[Sponsored by Cranky on the Patreon, who wanted me to write something I wanted to write. And in thanks, I tied it in with their last sponsorship. This may take some explaining. The cliessids are an OSR monster from the book Monstrosities, that I converted years ago. In that post, I discussed how the suggested plot hook was to have the PCs fight the cliessids rebelling in the sewers, but I didn't think I'd ever run a game that wouldn't side with the Glorious Crustacean Revolution. And that phrase stuck in my head.
So now, here's a look at what the Glorious Crustacean Revolution is and what its goals are. I tied them to the Hell's Rebels AP, which is the last Pathfinder AP I actually managed to run from beginning to end and had a very good time doing. Pathfinder 2e is continuing the story line of the collapse of Cheliax's particular brand of infernal fascism, and I wanted to contribute. Plus, I grew up on Star Wars, and I wanted to do my variation on the theme of Ewoks: cute little critters as fierce guerilla fighters. Soon, the crabs will have their rave.
The Glorious Crustacean Revolution needs YOU! Join the cause on the Patreon!]
GCR Operative
CR 6 LN Monstrous Humanoid
This goblin-sized creature appears to be some manner of humanoid prawn, with pincers for hands, a beard of antennae around its mouth parts and a second cluster growing from the top of its head like hair. It wears leather armor and carries a short, slender blade.
The Glorious Crustacean Revolution began in Vyre. Underneath that island city of sin and vice, cliessids had been enslaved for generations in order to maintain the sewer systems and dispose of trash. After Vyre allied with Kintargo against House Thrune and became part of an independent Ravounel, the cliessids were enraged that they remained slaves while the humans and their allies became free. What followed was several years of guerrilla warfare, as Glorious Crustacean Revolutionaries conducted campaigns of sabotage, assassinations and propaganda to convince the people of Vyre that the cliessids were worthy of complete citizenship and rights.
The Revolution met its goals when the Kings and Queens of Vyre brought in a negotiator with a history of navigating rebellions—the half-elf bard Shensen, one of the prominent figures in the Kintargo revolt. She was far more supportive of the cliessids than Vyre’s vice lords assumed she would be, and convinced them to grant the cliessids freedom and wages for their labor. With her aid, the cliessids also negotiated a truce between the people of Vyre and Kintargo and their native reefclaw populations, convincing the reefclaws to stop eating humans and vice versa. Shensen’s primary goal was to stop the violence in Vyre, but her secondary goal was to convince the cliessids that violence was a useful tool elsewhere. Although Ravounel is openly at peace with Cheliax, many of the more radical factions there despise the cruelty of their former overlords and seek to destabilize Cheliax’s grip on the Inner Sea region. And the Glorious Crustacean Revolution was happy to join them, especially after Silver Raven agents aided the GCR in liberating a malaca warship from the aboleth. Christened the Dawnflower by Shensen, this living submarine is now used by the Glorious Crustacean Revolution to spread its operatives far and wide.
Crustacean Revolutionaries are now found in the sewer systems of many major Chelaxian cities, such as Westcrown, Ostenso, Corentyn and Egorian. They coordinate their efforts with local resistance groups such as the Firebrands and the Bellflower Network, focusing on protecting waterways and establishing safe houses. The Glorious Crustacean Revolution helps to broker alliances between these resistance groups and local populations of subterranean or amphibious monsters, such as goblins, grindylow and wererats—to mixed success. But the tighter the House of Thrune cracks down, the more citizens and monsters alike turn against the cruelties of the government, and the Glorious Crustacean Revolution grows in influence. The cliessids look forward to dancing in the rubble of Cheliax’s empire.
Individual GCR operatives can be found working as spies, diplomats or assassins, but are trained in squad tactics and may work in teams of up to 12, overwhelming foes with their numbers. They favor straightforward weapons such as swords and bows, and are skilled with poisons. A GCR operative on a mission will typically use two of their ki points to prepare ki venom and reserve the remaining points for use in combat or stealth. Crustacean Revolutionaries are zealous and loyal as a whole, gladly laying down their lives for the cause of defeating Cheliax.
GCR Operative CR 6
XP 2,400
Cliessid ninja 6
LN Small monstrous humanoid (aquatic)
Init +3; Senses darkvision 90 ft., Perception +8
Defense
AC 19, touch 14, flat-footed 19 (+1 size, +3 Dex, +1 natural, +4 armor)
hp 57 (1d10+6d8+21)
Fort +5, Ref +10, Will +5
Defensive Abilities uncanny dodge
Offense
Speed 30 ft., swim 30 ft.
Melee +1 wakizashi +10 (1d4+1/18-20) or 2 claws +9 (1d4)
Ranged masterwork shortbow +10 (1d4/x3)
Special Attacks sneak attack +3d6, swarming
Statistics
Str 10, Dex 16, Con 13, Int 10, Wis 13, Cha 14
Base Atk +5; CMB +4; CMD 17
Feats Extra Ki, Great Fortitude, Toughness, Weapon Focus
Skills Acrobatics +10, Bluff +9, Climb +7, Diplomacy +9, Disable Device +10, Knowledge (dungeoneering) +8, Knowledge (local) +7, Perception +8, Sense Motive +8, Sleight of Hand +10, Stealth +14, Survival +8 (+12 underground), Swim +15; Racial Modifiers +4 Knowledge (dungeoneering), +4 Survival when underground
Languages Common, Undercommon
SQ amphibious, ki pool (4 points), light steps,ninja tricks (fast stealth, ki venom [DC 15], swarming attack), no trace +2, poison use
Gear+1 wakizashi, masterwork shortbow with 40 arrows, +1 studded leather armor, 1 dose bloodroot poison, 1 dose oil of taggit, 1 potion of lesser restoration, grappling hook, 50 ft. silk rope, 2 tanglefoot bags, 2 alchemist fire, 1 smokestick, 17 gp
Special Abilities
Swarming (Ex) Two cleissids can share the same square at the same time. If two cliessids that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
[It's been a long while since I posted a unique monster intended for the Age of Monsters campaign. And clearly there's still interest--my precis for that campaign, and the article about how the Mythos deities fit into it, are still getting likes.
Briarpatch is a character whose seeds (hah) have been planted in several other entries, such as Dr. Shiny and the Vermilion Mother. My inspirations came from all over the place. The sexy, spooky plant girl art of Sandra Duchiewicz was always something I wanted to incorporate. There's a growing idea in ecological and archeological circles that plants domesticated humans as much as the other way around. And I wanted to make a version of Poison Ivy who is genuinely evil.]
Briarpatch
CR 27 NE Plant
This woman is beautiful, but alien, with chlorotic skin like the surface of a diseased leaf, and flower petals in place of hair. A collar of brambles grows from her neck and extends into long, thorny vines. She has piercing yellow eyes and an appraising expression.
The Elder Goddess Shub-Nugganoth has many epithets, but her most famous is “Black Goat with a Thousand Young”. In truth, her spawn number far more than one thousand. The creatures known simply as dark young are the most common of her progeny, but unique individuals are her offspring as well. One of these is Briarpatch, a green woman laden with occult intelligence and a profound disgust for urbanization. It is Briarpatch’s goal to see cities crumble and mortal civilizations reduced to decentralized subsistence farming once more, and she is going to use plants as her tools to achieve this.
Unlike many evil creatures of a druidic nature, Briarpatch does not disdain farming. Far from it; she believes humanity exists to serve plants, and that by distancing themselves from the soil, they have betrayed their roots. As such, she both exalts farming and farmers while simultaneously using domestic plants as weapons. Sometimes this is as elaborate as encouraging farmers to plant crops that will use more water and resources than the environment can support, forcing governments into subsidies and increasingly desperate acts to avoid famine. Sometimes this is as simple as distributing seeds of man-eating plants mixed in with garden plants or birdseed. Briarpatch’s cult includes a number of neutral farm-folk, who see her as salvation to their local communities, even as the nation-states that collect their taxes suffer as a body with a parasite does. Her cult often refers to her as the Pale Lady, especially among outsiders.
Briarpatch’s domain is the Forest of Veils in eastern Ustalav, and she communes and coordinates with the mythos horrors that live there. She is allied with the Vermillion Mother and Diceid as a coven of divinities obsessed with invasive species and reshaping ecosystems. She and the Vermillion Mother have a sexual relationship, and treat Diceid as something like a nephew or son. Briarpatch has an entitled personality and considers herself Shub-Nugganoth’s favorite child. She is convinced that if she does enough to deform society in the Inner Sea region, her mother will favor her with a promotion and transform her into an emissary Great Old One, similar to the relationship between Yog Sothoth and Tamir at’umr. Whether this ambition is achievable or is merely one of the Pale Lady’s delusions is hard to say.
Briarpatch rarely participates directly in combat, but when she does, she is a terror to behold. Due to her occult origins, she has access to a wider array of spells than a typical green man. She uses these to inflict overwhelming euphoria or grotesque physical transformations. Sometimes both simultaneously. If she actually wants to kill, rather than toy with her victims, she combines powerful area of effect spells with her tendrils and thorns. Briarpatch is acutely aware that she can still be slain permanently, and will retreat from a battle that turns against her to recuperate and plan revenge.
Briarpatch CR 27
Variant eruphyte green man
XP 3,276,800
NE Medium plant (augmented, shapechanger)
Init +16; Senses darkvision 60 ft., greensight 60 ft., lifesense 60 ft, low-light vision, Perception +30, thoughtsense 60 ft.
Defense
AC 54, touch 36, flat-footed 41 (+12 Dex, +1 dodge, +13 insight, +12 natural, +6 armor)
hp 663 (34d8+510); regeneration 20 (deific or mythic)
Fort +34, Ref +23, Will +24
Defensive Abilities wilderness insight; DR 15/epic and slashing; Immune ability damage, ability drain, daze, electricity, petrification, plant traits, stagger; SR 37
Offense
Speed 40 ft., climb 40 ft.
Melee 2 slams +46 (1d8+21/19–20 plus 1d6 acid and absorb magic), 6 vines +46 (2d6+21 plus grab)
Ranged 6 thorns +41 (2d6+21/19-20)
Space 5 ft., Reach 5 ft. (30 ft. with vines)
Special Attacks absorb magic, constrict (2d6+15), grab (Colossal), thoughtspear (17d8, DC 39)
Spell-Like Abilities (CL 26th; concentration +37)
Constant—pass without trace, speak with plants
At will—plant growth, transport via plants
3/day—summon plants
1/day—awaken
Druid Spells Prepared (CL 20th; concentration +33)
9th—antipathy (DC 32), extended control plants (DC 32), foresight, greater siege of trees, rival’s weald (DC 33), telekinetic storm (DC 32)
8th—euphoric tranquility (DC 31), horrid wilting (DC 31), mass cure serious wounds, stormbolts (DC 31), sunburst (DC 31) , vinetrap (DC 31)
7th—quickened cure moderate wounds, heal (DC 30), greater scrying, transmute metal to wood, waves of ecstasy (DC 30), waves of exhaustion
6th—antilife shell, greater dispel magic, green caress (x2, DC 30), mass inflict pain (DC 29), primal regression (DC 29)
5th—baleful polymorph (DC 29), cure critical wounds (DC 28), death ward, quickened ray of enfeeblement (DC 24), synapse overload (DC 28), extended thorn body, wall of thorns
4th—arboreal hammer, command plants (DC 27), confusion (DC 27), dispel magic, explosion of rot (DC 27), freedom of movement, strong jaw
3rd—cure moderate wounds (DC 26), excruciating deformation (DC 27), protection from energy, quench (DC 26), spike growth (DC 26), thorny entanglement (DC 27), vampiric touch
2nd—alter self, barkskin, fog cloud, harvest season, resist energy, warp wood (DC 26), wilderness soldiers
1st—cure light wounds (DC 24), entangle (2, DC 25), faerie fire, longstrider, snowball (x2), touch of the sea
0—create water, detect magic, guidance, light
Statistics
Str 44, Dex 35, Con 40, Int 35, Wis 36, Cha 33
Base Atk +25; CMB +42 (+46 grapple, +44 sunder); CMD 85 (87 vs. sunder)
Feats Combat Reflexes, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Diehard, Dodge, Endurance, Extend Spell, Greater Spell Penetration, Improved Critical (slam), Improved Initiative, Improved Sunder, Power Attack, Psychic Sensitivity (B), Quicken Spell, Spell Focus (transmutation), Spell Penetration, Stand Still
Skills Acrobatics +44 (+48 jumping), Appraise +26, Bluff +40, Climb +54, Disguise +40, Diplomacy +40, Fly +30, Intimidate +43, Knowledge (arcana) +46, Knowledge (geography, history, religion) +41, Knowledge (nature) +46, Linguistics +19, Perception +30, Sense Motive +42, Spellcraft +46, Stealth +44, Survival +42, Swim +35, Use Magic Device +44
Languages Abyssal, Aklo, Common, Daemonic, Druidic, Infernal, Mi-Go, Sylvan, Zern, telepathy 100 ft.; speak with plants
SQ bardic knowledge +29, change shape (Colossal or smaller tree [tree shape]), deific, green empathy +45, occult gifts
Ecology
Environment any forests
Organization unique
Treasure staff of heaven and earth, belt of physical perfection +4, headband of mental superiority +4 (Knowledge [arcana], Use Magic Device], amulet of mighty fists +4, wings of flying, bracers of armor +6, ring of the ecclesiarch, ring of mind shielding, rod of empowered spell (normal), deliquescent gloves, 11,000 gp worth of material components and miscellaneous treasure
Special Abilities
Absorb Magic (Ex) When Briarpatch strikes a creature with her slam attack, she immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 20th), with Briarpatch preferring to target effects that prevent his vines’ grapple attempts, like freedom of movement. When Briarpatch absorbs magic in this way, she regains a number of hit points equal to double the level of the spell effect she absorbed.
Deific Briarpatch grants divine spells to worshipers. This does not require any specific action on her behalf. Briarpatch grants access to the domains of Evil, Plant, Strength, and Weather and to the subdomains of Decay, Growth, Resolve, and Seasons. Her favored weapon is the sickle. If a druid worshiping Briarpatch chooses to take a domain, the druid must choose the Plant domain, regardless of alignment. Her holy symbol is that of a feminine face made of leaves and rose petals, facing to the left.
Green Empathy (Ex) This ability functions as the druid’s wild empathy, save that the green man can only use this ability on plant creatures. A green man’s green empathy check bonus is equal to his HD plus his Charisma modifier (+43 for the typical green man).
Occult Gifts (Ex) As the daughter of Shub Nugganoth, Briarpatch has abilities of an occult nature, and blurs the line between plant and aberration. She has the class skills of an aberration, although her total skill ranks are still those of a plant. She gains Psychic Sensitivity as a bonus feat, and adds psychic spells from the Abomination, Pain and Psychedelia psychic disciplines to the list of druid spells she can prepare. Lastly, she gains the benefits of her wilderness insight ability in any environment not subject to a dimensional lock effect, as alien spirits whisper these insights to her as much as natural plant life. In exchange, Briarpatch does not have the green caress aura of a typical green man.
Spells Briarpatch can cast spells as a level 20 druid. She does not gain a domain, or other druid abilities such as an animal companion, unless she takes levels in the druid class.
Summon Plants (Sp) Three times per day as a swift action, Briarpatch can summon any combination of plant creatures whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect.
Thorns (Su) Briarpatch’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by her thorn moves at half speed and can’t take 5-foot steps, fly, or use air walk, either naturally or magically, until the target or another creature pulls out the thorn as a full round action that provokes attacks of opportunity.
Thoughtspear (Su) Once per hour as a standard action, Briarpatch can direct a blast of disorienting mental energy at a creature within 120 feet. This attack deals 17d8 points of damage, and the target cannot attempt Knowledge skill checks for 1 minute afterwards. A target that succeeds a DC 39 Will save reduces the damage by half and negates the skill disruption. This is a mind-affecting effect and the save DC is Intelligence based.
Vines (Ex) Briarpatch can extend up to six thorny vines from her body to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet.
Wilderness Insight (Ex) Briarpatch gains an insight bonus to her AC and CMD equal to her Wisdom bonus.
[New Year, New Monsters! I am feeling much less burnt out than I was for the back half of 2023, and have built up a small backlog of new writing. I'm going to keep monsters I post to 2/week for now, to give myself time to go through said backlog in case the burnout rears up again when I'm back to work.
So for my first trick, is a monster NPC I actually wrote back in like September, but didn't post. Consider her an epilogue to the whole "Monster Girl Summer" thing. Ranna is @strawberry-crocodile's character, and fits with some of my other monstrous NPCs. She's Doctor Shiny's main minion, and their relationship serves as sort of a nasty counterpart to Gigi and Priscilla's. Of course, if you just want to use the stat block as a particularly burly slaad enforcer type, that works just as well as Ranna's baroque and macabre backstory.]
Ranna
CR 18 CE Aberration
This blue, frog-like humanoid has a triangular fanged snout, warty skin and enormous claws growing from the backs of their hands. A red gemstone is embedded in their skull, right between the eyes.
Marina Rhynne was an alchemy student at Endirion School in Absalom, prone to anxiety and to thinking with her stomach. She caught the eye of Doctor Agatha Shiny, who used the pretext of a dinner invitation and offer of a graduate program to abduct her and implant her with an alchemically treated red slaad egg. Doctor Shiny succeeded in one of her goals, which was to cause memories to be passed from the host to the parasite, but failed in that the resultant blue slaad did not maintain the intelligence of her progenitor. The resultant slaad, named Ranna, could recall her previous life in a hazy, dream-like way, but the predominant personality trait that was carried over was hunger.
Ranna is now Doctor Shiny’s Number One Minion, her assassin, procurer and lover. If Doctor Shiny needs someone eliminated or an unusual creature captured and brought to her, Ranna is the one to do it. She usually tracks her targets as an unassuming humanoid until she can set up an ambush and remove her greater hat of disguise. Ranna fights with her natural weapons almost exclusively, although she does occasionally toy with targets by battering them with heavy objects hurled by telekinesis. Although she is lapdog-loyal to Doctor Shiny and always follows her instructions for her specified victims, Ranna enjoys collateral damage, which usually involves biting bystanders. She views any red slaadi that are created through chaos phagethe way a proud parent views their children, and is happy to hear of any death and destruction they create.
Ranna’s personality is playful in a cruel way. She sees her progenitor, Marina Rhinne, as a pathetic figure, and has an air of contempt towards academic pursuits in general. She still appears as Rhynne when abroad in Absalom, and is the terror of Endirion School’s faculty, staff and students as Doctor Shiny’s personal assistant. Ranna is happy to play the bad guy so that Doctor Shiny can maintain her impeccable public reputation, and takes matters into her own claws if anyone gets too close to the truth about Doctor Shiny’s goals and activities. Ranna tends to dispose of the evidence of her murders by eating the corpses of her victims. She is also an excellent chef. Doctor Shiny does not eat food that Ranna prepares unless she is very sure of where the meat came from.
Ranna CR 18
XP 153,600
Blue slaad slayer 9 (cutthroat)
CE Large aberration (chaotic, slaadi)
Init +8; Senses darkvision 60 ft., Perception +19
Defense
AC 33, touch 20, flat-footed 24 (-1 size, +8 Dex, +1 dodge, +9 natural, +4 armor, +2 deflection)
hp 303 (11d8+9d10+200); fast healing 6
Fort +22, Ref +20, Will +15
Immune mind reading, sonic; Resist acid 10, cold 10, electricity 10, fire 10; SR 19
Offense
Speed 30 ft.
Melee +3 bite +32 (2d6+16 plus disease), 2 +3 claws +32 (2d6+16/19-20x3)
Space 10 ft.; Reach 10 ft.
Special Attacks augmented critical, opportune target, rend (2 claws, 2d6+22), sneak attack +3d6, stab and grab, studied target (swift or move action, +2)
Spell-like Abilities CL 8th, concentration +11
3/day—hold person (DC 15), passwall, telekinesis (DC 18)
1/day—chaos hammer (DC 17)
Statistics
Str 36, Dex 26, Con 30, Int 10, Wis 14, Cha 16
Base Atk +17; CMB +31 (+33 bull rush); CMD 52
Feats Alertness,Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Critical (claw), Improved Natural Attack (bite), Intimidating Prowess, Killing Flourish, Power Attack
Skills Acrobatics +20 (+24 in urban environments), Bluff +16, Climb +20, Disable Device +25, Disguise +16, Intimidate +34, Linguistics +4, Perception +19 (+23 vs. traps), Profession (chef) +14, Sense Motive +19, Stealth +21, Survival +15
Languages Common, Slaadi
SQ legendary, slayer talents (surprise attack, trapfinding [trap sense +3], stalker, street stalker (Acrobatics)
Gear manual of gainful exercise +4 (expended), manual of quickness of action +2 (expended), manual of bodily health +4 (expended), belt of physical perfection +4, bloodstained gloves, greater hat of disguise, soulbound eye, amulet of mighty fists +3, bracers of armor +4, boots of teleportation, cloak of resistance +3, ring of mind shielding, ring of protection +2, potion of fly (x2), potion of displacement, potion of haste, potion of lesser restoration (x2), potion of cure light wounds (x4), masterwork cooking tools, 150 gp
Special Abilities
Augmented Critical (Ex) A blue slaad’s claws deal x3 damage on a successful critical hit.
Disease (Su) Chaos phage; bite—injury; save Fort DC 25; onset 1 minute; frequency 1/day; effect 1d6 Con damage and 1d6 Cha damage; cure 2 consecutive saves. A creature that is reduced to 0 Con or Cha by chaos phage is immediately transformed into a red slaad. This transformation can only be reversed by a miracle or wish. A Small or Medium humanoid with levels in an arcane spellcasting class instead transforms into a green slaad. The save DC is Constitution based.
Legendary (Ex) Ranna’s statistics are built with 25 point buy, and she has the equipment of an 18th level PC. These advantages increase her CR by +1.
Opportune Target (Ex) If Ranna can act in the surprise round, she can study a foe as a free action and select them as her studied target.
Stab and Grab (Ex) As a swift action, Ranna can attempt a steal combat maneuver against a dead or unconscious foe, or against a studied target that she has successfully confirmed a critical hit against. A dead or unconscious opponent takes a -10 penalty against this maneuver.
Street Stalker (Ex) Ranna adds ½ her slayer level to Acrobatics checks made in urban environments.
[Of all my self-insert characters, this is my self-insertiest. I consider myself to be somewhere in the Venn diagram overlap of Mary Poppins, Bugs Bunny and any given Addams, and that's the spot where Gigi comfortably holds court. She's also the manifestation of my use of friendly but weird spellcasters to steer the party in the right direction. Which means I wanted to be sure in the flavor text to emphasize that Gigi's a light touch. She's the kind of character who will craft the PCs magic items, cast a reincarnate spell if one of them dies (because it's way more fun than resurrection, plus she doesn't happen to have that many diamonds on hand...) and point them towards the next adventure, not the sort of character who will do everything herself. ]
Gigi
CR 21 CG Fey
This woman is fat, jolly and subtly inhuman. Her skin tone is a light purple, shading to red on her hands and feet, and her witch’s hat moves as if something growing from her head is holding it in place.
Gigi is the “Scary Fairy Godmother” of Varisia, a powerful inhuman witch who helps the people there survive the onslaughts of other monsters. Gigi is a phouka, but rarely appears in her natural form, preferring a humanoid guise. When not appearing as a human, she often takes the form of a gnome or goblin. She lives in a well-hidden cottage in the Sanos Forest, and from there ventures forth under invisibility or disguise to engage in her well-meaning meddling. Gigi prefers to act subtly by giving advice, casting beneficial spells and hexes or pointing people in the direction of a magic item or clue, rather than unleashing her true power at a moment’s notice.
When Gigi does decide to fight, she can be truly terrifying to behold. She is one of the most powerful witches in Avistan, and couples that with her natural abilities as a pooka. She usually fights under cover of invisibility, and uses debilitating spells to end combat quickly and efficiently. Gigi is proud of her magical prowess, but is well aware that a well placed knife can solve some problems spells cannot. If she is in a playful mood, or is fighting to teach a lesson rather than kill an enemy, Gigi will instead use Flyby Attack and Greater Dirty Trick to inconvenience and annoy opponents. Gigi is happy to play a support role in a fight, especially if teamed up with her right hand gal, Priscilla.
Gigi began her life as an ordinary phouka in the First World, who spent her time living hedonistically and annoying fey and mortals alike. One day, she came upon a chameleon caught in the web of a giant spider, and she let it free. She spent days watching this lizard, fascinated by its patience in hunting and movement, and followed its slow and steady journey. Eventually, the lizard led her to Mormo, the Goddess of Predators. That Great Old One had been regaining her strength and putting together her plots to strike against the Mother of Monsters Lamashtu. She had sent various reptiles out as living invitations, to extend an offer of allegiance to anyone who might notice. And Gigi was the only one who noticed.
Gigi became an instant convert and Mormo is now her patron, granting spells through that same chameleon (which Gigi named Liz). Since Mormo received a cool reception in the First World, Gigi decided to move to the Material Plane to support Mormo in the Great Game and to win her allies and converts. She chose Varisia as her home base because of the remarkable density of catastrophic events that occur there regularly, as well as the large number of adventurers fighting against said events. Gigi is the patron of several groups of adventurers, not all of whom know her real identity and agenda, and at least one of which knows her solely as a helpful disembodied voice. She is also one of the driving forces behind the increasing integration of goblins into the societies of other humanoids, as she has a soft spot for tricksy little monsters.
Defense
AC 44, touch 35, flat-footed 32 (+11 Dex, +1 dodge, +1 natural, +8 armor, +13 deflection)
hp 440(35d6+315)
Fort +25, Ref +32, Will +32; +4 vs. mind-influencing spells
DR 15/cold iron; Immune disease, divination, poison; SR 23
Defensive Abilities blur, eldritch shield, invisibility
Offense
Speed 40 ft., fly 40 ft. (average)
Melee dagger of subtlety +30/+25/+20/+15 (1d4+9/19-20), slam +23 (1d4+3), gore +23 (1d8+3) or 2 slams +28 (1d4+7), gore +28 (1d8+7)
Special Attacks hexes (DC 34, beast’s gift, delicious fright, evil eye, feral speech, fortune, regenerative sinew, slumber, speak in dreams, ward), sneak attack +5d6
Spell-like Abilities CL 12th, concentration +25 (+29 casting defensively)
At will—deep slumber (DC 26), major image (DC 26), suggestion (DC 26)
3/day—baleful polymorph (DC 28), blindness/deafness (DC 26), confusion (DC 27), dimension door, fear (DC 27), mirage arcana (DC 28), telekinesis (DC 28)
1/day—feeblemind (DC 28), greater shadow conjuration (DC 30), irresistible dance (DC 31), phantasmal killer (DC 27), song of discord (DC 29)
Spells CL 16th, concentration +32 (+36 casting defensively)
8th—demand (DC 34), horrid wilting (DC 34), maze, mind blank (already cast), prediction of failure (DC 34)
7th—harm (DC 33), heal (DC 33), jolting portent, shadow body, umbral strike (DC 33), waves of ecstasy (DC 33)
6th—cone of cold (DC 32), flesh to stone (DC 32), geas/quest, greater dispel magic, greater heroism, stone to flesh
5th—cure critical wounds (DC 31), greater forbid action (DC 31), inflict critical wounds (DC 31), overland flight (already cast), pernicious pranksters, reincarnate, waves of fatigue
4th—blessing of fervor, charm monster (x2, DC 30), death ward, debilitating portent, inveigle person (DC 30), neutralize poison (DC 30), wandering star motes (DC 30)
3rd—aversion (DC 29), bestow curse (DC 29, already cast), clairaudience/clairvoyance, fly, helping hand, remove blindness/deafness, speak with dead (DC 29), vampiric touch
2nd—anticipate peril (x2), cure moderate wounds (DC 28, x5), ghostly disguise (x2), inflict moderate wounds (DC 28, x5), mortal terror (DC 28, x2)
1st—charm person (DC 27), doom (DC 27, x2), identify, ill omen (x2), ray of enfeeblement (DC 27), vocal alteration (DC 27)
0th—arcane mark, dancing lights, detect magic, read magic
Patron—Fate
Tactics
Before Combat Gigi casts mind blank and overland flight on herself each morning. She also casts a bestow curse (-4 to all attack rolls, saving throws, skill and ability checks) into her witching gown each morning
Contingency Whenever Gigi is reduced to 100 hit points or below, she is teleported to the hidden basement of her house in the Sanos Forest
Statistics
Str 25, Dex 32, Con 28, Int 42, Wis 22, Cha 36
Base Atk +17; CMB +28 (+32 dirty trick); CMD 60 (62 vs. dirty trick)
Feats Accursed Hex, Agile Maneuvers, Bouncing Spell-like Ability (baleful polymorph), Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Eschew Materials, Extra Hex (x3: evil eye, feral speech, ward), Flyby Attack, Greater Dirty Trick, Improved Dirty Trick, Mobility, Quick Draw, Spell Penetration, Weapon Finesse
Skills Acrobatics +43, Appraise +51, Bluff +49, Diplomacy +49, Disable Device +33, Disguise +45, Escape Artist +43, Fly +43, Heal +38, Intimidate +49, Knowledge (arcana, local, nature, planes) +48, Knowledge (dungeoneering, religion) +45, Knowledge (history, nobility) +51, Linguistics +36, Perception +38, Sense Motive +38, Sleight of Hand +43, Spellcraft +48, Stealth +46, Use Magic Device +45
Languages Abyssal, Aklo, Common, Draconic, Elven, Gnome, Halfling, Sylvan, telepathy 100 ft, 20 others
Gear tome of clear thought +4 (expended), manual of bodily health +4 (expended), headband of mental superiority +6 (Appraise, Knowledge (history), Knowledge (nobility)), belt of physical might +6 (Str, Dex), dagger of subtlety (as sword of subtlety), hat of fortune’s favor (as headband), cackling hag’s blouse, witching gown, lesser cloak of displacement, periapt of health and proof against poison, bracers of armor +8, goggles of minute seeing, metamagic rod of Quicken Spell, rod of abrupt hexes, staff of vision, wand of cure serious wounds, ring of wizardry II, ring of spell turning, contingency statuette, scrying mirror, 4,000 gp worth of crafting supplies, 2 doses of herbs and oils for reincarnate spells, 80 pp, 7 gp
Spells Known As above, plus resurrection, greater teleport, contingency (as 6th level spell), break enchantment, hold monster, teleport, scrying, secure shelter, spite, remove disease, tongues, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, owl’s wisdom, mage armor, cantrips
SQ change shape (Small or Medium humanoid or Tiny to Large fey, alter self or fey shape II), legendary, quick change, scry on familiar, selective invisibility
Special Abilities
Eldritch Shield (Su) Gigi gains her Charisma modifier as a deflection bonus to Armor Class and Combat Maneuver Defense.
Expanded Wishgranter (Su): A vellemancer adds the following spells to her familiar for free: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The vellemancer can cast these spells only as part of her wishgranter ability, but she can sacrifice any prepared spell of 2nd level or lower to spontaneously cast one of these spells.
Invested Hex (Su): Each day, Gigi can implant a number of hexes equal to half her witch level plus her Intelligence bonus (24/day for Gigi). Any given creature can have only one hex implanted at a given time, and implanting a new hex ends the previous one (the witch still loses the use of this ability she spent on the previous hex). Only beneficial hexes capable of affecting another creature can be implanted with invested hex, and this counts against the uses per day of hexes with limited uses per day or per creature.
To implant a hex, the vellemancer must take a standard action and touch a willing creature. The vellemancer can activate the hex as a free action, or the hex can activate automatically when a single predetermined condition is met (decided when the hex is implanted). The subject must be within medium range (100 feet + 10 feet per level) for the witch to trigger the hex, but a predetermined condition can activate the hex regardless of range. An implanted hex lasts until the next time the witch regains her spells. Once triggered, a hex is no longer implanted and can’t be triggered again.
Invisibility (Su) Gigi remains invisible even when she attacks. She can activate or suppress this ability as a free action.
Legendary (Ex) Gigi's statistics are built off of 25 point buy and she has the equipment of a 20th level PC. This increases her CR by 1.
Quick Change (Su) Gigi can use her change shape ability as a move action.
Selective Invisibility (Su) When a phouka is invisible, it can choose to be visible to a single creature. A phouka can later choose to become invisible to that creature as well, but if that creature succeeds a DC 32 Will save, it can still see that phouka for the next 24 hours. The save DC is Charisma based.
Wishgranter (Su): A vellemancer can borrow mental strength from others’ hopes and dreams to empower her own spellcasting. A creature can make a wish as a free action at any time, even during the vellemancer’s turn. The vellemancer must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but it must describe an outcome that can be accomplished by casting a spell the vellemancer knows (for example, wishing to be more likable could supply the verbal component for alter self, eagle’s splendor, or even baleful polymorph, depending on the results). A vellemancer gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but she cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than one or more targets. A vellemancer is under no compulsion to grant a creature’s wish. Once the vellemancer grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.
Defense
AC 30, touch 14, flat-footed 28 (+2 Dex, +2 size, +8 natural, +8 armor)
hp 220 (effectively 35 HD)
Fort +10, Ref +18, Will +22
SR 21 (31 vs. divinations)
Defensive Abilities nondetection
Offense
Speed 20 ft., climb 20 ft.
Melee bite +21 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 8, Int 13, Wis 12, Cha 2
Base Atk +17; CMB +17 (+21 steal); CMD 23 (25 vs. steal, 27 vs. trip)
Feats Greater Steal (B), Improved Steal (B), Weapon Finesse
Skills Acrobatics +38, Bluff +25, Climb +10, Diplomacy +25, Disable Device +22, Disguise +25, Escape Artist +34, Fly +34, Knowledge (arcana, dungeoneering, local, nature, planes, religion) +30, Linguistics +21, Perception +33, Sense Motive +30, Sleight of Hand +42, Spellcraft +30, Stealth +54, Use Magic Device +25; Racial Modifiers +4 Acrobatics, +4 Stealth
Languages speak with master
Gear bracers of armor +8, wand of scorching ray (50 charges), contingency statuette
SQ empathic link,share spells, sneak
Special Abilities
Contingency: Is Liz is ever swallowed whole, she teleports back to a spot ten feet outside of Gigi’s house.
Sneak (Ex) Liz gains a competence bonus equal to half of Gigi’s witch caster level on Sleight of Hand and Stealth checks.
Variant Lizard (Ex) As a chameleon, Liz gains a +4 racial bonus to Acrobatics and Stealth checks, instead of the normal lizard racial skill bonus. As a familiar, a chameleon grants a +3 bonus to Stealth.
[Another OC, and one of the first ones I came up with before realizing that I could make an entire Monster Girl Summer out of it. Ada is definitely a version of myself, much like Jade Seven is. I tied her to Castle Xyntillian in this flavor text because it seemed like a good fit for for her, either as a powerful ally for lower level players, or as someone in need of rescue for higher level ones.]
Ada Shorewalker
CR 8 N Monstrous Humanoid
This anthropomorphic seal has long red hair and a gentle, curious expression. She wears a seal-skin cape and carries a spear.
Ada Shorewalker was always more interested in observation than in the actual hunt. While other selkies of her pack preferred to play malicious tricks on humanoids, Ada spent her time in tide pools and beach-combing, paying special attention to those land organisms that came to rest or forage on the seaside. As Ada grew up, she practiced her shapeshifting to emulate the other animals around her, and eventually grew in tune with nature to the point of learning druidic magic. She has now left her pack behind, exploring on land in order to learn more about the life that exists independently of the ocean.
Despite her gentle nature, Ada is especially interested in things like predator-prey relationships, decomposition and toxicology. Fungi are fairly rare in the ocean, and so she is fascinated by fungi and fungal creatures. When she is comfortable with someone, she often infodumps to them about all of the things she’s learned; her idea of “fun facts” is decidedly morbid and sometimes very gross. She views undeath as an aberration, but a particularly interesting one.
In combat, Ada switches from fun-loving to all business. She uses her animal focus to take on aspects like dolphin, orca or turtle, and then closes into melee with her spear or natural weapons. She prefers not to fight in wild shape mode, as Ada usually saves it to take a flying form if she needs to make a quick getaway. Ada is a little headstrong, and is not used to working alongside others, but given time and practice could become an excellent teammate.
Due to her attraction towards macabre topics, Ada Shorewalker has been considering an expedition to Castle Xyntillian. She has heard that Lake Xyntillian is home to an entire population of freshwater plesiosaurs, for example, and unusual plants and fungi grow throughout the grounds. She is confident that she can deal with any undead creatures that she encounters, because she has underestimated the sheer number of powerful undead that live on the grounds. She has no idea, for example, about powerful guests such as The Sickness or Debbie Twice-Born, or that Hubert Malevol the Huntsman has never stalked a selkie before and would be happy to add her head to his trophy collection.
Ada has red hair and a fat build in all of her humanoid forms. She gets along especially well with gnomes.
Ada Shorewalker CR 8
XP 4,800
Female selkie druid 6 (variant feral shifter)
N Medium monstrous humanoid (shapechanger)
Init +8; Senses darkvision 60 ft., Perception +14, scent
Defense
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +14; +4 vs. fey
Resist cold 10
Defensive Abilities resist nature’s lure
Offense
Speed 20 ft., swim 50 ft.
Melee masterwork spear +15 (1d8+6/x3), bite +9 (1d8+4) or bite +14 (1d8+6), 2 claws +14 (1d6+4)
Ranged masterwork spear +15 (1d8+4/x3) or sling +14 (1d4+4)
Special Attacks animal focus (6 minutes/day), aquatic focus, powerful blows (bite), shake, wild shape (2/day, Tiny to Large animal, Small elemental)
Spells CL 6th, concentration +10 (+14 casting defensively)
3rd—greater magic fang, neutralize poison (DC 16), speak with plants
2nd—barkskin, bear’s endurance, elemental speech, slipstream
1st—faerie fire, obscuring mist, produce flame, speak with animals
0th—detect magic, detect poison, purify food and drink, stabilize
Statistics
Str 18, Dex 18, Con 17, Int 16, Wis17, Cha 16
Base Atk +10; CMB +14; CMD 28
Feats Alertness, Combat Casting,Improved Critical (bite)B, Improved Initiative, Natural Spell, Power Attack, Skill Focus (Knowledge: nature)
Skills Bluff +9, Diplomacy +9, Disguise +9, Knowledge (arcana, dungeoneering) +9, Knowledge (geography) +12, Knowledge (nature) +17, Heal +12, Perception +14, Sense Motive +14, Spellcraft +12, Stealth +13, Survival +14, Swim +21
Languages Aquan, Common, Druidic, Gnome, Sylvan
SQ change shape (any Small or Medium humanoid, alter self), echo of reason, hold breath, nature sense, trackless step, wild empathy +9, woodland step
Gear seafoam shawl of resistance +1, pearl of power (1st level), wand of cure light wounds, scroll of lesser restoration, masterwork spear, sling with 10 bullets,coral and pearls worth 46 gp
Special Abilities
Animal Focus (Su): At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time. This ability replaces nature bond.
Aquatic Focus (Su) Ada Shorewalker draws her animal focuses from the list for the aquatic beastmaster hunter archetype.
Echo of Reason (Su) A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Shake (Ex) On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 16 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a –2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.
[This is one of many iterations of my “goth clown” persona, tailored to a low level game and with more emphasis on the clown. I created her for a freeform game run by @abominationimperatrix, which we haven’t gone back to yet. I do hope to. The Harley Quinn influence is very much intentional.]
Mad Maddy Maddison
CR 3 CG Humanoid (dark folk)
Clad in mismatched and brightly colored jester’s motley, this tiny woman is thin, muscular and pretty. At first glance she might appear to be wearing stage makeup, but her gray skin and black lips are their natural color.
Mad Maddy Maddison has had a very complicated and strange life already in her nineteen years, and is excited to see what happens next. She was born to a clan of dark folk living in the Darklands beneath the Brazen Peaks, and the caligni callers selected for her to be a dancer, one of the dark folk who act as intermediaries between settlements. Unfortunately, that meant that her wanderlust started at a very early age, and she managed to get separated from her family. She was found and given a home, but unfortunately it was by Mater Cachinnarum, the Mother of Sneers. This wicked bogeywoman pops up in nightmares throughout eastern Garund, and tried to raise Maddy to do the same. Even though Maddy was raised by Cachinnarum for a solid decade, she held true to her overall sense of kindness and good humor, and escaped by the grace of Cayden Cailean, who has a soft spot for all orphans and runaways.
Maddy made it to the bustling city of Katapesh where she currently works at the Night Circus, an entertainment troupe in the Night Markets. At the Circus, she is a talented juggler, percussionist, clown and occasional pickpocket. Her favored instruments are the zills. Maddy has a fascination with death and the undead, having been surrounded by ghouls and skeletons in Mater Cachinnarum’s care, and she is learning how to affect them with her magical music. She’s also working on making friends, something she’s never had a lot of. Her closest friend is a flumph named Taktii, who has given dire warnings about monsters in space. Maddy currently finds this concept more intriguing than scary.
Maddy stands a whole two and a half feet tall and carries a club as long as she is tall. She has a caffeine addiction, and rarely goes a day without several cups of coffee.
Mad Maddy Maddison CR 3
XP 800
Dark dancer bard 2 (dirge bard)
CG Small humanoid (dark folk)
Init +4; Senses Perception +8, see in darkness
Defense
AC 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 armor)
hp 33 (4d8+12)
Fort +3, Ref +10, Will +3; +4 vs. death effects, energy drain, fear, necromancy
Defensive Abilities haunted eyes
Offense
Speed 30 ft.
Melee masterwork greatclub +5 (1d8+1)
Ranged dagger +7 (1d3+1/19-20) or improvised weapon +7 (1d4+1) or splash weapon +8 (varies)
Special Attacks bardic performance (13 rounds, countersong, distraction, fascinate, inspire courage +1), dark curse, death throes, sneak attack +1d6
Spells CL 2nd, concentration +5
1st (3/day)—cure light wounds, fumbletongue (DC 14), hideous laughter (DC 14), ray of enfeeblement (DC 14)
0th—detect magic, mage hand, message, open/close, prestidigitation
Statistics
Str 13, Dex 18, Con 16, Int 14, Wis 8, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Point Blank Shot, Throw Anything
Skills Acrobatics +9, Bluff +8, Climb +10, Diplomacy +8, Escape Artist +9, Knowledge (arcana, religion) +7 (+8 vs. undead), Perform (comedy, percussion) +8, Perception +8, Sleight of Hand +9, Stealth +17; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Dark Folk, Kelesh
SQ poison use, secrets of the grave
Gear masterwork greatclub, 5 daggers, leather armor, 4 bells, masterwork zills, wand of disguise self (25 charges), alchemist fire (x4), holy water (x4), 3 doses black smear poison, 1 dose oil of taggit, coffee pot, mortar and pestle, 5 lbs coffee, jewelry worth 30 gp, 13 gp
Special Abilities
Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a –2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day.
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based.
Haunted Eyes (Ex) Maddy gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.
Secrets of the Grave (Ex) Maddy gains a bonus equal to half her bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, she may add one necromancy spell from the spell list of any arcane spellcasting class to her list of spells known at 2nd level and every four levels thereafter.
[This character was an NPC from my Age of Worms game, one of Filge’s undead minions after @canwefixitnoitsfucked took Filge from NPC to PC. Debbie’s name and personality were references to “Manos” the Hands of Fate; in that movie, Debbie is the poorly-dubbed little girl who gets turned into one of the undead. Debbie was much more of a joke character than a useful one, although Filge did keep her in a papoose to use her pale aura until she got too fragile to survive the kinds of AoEs they were dealing with. And since I brought Filge back as a weird mutant, I figured Debbie should get the same treatment.
The music box I refer to in the gear is new, but I think it fits well with the character. I assembled a whole huge soundtrack for Age of Worms, and both Filge and reality warping stuff were associated with Philip Glass music. Specifically, Filge’s themes were all taken from the Dracula score. So Debbie’s music box plays the theme from Candyman. ]
Debbie Twice-Born
CR 16 CE Undead
This young woman has a slight build with powerful and lean muscles, shorter than average but no less strong for it. Her hair is tousled and blonde, and her eyes are black pits looking over a mouth full of sharp, crooked teeth. She carries a bloodstained axe with practiced ease.
Debbie Twice-Born is Filge’s “daughter”. She is a slaymate, created from the daughter of a woman who Filge loved. The woman scorned Filge for his cruelty, and she and her daughter both died from a plague that Filge could easily have saved them from. Through Filge’s adventures, Debbie was quiet and distracted, complaining about the cold of death, and frequently looking for a lost puppy that may or may not have ever existed. When Filge was fragged by his own party, Debbie escaped, and wandered around Alhaster during the short lived Age of Worms on Oerth. When Kyuss died, the waves of powerful negative energy that suffused the region caused her to “grow up”, as it were, and advance from a child of about eight years old to a young woman of eighteen or so. Of course, she was still dead, and still crazy. But now much more dangerous.
Debbie Twice-Born spent a few months as a recreational serial killer before entering the Wormwarrens and finding her equally transformed “father” there. Filge now uses Debbie as his primary agent in the wider world, committing assassinations for him, gathering useful supplies and spying on his former allies. As her powers have grown, Filge has given her a longer leash, and she has made multiple excursions to alternate realities through the depths of the Shadow Plane.
Debbie’s latest excursions have brought her to Castle Xyntillian, where she is a guest of honor and mutually exploited. Debbie has considered merely butchering Aristide Malevol and stealing his role as head of the family, but knows that without finding and destroying his phylactery, that that would be a fool’s errand. Likewise, Aristide is happy to have a powerful pet assassin on hand who is ultimately disposable to him, but also wants to pick her brain about Filge’s exploits, powers and resources. Debbie is somewhat scatterbrained and never paid much attention to the technical details of necromancy, leaving such conversations a source of frustration for the Patriarch Lich. As far as actual friends within the family, Debbie Twice-Born gets along well with Hubert Malevol the Hunter, whose enormous kennels of mundane, monstrous and undead hounds give her plenty of doggies to play with.
Debbie Twice-Born CR 16
XP 76,800
Female variant giant slaymate slayer 10 (stygian slayer), shadowdancer 1
Init +4; Senses darkvision 60 ft., Perception +13
Aura pale (10 ft.)
Defense
AC 25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +3 natural, +5 armor, +2 deflection)
hp 221 (8d8+10d10+126)
Fort +13, Ref +13, Will +8; +2 vs. mind reading effects
Immune undead traits
Defensive Abilities half damage from falling, trap sense +3
Offense
Speed 30 ft.
Melee lifedrinker +22/+17/+12 (1d12+10/19-20x3 plus 2 negative levels), bite +16 (1d6+3 plus disease) or bite +21 (1d6+6 plus disease)
Ranged dagger +19 (1d4+6/19-20)
Special Attacks bolstering touch, sneak attack +4d6, studied target (+3, 3 targets, move or swift action)
Spell-like Abilities CL 10th, concentration +17
2/day—invisibility
10 minutes/day—shadowy mist form
Statistics
Str 22, Dex 18, Con -, Int 13, Wis 10, Cha 24
Base Atk +15; CMB +21; CMD 38
Feats Blind Fight, Canny Tumble, Combat Reflexes, Dodge, Extra Slayer Talent, Improved Critical (greataxe), Mobility, Nimble Moves, Power Attack
Skills Acrobatics +22, Bluff +16, Climb +11, Craft (traps) +11, Disable Device +26, Disguise +16, Escape Artist +17, Fly +11, Intimidate +14, Knowledge (arcana, religion) +6, Knowledge (planes) +3, Perception +13 (+18 finding traps), Perform (dance) +12, Sense Motive +13, Spellcraft +6, Stealth +22, Survival +13 (+18 following tracks), Swim +11, Use Magic Device +17
SQ exceptional resources (15th level PC, +4 Cha), grown up, hide in plain sight, slayer talents (bleeding attack +4, fast stealth, foil scrutiny, spell use, surprise attack, trapfinding)
Gear lifedrinker, +3 catskin leather, belt of physical might +2 (Str, Dex), headband of charisma +2, winged boots, bloodstained gloves, ring of maniacal devices, ring of protection +2, false face, dust of appearance, assassin’s dust, scroll of shadow walk, scroll of greater invisibility, scroll of dimension door, scroll of enervation, scroll of inflict critical wounds (x2), scroll of displacement (x3), scroll of mirror image (x3), 10 daggers, masterwork thieves tools, copper and bone music box worth 125 gp, 12 pp
Special Abilities
Bolstering Touch (Su) Three times a day, a slaymate can touch an undead creature to grant it a +1 profane bonus to attack rolls and damage rolls and +2 channel resistance for 1 minute.
Disease (Su) Pale wasting—injury; save Fort DC 20; onset 1 day; damage 1d4 Str and 1d4 Con; cure 2 saves. The save DC is Charisma based.
Exceptional Resources (Ex) Debbie has the treasure of a 15th level PC, and has used some of that money to obtain and use a tome of influence +4. These advantages give her a +1 increase to her CR.
Grown Up (Ex) As an undead child magically matured to adulthood, Debbie has a slightly different set of abilities than normal for the giant simple template. Instead of gaining a +4 bonus to Constitution, she gains a +4 bonus to Charisma, and a +10 foot increase to her land speed.
Pale Aura (Su) A slaymate exudes an aura that empowers necromantic magic. Any necromancy spell cast within a slaymate’s pale aura gains a +1 bonus to the DC (if any) and is cast at +1 caster level. A spellcaster within the slaymate’s aura can choose to use any metamagic feat he knows on a necromancy spell he casts without increasing the casting time or spell level. Doing so, however, deals damage to both the slaymate and the caster equal to 5 x the level the spell would ordinarily be adjusted to. There is no saving throw to resist this damage.
Shadowy Mist Form (Sp): At 10th level, a stygian slayer can transform into an inky black cloud of mist. This functions as gaseous form, except it also obscures vision as fog cloud. The slayer can use this ability for a number of minutes per day equal to his level. These minutes need not be consecutive, but must be used in 1-minute increments. This ability replaces the advanced slayer talent gained at 10th level.
Spell Use (Ex) At 7th level, a stygian slayer is able to use spell completion and spell trigger items as if they were an arcane caster with these spells on his spell list: darkness, forced quietUM, modify memory, nondetection, obscuring mist, phantom steed, shadow walk , and wizard spells of the illusion school of spell level 0 through 4th. The slayer’s uses their class level as their caster level for this ability. This ability replaces stalker.
[A present for my girlfriend, @abominationimperatrix. As you may be able to tell from the art, this OC started life as a Houndoom in a Pokemon setting. So we talked about how to fit her into Pathfinder, particularly my take on Pathfinder, and settled on the gerulfus. There’s definitely a tradition, possibly more in line with fakelore than folklore but still, of relatively benevolent dog-headed humanoids, like the wulver or dwayyo. Plus, I’m still awfully proud of digging up “gerulfus” as a generic name for dog-headed humanoids.]
Priscilla
CR 19 N Outsider (native)
This humanoid appears to be an anthropomorphic hellhound, with curving horns and a spade on the end of her tail. Her fur is a dark magenta hue, and growths like an external spinal column and ribs stretch along her back and sides. She wears mismatched leather armor and a spiked collar.
Before there was Priscilla, there was a gerulfus in the Sanos Forest. Created by the fears and anxieties of the people of Sandpoint, Wartle, and other nearby communities about everything from goblins to ghouls to the Sandpoint Devil, this gerulfus was determined to make the Sanos Forest its territory. Unfortunately, there was already a powerful monster occupying the forest—a phouka witch named Gigi, who considered herself the “Scary Fairy Godmother” of Varisia. Time and again, the gerulfus threw itself at Gigi, and time and again, Gigi repelled her with tricks and spells. Eventually a combination of fatigue and curiosity got the gerulfus to ask, “Why haven’t you just killed me?”
Gigi explained that she was impressed by the gerulfus’ tenacity and zeal, and thought that those qualities could be turned to more productive use. That was enough to start a friendship, which eventually blossomed into a romance. They talked of Gigi’s patron, Mormo the Goddess of Predators, and about how Golarion in general and the Inner Sea region specifically was plagued by demons and on the verge of ecological collapse. They also talked of identity and presentation, and Gigi helped Priscilla to decide on her new appearance, gender and name. Now reborn as her better self, Priscilla is Gigi’s right hand monster, and one of Mormo’s most powerful servitors in Avistan.
Priscilla is the bogey’s bogey. She hunts monsters that cause undue suffering and ecological catastrophe. Priscilla’s favorite prey are demons, as they are tactically challenging, worthy opponents, but she has fought an entire codex of creatures and lived to tell the tale. Prisciilla might be the foremost authority on monster biology, behavior and abilities in all of Avistan: certainly in Varisia. She has sworn her service to Mormo, and combines divine spells with her natural cunning in combat to eradicate Lamashtu cults and powerful monsters. Varisia is her most frequent hunting ground, but she can and does use her gerulfus magic to open portals to travel across the globe and into the First World.
Priscilla is a tenacious combatant. She may stalk prey for hours, even days, in order to observe their strengths and weaknesses. Her spells are primarily used to enhance her tracking abilities and to bolster the strength of her and her allies. Priscilla often fights alone, but may also lead commando raids of other Mormo worshipers, or work with local monsters and people who want to fight back against greater threats. Although she carries a bow and arrow for flying enemies, Priscilla eschews the use of melee weapons—she still likes to get her teeth and claws dirty. Against weaker foes, Priscilla uses stealth to take them out with a single decisive strike, but she does enjoy a good old fashioned, knockdown brawl now and again.
Priscilla CR 19
XP 204,800
Variant gerulfus inquisitor (sanctified slayer) 8
N Large outsider (native)
Init +13; Senses darkvision 60 ft., Perception +23, scent, see in darkness
Aura frightful presence (30 ft., Will DC 23)
Defense
AC 39, touch 23, flat-footed 33 (-1 size, +6 Dex, +9 natural, +7 deflection, +7 armor, +1 insight)
hp 303 (12d10+8d8+198)
Fort +20, Ref +16, Will +21; +4 vs. negative and positive energy effects
Immune fear; SR 21
Defensive Abilities fortification (50%), terror shield
Offense
Speed 40 ft., 60 ft. gallop
Melee +5 bite +34 (2d6+17), 2 +5 claws +33 (1d6+17)
Ranged +1 adaptive longbow +24/+19/+14 (2d6+12/x3)
Space 10 ft.; Reach 10 ft.
Psychic Magic CL 12th, concentration +19 (+23 casting defensively)
20 PE—crushing despair (DC 21, 3 PE), dancing lights (0 PE), dimension door (4 PE), dream scan (DC 22, 5 PE), ego whip II (DC 21, 4 PE), synaptic scramble (DC 21, 4 PE)
Special Attacks bane (17 rounds/day), breath weapon (60 foot line, 6d10 fire, Ref DC 26 half, 1d4 rounds), fear feeder, fey portal, scourge of the enemy (+2, Lamashtu), sneak attack +4d6, solo tactics, studied target (2 targets, +2, swift or move action)
Spells CL 8th, concentration +15 (+19 casting defensively)
3rd (4/day)—cure serious wounds (DC 20), dimensional anchor, heroism
2nd (6/day)—acute senses, follow aura, see invisibility, shield other
1st (6/day)—bane (DC 18), cure light wounds (DC 18), divine favor, shield of faith, tireless pursuit
0th—brand (DC 17), detect magic, detect poison, light, read magic, stabilize
Statistics
Str 32, Dex 22, Con 30, Int 19, Wis 24, Cha 24
Base Atk +18; CMB +30; CMD 55
Feats Combat Casting, Combat Reflexes, Dazzling Display, Exploit Lore, Extended Bane, Improved Monster Lore, Improved Natural Weapon (bite), Power Attack, Precise Strike (B), Shatter Defenses, Shielded Caster (B), Weapon Focus (bite)
Skills Acrobatics +22 (+26 when jumping, +34 jumping while galloping), Diplomacy +30, Fly +26, Intimidate +27, Knowledge (arcana, dungeoneering, nature, planes, religion) +22 (+33 identifying monsters), Knowledge (local) +19 (+30 identifying monsters), Perception +23, Sense Motive +27, Spellcraft +20, Stealth +23, Survival +23 (+27 when tracking)
Languages Abyssal, Aklo, Common, Sylvan, Undercommon, Varisian
Gear manual of gainful exercise +4 (expended), manual of bodily health +1 (expended), belt of physical might +6 (Str, Con), headband of mental superiority +4 (Diplomacy, Fly), amulet of mighty fists +5 and natural armor +2, +5 defiant (evil outsider) moderate fortification leather armor, +1 adaptive composite longbow, bane baldric, ring of tactical precision, spiritualist rings, longarm bracers, rod of negation, dusty rose prism ioun stone, pearl of power (3rd level), flying ointment (x2), wand of divine power (25 charges), wand of lesser restoration (40 charges), scroll of true seeing (x2), scroll of arcane sight, potion of haste (x2), 60 arrows, steel holy symbol of Mormo, hunting horn, 5 platinum rings for shield other, 340 gp
SQ cunning initiative, detect alignment (at will), discern lies (8 rounds/day), legendary, slayer talent (fast stealth), stern gaze, track, Zeal inquisition, zealous surge (15 hp)
Special Abilities
Fear Feeder (Su) A gerulfus gains one PE for every creature suffering from a fear effect within 30 feet of its space at the start of each of its turns.
Fey Portal (Sp) This ability functions as the planar travel function of the gate spell, except that it can only allow travel between the Material Plane and the First World. This functions as a 7th level spell cast at CL 12th.
Gallop (Ex) A gerulfus can switch between a two legged and four legged gait with ease. On all fours, its move speed is 60 feet, but it cannot make claw attacks any round in which is uses its gallop ability.
Legendary Priscilla’s statistics are built with 25 point buy, and she has the gear of a 19th level player character. This raises her CR by +1
Scourge of the Enemy (Ex) Priscilla treats worshipers of Lamashtu as if they were her favored enemy (as the ranger class ability), gaining a +2 bonus on the appropriate rolls.
Terror Shield (Su) A gerulfus gains a deflection bonus to AC equal to its Charisma bonus. Creatures immune to fear effects ignore this bonus, and a creature that casts remove fear on a gerulfus can make a DC 23 caster level check to suppress this ability for the duration of the spell.
Variant Gerulfus Priscilla loses the spell-like abilities of a typical gerulfus, and gains a breath weapon instead.
Zealous Surge (Sp) Once per day, when Priscilla is reduced to 0 or fewer hit points, she heals a number of hit points equal to her inquisitor level + her Wisdom modifier.