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Statblock Sunday (Macabre Manses): Madam Sutradhara, the Fleshdoll Masterminder

This aged human woman has frazzled gray and silver hair pulled back, bound by simple silk scarf. She wears colorful attire of mismatched patchwork clothes, yet boasts a persona of elegance and class. Her voice, though marred by age, retains a somewhat melodic tone. Standing merely four-and-a-half feet tall, she progresses with staggered, sometimes painful-looking, movements.

madam sutradharaMadam Sutradhara appears to simply be an elderly woman, friendly and inviting in, remaining soft spoken and assuming an unthreatening demeanor. However, though well disguised, she is quite insane; an evil individual who has been twisted by years of deep depression and bitter hatred. An initial DC 35 Sense Motive check upon first encountering her reveals that something is “not quite right” with her behavior, though just what that is remains indiscernible (a “gut feeling”).

Madam Sutradhara is the antagonist for this week’s Macabre Manses theme, and the creator and master of the accursed fleshdoll stage! [A magic item revealed later this week! -JAM]

Madam Sutradhara, Fleshdoll Masterminder     CR 6
XP 2,400
Female human wizard (necromancer) 7
NE Medium humanoid (human) venerable
Init -1; Perception +8

AC 11, touch 11, flat-footed 11 (+2 deflection, -1 Dex)
hp 45 (7d6+21)
Fort +6, Ref +1, Will +8

Speed 20 ft., staggered movement
Melee dagger +3 (1d4, Crit 19-20/x2)
Special Attacks channel negative energy (DC 14, 6/day), necrotic puppet mastery (DC 25, at will)
Wizard Spells Prepared (CL 7th; concentration (CMB 15)
4th—animate dead, resilient sphere
3rd—gentle repose, major image
2nd—command undead, continual flame, ghoul touch, minor image, spectral hand
1st—disguise self, floating disk, silent image, ventriloquism (4)
0th (at will)—bleed, mage hand, touch of fatigue, mending, ghost sounds
Opposition Schools enchantment, conjuration

Before Combat If engaged directly in combat, Madam Sutradhara flees as quickly as possible towards the cellar of the mansion where she keeps her zombies when they are not participating as an audience to one of her shows. However, if she is attacked by any of the spirits possessing her fleshdolls, she becomes agitated and continues to use her necrotic puppet mastery ability to try to force them to halt and obey her commands. If this fails, she resorts to threatening to feed the preserved bodies of the spirits to her zombie servants.
During Combat Once escaping to the cellar, the necromancer lets her 4d6 zombie servants (CR ¼) do the work while she keeps a distance from her attackers. She attempts to cast touch of fatigue upon anyone that passes into her threat range while engaging her undead servants, and if attacked directly in the cellar casts ghoul touch (if available) or draws and attacks with her dagger. Madam Sutradhara uses her channel negative energy ability to attempt to heal her zombie servants as needed during the battle; when her zombie servants are all destroyed, she goes insane, frothing at the mouth, and falls to the ground (becoming prone) as she screams screams obscenities at her attackers.
Morale Once Madam Sutradhara collapses in enraged despair, she can either be killed outright or left there screaming upon the floor. She does not give chase to her attackers if they leave, but does not assist them in any way—choosing to instead spit upon and scream at them if they approach her.

Str 10, Dex 8, Con 14, Int 17, Wis 12, Cha 15
Base Atk +3, CMB +3; CMD 14
Feats Combat Casting, Command Undead, Craft Wondrous Item, Great Fortitude, Iron Will, Scribe Scrolls, Spell Focus (necromancy), Toughness
Skills Appraise +9, Healing +6, Intimidate +12, Knowledge (Arcana) + 13, Knowledge (History) +14, Knowledge (Planes) +13, Knowledge (Religion +7), Linguistics +7, Perception +8, Perform (puppetry) +10, Spellcraft +13
Languages Common, Elf, Halfling
SQ perverse puppeteer’s bond (fleshdoll stage), undetectable alignment (magic amulet)
Combat Gear dagger Other Gear ring of protection +2, amulet of undetectable alignment (CL 8th, moderate abjuration), scrolls of gentle repose (3, CL 3rd), a surgeons toolkit, an iron bone saw, a pouch containing 47 small  onyx marbles 25gp each, a small crystal sphere 15 gp,  130gp of mundane equipment and crafting supplies, a stocked spell component pouch [a vial of ruby dust 100 gp, a small jar of salt, a splintered human metacarpal, strips of raw human flesh (2), a handful of dirt (from a graveyard), a roll of fleece gauze, a thin vial of quicksilver (mercury, 10 gp), and 2 blank pieces of parchment], bedraggled entertainers outfit, 60 gp, 5 sp, 28 cp

Necrotic Puppet Mastery (Su) A spirit trapped within one of Madam Sutradhara’s fleshdolls is compelled to adhere to her will by a supernatural force. She controls their movements at will, and can control up to 12 fleshdolls simultaneously. This effect can be negated for 1d4 rounds by successfully making a DC 17 Will save.
Perverse Puppeteer’s Bond (Su) An effect caused by the curse of the fleshdoll stage. As long as Madam Sutradhara remains alive, the spirits bound to her fleshdolls cannot escape their puppet prisons nor willingly travel further than 100 ft. from the stage itself. A fleshdoll that attempts to move further than 100 ft. from the fleshdoll stage suffers 1d4 points of Charisma damage per round until they return to within 100 ft. of the stage. If Madam Sutradhara dies, then the stage is destroyed and the spirits trapped inside the fleshdolls return to their bodies (which have been preserved at a nearby location by gentle repose as per the requirements for activation of the fleshdoll stage) in 2d6 minutes.


[Graphics and Content by AaWBlog Regular Justin Andrew Mason!]
Note on Artwork: Source image for transformative artwork for Madam Sutradhara is “An Old Woman (Study)” by Girolamo Nerli (c. 1880), oil on canvas. This work is in the public domain. (


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P.R.A.N.K.S.T.E.R.S. Agent

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 02P.R.A.N.K.S.T.E.R.S. Agent         CR 12
XP 19,200
Male halfling wizard 3/rogue 3/shadow dancer 1/arcane trickster 6
CN Small humanoid (halfling)
Init+6; Perception +15

AC 23, touch 19, flat-footed 16 (+4 armor, +1 deflection, +6 Dex, +1 dodge, + 1 size)
hp 91 (3d6+3d8+1d8+6d6+42)
Fort +6, Ref +14, Will +7; +2 vs. fear

Speed 30 ft.
Melee +1 rapier +8/+3 (1d4+1, Crit 18-20/x2), mwk dagger +8/+3 (1d3, Crit 19-20/x2)
Ranged +1 frost shortbow+14/+7 (1d4+1 plus 1d6 cold, Crit x3, Range 60 ft.)
Space 2.5 ft.; Reach 5 ft.
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +12)
6/day—blinding ray (ranged touch, 30 ft., blind one round; dazzle if HD exceeds 9)

Spells Prepared(CL 9th; concentration +12; 10% spell chance failure)

0th—acid splash, detect magic, light; ghost sound
1st—magic missile (3), charm person, shield; silent image
2nd—detect thoughts, invisibility, obscure object; minor image (3)
3rd—dispel magic, fly, nondetection, suggestion; major image
4th—charm monster, stoneskin; greater invisibility
5th—dominate person; mirage arcana
Prohibited Schools conjuration, necromancy

Str 10, Dex 22, Con 12, Int 16, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Sleight of Hand), Stealthy, Toughness (2); Scribe Scroll
Skills Acrobatics +16 (+21 jump), Appraise +7, Bluff +11, Climb +6, Diplomacy +4, Disable Device +19, Disguise +4, Escape Artist +26, Knowledge (arcana) +10, Perception +15, Perform (dance) +5, Sense Motive +11, Sleight of Hand +28, Spellcraft +11, Stealth +30, Swim +4; Racial Bonuses +2 Acrobatics, +2 Climb, +2 Perception; Size Bonus Stealth +4
Languages Common, Gnome, Halfling, Klavekian, Pradj
SQ Arcane bond (ring of protection +2), arcane school (illusion), cantrips, evasion, hide in plain sight, ranged legerdemain, rogue talent (fast stealth), trapfinding, trap sense +1, weapon familiarity (halfling)
Gear +1 rapier, +2 leather, boots of striding and springing, dust of tracelesness, hat of disguise, handy haversack, potion of cure critical wounds, ring of protection +2

Extended Illusions (Su) Any illusion spells the P.R.A.N.K.S.T.E.R.S. agent casts that have a duration of “concentration” last 4 rounds after they stop maintaining concentration.
Impromptu Sneak Attack (Ex) Once per day, the P.R.A.N.K.S.T.E.R.S. agent can declare one melee or ranged attack they make to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Tricky Spells (Su) Three times per day, the P.R.A.N.K.S.T.E.R. agent can cast their spells without the somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. The P.R.A.N.K.S.T.E.R.S. agent decides to use this ability at the time of casting.

P.R.A.N.K.S.T.E.R.S. agents always have a prime directive or goal to accomplish and are rarely found without at least one pepfralcon at their disposal. Typically they remain to the shadows, manipulating events with illusion spells until an opportunity for them to acquire their charge presents itself. They avoid combat whenever possible, attempting to instead turn allies against one another with dominate person and suggestiona P.R.A.N.K.S.T.E.R.S. agent only enters the fray when the chaos reaches a fevered pitch, laying low any opponents that have noticed or perceived them first.

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Alby Amhlaoibh



XP 25,600
Male gnome sorcerer (fey) 5/rogue 5/arcane trickster 3
CN small humanoid (forest gnome)
Init +6; Senses low-light vision; Perception +11
AC 21, touch 18, flat-footed 14 (+3 deflection, +2 Dex, +1 dodge, +1 insight, +3 natural, +1 size)
HP 93 (5d8+8d6+26)
Fort +5, Ref +9, Will +8; +2 vs illusion spells and spell-like abilities
Speed 30 ft.
Melee +3 sap +9/+4 (1d4+2 nonlethal) or +1 shortsword +7/+2 (1d4, Crit 19-20/x2)
Ranged +9/+4
Special Attacks sneak attack +4d6
Sorcerer Spells Known (CL 8th; concentration +13)
0th—acid splash, arcane mark, detect magic, mage hand, mending, ray of frost, read magic, touch of fatigue
1st (8/day)—detect secret doors, identify, mage armor, obscuring mist, sleep; entangle
2nd (7/day)—knock, locate object, obscure object; hideous laughter
3rd (6/day)—deep slumber, ray of exhaustion; nondetection
4th (4/day)—greater invisibility (CL 9th)
Bloodline fey
Spell-Like Abilities (CL 8th; concentration +13)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
8/day—laughing touch (melee touch attack, target can only take a move action for 1 round)
Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 20
Base Atk +6; CMB +6; CMD +18
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Magical Aptitude, Maximise Spell, Spell Penetration; Eschew Materials
Skills Acrobatics +14, Appraise +9, Bluff +9, Craft (alchemy) +11, Disable Device +9, Escape Artist +9, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +11, Sleight of Hand +9, Spellcraft +11, Stealth +14, Use Magic Item +11; Racial Bonuses +2 Craft (alchemy), +2 Perception
Languages Common, Gnome, Sylvan, Elven
SQ Cantrips, evasion, gnome traits, rogue talents (fast stealth, trap spotter), trapfinding, uncanny dodge, woodland stride
Gear +1 shortsword, +3 sap, amulet of natural armor +3, bag of holding (type II), boots of striding and springing, cloak of elvenkind, clear spindle ioun stone, dusty rose prism ioun stone, ring of mind shielding, ring of protection +3, 1d3+1 random potions, 1d6 random scrolls, 1d3 random wands
Impromptu Sneak Attack (Ex) Once per day Alby can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Ranged Legerdemain (Su) Alby can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
Alby prefers the non-lethal approach for most larcenous encounters. He’ll never encounter the party whole, but tries to pick the PCs off individually. If given the opportunity, he strikes from ambush using greater invisibility to allow him to either pick pocket or fire off deep slumber or sleep, entangle and rays of exhaustion. If the opportunity presents itself against an unknowing target, he’s not afraid to use his magical sap to beat an opponent unconscious.

After casting detect magic he quickly removes any magical items from the subdued or unaware individuals before melting away into the distance. Paranoid about counter-theft, Alby’s recently “acquired” items are distributed amongst a number of different hoards in a wide number of locations, where they are hidden with the help of obscure object and non-detection spells.