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Awake in Alucinar: Nightmare Dragon

nightmare dragon

Adult Nightmare Dragon       CR 14
XP 38,400
CE Huge dragon (extraplanar, nightmare)
Init +4; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 23), nightmare eater (60 ft.)

DEFENSE
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 212 (17d12+102)
Fort +16, Ref +12, Will +15
DR 10/magic; Defensive Abilities negative energy affinity; Immune cold, confusion effects, death effects, energy drain, paralysis, sleep; SR 15

OFFENSE
Speed 40 ft., fly 150 ft. (poor)
Melee bite +22 (2d8+7, Crit 19–20/x2), 2 claws +20 (2d6+3), tail slap +20 (2d6+7), 2 wings +20 (1d8+3)
Space 15 ft.; Reach 10 ft. (15 ft. with bite, tail slap)
Special Attacks crush,  nightmare breath (50-ft. cone, DC 18 Will save)
Spell-like Abilities (CL 17th; concentration +22)
     At will—darkness, nightmare (DC 20), shadow walk, sleep (DC 16)
Sorcerer Spells Known (CL 7th; concentration +12)
     3rd (5/day)—deep slumber (DC 18), dispel magic, inflict serious wounds (DC 18)
     2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
     1st (8/day)—grease (DC 16), inflict light wounds (DC 16), reduce person (DC 16), shield
     0th—detect magic, detect poison, disrupt undead (DC 15), mage hand, ray of frost, read magic

STATISTICS
Str 25, Dex 14, Con 22, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +26; CMD 38 (42 vs. trip)
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +18, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +20, Survival +25
Languages Abyssal, Common, Draconic, Undercommon
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Ghost Bane (Su) A nightmare dragon’s natural attacks act as though they have the ghost touch property.
Nightmare Breath (Su) Three times per day, a nightmare dragon can breathe a 50-ft. cone of shadows. Creatures that fail a DC 18 Will save are put to sleep for 1d6 rounds and when awoken they are confused for a number of rounds equal to half the amount of time they were asleep (minimum 1 round; no save).
Nightmare Eater (Su) The gluttony of the nightmare dragon allows it to spend a swift action to cause horrific dreams to invade the minds of sleeping creatures. These nightmares deal 2d6 negative energy damage and do not prompt a creature to awaken, healing the nightmare dragon the same amount of damage. The nightmare dragon can heal past its maximum hit point total though any additional temporary hit points vanish after an hour.
Umbral Scion (Ex) Nightmare dragons have negative energy affinity and are immune to energy drain and death effects.

 

[Submitted by Tim Snow!]

5E Rules

ADULT NIGHTMARE DRAGON
Huge dragon, chaotic evil
AC 18 (natural armor)
Hit Points 191 (18d12+74)
Speed 40 ft., fly 70 ft.
STR 22 (+6), DEX 14 (+2), CON 19 (+4), INT 18 (+4), WIS 20 (+5), CHA 20 (+5)

Saving Throws Dex +5, Con +8, Wis +10, Cha +10
Skills Deception +12, Insight +12, Perception +12, Persuasion +12, Stealth +10
Damage Immunities death effects, negative energy, poison
Condition Immunities poisoned
Damage Resistances bludgeoning from nonmagical weapons
Senses darkvision 60 ft., passive perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)

Legendary Resistance (3/day).
Nightmare Eater. As a bonus action, a nightmare dragon can deal 2d6 psychic damage to a sleeping creature, gaining a number of temporary hit points equal to the damage dealt. This does not awaken sleeping creatures.

ACTIONS
Multiattack. The nightmare dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, one target.
Hit: 17 (2d10+6) slashing damage.
Claw. Melee Weapon Attack: +10 to hit, one target.
Hit: 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, one target.
Hit: 15 (2d8+6) bludgeoning damage.
Frightful Presence. 120 ft., DC 20 Wisdom saving throw
Nightmare Breath (Recharge 5-6). The nightmare dragon exhales shadow in a 50-foot cone. Each creature in that line must make a DC 18 Wisdom saving throw, falling asleep for 1d6 rounds on a failed save. When they awaken they are confused for a number of rounds equal to half as long as they were asleep.

LEGENDARY ACTIONS
The nightmare dragon can take 3 legendary actions.
Detect. The nightmare dragon makes a Wisdom (Perception) check.
Ghost Bane. The nightmare dragon’s attacks count as magical for the purposes of overcoming damage resistances. Creatures immune to bludgeoning and slashing damage treat the nightmare dragon’s attacks as if they only had damage resistance instead.
Tail Attack. The nightmare dragon makes a tail attack.

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Awake in Alucinar: Galate

galate_nic-cloisterThis terrifying creature is a towering monstrosity that looms nearly twenty feet into the air. Six ears sprout from behind the curved horns at the top of its striped red face, the bone the same color as its hooves, the three claws extending from its arms, and the spined ridges running down its back to the end of its powerful tail.

GALATE CR 12
XP 19,200
CE Huge outsider (chaotic, daemon, evil, extraplanar, fire, nightmare lord)
Init +8; Senses darkvision 120 ft., detect good, see invisibility; Perception +16
Aura fire (5 ft., Reflex DC 21 halves or on fire), fear (60 ft., DC 21), frightful presence (60 ft., DC 21)

DEFENSE
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, -2 size)
hp 132 (16d10+64) regeneration 5 (good, silver)
Fort +10, Ref +11, Will +9; +4 vs. illusion-based effects
DR 10/good; Defensive Abilities illusion resistance; Immune acid, death effects, disease, fire, illusions, poison; Resist electricity 10
Weakness cold

OFFENSE
Speed 60 ft.
Melee gore +22 (2d6+8), 2 claws +20 (1d8+4 plus grab and 1d6 bleed, Crit 17-20/×3), tail +20 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks night terrors, rend (1d8+8),
Spell-Like Abilities (CL 16th; concentration +19)
Constant—detect good, elemental aura (fire), protection from good, see invisibility
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only)
3/day—deep slumber, detect thoughts, dream (DC 22), fly, invisibility, nightmare (DC 22), plane shift (from Aventyr to Alucinar or back again), shadow walk (DC 23), stinking cloud (DC 16), suggestion
1/day—feeblemind, modify memory, shadow conjuration (DC 21), shadow evocation (DC 22)

TACTICS
Before Combat The galate hides in the shadows or out of sight, using deep slumber and then nightmare on anyone that falls asleep.
During Combat Using its tremendous speed and strength a galate runs out to grab any spellcasters with its claw attack, dragging them away with shadow walk the next round and then deep slumber and its night terrors attack. It teleports back and knocks any remaining enemies unconscious, using night terrors and dream slave afterward.
Morale Galate fight to the (feigned) death and until they are completely destroyed.

STATISTICS
Str 26, Dex 12, Con 19, Int 14, Wis 9, Cha 17
Base Atk +16; CMB +26 (+30 grapple); CMD 37
Feats Critical Focus, Great Fortitude, Improved Critical (claws)B, Improved Initiative, Multiattack, Power Attack, RunB, Sickening Critical, Spring AttackB, Vital Strike
Skills Escape Artist +20, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +18, Sense Motive +18, Stealth +16, Survival +18
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ critical claws, dream slave, feign death, nightmare magic

ECOLOGY
Environment Alucinar
Organization solitary
Treasure double

SPECIAL ABILITIES
Critical Claws (Ex) A galate’s claws have a regular critical threat range of 19-20 and a critical modifier of x3, and galate receive Improved Critical (claws) as a bonus feat.
Dream Slave (Su) Instead of killing a target with its night terror ability, a galate may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors.
Feign Death (Ex) Whenever a galate is unconscious, it appears dead. A conscious galate can also make itself appear dead as an immediate action. Any creature that physically interacts with a galate feigning death must succeed at a DC 21 Heal check or DC 21 Will saving throw to recognize it is actually alive.
Frightful Presence (Su) This ability activates when the galate charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Night Terrors (Su) Once a galate enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the galate. Thereafter, the galate controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the galate releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

5E Rules

GALATE
Huge outsider, chaotic evil
AC 17 (natural)
Hit Points 126 (12d12+48)
Speed 60 ft.
STR 22 (+6), DEX 12 (+1), CON 19 (+4), INT 14 (+2), WIS 9 (-1), CHA 17 (+3)
Saving Throws Str +10, Wis +7, Cha +7
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, death effects, disease, fire, illusions, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive perception 13
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Challenge 11 (7,200 XP)

Dream Slave. When a galate kills a creature under the effects of its dream spell, it can instead choose to revive that creature. The creature is under the galate’s control, as if it had cast dominate monster.
Feign Death. A DC 22 Wisdom (Heal) check is required to tell that an unconscious galate is not dead. A galate can feign death as a bonus action.
Innate Spellcasting. The galate’s spellcasting ability is Charisma (spell save DC 17). The galate can innately cast the following spells, requiring no material components:
At will: dream, see invisibility
3/day each: eyebite (asleep only), invisibility, fly, sleep, teleport
1/day each: phantasmal killer, suggestion
Night Terrors. A galate can automatically succeed on one attack a round made against a creature affected by its dream spell. The galate can make this attack from any distance and through any barrier, so long as it is on the same plane as the target affected by its dream spell.

ACTIONS
Multiattack. The galate makes four attacks: one with its gore, two with its claws, and one with its tail. Alternatively, it makes one attack and casts one spell.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d8+6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 8 (1d10+3) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The galate has two claws, each of which can grapple only one target.
Tail. Melee Weapon Attack: +10 to hit, one target.
Hit: 10 (2d6+3) bludgeoning damage.

[Submitted by Tim Snow!]

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Awake in Alucinar: Dreamghost Template

dreamghostSome creatures find themselves in Alucinar due to unfinished business in the waking world. Most were obsessed with something in their waking life and whether dead or alive, they manifest themselves as dreamghosts while on the Plane of Dreams. This obsession becomes an “anchor effect” that must be resolved or the dreamghost is doomed to spend eternity on the Dreaming Island.

Dreamghost (CR +2)
Dreamghost is an acquired template that is only added to a creature that manifests itself in Alucinar.

CR: Same as base creature +2.
Alignment: Same as base creature.
Immunity: The base creature becomes immune to sleep effects.
Special Defenses: The base creature gains the incorporeal special quality and its attacks (both manufactured and natural) gain the ghost touch property. When destroyed, the base creature reappers within 1d4 hours unless the “anchor effect” that keeps them in Alucinar is resolved.

Special Attacks: A dreamghost gains two special attacks as detailed below. The save DCs for the attacks are equal to 10 + ½ of the dreamghost’s Hit Dice + the dreamghost’s Charisma or Wisdom modifier (whichever is higher).
Mass Sleep (Su) As a standard action the creature may cause a magical slumber (as the sleep spell) to come upon a number of creatures equal to the dreamghost’s Hit Dice (Will negates). This ability affects targets of any hit dice and is only limited by the number of targets the dreamghost can select.
Nightmare (Su) As a standard action, the dreamghost may cause a nightmare (as per spell) to a number of sleeping creatures equal to the dreamghost’s Hit Dice (Will negates).

Ability Scores: Int +4, Wis +4, Cha +4.
Skills: A dreamghost gains a +8 racial bonus to Knowledge (planes), Perception, and Stealth checks.

5E Rules

Dreamghost Template
Any type of non-undead creature can become a dreamghost. When a creature becomes a dreamghost, it retains all statistics except as noted below.

Senses. The dreamghost gains darkvision 60 feet.
Resistances. The dreamghost gains resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities. The dreamghost gains immunity to cold and poison damage. The dreamghost gains immunity to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Challenge Rating. Increase by +2.
Incorporeal Movements. Dreamghosts can treat other creatures and objects as difficult terrain to move directly through them but takes 5 (1d10) force damage on any turn it that ends with it inside of an object.
New Ability: Alucinar Sight. The dreamghost can see 60 feet into Alucinar (the Plane of Dreams) when it is on the Material Plane, and vice versa.

 

[Submitted by Rory Toma!]

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Awake in Alucinar: Ameslari (New Player Race)

ameslari 2
AMESLARI

The ameslari are rarities in their native dimension of Alucinar and virtually unheard of in Aventyr. These anomalies are not naturally occurring and do not possess true souls of their own—they are the accrued essence of intelligent creatures that died while sleeping or within the boundaries of the Plane of Dreams. Being composed of the fractured minds of multiple souls makes each ameslari vastly different from the next, but they share similar traits and with no better allies available on the Dreaming Island, often band together for safety.

History
Ameslari have been a part of Alucinar for as long as any can remember, including the dream dragon Sleepless Sonuvanje. However their disparate natures make unifying cultural standards virtually impossible, their nomadic way of life leaves little to build upon, and with no means to naturally procreate there is very little incentive to leave something for the “next generation”.

Physical Description: Ameslari have a primary form and a secondary persona that changes with each day after a period of restful meditation. The primary form can be of any humanoid, and the secondary form can be of anything at all, though it is shrouded and shaded with the magenta and violet hues of Alucinar.

Society: With no major traditions and a persistently nomadic lifestyle, ameslari have only one means through which they bond: storytelling. Bards and minstrels among their number are honored individuals highly valued for their craft, though over time all ameslari tend to develop a mastery for telling tales.

Relations: The pervasive dangers of the Plane of Dreams make kindliness and generosity among ameslari paramount—trust and loyalty are their primary weapons against the dangerous and varied monsters that wander Alucinar. They are wary of newcomers but once it is clear there is no danger, ameslari are willing to share their companionship with anyone.

Alignment and Religion: Ameslari worship a variety of deities and gods, with a particular fondness for Leahcim and a violent hatred for “the dead god“.

Adventurers: Most ameslari remember being adventurers before their untimely demise and have a hard time kicking the habit.

Ameslari Names: Ameslari tend to combine the names their various parts once had when living.

ameslari race project file

AMESLARI RACIAL TRAITS
+2 Charisma, -2 Constitution: Ameslari are easy to relate to and possess a powerful presence, but their bodies tend to be frail.
Native Outsider: Ameslari are outsiders with the native subtype.
Medium: Ameslari are Medium creatures and receive no bonuses or penalties due to their size (some ameslari are Small-sized, but most are not).
Normal Speed: Ameslari have a base speed of 30 feet.
Darkvision: Ameslari can see in the dark up to 60 feet.
Low-Light Vision: Ameslari can see twice as far as humans in conditions of dim light.
Dreamtouched (Su): Ameslari are naturally attuned to the energies of other worlds. Armor worn by ameslari and weapons wielded by ameslari are treated as if they had the ghost touch enchantment (even nonmagical armors and weapons).
Shadowless (Su): Ameslari do not cast shadows and receive a +4 racial bonus on saves against any shadow effect or spell with the shadow descriptor.
Languages: Ameslari begin speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

 

5E RULES

AMESLARI TRAITS
Ability Score Increase. Your Charisma score increases by 2.
Age. Ameslari do not age and live until slain.
Alignment. Most ameslari are neutral. As a rule, they are kind and generous amongst themselves and anyone that has gained their trust. They can also be absent-minded, distracted by the fractured nature of their composite selves.
Size. Ameslari average about 5 or 6 feet tall and weigh over 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dreamtouched. Weapons wielded by ameslari ignore any bludgeoning, piercing, or slashing resistances possessed by a creature that has incorporeal movement. This includes nonmagical weapons.
Shadowless. Ameslari do not cast shadows, possess resistance to necrotic damage, and can heal necrotic damage normally.
Languages. You can speak, read, and write Common.

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Bogs of Bane: Somnambular Skurgxon Swarm

somnambular skurgxon swarmSomnambular Skurgxon Swarm     CR 8
XP 4,800
CE Fine outsider (native, extraplanar, robot, swarm)
Init +8; Senses darkvision 60 ft., lifesense, thoughtsense 60 ft.; Perception +16

DEFENSE
AC 22, touch 22, flat-footed 18 (+4 Dex, +8 size)
hp 65 (10d10+10); fast healing 3
Fort +3, Ref +11, Will +7
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Weaknesses swarm traits, vulnerability to critical hits, vulnerable to electricity

OFFENSE
Speed 40 ft., climb 40 ft., fly 40 ft. (perfect)
Melee swarm (2d6 plus sleep 1d4 rounds, dream gouger and virulent touch)
Space 10 ft.; Reach 0 ft.
Special Attacks sleep (Will DC 15), dream gouger, virulent touch (Fort DC 15)

STATISTICS
Str 3, Dex 19, Con 10, Int 11, Wis 10, Cha 2
Base Atk +10; CMB —; CMD
Skills Fly +20, Escape Artist +20, Perception +16, Sense Motive +13, Spellcraft +13, Stealth +24, Survival +13, Use Magic Device +9; Racial Modifiers +4 Stealth
Feats Improved Initiative, Run, Skill Focus (Escape Artist, Perception), Toughness
SQ compression
Languages envisaging

ECOLOGY
Environment Alucinar
Organization solitary, pair, or clutch (3-8)
Treasure none

SPECIAL ABILITIES
Dream Gouger (Ex) Creatures that take damage from a somnambular skurgxon swarm make a DC 15 Will save or fall asleep for 1d4 rounds, enduring vivid nightmares that gouge their soul and bestow 1d2 negative levels. A DC 19 Fortitude save negates the negative levels but staggers the creature for 1d4 turns. After successfully saving against this effect, a creature can only be staggered by it for 1 round durations for the next 24 hours.
Virulent Touch (Ex) When a somnambular skurgxon swarm deals damage with one of its natural weapons, a creature or object hit by it takes an additional 1d6 negative energy damage 1d4 rounds later (DC 15 Fortitude save negates).

 

5E Rules

SOMNAMBULAR SKURGXON SWARM
Tiny outsider, chaotic evil
Armor Class 17 (3 natural armor)
Hit Points 35 (10d4+10)
Speed 40 ft., climb 40 ft., fly 40 ft.
STR 3 (-3), DEX 19 (+4), CON 12 (+1), INT 11 (+0), WIS 10 (+0), CHA 2 (-4)
Skills Perception +8, Stealth +8
Damage Resistances bludgeoning, piercing, poison, slashing
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages Abyssal, Terran
Challenge 4 (1,100 XP)

Biomechanical Flaws. A somnambular skurgxon swarm takes +50% damage from attacks and spells that deal lightning damage. A somnambular skurgxon swarm becomes stunned for 1 round when critically hit (despite their immunity).
Swarm.

ACTIONS
Virulent Touch. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. The swarm heals a number of hit points equal to half the necrotic damage it deals. This damage cannot be healed until a long rest or when on the plane of Alucinar.

[Submitted by Tim Snow! Artwork by Sara Shijo!]

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Bogs of Bane: Clergy of the Current

clergy of the currentRising from the murk is a foul creature with whipping tentacles sprouting from its head and body.
CLERGY OF THE CURRENT          CR 10
XP 9,600
Elder thing (Pathfinder RPG Bestiary 4) cleric 6
CN Medium aberration (aquatic)
Init +2; Senses all-around vision, darkvision 60 ft.; Perception +16

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 116 (13d8+58)
Fort +16, Ref +9, Will +16; +2 insight bonus vs. mind-affecting
Immune cold; Resist fire 10, guarded mind

OFFENSE
Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
Melee 5 tentacles +11 (1d4+2 plus grab)
Special Attacks channel positive energy 6/day (DC 16, 3d6), constrict (1d4+2)
Domain Spell-Like Abilities (CL 6th; concentration +9)
     6/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +9)
     3rd—create food and water, glyph of warding , hydrophobia (DC 16), water breathing[D]
     2nd—aboleth’s lung (DC 15), admonishing ray, augury, enthrall (DC 15), fog cloud[D]
     1st—bless, cause fear (DC 14), ceremony (DC 14), command (DC 14), obscuring mist[D]
     0th—create water, detect magic, read magic, scrivener’s chant
D Domain spell; Domains Void, Water [Deity: The Current]

STATISTICS
Str 15, Dex 14, Con 19, Int 20, Wis 17, Cha 17
Base Atk +9; CMB +11 (+15 grapple); CMD 23 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Divine Protection, Elemental Channel, Endurance, Great Fortitude, Leadership
Skills Diplomacy +11, Disable Device +8, Fly +7, Heal +14, Intimidate +10, Knowledge (arcana) +16, Knowledge (engineering) +10, Knowledge (planes) +10, Knowledge (religion) +15, Perception +16, Sense Motive +15, Spellcraft +16, Survival +13, Swim +20, Use Magic Device +10
Languages Aklo, Aquan, Common, Elder Thing, Sylvan, Terran
SQ amphibious, hibernation, limited starflight, no breath

This elder thing cannot recall when or where it first encountered the immense, unfathomable mind of the Current. The touch of the powerful wave of thoughts from the Maddening God had a profound effect on the creature—now somewhat insane, it was commanded to travel to the Vast Swamp and re-consecrate a temple that had fallen into ruin. Located close to a large swath of rare plants whose pollen and spores caused a soporific effect on humanoids and animals, some creatures near the shrine found it possible to reach out to the presence of the Current while in dreams induced by the spores. With a leader among them the site quickly became considered holy to the Current and its worshippers, a place of pilgrimage for its insane followers. The elder thing’s alien interest in creating lasting works of architecture has resulted in it converting some of the local fey creatures to the Current, imparting various amphibious abilities that aid in their tasks of rebuilding and expanding the church submerged in the swamp close to the Dreaming Fields.

This wolverine’s eyes possess the unmistakable glint of intelligence and its mouth seems to twitch as if it were about to laugh.
Amphibious Fey Wolverine         CR 3
XP 800
CN Medium fey (animal, aquatic)
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (3d8+12)
Fort +6 (-2 vs. gasses, contact and inhaled poisons), Ref +6, Will +2; +4 vs. mind-affecting effects
DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses breathing skin

OFFENSE
Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (good), swim 30 ft.
Melee bite +3 (1d4+1), 2 claws +3 (1d6+1)
Spell-Like Abilities (CL 3rd; concentration +4)
     3/day—dancing lights
     1/day—entangle (DC 12), faerie fire, glitterdust (DC 13)
     3 rounds/day—vanish (swift action)

STATISTICS
Str 13, Dex 17, Con 17, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +7 (+3 to jump), Climb +14, Perception +10, Stealth +9
Languages Aquan, Sylvan
SQ amphibious, rage

Their savage nature and the ability to travel anywhere in the swamp make fey wolverines ideal guards and soldiers for the elder thing.

 

5E Rules

In place of the elder thing, use the “Mind Flayer Arcanist” variant with the addition of the amphibious quality, a 20 ft. fly speed, and a 40 ft. swim speed. For the amphibious fey wolverines, use the “Hook Horror” entry with the addition of the amphibious quality, 20 ft. burrow speed, and 30 ft. swim speed.

[Submitted by Martin Blake!]