[April Fools! Much like the mactonite, this advertising monster was inspired by a conversation I had on the Grindbin Podcast. That episode hasn't been posted yet; I'll post a link to it when it does. Needless to say, the Kool-Aid Man was not the monster in that movie. But the idea of a seven foot tall pitcher that can burst through your wall at any time is pretty terrifying, making the Kool-Aid Man an excellent accidental monster. Rather than going in a dark and edgy direction, I wanted to make my Kool-Aid Man a good faith interpretation of the concept. In gamer lore, powerful monsters like Pazuzu and Hastur listen for their names and pop in if they're said aloud. The Kool-Aid Man actually works like that, but I wanted to give limitations for why an army couldn't just summon a legion of Kool-Aid men to fight for them. And why did I give him ranks in Knowledge (history)? Well:
If you'd like to support what I do, check out the Creature Codex Patreon here!]
Kool-Aid Man
CR 9 CN Outsider (extraplanar)
This creature is vaguely humanoid, being in the shape of a giant pitcher with muscular arms and legs. A simple, jovial face is painted on its front side. The thing is filled with a bright red liquid with ice cubes floating atop it.
The Kool-Aid men are mysterious creatures native to the Dimension of Dream, perhaps the manifestation of a desire for the perfect beverage. Their bodies are a strange mixture of glass and flavored water, sickly sweet and tasting faintly of fruit. Although they can produce effectively infinite amounts of this beverage, they can charge some of it with healing properties, alleviating wounds, banishing fatigue and even healing ability damage. Kool-Aid men are compelled to share this beverage with others, to the point where naming it aloud, “Hey, Kool-Aid!”, can call one of these creatures into reality to serve and refresh. For some unknown reason, however, Kool-Aid men appear when summoned by bursting violently through a nearby wall. The Kool-Aid man called is happy to heal any wounds caused by flying debris if asked to by its summoner.
Kool-Aid men are boisterous and rowdy, viewing a battle and a party as essentially the same thing. They eagerly fight for their callers if requested to. Kool-Aid men throw haymaker punches backed by the sloshing liquid inside of them, and are skilled at destroying objects such as enemy weapons. If they need a quick exit, or if requested to by the one who called them, a Kool-Aid man can burst through walls of even iron or force, creating a permanent passage.
In calmer moments, Kool-Aid men are surprisingly skilled at alchemy, and use it primarily in developing new and interesting flavors. Most Kool-Aid men are red in hue, and their beverage tastes vaguely like cherry, but they can change their flavor with alchemical supplements. Kool-Aid men typically do not care who they serve or what their agenda is, as long as they can quench the thirst of their allies. The one exception is children—Kool-Aid men will never attack children of any species, and a Kool-Aid man may change its allegiance if a child asks it nicely. All Kool-Aid men are male, and speak with deep voices.
Kool-Aid Man CR 9
XP 6,400
CN Medium outsider (chaos, extraplanar)
Init +5; Senses darkvision 60 ft., Perception +19
Defense
AC 23, touch 11, flat-footed 22 (+1 Dex, +12 natural)
hp 114 (12d10+48)
Fort +8, Ref +9, Will +12
DR 10/bludgeoning and magic; Immune ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, necromancy spells and effects, paralysis, poison, sleep, stunning; SR 20
Weakness answer the call
Offense
Speed 30 ft.
Melee 2 slams +17 (2d6+5)
Special Attacks burst through
Statistics
Str 20, Dex 13, Con 19, Int 10, Wis 14, Cha 18
Base Atk +12; CMB +17 (+21 sunder); CMD 28 (30 vs. sunder)
Feats Greater Sunder, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Vital Strike
Skills Bluff +19, Craft (alchemy) +15, Diplomacy +19, Intimidate +19, Knowledge (history) +15, Perception +17
Languages Common, truespeech
SQ refreshing beverage (12/day)
Ecology
Environment any land (Dimension of Dream)
Organization solitary
Treasure standard
Special Abilities
Answer the Call (Su) Whenever a creature says the words “Hey, Kool-Aid!”, there is a 5% chance that a Kool-Aid man is summoned. This percentage increases to 15% if the creature is suffering nonlethal damage from thirst. The Kool-Aid man appears within 30 feet of the creature that called him, using its burst through ability if any appropriate walls are present. The Kool-Aid man remains for 1 hour or until slain, and is friendly to the creature that called it, as per a charm monster effect. Regardless of whether it succeeds or fails, a creature can only attempt to call a Kool-Aid man once per day, and additional Kool-Aid men do not answer the call of that creature’s allies for the next 24 hours.
Burst Through (Su) As a full-round action, a Kool-Aid man can burst a five foot wide hole through any wall a foot in width or thinner, regardless of its hardness or material. When a Kool-Aid man bursts through a wall, all creatures in a 5 foot radius of the spot he burst through on the wall’s far side take bludgeoning damage based on the wall’s material:
Paper or cloth—no damage
Wood or ice—2d6
Stone or masonry—4d6
Iron—6d6
Force—8d6
A successful DC 20 Reflex save halves the damage. For solid walls made out of other materials, use the above numbers as a guide to determine the appropriate damage. The save DC is Strength based.
Refreshing Beverage (Su) A Kool-Aid man can produce a dose of supernaturally refreshing beverage as a standard action. A creature that drinks this beverage gains the benefit of both a cure moderate wounds and lesser restoration spell at CL 12th. A Kool-Aid man can use this ability a number of times a day equal to its Hit Dice. A Kool-Aid man can benefit from its own refreshing beverage as a swift action.
Truespeech (Su) A Kool-Aid man can communicate with any creature that has a language as a supernatural ability at will
[Another beastie from Ninth World Bestiary 2, and one illustrating the issues involved in communicating with an art team. In the text, the arravelon is described as being "several feet across", and must be adjacent to a creature to feed on their potential, implying that they're not that big. The NWB books have a feature where an outline of some (not all) of the monsters is placed next to a human silhouette, like in a dinosaur field guide, and there, the arravelon is several times larger across than the human is tall. I decided to go with the text rather than image, and made mine Medium.
If you'd like to do your part in ensuring I have a potential future, please join the Creature Codex Patreon]
Arravelon
CR 13 NE Outsider
This creature is a shining red crystalline entity with four lobes, like a pair of crescents intersecting at the middle at right angles to each other. At the intersection are two bulbous eyes and a parrot-like beak.
The arravelon is a predator native to the Dimension of Time that feeds on much more esoteric things than meat. They feed instead on potential, the ability of creatures to make decisions and affect the world around them. An arravelon drains potential through dozens of intangible glowing tendrils that extend from its mouth when it comes close to a creature. The more it drains from a single creature, the more possible futures dwindle and close off, until the only possible outcome is “slain by an arravelon”. The possibilities lost take time to blossom again into causality—those who survive an arravlon’s attack find themselves beset by failure in the short term.
Arravelons can fight to defend themselves with their hard-edged bodies and sharp beaks, but use these primarily if their potential draining attacks fail. Arravelons weave in and out of melee with acrobatic flourish, making hit and run attacks testing multiple victims to see which one loses control of their potentiality easist. Although they show no interest in communicating with mortal life, arravelons are sapient, capable of solving problems and learning from mistakes, and may occasionally bark out words in Aklo as if speaking to themselves. They are often found in association with hounds of Tindalos, slipping through the boundaries of planes in similar places, and the two species do not attack each other.
Although in their natural state, an arravelon is five feet across, they can shrink down to a fraction of the size and enter torpor. This often occurs when they have devoured an enormous amount of potential in a short period of time. In torpor they resemble a red gem such as a garnet or ruby, and may allow themselves to be collected, transported or even set into jewelry in this form. This allows an arravelon to travel stealthily through the actions of others, giving it a new feeding ground to emerge into when conditions are right.
Arravelon CR 13
XP 25,600
NE Medium outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft., Perception +29
Defense
AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
hp 178 (17d8+85)
Fort +15, Ref +15, Will +17
DR 10/magic; Immune divination, mind-influencing effects, poison
Weakness vulnerable to force
Offense
Speed fly 120 ft. (good)
Melee bite +21 (2d6+4), 2 gores +21 (1d8+4)
Special Attacks eat potential
Statistics
Str 19, Dex 27, Con 21, Int 8, Wis 20, Cha 18
Base Atk +17; CMB +21; CMD 40 (cannot be tripped)
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Iron Will, Lightning Reflexes, Mobility, Power Attack, Wingover
Skills Acrobatics +28, Fly +32, Perception +29, Sense Motive +29, Stealth +28
Languages Aklo
SQ gem form, luminous, no breath
Ecology
Environment any (Dimension of Time)
Organization solitary or flock (2-6)
Treasure none
Special Abilities
Eat Potential (Su) As a standard action, an arravelon can drain potential from an adjacent creature. The creature must succeed a DC 22 Will save or take 1d6 points of Charisma damage; on a successful save, the creature is instead shaken for 1 round. Each time a creature takes Charisma damage from an arravelon’s eat potential, it suffers a -2 penalty on all attack rolls, saving throws, skill and ability checks, which stacks with itself and other penalties. This penalty on rolls lasts for 24 hours. A creature reduced to 0 Charisma from this ability dies. The save DC is Charisma based.
Gem Form (Su) As a standard action, an arravelon can transform into a Fine red gemstone. In this form, it has all of its normal hit points and hardness 8, can see and hear and feel things that touch it, but cannot move or attack. An arravelon can resume its natural form as a standard action.
Luminous (Ex) An arravelon radiates bright light in a 30 foot radius and dim light to an additional 30 feet. It can resume or suppress this illumination as a free action.
Vulnerable to Force (Ex) In addition to taking 150% damage from force effects, whenever an arravelon takes damage from a force effect, it must succeed a Fortitude save (calculated as if the spell allowed a save, if it does not) or be stunned for 1 round.
Still from Chasing the Kidneystone, aka Body Troopers (1996)
[Yet again, I have seen an absolutely wild movie thanks to @bowelfly, and have been compelled to write up one of the monsters from it. Chasing the Kidneystoneis a Norwegian children's film about a kid who goes inside his grandpa's body in order to defeat the kidney stone monsters causing him pain, meeting different characters representing cells and organs along the way, and also helping him break through the suppressed pain of losing his wife at a young age. Think a combination of Fantastic Voyage, Alice in Wonderland, and the Kubler Ross stages of grief. Lots of fantastic costume and design work, and the kidney stone monsters are probably the coolest. They're played by acrobats, so lots of jumping and flipping, which I wanted to convey in the entry. In adapting this into game statistics, I made them the relative size they are to the shrunken character, rather than forcing GMs to set up a Fantastic Voyage scenario in order to use them. The name is a portmanteau of natron for salt and Spenjaghra, a div associated with drought. I linked them to my other drought div in the flavor text.
If you'd like to support my writing, check out the Creature Codex Patreon here!]
Div, Natjaghra
CR 5 NE Outsider (extraplanar)
This humanoid creature is made out of an assemblage of whitish crystals, which are longest and sharpest on its back and claws. Its head is angular and eyeless, with a crest of crystals running down the back of its skull. It carries a large pick.
The natjaghras are divs of thirst, particularly the effects that affliction can have on the body long term. They delight in slowly tormenting their victims by giving them kidney stones, leaving them reeling with pain for weeks or even months. During this time, the natjaghra will periodically check in on their victim, ensuring that their suffering is amplified by cursing them with supernatural thirst, laying traps around their homes, or magically destroying their food and drink. These sadistic reprisals may give a creature the opportunity to slay the div, but natjaghras are sociable creatures and may recruit more and more of their kind to join the fun on subsequent visits.
Natjaghras are blind, sensing the world around them through sound, smell and vibrations. They favor heavy picks for their piercing blows and use for dismantling objects, but their claws and horns are deadly even when they are unarmed. Natjaghras are surprisingly agile, and often weave between opponents, leaping across the battlefield to inflict kidney stones and strike at vulnerable party members. Fresh water melts a natjaghra’s rocky flesh like acid does to an ordinary mortal. Natjaghras are somewhat cowardly creatures, preferring to flee a battle after trading blows if they cannot quickly win, then circling around to amplify their enemies’ torments. If their enemies are able to bring water against them, however, the natjaghras are likely to flee for good.
By the standards of divs, natjaghras are brutish and dim-witted. They prefer to live in the Material Plane in order to have more opportunities to make mortals suffer, but restrict themselves to the driest habitats. Their lairs are often caves and crevasses that natjaghras can navigate in three dimensions. Natjaghras rarely make plans beyond picking targets for repeated torture, but they can be rallied by smarter divs like pairakas and apaush to become threats to a whole region.
Natjaghra CR 5
XP 1,600
NE Medium outsider (div, earth, evil, extraplanar)
Init +3; Senses blindsight 60 ft., blind, Perception +10
Defense
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 57 (6d10+24)
Fort +6, Ref +8, Will +6
DR 5/bludgeoning and good; Immune fire, poison, visual spells and effects; Resist acid 10, electricity 10; SR 16
Weakness vulnerable to water
Offense
Speed 30 ft., climb 20 ft.
Melee 2 claws +9 (1d4+3), gore +9 (1d6+3) or masterwork pick +10/+5 (1d6+3/x4), claw +4 (1d4+1), gore +4 (1d6+1)
Special Attacks touch of stones
Spell-like Abilities CL 6th, concentration +8
At will—detect good, detect magic, putrefy food and drink (DC 12)
3/day—cup of dust (DC 15), dimension door, ray of enfeeblement (DC 13)
1/day—spike stones (DC 16), summon (level 4, 1 natjghra 25%)
Statistics
Str 16, Dex 16, Con 18, Int 9, Wis 13, Cha 15
Base Atk +6; CMB +9; CMD 23
Feats Dodge, Mobility, Spring Attack
Skills Acrobatics +12, Climb +15, Intimidate +10, Perception +10, Stealth +12 (+16 in rocky environments), Survival +10; Racial Bonuses +4 Stealth in rocky environments
Languages Abyssal, Celestial, Infernal, telepathy 100 ft.
SQ master leaper, slow fall (50 ft.)
Ecology
Environment warm mountains and deserts (Abaddon)
Organization solitary, pair or gang (3-8)
Treasure standard (masterwork heavy pick, other treasure)
Special Abilities
Master Leaper (Ex) A natjaghra can make Acrobatics checks made to jump without penalty without a running start. If it does get a running start, it doubles the distance traveled.
Slow Fall (Su) A natjaghra takes falling damage as if the fall was 50 feet shorter. Regardless of whether it takes falling damage or not, it always lands on its feet.
Touch of Stones (Su) As a standard action, a natjaghra can touch a living creature to give it kidney stones. A creature touched must succeed a DC 15 Fortitude save or be sickened. Every day, the creature can attempt another DC 15 Fortitude save to pass the stone, taking 1d4 points of slashing damage but removing the penalty. Otherwise, the stones are permanent unless removed with a remove disease or similar effect. A creature that succeeds its save against a natjaghra’s touch of stones is immune to that natjghra’s touch for the next 24 hours. The save DC is Charisma based.
Vulnerable to Water (Ex) A splash of fresh water deals 1d6 points of damage to a natjaghra. Immersion in fresh water deals 10d6 points of damage a round (no save). Water spells and effects that deal damage are treated as empowered, dealing 150% damage, when used against a natjaghra.
[Rust monsters are an iconic D&D monster, but they are very explicitly a D&D monster. So as Pathfinder divested itself from the SRD, it couldn't use rust monsters anymore. The vloriak seems to be an intended replacement, which is pretty clever, because a monster that specifically screws with your PCs' gear is the sort of thing that players are going to really hate. So making them sapient and actively malicious means you can kill them without guilt! The biggest change I made to the vloriak mechanically was reducing the damage numbers to PF1e levels and giving it the standardized set of demon resistances. The biggest change in flavor text was explicitly discussing the similarities between vloriaks and rust monsters, because this is a fan project and I worry less about threading the needle of copyright law.
Help protect my creative works from collapsing into rust and ruin by supporting at the Creature Codex Patreon here]
Demon, Vloriak
CR 5 CE Outsider (extraplanar)
This stooped humanoid creature has red-orange chitin along its body and red-orange claws on all four of its gangly limbs. It has long curved horns growing above its four eyes, and an obscenely long tongue flicks in and out of its mouth.
The vloriaks are sometimes called rust demons or despoiler demons, both of which describe their activities well. They form from the sinful souls of saboteurs and terrorists, those who destroyed structures in life to cause death and despair. They were the servitor species of Xar-Azmak, demon lord of rust, who was slain by Dispater during a mad campaign to destroy the entire city of Dis. Since the Lord of Rust’s death, vloriak numbers have diminished but not disappeared. They are found throughout the Abyss, but are most common in Vlorus, Xar-Azmak’s abandoned domain.
Vloriaks enter combat as much to destroy items as to kill foes. Their tongues are longer than they are tall, coiling inside of the vroliak’s throat when not in use, and drip with acid that can supernaturally rust any kind of metal. Vroliaks delight in corroding armor and shields, as these items are often finely crafted and decorated with heraldry, holy symbols, and other finery. They can heal in combat by licking up fresh rust, and can spew shards of rusty metal and acid if facing multiple foes. Vloriaks are unlikely to fight to the death, fleeing from a losing combat in order to destroy more in the future.
The similarity between the insectile, rust-creating vloriaks and the rust monsters of the Material Plane is the subject of scholarly debate. Some sages believe that rust monsters are the descendants of vloriaks interbreeding with mundane vermin, whereas others believe that rust monsters are a magical creation made in homage to the vloriaks by some cult of Xar-Azmak long ago. Still a third opinion is that rust monsters are a product of convergent evolution, independent of vloriaks, and that the similarities are due to their diet of rusted metal. Vloriaks themselves are fairly stupid and not interested in discussions of monster studies.
Vloriak CR 5
XP 1,600
CE Medium outsider (chaos, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., Perception +13
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24)
Fort +6, Ref +7, Will +9
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
Offense
Speed 30 ft.
Melee 2 claws +10 (1d4+4), tongue +8 touch (2d6 acid plus rust)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks lick rust, spew shards
Spell-like Abilities CL 6th, concentration +10
At will—greater teleport (self plus 50 lbs only)
3/day—acid arrow, shatter (DC 15)
1/day—hold person (DC 16)
Statistics
Str 18, Dex 15, Con 19, Int 8, Wis 18, Cha 17
Base Atk +6; CMB +10; CMD 22
Feats Combat Reflexes, Improved Initiative, Multiattack
Skills Acrobatics +11, Climb +13, Intimidate +12, Perception +13, Stealth +11
Languages Abyssal, Celestial, Talican, telepathy 100 ft.
Ecology
Environment any land or underground (Abyss)
Organization solitary, pair or throng (3-12)
Treasure incidental
Special Abilities
Lick Rust (Su) As a swift action, a vloriak can attempt to make a tongue attack against a metal item that took acid damage from a vroliak’s rust ability within 1 round. If it hits, the item takes no damage, but the vloriak heals 2d6 hp. A vloriak cannot use the lick rust ability two turns in a row.
Rust (Su) A vloriak’s saliva supernaturally corrodes metal objects. A held or worn metallic item possessed by a creature struck by a vloriak’s tongue attack takes the same amount of acid damage, ignoring hardness. This damage targets first held items such as shields or weapons, then worn items such as armor or jewelry. A vloriak can choose which item to target if multiple items are an option (such as between a sword and shield).
Spew Shards (Su) As a standard action once every 1d4 rounds, a vloriak can spew rusted metal in a 15 foot cone. All creatures in the area take 4d6 points of damage, half of which is piercing and half of which is acid (Reflex DC 17 halves). Creatures that take damage are also exposed to the vloriak’s disease. The save DC is Constitution based
Tetanus—injury; save Fort DC 17; onset 1d6 days; frequency 1/day; effect 1d4 Dex damage. Whenever a creature takes Dexterity damage from tetanus, there is a 50% chance that their jaw muscles stiffen, preventing speech and the use of verbal components. A creature reduced to 0 Dex from tetanus begins to suffocate; cure 2 consecutive saves.
[Something I did not anticipate when I proposed doing a Goetic demon project: that these entities are part of modern magical practice as opposed to "just" being stories. So I found a number of witches and ritual magicians talking about their experiences with working with Ronove. Apparently he's pretty chill as far as demons go, and goes by Ben these days as much as his classic name. He also picked up a fire affinity somewhere along the way--some 20th century occultist was handing out elemental associations like August Derleth. Of course, since I'm writing for Pathfinder, I wanted him to be appropriately evil for a daemon... but one who could very easily convince you he's a chill guy. At least until he uses suggestion to get you to slit your grandmother's throat.
If you'd like to support the Pandaemonic Parliament project, see some bonus monsters, or just help a girl out, come join the Creature Codex Patreon. Don't you think it'd be fun to be the 69th member?]
Ronove
CR 18 NE Outsider (extraplanar)
This monstrous man has curling horns growing from his brow and a skull-like face with hollow eyes and a lipless mouth. He has a branching tail and a staff, both of which seem to aid his balance as he walks with crooked legs.
Ronove is a thanadaemon and a master of rhetoric, a skill often undervalued in Abaddon, where most daemons would rather kill than convince anyone of anything. Ronove has a reputation of being one of the most pleasant and reasonable of the Goetic fiends to work with, and he has persuaded a number of binders that he is not even evil. Of course, Ronove is as death obsessed as any daemon; namely, he is an active advocate for any policy or course of action that kills the elderly. Ronove’s influence has led to truly heinous policies of elder abuse and gerontocide being adopted, encourages the elderly to kill themselves in order to “not place a burden” on their loved ones and societies, and generally hardens the hearts of people towards the aged and infirm. Ronove engages in calm, rational conversation on the subjects of resource depletion, euthanasia and utilitarianism over an extended period of time, until the idea of killing a specific elderly person “to reduce their suffering” no longer seems like an unreasonable proposition.
Ronove does not much like combat; he sees it as a sign that words have failed him. Nonetheless, he is a thanadaemon, and when called to fight can sap life with the touch of his claws or staff. His staff is a staff of dark flame, and he often opens combat with a fireball aimed into a crowd to maximize collateral damage and to distract heroic types with attempting to save people. Ronove is usually accompanied by support staff and bodyguards, which are typically mortals on the Material Plane and hydrodaemons on the lower planes. In either case, he has little compunction about abandoning these minions to their deaths and fleeing if a fight turns against him.
The Pandaemonic Parliament contains multiple arch-devils and even a few of the demon princes on its board, but none of the Four Horsemen are willing to participate directly. Each has sent a favorite agent as a representative, however, and Ronove fulfills that role for Charon. Ronove is a devoted servant within a den of vipers, and Charon has no doubts as to his loyalty. Ronove is an incredibly gifted speaker, and skilled at persuading other members of the Parliament to vote according to his, and Charon’s, wishes. His abilities are such that even devils and demons find him reasonably trustworthy, and Ronove has become a sympathetic ear and even confidante to many members of the Parliament’s support staff—guards, secretaries, pages and the like. Of course, this is exactly how Charon wants it.
Ronove CR 18
XP 153,600
Thanadaemon bard (negotiator) 10
NE Medium outsider (daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., true seeing; Perception +25
Defense
AC 35, touch 16, flat-footed 30 (+4 Dex, +1 dodge, +1 deflection, +13 natural, +6 armor)
hp 291 (15d10+10d8+160)
Fort +16, Ref +22, Will +23
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 29
Offense
Speed 30 ft.
Melee staff of dark flame +28/+23/+18/13 (1d6+8 plus 1d6 fire plus energy drain) or 2 claws +27 (1d4+5 plus energy drain)
Special Attacks bardic performance (36 rounds/day, DC 23, binding contract, counterargument, dirge of doom, distraction, fascinate, fast talk -2, inspire competence +3, suggestion), draining weapon, energy drain (1 level, DC 25), fear gaze, soul crush
Spells CL 10th, concentration +18 (+22 casting defensively)
4th (3/day)—denounce (DC 24), freedom of movement
3rd (5/day)—charm monster (DC 23), glibness, inveigle person (DC 23)
2nd (6/day)—fox’s cunning, heroism, suggestion (DC 22), tongues, voluminous vocabulary
1st (8/day)—biting words, cure light wounds (DC 19), disguise self (DC 19), identify, share language
0th—detect magic, light, mage hand, message, prestidigitation, read magic
Spell-Like Abilities CL 15th, concentration +23 (+27 casting defensively)
Constant—air walk, true seeing
At will—greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)
3/day—animate dead, desecrate, enervation
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)
Statistics
Str 20, Dex 19, Con 22, Int 22, Wis 20, Cha 26
Base Atk +22; CMB +27; CMD 43
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Extra Performance, Greater Spell Focus (enchantment), Improved Initiative, Inspiring Mentor, Mobility, Omnipresent Mentor, Power Attack, Spell Focus (enchantment), Telepathy Tap
Skills Acrobatics +24, Bluff +33, Diplomacy +33, Intimidate +33, Knowledge (arcana, history, nobility, planes, religion) +26, Knowledge (local) +35, Linguistics +12, Perception +29, Perform (oratory) +28, Sense Motive +38, Spellcraft +31, Stealth +24, Survival +22, Use Magic Device +28
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Necril, Undercommon; telepathy 100 ft.
SQ jack of all trades, master of rhetoric, rogue talents (convincing lie, scrying familiarity, shades of gray)
Gear staff of dark flame, robe of blending, +2 mithril chain shirt, headband of mental superiority +2 (Spellcraft), ring of the sophisticate, ring of protection +1, cloak of resistance +2, wand of cure moderate wounds (25 charges), 250 gp
Special Abilities
Bardic Performance A negotiator bard gains the following performances
Fast Talk (Su): At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.
Binding Contract (Sp): At 9th level, the negotiator can bind another creature’s promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator’s level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator’s level + the negotiator’s Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance This performance replaces inspire greatness.
Draining Weapon (Su) A thanadaemon’s energy drain attack functions through any melee weapon it wields.
Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Master of Rhetoric (Ex): At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill. A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time) once per day at 5th level. This ability replaces lore master.
Rogue Talents (Ex) At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability. This ability replaces versatile performance.
Soul Crush (Su) A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds (this is a standard action). This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28 caster level check.
Daemon, Iniquidaemon
CR 12 NE Outsider (extraplanar)
This creature resembles a leopard, but its anatomy does not follow either biology or sanity. It has six limbs, the middle pair of which are elongated and fold against the beast’s side, and all are tipped with eagle-like, grasping talons. It has five jaws that open radially, which part to reveal muscular tongues tipped with meat hooks. Its eyes glimmer with cruel, appraising intelligence.
The iniquidaemon is the daemon of ideology. It delights in fanning the flames of self-destructive ideas that leave communities fractured and lives ruined, using honeyed words and magic to convince people to turn on each other. Countries besieged by an iniquidaemon are noted for the presence of mutilated, faceless bodies, as well as the insistent and continued denial of its members that a similar fate could ever happen to them. The iniquidaemon’s presence may even be well known, but its supernatural abilities leave most people thinking of the presence of a face-eating leopard monster as completely mundane.
An iniquidaemon prefers to have other creatures fight for it most of the time. They stoke hatred and dissent to create angry mobs, turn protectors against those they would protect, and make rulers contemptuous of their subjects and subjects apathetic to their rulers’ cruelties. They often disseminate disinformation in disguise, assuming the appearance of a public figure in order to spread lies and propaganda. Against a party of adventurers, iniquidaemons turn allies into enemies with their spell-like abilities, disrupting squad tactics easily. When they decide to start getting their claws dirty, they behave much like the big cats they resemble, pouncing and clawing at a single target. Their grotesque mouths and tongues tug at the soul as much as they do flesh, and creatures who succumb to their maw have their souls sent to Abaddon to be hunted and devoured by other daemons.
Iniquidaemons do not trust each other, knowing the treachery and deceit that accompanies their every thought and deed, but are excellent at ingratiating themselves to other daemons. They often ally with yagnodaemons and cavillodaemons, the three working together as a unit to impose idiotic cruelty onto a realm and crush anyone who fights back. They may work for the cults of all four Horsemen, and many harbingers as well, although their true allegiance usually lies elsewhere. Most iniquidaemons are loyal only to themselves and to Caracalla, their creator, who shaped them with the goal of spreading the gospel of profit above all.
Iniquidaemon CR 12
XP 19,200
NE Medium outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision, Perception +21, scent
Defense
AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural)
hp 157 (15d10+75)
Fort +10, Ref +15, Will +12
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 23
Defensive Abilities unremarkable aspect
Offense
Speed 50 ft., climb 30 ft.
Melee bite +20 (2d6+5 plus 1d6 Charisma drain), 4 claws +20 (1d8+5/19-20 plus grab)
Special Attacks consign soul, pounce, rake (2 claws +20, 1d8+5/19-20)
Spell-like Abilities CL 15th, concentration +20
At will—detect anxieties (DC 18), greater teleport (self plus 50 lbs objects only), major image (DC 18), malicious spite (DC 19), paranoia (DC 17), unholy blight (DC 19)
3/day—envious urge (DC 19), greater assume appearance, utter contempt (DC 21)
1/day—blasphemy (DC 22), curse of the outcast (DC 21), demand (DC 23)
Statistics
Str 20, Dex 23, Con 21, Int 22, Wis 16, Cha 21
Base Atk +15; CMB +20 (+24 grapple); CMD 36
Feats Blinding Critical, Combat Expertise, Critical Focus, Deafening Critical, Deceitful, Improved Critical (claw), Intoxicating Flattery, Nimble Moves
Skills Acrobatics +24 (+32 when jumping), Bluff +27, Climb +20, Diplomacy +20, Disguise +27, Intimidate +23, Knowledge (local, planes) +24, Linguistics +14, Perception +21, Sense Motive +21, Sleight of Hand +21, Stealth +24
Languages Abyssal, Common, Daemonic, Draconic, Infernal, 8 others, telepathy 100 ft.
Ecology
Environment any land or underground
Organization solitary
Treasure standard
Special Abilities
Charisma Drain (Ex) A creature bitten by an iniquidaemon must succeed a DC 23 Will save or take 1d6 points of Charisma drain. The save DC is Charisma based.
Consign Soul (Su) Any creature reduced to 0 Cha by an iniquidaemon’s bite attack has their soul consigned to Abaddon, no matter their alignment. Attempts to return that creature from the dead must succeed a DC 23 caster level check, or the spell fails and the creature remains dead.
Unremarkable Aspect (Su) Any creature that sees an iniquidaemon in its natural form must succeed on a DC 23 Will save, or think of its presence as completely innocuous. Any hostile actions by the iniquidaemon or its allies against a creature or its allies break the effect for that creature. The save DC is Charisma based.
[Sponsored by @crazytrain48, based on the idea of an asura created from a divine beast rejected. Which got me thinking, and ended up with probably the most blasphemous monster in the Codex. I would like to think it's blasphemous from an informed place. The Book of Revelation is a mad, bitter work, fantasizing about all of the torments a sinful world has invited upon itself and rooted in the idea that the sacrifice of Jesus was a fundamental step in destroying the world and starting fresh in heaven for the elect. Modern Evangelical Christianity, and its obsession with Revelation in particular, is quite literally an existential threat to democracy, peace and the stability of the biosphere. So what better way to represent sacrifice curdled and corrupted than with a lamb? The imagery from Revelation is already nightmarish enough.
Interested in sponsoring your own monsters? Wanna support the Codex? Consider subscribing to my Patreon!]
Asura, Amnosahura
CR 9 LE Outsider (extraplanar)
This creature resembles a sheep with seven horns and seven eyes. Its white fleece is stained with blood, but still it smiles.
Once, a long time ago, a god made the perfect beast. It was intended to solve all of his worshipers’ problems, be their salvation, usher in a promised age. But the people for whom the beast was intended saw only its flaws and so slew the beast, not as a sacrifice but as a mockery. In some versions of the story, mortals made the beast instead as a tribute for their god, but the god smote it instead of accepting it, rejecting it for its imperfections. Either way the story starts, it ends the same way: the divine beast returned to life and, enraged by its ill treatment, turned its back on gods and mortals both, vowing to forever drive a wedge between them. This was the first amnosahura.
Unlike most other asuras, which seek to destroy divine works through direct violence, amnoshuras are more subtle. Through their words and deeds, they erode the meaning of sacrifice. An amnosahura may convince people to behave selfishly because sacrificing to either the gods or to fellow men is wasteful and foolish, or convince them to sacrifice everything, including morals and ethics, to the cause of an unworthy pretender. They are especially fond of needling divine beasts such as lammasu, shedu and kirin, showing them the venality of mortals and the indifference of gods, and sowing doubts about whether their service to either is worth the cost. Perhaps most dangerous are the amnosahura who act as facilitators for the cult of an asura rana. These amnosahura pose as intercessors between mortals and divinity, accepting a one-time sacrifice of blood and pain in exchange for giving their servitors carte blanche to indulge all their wicked impulses.
An amnosahura would rather talk than fight, but nevertheless is a dangerous combatant. Their many-eyed stare is deeply unnerving, and they can focus it into a single target to make them feel excruciating agony. Once they have debilitated the most dangerous looking enemy, they charge into the weaker ones, goring with their horns and leaving deep bleeding wounds. Amnosahuras work well in support roles, granting allied asuras support while sapping their foes’ combat abilities. Amnosahuras typically fight to the death, perhaps as a reminder of their origins as a sacrificial lamb.
Different amnosahuras bear different wounds—slit throats, pierced limbs, scourge marks on the back, and so forth—all of which drip with fresh blood. This blood serves them as a healing balm: if their regeneration is stopped through the application of good-aligned spells or weapons, the bleeding ceases.
Asura, Amnosahura CR 9
XP 6,400
LE Medium outsider (asura, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect good, Perception +20, see invisibility
Aura nondetection (60 ft)
Defense
AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)
hp 102 (12d10+36); regeneration 3 (good)
Fort +11, Ref +8, Will +12; +2 vs. enchantment
DR 10/good; Immune curses, disease, poison; Resist acid 10, electricity 10; SR 20
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee gore +16 (2d6+4 plus bleed), 2 hooves +11 (1d4+2)
Special Attacks agonize, bleed (1d6), gaze, powerful charge (gore, 4d6+8)
Spell-like Abilities CL 9th, concentration +12
Constant—detect good, glibness, see invisibility
At will—aid, castigate (DC 15), inflict pain (DC 15)
3/day—blood armor, blood of the martyr (DC 15), waves of blood (DC 16)
1/day—harm (DC 19), heal (DC 19), mass inflict pain(DC 19)
Statistics
Str 18, Dex 19, Con 17, Int 15, Wis 14, Cha 17
Base Atk +12; CMB +16 (+18 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Bull Rush Strike, Improved Bull Rush, Improved Critical (gore), Iron Will, Nimble Moves, Power Attack
Skills Acrobatics +19 (+23 jumping), Bluff +18 (+38 to convince), Diplomacy +18, Escape Artist +14, Intimidate +18, Knowledge (religion) +17, Perception +20, Sense Motive +17, Stealth +19; Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal, telepathy 100 ft.
Ecology
Environment any land (Hell)
Organization solitary or ritual (2-5)
Treasure standard
Special Abilities
Agonize (Su) As a standard action, an amnosahura can fill a creature within 30 feet with excruciating pain. On a successful DC 19 Fortitude save, the creature is merely staggered for one round. On a failed save, it falls prone and is stunned for 12 rounds; it may attempt a Fortitude save every round to shake off the effect. A creature that succeeds its saving throw is immune to the agonize of that amnosahura for the next 24 hours. This is a pain effect and the save DC is Charisma based.
Gaze (Su) Range 30 ft; effect shaken 1d4 rounds; save Will DC 19. Additional failed saves against this gaze extend the duration, but do not increase the level of fear. The save DC is Charisma based.
[Sponsored by Morrivieg on the Patreon, who wanted the Slayer of Bhaal from Baldur's Gate 3 as a divine herald. The name was their suggestion, inspired by the fan-nickname for the Dark Urge path as "Durge". The look of the monster is awesome, basically General Grievous as a devil, and the BG3 version has lots of interesting and synergistic abilities. So, of course, when official D&D 5e stats for it were published in the web-book Minsc and Boo's Journal of Villainy, those abilities were stripped down to the point where it feels like a completely different and much less interesting monster. It's even the wrong size! And to top it all off, the official miniature is the size it is in the video game, so you can't even use it for the Minsc and Boo statistics! An absolute farrago all around, to put it politely.
My version hopes to capture more of the feel of the BG3 version, although the origin is tweaked to make it a herald. It's not a One Winged Angel form for powerful characters to take; it's its own entity, albeit one inspired by the actions needed to unlock it in the game. The sponsor requested it gain an ability to create spawn, which I added at the expense of some of the poison/disease mechanics of the original. Those mechanics are rather different than how PF handles poison and disease, and with all the stacking penalties and bleed the Slayer already has, it felt a bit like gilding the lily to me.
If you want to be like Morrivieg and sponsor your own monsters, come join the Creature Codex Patreon. It's a bloody good time!]
Herald, Durge
CR 15 NE Outsider (extraplanar)
This horrific humanoid is bristling with horns, claws and spines. It has four long arms, each of which end in six clawed fingers, and its shoulders are massive to support that bulk. It has four large horns, two growing up and back from its forehead and two growing down and to the sides from its cheeks. Its jaws are filled with needle-like teeth, and its cheeks open like tooth-studded mandibles. It walks on its toes, spines growing from its knees and elbows, and a thin lashing tail grows from its spine.
As Norgorber has multiple aspects and identities, so too do his heralds. The Stabbing Beast is Norgorber’s most familiar herald as he serves the cult of the Gray Master, Norgorber’s most public face. Those who serve Father Skinsaw hold Durge as his chosen servitor. Durge is a title and a shape, not a name: there have been multiple Durges over the ages, most of them created when the previous Durge was slain by a follower of Norgorber in order to prove their superior skill at killing. If a Durge is not replaced in this manner, Father Skinsaw creates a new one by testing his faithful, seeing which of his most loyal worshipers will kill their own family, lovers or allies in order to prove themselves.
Durge is a whirlwind of violence, tearing opponents apart with an array of natural weapons. When stalking prey, it first marks a particular victim to focus on, rendering them magically vulnerable to its attacks. Durge often opens combat with a tacking charge, goring its marked victim and knocking them to the ground. Durge’s roar can not only frighten foes, but sprays shards of bone and teeth that inflict deep, bleeding wounds. Durge is especially good at killing bleeding targets, either tearing them apart with critical strikes or pulling the life from them and into itself. If Durge is pleased with the fight put up by a victim, it will resurrect them as a bloody bones, who serves a brief apprenticeship of murder before being allowed to go their own way and kill as they see fit.
Durge’s lair is in Duskfathom, the undercity of Axis and divine realm of Norgorber. As befits the herald of Father Skinsaw, Durge believes that every murder is part of a greater plan, and that by carefully selecting who dies violently and when, the whole rhythm of the cosmos will be tuned towards greater evil and cruelty. Durge is only interested in acting as a greater planar ally if violence is on hand, and refuses to accept tasks that do not entail killing. Durge keeps a running tally of its kills, considering itself in a competition with both other powers of violence and with its previous incarnations. The Stabbing Beast considers this obsession with kill-count to be somewhat childish, but still indulges his fellow herald by keeping track as well.
Durge CR 15
XP 51,200
NE Large outsider (evil, extraplanar)
Init +10; Senses darkvision 60 ft., Perception +22, see in darkness, see invisibility
Defense
AC 30, touch 16, flat-footed 23 (-1 size, +6 Dex, +1 dodge, +14 natural)
hp 225 (18d10+126)
Fort +13, Ref +17, Will +16
DR 10/good and magic; Immune fear,paralysis, petrifaction, poison, stun; Resist acid 10, cold 10, electricity 10, fire 10; SR 26
Offense
Speed 40 ft.
Melee 4 claws +24 (1d4+7/19-20), bite +24 (1d6+7), gore +24 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodbath, create spawn, malignant wounds, marked for death, open the wound, piercing growl, powerful charge (gore, 2d6+14 plus trip), tripping charge
Statistics
Str 24, Dex 22, Con 25, Int 15, Wis 16, Cha 17
Base Atk +18; CMB +24; CMD 41
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Iron Will, Mobility, Power Attack
Skills Acrobatics +25 (+29 jumping), Climb +24, Escape Artist +25, Intimidate +21, Knowledge (local) +18, Knowledge (religion) +21, Perception +22, Stealth +25, Survival +22
SQ tight fit
Ecology
Environment any land or underground (Axis)
Organization unique
Treasure standard
Special Abilities
Bloodbath (Su) As a standard action at will, Durge can attempt to drain the blood from a creature within 30 feet into itself. The target creature must be suffering from the bleed condition. If it fails a DC 22 Fortitude save, the creature takes 5d8 points of damage, and Durge heals the same amount. The save DC is Charisma based.
Create Spawn (Su) As a standard action, Durge can cause the corpse of a humanoid or native outsider he has slain to rise as a bloody bones under his control. This bloody bones remains under Durge’s control for 24 hours, during which time it cannot use any of its spell-like abilities. After this time, the bloody bones becomes free-willed, but begins with an initial attitude of friendly towards Durge. Durge can use this ability three times per day and must be within 30 feet of a corpse to animate it in this manner.
Malignant Wounds (Su) Any bleed effects created by Durge do not stop when the creature receives magical healing unless the caster succeeds a caster level check against Durge’s spell resistance. For mundane healing such as a Heal check, fast healing or regeneration, the bleeding creature must succeed a DC 26 Fortitude save in order for the healing to be a success. The save DC is Constitution based.
Marked For Death (Su) As a move action, Durge can attempt to mark a target within 120 feet that it can see. If the target fails a DC 22 Will save, it is treated as flat-footed by Durge and suffers a -2 penalty on all saving throws made against spells or effects generated by Durge. This condition lasts until Durge marks another opponent or until Durge or the marked opponent are slain.
Open the Wound (Ex) Durge doubles its critical threat range for all natural weapons against bleeding opponents.
Piercing Growl (Su) As a standard action once every 1d4 rounds, Durge can roar, spraying teeth in a 15 foot cone. All creatures in the area take 4d6 points of piercing damage and 2d6 bleed (Ref DC 26 halves both the base damage and the bleed damage). All creatures in the area must also succeed a DC 22 Will save or be shaken for 1 minute. The save DC for the damage is Constitution based, and the save DC for the fear effect is Charisma based.
Tight Fit (Ex) Durge only suffers a -2 penalty to attack rolls and AC when squeezing, and does not suffer any penalties to movement speed. When moving through an even tighter space with Escape Artist, Durge can still make melee attacks, albeit at a -4 penalty.
Tripping Charge (Ex) When Durge uses its powerful charge ability, it can make a CMB check to trip an opponent as a free action without provoking an attack of opportunity if it hits with its gore attack.