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Statblock Sunday (Uralicans Uncut): Gelatinous Sphere

spheresA wobbling mass rolls across the floor like an avalanche of clear fish eggs.
GELATINOUS SPHERE SWARM CR 7
XP 3,200
N Fine ooze (outsider)
Init +0; Senses blindsight 60 ft., lifesense 60 ft.; Perception +0

DEFENSE
AC 18, touch 18, flat-footed 18 (+8 size)
hp 66 (7d8+35)
Fort +8, Ref +0, Will -4
Defensive Abilities swarm traits, ooze traits; Immune weapon damage

OFFENSE
Speed 20 ft.
Melee swarm (4d6 acid damage plus psionic energy drain)
Space 10 ft.; Reach 0 ft.
Special Attacks paralysis, drain psionic energy

TACTICS
During Combat The swarm heads for the closest target with power points; otherwise, it heads for the nearest foe.

STATISTICS
Str 1, Dex 10, Con 20, Int —, Wis 1, Cha 1
Base Atk +8; CMB —; CMD
SQ transparent

ECOLOGY
Environment Plane of Ooze
Organization solitary or colony (1d4 swarms)

SPECIAL ABILITIES
Drain Psionic Energy (Ex) A target in a gelatinous sphere swarm must make a DC 17 Will Save or lose 3 power points, which heals the swarm for 1d6 damage.
Paralysis (Ex) A gelatinous sphere swarm secretes an anesthetizing slime. A target in the swarm must make a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save is Constitution-based.
Transparent (Ex) Due to its lack of colorization, a gelatinous sphere swarm is difficult to discern. A DC 20 Perception check is required to notice a motionless gelatinous sphere swarm.

 

sphereA large, transparent sphere rolls towards you, picking up speed before it bounds high into the air.
ADULT GELATINOUS SPHERE CR 10
XP 6,400
LE Large ooze (outsider)
Init +5; Senses blindsight 60 ft., lifesense 60 ft; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 9 (+5 Dex, -1 Size)
hp 126 (11d8+77)
Fort +9, Ref +5, Will -3
Defensive Abilities ooze traits, SR 12, Immune acid

OFFENSE
Speed 50 ft.
Melee slam +11 (2d6 plus 1d6 acid) or bounce +18 (4d6 plus 1d6 acid and engulf)
Space 10 ft.; Reach 0 ft.
Special Attacks bounce, engulf (DC 19, 1d6 acid and paralysis), paralysis (3d6 rounds, DC 19), spin (sickened 1d4 rounds, DC 15)
Psi-Like Abilities (ML 3rd; concentration —)
At will—ectoplasmic sheen
1/day—gravitational well

TACTICS
During Combat The gelatinous sphere tries to move 30 ft. and then bounce on the nearest foe and if enemies are out of range, it uses its psionic attacks instead.

STATISTICS
Str 10, Dex 20, Con 24, Int 3, Wis 3, Cha 1
Base Atk +11; CMB +12 ; CMD 27 (can’t be tripped)
Languages Ooze
SQ unshakable focus, transparent, rolling

ECOLOGY
Environment Plane of Ooze
Organization solitary

SPECIAL ABILITIES
Bounce (Ex) An adult gelatinous sphere that moves at least 30 feet may bounce up to 30 extra feet as part of its attack, as long as it has at least 20 feet of clearance above it. A successful bounce attack automatically engulfs its target.
Rolling (Ex) An adult gelatinous sphere may ignore difficult terrain when moving. Rolling downhill increases its movement speed by +10 feet, and rolling uphill reduces it by -10 feet.
Spin (Ex) All engulfed creatures must make a DC 15 Fortitude save when the adult gelatinous sphere moves or become sickened for 1d4 rounds.
Transparent (Ex) Due to its lack of colorization, an adult gelatinous sphere is difficult to discern. A DC 20 Perception check is required to notice a motionless gelatinous sphere.
Unshakable Focus (Ex) An adult gelatinous sphere does not need to make concentration checks to use its psionic powers.

 

sphereA huge transparent sphere slowly rolls towards you and flattens itself, knocking everyone back.
MATURE GELATINOUS SPHERE CR 15
XP 51,200
LE Colossal ooze (outsider)
Init +0; Senses blindsight 60 ft., lifesense 480 ft.; Perception +2
Aura psionic damping field (480 ft.)

DEFENSE
AC 2, touch 2, flat-footed 2 (-8 Size)
hp 232 (16d8+160)
Fort +13, Ref +0, Will -2
Defensive Abilities ooze traits; SR 15; Immune acid, magic, psionics

OFFENSE
Speed 20 ft.
Melee slam +20 (6d6+3d6 acid+engulf) or steamroll +18 (4d6+2d6 acid)
Ranged oblate +16 (30-ft.-radius, 3d6)
Space 30 ft.; Reach 0 ft.
Special Attacks engulf (DC 22, 3d6 acid and paralysis), oblate (), paralysis (3d6 rounds, DC 22), spin (sickened 1d4 rounds, DC 15)
Psi-Like Abilities (ML 7th; concentration —)
At will—ectoplasmic sheen, psionic blast, gravitational well
1/day—schism

TACTICS
During Combat The gelatinous sphere hangs back and use its psionic attacks, including Schism. It will oblate if several foes close range. During melee, while Schism is active, it will also launch psionic attacks each round as well.

STATISTICS
Str 20, Dex 10, Con 30, Int 6, Wis 6, Cha 1
Base Atk +15; CMB +28 ; CMD 38 (can’t be tripped)
Languages Ooze
SQ unshakable focus, transparent, rolling

ECOLOGY
Environment Plane of Ooze
Organization solitary

SPECIAL ABILITIES
Oblate (Ex) A mature gelatinous sphere can flatten into an oblong shape, attacking each foe in a 30-ft.-radius. A successful hit knocks the target prone (DC 22 Reflex negates prone condition).
Psionic Damping Field (Ex) Psionics do not function in the aura, nor may they be targeted in or through the aura. It acts like a null psionic field (except for the range). The mature gelatinous sphere may use psionics as normal and is unaffected by its own field.
Rolling (Ex) A mature gelatinous sphere may ignore difficult terrain when moving. Rolling downhill increases its movement speed by +10 feet., and rolling uphill reduces it by -10 feet.
Spin (Ex) All engulfed creatures must make a DC 15 Fortitude save when the mature gelatinous sphere moves or become sickened for 1d4 rounds.
Steamroll (Ex) A mature gelatinous sphere may attack by rolling over opponents. This attack can be used against all opponents in its path of movement. Opponents attacked in this way may not be engulfed.
Transparent (Ex) Due to its lack of colorization, a gelatinous sphere is difficult to discern. A DC 10 Perception check is required to notice a motionless mature gelatinous sphere.
Unshakable Focus (Ex) A mature gelatinous sphere does not need to make concentration checks to use its psionic powers.

 

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Statblock Sunday (Destiny Derailed): Borys The Timerian

Fanatical, insightful, obsessive, and unwavering, PNE’s head of security is a force to be reckoned with—those that see only his small stature are wont to find the gnome to be far more than he appears. Few cross Borys, and those that do feel the full force of his judgement; nothing will derail the railroad, the grand project that is destined to bring order to the interior of the chaotic plains of Pradjna.
He makes sure of that.

Borys the Timerian, Gnomish Inquisitor CR 9gnome2
XP 6,400
Male gnome inquisitor 10
CN Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +17

DEFENSE
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 58 (10d8 + 10)
Fort +8, Ref +4, Wil +9; +2 vs. illusions; +2 vs. scrying or mind reading effects
Defensive Abilities +4 dodge bonus to AC vs. monsters of the giant subtype

OFFENSE
Speed 20 ft.
Melee mace of terror +11/+6 (1d6+3)
Special Attacks bane (+2/2d6, 10 rounds/day), hatred (+1 vs. goblinoids and reptilian humanoids), word of anathema (1/day, DC 17)
Spell-Like Abilities (CL 10th; concentration +14)
at will—detect alignment
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
10 rounds/day—discern lies
Inquisitor Spells Prepared (CL 10th; concentration +16, melee touch +9, ranged touch +9)
4th (1/day)—denounce (DC 16), greater brand (DC 16)
3rd (3/day)—glyph of warding, prayer, seek thoughts (DC 15), speak with dead (DC 15)
2nd (5/day)—blistering invective (DC 14), castigate (DC 14), confess (DC 14), honeyed tongue, perceive cues
1st (6/day)—cause fear (DC 13), command (DC 13), cure light wounds, forbid action (DC 13), interrogation (DC 13)
0th—bleed (DC 12), brand (DC 12), detect magic, guidance, sift, stabilize
Domain heresy inquisition

 

STATISTICS
Str 12, Dex 12, Con 12, Int 15, Wis 14, Cha 18
Base Attack +7; CMB +7; CMD 18
Feats Broken Wing Gambit, Careful Speaker, Combat Casting, Detect Expertise, Escape Route, Judgement Surge (1/day), Persuasive, Shake it Off
Traits Focused Mind, Oathbound (1/day), Reactionary
Drawbacks Paranoid
Skills Bluff +15, Craft (calligraphy) +2, Diplomacy +21, Intimidate +24, Knowledge (religion) +15, Linguistics +12, Perception +17, Sense Motive +25, Spellcraft +15, Survival +15
Languages Abyssal, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Undercommon
SQ blessed infiltration (2/day), solo tactics, teamwork feat (change 2/day), track +5
Judgements sacred destruction +4, sacred healing 4, sacred justice +3/+6, sacred piercing +4, sacred protection +3/+6, sacred smiting (magic, law, adamantine), second judgement 4/day
Gear +2 leather armor, glowing glove, inquisitor’s monocle, mace of terror, potion of cure serious wounds, potion of neutralize poison, ring of sustenance, tunic of careful casting, wand of charm person, and 738 gp.

Borys hails from one of the small islands off the western coast of Pradjna; home to gnomes and goblinoids, he spent much of his young life dealing with raids on his village. During this time Borys became one of the rare males drawn to worship the winter goddess Arnut, as he began to take on the responsibility of sheltering his village from the chaos beyond it. This service lead him to the mainland and into the employ of what he saw as the greatest bringer of order imaginable—the taming of the wilds by the building of the railroad.

When Borys first began his employment he was mistakenly identified by a coworker as being from Timaeus due to his accent—although he quickly corrected them, the nickname stuck and since then he has almost always been referred to as “The Timerian”. The gnome’s devotion to order carries over in his personal life; he keeps few, if any, close acquaintances or possessions. Borys’ living quarters are sparse and highly organized and even in the muck that is the frozen tundra, he often wears white, using prestidigitation as necessary to keep his appearance spotless. At other times, he dons his enchanted leather armor.

In Steamtown he enforces the rules, especially the first rule—keep on schedule. Punishment is swift and merciless for those that endanger the tight timetable of the railroad, and even more so for the goblinoid workers. When he is investigating labor issues or crimes (or if he simply wants to send a warning), Borys uses his glowing glove to leave his handprint on the suspect’s tent. Such a mark sends ripples of fear throughout Steamtown, often causing any allies of the suspect to turn on the spot.1087px-Azumafuji_handprint

The Timerian considers most of the merchants in the migratory settlement to be leeches and opportunists. Merchants operate at his mercy and take great pains to stay on his good side; every time the town moves, traders must bid to get the best location. More than one merchant has been banned, waking up to see a glowing handprint on their tent shortly before the enforcers tear it down and kick them out of Steamtown. There are only a few merchants, such as Gronk, that he considers essential—these folk enjoy special treatment and protection as long as Borys considers them useful.

Borys answers only to Boss Myers, who is preoccupied with the nuts and bolts of building a railroad. As such, he is given a free hand as long as work continues.

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Statblock Sunday (Destiny Derailed): Fiendish Rust Mite Swarm

Rust_and_dirtA rust colored cloud of dust slowly rolls towards you. As it gets nearer, you notice it is made up of thousands of tiny insects.

FIENDISH RUST MITE SWARM     CR 5
XP 1,600
N Fine magical vermin (swarm)
Init +2; Senses scent metals 90 ft

DEFENSE
AC 20, touch 20, flat-footed 18 (+8 size, +2 Dex)
hp 49 (11d8)
Fort +7, Ref +5, Will +3
Immune swarm traits; Immune weapon damage

OFFENSE
Speed Fly 30 ft.
Special Attacks quick rust, distraction (DC 15)

TACTICS
During Combat The fiendish rust mite swarm heads toward the nearest metal object.

STATISTICS
Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Base Atk +8; CMB -; CMD –
Skills Fly +12

SPECIAL ABILITIES
Quick Rust (Ex) Any metal object in the swarm is destroyed. Masterwork and magic items get a DC 17 Reflex save or gain the broken condition. If they fail a second save, they are destroyed. The save is Dexterity based.

squareIt is thought that the demons which originally came to Pradjna brought these mites with them to aid in the extraction of frozen ore, but they, like the other fell creatures, became trapped in the frozen tundra. Occasionally, a fiendish rust mite swarm is released and creates havoc until it is destroyed.

 

Check out the Snow White Kickstarter, already funded and reaching on to stretch goals!e!

 

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Wonders of NaeraCull: Ash Ghoul

ShunsenTenka

A humanoid figure moves towards you. Silhouetted in flame, crispy flesh hangs from blackened bones and two red lights flicker where eyes should be. Small fires smolder wherever it steps.

ASH GHOUL     CR 3
XP 800
CN Medium undead
Init +0; Senses Perception +0
Aura flame aura (5 ft., 1 point of fire damage)

DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 deflection)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +5
Immune undead traits, fire; DR 2/magic
Weakness vulnerability to cold

OFFENSE
Speed 30 ft.
Melee bite +4 (1d6 + 1d4 fire damage) and 2 claws +4 (1d4+1 plus 1d6 fire damage)
Special Attacks create spawn, immolate

TACTICS
During Combat The ash ghoul attacks the nearest  living creature.
Morale As a mindless creature, an ash ghoul continues to attack until it is destroyed, concentrating attacks on a single opponent at a time.

STATISTICS
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Weapon Finesse
Skills Acrobatics +5, Climb +7, Perception +7, Stealth +2, Intimidate +7

ECOLOGY
Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature who dies while on fire from the ash ghoul’s immolate attack becomes an ash spirit under control of the ash ghoul in 1d4 rounds.
Immolate (Su) Two successful claw attacks from the ash ghoul on the same attack sets the target creature on fire, dealing 1d4 fire damage per round until extinguished by any healing magic or full submersion in water for 1 round.

Ash ghouls are undead that haunt near the places of their demise; legend says that ash ghouls are formed when a humanoid dies a lingering death by flame and the resulting remains are left to the elements. They tend to seek revenge by creating more ashen spirits, burning down all that they can.

square

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Eldritch Template and Eldritch Drow Witch

eldritch template - aboleth__thomas_mahonEldritch Template (+1 CR)
Creatures with the eldritch template dwell on worlds inimical to sane life or in the dark places between the stars. Any resemblance to normal creatures is either cosmic coincidence or a sign of a sinister agenda. Creatures exposed to strange energies or ancient rites might also gain the qualities of the eldritch template. If a summoned creature would have the fiendish or celestial template, it could instead gain the eldritch template, though the secrets to calling such creatures are usually in the hands of cults and madmen.

An eldritch creature’s quick and rebuild rules are the same.

Senses: The creature gains darkvision 60 feet.
Defensive Abilities: The creature gains resistances and damage reduction based on its hit dice.

Hit Dice Resist Acid & Cold DR
10-4 5
5-10 10 5/magic
11+ 15 10/magic

SR: The creature gains spell resistance equal to the creature’s new CR +5.
Special Qualities
Ferocity (Ex): An eldritch creature continues to fight even when reduced to negative hit points.
Voidborn (Ex): An eldritch creature can exist safely in the void of space or similar hostile conditions.
Horrific Death (Ex): When an eldritch creature is first reduced to negative hit points, creatures within its reach take 1d6+(creature’s HD) acid damage. While at negative hit points, the creature gains an insight bonus equal to its Charisma modifier on attack rolls and adds a bonus to all damage equal to its hit dice. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.

[Submitted by Jared Jeanquart!]

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Drow-Female-RogueELDRITCH DROW WITCH     CR 7
XP 3,200
Female or Male drow witch 7 (eldritch template)
CE Medium humanoid (drow, elf)
Init +3; Senses darkvision 120 ft.; Perception +8
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 38 (7d6+14)
Fort +3, Ref +5, Will +4; +2 vs enchantment spells
DR 5/magic; Immune magic sleep effects; Resist acid 10, cold 10; SR 13
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee mwk shortsword +4 (1d6, Crit 19-20/x2)
Ranged mwk hand crossbow +7 (1d4 plus quasit poison, Crit 19-20/x2, Range 30 ft.)
Special Attacks hex (standard action, DC 16 Will save; see special abilities)
Spell-Like Abilities (CL 7th; concentration +9)
at will—feather fall
1/day—dancing lights, darkness, faerie fire
Witch Spells Prepared (CL 7th; concentration +10)
4th—black tentacles
3rd—bestow curse, cup of dust, silent blindness/deafness; distracting cacophony
2nd—blindness/deafness, cure moderate wounds, silent charm person, touch of idiocy; hideous laughter, levitate
1st—burning hands, command x2, mage armor (already cast), ray of enfeeblement; memory lapse
0th—bleed, detect magic, detect poison, touch of fatigue
Patron insanity
STATISTICS
Str 10, Dex 16, Con 11, Int 16, Wis 8, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Improved Familiar (quasit), Silent Spell, Toughness
Skills Bluff +7, Fly +8, Knowledge (planes) +8, Perception +8, Sense Motive +2, Spellcraft +10, Stealth +10, Survival +2, Swim +4, Use Magic Device +7; Racial Modifiers +2 Perception, +4 Swim
Languages Aklo, Elven, Undercommon
SQ Cantrips, ferocity, horrific death, keen senses, poison use, weapon familiarity (hand crossbow, rapier, shortsword), witch’s familiar, voidborn
Gear masterwork hand crossbow (8 poisoned bolts), masterwork shortsword, ring of protection +1, potions of cure moderate wounds (2), potions of invisibility (2)
SPECIAL ABILITIES
Cackle Hex (Su) An eldritch drow witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye Hex (Su) The eldritch drow witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 6 rounds. A DC 16 Will save reduces this to just 1 round. This is a mind-affecting effect.
Flight Hex (Su) The eldritch drow witch gains a +4 racial bonus on Swim checks. She can fly, as per the spell, for 7 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Misfortune Hex (Su) The eldritch drow witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A DC 16 Will save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Horrific Death (Ex) When an eldritch drow witch is first reduced to negative hit points, creatures within its reach take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.

devil-imp-01ELDRITCH QUASIT FAMILIAR     CR —
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 17 (7 HD); fast healing 2
Fort +1, Ref +5, Will +9
DR 5/magic cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 12
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
STATISTICS
Str 8, Dex 14, Con 11, Int 11, Wis12, Cha 11
Base Atk +3; CMB +0; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Sense Motive +4, Stealth +16
Languages Abyssal, Common; telepathy (touch)
SQ Alertness, change shape (bat, Small centipede; polymorph), deliver touch spells, empathic link, ferocity, horrific death, improved evasion, voidborn
SPECIAL ABILITIES
Horrific Death (Ex)When an eldritch drow witch’s familiar is first reduced to negative hit points, creatures within 5 feet take 1d6+7 acid damage. While at negative hit points, the eldritch drow witch’s familiar gains a +2 insight bonus on attack rolls and adds a +7 insight bonus to all damage. When it finally dies, the eldritch creature dissolves into a pool of unidentifiable goo.
Poison (Ex) Claw—injury; save Fortitude DC 15; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.

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The AaWBlog—revealed!

AaWBlog!The rustling of wind through the leaves seems to stop, and all of the world is in a moment of perfect stillness before a thunderous crashing from the forest dominates your attention. Bounding over the trees is an enormous creature—at first it seems to be a spry giant wielding a massive greatclub but with dawning horror you can make out the faces of humanoids trying to stretch out of its body. Their pained expressions turn its hide into a grotesque mélange of anguish as it surges towards you, one hand grasping at the air as its cavernous mouth widens to consume you whole!

 

The AaWBlog!      CR 11
XP 12,800
CN Huge Monstrous Humanoid
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +15
DEFENSE
AC 24, touch 13, flat-footed 24 (-2 Dex, +7 insight, +11 natural armor, -2 size)
hp 133 (14d10+56) fast healing 2
Fort +8, Ref +7, Will +11
DR 5/—; SR 20
Weakness upset stomach
OFFENSE
Speed 50 ft.
Melee greatclub +20 (3d8+12) and slam +20 (1d8+8 plus grab)
Ranged +10
Space 15 ft.; Reach 15 ft.
Special Attacks fast swallow, swallow entirely (1d6+4 bludgeoning damage, AC 22, 26 hp), swallowed expertise, swallowed magic
Spell-Like Abilities (CL 14th; concentration +16; see swallowed magic)
STATISTICS
Str 26, Dex 6, Con 18, Int 15, Wis 14, Cha 15
Base Atk +14; CMB +24 (+28 grapple); CMD 32
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Throw Anything
Skills Acrobatics +12 (+20 to jump), Bluff +16 (+24 to mimic sounds), Climb +13, Intimidate +15, Perception +15, Sense Motive +10, Stealth +7, Survival +15, Swim +13; Racial Modifiers +8 to jump
Languages tongues
SQ Amorphous, change shape (giants only), ferocity, hold breath, sound mimicry
SPECIAL ABILITIES
Swallowed Expertise (Ex) Creatures swallowed by the AaWBlog are deposited into its stomach, a tesseract organ filled with strange acids of the most peculiar variety. The digestive fluids eat away at a creature’s soul and mind, eventually diminishing both in the vastness of the AaWBlog. While a swallowed creature is still alive, the AaWBlog can gain access one of its victim’s extraordinary abilities or feats by expending a swift action. The AaWBlog may only use this ability once per round per swallowed creature, but does not require any of the normal prerequisites for these feats or abilities.
Swallowed Magic (Su) Spellcasters swallowed by the AaWBlog are at even greater risk as their magical abilities are stolen from them by the creature’s unique stomach acid. Once every 1d4 rounds the AaWBlog may cast one prepared spell or known spell possessed by a swallowed creature as a swift action. This spell must be one level lower than the victim’s highest level spell and consumes their use of it for the day. The AaWBlog manifests the spell as a spell-like ability at its caster level.
Swallow Entirely (Ex) In one swift, terrifying motion, the AaWBlog can take a creature that it has successfully grappled and swallow them into its mysterious belly. If the AaWBlog begins its turn with an opponent grappled, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, though the opponent takes no initial damage. The opponent can be up to one size category smaller than the AaWBlog. Being swallowed causes a creature to take 1d6+4 bludgeoning damage each round. A swallowed creature keeps the grappled condition, while the AaWBlog does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/5 the AaWBlog’s total hit points, or 26), or it can just try to escape the grapple. The Armor Class of the interior of AaWBlog is 10 + ½ natural armor bonus + insight bonus (22). If the swallowed creature escapes the grapple, success sees it pull and twist out of the AaWBlog’s stomach, landing in an adjacent square of their choice with a sloshing wet thump. The AaWBlog can voluntarily suspend doing any damage to swallowed targets as a free action. Any creatures that die within the creature become a part of it, their faces emblazoned across its hide in a frenetic expression of panic, horror, or solemn resolve.
Upset Stomach (Ex) The AaWBlog’s unusual organs make it susceptible to attacks, spells, and effects that bestow the sickened condition. Any time that the AaWBlog is successfully sickened, it must make a Fortitude save (10 + HD of most recent swallowed creature) or vomit their victim forth, depositing them in an adjacent square. Afterward the AaWBlog is sickened for twice as long as normal.

The AaWBlog is a feared creature all across Aventyr, and rumors of its appearance are always taken with the utmost seriousness. Normally it prefers to consume much larger meals—a truth giants reticently attest to—but when it falls upon a village, it rarely leaves until any and every morsel of sentient flesh is consumed.

Some particularly brave adventurers have encountered the AaWBlog and survived to tell the tale, though the veracity of that claim is often strongly contested. The shrewd consumer of all has tricked, parleyed, deceived, and otherwise fooled countless intrepid warriors to a dismal end in its belly. Legend claims that it was once an adventurer itself, but with a greed and avarice so consuming that the gods themselves wrought a terrible transformation that has made it into a creature universally feared across the realm.