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New Monster: Planar Pariah

Creature19_Nharmyth_JPG_webres

Looming before you is a massive spine-tailed horror, vaguely serpentine in shape. A nest of lashing tentacles replaces the monster’s head, accompanied by massive horns, a tiny circular maw and one terrible eye in its chest.

Planar Pariah CR 18
XP 153,600
NE Huge outsider (evil, native)
Init +6; Senses darkvision 60ft, low-light vision, True Seeing; Perception +24,
Aura Mark of the Pariah (100 ft., bars teleporting magic – see below)

—– Defense —–
AC 33, touch 10, flat-footed 31 (+2 Dex, +23 Natural, -2 Size)
hp 279 (18d10+180); Regeneration 10 (electrical or any aligned)

Fort +16, Ref +15, Will +16

DR 20/any aligned weapon; Immune poison; Resist Acid 20, Cold 20, Fire 20, Sonic 20; SR 32
Weaknesses Electrical Vulnerability, Fear of the Heavens, Divine Retribution

—– Offense —–
Speed 40 ft.
Melee 2 gores +24 (2d6+8), sting +24 (2d4+8+4d6 acid), 2 tentacles +22 (1d8+4 plus grab) 2 tentacle bites +22 (1d6+4 plus Narcotic Injection)
Ranged Noxious Spit +19 (see below)
Space 15 ft.; Reach 15 ft.

Special Attacks Gaze of Terror, Narcotic Injection, Noxious Spit

 

Spell-Like Abilities (CL 18th, Concentration +21)

1/day (empowered) disintegrate (DC 23)

—– Statistics —–
Str 27, Dex 15, Con 31, Int 16, Wis 16, Cha 16
Base Atk +18; CMB +28; CMD 40 (can’t be tripped)

Feats Combat Reflexes, Eldritch Claws, Empower Spell-Like Ability: disintegrate, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus: Stealth

Skills Bluff +24, Knowledge (Arcana) +24, Knowledge (History) +24, Knowledge (Planes) +24, Knowledge (Religion) +24, Perception +24, Sense Motive +24, Spellcraft +24, Stealth +21

Languages Common, Celestial, Abyssal, Infernal

—– Ecology —–
Environment any prime material plane
Organization solitary
Treasure double standard

—– Special Abilities —–
Acid Injection (Ex) The barbed stingers on a Planar Pariah’s tail contain an insidious dose of powerful acid that is injected directly into an opponent’s body whenever its attack inflicts damage, dealing 4d6 acid damage.

Divine Retribution (Ex) Whatever wrong Planar Pariahs once committed has set the powers of the planes against them; all non-native outsiders receive a +1 to attack and damage rolls against a Planar Pariah and spells cast by divine spellcasters ignore half of the creature’s SR (additionally, they treat the Planar Pariah’s elemental resistances as if they were all 5 rather than 20.)

Fear of the Heavens (Ex) All Planar Pariahs have a deep unshakable fear and hatred for the gods, whom they believe hunt them with lightning. If exposed to the thunder, electrical damage, or the presence of a thunder storm, a Planar Pariah must make a Will save (DC 25) or become shaken for 1d6 rounds. If reduced to half its total hit points or less by electrical damage, it must make a second saving throw or become frightened for 1d4 rounds; any natural lightning strike causes the Planar Pariah to become panicked on a failed saving throw for 1d3 rounds.

Narcotic Injection (Ex) The tiny fanged tentacles a Planar Pariah possesses have a vile purpose; they secrete a mind numbing narcotic. Outside of combat this is used to pacify their “worshipers” and as a gift to those few exceptional individuals that please them; in combat the blissful stupor can render a foe helpless.
Type Drug (Injury), Addiction: Severe, Fortitude DC 29, Effects: Euphoric Bliss +1d2 Cha, -5 to attack and skill checks for 1 minute, Damage:1d6 Wisdom, 1d6 Intelligence

Noxious Spit (Ex) As a swift action, a Planar Pariah may belch forth a blob of noxious acid from the tiny circular maw atop their head as a ranged touch attack against a target within 60 feet that deals 1d8 acid damage on a successful hit. Any creature struck by this attack must make a Fortitude save against poison (DC 29) or become sickened by the smell for 1d6 rounds (a successful save negates this effect.)

The Planar Pariahs are a race of strange beings forgotten by most of reality. In time immemorial they committed a slight long lost to history’s decay but offensive enough to merit a response from the gods and the very planes themselves. They now aim to depose the divine, severing worlds from their planar connections to gain freedom from divine wrath and ascend to greater power in the process. The tiny handful of these creatures that live across the prime material worlds plot and scheme against the very cosmos to this ignoble end.

Planar Pariahs seek out groups that will worship them as gods; lizardfolk, serpentfolk, kobolds and isolated human tribes are popular targets but anyone who can be manipulated is fair game. They possess a distinct hatred of Couatls, often vilifying the feathered serpents and commanding their faithful to slay them whenever possible.

Planar Pariah by Chris Crowe

Art by Nicholas Cloister

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Statblock Sunday #5

How would you like to get your hands dirty and crunch some numbers for new Pathfinder monsters which will be included in our upcoming adventures?  Check out this week’s monster drawn by the talented Nicholas Cloister!

To learn more about Statblock Sunday jump to the section below.

MONSTER-CLOSED

How would you like to write Pathfinder Roleplaying Game statblocks for monsters appearing in our published adventures?

Every Sunday we will post the picture of a monster here on the AaW Blog. Your job is to take it and build a Pathfinder Roleplaying Game statblock suitable for such a creature. Any CR is fair game. Winner may just get their statblock published within an adventure and have their name appear in the credits!

Bonus points will be awarded to those authors that tie the monster into the AaW Campaign Setting (available at Adventureaweek.com).

 

 

How to submit your statblock:

Email your properly formatted statblock to submit(at)adventureaweek.com

 

Proper Formatting:

zzMonstername CR ##
XP ##
zzAlignment zzSize zzType
Init +##; Senses zz, zz,; Perception +##
Aura zz (## ft., DC ##)

—– Defense —–
AC ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
hp ## (##d##+##); fast healing ##
Fort +##, Ref +##, Will +##
DR ##/zzMaterial; Immune zz; Resist zz ##, zz ##;SR ##
Weaknesses zz, zz

—– Offense —–
Speed ## ft., fly ## ft. (zzManeuverability)
Melee zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
Ranged zzAttacktype +## (zzDamage)
Space ## ft.; Reach ## ft.
Special Attacks zz, zz
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zzzz
1/day—zzzz

—– Statistics —–
Str ##, Dex ##, Con ##, Int ##, Wis ##, Cha ##
Base Atk +##; CMB +## (+## zzConditionalmaneuverbonus); CMD ## (## vs. zzManeuvername)
Feats zzFeatname, zzFeatname
Skills zzSkillname +##, zzSkillname +## (+## zzCondition); Racial Modifiers +## zzSkillname, +## zzSkillname in zzCondition
Languages zzLanguage
SQ zz

—– Ecology —–
Environment zzClimate zzTerrain
Organization zz, zz, or zz
Treasure zzCategory

—– Special Abilities —–
zzName (Ex/Sp/Su) zzDescription


Here are some tips for using the above stat block, and building stat blocks in general.

## is a placeholder for a number, so an entry like “Init +##” should be something like “Init +2″ or “Init -2″ in your monster stat block.

zz is a placeholder for anything other than a number (obviously, “zzSize” means you should replace it with a game term for size, such as “Medium,” not “zzMedium”).
When you are finished, your monster stat block should not have ## or zz in it at all.

If your monster doesn’t have an ability mentioned in the sample stat block format (such as DR, SR, Immune, an “plus” effect for a melee or ranged attack, a conditional skill bonuses, or racial skill modifiers), delete that ability and its placeholders. For example, if your monster doesn’t have damage reduction, delete the “DR ##/zzMaterial” and the semicolon after it so the line starts with “Immune.”

If your monster has an ability that isn’t presented in the sample stat block format (such as Spells Known), add it to the stat block, making sure to put it in the correct section of the stat block (for example, Spells Known goes in the Offense section) and match the bold and/or italic format for that ability as shown in a printed stat block.

If the monster doesn’t have Feats, Skills, or Languages, delete the entire Feats, Skills, or Languages line.

If your monster has Space 5 ft. and Reach 5 ft., delete that entire line (the default is a monster with that size and reach).

When you are finished, your stat block shouldn’t have any “blank” entries like “DR —.”

The Defense, Offense, Statistics, and Ecology lines have “—–” at the beginning and end to visually offset those section headers. This is because the messageboard code doesn’t allow you to underline text, and this is an easy and clear way to duplicate the printed stat block format for this purpose. Do not tamper with those lines.

In a printed stat block, the individual listings for the spell-like abilities are indented, but it’s difficult to make that work in the messageboards, so if your monster has spell-like abilities, just use the non-indented format as presented in the above sample stat block.

If your monster has a new ability (such as “Arcane Vengeance” or “Eyeball Eater”), you must explain it in the Special Abilities part of the stat block.

If your monster has a common ability from the Pathfinder RPG Core Rulebook (such as sneak attack) or a universal monster rule from the Bestiary or Bestiary 2 (such as grab or stench), you do not need to provide the description of that ability in the Special Abilities part of the stat block (we assume the reader knows how sneak attack, grab, and stench work, or can look them up in the appropriate book).

When in doubt as to how to format part of your stat block, check the monsters in the Bestiary and universal monster rules.

 


LEGAL STUFF:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow the directions as listed above on this page.