SPECIAL ABILITIES Dream Gouger (Ex) Creatures that take damage from a somnambularskurgxon swarm make a DC 15 Will save or fall asleep for 1d4 rounds, enduring vivid nightmares that gouge their soul and bestow 1d2 negative levels. A DC 19 Fortitude save negatesthe negative levels but staggers the creature for 1d4 turns. After successfully saving against this effect, a creature can only be staggered by it for 1 round durations for the next 24 hours. Virulent Touch (Ex) When a somnambularskurgxon swarm deals damage with one of its natural weapons, a creature or object hit by it takes an additional 1d6 negative energy damage 1d4 rounds later (DC 15 Fortitude save negates).
Biomechanical Flaws.A somnambularskurgxon swarm takes +50% damage from attacks and spells that deal lightning damage. A somnambularskurgxon swarm becomes stunned for 1 round when critically hit (despite their immunity). Swarm.
ACTIONS Virulent Touch. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. The swarm heals a number of hit points equal to half the necrotic damage it deals. This damage cannot be healed until a long rest or when on the plane of Alucinar.
This unnaturally tall and thin giant lurks into view, the head of a recent enemy hanging bloody from one hand, a kukri the size of a scimitar in the other.
BOG TROLL RAIDER CR 10 XP 9,600 CE Large humanoid (giant) Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size) hp 133 (14d8+70); regeneration 10 (clean or holy water) Fort +14, Ref +3, Will +3
OFFENSE Speed 40 ft. Melee bite +17 (1d8+8) and 2 claws +12 (1d6+4) or kukri +17/+12 (1d6+8, Crit 15-20/x2 and sickened 1 minute) Space 10 ft.; Reach 10 ft. Special Attacks rend (2 claws, 1d6+8)
TACTICS Before Combat Bog troll raiders are dull creatures only ever sent out for food and the occasional courtesan, and when not under directions from the Mud King, travel their territories and the areas nearby in search of prey. During Combat A bog troll raider rushes at the closest opponent, trying to rip their enemy apart or smash it into sludge. Particularly attractive prey is captured and taken alive rather than killed. Morale Bog troll raiders never retreat, frequently relying on their regeneration to overcome battles.
STATISTICS Str 26, Dex 8, Con 20, Int 7, Wis 9, Cha 4 Base Atk +10; CMB +19; CMD 28 Feats Cleave, Critical Focus, Great Cleave, Improved Critical (kukri), Intimidating Prowess, Power Attack, Sickening Critical Skills Intimidate +15, Perception +9 Languages Giant
ECOLOGY Environment temperate or warm marshes Organization solitary, pair, or gang (3–5) Treasure triple
Use the “Troll” entry with the following changes: AC 17 (natural), Hit Points 124 (8d10+80), STR 26 (+8), CON 30 (+10), Abilities a bog troll’s regeneration is only disrupted by clean water or holy water, Attacks add +4 to all to-hit bonuses and to all damage rolls, Challenge 10 (5,900 XP).
When used to navigate, a cursed amber attenuator blocks junctions and side tunnels while traveling underground or on the Amber Roads, covering the openings with illusions of walls and barriers seamlessly blended into the existing passageway. The image is projected to all creatures within 100 ft. of the bearer, but only the creature who has possession of the cursed amber attenuator can break the illusion (any other creature that tries to touch an illusory wall or barrier treats it as real). A cursed amber attenuator always leads its user to the closest aggressive monster instead of the correct path to reach their destination; this increases the chance of a random encounter by 10% every thirty minutes traveled. A DC 18 Will save allows the bearer to see through an illusion created by the cursed amber attenuator (this save may be attempted every time the bearer physically interacts with an illusory wall).
ignis the Stoneshaper CR 7 XP 3,200 Female zwerc stonespeaker 8 NE Medium humanoid (dwarf, fey) Init +0; Senses darkvision 120 ft., low-light vision, tremorsense 30 ft.; Perception +3
DEFENSE AC 16, touch 10, flat-footed 16 (+6 armor) hp 48 (8d8+34) Fort +9, Ref +2, Will +10; Defensive Abilities stoneblood Weaknesses light blindness
OFFENSE Speed 20 ft. Melee+1 heavy mace of impact +9/+4 (2d6+4, Crit x2) Ranged exploding pebble +6 touch (8d6 bludgeoning, Range 20 ft, Reflex DC 23 halves; costs 2 uses of exploding earth) Special Attacks elemental shape 2/day (small earth elemental), exploding earth 13/day (8d6 bludgeoning. Reflex DC 19 halves, range 45 ft.), exploding pebble, flaking armaments 2/day (+4 bleed to melee attacks) Spells like abilities (CL 6th; concentration +4)
3rd (8/day)—stone shape 2nd (8/day)—binding earth 1st (8/day)—grease, stone shield 240 ft./day—dimensional steps (underground only)
TACTICS Before Combat ignis buffs herself, chows down on a granite snack (gaining DR 3/— for 1 minute), and washes it down with a potion of mirror image. During Combat ignis stays back, using exploding earth and exploding pebble at the nearest foe. Once out of uses she moves in brandishing her heavy mace. Morale ignis tries to flee when reduced to below 10 hp using stone steps to get away, drinking a potion of invisibility after reaching a place safe enough for her to do so.
STATISTICS Str 14, Dex 11, Con 16, Int 10, Wis 20, Cha 9 Base Atk +6; CMB +4; CMD 14 Feats Craft Wondrous Item, Destined by the Stone, Power Attack, Toughness Skills Bluff +4, Intimidate +7, Knowledge (engineering) +6, Knowledge (geography) +9, Perception +14, Sense Motive +9, Spellcraft +5 Languages Common, Dwarven, Terran SQ favored terrain (+4 underground, +2 mountains/hill, +2 Plane of Earth), stone steps, elemental shape, Stone lore Combat Gearpotions of cure moderate wounds (3), potion of invisibility, potion of mirror image; Other Gear +2 hide armor, granite snack (6), P.R.A.N.K.S.T.E.R.S. cypher note
Exploding Earth (Su) Stonespeakers can cause the ground to explode, dealing damage to those standing upon it or airborne as far as 5 feet away from it. A stonespeaker can use exploding earth a number of times each day equal to his class level + his Wisdom modifier. Using exploding earth is a standard action that provokes attacks of opportunity. It affects a 5-foot square of ground, and has a range of 25 feet plus 5 feet per two stonespeaker levels. Exploding earth inflicts 1d6 + the stonespeaker’s Wisdom modifier points of bludgeoning damage (Reflex DC 10 + ½ stonespeaker level + Wisdom modifier to halve the damage). The damage of exploding earth increases by 1d6 points every stonespeaker level. Exploding earth has no effect on flying creatures that are not standing on the ground.
A stonespeaker may expend two uses at once to add their level to the damage of an exploding earth attack, increasing the save DC to avoid it by +1 per 4 class levels (minimum 1).
At 5th level, a stonespeaker may expend an additional use of exploding earth with a swift action as part of a regular use to imbue the attack with more seismic energy, forcing their target(s) to also avoid being knocked prone (treat this as as a trip combat maneuver, using the stonespeaker’s level and Wisdom modifier to determine their CMB bonus). The stonespeaker does not provoke an attack of opportunity as normal for this trip attempt or be tripped in return when using this ability.
Stoneblood (Ex): At 3rd level, a stonespeaker’s vitals begin to calcify and her blood takes on many of the qualities of stone. She adds her stonespeaker level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.
Stone Steps (Sp) At 5th level, a stonespeaker gains the dimensional steps ability (see the 8th-level conjuration school ability in the Pathfinder Core Rulebook). This ability only works underground or at ground level, for both departure and arrival points.
Elemental Shape (Su): At 6th level, a stonespeaker can transform into an earth elemental. This functions as the druid wild shape ability (see Pathfinder Core Rulebook), but when determining their uses per day of the ability, the stonespeaker’s effective druid level is equal to their stonespeaker level -2. A stonespeaker can only become an earth elemental.
Exploding Pebble (Su): As a standard action, you can create and throw a pebble (or other stone of similar size) that detonates when it strikes a target; this requires a ranged touch attack, and cannot inflict critical damage. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack for every four stonespeaker levels you possess. Any creature struck by the pebble takes damage as per exploding earth but receives a Reflex save to half the damage (DC 10 + stonespeaker level + Wisdom modifier) If the attack roll misses, the pebble harmlessly dissipates when it hits another surface. This ability is activated by expending two uses of exploding earth.
Flaking Armaments (Su) Once per day as a swift action, your wielded melee weapons become covered in bits of sharp stone that inflict bleed damage equal to 1/2 stonespeaker level after a successful hit. A bleeding creature continues to take bleed damage each round until it receives a Heal check (DC 10 + stonespeaker level + Wisdom modifier) to have obsidian flakes removed from its wounds; cure spells and other healing magic only halves the bleeding damage (minimum 1) until the flaking armaments enchantment ends.
In the event of a critical hit from a weapon with this enchantment, the target also suffers from a slow effect (as per the spell, using your stonespeaker level as caster level; no save or spell resistance). After a number of rounds equal to twice your stonespeaker level, your weapon’s obsidian flakes fall off and dissipate; creatures suffering from bleed damage inflicted with this ability now only require a DC 15 Heal check or any kind of healing magic to stop taking bleed damage.
At 8th level and every 4 levels after, you may use this ability one additional time per day. You must be at least 3rd level to select this ability.
Throughout the entire battle ignis stays in her earth elemental form; use the statistics for the “Earth Elemental” and treat her CR as 5. In addition, ignis can spend an action to activate either one of a copper dragon’s lair abilities as though she were the lair. ignis can only do this twice per lair ability per combat.
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EARTHEN MIMICCR 7 XP 3,200 NE Large aberration (shapechanger) Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size) hp 80 (10d8+40) Fort +7, Ref +6, Will +6 DR 7/—; Immune acid
OFFENSE Speed 5 ft., climb 10 ft. Melee slam +13 (2d6+6 plus adhesive), bite +8 (1d8+4 plus grab) Special Attacks constrict (slam, 1d8+6), swallow whole (1d8 bludgeoning damage, AC 13, 22 hp)
STATISTICS Str 21, Dex 15, Con 20, Int 10, Wis 13, Cha 10 Base Atk +7; CMB +11; CMD 25 (can’t be tripped) Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam) Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception+18; Racial Modifiers +20 Disguise when mimicking objects Languages Common SQ mimic earthen object
SPECIAL ABILITIES Earthen Adhesive (Ex) An earthen mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered earthen mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the earthen mimic is alive without removing the adhesive first and take 1d4 acid damage each round they are in contact with the earthen mimic. A weapon that strikes an adhesive-coated earthen mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save, taking 1d4 acid damage each round. A successful DC 17 Strength check is needed to pry off a stuck weapon (DC 12 if the weapon has gained the broken condition). Strong alcohol or universal solvent dissolves the adhesive, but the earthen mimic can still grapple normally. An earthen mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Mimic Earthen Object (Ex) An earthen mimic can assume the general shape of any four Small-sized, two Medium-sized, or one Large-sized object made out of earth, rock, or stone (such as a massive boulder, several stalactites, or even a crevice. The creature cannot substantially alter its size, though. An earthen mimic’s body is hard and has a rough texture, no matter what appearance it might present. An earthen mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an earthen mimic.
Mimic Mutations (Ex) Earthen mimics are transformed by Amber Roads but depending on where it is an encountered, a mimic can develop a multitude of traits from exposure to the Underworld of Aventyr. Some mutations are listed below; when applying them to the earthen mimic or a regular mimic, increase its CR as listed. Claybody (CR +0) The mimic’s body becomes softer and stretchier, giving it the compression ability and increasing its reach by +5 ft. The mimic loses all DR. Gemblooded (CR +1) The mimic’s insides are made out of precious gems and stones, causing any creatures within 30 ft. of it to make a DC 12 Will save or be compelled to rush toward the mimic as they see the sparkle of jewels in its cunningly hidden eyes (this does not reveal the mimic’s true nature). This is a supernatural mind-affecting compulsion effect. Orevein (CR +0) The mimic’s veins are made of metal, allowing it to bypass DR of either cold iron, silver, or adamantine. Waterfall (CR +1) The mimic gains a swim speed of 10 ft. and is able to use control water (CL 8th) as an at will spell-like ability.
Use the “Mimic” creature entry but with the following changes: size Large, Armor Class 14 (natural), hp 67, climb speed 15 ft., STR 20, change Melee Weapon Attack bonuses to +7 to hit and damage to (1d8+5), and limit the shapechanger and false appearance abilities to only function while the creature mimics 4 Small, 2 Medium, or 1 Large earthen object.
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TACTICS Before Combat The schewerka is usually dozing off in a warm area; when its territory is trespassed the creature seeks out intruders, waiting to see if they move on. During Combat The schewerka challenges the most heavily armored foe, trying to sunder the armor from the creature; if it does not succeed in 3 rounds, the schewerka gets bored and either leaves or kills the foe depending on how much damage its opponent has dealt. Morale After 3 round if the schewerka has more than 23 hp it leaves from boredom, but if below 23 hp it stays and fights to the death over its pride.
STATISTICS Str 21, Dex 19, Con 15, Int 12, Wis 10, Cha 4 Base Atk +8; CMB +13 (+15 to sunder); CMD 28 (32 vs. trip) Feats Improved Natural Armor, Improved Natural Attack (bite), Improved Sunder, Multiattack, Power attack Skills Climb +13, Perception +8, Stealth +9 (+29 in earth), Swim +8; Racial Modifiers +20 Stealth in earth Languages Terran
This sleek monster covets warm patches of sun, warming up its cold metal plates. If no sun is present the creature baths in vents of lava or in the areas of the Amber Road it finds pleasantly toasty.
SCHEWERKA Medium beast, chaotic neutral AC 17 (4 natural) Hit Points 39 (6d8+12) Speed 60 ft., burrow 30 ft. (earth glide) STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 4 (-3) Damage Resistances bludgeoning, piercing, and slashing Senses tremorsense 100 ft., passive Perception 15 Challenge 3 (700 XP)
Armorbreaker. The schewerka deals double damage on attacks against armor. Earthwalk. The schewerka can use its burrow speed to travel through stone.
ACTIONS Multiattack. The schewerka make makes five attacks: one with its bite, two with its claws, and one with its tail.
Bite.Melee Weapon Attack: +6 to hit, one target. Hit: 8 (1d8+4) slashing damage. Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d6+4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d6+4) bludgeoning damage.