; Resistelectricity 20, fire 20; SR31
Offense
Speed40 ft.
MeleePolokus’ perplexing parasol +35/+30/+25/+20 (2d6+12/19-20 plus 1d6 nonlethal), slam +26 (1d8+4), tentacle +26 (2d6+4 plus grab) or 2 slams +31 (1d8+8), tentacle +26 (2d6+4 plus grab)
Space10 ft.; Reach10 ft. (20 ft. with tentacle)
Special Attacks constrict (2d6+12),hexes (eternal slumber, flight, fortune, healing, hidden home, life giver, major healing, nightmares, sleep, speak in dreams, tongues), summoning (9/day), tentacle beard
Spell-like Abilities CL 24th, concentration +30 (+34 casting defensively)
Constant—arcane sight
At will—confusion(DC 20), dream scan (DC 22), greater dispel magic, greaterteleport(self plus 50 lbs. objects only), haste,major creation, persistent image (DC 21)
3/day—quickenedcloak of dreams (DC 22), fabricate,quickenedgood hope,mind fog (DC 21), telekinetic sphere (DC 24)
1/day—dream voyage, mass hold monster (DC 25), microcosm(DC 25), summon (9th level, 4 uinuja, 100%), wish  
Statistics
Str27,Dex23,Con32,Int23,Wis22,Cha23
Base Atk +24;CMB+33 (+37 disarm or trip); CMD55 (57 vs. disarm or trip)
FeatsCombat Casting, Combat Expertise, Combat Reflexes, Flyby Attack, Greater Disarm, Greater Trip, Improved Critical (heavy mace), Improved Disarm, Improved Initiative, Improved Trip, Lucid Dreamer (B), Quicken SLA (cloak of dreams, good hope)
SkillsAcrobatics +22 (+26 when jumping), Bluff +25, Craft (all) +22, Diplomacy +25, Fly +22, Heal +25, Knowledge (arcana, local, religion) +22, Knowledge (nature, planes) +25, Perception +25, Sense Motive +25, Spellcraft +22, Stealth +21, Use Magic Device +25; Racial Modifiers +16 Craft (all)
LanguagesAklo, Aquan, Celestial, Common, Draconic, Sylvan, telepathy 100 ft.
SQdream lord traits,font of creativity
Ecology
Environmentany land (Dimension of Dreams)
Organizationunique
Treasuredouble standard (Polokus’ perplexing parasol,Polokus’ pleasing pipe, other treasure)
Special Abilities
Dream Lord Traits (Ex/Su) Polokus is a dream lord, a powerful outsider native to the Dimension of Dreams. Dream lords gain the following abilities:

  • Immune to charm, compulsion, disease, poison and sleep effects
  • Immune to one energy type and resistance to another two energy types. Instead of being immune to an energy type, Polokus is immune to illusion spells and effects
  • A dream lord’s natural weapons, and any weapon it wields, count as chaotic and magical for the purpose of overcoming damage reduction
  • Occult (Ex) A dream lord gains Lucid Dreamer as a bonus feat, and can use  occult skill unlocks even if it lacks other psychic magic
  • Shield of Dreams (Su) A dream lord adds its Charisma modifier as a     deflection bonus to its AC and CMD
  • Summon (Sp) Once per day, a dream lord can summon a CR 19 or lower encounter of thematically appropriate monsters.
  • Dream lords can grant spells to worshipers as detailed in their divine information. A worshiper can gain boons from performing an obedience to a dream lord, as per the Deific Obedience feat, but the boons granted are simple, appearing as a 2nd, 4th and 6th level spell usable as a spell-like ability twice per  day.

Font of Creativity (Ex) Polokus gains a +16 racial bonus to all Craft checks. He can Craft items with amazing speed, requiring only an hour to craft any mundane item given the proper materials (assuming he succeeds the Craft DC). He is treated as having all item creation feats for the purposes of making magic item, although these take time and money as normal to make.
Hexes (Su) Polokus gains hexes, including major and grand hexes, as if he were a 20th level witch (DC 28). The save DC for these hexes is Intelligence based.
Summon (Sp) Polokus may summon creatures as per a summon nature’s ally IX nine times per day (CL 21st), with the following adjustments. He may use this ability as a standard action, and monsters summoned remain for 1 minute per caster level. Monsters summoned through this ability gain the entropic simple template. However, Polokus may only have one such summoning spell cast at a time.
Tentacle Beard (Ex) Polokus’ beard is prehensile, acting as a tentacle with 20 foot reach. He gains a +2 bonus to disarm and trip checks made with his beard, and if he fails a check to trip an opponent with his beard does not risk being tripped in turn. When using his beard to constrict an opponent, Polokus does not count as being grappled, and can maintain the grapple as a swift action. Polokus can deliver touch spells and hexes through his beard.

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