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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!]

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Bogs of Bane: Minotoyle

minotoyleThe torso of this man-bull is enormous and you are impressed by the detail the sculptor put into this incredible dark gray rock statue.

MINOTOYLE    CR 6
XP 2,400
CE Large monstrous humanoid (earth)
Init +2; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size)
hp 68 (8d10+24
Fort +9, Ref +4, Will +7
Defensive Abilities natural cunning; DR 10/magic

OFFENSE
Speed 40 ft.
Melee 2 claws +11 (1d8+4), bite +6 (1d6+4), gore +6 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks fiendishly powerful charge (gore +13, 2d6+6)

TACTICS
Before Combat Minotoyles use their fiendish camouflage and freeze abilities to stay hidden or appear as simple statues.
During Combat Minotoyles begin their assault with a fiendishly powerful charge. When fighting in groups they switch targets frequently, but when alone a minotoyle focuses on the most heavily armored targets first.
Morale Minotoyles have been bred to serve and their masters reinforce that notion heavily; these creatures fight to the death unless ordered not to by the creature they serve.

STATISTICS
Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 7
Base Atk +8; CMB +13 (+15 bull rush); CMD 26 (28 vs. bull rush)
Feats Dodge, Improved Bull Rush, Multiattack, Power Attack
Skills Acrobatics +5 (+35 to jump), Intimidate +7, Perception +10, Stealth +11 (+17 in stony areas), Survival +5; Racial Modifiers +30 Acrobatics to jump, +2 Stealth (+6 in stony environs); Size Modifiers -4 Stealth
Languages Abyssal, Common, Terran, Undercommon
SQ fiendish camouflage, freeze

ECOLOGY
Environment any (Vast Swamp)
Organization solitary, pair, or gang (3-12)
Treasure none

SPECIAL ABILITIES
Fiendish Camouflage (Ex) By spending two consecutive full-round actions remaining still and using its freeze ability, a minotoyle’s stony exterior changes colors and patterns to match the creature’s surroundings, granting it a +10 circumstance bonus to Stealth checks so long as it remains completely still.
Fiendishly Powerful Charge (Ex) A minotoyle can incorporate an Acrobatics check to jump when using the charge action against an opponent. In addition, when the minotoyle jumps into a square adjacent to a creature as part of its charge action and makes a gore attack, it rolls twice and takes the better result.

 

There was a once a powerful cabal of mages that attempted to overthrow and murder the Mud King, but the demon got the better of them. Rather than kill his prisoners he transformed them into subservient slaves using their magically-empowered souls to bind together several minotaurs and gargoyles; what resulted were incredibly strong, tough, and subservient creatures he deemed minotoyle. They are most commonly found in the Mangrove Maze but when sent on a task, it’s been said that some travel the breadth of Aventyr until it is completed.

 

5E Rules

MINOTOYLE
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 76 (9d10+27)
Speed 40 ft.

STR 18 +(4), DEX 11 (+0), CON 16 (+3), INT 9 (-1), WIS 16 (+3), CHA 9 (-1)

Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Terran
Challenge 4 (1,100 XP)

Agile Jumper. The minotoyle may jump as part of a charge and automatically adds +15 ft. to its jump distances.
False Appearance. As a gargoyle’s.
Fiendish Camouflage.
While the minotoyle remains motionless, it may change the color of its skin to that of its surrounding to gain advantage on Stealth checks.
Fiendish Charge. If the minotoyle moves at least 10 feet straight toward a target and uses agile jump in conjunction with a gore attack, the targets takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone; the target has disadvantage on this Strength saving throw.
Labyrinthine Recall. As a minotaur’s.
Reckless. As a minotaur’s.

ACTIONS
Multiattack. The minotoyle makes three attacks: one with its gore, one with its bite, and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

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Bogs of Bane: Bog Troll Raider

bog troll raider - zombie_ju-ju_creature__vito_rafiie

This unnaturally tall and thin giant lurks into view, the head of a recent enemy hanging bloody from one hand, a kukri the size of a scimitar in the other.

BOG TROLL RAIDER       CR 10
XP 9,600
CE Large humanoid (giant)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)
hp 133 (14d8+70); regeneration 10 (clean or holy water)
Fort +14, Ref +3, Will +3

OFFENSE
Speed 40 ft.
Melee bite +17 (1d8+8) and 2 claws +12 (1d6+4) or kukri +17/+12 (1d6+8, Crit 15-20/x2 and sickened 1 minute)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+8)

TACTICS
Before Combat Bog troll raiders are dull creatures only ever sent out for food and the occasional courtesan, and when not under directions from the Mud King, travel their territories and the areas nearby in search of prey.
During Combat A bog troll raider rushes at the closest opponent, trying to rip their enemy apart or smash it into sludge. Particularly attractive prey is captured and taken alive rather than killed.
Morale Bog troll raiders never retreat, frequently relying on their regeneration to overcome battles.

STATISTICS
Str 26, Dex 8, Con 20, Int 7, Wis 9, Cha 4
Base Atk +10; CMB +19; CMD 28
Feats Cleave, Critical Focus, Great Cleave, Improved Critical (kukri), Intimidating Prowess, Power Attack, Sickening Critical
Skills Intimidate +15, Perception +9
Languages Giant

ECOLOGY
Environment temperate or warm marshes
Organization solitary, pair, or gang (3–5)
Treasure triple

 

5E Rules

Use the “Troll” entry with the following changes: AC 17 (natural), Hit Points 124 (8d10+80), STR 26 (+8), CON 30 (+10), Abilities a bog troll’s regeneration is only disrupted by clean water or holy water, Attacks add +4 to all to-hit bonuses and to all damage rolls, Challenge 10 (5,900 XP).

 

[Submitted by Tim Snow!]

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Bogs of Bane: Mud Monster

mud monster - elemental_mud__eric_quigleyMUD MONSTER (Advanced Half-Fiend Mudlord)        CR 9
XP 6,400
CE Medium outsider (earth, elemental, native, water)
Init +10; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16

DEFENSE
AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural)
hp 103 (9d10+54)
Fort +12, Ref +12, Will +7
Defensive Abilities amorphous, DR 10/magic; Immune elemental traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
Weaknesses vulnerable to magic

OFFENSE
Speed 30 ft., fly 60 ft. (good), swim 40 ft.
Melee 2 slams +16 (2d6+6 plus grab) or bite +16 (1d6+6) and 2 claws +11 (1d4+3)
Ranged mudball +15 touch (blindness)
Special Attacks engulf (DC 20, 1d6+6 bludgeoning and smother), smite good 1/day (+2 attack, +9 damage), smother

Spell-Like Abilities (CL 9th; concentration +13)
3/day—darkness, poison
1/day—contagion, desecrate, unholy blight

TACTICS
Before Combat A mud monster hides in mire, waiting to ambush enemies.
During Combat Mud monsters move to engulf and then separate and isolate enemies (preferably within mud).
Morale Mud monsters are not fanatical and retreat when reduced to 15 hp or less.

STATISTICS

Str 23, Dex 22, Con 22, Int 16, Wis 19, Cha 15
Base Atk +9; CMB +15 (+19 grapple); CMD 31 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Lunge, Skill Focus (Stealth), Weapon Focus (slam)
Skills Acrobatics +18, Bluff +11, Climb +12, Escape Artist +18, Intimidate +14, Knowledge (planes) +9, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +21, Swim +20
Languages Abyssal, Terran
SQ compression, freeze (mud puddle)

SPECIAL ABILITIES
Engulf (Su) A mud monster can engulf no more than one Medium or two Small or smaller creatures at a time.
Mudball (Ex) A mud monster can throw a ball of sticky mud up to 30 feet at an opponent’s face as a ranged touch attack. It if hits, the target is blinded. Each round on its turn, the target can attempt a DC 20 Reflex save as a free action; if successful, the target shakes off the mud. The target or an adjacent creature can wipe off the mud as a standard action. The save DC is Constitution-based.
Vulnerable to Magic (Ex) A transmute mud to rock spell deals 1d6 points of damage per caster level to any mudlord in the area and automatically staggers it for 2d6 rounds.

ECOLOGY
Environment temperate or warm marshes or underground
Organization solitary, pair, or gang (3–12)
Treasure double

 

5E Rules

Use the “Yochlol” demon with the following changes: Hit Points 110 (13d8 + 52), Speed add a swim speed of 40 ft. and fly speed of 60 ft., STR 22 (+6), Damage Resistances add acid, Immunities add critical hits and sneak attack damage, Abilities remove shapechanger, remove spider climb, add earth glide, add searing smite 3/day to innate spellcasting, Slam Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 21 (6d6) poison damage, Challenge 9 (5,000 XP).

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Stealing Stones: Doc, Underworld Horror

Doc - Gitwerc UnderterrorDOC THE UNDERWORLD HORROR           CR 10
XP 9,600
Male gitwerc underterror 11
NE Large outsider humanoid (dwarf, gitwerc, native)
Init -2; Senses darkvision 120 ft., see in darkness; Perception +8
Aura dreadful presence 11 rounds/day (60 ft., -2 vs. fear, DC 18 Will or shaken 1d4 rounds)

DEFENSE
AC 23, touch 7, flat-footed 23 (+8 armor, -2 Dex, +8 natural, -1 size)
hp 133 (11d10+68)
Fort +8, Ref +5, Will +6
Defensive Abilities improved evasion; DR 5/chaos; Resist cold 5, electricity 5, fire 5
Weaknesses light blindness

OFFENSE
Speed 20 ft.
Melee 2 claws +16 (1d8+9 plus 1d6 acid, Crit 19-20/x2) and 2 tentacles +11 (1d8+5 plus 1d6 acid)
Special Attacks extra attacks (2), evolution surge 2/day (self only)
Space 10 ft.; Reach 15 ft. (20 ft. with Lunge)

HEL Pool Spell-Like Abilities (CL 11th; concentration +14; 5 points)
3rd (3 points)—baleful polymorph (DC 16)
2nd (2 points)—deeper darkness, dread bolt
1st (1 point)—bane, forbid action (DC 14), murderous command (DC 14)

TACTICS
Before Combat Doc uses his evolution surge ability to grant himself the increased damage (claws), increased damage (tentacles), and energy attacks (acid) evolutions, then activates his deeper darkness HEL power (centered on something small on his person). Alternatively he may choose grab instead of increased damage  and energy attacks (dealing melee damage as below but able to begin grapples on successful hits, with a CMB of +21 to grapple).
During Combat Doc trudges forward into his enemies using Lunge (taking a -2 to AC gaining +5 ft. reach to melee attacks). When a spellcaster or ranged specialist makes themselves known, Doc uses baleful polymorph on the current melee combatant and wails away at the greater threat. As soon as he is visible, Doc activates dreadful presence.
Morale Doc is quite insane (especially after waiting so long between transformations) and fights to the death.
Base Statistics Without his evolution surge, Doc’s statistics are: Melee 2 claws +16 (1d6+9, Crit 19-20/x2) and 2 tentacles +11 (1d6+5).

STATISTICS
Str 26, Dex 6, Con 20, Int 10, Wis 8, Cha 16
Base Atk +8; CMB +17; CMD 25
Feats Extra EvolutionB, Improved Critical (claws), Improved Natural Armor, Lunge, Multiattack, Run, Toughness
Skills Bluff +10, Disguise +8 (+18 as dweorg), Intimidate +8, Perception +8, Sense Motive +7, Stealth +8; Racial Modifiers +10 Disguise (dweorg)
Languages Common, Infernal, Undercommon
SQ change shape (alter self, dweorg only), evolution gift (2 evolution points, 1/day for 11 minutes), fiendish resistance, fiendish sorcery, infernal, skill training (Diplomacy, Sense Motive), mutable form (full-round action, 2 evolution points), undershape (Medium humanoid; alter self, 9 forms)
Evolutions (14 points; claws, damage reduction, improved natural armor [2], large, reach [claws], reach [tentacles], tentacle [2])
Gear +2 breastplate, amulet of mighty fists +1, belt of strength +2, ring of sustenance

SPECIAL ABILITIES
Dreadful Presence (Ex) Doc can transform his body into a hideous writhing mass of flesh that terrifies those that behold it as a swift action (lasting for 11 rounds per day). When activated, every creature within 60 feet of Doc receives a -2 penalty on saving throws against fear for the duration of the effect and must succeed on a DC 18 Will save or be shaken for 1d4 rounds. Transforming back is a free action. This is a mind-affecting fear effect.

 

5E Rules

Use the “Xorn” creature entry but with the following changes: Strength 22 (+6), Armor Class 18, Hit Points 80 (7d10+42), Speed no burrow speed, Skills Bluff +3, Disguise +3, Space 10 ft. by 10 ft., Languages Common, Infernal, Undercommon, no earth glide, no stone camouflage, no treasure sense, able to assume form of dwarf (dweorg and 9 other Medium-sized humanoids), Innate Spellcasting Charisma (spell save DC 11), At will: darkness, Attacks increase to hit bonus and damage of all attacks by +3, increase reach of claw attacks by +10 ft., Challenge 6 (2,300 xp).

 

 

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Stealing Stones: ignis the Stonespeaker

ignis the stonespeakerignis the Stoneshaper     CR 7
XP 3,200
Female zwerc stonespeaker 8
NE Medium humanoid (dwarf, fey)
Init +0; Senses darkvision 120 ft., low-light vision, tremorsense 30 ft.; Perception +3

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 48 (8d8+34)
Fort +9, Ref +2, Will +10;
Defensive Abilities stoneblood
Weaknesses light blindness

OFFENSE
Speed 20 ft.
Melee +1 heavy mace of impact +9/+4 (2d6+4, Crit x2)
Ranged exploding pebble +6 touch (8d6 bludgeoning, Range 20 ft, Reflex DC 23 halves; costs 2 uses of exploding earth)
Special Attacks elemental shape 2/day (small earth elemental), exploding earth 13/day (8d6 bludgeoning. Reflex DC 19 halves, range 45 ft.), exploding pebble, flaking armaments 2/day (+4 bleed to melee attacks)
Spells like abilities (CL 6th; concentration +4)
3rd (8/day)—stone shape
2nd (8/day)—binding earth
1st (8/day)—grease, stone shield
240 ft./day—dimensional steps (underground only)

TACTICS
Before Combat ignis buffs herself, chows down on a granite snack (gaining DR 3/— for 1 minute), and washes it down with a potion of mirror image.
During Combat ignis stays back, using exploding earth and exploding pebble at the nearest foe. Once out of uses she moves in brandishing her heavy mace.
Morale ignis tries to flee when reduced to below 10 hp using stone steps to get away, drinking a potion of invisibility after reaching a place safe enough for her to do so.

STATISTICS
Str 14, Dex 11, Con 16, Int 10, Wis 20, Cha 9
Base Atk +6; CMB +4; CMD 14
Feats Craft Wondrous Item, Destined by the Stone, Power Attack, Toughness
Skills Bluff +4, Intimidate +7, Knowledge (engineering) +6, Knowledge (geography) +9, Perception +14, Sense Motive +9, Spellcraft +5
Languages Common, Dwarven, Terran
SQ favored terrain (+4 underground, +2 mountains/hill, +2 Plane of Earth), stone steps, elemental shape, Stone lore
Combat Gear potions of cure moderate wounds (3), potion of invisibility, potion of mirror image; Other Gear +2 hide armor, granite snack (6), P.R.A.N.K.S.T.E.R.S. cypher note

Exploding Earth (Su) Stonespeakers can cause the ground to explode, dealing damage to those standing upon it or airborne as far as 5 feet away from it. A stonespeaker can use exploding earth a number of times each day equal to his class level + his Wisdom modifier. Using exploding earth is a standard action that provokes attacks of opportunity. It affects a 5-foot square of ground, and has a range of 25 feet plus 5 feet per two stonespeaker levels. Exploding earth inflicts 1d6 + the stonespeaker’s Wisdom modifier points of bludgeoning damage (Reflex DC 10 + ½ stonespeaker level + Wisdom modifier to halve the damage). The damage of exploding earth increases by 1d6 points every stonespeaker level. Exploding earth has no effect on flying creatures that are not standing on the ground.
A stonespeaker may expend two uses at once to add their level to the damage of an exploding earth attack, increasing the save DC to avoid it by +1 per 4 class levels (minimum 1).
At 5th level, a stonespeaker may expend an additional use of exploding earth with a swift action as part of a regular use to imbue the attack with more seismic energy, forcing their target(s) to also avoid being knocked prone (treat this as as a trip combat maneuver, using the stonespeaker’s level and Wisdom modifier to determine their CMB bonus). The stonespeaker does not provoke an attack of opportunity as normal for this trip attempt or be tripped in return when using this ability.

Stoneblood (Ex): At 3rd level, a stonespeaker’s vitals begin to calcify and her blood takes on many of the qualities of stone. She adds her stonespeaker level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

Stone Steps (Sp) At 5th level, a stonespeaker gains the dimensional steps ability (see the 8th-level conjuration school ability in the Pathfinder Core Rulebook). This ability only works underground or at ground level, for both departure and arrival points.

Elemental Shape (Su): At 6th level, a stonespeaker can transform into an earth elemental. This functions as the druid wild shape ability (see Pathfinder Core Rulebook), but when determining their uses per day of the ability, the stonespeaker’s effective druid level is equal to their stonespeaker level -2. A stonespeaker can only become an earth elemental.

Exploding Pebble (Su): As a standard action, you can create and throw a pebble (or other stone of similar size) that detonates when it strikes a target; this requires a ranged touch attack, and cannot inflict critical damage. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack for every four stonespeaker levels you possess. Any creature struck by the pebble takes damage as per exploding earth but receives a Reflex save to half the damage (DC 10 + stonespeaker level + Wisdom modifier) If the attack roll misses, the pebble harmlessly dissipates when it hits another surface. This ability is activated by expending two uses of exploding earth.

Flaking Armaments (Su) Once per day as a swift action, your wielded melee weapons become covered in bits of sharp stone that inflict bleed damage equal to 1/2 stonespeaker level after a successful hit. A bleeding creature continues to take bleed damage each round until it receives a Heal check (DC 10 + stonespeaker level + Wisdom modifier) to have obsidian flakes removed from its wounds; cure spells and other healing magic only halves the bleeding damage (minimum 1) until the flaking armaments enchantment ends.
In the event of a critical hit from a weapon with this enchantment, the target also suffers from a slow effect (as per the spell, using your stonespeaker level as caster level; no save or spell resistance). After a number of rounds equal to twice your stonespeaker level, your weapon’s obsidian flakes fall off and dissipate; creatures suffering from bleed damage inflicted with this ability now only require a DC 15 Heal check or any kind of healing magic to stop taking bleed damage.
At 8th level and every 4 levels after, you may use this ability one additional time per day. You must be at least 3rd level to select this ability.

 

5E Rules

Throughout the entire battle ignis stays in her earth elemental form; use the statistics for the “Earth Elemental” and treat her CR as 5. In addition, ignis can spend an action to activate either one of a copper dragon’s lair abilities as though she were the lair. ignis can only do this twice per lair ability per combat.

[Submitted by Tim Snow! More information on the zwerc dwarven subtype can be found here (subscriber link | shop link) and the stonespeaker base class is over here (subscriber link | shop link)!]

 

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