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.
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Eldritch 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.
Resist Acid & Cold
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!]
ELDRITCH 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.
ELDRITCH 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.
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.