Thursday, November 23, 2017

Frightful Fridays! Thanksgiving Surprise! Disemboweling Fowl

Happy Thanksgiving! In celebration, I'm delivering this week's monster a day early. You may want to wait until well after your turkey (or whatever you eat to celebrate Thanksgiving...or Thursday for those of you outside the states) before you read this one. Making monsters gets me confused about the holidays, so I treat it more like Halloween, hence the axe-wielding turkey that loves to gut humans.

I hope you enjoy(?) today's offering. See you next week with another monster!

Stock images make everything less frightening!


This human-sized turkey has crazed eyes and its wattle drip with gore. It wields a small axe suitable for lopping off turkey heads in both of its wings.
Disemboweling Fowl      CR 11
XP 12,800
NE Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 147 (14d10+70)
Fort +14, Ref +14, Will +10
Defensive Abilities ferocity, fortification (50%), improved evasion, improved uncanny dodge, slippery mind
OFFENSE
Speed 30 ft., fly 30 ft. (clumsy)
Melee handaxe +21/+16/+11 (1d6+9/15–20/×3) or
   bite +20 (2d6+6/18–20), 2 talons +20 (1d8+6/18–20)
Special Attacks disembowelment, razor sharpness, sneak attack +6d6, visceral death
Spell-Like Abilities (CL 14th; concentration +13)
   3/day—vanish[APG]
STATISTICS
Str 22, Dex 20, Con 21, Int 5, Wis 22, Cha 11
Base Atk +14; CMB +20; CMD 35
Feats Cleave, Dazzling Display, Deadly Finish[UC], Disheartening Display[ACG], Improved Initiative, Martial Weapon Proficiency (handaxe), Power Attack, Weapon Focus (handaxe)
Skills Fly +2, Intimidate +16, Perception +15, Stealth +14; Racial Modifiers Intimidate +16
SQ fast stealth
ECOLOGY
Environment any temperate land
Organization solitary
Treasure standard (hand axe plus other treasure)
SPECIAL ABILITIES
Disembowelment (Ex) When a disemboweling fowl confirms a critical hit or deals sneak attack damage, its opponent takes 2d4 points of bleed damage and is staggered for 1 round. It must also attempt a DC 22 Fortitude save. On a failure, the victim is nauseated for 1 minute, while a successful save reduces this to sickened for 1 round. The save DC is Constitution-based.
Fast Stealth (Ex) A disemboweling fowl can move at full speed using its Stealth skill without penalty.
Razor Sharpness (Ex) Every weapon wielded by a disemboweling fowl has a critical threat range of 15–20. Its natural weapons have a critical threat range of 17–20.
Slippery Mind (Ex) If a disemboweling fowl is affected by an enchantment spell or effect and fails its saving throw, it can attempt it again 1 round later. The fowl only receives one extra chance to succeed on the saving throw.
Visceral Death (Ex) When a disemboweling fowl dispatches an opponent, it can make a free Intimidate check to demoralize all opponents within 30 feet as per its Dazzling Display feat. It also gains the benefits of Disheartening Display for this attempt.

Possessed by the spirits of turkeys mass murdered to put food on tables for a once per year event, a disemboweling fowl turns the tables on the murderers. It enacts vengeance with its sharp blade but will make do with its sharp talons and beak if it somehow becomes separated from its beloved axe. The fowl seeks to sow terror in its victims before opening up their bellies and often starts an encounter by violently waving its axe about. It then moves about stealthily, using vanish to seemingly disappear, to heighten the feeling of dread before it launches an attack. When it kills a victim, it makes a sudden, macabre display of pulling out the victim’s intestines and wrapping itself up in them. It only stops killing when its victims have fled, or it dies. In the aftermath, it feasts on its slain victims and gives an eerie elated gobble when it sates itself.

While it refuses to work with humanoids regardless of their disposition toward others, it teams up with powerful beasts which harbor the same hatred. It often waits for its partners to launch a frontal assault while it sneaks up on its prey. Of course, it ensures its prey knows of its presence at least a split second before driving its axe home.


Friday, November 17, 2017

Frightful Fridays! Undead Wolves

Hello and welcome back for another Frightful Fridays! This week's monster duo is courtesy of my friend Patrick who asked for collections of undead animals. The wolf head swarm and the ghostly wolf troop worked together nicely, so I decided to put them both out simultaneously.

I hope you enjoy either or both sets of wolves. I'll see you next week!


Foul, necromantic energies animate hundreds of wolf heads, which let loose simultaneously with a chilling howl.
Deadwolf Swarm      CR 10
XP 9,600
CE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft., scent; Perception +26
DEFENSE
AC 25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +8 natural, +2 size)
hp 127 (15d8+60)
Fort +8, Ref +11, Will +12
Defensive Abilities swarm traits; DR 10/good; Immune undead traits
OFFENSE
Speed 40 ft.
Melee swarm (3d6 negative energy plus 1d8 Dexterity damage, distraction, and trip)
Space 10 ft.; Reach 0 ft.
Special Attacks dexterity drain, distraction (DC 20), mournful howl, trip
STATISTICS
Str 14, Dex 19, Con —, Int 7, Wis 16, Cha 17
Base Atk +11; CMB — (+17 trip); CMD
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Intimidate), Skill Focus (Perception), Toughness
Skills Intimidate +27, Perception +26, Stealth +16
ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, death pack (3–6)
Treasure none
SPECIAL ABILITIES
Dexterity Drain (Su) A creature that takes Dexterity damage from a deadwolf swarm must succeed at a DC 20 Fortitude save or half of the Dexterity damage converts to Dexterity drain. When a creature fails the save, the deadwolf swarm gains 5 temporary hit points. The save DC is Charisma-based.
Mournful Howl (Su) As a swift action, a deadwolf swarm can let loose a terrifying howl, allowing it a free Intimidate check to demoralize all creatures within 60 feet that can hear the howl. A creature within the swarm and already suffering the shaken condition becomes frightened on a failed save. The save DC is Charisma-based.
Trip (Ex) A deadwolf swarm can trip opponents it damages with its swarm attack. Its effective CMB equals BAB + Strength modifier + 4 (racial bonus), giving a typical deadwolf swarm CMB +17.

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Every spectral wolf in this regimented group numbering over a dozen bares its teeth menacingly.
Ghost Wolf Troop      CR 13
XP 25,600
LE Medium undead (incorporeal, troop)
Init +12; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 23, touch 23, flat-footed 14 (+4 deflection, +8 Dex, +1 dodge)
hp 180 (19d8+95)
Fort +10, Ref +16, Will +16
Defensive Abilities channel resistance +4, incorporeal, troop traits; DR 10/good and silver; Immune undead traits
OFFENSE
Speed fly 50 ft. (perfect); sprint
Melee troop (4d6+8 negative energy)
Space 20 ft.; Reach 5 ft.
Special Attacks chilling howl
STATISTICS
Str —, Dex 27, Con —, Int 11, Wis 16, Cha 19
Base Atk +14; CMB +22; CMD 37 (can't be tripped)
Feats Dodge, Hover, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Toughness, Wind Stance
Skills Fly +23, Intimidate +26, Perception +25, Stealth +26, Survival +22
ECOLOGY
Environment any land
Organization solitary or pack (2–4)
Treasure none
SPECIAL ABILITIES
Chilling Howl (Su) As a standard action, a ghost wolf troop can release negative energy in the form of a howl in unison. All creatures within the troop’s space and within 20 feet of the troop must attempt a DC 23 Will save. Creatures sharing a space with the troop take 8d6 points of negative energy damage and are stunned for 1d4 rounds on a failed save. Creatures not sharing a space with the troop gain a +2 circumstance bonus on their Will saves, and take 4d6 points of negative energy damage and are stunned for 1 round on a failed save. A successful save halves the damage and negates the stunned effect. The save DC is Charisma-based.
Sprint (Ex) Once per minute a ghost wolf troop may sprint, increasing its speed to 100 feet for 1 round.

Deadwolf swarms and ghost wolf troops each arise as a result of the mass slaughter of living wolves. Sometimes, the inciting event will create both deadwolf swarms and ghost wolf troops, particularly if the wolves were decapitated en masse. The first order of business for the undead wolves is to destroy the person or people responsible for their deaths. Afterwards, the wolves continue hunting as packs like they did in life, but they usually target intelligent prey rather than game. Powerful vampires and liches attract both types of undead to their side with promises of plenty of fresh kills in return for protection. These undead controllers stand amid the wolves with little fear of harm from the creatures, adding a further element of terror in their battles against the living.


Friday, November 10, 2017

Frightful Fridays! Glitteranha

Hello and welcome back to another Frightful Fridays! I might get used to actually dropping these on Friday. Today's monster is a cute and cuddly voracious fey that can blind their prey and attach to them with their sharp teeth. Glitteranhas encountered in swarms don't stick to their victims, but they leave bloodier wounds, so it's not much of a trade off.

I hope you enjoy the glitteranha, and I'll see you next week with another monster!



This bipedal creature has fish scales, cartilaginous wings, fin-like ears, and a dorsal fin atop its head. Its face features lifeless eyes and a grinning mouth full of razor-sharp teeth, which it continually gnashes.
Glitteranha      CR 3
XP 800
NE Tiny fey (aquatic)
Init +7; Senses low-light vision; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +4
DR 5/cold iron
OFFENSE
Speed 10 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3–1 plus attach and 1d2 bleed)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks glittering assault
Spell-Like Abilities (CL 5th; concentration +11)
   At will—glitterdust (DC 14)
STATISTICS
Str 8, Dex 17, Con 14, Int 7, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+3 to jump), Escape Artist +11, Fly +15, Perception +8, Stealth +17, Swim +15
SQ amphibious
Environment temperate forests, lakes, or plains
Organization solitary, pair, gnash (3–20)
Treasure incidental
SPECIAL ABILITIES
Attach (Ex) For each round a glitteranha remains attached to a creature, its bleed damage becomes cumulative.
Glittering Assault (Sp) As part of a move action or charge where a glitteranha ends its move adjacent to or in the same square as an enemy, it can cast glitterdust, targeting only that foe. It must succeed at a DC 19 concentration check, for which it has a +4 racial bonus, otherwise the spell has no effect. If it succeeds in using glitterdust and its opponent is blinded as a result, it takes no attack of opportunity from that foe for moving through its threatened squares.


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Numerous razor-toothed flying fey comprise this cloud of creatures, heralded with insane chittering and gnashing of teeth.
Glitteranha Swarm      CR 8
XP 4,800
NE Tiny fey (aquatic, swarm)
Init +10; Senses low-light vision; Perception +17
DEFENSE
AC 21, touch 19, flat-footed 14 (+6 Dex, +1 dodge, +2 natural, +2 size)
hp 102 (12d6+60)
Fort +10, Ref +14, Will +10
Defensive Abilities swarm traits; DR 10/cold iron; SR 19
OFFENSE
Speed 10 ft., fly 40 ft. (good), swim 30 ft.
Melee swarm (3d6 plus 1d6 bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks blinding light, distraction (DC 20)
STATISTICS
Str 8, Dex 23, Con 18, Int 7, Wis 15, Cha 16
Base Atk +6; CMB —; CMD
Feats Dodge, Great Fortitude, Improved Initiative, Mobility, Toughness, Wind Stance
Skills Acrobatics +21 (+13 to jump), Fly +21, Intimidate +15, Perception +17, Stealth +21, Swim +21
SQ amphibious
ECOLOGY
Environment temperate forests, lakes, or plains
Organization solitary or bloodchurn (2–8)
Treasure incidental
SPECIAL ABILITIES
Blinding Light (Su) At the end of a glitteranha swarm’s movement, it targets all creatures within its space and all creatures adjacent to it with an effect similar to glitterdust. Creatures that succeed on DC 19 Will save are dazzled for 1 round. As per glitterdust, a blinded creature can attempt a new Will save at the end of its turn. The save DC is Charisma-based.

Glitteranhas are fey creatures which used to hunt in otherwise pristine lakes. Their tremendous appetites caused them to strip their homes of food, and they eventually turned on each other. Their cannibalistic acts cursed them to a life of never-ending hunger but provided adaptations to diversify their hunting range. Individually, glitteranhas are tenacious foes and rarely let go of prey once they have latched on. While they have the ability to blind prey from a distance, they lack the patience to wait for it to take effect and often charge in to tear flesh from their targets. More frighteningly, glitteranhas gather in massive swarms and annihilate life where they pass. Their greater numbers induce a strange feedback which improves their defensive capabilities, making them much more difficult to repel. However, once the swarm disperses, individual glitteranhas attack and devour each other, creating a gruesome sight.

A typical glitteranha measures 2 feet in length and weighs 30 pounds. The creatures can live up to 60 years, but their voracious appetites tend to shorten this lifespan.


Friday, November 3, 2017

Frightful Fridays! Physiscopia

Hello and welcome back to another Frightful Fridays! This week's monster is actually posting on Friday, making it 5 in a row, which is a recent record. I'll try to keep the momentum going. Anyway, today's monster, the physiscopia, is essentially a menagerie of animals (with accents of plant). It hurts the physiscopia when it yanks an animal from its collective, but the animal benefits from any ongoing protections/augmentations benefiting the physcopia.

I'll be back next week with another monster. Thanks for reading!



A riot of animals lines this humanoid creature’s “skin,” which also features bark from numerous different trees. A cacophony of roars, howls, bird cries, and trumpets erupts from the creature.
Physiscopia      CR 8
XP 4,800
N Large monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
hp 95 (10d10+40)
Fort +9, Ref +11, Will +10
DR 5/cold iron
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +14 (1d8+5), 2 claws +14 (1d6+5), gore +14 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks detach animal, wild shape (as 8th level druid, animal forms only, 5/day)
Spell-Like Abilities (CL 10th; concentration +12)
   At will—speak with animals
   1/day—aspect of the bear[APG], aspect of the falcon[APG], aspect of the stag[APG], aspect of the wolf[APG], blessing of the salamander[APG], greater animal aspect[UC]
Druid Spells Prepared (CL 10th; concentration +13)
   5th—animal growth (DC 18), commune with nature
   4th—atavism[UM] (DC 17), bloody claws[APG] (DC 17), thorn body[APG]
   3rd—dominate animal (DC 16), mad monkeys[UM], greater magic fang, rain of frogs[UM]
   2nd—animal messenger, barkskin, bear's endurance, bull's strength, summon swarm
   1st—calm animals (DC 14), charm animal (DC 14), entangle (DC 14), hide from animals, longstrider
   0 (at will)—create water, know direction, resistance, stabilize
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 16, Cha 15
Base Atk +10; CMB +16; CMD 30
Feats Great Fortitude, Natural Spell, Outflank[APG], Quick Wild Shape[UM], Wild Speech[UM]
Skills Climb +13, Fly +11, Handle Animal +15, Knowledge (nature) +14, Perception +16, Survival +16, Swim +12
Languages Sylvan; speak with animals
ECOLOGY
Environment any
Organization solitary or menagerie (2–12)
Treasure incidental
SPECIAL ABILITIES
Detach Animal (Su) As a move action, a physiscopia can release an animal from its collective mass. This acts as a summon nature’s ally I–V spell (CL 10th), but the physiscopia can only call forth a single creature with the animal type. This ability deals an amount of damage to the physiscopia equal to twice the spell level. If the animal is still alive at the end of the spell’s duration, it returns to the physiscopia’s mass, healing it the same amount of hit points. An animal called forth in this way benefits from all spells and spell-like abilities affecting the physiscopia when it uses this ability. The animal is also treated as possessing any teamwork feats possessed by the physiscopia. Additionally, the animal gains DR 2/cold iron. A physiscopia must call forth a different animal each time it uses this ability, unless an animal has returned to its mass. It must wait 24 hours before it can use this ability for an animal that has died.

Chosen guardians of nature, physiscopias embody all elements of animals and plants. Lesser physiscopias lean more toward animal aspects, while more powerful specimens combine fauna and flora. They contain all known animal species within their whole and can pluck individual animals to help them combat those who harm the natural world. Physiscopias have humanoid origins and maintain an awareness of the balance between civilization and nature, so they check their attacks against humanoids who unwittingly harm their protectorates, seeking only to drive the offenders away. Against deliberate encroachment, though, physiscopias allow their primal nature to take hold and pursue and kill transgressors. Because the animals are part of a physiscopia gestalt, anything benefitting physiscopias also benefits the animals they detach from the whole. Given enough time to prepare, physiscopias can create a powerful army of animals with which they can overwhelm their foes. Physiscopias are aware of the danger they expose their animal components to when they pull them out for battle and mourn every animal they lose in a fight.

Typical physiscopias stand 8 feet tall and weigh 400 pounds. They have a lifespan of 200 years, but very few of them reach old age.

A druid of at least 10th level can become a physiscopia through a 24-hour ritual that takes place at one of the equinoxes. More powerful druids (15th level or higher) who become physiscopias gain access to higher level summon nature’s ally spells for their detach special ability, can call forth plant creatures, and cannot be harmed by animals or plants.