Strange Salve: Klavek Fogwarden and Juju Zombie Moose

klavek fogwarden and zombie mooseThe snarling of its undead moose mount is unsettling enough, but the very air around this wispy creature crackles with electric death, setting your hairs on end.

KLAVEK FOGWARDEN     CR 7
XP 3,200
Fogwarden cleric 2
NE Medium aberration
Init +5; Senses darkvision 60 ft.; Perception +9
Aura fear (30 ft., DC 14)

DEFENSE
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
hp 55 (8d8+16)
Fort +6, Ref +6, Will +9
Defensive Abilities electricity discharge (3d6 electricity, DC 13 Reflex halves for magical weapons); DR 10/magic; Immune cold, combat maneuvers, electricity, poison
Weakness vulnerability to sunlight

OFFENSE
Speed fly 40 ft. (perfect)
Special Attacks animate dead, channel negative energy 5/day (DC 13, 1d6), lightning bolt (30 ft. line, DC 16, 3d6 electricity, usable every other round)
Spell-Like Abilities (CL 2nd, concentration +4)
at will—animate dead
5 rounds/day—speak with animals

Cleric Spells Prepared (CL 5th, concentration +6)
1st—bane, calm animals, entropic shield, obscuring mist
0th—bleed, detect magic, guidance, virtue
Domain animal

STATISTICS
Str 13, Dex 21, Con 14, Int 12, Wis 14, Cha 15
Base Atk +4; CMB —; CMD —
Feats Combat Reflexes, Dodge, Flyby attack
Skills Fly +16, Intimidate +9, Perception +9, Sense Motive +6, Stealth +17 (+21 to move silently, +27 to hide in fog or mist); Racial Modifiers +4 to Stealth to move silently, +10 to Stealth to hide in fog or mist
Languages Auran, Common, Infernal
SQ aura, gaseous form

 

 

JUJU ZOMBIE MOOSE     CR 4
XP 1,200
NE Large undead
Init +7; Senses low-light vision, scent; Perception +9

DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 14 (4d8-4)
Fort +2, Ref +7, Will +3
Defensive Abilities channel resistance +4; DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10

OFFENSE
Speed 40 ft.
Melee gore +8 (2d6+6), 2 hooves +3 (1d8+3) or slam +8 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+9)

STATISTICS
Str 23, Dex 17, Con —, Int 2, Wis 14, Cha 7
Base Atk +3; CMB +10; CMD 23 (27 vs. trip)
Feats Endurance, Improved Initiative, Run, Toughness
Skills Climb +14, Perception +9; Racial Modifiers +8 Climb

 

5E Rules

KLAVEK FOGWARDEN
Medium aberration, neutral evil
AC 13
Hit Points 31 (7d8)
Speed 0 ft., fly 40 ft.
STR 10 (+0), DEX 17 (+3), CON 10 (+0), INT 13 (+1), WIS 15 (+2), CHA 14 (+2)
Saves: Advantage on Str, Dex & Con saves
Damage Resistances all non-magical damage
Damage Immunities lightning, necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., low-light vision, blindsight 60 ft. passive Perception 16
Skills Stealth +5
Challenge 6 (2,300 XP)
Languages Common, Undercommon
Incorporeal Movement. The Klavek fogwarden can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS
Animate Corpse. The electricity emanating from a Klavek fogwarden can animate a single dead, dying, or unconscious creature up to Huge size within 20 feet, turning them into what looks like a zombie. Corpses raised this way are under the Klavek fogwarden’s electrical control, but are not undead (and cannot be turned or rebuked). When the Klavek fogwarden is slain or moves more than 20 feet from the animated corpse or animates a different corpse, the animated corpse collapses and cannot be animated by the Klavek fogwarden a second time. Use the spell description for animate object for the statistics for the animated corpses except that they return their normal—non-magical—movement rates and types (fly speed, climb speed, swim speed, burrow speed etc). As a bonus action, the Klavek fogwarden controls the animated corpse’s movement and action.
Innate Spellcasting. The fogwarden’s innate spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks) . It can innately cast the following spells, requiring no material components:
At will witch bolt (damage 2d12 lightning per round, concentration)
3/day fog cloud (radius 40 ft., concentration), chromatic orb (lightning version only, damage 4d8), lightning bolt (damage 8d6)

 

ANIMATED MOOSE CORPSE
Large construct, neutral
AC 10
Hit Points 50
Speed 40 ft.
STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 13 (+1), WIS 15 (+2), CHA 14 (+2)
Damage Immunities lightning, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., low-light vision, blindsight 60 ft, passive perception 16
Challenge 2 (450 XP)

ACTIONS
Antlers or Hooves. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (2d10+2) slashing damage.

 

[Pathfinder builds by Tim Snow! Thanks goes out to Mick Hand for the 5E conversions of these two great monsters!]
Artwork by Sara Shijo!

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