This humanoid figure is tall and abnormally thin, with long fingers and nails. Its skin is pale and its bright blue eyes study you contemptuously.
The Archivist CR 9 XP 6,400
CE Medium outsider (demon, evil, extraplanar, chaotic) Init +8; Senses darkvision 60 ft, see in darkness, lifesense 100 ft, Perception +18
DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 76 (10d10+21) Fort +5; Ref +11; Will +11 DR 10/good; Immune poison, mind-affecting effects; SR 22 Special Defenses permanent mage armor
OFFENSE Speed 30 ft. Melee unarmed strike +6 (1d3) Special Attacks harvest memory, possession Spell-Like Abilities (CL 12th; concentration +19)
at will—command (DC 18), suggestion (DC 20), detect magic, read magic
3/day—dominate person (DC 22), mind fog (DC 22), greater command (DC 22)
When engaged in combat, the Archivist casts greater command, telling everyone to stand still. It then uses the harvest memory ability to remove a powerful spell from a spellcaster to use against its foes.
STATISTICS Str 10, Dex 18, Con 16, Int 20, Wis 18, Cha 18 Base Atk +6; CMB +6; CMD +20 Feats Improved Initiative, Combat Casting, Craft Wondrous Item, Spell Focus (enchantment); Greater Spell Focus (enchantment) Skills Appraise +7, Bluff +15, Diplomacy +15, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +18, Sense Motive +15, Spellcraft +15 Languages Infernal, Common, Draconic, Abyssal, Goblin
ECOLOGY Environment any Organization solitary Treasure none
SPECIAL ABILITIES Possession (Su) As a standard action, the Archivist may possess any object or creature that has an Intelligence score (negated by a DC 20 Will save). This save is Wisdom based. A possessed creature still maintains control, but the Archivist may assert control and direct its actions (a DC 24 Will save is required to resist being compelled). The Archivist may leave at any time, or automatically leaves if the creature is killed or the object is destroyed. Harvest Memory (Su) As a standard action, the Archivist may attempt to harvest a memory from any creature within 60 ft. (negated by a DC 22 Will save). If successful, the Archivist may steal and use a spell that the target can cast or steal a memory. This spell is removed from the target’s known spells as if the target cast it, and the Archivist uses its hit dice to determine the spell’s caster level. If a memory is stolen the target gains a negative level, and the Archivist gains a cumulative +2 luck bonus to all save and attack rolls.
Archivists live to collect information—they travel the planes, stealing new spells and memories from those they encounter to return them to the great libraries in the Abyss. They often possess natives of a plane or objects so that they can operate uninterrupted for great lengths of time. Sometimes they even possess those in leadership positions, and conduct social experiments with the power of the possessed.
This large humanoid figure has enormous hulking muscles, its skin dark, cracked, and stone-like. Several large crystalline shards extend outward from various parts of its form, seeming to have naturally formed upon the looming creature. Its gnarled and twisted face stares outward with fiery eyes in an expression of contempt and hatred. Ireful Hellion CR 9 XP 6,400 CE Large outsider (devil, evil, extraplanar, chaotic) Init +4; Senses darkvision 60 ft., see in darkness, telepathy 100 ft., Perception +18
DEFENSE AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size) hp 85 (10d10+30) Fort +6; Ref +11; Will +10 DR 10/good; Immune poison; Resist fire 10; SR 20
OFFENSE Speed 40 ft. Melee+2 jagged crystal fang +14/+9 (1d8+4) and +2 jagged crystal fang +14/+9 (1d8+4) Space 10 ft.; Reach 10 ft. Special Attacks aura of wrath Spell-Like Abilities (CL 10th; concentration +15) At will—charm person, command, polymorph (self only) 1/day—greater invisibility, nightmare (DC 22)
When engaged in combat the ireful hellion breaks off two razor sharp, jagged crystal fangs that juts out from its large body and wields them as melee weapons (that deal slashing damage).
STATISTICS Str 18, Dex 18, Con 17, Int 12, Wis 17, Cha 20 Base Atk +10; CMB +14; CMD 28 Feats Double Slice, Improved Critical (jagged crystal fang), Improved Two-Weapon Fighting, Two Weapon Fighting, Weapon Focus (jagged crystal fang) Skills Acrobatics +15, Climb +15, Escape Artist +15, Knowledge (planes) +15, Perception +18, Sense Motive +15, Stealth +10 Languages Infernal, Common (understands, but does not speak; will utilize in telepathy) Gear+2 jagged crystal fang (x2)
ECOLOGY Environment any; small locale, magically bound to the prime material plane Organization solitary with 6d12 hellion revenants Treasure none
SPECIAL ABILITIES Aura of Wrath (Su) As a full round action, the ireful hellion can radiate an aura of wrath in a 50 ft. radius. All creatures within the area of effect must succeed on a DC 10 Will save or become enraged for 1d4 rounds. Creatures enraged by this effect lose all sense of themselves and become overwhelmed with rage and violence. The affected creature gains a +3 to all melee attacks and the effects of haste, but cannot tell friend from foe and will expend actions attacking any target within their reach (randomly determined at the beginning of that creature’s turn). A creature who is already enraged in this manner and is again affected by the aura of wrath extends the enraged effect for another 1d4 rounds.
It is unknown what stature an ireful hellion may have once held in the infernal hierarchy, but eons of being bound and trapped on this plane have caused it to evolve into what is surely a viler abomination than its original form. The reason for its dimensional anchor to this plane has been long forgotten and lost to history, and an ireful hellion’s lair (where it is bound) is often ancient, ruined, and with geological traces which hint that the devil has been trapped there for many millennia.
A sentience whittled down by time to an unadulterated anger and vengeful wrath, an ireful hellion’s only purpose is to break its bonds and destroy anyone and anything that it happens to cross paths with. It has no allies and serves no master.
An ireful hellion has a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.
Throughout countless centuries, an ireful hellion may have trapped and consumed dozens (or even hundreds) of damned souls effectively building a small army of ethereal undead, which if ever released, would wreak havoc upon the world.
This featureless humanoid form stands about five feet in height, its form wreathed in ethereally translucent shadowlike veils. When it moves, though the apparition’s legs seem to be walking, its feet never touch the ground beneath it and it progresses with movements that could almost be described as graceful. Hellion Revenant CR 2 XP 600 CE Medium undead (incorporeal) Init +7; Senses darkvision 60 ft., greater lifesense; Perception +10 Aura unnatural aura (30 ft.)
DEFENSE AC 13, touch 13, flat-footed 10 (+3 Dex) hp 18 (4d8) Fort +4, Ref +4, Will +4 Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
OFFENSE Speed fly 60 ft. (good) Melee incorporeal touch (1d4 negative energy plus 1 point of Con drain [DC 15]) Special Attack inanimate possession
When released from the ireful hellion’s lair where it was imprisoned, the hellion revenant immediately attempts to flee to the largest concentration of nearby living creatures [in this instance, Steamtown] by utilizing its greater lifesense ability. To cause the most havoc among the living it encounters, the hellion revenant will attempt to possess frequently used everyday objects using its inanimate possession special ability.
STATISTICS Str —, Dex 16, Con —, Int 12, Wis 12, Cha 18 Base Atk +2; CMB +5; CMD 18 Feats Blind Fight, Combat Reflexes, Improved Initiative Skills Fly +5, Perception +5, Sense Motive +8, Stealth +10 Languages Common, Infernal
ECOLOGY Environment lair of an ireful hellion Organization pack 6-72 Treasure none
SPECIAL ABILITIES Constitution Drain (Su) Creatures hit by a hellion revenant’s touch attack must succeed on a DC 15 Fortitude save or take 1 point of Constitution drain. For each successful attack the hellion revenant gains 5 temporary hit points. The save DC is Charisma-based. Inanimate Possession (Su) Once per day a hellion revenant can possess an inanimate object within 10 ft. as a full-round action. Once an item is possessed it becomes a cursed item and radiates a 10 ft.-wide unnatural aura. To determine the effects of the curse bestowed upon an item due to possession by a hellion revenant see the Curse Chart [by Rory Toma and available later this week on the AaWBlog -JAM]. An item remains cursed until the revenant chooses to leave it (requiring a full-round action), the item is completely destroyed, or the effect is removed with remove curse (DC 15). When the curse effect is removed, the hellion revenant assumes its incorporeal form, stunned for 1d4 rounds before trying to flee until it can find another item to possess. Lifesense, Greater (Su) A hellion revenant notices and locates living creatures within a 5-mile radius, just as if it possessed the blindsight ability.
An ivory-skinned young human maiden, a waterfall nymph typically has dark blue or deep green hair and matching eyes. She always appears to be drenched and has a thin sheen of water that constantly moves across her skin. Usually dismissing the hindrance of clothing and equipment, at most a waterfall nymph wears a loose-fitting gown of gossamer fabric.
Waterfall Nymph CR 2 XP 600
CG Medium fey Init +4; Senses low-light vision; Perception +4
DEFENSE AC 19, touch 19, flat-footed 15 (+4 deflection, +4 Dex, +1 dodge) hp 13 (2d6+6) Fort +8, Ref +5, Will +8 DR 3/cold iron
OFFENSE Speed 30 ft., swim (perfect) 60 ft., water dancing special ability Ranged improvised, river stone +1 (1d4/20) Spell-Like Abilities (CL 2nd)
3/day—control water Spells Prepared (CL 2nd; druid)
1st—blend (water only), commune (with aquatic creatures)
0th—create water, know direction, resistance, virtue STATISTICS Str 8, Dex 18, Con 16, Int 16, Wis 14, Cha 20 Base Attack +1; CMB +6; CMD 20 Feats Agile Maneuvers, Dodge Skills Diplomacy +2, Escape Artist +2, Knowledge Nature +2, Perception +4, Stealth +2, Swim +12 Languages Common, Aquan SQ unearthly grace, water breathing
ECOLOGY Environment water or near a waterfall Organization hovel (6-24) Treasure standard
SPECIAL ABILITIES Unearthly Grace (Su) A waterfall nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. Water Breathing (Su) A waterfall nymph can breathe water freely as well as air. Water Dancing (Su) A waterfall nymph can move across the surface of constantly cascading water in any direction at her normal movement speed. This type of movement resembles a graceful dance across the moving surface of the waterfall.
Waterfall nymphs rarely wield weapons, using instead smooth river stones as a thrown bullets or their innate ability to control water to distract their enemies.
This enormous humanoid stands nearly fifty feet tall, and bears three sets of functional insect-like wings and a face that resembles a nightmarish insect. Several long tentacles protrude form the side of its head and its mouth is augmented with sharp pincers that gleam with spittle as it lets forth an ear-splitting roar while rising from its slumber within the temple, followed by the deafening buzz of its wings as they rev into a blur behind the monstrous thing’s back.
NAGHITH, THE MANY-WINGED FATHERCR 8 XP 4,800
CE Gargantuan outsider (insect, devil, extraplanar) Init +6; Senses darkvision 60 ft., see in darkness; Perception +16
DEFENSE AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural) hp 94 (9d10+45) Fort +11, Ref +12, Will +7 DR 8/good; Immune acid, poison; SR 19
TACTICS Before Combat Before engaging in direct combat, Naghith uses its spell-like ability to cast fear at the target that completed the temple lock puzzle. As its first action it takes flight, hovering 50 feet above the PCs before summoning a swarm (3d4) of gigantic locusts, which it commands to also engage the party. During Combat Naghith’s first attacks with its acid spit while mid-air. If the acid attacks seem less than effective then it lands. When it lands (or is forced to land), Naghith resorts to making melee attacks with its claws. If PCs wander into range of its tentacles, Naghith tries grapple and then use its pincer attacks. When Naghith is reduced to 30 or fewer hit points, it rips chunks of rubble from the ruined temple and hurls them at its opponents. After Combat Naghith fights to the death, but when reduced to fewer than 1/3 of its total hit points, if there’s no immediate aggression towards it, the giant creature retreats back into the temple where it slumbers to recover from its wounds. If awakened from this slumber, Naghith fights to the death.
STATISTICS Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21 Base Attack +9; CMB +14; CMD 31 Feats Combat Reflexes, Dodge, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run Skills Acrobatics +18, Bluff +17, Escape Artist +12, Fly +19, Intimidate +19, Perception +16, Sense Motive +18, Stealth +18 Languages Infernal; telepathy 100 ft.
ECOLOGY Environment any Organization solitary Treasure triple (Dogovor, Falchion of Accord)
SPECIAL ABILITIES Grasping Protrusions (Su) The many tendrils protruding from the side of Naghith’s head can be used to grapple a medium-sized creature within a 15-foot range.
A writhing mass of tentacles and teeth bursts from the ground. Whipping limbs surround its wide, tooth-filled maw, and its entire body is marked randomly with eyes—everytime you look at the them they appear to be in a new place. Reality swirls in waves around the monster as the world tries to push it back to the nightmare that spawned it.
Nogth Ma’klurl’uth, the Madness Slug CR 13 XP 25,600 CE gargantuan outsider (chaotic, evil, extraplanar) Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23 DEFENSE AC 29, touch 4, flat-footed 29 (+25 natural, -2 Dex, -4 size) hp 184 (16d10+96) regeneration 5 Fort +16, Ref +9, Will +16 DR 15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18 Defensive Abilities acidic blood OFFENSE Speed 20 ft., burrow 40 ft., swim 20 ft. Melee bite +24 (4d8+12), 4 tentacles +22 (2d6+12 plus grab) Space 20 ft.; Reach15 ft. Special Attacks breath weapon (60 ft. cone, Will DC 24, 1d6 wisdom drain), swallow whole (4d8+12 bludgeoning damage, AC 22, hp 18), feeding tentacles. STATISTICS Str 34, Dex 6, Con 22, Int 12, Wis 18, Cha 9 Base Atk +16; CMB +32 (+36 grapple); CMD 40 (cannot be tripped) Feats Blind Fight, Bloody Assault, Great Fortitude, Improved Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack Skills Knowledge (arcana) +20, Knowledge (planes) +20, Perception +23, Sense Motive +23, Spellcraft +20, Stealth +17, Swim +31 Languages telepathy 120 ft. SQ Change shape (drow witch; see below) SPECIAL ABILITIES Acidic Blood (Ex) Nogth Ma’klurl’uth’s blood can corrode metal on contact. If a creature damages Nogth Ma’klurl’uth with a piercing or slashing weapon made of metal, Nogth Ma’klurl’uth’s blood deals 5d6 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal’s hardness). The weapon’s wielder can halve the damage the weapon takes by making a successful DC 22 Reflex save. Creatures made of metal that deal slashing or piercing damage to Nogth Ma’klurl’uth with a natural attack take 5d6 points of acid damage (a DC 22 Reflex save halves this damage). The corrosive elements of the blood fade 1 round after it leaves Nogth Ma’klurl’uth’s body or it dies. The save DC is Constitution-based.
Aura of Madness (Su) Any creature within 15 ft. of Nogth Ma’klurl’uth must take a DC 20 Will save or fall under the effects of a confusionspell (CL 16th) for 1d10 rounds. 1-25 act normally 25-50 do nothing but babble incoherently 51-75 deal 1d8 points of damage + Str modifier to self with item in hand 76-100 attack nearest creature (a familiar counts as part of the subject’s self) Whether or not the save is successful, that creature cannot be affected again by Nogth Ma’klurl’uth’s aura of madness for 24 hours. This is a mind-affecting effect.
Breath Weapon (Su) Swirling mass of solidified madness. 60 ft. cone, Will save DC 24 to negate, 1d6 wisdom drain. Nogth Ma’klurl’uth can use its breath weapon once every 1d4 rounds. An opponent reduced to zero or below in wisdom by Nogth Ma’klurl’uth’s breath weapon gains a severe insanity from the list below (curable DC 24). 1-3 paranoia 4-6 schizophrenia 7-9 psychosis 10-12 multiple personality disorder See the “Sanity and Madness” section in Chapter 8 of Pathfinder Roleplaying Game: Gamemastery Guide for the specific rules of each one of these types of insanity.
Feeding Tentacles (Ex) Nogth Ma’klurl’uth can transfer one creature with the grappled condition from a tentacle to its mouth as a free action at the beginning of its turn. The creature does not lose the grappled condition during the transfer and starts in Nogth Ma’klurl’uth’s mouth with the grappled condition to be either swallowed whole or bitten.
Ferocity (Ex) Nogth Ma’klurl’uth continues to fight even when reduced to negative hit points.
Horrific Death (Ex) When Nogth Ma’klurl’uth is first reduced to negative hit points, creatures within its reach take 1d6+16 acid damage. While at negative hit points, Nogth Ma’klurl’uth adds a bonus to all damage equal to its hit dice (16). When it finally dies, Nogth Ma’klurl’uth dissolves into a pool of unidentifiable goo and reforms on the Plane of Madness after 101 years.
Madness Without, Madness Within (Ex) Nogth Ma’klurl’uth is madness given form and as such its insides consists of swirling fragmented visions of a variety of insanities. Any creature that has been swallowed whole must make a DC 22 Will save before attempting to cut their way out of Nogth Ma’klurl’uth. Failure results in the creature using its turn trying to maintain their precious grasp on reality; a new save may be attempted next round. Success means the creature can attempt to cut its way out and no further saves are necessary. This is a mind-affecting effect.
Voidborn (Ex) Nogth Ma’klurl’uth can exist safely in the void of space or similar hostile conditions.
The demiplane of madness is a maelstrom of insanities. The ground is a deluge of mud made of madnesses that has lost their potency—now they lie dormant and make up the ground of the plane. From this mire structures rise, but not in any conventional sense: floating towers, inverted houses, and structures that are there one moment and gone the next are common. The inhabitants of the plane are no less weird than the dimension itself. Hordes of madmen roam the everchanging landscape and nightmarish creatures prowl the skies.
This is the realm of Nogth Ma’klurl’uth; for centuries he roamed the plane, growing big on the different madnesses encountered there. When a rift appeared in the sky, Nogth Ma’klurl’uth entered it to find new avenues of destruction—what it found was the Dar’Spelun Slugmarsh. The unique properties of the Slugmarsh and the madness seeping in through the rift from his home plane made it an ideal hunting ground for the madness slug, which has since spent centuries hunting in the subterranean swamps, going back to the demiplane of madness when prey is scarce in the Underworld bogs.
One of the first denizens of the Dar’Spelun Slugmarsh that Nogth Ma’klurl’uth came across was a drow witch named Hejkri. The dark elf didn’t answer the impulse to run and was quickly swallowed whole by the madness slug, but did not die quickly. Instead she suffered for decades, her soul and mind torn apart by Nogth Ma’klurl’uth—since then the madness slug has assumed her form at times, insinuating herself into traveling parties, establishing a coven, and otherwise driving those that meet “her” into madness.
Nogth Ma’klurl’uth (drow witch 7); CR 11 (XP 12,800) HP 80 (12d6+36); AC 23 (+4 Dex, +1 dodge, +8 natural) Init +8; Speed 30 ft.; Atk dagger +7 (1d4+1) Base Atk +6; CMB +7; CMD 21; SA hexes (cackle, coven, evil eye, misfortune); SQ cantrips, darkvision 120 ft., DR15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18 AL Chaotic Evil; SV Fort +7, Ref +10, Will +11; Str 12, Dex 18, Con 16, Int 18, Wis 12 Cha 18 Skills Knowledge (arcana) +19, Knowledge (planes) +19, Perception +16, Sense Motive +16, Spellcraft +19, Stealth +19, Swim +16; Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes Spell-LikeAbilities (CL 12th, concentration +16) at will—glibness Witch Spells Prepared (CL 7th; concentration +11) 4th—black tentacles, fear 3rd—deep slumber, dispel magic, seek thoughts 2nd—blindness/deafness, detect thoughts, hold person, touch of idiocy 1st—burning hands, chill touch, command, mage armor, ray of enfeeblement 0th—bleed, detect magic, spark, touch of fatigue
Writhing through the murky slime, this undead mass of arms swims powerfully forward with impressive speed in the water, leaving much of its grotesque body hidden out of sight. It is utterly horrifying to see in full when it surfaces or slowly crawls on land, and few survive an encounter with the creature with their sanity—or their lives—intact.
CARRION CRAWLER CR 11 XP 12,800 CE Huge undead Init +2; Senses darkvision 120 ft., lifesense; Perception +15 Aura fear aura (50 ft., DC 22) DEFENSE AC 24, touch 10, flat-footed 24 (+4 deflection, -2 Dex, -2 size, +14 natural) hp 136 (16d8+64) Fort +11, Ref +5, Will +16 DR 10/magic and silver; Defensive Abilities all-around vision, amorphous; Immune undead traits; SR 23 Weaknesses sunlight powerlessness OFFENSE Speed 5 ft., swim 20 ft. Melee slam +18/+18/+18/+18 (1d8+8 plus grab) Ranged flung arm +8/+8/+8/+8 (1d6+8 plus attach, Range 15 ft.) Space 15 ft.; Reach 20 ft Special Attacks breath weapon (40-ft. cone, 8d6 sonic, DC 22 Reflex for half), constrict (1d8+8), fast swallow, swallow whole (1d6+8 plus 1 Wis, AC 17, 13 hp) TACTICS Before Combat Carrion crawlers are intelligent; they attempt to stalk their prey at first, isolating one enemy before using its babble ability and drawing close to drag down to a murky death. If attacking multiple creatures, it positions itself directly under them. During Combat The carrion crawler first unleashes a sonic breath weapon and then begins babbling, and emitting its fear aura. If encountered in the Tangleroot Forest, this catches creatures by surprise and shatters the “ground” they stand upon (dropping them directly into the carrion crawler’s enormous “mouth”). Afterward it takes its time eating more enemies, choosing its targets carefully and going for the toughest last. STATISTICS Str 26, Dex 6, Con —, Int 17, Wis 19, Cha 18 Base Atk +12; CMB +22 (+6 grapple); CMD 26 (32 vs grapple; cannot be tripped) Feats Ability Focus (babble), Improved Initiative, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Great Fortitude, Iron Will, Lightning Reflexes Skills Bluff +12, Climb +20, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Sense Motive +16, Spellcraft +18, Stealth +9 (+17 in water); Racial Modifiers+8 Climb, +8 Stealth (water only); Size Modifiers -8 Stealth Languages tongues, telepathy 100 ft. SQ Compression, freeze, sound mimicry ECOLOGY Environment Dar’Spelun Slugmarsh Organization solitary Treasure triple SPECIAL ABILITIES Babble (Su) A carrion crawler constantly mutters to itself, creating a hypnotic effect. All sane creatures within 50 feet of the carrion crawler must succeed at a DC 24 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the carrion crawler can approach it without breaking the effect, but an attack by the carrion crawler does end the effect. Creatures that successfully save cannot be affected by the same carrion crawler’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based. Flung Arm (Su) A carrion crawler can fling parts of itself at prey. A carrion crawler’s flung arm attaches to any creature it hits, dragging it by ethereal energies back to its body’s cavernous maw. Any attached arms deas constrict damage to a creature it grapples. A flung arm has a +20 CMB and CMD 30, AC 20 and 13 hit points. No creature can be targeted by more than two flung arms at once.
A gelatinous slug umber in hue and covered in amber slime, this creature is patterned with a symmetrical array of hardened nodules. Several dangerous-looking calcified horns protrude outward from both of its tapered ends, making it nearly impossible to tell which end is which. A series of bulbous suckers cover the slug’s underside and surround a wide, fleshy maw that twitches and extrudes more of the viscous slime that envelops the weird gastropod.
Karz SlugCR 9 XP 5,200
N Medium Vermin Init +4; Senses blindsight 60 ft.; Perception +10
DEFENSE AC 20, touch 20, flat-footed 16 (+4 Dex, +16 natural) hp 35 (5d8+10) Fort +4, Ref +6, Will +6 DR 10/fire or salt; Immune acid, mind-affecting effects Weakness susceptible to salt and heat
OFFENSE Speed 30 ft. (20 ft. on walls or inverted) Melee lung +4 (2d4+4 plus karz slime on successful hit) (see karz slime) Ranged spit karz slime +4 (see karz slime) Space 5 ft.; Reach 5ft./15 ft. (can lunge up to 15 ft. as a melee attack)
STATISTICS Str 18, Dex 18, Con 12, Int 20, Wis 12, Cha 16 Base Atk +8, CMB +12; CMD 16 (can’t be tripped)
ECOLOGY Environment underground Organization brood (6-18) [x3 if located in breeding den] Treasure none (see karz slug gland)
SPECIAL ABILITIES Karz Slime (Ex) Karz slugs are covered in a thick layer of translucent amber slime. A karz slug can spit slime as a ranged attack at a target (up to 60 ft.), or slather slime on a target (as a free action) with a successful melee attack. The slime is a fast acting poison and is immediately absorbed into the victim’s skin upon contact. The slime remains poisonous for four rounds after a creature comes into contact with it and each round an affected target must make a Fortitude saving throw to negate its effects. After four rounds the poison is neutralized and the slime is annoying but harmless.
For the initial two rounds of exposure the slime causes Amnesia (Will DC 20), for the last two effective rounds exposure to the slime causes Paranoia (Will DC 17). If a target fails any of these saving throws it remains affected by the relevant slime effects until the poison is cured by magical means such as the neutralize poison spell. If a target is affected by any of these affects for longer than 24 hours then they also become afflicted by Psychosis (no saving throw; insanity DC 20) until the poison is cured by magical means. If a target is affected by any of these effects for longer than a week, the effects become permanent.
Malleable (Ex) A karz slug’s body is very malleable, allowing it to fit into narrow areas with ease. A karz slug takes no penalties to its speed or checks when squeezing in an area that is one size category smaller than its actual size.
Lunge (Ex) A karz slug has the ability to make a lunge attack as a standard melee attack. This lunge attack has a reach of 15 feet. After a lung attack the karz slug moves from its previous square to the square nearest its intended target. This movement is considered a part of its attack and not factored into its movement rate.
Psionic Camouflage(Su) A karz slug has the ability to project itself (illusion) as an environmental element. This is a psionic mind-altering effect (Will DC 25). Karz slugs most commonly use this ability to hide themselves if they flee from an engagement.
Psionic Lure (Su) A karz slug has the ability to project itself (illusion) as any other Medium sized creature it has encountered. This is a psionic mind-altering effect (Will DC 25). As an intelligent creature a karz slug can tell the difference between various creatures, and may choose to work together with other karz slugs to manifest a projected scenario that is more likely to attract prey. While karz slugs do not understand language, their projections can repeat phrases in any language that have been overheard.
Susceptible to Salt (Ex) A handful of salt burns a giant slug as if it where a flask of acid, causing 1d6 points of damage per use.
Susceptible to Heat (Ex) A karz slug takes double damage from heat or fire damage. Its slime is semi-flammable and has a 15% chance of combustion if exposed to an open flame. If a karz slug’s slime ignites, it kills that slug immediately.
If exposed to excessive heat or fire there is a 10% chance that a karz slug instinctively flees for 2d4 rounds.
Karz slugs are rarely found alone. If they are separated from their kin they often become withdrawn and docile–fleeing at the first opportune moment. However, in groups they become quite vicious and committed to killing and consuming other creatures in mass.
Karz slugs communicate with one another via a telepathic link that radiates 250 ft. from their square. They work together to kill off their prey, usually attacking any targets with fire first, followed by targets they perceive to be weakest.
If encountered within a karz slug breeding den, all karz slugs gain the benefits of a constant extraordinary effect identical to the haste spell.
Karz Slug Glands
A karz slug has a gland located near its core. This gland enables its natural psionic abilities. If removed from the dead slug, dried, and properly prepared (DC 15 Craft [magic items] check; 48-hours), it becomes a enchanted consumable. Once properly prepared and eaten, it provides the user with immunity to all mind-altering affects and a +3 bonus to Will saving throws for 24-hours. This includes any mind-altering status effects that the user may have been affected by before consumption. The taste of a prepared karz slug gland is eye-wateringly sour and bitter.
Pepfralcon CR9 XP6, 400 N Medium magical beast Init+7; Sensesdarkvision 60 ft., low-light vision, scent; Perception+8 DEFENSE AC23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural armor) hp110 (13d10+39), fast healing 1 Fort+9, Ref+13, Will+6 Immune fire Weakness cold OFFENSE Speed10 ft., fly 70 ft. (perfect); hovering inferno Meleebeak +19/+14/+9 (1d8+3 plus 1d6 fire, Crit 19-20/x2+1d10 fire) Ranged flaming feathers +19/+14/+9 (1d8+2 fire, Range 20 ft.) Special Attacksflaming feathers (ranged touch, 1d8 fire; Reflex DC 18 or catch on fire), hovering firestorm (30-ft. radius, 6d6+12 fire, Reflex DC 18 halves) STATISTICS Str15, Dex23, Con15, Int5, Wis14, Cha11 Base Atk+12; CMB+14; CMD31 (cannot be tripped) FeatsDodge, Flyby Attack, Hover, Improved Critical (bite), Improved Natural Weapon (bite), Toughness, Weapon Finesse SkillsFly +19, Perception +8 (+14 visual), Stealth +13, Survival +8; Racial Modifiers+6 Perception (visual only) Languages — SPECIAL ABILITIES Fiery Flurry (Ex)Any natural attacks made by a pepfralcon deal +1d6 fire damage as its plumage scatters with each violent movement. Any creature that strikes a pepfralcon with a natural weapon or without a melee weapon that grants reach takes 1d6 fire damage as the shed feathers whip at their limbs in response. These feathers never ignite flammable materials. Flaming Feathers (Ex)The pepfralcon can fling it’s fiery plumage at enemies within 20 feet (any farther and the quills are consumed in the flames. On a successful ranged touch attack, targets take 1d8+2 fire damage and make a DC 18 Reflex save or catch on fire. Hovering Firestorm (Ex) As a full-round action, a pepfralcon can create a miniature tempest centered around the square they occupy. This maneuver provokes attacks of opportunity. The pepfralcon spins wildly and swiftly whips out feathers that turn a 30-foot radius into a tempest of flames that deal 6d6+12 fire damage (Reflex DC 18 halves). Any flammable objects in the area catch fire (attended objects receive a DC 15 Reflex save). Hovering Inferno (Ex) Any round in which a pepfralcon does not take a full movement, any squares adjacent to their path of movement (including squares they briefly occupy) are filled with its scorching plumage as the bird sheds fiery feathers everywhere it goes. Creatures in any of these squares make a DC 18 Reflex save or take 1d6+2 fire damage (success negates). Normally these feathers burn out before igniting materials, but as a swift action the pepfralcon can intensify its feathers’ heat to ignite flammable materials.
The pepfralcon is a swift, dangerous, and powerful predator of the skies. It uses its powerful flames to scorch opponents, attempting to scatter enemies with a hovering firestorm before attacking any individual that it thinks to be a threat. While not particularly smart, they are well trained and can memorize a certain number of commands (generally three or four) to follow in a battle, specifying up to three targets explained to them beforehand by their minders.
These unlikely avians are fastidiously bred and raised by P.R.A.N.K.S.T.E.R.S. as a means to control rampant biddlywink populations (their natural prey). Only the enigmatic members of that mysterious group understand the complex mating and birthing habits of the scorching predators or where they are indigenous to, secrets they protect with their lives. Pepfralcons instinctively recognize the organization’s symbol after centuries of incessant imprinting and are rarely found without one of the perplexing agents nearby.
Biddlytree CR 11 XP12,800 CN Large plant Init+4; Sensesblindsight; Perception+15 Auraanti-magic aura (30 ft.) DEFENSE AC27, touch 11, flat-footed 25 (+2 Dex, +16 natural, -1 size) hp145 (16d8+85) Fort+15, Ref+5, Will+10 DR 10/silver; Immuneplant traits; SR10 Weaknessspecial (fazing chrysalises) OFFENSE Speed25 ft. Melee4 burrowing roots +18 (1d6+3 plus grab or trip) Ranged 4 biddlypines +15 (1d4+3 plus poison, Range 60 ft.) Space10 ft.; Reach50 ft. (burrowing roots) Special Attacksearthly strangle (burrowing roots), trip (burrowing roots) Biddlypine Poisoninjury; save Fort 22 negates; onset 1 round; frequency 1/round for 1d4 rounds; damage 1d4 Con and paralyzed for duration Spell-Like Abilities (CL 10th; concentration +10) Constant—dimension door (see fazing chrysalises) STATISTICS Str30, Dex14, Con16, Int10, Wis10, Cha10 Base Atk+10; CMB+21; CMD33 FeatsAlertness, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Precise Shot, Skill Focus (Perception), Weapon Focus (Grapple) SkillsPerception +15, Sense Motive +8, Stealth +10 (+20 in forests); Racial Modifiers+10 Stealth in forests LanguagesDruidic SQBlindsight
Anti-Magic Aura (Su) A biddlytree generates an anti-magic aura that radiates in a sphere around the plant forming a 30-foot field in all directions that negates magical effects passing through it. This aura cannot be seen except with the use of detect magic; which will reveal an outline of the radius with an aura (abjuration CL 10th). Any magic item, spell, or spell-like effect lower than CL 11th are suppressed as long as they remain in the anti-magic aura. Spells or effects lower than CL 11th without durations are instantly negated within the aura. The only exceptions to the effects of the anti-magic aura are spells with a target of touch, which may be cast at the biddlytree’s if the caster is grappling it. Biddlywinks are unaffected by the anti-magic aura of a biddlytree. Fazing Chrysalises (Sp) A biddlytree has 2d6+7 biddlywink chrysalises firmly affixed near the base of its crown. Normally the cocoons protect the helpless biddlywink pupae from harm by concealing them within impervious interdimensional space. As a reflex to severe damage, when 10 or more points of damage are dealt to the biddlytree in a single strike the chrysalises upon it faze into the prime material plane for 1d4 rounds before returning to their interdimensional space. During this faze period, the individual chrysalis may be attacked (an attack on the biddlytree itself does not damage a chrysalis and visa versa.) The nature of the biddlytree’s sentience is directly connected to the biddlywink chrysalis attached to it, which operate with a hive mind mentality; it becomes more and more enraged with each destroyed chrysalis, gaining a -1 penalty to its base AC (minimum AC 10) and +1 to base attack bonus for each chrysalis killed.
Biddlywink Chrysalis CR 1/8 CNDiminutive fey (vermin) XP 50 DEFENSE AC10, touch 6, flat-footed 10 (-5 Dex, +1 size, +4 soft cover) [when not in impervious interdimensional space] Elevatednearly 20-feet from the ground and provided soft cover by the branches and needles of its biddlytree HP10 (1d8+4) Fort +3, Ref —, Will+3 WeaknessBiddlywink chrysalises are vulnerable to silver and take x1.5 damage from all attacks made with the material. Whenever being treated as a vermin would prove negative for the biddlywink chrysalis, such as when fighting an opponent with favored enemy (vermin), they are treated as the vermin type. OFFENSE None (stationary; no attacks)—a biddlywink chrysalis, when attached to a biddlytree, is a part of a group consciousness that controls the biddlytree, and has no action as an individual creature. STATISTICS Str1, Dex 1, Con18, Int1*, Wis1, Cha1 If all the chrysalises on a biddlytree are killed, it loses its sentience, functions as a normal non-sentient plant, then shrivels and die in three days time. If a biddlytree is killed and biddlywink chrysalises remain attached to it, half of them immediately emerge as hostile biddlywinks with the young template (minimum 1). Any remaining chrysalis attached to the tree have died from system shock when their mother plant was killed. Plant Traits (Ex) Biddlytrees are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Even though as individuals the biddlywinks are fey type creatures, when they are attached as chrysalis to the biddlytree and functioning as a hive, their combined consciousness is considered as part of the parent plant type creature. Earthly Strangle (Ex) An opponent grappled by the burrowing roots of a biddlytree is hindered by a 60% chance that they cannot speak or cast spells with verbal components. Trip (Ex) A biddlytree can attempt to trip its opponent with its burrowing roots as a free action without provoking an attack of opportunity if it hits with its burrowing roots. If the attempt fails, the biddlytree is not tripped in return.
Whenever a character gets within 60-feet of a biddlytree, they may notice (DC 15 Perception check) that the thousands of multicolored needles affixed to the plant’s branches tilt and turn as to constantly point in their direction. If there are more than one character within a 60-foot radius of the tree then the tree evenly disperses the various directions it is pointing its needles in between all of those characters.
If a biddlytree is attacked or feels threatened by any aggressive action, it immediately attempts to kill the source. It does this first by stealthily using burrowing roots to trip and then entangle the target. Once the target is grappled, the biddlytree ejects several biddypines at it until the paralyzing effect of its poisonous needles takes hold. Once the target cannot move, the biddlytree attempts to strangle and crush them. If the threat remains out of the range of its burrowing roots, the biddlytree still attempts to paralyze the target using its biddypines from afar. Once paralyzed, the biddlytree continues to eject a barrage of biddlypines towards the out-of-range target until it perceives that it is dead.
Should the biddlytree be successfully communicated with, the biddlywink chrysalises will respond in unison in such a way that the character communicating with it understands that the plant’s sentience is composed of multiple beings. They only message they will convey can essentially be understood as “Go away!” or “Leave us be!” Searching the emotions or thoughts of a biddlytree reveals only a sense of fear and irritation directed towards the interloper.
Environmenttemperate forests, usually somewhere near a large city or main road Organizationsolitary (plus 4d6 biddlywink chrysalises) Treasure4,000 gp worth of minor magic items (located inside the tree, left undigested by the parent biddlywink when it took root to become a biddlytree; 4-24 winkynuts.
Within 1d4 hours of an adult biddlywink having consumed (1000 gp x hit die) worth of magic items, they seek a relatively safe place to take root and sprout into a biddlytree. This process begins when the biddlywink devours its own digestion sack, the interdimensional space within expelling outward and creating a wide anti-magic aura around the creature. It then uses the tendrils extending from its mouth to burrow, head down, into fertile soil. Once aptly buried, the biddlywink undergoes an unusual metamorphosis as the fey dies and its body is revived as a plant type creature. The nodules at the tips of each of its tentacles detach, becoming an individual biddlywink pupae that channel their way up the tentacle that each was previously part of. The pupae make their way into the thorax of their parent’s body where they await the sprouting of the biddlytree. The parent biddlywink’s tendrils grow outward, burrowing deeper into the ground, becoming the roots of its plant form. Its previous body grows and extends upwards to become the trunk of the new biddlytree sapling. Infused with the essence of the magic consumed in its previous form, the biddlytree grows exceptionally fast, becoming fully grown and standing nearly 30-feet tall in just 12-hours after taking root.
The mature biddlywink tree has a twisted network of roots that stretch beneath the soil and outward over 40-feet from the trunk in every direction. The trunk, nearly 3-feet in diameter, thick and stout, is covered by a very solid bluish-grey, rind-like bark. The base of the biddlytree’s trunk grows between 20 and 30 feet high, with 4 to 8 long, node-less and tapered branches asymmetrically extending outward from the crown another ten feet. Each of these branches is covered by thousands of multi-colored, dual-toned needles known as biddlypines. The biddlypines, covered in a thin coating of poison sap, range in length from a few inches at the branch apexes to almost two feet at the midrib. The needles grow laterally in an elliptical arrangement tapering again near the crown of the biddlytree. The wide assortment of colors and shades of the biddlypines give the needled braches an undulating rainbow-like appearance in even the slightest of breezes.
At the top of the biddlytree’s crown are inverted several bulbous indigo fruits, which are known as winkynuts. They are considered to be a very tasty and surprisingly filling delicacy. The fruit is often sought after by wealthy merchants who travel long distances and value it for its durability, longevity, and a single winkynut’s natural ability to sustain a hungry individual for a week or longer. During the first 24-hours of its life, the biddlytree is nothing more than an unusual plant, but that changes soon after. Having matured for a full day, a biddlytree becomes infested with 2 to 24 biddlywink chrysalises as the pupae borrow from deep inside the plant, up and through the xylem of the biddlytree, and then firmly affix themselves to the base of the biddlytree’s winkynuts.
Upon reaching the intended destination, a pupae immediately begins to weave magical cocoons around their exposed vassals, up to their cremaster, until the entirety of each chrysalis is covered. This magical cocoon encloses the chrysalis in an impervious interdimensional space where it remains protected for the remainder of its metamorphosis into a biddlywink. When the biddlywink matures and emerges from this cocoon, it becomes absorbed into their bodies, becoming the creature’s interdimensional digestion sac.
Once having their first feeding upon the fruit, the biddlywink chrysalises connect psionically to one another to form a conjoined sentience that takes over the body of the biddlytree. This hive mind utilizes the biddlytree’s natural defenses to further protect them until they have fully matured and later emerge as young biddlywinks. A biddlywink chrysalis retains the connection to its hive sentience only as long as it is physically attached to the plant. Once the chrysalises emerge as young biddlywinks and go their separate ways, the biddlytree begins to shrivel and dies within a few days.
Winkynuts The crown of a biddlywink tree hosts several palm-sized, hard-shelled fruits known as winkynuts. These magic fruit have a deep indigo colored shell that is filled with a lightly-glowing iridescent jellylike substance that is intended to feed the biddlytree’s biddlywink chrysalises while they grow upon it. There are as many winkynuts on a biddlytree as there were biddlywink chrysalises attached to it. The jelly inside a winkynut is magical in nature, and will glow with a faint aura (transmutation CL 3) if detect magic is cast upon it. A character that consumes the sweet tasting jelly contained inside a single winkynut does not thirst or hunger for 1d10 days. The duration of this effect can be stacked by eating the jelly of multiple winkynuts, up to a maximum of 10 days. Once plucked from a biddlytree, a winkynut stays fresh and edible for up to a year.
[Today’s entry brought to us by Justin Andrew Mason, artwork by Thomas Alexander!]