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Magmos, The Herald of Fire

This huge creature seems to be made of living flames, moving with an otherworldly grace for a being so enormous, and accompanied by a constant hissing and crackling. On certain parts of it the fire congeals to lava, cooling into wicked barbs and a semblance of a face—this process continues and as a result the spikes crumble and regrow in an eternal cycle. Its eyes are burning points of undiluted evil. Fire Elemental

Magmos, The Herald of Fire     CR 13
XP 25,600
LE Huge outsider (elemental [fire], evil, extraplanar, lawful)
Init +12; Senses Darkvision 60 ft.; Perception +22

DEFENSE
AC 29, touch 16, flat-footed 21 (+8 Dex, +13 natural, -2 size)
hp 175 (18d10+72); fast healing 10
Fort +13, Ref +18, Will +17
DR 10/good; Immune fire, poison; Resist acid 10, electricity 10; SR 22
Weaknesses vulnerable to cold

OFFENSE
Speed 50 ft., magma form 50 ft.
Melee 2 slams +24 (2d10+6 plus burn, Crit 19-20/x2), bite +20 (1d10+6 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon magma cone (30 ft. cone, DC 24 or 10d6 fire plus special); burn (2d8, DC 23)
Spell-Like Abilities (CL 14th; concentration +17)
At will—
see invisibility
1/day—
plane shift
3/day—
greater teleport(self only), wall of fire (DC 17)
STATISTICS
Str 22, Dex 26, Con 18, Int 11, Wis 12, Cha 16
Base Atk +18; CMB +26; CMD 37
Feats Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack
Skills Bluff + 16, Diplomacy +16, Intimidate +16, Knowledge (local) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +24, Sense Motive +24; Racial Modifiers +8 Perception, +8 Sense Motive
Languages Common, Ignan
SQ Elemental traits

ECOLOGY
Environment any (Elemental Plane of Fire)
Organization unique
Treasure double standard

SPECIAL ABILITIES
Magma Form (Su) Up to 15 rounds a day, Magmos may take a standard action to change into a pool of magma and seep through cracks and seams. These rounds need not be consecutive but must be used in 5 round increments. If Magmos spends one round inside any object, he deals 13d6 of fire damage it (ignoring AC and hardness).
Lava Cone Breath (Su) Up to four times per day Magmos may breathe a cone of lava. The damage from this breath continues for 1d3 rounds after being affected by the lava cone, this additional damage is half of that dealt during the actual lava cone breath attack (5d6). Immunity or resistance to fire serves as an immunity or resistance to lava cone.
Searing Aura (Su) Magmos is made of living flame, and he exudes searing heat 10 feet out from his body in all directions. Any creature standing within 10 feet of Magmos is dealt 2d6 fire damage each round. Magmos can choose to suppress this aura as a free action; this is mostly done when he is serving on diplomatic missions for his mistress, the fire goddess.

 

Legends tell that in ancient times Verdonn Carthun was a warlord of great skill—he conquered countries, destroyed armies, and executed whole populations on great pyres as sacrifices to the fire goddess, in whose name he carried out his campaigns of genocide. One night after hours of drinking to celebrate a successful campaign with his trusted lieutenants, Carthun drunkenly slurred that he himself had put more people to the flame than the fire goddess. His commanders cheered, but the intoxicated exclamation traveled across the planes to the ear of the deity, as all mentions of her name does. The decision was made that Verdonn Carthun would pay for his pride, and with her volatile temper the punishment would be severe.

The next night the guards in Carthun’s army’s camp were horrified by screams coming from the tents of the lieutenants and Verdonn Carthun himself—entering the canvases, they were driven back by immense heat streaming from the openings though the tents themselves seemed untouched by the scorching air. The heat made it impossible to enter the tents for hours; their wizards were at a loss to quell the heat. As the sun rose in the sky, the heat finally subsided; when the guards entered they found only severely burnt carcasses, except in Carthun’s tent—here the ground had been turned to glass in the center, the reflective patch in a distinct human shape and beyond that no clue to be found of Verdonn Carthun.

Carthun was brought in front of the fire deity in burning chains, the mighty warlord pleading for mercy from his mistress, but the goddess condemned him to suffer in the lava pits. For a divine being it was merely the blink of an eye but for Verdonn Carthun, the suffering lasted centuries. When he was hoisted out, what remained was no longer human—instead he was reborn as Magmos, the Herald of Fire.

To this day Magmos journeys across the multiverse doing the bidding of his mistress. Wherever the fire goddess’ will needs to be carried out or her wrath needs to be manifested, Magmos does the execution of her orders. From volcanoes to forest fires (and any other fiery catastrophe), he can be found in the thick of it, using his skill as well as his hunger for destruction to ensure the death toll is maximized in tribute to his mistress.

 

[Submitted by Brian Wiborg]

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Statblock Sunday #1

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).

The very first monster image appears below (under the formatting reference sheet).

 

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.

 

 

Here’s a monster to get you started!

MONSTER-CLOSED