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PF1e Conversion: Limaxian
Welcome back! This creature comes from the site mimir.net, and is an original creation of that site's owner. I ended up liking it a lot, and decided to make a conversion. Again, not much else to say. I just hope I did a good job, and please let me know if there is something I should correct. ^^
LIMAXIAN
Image (c) mimir.net
This odd creature resembles an overgrown garden snail with a pearlescent shell and a reptilian head. Many ivory horns spiral out of its head and shell.
LIMAXIAN CR 11
XP 12’800
NG Large Dragon (extraplanar)
Init -2; Senses darkvision 60 ft., low-light vision, scent; Perception +24
DEFENSE
AC 27, touch 7, flat-footed 27 (-2 Dex, -1 size, +20 natural)
hp 162 (13d12+78)
Fort +14, Ref +6, Will +13
Immune acid, fungi, paralysis, poison, sleep; Resist cold 10, fire 10;
Damage Reduction 10 / piercing or slashing; Spell Resistance 22
OFFENSE
Speed 20 ft., burrow 20 ft.
Melee 2 gores +22 (1d8+9 / 17-20), bite +21 (1d12+9), tail slap +16 (1d8+4)
Ranged acidic globe +10 touch (5d6 acid plus splash)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 13th, concentration +17)
At will – entangle (DC 15), obscuring mist
3/day – pass without trace, sanctuary
1/day – plant growth, remove fear
Special Attacks augmented critical, spore cloud
STATISTICS
Str 29, Dex 6, Con 23, Int 12, Wis 20, Cha 19
Base Atk +13; CMB +24; CMD 32 (cannot be tripped)
Feats Bodyguard, Combat Reflexes, Improved Critical (gore), In Harm’s Way, Iron Will, Vital Strike, Weapon Focus (gore)
Skills Bluff +16, Diplomacy +20, Heal +21, Knowledge (arcana) +16, Knowledge (nature) +16, Perception +24, Sense Motive +20, Stealth +10 (+18 in forests and marshes), Survival +17; Racial Modifiers +4 Perception, +8 Stealth in forests and marshes
Languages Celestial, Draconic, Sylvan
Special Qualities light fortification (25%), slime trail
ECOLOGY
Environment warm forests and marshes (Elysium)
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Acidic Globe (Ex): Once every 1d4 rounds, a limaxian can fire a blob of acidic goo at an opponent. This is a ranged touch attack with a maximum range of 90 ft. and no range increment. This attack inflicts 5d6 points of acid damage on a successful hit and acts as a splash weapon that inflicts 1d6 points of acid damage on every creature within 5 ft. of the target. Unless the acid is neutralized somehow, a creature hit directly by this attack takes 1d6 further points of acid damage for the following 4 rounds.
Augmented Critical (Ex): A limaxian’s gore attack threatens a critical on a natural roll of 19-20. Most limaxians further augment that by taking the Improved Critical (gore) feat.
Immune To Fungi (Ex): A limaxian dragon is immune to all disease and poison effects from fungi or fungus-like monsters.
Slime Trail (Ex): A limaxian leaves a trail of greasy slime wherever it goes. For 10 minutes since the limaxian leaves a square, any creature passing through that square or ending their turn on it must make a Reflex save (DC 22) or fall prone in that same square. A creature can walk within or through the affected area at half normal speed with a successful DC 22 Acrobatics check. The save DC is Constitution-based. Note that a limaxian under the effects of pass without trace does not leave a slime trail.
Spore Cloud (Su): Once every 1d4+1 rounds, a limaxian can breathe a cloud of noxious spores in a 40-ft. cone. Every living, breathing creature within the area of effect must make a Fortitude save or suffer one of the following effects, determined randonly by throwing a d6:
Memory Lapse
Confusion
Irrestistible Dance
Hideous Laughter
Debilitating Poison (Limaxian Spores - breath weapon; save Fort DC 22, frequency 1/round for 6 rounds, effect 1d4 Str damage, cure 2 consecutive saves)
Euphoric Tranquility
Where applicable, such effects function at Caster Level 13.
---------
A limaxian is a peculiar draconic creature from Nirvana, usually found in the deepest forests of the plane, like the Forest of Whispered Longings. A limaxian’s presence has invigorating effects on the surrounding vegetation, and the areas around their lairs are invariably lush with plants, especially fungi. A limaxian is a strict herbivore, and favors fungi above all other kinds of food – they consider non-sentient fungal monsters, like violet fungi or shriekers, to be particularly tasty.
Limaxians are peaceful creatures who prefer hiding or talking to fighting, but are quite capable fighters when pushed to violence. Their main weapon is a blast of mind-affecting spores that has unpredictable effects on the minds of most creatures. If more lethal methods are necessary, a limaxian can shoot blasts of sticky acid, resorting to their natural arsenal as a last resort. Most if not all limaxians are on good terms with celestial creatures and agathions living near their lair, and they almost never lack allies willing to fight on their behalf.
Limaxians have very few enemies – their flesh is inedible, and their shells become brittle and useless only a few hours after the limaxian’s death, making them useless as materials. They are extremely long-lived, and can easily survive for a millennium barring violence.
LIKHORADKA, OZNOBA
Here I am, with a brand new conversion!
The likhoradka are a new genus of fiends that have been created by mimir.net, taking inspiration from Slavic folklore. Each one of them represents a certain kind of disease, and already seven of them have shown up on the site. I have taken it upon myself to try and convert them to PF1e rules, and I hope I did a decent job at that.
I'll start out with general information about the Likhoradka, and then I'll delve into each individual species. I might not beabove creating some new ones. :D
With that said, enjoy!
LIKHORADKA
The likhoradkas are foul fiends of pestilence native to the blasted reaches of Abaddon. Each embodies a particular disease or family of maladies, serving as both supernatural manifestation and willing vector of the sickness it represents. Wherever plague, fever, wasting sickness, or contagion inspire terror among mortal populations, the influence of the likhoradkas can often be found lurking nearby. Unlike many fiends, a likhoradka rarely seeks immediate slaughter. It delights instead in the slow unraveling of communities through illness, fear, and despair. To a likhoradka, a corpse is merely the final symptom of a successful infection. Panic, mistrust, isolation, and hopelessness are equally desirable outcomes.
Scholars of the planes generally classify likhoradkas as a peculiar breed of fiend associated with Abaddon, though their precise relationship to daemons remains a matter of heated debate. Some theologians insist that they are simply a specialized caste of daemons devoted to plague and disease. Others argue that they constitute an entirely separate fiendish race, descended directly from the mysterious archfiend known as Stribog, the supposed progenitor of their entire race. More esoteric traditions claim that likhoradkas arise spontaneously from the collective fears of mortal civilizations, taking form whenever dread of disease reaches a sufficient intensity. Whatever the truth, all agree on one fact: where a likhoradka establishes a foothold, suffering follows.
Though technically outsiders, likhoradkas display a disturbing fascination with mortal biology. Many possess intimate knowledge of anatomy, medicine, and the mechanisms by which diseases spread. The most cunning among them can identify weaknesses in sanitation systems, exploit trade routes, contaminate water supplies, or manipulate political unrest to maximize the reach of their favored contagion. A likhoradka's appearance invariably reflects the disease it embodies. No two breeds are exactly alike, but all radiate an unmistakable aura of sickness and decay.
Fortunately for mortal civilizations, most likhoradkas remain confined to Abaddon. When one succeeds in crossing the planar boundaries, however, the consequences can be catastrophic. Entire pandemics have been attributed to the arrival of a single powerful specimen. Such fiends often spend years observing a region before unleashing their chosen disease. They infiltrate communities, establish hidden cults, corrupt healers, and undermine efforts at containment long before the first victim falls ill. A world that has never before encountered a particular disease is especially vulnerable. To a likhoradka, such a population represents the perfect host.
Likhoradkas maintain an uneasy relationship with the daemons of Abaddon. Both delight in suffering and death, yet the pestilent fiends seem curiously independent of the great daemon hierarchies. Some daemonic harbingers treat them as useful tools, while others regard them as unwelcome rivals. Devils occasionally bargain with likhoradkas to destabilize mortal societies, though such alliances rarely last. Demons generally find them insufferably patient, but some demon lords of disease and corruption have been known to cooperate with them.
Likhoradkas possess little visible hierarchy. They do not establish elaborate courts or wage endless wars among themselves. Most act independently or gather into temporary swarms when pursuing a common outbreak. This lack of organization has led some planar scholars to conclude that all likhoradkas ultimately answer to Stribog. If true, the implications are disturbing, for no fiendish race so numerous should be so unified.
Indeed, many experienced planar scholars suspect that the apparent absence of rank among the likhoradkas is merely a deception. The possibility that powerful plague-fiends guide their lesser kin from the shadows is a theory that few wish to test.
LIKHORADKA TRAITS
“Likhoradka” is a subtype of neutral evil outsiders with the following traits (unless otherwise indicated).
Immunity to all diseases (including magical and supernatural ones) and poison.
Resistances to acid, cold and electricity 10
Spell Resistance 11 + likhoradka’s CR
Debilitating Aura (Ex): The air surrounding a likhoradka is thick with infection. Any diseased creature within 10 feet of a likhoradka suffers a -2 circumstance penalty to attack rolls, saving throws and skill checks as their symptoms suddenly worsen.
Miasmatic Presence (Sup): A likhoradka is constantly steeped into an aura of infection and contagion. Every living creature within a certain radius from a likhoradka must make a Fortitude saving throw or contract the specified disease. A creature that succeeds at this saving throw is immune to that particular likhoradka’s miasmatic presence for 24 hours. If a remove disease spell is cast directly on a likhoradka, the caster can make a caster level check (CD 10 + likhoradka’s CR). If this check is successful, the likhoradka’s miasmatic presence is suppressed for 1d10 rounds. A likhoradka can suppress its miasmatic presence and restore it at will as a swift action.
Likhoradkas speak Abyssal, Common and Infernal.
LIKHORADKA, OZNOBA
Image (c) mimir.net, Oznoba
This hunched, bat-winged wretch is no taller than a human child, its skin a mottled grey-blue and slicked with a thin layer of frost and mucus.
OZNOBA CR 3
XP 800
NE Small Outsider (evil, extraplanar, likhoradka)
Init +3; Senses darkvision 60 ft., scent; Perception +8
Aura debilitating aura, miasmatic presence (10 ft., influenza, DC 14)
DEFENSE
AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
Damage Reduction 5 / cold iron or good; Immune cold, disease, poison; Resist acid 10, electricity 10
Spell Resistance 14
Weakness warmth weakness
OFFENSE
Speed 30 ft., flying 30 ft. (good)
Melee 2 claws +8 (1d3+1 plus 1d3 cold), bite +8 (1d4+1 plus 1d3 cold)
Special Attacks mucous sneeze (15 ft. cone, DC 14)
Spell-Like Abilities (CL 4th, concentration +5)
At will – cause fear (DC 12), touch of fatigue (DC 11)
3/day – obscuring mist
STATISTICS
Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 13
Base Atk +4; CMB +4; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +10, Bluff +8, Fly +16, Heal +7, Knowledge (planes) +9, Perception +7, Stealth +14, Survival +7
Languages Abyssal, Common, Infernal
ECOLOGY
Environment any cold (Abaddon)
Organization solitary, couple, cough (3-8) or epidemic (9-20)
Treasure none
SPECIAL ABILITIES
Cold Shiver (Ex): An oznoba’s physical attacks inflict an extra 1d3 point of cold damage on a successful hit.
Miasmatic Presence (Sup): An oznoba’s miasmatic presence causes influenza in those who fail their saving throw.
Influenza: Miasmatic Presence– save Fort DC 14; onset immediate; frequency 1/day; effect 1d3 Con damage; cure 1 save
Mucous Sneeze (Ex): Once every 1d4 rounds as a standard action, an oznoba can sneeze out a blast of infected mucus in a 15-ft. cone. All living creatures in the area must make a Fortitude save (DC 14) or become sickened from coughing and sneezing for 1d6 rounds. Creatures who are sickened from this effect have a 20% chance each round of being unable to cast spells with vocal components or use magic items with command word activation. The save DC is Constitution-based.
Warmth Weakness (Ex): A creature with cold resistance or wearing cold-appropriate clothing (including creatures under the effect of endure elements) gets a +4 circumstance bonus to all saving throws against an oznoba’s special attacks and spell-like abilities, including saving throws to recover from influenza. An oznoba is also dazzled in temperate or warm environments (no saving throw).
The oznobas are the smallest and most numerous of the likhoradka, pestilent fiends that embody influenza and winter sickness. Though individually weak, these malicious creatures have ended more mortal lives than many fiends could ever claim. Oznobas delight in spreading illness through communities, turning ordinary colds into epidemics and ensuring that every cough spreads its contagion.
Like all likhoradkas, oznobas are outsiders native to Abaddon. There they gather in enormous swarms around the pestilent domains of their progenitor, Stribog. While they are among the least powerful of his children, they are also among the most successful. A single oznoba can infect dozens of victims; a flock can cripple an entire town.
Oznobas feed upon phlegm and fever. They absorb the vapors of sickness from infected creatures, growing stronger and more corpulent as epidemics spread. Experienced plague-priests know that an unusually bloated oznoba is often a sign that an outbreak has reached its most dangerous stage.
The creatures reproduce in a manner poorly understood by planar scholars. The most common theory claims that new oznobas condense spontaneously within Abaddon whenever great influenza outbreaks sweep across the mortal world. If true, every epidemic serves to strengthen the armies of Stribog.
An oznoba is about the size of an halfling, and smells strongly of fever sweat, damp wool, and stale sickrooms. Their voices are thin, nasal, and punctuated by hacking coughs and wet sneezes.
New PF1 Creature: Uthra, Nakta
My life has been rather hectic recently, and I was unable to work on my conversions as much as I would have wanted to. However, now I was able to get my stuff together, and I was able to complete another of the Uthra, the alien celestials created by mimir.net. (And honestly, I'd really advise all Planescape fans to take a look at their site!)
As always, please let me know if I did a fair enough job with it. ^^
UTHRA, NAKTA
Image (c) mimir.net
This gigantic humanoid is gaunt and seemingly emaciated despite its tremendous size. Its face is a blank metallic mask, and flaming spurs poke out of its back like monstrous wings.
UTHRA, NAKTA CR 14
XP 38'400
LG Gargantuan Outsider (extraplanar, good, law, uthra)
Init +7; Senses darkvision 120 ft., smokesight; Perception +24
Aura frightful presence (60 ft., Will DC 22 negates)
DEFENSE
AC 28, touch 9, flat-footed 25 (+3 Dex, +19 natural, -4 size)
hp 202 (15d10+120)
Fort +17, Ref +8, Will +15; -2 vs. poison
Damage Reduction 10 / evil; Immune confusion effects, fire, insanity, negative energy, negative levels, sonic; Resist cold 10, electricity 10
Spell Resistance 25
OFFENSE
Speed 50 ft., flying 40 ft. (average), burrow 10 ft.
Melee mwk Gargantuan adamantine heavy mace +25 / +20 / +15 (4d6+12 plus 2d6 fire), claw +18 (3d6+6 plus 2d6 fire), 2 stamps +18 (3d8+6 plus 2d6 fire); or 2 claws +23 (3d6+12 plus 2d6 fire), 2 stamps +18 (3d8+6 plus 2d6 fire)
Ranged 2 eye beams +14 touch (4d6 fire and 4d6 typeless)
Space 20 ft.; Reach 20 ft.
Special Attacks devastating ray, eye beams, flaming blows, trample (3d8+18 plus 2d6 fire, DC 29)
Spell-Like Abilities (CL 15th, concentration +20)
Constant – detect magic
At will – fear (DC 19), greater teleport (self plus 50 lbs. of objects only), wall of fire
3 / day - hold monster (DC 20), plane shift (DC 20)
1 / day - flame strike (DC 20)
1 / week - imprisonment (DC 24)
STATISTICS
Str 34, Dex 16, Con 27, Int 16, Wis 23, Cha 21
Base Atk +15; CMB +31; CMD 44
Feats Awesome Blow, Bludgeoner (B), Cleave, Cleaving Finish, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (heavy mace)
Skills Acrobatics +21, Fly +15, Intimidate +23, Knowledge (arcana) +18, Knowledge (planes) +21, Perception +24, Sense Motive +28, Spellcraft +21, Survival +21
Languages Abyssal, Aklo, Celestial, Uthraic; telepathy 120 ft.
Special Qualities alien cognition (DC 22), partial presence
ECOLOGY
Environment any law-aligned and good-aligned plane
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Devastating Ray (Su): Once every 1d4 rounds, a nakta can unleash a ray of fire and searing light that deals 6d6 points of fire damage and 6d6 points of force damage to all creatures in a 90-ft. line (Reflex DC 25 halves). The save DC is Constitution-based.
Eye Beams (Ex): A nakta can shoot beams of supernatural fire as a ranged touch attack at a maximum distance of 200 feet, with no range increment. The beams inflict 4d6 points of fire damage and 4d6 points of typeless damage on a successful hit.
Flaming Blows (Su): A nakta's natural attacks as well as any weapon they wield inflicts 2d6 points of extra fire damage on a successful hit.
Smokesight (Ex): A nakta sees perfectly through smoke, both mundane and magical. It ignores any concealment from smoke.
Among the inscrutable uthras, the naktas stand foremost as wardens and executioners — if such blunt terms can be applied to beings whose motives transcend mortal jurisprudence. Where ananas purify and conceal, naktas guard and enforce, embodying the terrifying certainty of uthric law made manifest.
Naktas most often stand vigil over places of immense cosmological importance: planar gates, sealed breaches, and sites where the barriers between realities wear thin. Curiously, those assigned to such duties almost always appear in pairs, acting in perfect synchronicity. These “twin guardians” do not communicate in any observable way, yet their movements and judgments are flawlessly mirrored. The significance of this pairing remains unknown, though some theologians suspect it reflects a fundamental uthric doctrine: that no law, no judgment, and no reality should ever be upheld by a single will alone.
In battle, naktas may project blades of concentrated flame and light capable of slicing through nearly any known substance. Yet despite this overwhelming offensive capacity, they rarely employ such weapons against non-qlippoth foes. Instead, they favor restraint and finality: subduing opponents before sealing them away through banishment, planar exile, or imprisonment beyond mortal reach. Scholars grimly note that these judgments are not always merciful, and the guardian uthras display a troubling propensity to exile dangerous entities to the Prime Material Plane—apparently regarding it as a lesser but acceptable containment.
When confronted with a threat deemed too catastrophic for restraint, a nakta may reveal the horror concealed beneath its mask. The metallic visage splits open, exposing a cavernous maw layered with concentric rows of jagged teeth. These teeth serve little purpose beyond framing the true weapon: a devastating ray of purifying flame unleashed from deep within the uthra’s core. This incandescent blast reduces all it touches to fine gray ash, erasing not only matter but, according to some planar witnesses, echoes of the target’s very essence.
A nakta stands about 50 feet tall and weighs no less than 80 tons.
Apparition
"Ghost" © Max Filip Petersson, accessed at his ArtStation here
[As has been discussed a number of times, there are no synonyms in D&D. Ghosts, wraiths and spectres all have different stat blocks and different abilities, and early editions went even further with apparitions, haunts and phantoms. These last two have appeared as the names of different concepts in PFRPG, but apparitions have faded away. Possibly because they are a save-or-die monster, which Pathfinder tends to avoid; possibly because the mechanics of their save-or-die are pretty wonky in the original Fiend Folio. A PC must fail two ability checks (not saving throws) to be killed by an apparition, and the apparition literally cannot do anything else in combat. It's a mess, and I imagine it didn't see a lot of use at the table. So I wanted my version to be able to still fight you if you passed your saves, and used phantasmal killer as a basis for the multiple saves standing between a PC and death.
If you'd like to sponsor my work, either with your own monsters or just chipping in a few bucks to help keep the lights on, check out the Creature Codex Patreon here]
Apparition CR 9 CE Undead This spectral figure is horrible and distorted, its body barely recognizable as humanoid. Blood and staring eyes are the only discernible features.
When a powerful evil creature dies of fright, its soul may become trapped in a form of undeath known as an apparition. Apparitions lose track of their personalities and goals in death and instead become obsessed with spreading the fate they suffered. Apparitions lurk in ruins and dungeons, scanning the minds of those who enter them to learn their greatest fears. An apparition will stalk a party for hours, waiting until they are worn down or regrouping to rest before attacking. Their touch induces panic, and they attempt to scatter their enemies with hit and run attacks before unveiling their most feared ability. An apparition can appear to a single creature to be what it fears most, causing it to die from fright and potentially rise as a new apparition itself.
Like many types of incorporeal undead, apparitions despise sunlight, which keeps them from overrunning cities and spawning whole armies. Newly created apparitions will often work with their creator in the short term, but they are peevish and solitary creatures and go their separate ways before long. Victims of an apparition who were associates in life, such as family members or members of an adventuring party, are more likely to remain in each other's company indefinitely. A newly created apparition may be recognizable as the person it was in life, but as time passes they grow more abstract and grotesque in appearance until they are little more than eerie humanoid shapes. Apparitions do not collect treasure, but their territory may be littered with goods left over from their victims.
Such a deliciously creepy thing! XD
Mobile Suit Zeta Gundam: Series Reflection
It's hard to put a neat little bow on my thoughts about Zeta Gundam. In some ways, it's exactly what I wanted from a sequel to the original. It's bigger, bolder, better animated, digs deeper into its characters' emotions, and isn't afraid to take huge swings with its story. But it's a much, much messier experience overall. While I had my criticisms of Gundam 70, could count on one hand the number of moments that struck me as outright bad. With Zeta, I'd probably have to use up my toes as well as my fingers. It's a strained, frustrated show struggling against its limitations as a product of its time; at moments it feels like Tomino himself is angry at his own blinkered perspective, searching and searching for a way out of this darkness but unable to find it. There has to be a better way to live than this- there must be a batter way- but he's already too old and worn down by gravity to see it. All he can do is lament humanity's seemingly inescapable cycle of violence and all the harm it inflicts.
And at times, that struggle is deeply moving. Both of Four's deaths hit me like a truck. Kamille becoming the very thing he hates most was crushing. That brutal final battle, and that final shot of a destroyed mobile suit eclipsing the earth, was a fantastic note to end on. But far too often I found myself getting pissed off for all the wrong reasons. I hated Rosammy, I hated Beltorchika, I never understood Reccoa, and the way Zeta views womanhood leaves a sour taste in my mouth every time I think about it. This show is trying to understand women in a way its very male creators just aren't equipped for, and while I'm just a part-time woman myself, it left me feeling deeply alienated. Maybe back in the 80s, this was a genuinely challenging perspective on gender, but now its blind spots are too obvious to ignore. And when that's such a big part of the show, it's impossible to just put my feelings on it aside. Zeta Gundam is defined by its gender politics, for better or worse. I can't consider any aspect of this show without crashing against its struggle- and failure- to understand the female condition.
But god, when this show is good, it's so fucking good. If I just took the best parts of Zeta on their own, it would surpass Gundam 79 easily. But while the first Gundam might not hit some of the aching heights of Zeta, it also doesn't sink to any of its lows. At least Sleggar was the only part of that show I actively hated. And taken as a whole, I can't in good conscience rank Zeta higher when I wish so many parts of it just didn't exist. So in the end, I'll have to settle for a score of:
5.5/10
And that's that... for now. We've still got ZZ to watch, which I assume will continue Haman's quest to rebuild Zeon now that the Titans are wiped off the playing field. But first? It's time to get back to Pokemon Advanced and see what nonsense Ash and company will get up to next.
...actually, first, I think I'll knock Watamote out of the way so I don't have that sitting in my backlog forever, lol. Until next time!
If you're planning to watch ZZ, well... all I can say is, watch out for the mood whiplash!
I personally liked it a lot, but... it takes a while to properly take off.
New PF1 Creature: Bregostana
Hello, everyone! Here I am with a new creature - the Bregostana, a cryptid from Italian folklore. This creature appeared in the third-party 5e monster manual "Brancalonia Spaghett Fantasy: Bestiary", and that's the source I am starting my convertion from. Definitely tried to keep this creature in the spirit of both the original legend and the 5e statistics... but as always, I'll let you judge how it went!
BREGOSTANA
Image taken from "Brancalonia Spaghetti Fantasy: Bestiary", author unknown
This foul ape-like creature is covered in thick fur, and its clothing consists of rags, filth and bark. A mouth filled with crooked fangs almost splits its head in half.
BREGOSTANA CR 6
XP 2'400
CE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft., scent; Perception +13
Aura frightful presence (30 ft., shaken, DC 16 negates) , gaze of madness (30 ft., DC 16)
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 76 (8d10+32)
Fort +6, Ref +9, Will +9;
Weaknesses cynophobia, light sensitivity
OFFENSE
Speed 40 ft.
Melee 2 claws +13 (1d6+6 plus nightmare curse), bite +12 (1d8+6 plus poison)
Special Attacks poison
Spell-Like Abilities (CL 8th)
Constant – spider climb
STATISTICS
Str 22, Dex 17, Con 18, Int 7, Wis 16, Cha 15
Base Atk +6; CMB +12; CMD 25
Feats Cleave, Combat Reflexes, Power Attack, Weapon Focus (claws)
Skills Climb +14, Perception +13, Sleight of Hand +13, Stealth +10 (+14 in forests), Survival +8; Racial Modifiers +4 Sleight of Hand, +4 Stealth in forests
Languages Sylvan
ECOLOGY
Environment temperate forests or mountains
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Cynophobia (Ex): A bregostana is terribly afraid of dogs and wolves. A bregostana that becomes aware of a dog, a wolf or any creature whose appearence can be ascribed to that of such animals (i.e. an hell hound or a blink dog) in a 30 ft. radius must make a Will save (DC 20) or become shaken for as long as it can still perceive the creature. The bregostana must also make this saving throw when taking damage from a wolf, a dog or any creature that resembles them. A bregostana that is already shaken from this ability becomes frightened instead if it fails another saving throw.
Gaze of Madness (Su): A bregostana’s gaze attacks only affects creatures that are shaken because of the bregostana’s frightful presence ability. Such creatures must make a Will save (DC 16) when meeting the bregostana’s gaze or suffer a random lesser madness for the next 24 hours. Whether the saving throw succeeds or fails, that creature becomes immune to that bregostana’s gaze of madness for 24 hours. This is a fear and madness effect. The save DC is Charisma-based
Nightmare Curse (Su): A creature critically hit by a bregostana’s claw attack must make a Will save (DC 16) or suffer horrific, viscerally realistic nightmares next time they sleep – the victim is affected as by a nightmare spell, taking 1d10 points of damage, becoming fatigues and unable to regain arcane spells for 24 hours. This effect ends after the first time the victim sleeps or after 24 hours, whichever happens first. This is a curse effect. The save DC is Charisma-based
Poison (Ex): Bite – injury; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is Constitution-based.
The bregostana, also known as “beast-witch”, is a monstrous creature that haunts mountainous regions. They are usually found alone, in hard-to-reach caverns out of which they crawl after sunset, to approach the closest village and find their favorite prey – human children. Encountering a bregostana during the day is rare in the estreme, as they loathe sunlight and are clumsy and weak in daylight. At night, on the other day, they become horribly fast, moving through the trees like primates, and grabbing small animals and unwary travelers from above.
Bregostanas are irredeemable kleptomaniacs. They steal anything they think they can get away with, but are particularly attracted to wooden items. Sometimes, they attack travelers even just out of a desire to take their belongings - a bregostana can never resist the compulsion to steal. For this reason, their dens are smelly cave mazes filled with tat and junk, covering ground and walls. Any item the bregostana has hoarded is drenched in the mud and mire that covers the creature’s body, meaning that any item stolen from a den will leave a pretty easily trackable trail for a bregostana to follow. The only thing these creatures fear are wolves and their cousins, dogs. Picking up the scent of a dog is often enough to send them back into their filthy dens, waiting for a better moment to resume their nighttime raids.
PF1 Conversion: Uthras
Hello, everyone! I'm back with a new conversion... and now, I'm going to tackle a whole new type of creatures.
As I was browsing mimir.net (and if you like the Planescape setting, I really suggest you do as well), I came across this new kind of celestials inspired by Gnosticism. I was instantly smitten with them, and I couldn't wait to convert them to PF1e... and after some work, I was able to get it done!
Still, I think my conversion lacks something unique. I'm quite satisfied with it, technically speaking... but I feel like my uthras lack some unique ability that would make them really stand out. As a result, I am open to suggestions. If you guys have some suggestions, feel free to tell me!
Meanwhile, enjoy the uthras and their first representative - the anana, the "runt" of the litter. XD
UTHRA
Towering figures of incredible scale, uthras are among the rarest and most unsettling celestials ever recorded. At a distance they appear vaguely humanoid, yet closer inspection reveals proportions that defy mortal anatomy: limbs elongated beyond necessity, surfaces that gleam like polished metal one moment and resemble living flesh the next, and faces that seem only half-finished, as though sculpted by a mind that only imperfectly recalls what a mortal should look like.
Uthras claim origin in a realm they call the World of Light, a plane unknown to even the most exhaustive cosmological treatises. While sages debate whether this place exists beyond the Great Beyond or predates it entirely, the uthras themselves speak of it as a perfected reality, one untainted by the flaws inherent in the current multiverse. Some theologians whisper that the World of Light belongs to a prior creation, a multiverse erased or overwritten, with the uthras as its surviving custodians.
Though their actions consistently align with lawful good principles, uthras do not bow to the authority of Heaven, nor do they appear to serve any empyreal lord or recognized divine power. Instead, they venerate an ineffable force they describe only through metaphor and abstraction. No angelic census records their existence, and no planar herald claims them as kin. This absence has led to fierce debate among scholars as to whether uthras are celestials at all, or something older wearing the shape of virtue.
The ultimate purpose of the uthras is nothing less than universal ascension. According to fragmented religious texts attributed to their rare mortal cults, uthras believe all beings are capable of redemption and eventual transcendence into the World of Light. This process, however, is neither gentle nor swift. It demands rigorous purification of body and soul, followed by a rapturous transformation that mortal minds struggle to comprehend. Whether this ascension preserves individuality or dissolves it into something greater remains unknown.
No uthra corpse has ever been recovered. When injured, their substance appears to behave like living matter forged from light-infused metal, impossibly resilient yet alien in composition. Any fragment severed from an uthra rapidly sublimates into radiant mist, leaving no sample for study. This phenomenon has frustrated anatomists and fueled theories that uthras are less physical beings and more stable manifestations of planar energy.
Uthras appear to be sexless and immortal, with no observable reproductive cycle. The prevailing hypothesis suggests that new uthras are formed through a process of emanation, wherein multiple individuals combine their energies to give rise to another of their kind. Such events are purely speculative, as no mortal has witnessed one.
Encounters with uthras are vanishingly rare. Most dwell within obscure extradimensional realms, emerging only sporadically. When they do appear, it is often upon the Lower Planes, where they wage silent, merciless war against the qlippoth. These ancient horrors are exterminated without hesitation, for uthras insist that qlippoth are not true inhabitants of the current multiverse and thus fall outside the bounds of redemption. They are also known to confront kaiju, viewing these catastrophic beings as existential threats to the orderly progression of creation.
Despite their benevolence, uthras are profoundly unsociable. They possess flawless telepathy, capable of communicating with any sentient being, yet rarely choose to speak. When they do, it is typically with beings of great authority — archdevils, demon lords, empyreal paragons, or the most exalted mortal champions. Lesser creatures are aided silently, if at all.
Uthras deliberately avoid the Material Plane. Their adherents claim the Prime is “imperfectly formed” and spiritually unclean, a flawed echo of what reality was meant to be. This belief may explain the uthras’ fixation on guiding mortals toward ascension, rather than perfecting the world mortals already inhabit. To the uthras, salvation does not lie in mending the multiverse, but in leaving it behind.
Uthra Subtype
Uthra are a race of imposing lawful good outsider from beyond the planes as mortals know them. They have the following traits.
Darkvision 120 ft.
Immunity to negative levels, negative levels and sonic damage. Each individual uthra subrace is immune to one additional energy type.
Resistance to cold, electricity and fire 10
Spell resistance equal to 11 + the uthra’s Challenge Rating
Telepathy 120 ft.
Vulnerable to poison: all uthras except the ziwa take a -2 racial penalty to all saving throws against poison effects
Alien Cognition (Ex): An uthra's mind does not process reality in a linear or mortal fashion. All uthras are immune to confusion and insanity effects and cannot be flanked. Any creature attempting telepathic contact with an uthra must succeed at a Will save (DC = 10 + 1/2 HD + the uthra's Cha modifier) or become dazed for 1 round, overwhelmed by alien thought patterns. Further, all uthras have a +4 racial bonus to Sense Motive checks.
Partial Presence (Su): An uthra is not fully anchored to the current multiverse. Effects that would banish, trap, or anchor extraplanar creatures require a caster level check (DC = 11 + uthra’s CR) to function
Except where otherwise noted, uthras speak Abyssal, Aklo and Celestial
UTHRA, ANANA
Image taken from mimir.net, copyright the original author
This giant-sized creature has a single unblinking eye dominating its face, and a slender body that seems to consist of solidified steam.
ANANA CR 9
XP 6’400
LG Huge Outsider (aquatic, extraplanar, good, law, uthra)
Init +5; Senses darkvision 120 ft., mistsight, true seeing; Perception +19
DEFENSE
AC 23, touch 13, flat-footed 18 (+5 Dex, +10 natural, -2 size)
hp 105 (10d10+50)
Fort +8, Ref +12, Will +13; -2 vs. poison
Damage Reduction 10 / evil; Immune cold, confusion and insanity effects, negative energy, negative levels, sonic; Resist electricity 10, fire 10
Spell Resistance 20
Weakness vulnerable to poison
OFFENSE
Speed 40 ft., swim 30 ft; water walk
Melee 2 claws +16 (2d6+8 plus grab), 2 slams +16 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks cleansing mist (8d6 cold and holy, Reflex DC 20 half)
Spell-Like Abilities (CL 10th, concentration +13)
Constant – true seeing, water walk
At will – aid, detect alignment, detect poison, greater teleport
(self plus 50 lbs. of objects only), obscuring mist, water
breathing
3 / day – calm emotions (DC 15), freezing fog
1 / day – control weather, heal (DC 19)
STATISTICS
Str 27, Dex 20, Con 21, Int 14, Wis 22, Cha 17
Base Atk +10; CMB +20 (+24 grapple); CMD 35
Feats Combat Casting, Mounted Combat, Power Attack, Ride-By Attack, Trick Riding
Skills Acrobatics +12, Diplomacy +16, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +14, Perception +19, Ride +15, Sense Motive +22, Spellcraft +10, Stealth +8 (+28 when latching), Swim +25; Racial Modifiers +20 Stealth when latching
Languages Abyssal, Aklo, Celestial, telepathy 120 ft.
Special Qualities alien cognition (DC 18), amphibious, latching assistance, partial presence
ECOLOGY
Environment any (Heaven)
Organization solitary or couple (1 anana plus 1 nakta, gufna or ziwa)
Treasure none
SPECIAL ABILITIES
Cleansing Mist (Su) Once every 1d4 rounds, an anana can breathe a blast of icy mists in a 60-foot cone. All evil-aligned creatures in the area take 8d6 points of damage and are dazed for one round. A DC 20 Reflex save halves the damage and negates the dazed effect. Half of this damage is cold damage, but the other half results directly from holy power and is therefore not subject to being reduced by resistance to cold-based attacks. Neutral-aligned creatures only take half damage from this attack and are not dazed. Good-aligned creatures in the area take no damage and instead are treated as though receiving a cleanse spell (CL 10th). Each good-aligned creature can only benefit from the cleanse effect only once a day. The save DC is Constitution-based.
Latching Assistance (Su) As a move action that provokes an attack of opportunity, an anana can latch upon a willing adjacent uthra that is at least one size category larger than it. The anana occupies every square of its mount’s space for the purpose of making attacks. While the anana is latched, it may use the aid another action on its host as a free action every round, and the host benefits from the anana’s true seeing and mistsight abilities, and gains fast healing 5 (in addition to any fast healing it may already have). An anana attached to an host may not use its cleansing mist ability, but is otherwise treated as though it was mounted for the purpose of combat. While mounted, an anana also gains a +20 circumstance bonus on Stealth checks, as its body blurs into the larger anana’s frame. An anana can stop latching as a move action, and if it does, it reappears in a space adjacent to its host.
Mistsight (Ex) Fog and mist, both natural and magically created, do not impair an anana’s vision. An anana ignores any concealed condition from fog and mist.
The ananas, sometimes called cloud uthras, are the smallest and most commonly attested of their inscrutable kind. Ananas most often accompany greater uthras, clinging to them during travel like living mantles of cloud and steam. In battle, they drift close to their companions, weaving restorative energies through the air and mending wounds with exhalations of sanctified mist. This intimate bond has earned them the name cloud-wives among mortal scholars, though the term is misleading. Like all uthras, ananas are entirely genderless, and the title reflects mortal attempts to impose familiar structures upon utterly alien beings.
Obscure passages in uthric scripture hint that ananas play a role in the creation of new uthras, possibly serving as conduits or stabilizers during the emanation of combined energies. No credible witness has observed such a process, and the ananas themselves refuse to address the subject, responding only with silence or a surge of obscuring vapor.
Beyond their role as companions, ananas fulfill vital functions within uthric domains. They generate the vast cloud banks that shroud the obscure realms of the World of Light, concealing them from unwanted intrusion. More importantly, they serve as agents of purification. The cold fog produced by an anana is reputed to heal grievous wounds, cleanse poison, and scour disease from flesh and soul alike. To followers of the uthras, passage through this mist is a sacred rite, symbolizing the first step toward ascension.
Though diminutive by uthra standards, an anana still stands nearly 20 feet tall.
Pathfinder 2E to 1E Conversion: Demon, Eshmok
Hello there! I'm glad to be back here with my conversion... and this time, I'm going to be inflicting a new demon upon you!
With the coming of the Remastered version of Pathfinder, Paizo found themselves having to drop whatever scant references to D&D still lingered in 2E. While I understand the reason for it, I wasn't exactly thrilled by that. The Eshmok here is basically a stand-in for the Vrock, occupying a similar niche and even having the same Challenge Rating. So I got an idea - what if the new demons from the Remastered version were new forms that the Abyss is "trying out" for its denizens? This conversion takes this idea and tries to do something vaguely original with it. I hope you will enjoy my idea!
DEMON, ESHMOK
This horror looks like a towering wasp-like humanoid, its body bound in fibrous fungal growths.
ESHMOK CR 9
XP 6’400
CE Large Outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
hp 115 (10d10+60)
Fort +13, Ref +11, Will +6
Damage Reduction 10/ good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Spell Resistance 20
Weakness fungus form
OFFENSE
Speed 30 ft., fly 60 ft. (average, in wasp form only)
Melee stinger +15 (1d6+6 plus poison), bite +15 (1d8+6); or 2 slams +15 (1d6+6 plus fungoid infection), bite +15 (1d8+6) in fungus form
Space 10 ft.; Reach 10 ft. (15 ft. with tendrils in fungus form)
Special Attacks breath weapon (30 ft. cone, 4d8 piercing plus fungoid infection, Reflex DC 21 half)
Spell-Like Abilities (CL 10th, concentration +13)
At will – greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 17), wrath
3/day – fear (DC 17), fungal infestation (DC 16)
1/day – insect plague, rage, summon (level 3, 1 eshmok, 35% or 1d4 schir, 50%), wall of thorns
STATISTICS
Str 22, Dex 18, Con 23, Int 12, Wis 15, Cha 17
Base Atk +10; CMB +17; CMD 31
Feats Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack
Skills Acrobatics +16, Fly +16, Intimidate +14, Knowledge (planes) +10, Knowledge (religion) +10, Perception +22, Sense Motive +13, Stealth +12, Survival +13; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Special Qualities fungus form
ECOLOGY
Environment any (Abyss)
Organization solitary, pair or swarm (3-10)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Ex): Once every 1d4 rounds, an eshmok can breathe a swarm of stinging, fungus-infected wasps in a 30-ft. cone. An eshmok’s breath weapon inflicts 4d8 points of piercing damage and subjects the victims to the eshmok’s fungoid infection (see below). A successful Reflex saving throw (DC 21) halves the damage and negates the infection. The save DC is Constitution-based.
Fungoid Infection (Su): Any living creature taking damage from an eshmok’s slam attack (while in fungus form) or failing their saving throw against the eshmok’s breath weapon must make a Fortitude save (CD 21). On a failure, the creature’s body is penetrated by fine fiendish spores that affect the victim’s nervous system, turning them blind with rage. For the next 1d4+1 rounds, the victim functions as under the effects of both a haste spell and a confusion spell, and suffers 1d8 points of typeless damage as the spores dig into their flesh. A creature that’s confused by this effect never considers the eshmok as a target. A remove disease spell removes the spores and ends the effect, as does pouring a vial of holy water on the victim. A creature with a natural armor bonus of +4 or more is also immune to this effect, as the spores cannot burrow into their flesh. The save DC is Constitution-based.
Fungus Form (Su): An eshmok can shift from its natural form to that of a humanoid-shaped tangle of fungal growths as a standard action. In fungus form, an eshmok loses its stinger attack and its fly speed, but gains two slam attacks and can inflict fungoid infection with a successful slam attack. While in fungus form, an eshmok is considered both a plant and its actual type for the purposes of effects that rely on type. An eshmok can shift back to its natural form as a standard action.
Poison (Ex): Stinger — injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save.
---------------
Eshmoks are among the Abyss’s more recent blasphemies — an experiment born of the plane’s endless hunger to refine sin into ever more grotesque weapons. Where many demons are expressions of fury turned outward, the eshmok embodies wrath that festers, curdles, and turns inward, feeding upon itself until nothing remains but agony and spite. These creatures arise from chaotic evil mortal souls who pursued vengeance beyond justice and beyond reason, until hatred became their sole animating force.
The fungal tendrils that lace an eshmok’s body form crude nests and lattices, within which writhe countless wasplike parasites. These swarms are not companions nor servants; they are punishment. Each insect is a living fragment of wrath given form, gnawing at the demon’s flesh and mind without respite. The eshmok cannot escape the torment, its own anger eternally turned against itself.
Scholars of the Lower Planes note that eshmoks share an unusually bitter rivalry with vrocks. Where vrocks embody a violent but still coherent rage, eshmoks represent rage shackled to obsession. Vrocks mock eshmoks as failures — creatures too consumed by their grudges – and the eshmoks, in turn, despise the vrocks. When the two meet, their clashes are especially savage, fueled by mutual contempt as much as by Abyssal bloodlust.
Among mortal faiths, none loathe eshmoks more than the worshipers of Calistria. Some outsiders whisper that the wasps infesting these demons are fragments of the Savored Sting’s vengeance twisted by the Abyss, but her clergy vehemently deny this claim. They teach that eshmoks are cautionary horrors: proof of what vengeance becomes when stripped of purpose, reason and restraint.
An eshmok is about 9 feet tall and weighs as much as 450 pounds.
Itachi
[The Codex is returning to its roots for a bit with a string of yokai. There are so many miscellaneous small predaceous mammal shapeshifters in Japan. Tanuki are raccoon dogs. Kitsune are foxes. Mujina are badgers. Kawauso are otters. And itachi are weasels. And they feel somewhat underloved compared to the others. You're more likely to see references to itachi in the context of blaming some other yokai sighting or attack as an itachi in disguise. So I wanted to play into that in the flavor text a bit, but not give them peerless shapeshifting as I wanted them to be pretty low CR.
Like what I do? Want to support the Codex? Come join the Creature Codex Patreon here!]
Itachi CR 3 CE Monstrous Humanoid This creature looks something like a weasel about the size of a human child, but it walks upright and its paws are as dexterous as human hands. It has an expression of malicious glee.
The itachi are sapient shapeshifting weasels with a penchant for mayhem and arson. Itachi have a mastery over and obsession with fire, and they often amuse themselves by lighting structures, plants or animals on fire and watching them burn. Itachi tend to view collateral damage as hilarious as long as they’re not the ones suffering from it, and are not particularly careful about little things like not setting their own allies on fire. Itachi can wreathe themselves with fiery shields for some protection, but they can only do so for short periods of time, and most itachi are pockmarked with burn scars from carelessness. Itachi are passable shapechangers, able to assume the form of a mundane weasel or various humanoids, but deliberately spread misinformation about their shapeshifting abilities. If all the rumors are to be believed, itachi can turn into giant weasels, just plain giants, will o wisps and a dozen different types of yokai. This is psychological warfare on the itachi’s part—they love to sew confusion and violence, and are delighted when others are blamed for their actions.
Itachi tend to live in small villages in remote wilderness areas, but infiltrate humanoid societies in disguise in order to steal things they want (often alcohol) and set ablaze what they don’t. A single itachi is a menace, but multiple of them grow increasingly dangerous. When itachi collaborate, they can access more and more powerful fire spells, leading to bigger, deadlier and much more exciting blazes. When their settlements come under attack, itachi group up, standing on each other’s shoulders in towers from which they hurl fiery spells. They tend to keep mundane weasels of all sizes as pets and guard animals, partially in order to raise doubts about what is an animal and what is an itachi in disguise.
Most peoples see itachi as nothing but a threat, but many goblins view them as culture heroes. Goblin tribes tend to have a named itachi as a legendary figure, such as Burny Blight or Sizzlepaws, and assume that all itachi they encounter either know their hero or simply are them. A few itachi take advantage of this and become the de facto rulers of a goblin tribe, leading them on raids until they get their followers killed off or the itachi stops having fun. Trolls are terrified of itachi for their fiery abilities. Itachi are very impressed with fire elementals of all sorts in theory, although in practice they find efreeti and azers stodgy and unfun.
Itachi are primarily carnivorous, and typically cook their food until it is well charred. They have long lifespans—equivalent to that of dwarves—but many die before their time due to misadventure.
PF2e to PF1e Conversion: Formian Mageslayer
Here is my latest conversion, and my last formian as far as I can see. The mageslayer is a particularly powerful and unusual formian caste, which appeared towards the end of the 2e Adventure Path Strength of Thousands. In the Paizo-verse, mageslayers were created by the King of Biting Ants, the main villain of that series. But I haven't included that part of the lore in my stats, so you can decide for yourself where the mageslayer comes from.
Enjoy!
-----------
FORMIAN, MAGESLAYER
Image (c) Paizo, taken from the Archives of Nethys
This creature looks like a gigantic centaurian ant with an elongated body and delicate dragonfly wings. Its mandibles are wickedly curved, and its clawed arms glow with scarlet energy.
ooooooooo
FORMIAN MAGESLAYER CR 16
XP 76'800
LN Medium Monstrous Humanoid
Init +8 (+12 with hive mind); Senses darkvision 60 ft., detect magic, hive mind, tremorsense 60 ft.; Perception +28 (+32 with hive mind)
Aura disrupting (30 ft.)
--------------
DEFENSE
AC 32, touch 18, flat-footed 24 (+8 Dex, +14 natural)
hp 250 (20d10+140)
Fort +15, Ref +20, Will +18;
Immune sleep; Resist sonic 10
Spell Resistance 27
--------------
OFFENSE
Speed 30 ft., flying 30 ft. (average)
Melee 2 claws +28 (2d8+7 plus ether-ripping claws and stupefying touch), bite +27 (3d6+7 / 19-20 plus shred spell), sting +27 (1d6+7 plus poison)
Ranged acid spit +28 touch (8d6 acid)
Special Attacks acid spit, deadly bite, ether-ripping claws, poison, shred spell, stupefying touch
Spell-Like Abilities (CL 16th)
Constant - detect magic
--------------
STATISTICS
Str 25, Dex 27, Con 24, Int 15, Wis 22, Cha 20
Base Atk +20; CMB +27; CMD 45 (53 vs. trip)
Feats Cleave, Combat Reflexes, Disruptive (B), Flyby Attack, Following Step, Great Cleave, Great Fortitude, Power Attack, Step Up, Step Up And Strike, Weapon Focus (claw)
Skills Fly +12, Intimidate +27, Knowledge (arcana) +18, Knowledge (nature) +14, Knowledge (religion) +14, Perception +28 (+32 with hive mind), Spellcraft +18, Stealth +24, Survival +21;
Languages Common; telepathy 100 ft.
Special Qualities disrupting aura, formian traits
--------------
ECOLOGY
Environment warm or temperate land or underground
Organization solitary, team (2-4), platoon (1 plus 2-4 taskmasters and 6-12 warriors) or royal guard (1 plus 1-3 myrmarchs and 12-20 warriors)
Treasure standard
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SPECIAL ABILITIES
Acid Spit (Ex) A formian mageslayer can shoot a blast of acid as a ranged touch attack with no range increment. This attack inflicts 8d6 points of acid damage on a successful hit. Additionally, creatures damaged by a mageslayer's acid spit continue to take the same amount of acid damage for the next 1d3 rounds unless the acid is neutralized in some way.
Deadly Bite (Ex) A formian mageslayer's mandibles are particularly sharp, and threaten a critical on a natural roll of 19-20.
Disrupting Aura (Su) Formian mageslayers are surrounded by an aura of disruptive energy that disperses magical energy and makes spellcasting difficult for their enemies. Every time an enemy within the aura attempts to cast a spell or activate a magic item that is not use activated, the mageslayer makes an automatic attempt to counterspell it, as if it was casting a dispel magic spell (caster level 16th). If the mageslayer succeeds in this attempt, the spell or activation is lost, and the mageslayer gains a number of temporary hit points equal to twice the spell level for 1 minute. Free action activations disrupted by this aura may not be attempted again until the start of the activating creature's next turn.
Ether-Ripping Claws (Ex) A formian mageslayer's claw attack is considered as having the ghost touch weapon special ability for the purpose of attacking incorporeal creatures.
Poison (Ex) Sting - injury; save Fort 27; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves
Shred Spell (Su) A creature damaged by a formian mageslayer's bite attack is affected as though targeted by a greater dispel magic spell.
Stupefying Touch (Su) A creature damaged by a formian mageslayer's claw attack must succeed at a Will save (DC 25) or take 1d6 point of Intelligence, Wisdom or Charisma damage, of the mageslayer's choice. On a critical hit, the ability damage becomes ability drain instead.
--------------
Formian mageslayers are outliers of sorts in formian hives. That is because mageslayers are not a result of a natural evolution - they have been artificially engineered, forced into existence by the machinations of third parties in order to be ruthless exterminators of spellcasters. Mageslayers certainly show behaviors that demonstrate single-mindedness, and often fixate on eliminating arcanists at the expense of everything else. When not in conflict with spellcasters, mageslayers are aloof and surly, and are usually seen tirelessly standing guard over the hive. A mageslayer's artificial body structure makes it so that the creature does not need sleep to function, making them ideal sentinels - tireless, ruthless and incorruptible. However, this body conformation also leaves the mageslayer in constant discomfort at best, and in outright pain at worst. A mageslayer only finds temporary relief when it tears an enemy spellcaster apart.
Mageslayers radiate an aura of disruptive energy that makes it difficult for enemies to cast spells. Their claws are imbued with magical power, allowing it to easily cut through ethereal and incorporeal foes, and they are capable of stripping enemies of valuable magical enhancement with their preternaturally strong mandibles. Even the occasional enemy that manages to escape a mageslayer's disruptive aura will be targeted with blasts of searing acid, which the creature shoots with impunity. Mageslayers are relentless foes, always fighting to the death unless ordered to retreat by a myrmarch or by the queen.
Mageslayers occupy an odd position in formian hierarchy. While they are more powerful than observers and myrmarchs, they are still subservient to them. Observers particularly enjoy fighting alongside a mageslayer, who provides much needed muscle to the observer's weak offensive. Mageslayers, for their part, are just as loyal to the queen and the hive as any other formian, and see no contradiction in their subservient position.
U’tlun’ta
Image © Traci Shepard, accessed @arcanebeastsandcritters here
[Another Cherokee creature. I figured they were, like the ame-onna, sufficiently hag-like to make a type of hag.]
U’tlun’ta This monstrous old woman has skin like stone. From her right hand grows a single long claw.
The u’tlun’ta, also known as the stone hag or the spearfinger hag, is a loathsome predator that lurks at the edges of civilization in order to prey on travelers and innocents. Like most hags, their favorite prey are children, and they delight in masquerading as helpless old ladies in order to come close. Their weapon of choice is a single awl-like finger, capable of making deep and deadly puncture wounds. If they have time to savor a kill, they will devour the unfortunates’ liver and leave the rest of the corpse behind as a warning.
Although an u’tlun’ta may use hill giants in her schemes, they despise stone giants and war with them frequently. An u’tlun’ta is more cunning and magically gifted, but the stone giants have the advantage of numbers and ranged capacity. A disguised u’tlun’ta may entice adventurers into wiping out a tribe of stone giants for her, and then turn on the adventurers when they are weakened and weary. U’tlun’ta are misanthropic and anti-social even by the standards of hags. They rarely form covens, but may be persuaded to come down from their rocky retreats by the promise of mass murder. A coven containing one or more u’tlun’ta adds stone to flesh and flesh to stone to the spell-like abilities they can use through coven magic.
Continua a leggere
Interesting creature you've got there! Could the u'tlun'ta's spearfinger be enchanted and made magical like a manufactured weapon?
Thank you.
Since it's August now, I thought a nice summery pic would be fitting.
This is actually a (still unwritten) scene from my Super Robot Wars fanfiction. I hope you guys will like it!
Yes, these two are Leina Ashta and Elpeo Ple from ZZ Gundam. What can I say, the ZZ kids just live rent free in my head! :D
This picture was done by the great Neldorwen on deviantart. It is published on tumblr with the artist's permission. If you are interested in her commissions, you can find her at the address shown in the picture.
Have a nice summer!
Sweet Hag
Image © Paizo Publishing, accessed at Archives of Nethys here
[I have spent the last couple of weeks moving, and I am tuckered out. But I still have an urge to write monsters, so I figured I'd start with a conversion or two, which are easier than wholly original monsters.
The sweet hag has basically replaced the green hag in Pathfinder 2e Remastered, and I totally get that change. Jenny Greenteeth is a relatively obscure regional bogey, whereas Hansel and Gretel is one of the most famous fairy tales. And making it so the candy witch is actually made of candy? Delightful! This conversion is relatively close to the original, although I toned some of the ability scores down because of how much higher the numbers are in PF 2e for things like damage and save DCs.]
Sweet Hag CR 4 NE Monstrous Humanoid This creature looks like a humanoid woman, but her flesh ripples and twists unnaturally, as if she were made with caramel and taffy instead of skin and muscle. Her eyes are glittering gumdrops, and her fingers are tipped with rock candy claws.
Sweet hags are among the most notorious of hag lineages, and also one of the more subtle. Rather than plotting grand plots of ruination, sweet hags lure people in with tempting treats, then eat the diners themselves. They prey mostly on children and the young at heart, particularly those who are impoverished and desperate for a friendly face and a filling meal. Sweet hags are usually in human guise when interacting with others, maintaining a pleasant facade, but turn cruel and vicious when they are opposed.
A sweet hag can use its magic to place spells inside of candies, cookies or cakes, and those who eat these succumb to a variety of effects. Many sweet hags use charm person spells delivered in this way to string victims along, often bewitching a whole group and picking them off to eat one by one while putting the rest to work. Their touch induces a long-lasting fatigue, and repeated touches induce a deep sleep filled with dreams of decadent sweets. Of course, most who fall asleep to a sweet hag’s touch do not live long enough to report back on their dreams.
Although sweet hags can conjure desserts out of thin air, they use this to supplement confections cooked the old fashioned way. Sweet hags spend much of their time in the kitchen, and have an obsession with food and eating that can potentially be manipulated. Some sweet hags focus on a particular type of treat (gingerbread is traditional), whereas others are culinary magpies. Sweet hags often join covens, where they are valued both for their abilities and their willingness to accept a subservient position rather than battling for control with the other hags. A coven with a sweet hag member adds glibness and curse of the outcast to the list of spells it can use.
Wow, splendid job! I had posred my own conversion of the Sweet Hag here on Tumblr, but I really like your take on it as well. :)
That's pretty deep, man. :)
New PF1e Creature: Flyðrumóðir
Alright, this is a brand new creature, which I have taken from Icelandic folklore! If you have trouble with pronouncing the name, you can just call it "halibut mother". ^^
I am fairly confident about the stats, but I'm not really sure whether the creature's death curse ability is balanced. It causes a pretty huge penalty, and it's pretty hard to remove, but it's a very specific penalty, and depending on the campaign type, it might end up not mattering that much. In any case, I'd very much appreciate if you could tell me how to make this better.
I hope you like it.
FLYÐRUMÓÐIR
Image taken from "A Book of Creatures", artist unknown. Original image here
Looking like a flatfish the size of a fishing boat, this creature’s mouth is filled with sharp teeth, and most of its body is draped in seaweed.
FLYÐRUMÓÐIR CR 13
XP 25’600
LN Gargantuan Magical Beast (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent, low-light vision; Perception +26
DEFENSE
AC 26, touch 8, flat-footed 24(+2 Dex, +18 natural, -4 size)
hp 190 (16d10+102)
Fort +17, Ref +12, Will +13;
Immune cold, pressure damage; Resist electricity 10
OFFENSE
Speed swim 50 ft.
Melee bite +24 (3d8+18 / 19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, death curse, swallow whole (3d8+18 bludgeoning damage, AC 19, 19 hp)
Spell-Like Abilities (CL 13th, concentration +17)
1 / day – summon nature’s ally VI (aquatic or water elemental only)
STATISTICS
Str 35, Dex 14, Con 24, Int 17, Wis 22, Cha 19
Base Atk +16; CMB +32 (+36 grapple); CMD 44 (cannot be tripped)
Feats Ability Focus (death curse), Bleeding Critical, Critical Focus, Improved Critical (bite), Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth) (B), Vital Strike
Skills Intimidate +16, Knowledge (geography) +16, Knowledge (nature) +16 (+20 for sea creatures), Perception +26, Sense Motive +14, Stealth +18, Swim +30; Racial Modifiers +4 Knowledge (nature) for sea creatures, +4 Perception
Languages Aquan
Special Qualities deep dweller, wild empathy +17 (aquatic creatures only)
ECOLOGY
Environment cold oceans
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Death Curse (Sp): When a flyðrumóðir dies, the creature who caused its death must make a Will save (DC 24) or suffer from the creature's death curse. The victim suffers a permanent -12 penalty to all Bluff, Diplomacy, Handle Animal, Intimidate and Sense Motive checks opposed to creatures with the aquatic subtype, and a permanent -12 penalty to all Survival checks related to aquatic environments. All creatures of the aquatic subtype also have a permanent +4 circumstance bonus to all attack and damage rolls against any suffering from the death curse. The duration of this curse is permanent until removed.
Removing a flyðrumóðir's death curse is harder than most other curses. A successful remove curse or break enchantment spell only suspends the curse for 1d4+1 days, unless the flyðrumóðir is resurrected or the culprits have succeeded in a task that will benefit the creatures of the ocean that the flyðrumóðir was protecting. The GM is encouraged to come up with possible tasks, but it should be something that requires several days and involves considerable danger to the offender. Once this quest is successfully completed, the flyðrumóðir's death curse may be removed normally - and is automatically removed if the duration of the suspension hasn't ended yet. Limited wish, wish and miracle can remove the curse as normal. The save DC is Charisma-based and includes a +2 bonus from Ability Focus. This is a curse effect.
Deep Dweller (Ex): A flyðrumóðir is immune to cold and damage from water pressure.
Wild Empathy (Ex): A flyðrumóðir's wild empathy works like the druid's similar class feature, but can only affect aquatic creatures.
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Tales abound of mystical, mysterious sea creatures that act as protectors of certain species of fish, even styling themselves as "mothers" of their smaller kin. The flyðrumóðir, or halibut mother, is one such creature, said to protect all sorts of fishes, but especially flatfish like soles, plaices and halibuts. When a community turns to overfishing or marine life in its territory is threatened in any way, a flyðrumóðir will act to remove the threat, by any means necessary. Though a flyðrumóðir is not inherently violent, they tend to have a rather pessimistic view of humans and other surface races, as most such races tend to consider the flyðrumóðir as just another sea monster to be feared and reviled. At times, however, some flyðrumóðirs have been known to reach amicable, even cordial, terms with nature protectors like druids, rangers or shifters.
A flyðrumóðir usually opens hostilities by summoning water elementals to restrain foes and keep them occupied. If possible, the creature stays hidden on the ocean floor, only to surge and attack as soon as its foes are within range. Despite their size, flyðrumóðirs are surprisingly stealthy and can stay hidden for days waiting for the right time to strike, often swallowing an enemy in a single voracious gulp. Their teeth are sharp enough to cause deep, bleeding wounds on their enemies, and their size is such that they can often capsize boats, sending would-be slayers to a watery doom. Even if a flyðrumóðir is slain, it might still get the last laugh - it is said that those who have killed an halibut mother will never again catch a fish in their entire life, and such transgressors have been known to perish at the hands of enraged marine creatures eager to avenge their fallen protector.
A flyðrumóðir averages about 40 feet in length and weighs a few tons. They are carivores and ambush predatores, mostly feeding on crustaceans, mollusks and even small sea mammals when available. They are quite long-lived, and may reach 500 years of age if left undisturbed.
3.5 to PF1e Conversion: Formian, Observer
Hello there! After a long silence, I have finally come up with a new conversion. Amd since I thought the Formians were pretty ignored, I decided I might as well give them some love!
This creature first appeared in the 3.5 Fiend Folio, as far as I know... and nowhere else. Hopefully my conversion gives it a little more spotlight. I didn't change too much about it, so I hope it's satisfying.
Later!
FORMIAN, OBSERVER
Image (c) Wizards of the Coast, by Lars Grant-West
FORMIAN, OBSERVER
This strange insectoid creature looks like an ant the size of a pony, with spindly, long legs and two pairs of compound eyes on the front and sides of its overlarge head. A pair of long antennae sprouts from the top of its head.
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FORMIAN OBSERVER CR 11
XP 12’800
LN Medium Monstrous Humanoid
Init +6 (+10 with hive mind); Senses all-around vision, blindsense 60 ft., darkvision 60 ft., hive mind, true seeing; Perception +29
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DEFENSE
AC 26, touch 21, flat-footed 19 (+6 Dex, +1 dodge, +4 insight, +5 natural)
hp 157 (15d10+75)
Fort +10, Ref +15, Will +14;
Resist sonic 10
Spell Resistance 22
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OFFENSE
Speed 40 ft.
Melee sting +17 (2d4+1 plus poison)
Special Attacks poison, spell-like abilities
Spell-Like Abilities (CL 15th, concentration +18)
Constant - true seeing
At will – charm monster (DC 17), clairaudience/clairvoyance, detect chaos, detect magic,
detect thoughts, expeditious retreat
3/day - confusion (CD 17)
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STATISTICS
Str 12, Dex 23, Con 20, Int 18, Wis 21, Cha 17
Base Atk +15; CMB +16; CMD 32
Feats Alertness, Combat Advice, Combat Casting, Combat Expertise, Dodge, Mobility, Skill Focus (Perception), Weapon Focus (sting)
Skills Acrobatics +18, Appraise +12, Climb +16, Craft (any one) +16, Diplomacy +13, Intimidate +18, Perception +33, Sense Motive +22, Spellcraft +10, Stealth +20, Survival +20
Languages Common, telepathy 200 ft.
Special Qualities clever defense, evaluation, formian traits
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ECOLOGY
Environment warm or temperate land or underground
Organization squad (1 plus 1-3 taskmasters) or platoon (1-2 plus 2-4 taskmasters and 3-12 warriors)
Treasure none
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SPECIAL ABILITIES
Clever Defense (Ex): A formian observer gains an insight bonus to its Armor Class equal to its Intelligence bonus (+4 for the average observer)
Evaluation (Ex): An observer has an almost supernatural ability to observe a creature and, through minimal visual cues that would escape most creatures' notice, evaluate its strengths and weakness. A formian observer relays its findings via telepathy throughout the hive mind, allowing its brethren to fight more effectively against particular opponents. For each full round of combat that an observer has line of sight with an opponent and can physically see it (magical means, including clairvoyance, do not count), each formian in contact with the hive mind, including the observer itself, gains a +1 insight bonus on attack rolls against that opponent. This effect is cumulative for each round of combat, to a maximum of +5. An observer can use this ability against one opponent for every 5 Hit Dice it possesses (3 for the average observer)
The effect lasts until the observer is killed, knocked unconscious, blinded, or cannot see the target for 1 full round. This bonus begins again as soon as the observer sees them again, resetting at +1 per round. The bonus does not improve if multiple observers are watching the same target.
Poison (Ex): Sting – injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Intelligence; cure 2 consecutive saves.
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Observers are a specialized caste within formian society, second only to the myrmarchs in terms of importance. They usually act as aides and attendants to myrmarches and to the queen, keeping alert for any sign of trouble or unexpected development, and quickly relaying them to their superiors through the hive mind. An observer's eyes are bigger and more complex than those of any other formian caste, and can perceive even minuscule visual cues that most other formians would miss - it is said that no illusion can fool an observer, and reports from those few who have dealing with formians tend to give credence to such rumors.
Observers tend to fare poorly in a physical fight, therefore they tend to stay behind more robust members of the hive and support them from a relatively safe position. Their main contribution in a conflict consists of observing enemies and determining their strengths and weaknesses, aiding other formians in their fight. In addition to using their evaluation ability, observers try to determine how many intruders possess magic and what kind. If forced in melee, they can fight back with their stingers, which inject a mind-numbing poison, but they try to break off the fight and retreat the first chance they get. Compared to other formians, observers have a more pronounced sense of self-preservation, as they know that they are less expendable to the hive and the queen.
An observer is about 5 feet tall, though most of it is because of its long limbs, and weigh little for their size.