Pathfinder RPG: Carrion Bug

Last week, I write my first Pathfinder monster in quite some time and I remember how much I enjoy doing it. In fact you might even say I caught the “bug” again. So I couldn’t help myself and I created another one.

The image that caught my eye this week is a bug eating a long decomposing corpse. Naturally my first thought was to Shadowsfall with how useful this would be. Humans and other intelligent living creatures
would want to keep these guys around since they could be useful in devouring zombies and making sure their own fallen do not rise again as undead. Yet they would still be a problem, eating the things that eat the things that eat the things that become food for the players. So even if the forces of the living wanted them around, they would still need to keep their numbers under control. So thinning their numbers would be a solid low level adventure.

If you like this monster, please let us know in the comments below and take a look our other monster books here at JonBrazer.com, DriveThruRPG, Paizo, and the Open Gaming Store.

Carrion Bug CR/HD 1/2

Init +0; Perception +2 (darkvision 60 ft.)
Size Small; Speed 30 ft.


Defenses


AC 13 (touch 12, flat-footed 12); Fort +3, Ref +1, Will +0; CMD 12
hp 11


Attacks


Melee bite +1 (1d4+1 plus disease)
Attack Options (DC 9) disease (onset 1d3 days, frequency 1/day, effect 1 point of Con damage, cure 1 save); CMB –1


Statistics


Utility Options mindless
Dex +1, Con +3, Int —, Wis +2
XP 200; N Vermin

Pathfinder: Ravager Wolf

I mentioned last month that we at JBE decided to continue with Pathfinder 1e support. Having said that, we decided to not continue on as business as usual. Since Paizo will be ending support for PF1 soon, we no longer feel the need to continue on in their footsteps; we want to do things our way. One of those ways is that we do not care for the core Bestiary monster creation rules. Personally, I never followed them. If anything, I did them backwards from the way the Bestiary described them. So all our monsters from here out will be using the Pathfinder Unchained monster rules. Today being Friday, I decided to make one for fun. Let me introduce you to the Ravager Wolf.

First a little background. The artwork was originally intended for the Book of Beasts: Monsters of the Shadow Plane, however, we cut it for space. I always liked this image of a wolf with its guts cut out and felt bad we never used it. So today I am creating a monster around this image. The ravagers are corpses of animals that are consumed by the darkness and are reanimated into unlife. Each is more vicious than their mundane counterparts as they suffer from a constant hunter and an unquenchable desire to feed. Even worse, as they get more powerful, they get more intelligent. This one here is one of the weaker ones as well as one of the most commonly encountered. These creatures are without mercy and will attack as soon as see an opportunity.

Be sure to follow the JBE blog since we will be posting more monsters and other options while we are working on new Pathfinder 1e projects. Also, be sure to tell you friends that we at JBE are working on some awesome Pathfinder projects. We need your help in letting everyone know that plans to stick with 1e PFRPG that we are here for them.

We hope you enjoy this monster.

Ravager Wolf CR/HD 3

Init +5; Perception +11 (darkvision 60 ft., scent)
Size Medium; Speed 30 ft.


Defenses


AC 17 (touch 12, flat-footed 12); Fort +4, Ref +4, Will +4; CMD 18
hp 33; Immune undead immunities


Attacks


Melee bite +6 (1d12+4 plus bleed), 2 claws +1(1d4+2)
Attack Options bleed (1d6, DC 15 or any magical healing); CMB +6


Statistics


Str +4, Dex +1, Con —, Wis +2; Climb +8, Perception +11, Survival +8
XP 800; CE undead

Pathfinder: Wild Hunter

With Christmas not far away, we figured we would share one if our classic monsters from the Book of Beasts: War on Yuletide. If you are getting up in levels and needing something higher level for your game, the wild hunter might be just what you’re looking for in a holiday themed game. Maybe the wild hunter needs the players’ help to hunt down the three spirits hunting some old money lender. Perhaps there’s a powerful hunt that makes someone see the world where they never existed. Or you could try it backwards in that someone is turning bad children until ghosts before their time and the wild hunter cannot attack a still living creature, requiring the adventurers’ help. The possibilities are endless.

Download Book of Beasts: War on Yuletide today.

Wild Hunter CR 13

XP 25,600
N Huge outsider (extraplanar, psychopomp)
Init +5; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +19
Aura fear aura (30-ft. radius, DC 19)
Defense
AC 26, touch 13, flat-footed 21 (+8 armor, +5 Dex, +5 natural, –2 size)
hp 189 (18d10+90)
Fort +16, Ref +16, Will +9
Defensive Abilities channel resistance +4; DR 5/cold iron and magic; Immune death effects, disease, poison; Resist cold 10, electricity 10
Offense
Speed 40 ft.
Melee +1 ghost touch keen longsword +22/+17/+12/+7 (3d6+6/17–20)
Ranged +1 ghost touch composite longbow +22/+17/+12/+7 (3d6+6)
Space 15 ft.; Reach 15 ft.
Special Attack trample (2d6+7, DC 24)
Spell-Like Abilities (CL 9th, concentration +9)
Constant—seal of fate
Statistics
Str 20, Dex 20, Con 20, Int 10, Wis 16, Cha 11
Base Atk +18; CMB +25 (+27 bull rush, overrun); CMD 40 (42 vs. bull rush, overrun)
Feats Bloody Assault APG (–5/1d4 bleed), Charge Through APG, Devastating Strike UC, Improved Bull Rush, Improved Devastating Strike UC, Improved Overrun, Improved Vital Strike, Power Attack (–5/+10), Vital Strike
Skills Handle Animal +17, Knowledge (nature) +17, Knowledge (planes) +17, Perception +19, Sense Motive +19, Stealth +10, Survival +20, Swim +18
Languages Abyssal, Celestial, Infernal
SQ ghost touch
Ecology
Environment any
Organization solitary
Treasure double (+1 keen longsword, +1 composite (+5 Str) longbow, and +4 hide armor)
Special Abilities
Fear Aura (Su) Creatures within a 30-foot radius of the wild hunter that fail a DC 19 Will save become frightened for 1d8 rounds. A creature that successfully saves cannot be affected again by this fear aura for 24 hours. The save DC is Charisma-based.
Ghost Touch (Su) A wild hunter’s attacks are treated as if it had the ghost touch weapon special ability.
Lord of Spirits (Su) The wild hunter can command up to 18 HD of ghosts.
Seal of Fate (Sp) This spell-like ability functions like a rest eternal spell against any creature killed by the wild hunter, except that remove curse and break enchantment do not negate this effect. Only a miracle or wish can undo this effect.
Spiritsense (Su) The wild hunter notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.

Pathfinder: Jack-In-Irons

It was just last month that we released our latest Pathfinder adventure Deadly Delves: The Dragon’s Dream. This amazing high-level Pathfinder adventure is a perfect way to move through he upper levels of play. It features high level challenges, monsters, traps, haunts and much more. We already shared one of those high level monsters—the godling. Today we are sharing with you another one of those terrors, the jack-in-irons.

This monster is nothing but a chain inhabited by a spirit—whether angry, confused, or in pain—making it an undead creature. It is difficult to hit, owing to the fact that a miss just passes right through the links. Atop a mound of hit points and resistance to spells and channeled energy, it can hit with a melee attack out to a range of 120 feet. this means that just about anywhere you can see is a potential place for it to kill something. It originally appeared in the Book of Beasts: Legendary Foes, a monster book for high level games. You run a high level game download this adventure and monster book from the JBE Shop today.

Jack-In-Irons CR 17

XP 102,400
CE Medium undead
Init +7; Senses bloodsense 60 ft., darkvision 60 ft.; Perception +34
Aura frightful presence (120 ft.; DC 29)


Defenses


AC 32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
hp 273 (26d8+156)
Fort +16, Ref +15, Will +20
Defensive Abilities channel resistance +4, hardness 10; Immune cold, spiked chain, undead traits; SR 28
Weaknesses vulnerable to force damage


Offense


Speed 20 ft.; fly 20 ft. (poor)
Melee 6 spiked chains +28 (2d4+8/19–20 plus grab)
Space 5 ft.; Reach 120 ft.
Special Attacks chain command, rend (2 spiked chains, 2d4+12), sundering rend


Statistics


Str 26, Dex 24, Con —, Int 15, Wis 20, Cha 22
Base Atk +19; CMB +27 (+31 grapple, sunder); CMD 44 (46 vs. sunder)
Feats Bleeding Critical, Combat Refexes, Critical Focus, Disruptive, Great Fortitude, Greater Penetrating Strike, Greater Sunder, Hover, Improved Sunder, Penetrating Strike, Power Attack (–5/+10), Spellbreaker, Weapon Focus (spiked chain)
Skills Fly +32, Intimidate +35, Knowledge (religion) +31, Perception +34, Sense Motive +34, Stealth +36
SQ fighter’s iron


Special Abilities


Bloodsense (Su) A jack-in-irons knows if any creature within 60 feet has ever killed a living creature.
Chain Command (Su) All chains (including spiked chains) within 120 feet of a jack-in-irons are under this undead creature’s command. A creature wielding a spiked chain within 120 feet of a jack-in-irons must succeed on an opposed Charisma check against the jack-in-irons to attack with the weapon. On a failed check, the creature cannot wield its weapon in combat.
Fighter’s Iron (Ex) A jack-in-irons counts as a 19th-level fighter for purposes of qualifying for feats.
Spiked Chain Immunity (Su) A jack-in-irons is immune to damage from spiked chains.
Spiked Chains (Ex) A jack-in-irons’ spiked chains threaten a critical hit on a 19–20. These spiked chains cannot be disarmed.
Sundering Rend (Ex) A jack-in-irons can perform a sunder attempt with its spiked chains. If two spiked chains successfully deal damage to an object with a sunder attempt, they automatically deal rend damage to the sundered object.

Pathfinder: Phantasm Swarm

Swarms are a pain in the butt. Physical weapons are of not much use against them if at all. Spells that target only a single creature are downright useless. You have to rely on area effect spells to take them out. Otherwise, you’re running away.

Incorporeal creatures are a pain in the butt. Physical weapons are of little use. Spells that don’t deal force damage or positive energy are not very effective. You’re have to rely on a small selection of spells and certain divine casters to take them out. Otherwise, you’re running away.

So when creating the Book of Beasts: Monsters of the Shadow Plane, I thought why not combine the two. That would make a monster that is just downright terrifying and perfect for a higher level game. The only thing that would make it even worse is if one of those classes you would normally rely upon were less effective. That would be evil! The result of that is below.

You can find this creature and more that are equally awesome in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop. This book is also available at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Phantasm Swarm

A cloud of dark malevolent energy manifests itself as a roiling mass of angry skulls and grasping hands. The parts move and act as one – a single entity driven to destroy all that is holy.
PHANTASM SWARM CR 12
XP 19,200
CE Tiny undead (incorporeal, swarm)
Init +10; Senses darkvision 60 ft.; Perception +32


DEFENSE


AC 23, touch 23, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge, +2 size)
hp 102 (12d8+48)
Fort +8, Ref +12, Will +14
Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits; SR 20 (divine spells only)


OFFENSE


Speed fly 40 ft (perfect)
Melee swarm (1d8 Wisdom damage)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), hatred of religion (+2 Wis)


STATISTICS


Str —, Dex 23, Con —, Int 13, Wis 22, Cha 18
Base Atk +9; CMB +13; CMD 28
Feats Dodge, Hover, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Perception), Skill Focus (Stealth), Step Up
Skills Fly +33, Knowledge (religion) +16, Perception +27, Spellcraft +16, Stealth +35
Languages Aklo, Common
SQ divine spell resistance


ECOLOGY


Environment any (Plane of Shadows)
Organization solitary, pair, or mass (3-5)
Treasure none


SPECIAL ABILITIES


Divine Spell Resistance (Su) A phantasm swarm has spell resistance against divine spells equal to 8 + its total HD. Arcane spells are not subject to this spell resistance.
Hatred of Religion (Su) The only thing a phantasm swarm hates more than religious holy/unholy symbols are those bearing them. The Wisdom damage dealt by the swarm attack is increased by +2 if the targeted creature possesses some kind of obvious holy/unholy symbol or channels energy.
Wisdom Damage (Su) A phantasm swarm’s attack deals 1d8 points of Wisdom damage to a living creature. This is a negative energy effect. A creature dies if this Wisdom damage equals or exceeds its actual Wisdom score.
It is done. These souls will never reincarnate nor will they be at peace. We have made them an offer and they chose to reject it. They refuse to work for us; they will have all eternity together to regret their decision. It is too late for them to reconsider now. Their souls are now damned for all time. Let them writhe in torment and remember their loss with no end. Pain is all they shall ever know.
– Thykan Rast, cleric of Asmodeus, “Ledger of Souls”

It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone. Its collective hatred for priests and all divine casters—the living intermediaries to the afterlife—gives a phantasm swarm power. The ghostly lynch mob now seeks revenge.
A phantasm swarm, armed with all its loathing of divinity, will attack any creature it identifies as an agent of a deity, regardless of the religion or alignment. Wearing a holy/unholy symbol or simply invoking the name of a deity may be enough for a phantasm swarm to exact retribution for its wretched state of disembodied unrest on a worshipful creature.
Magic bludgeoning weapons deal half damage to a phantasm swarm. All other magic weapons deal one quarter damage. Mundane weapons do no harm this furious soul cloud.

What Kind of Monster Artwork Do You Prefer?

Earlier this week, we showed off a monster that a druid or wizard can summon with the conjure minor elemental spell. I really like that monster, but there’s something I have been wondering about with the artwork: the style. It is a beautiful color image. The problem is is that I don’t have a massive library of color images. I have a much larger library of black and white image. So as I continue to work on monster books for Fifth Edition, 13th Age, Pathfinder 2e (possibly), and other systems, I want to stay consistent as much as possible throughout the entire project. So that leads me to ask, what do you prefer?

Adding a parchment background to a black and white image is quite easy and rather fun. Not only that, it gives the image a distinctive feeling of being from an ancient tome that time forgot, in keeping with the fantasy theme. However, I do love looking at the color images in monster books. So I am asking you to help me make up my mind.

Tell me what kind of image would you like to see in a monster book from us. Vote in the poll below and as always, elaborate in the comments below.

[poll id=”4″]

See our monster books we have published so far for Pathfinder and Fifth Edition at the JBE Shop.

Pathfinder: Godling

Continuing our series of monsters released every Wednesday, we bring you one this week from our latest adventure—Deadly Delves: The Dragon’s Dream. This one is an aquatic blog of swamp mater that is worshipped as a god, where it gets its name from. This monster first appeared in our exceptional collection of high level monsters—Book of Beasts: Legendary Foes. Its original inspiration is from the Lovecraft story Call of Cthulhu where there was a creature in the Louisiana swamp that men worshiped as a god.

It was this creature that author Landon Wilkler took and make the initial source of problems that the players are investigating in his Dragon’s Dream adventure. I must admit that I love this adventure and not just because he is using more than one creature from my monster books. Landon did an amazing job crafting an adventure that your players will remember for years to come. At such a high level, I hope it helps you craft the story you want to tell on your way to level 20.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Godling CR 17

XP 102,400
NE Huge ooze (aquatic)
Init +13; Senses Blindsight 240 ft.; Perception +40


Defenses


AC 31, touch 17, flat-footed 22 (+9 Dex, +14 natural, –2 size)
hp 264 (23d8+161)
Fort +14, Ref +16, Will +20
DR 10/bludgeoning; Immune acid, electricity, ooze traits, piercing; Resist cold 10, fire 10; SR 25
Weaknesses vulnerable to sonic


Offense


Speed 40 ft., swim 120 ft.
Melee 6 tentacle +23 (1d8+5/19-20 plus grab plus poison), bite +25 (2d6+10)
Space 15 ft.; Reach 15 ft. (60 ft. with tentacles)
Special Attacks dominating song (DC 23), swallow whole (3d6 acid damage, AC 17, hp 26)


Statistics


Str 30, Dex 28, Con 25, Int 19, Wis 36, Cha 15
Base Atk +17; CMB +29; CMD 54
Feats Alertness, Combat Expertise (–5/+5), Combat Refexes, Deceitful, Defensive Combat Training, Greater Feint, Improved Critical (tentacle), Improved Feint, Improved Initiative, Multiattack, Skill Focus (Bluff, Linguistics)
Skills Bluff +35, Disguise +29, Linguistics +33, Perception +40, Sense Motive +40, Stealth +24 (+40 in swamps), Swim +18; Racial Modifiers +16 Stealth when in a swamp
Languages Abyssal, Aquan, Celestial, Common, Infernal plus 19 others; songspeech
SQ amphibious


Special Abilities


Dominating Song (Su) A godling can sing an enchanting song that dominates all intelligent creatures within 120 feet that fail a DC 23 Will save, as per the spell dominate person. A dominated creature receives a new Will each round to resist this effect. A creature that successfully saves against the dominating song is charmed, as per the spell charm person, for 1d3 rounds but afterwards is immune to this godling’s dominating song ability for 24 hours. This is a compulsion, language-dependent, mind-affecting effect. The save DC is Charisma-based.
Poison (Ex) Tentacle—injury; save Fort DC 28, frequency 1/round for 8 rounds, effect 1d4 Con plus stun, cure 3 consecutive saves. The save DC is Consitution-based.
Songspeech (Ex) When a godling speaks, it communicates in all languages it knows at once. A creature hears a language it knows while the other languages sound like a chorus singing musical notes.
Water Healing (Su) When a godling is touching water, it gains fast healing 10.

Pathfinder: Aberrant Fruitcake

Ah, what a wonderful time of year it is. Holiday music is being promoted to us on our devices. Our family is bugging us to come over. So today, I thought I would top that off with everyone’s favorite holiday food: a fruitcake. This year, why not show the holidays how much you love these parts of it by sticking a sword right through it. It is so therapeutic to be able to do that from time to time.

Aberrant Fruitcake CR 5

XP 1,600
NE Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +8


Defense


AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (7d8+14)
Fort +3, Ref +4, Will +6
DR 5/magic; Immune aging effects, negative energy damage


Offense


Speed 40 ft.
Melee 2 claws +8 (1d4+3 plus grab), bite +8 (1d6+3)
Special Attacks pounce, sticky


Statistics

Str 16, Dex 14, Con 12, Int 4, Wis 12, Cha 6
Base Atk +5; CMB +8 (+10 drag, +12 grapple); CMD 20 (22 vs. drag, 24 vs. overrun, trip)
Feats Improved Drag, Power Attack (–2/+4), Toughness, Vital Strike
Skills Acrobatics +7, Perception +7, Stealth +7
Languages Undercommon (can’t speak)
SQ entropic preservation


Ecology


Environment cold forests and underground (Plane of Shadows)
Organization solitary or pack (2–5)
Treasure none


Special Abilities


Entropic Preservation (Su) An aberrant fruitcake is immune to all types of aging effects, whether natural or magical.
Sticky (Ex) A weapon that strikes an aberrant fruitcake is stuck fast by a strange adhesive unless the wielder succeeds on a DC 14 Strength check. An application of strong spirits thrown on the aberrant fruitcake reduces the DC of the Strength check to 10 for 1 round. An application of universal solvent will automatically dissolve the sticky fluid. An aberrant fruitcake can dissolve its adhesive at will. The DC is Constitution-based.

Download the Book of Beasts: War on Yuletide today at JonBrazer.com. Use the coupon code “holiday2017” and get 30% off this and everything else at the JBE Shop from now through January 31, 2018. Download today.

Pathfinder: Memitim Psychopomp

When it comes to ferrying the dead off to their afterlife, preventing them from haunting the living, I think Christmas. Well, a Dickens-inspired Christmas, at least. Of course there’s the holiday classic movie, It’s a Wonderful Life, or the 80’s variation I grew up on, One Magic Christmas. In more recent times my wife is a huge fan of the The Family Stone. What can I say, Christmas entertainment always involved quite a bit of death when I was a kid. That and someone saying, “you’ll shoot your eye out,” but that is beside the point.

Not long ago, I concluded a series where I was expanding the list of monsters on the summon monster lists. Well, given the season and my odd association, I submit the memitim psychopomp to be added to the summon monster IX list, if you are including Pathfinder Compatible supplements on the list of monsters you be summoned to the battlefield.

This psychopomp first appeared in the JBE release Book of Beasts: Monsters of the Shadow Plane. Order or download yourself a copy of this monster book today at the JBE Shop.

Psychopomp, Memitim

One arm covered in heavy metallic armor and the other covered in rune-like tattoos, this winged figure is both escort and executioner of the lost.

Memitim CR 14
XP 38,400
N Huge outsider (extraplanar, psychopomp)
Init +6; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +28


DEFENSE


AC 29, touch 14, flat-footed 23 (+5 armor, +6 Dex, +10 natural, -2 size)
hp 199 (19d10+95)
Fort +16, Ref +12, Will +17
Defensive Abilities hidden body; DR 15/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 28


OFFENSE


Speed 40 ft., fly 60 ft. (average)
Melee +1 mighty cleaving speed scythe +22/+22/+17/+12/+7 (3d6+7/19-20/x4)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 14th; concentration +18)
At Will–dispel magic, halt undead (DC 17), vampiric touch
3/day–bestow curse (DC 18), quickened dispel magic
1/day–finger of death (DC 21), undeath to death (DC 20), wavesof exhaustion


STATISTICS


Str 19, Dex 22, Con 20, Int 16, Wis 23, Cha 18
Base Atk +19; CMB+25; CMD41
Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Greater Spell Penetration, Improved Critical (scythe), Hover, Master Craftsman (Craft [weapons]), Quicken Spell-Like Ability (dispel magic), Spell Penetration, Vital Strike
Skills Craft (weapons) +25, Diplomacy +26, Fly +24, Intimidate +26, Knowledge (religion, planes) +25, Perception +28, Sense Motive +28, Stealth +20
Languages Abyssal, Celestial, Common, Infernal, Shadowspeak, Undercommon
SQ ghost touch


ECOLOGY


Environment any (Plane of Shadows, Purgatory)
Organization solitary
Treasure standard (huge +1 mighty cleaving speed scythe, huge +4 full plate armor (arm only), other treasure)


SPECIAL ABILITIES


Armor While a memitim wears no armor, its left arm is made out of metal armor. Because it is a part of the memitim, it takes none of the penalties of wearing armor. If this arm is cut off, a huge size creature can wear it immediately as the arm from a suit of Huge +4 full plate armor. The arm possesses a maximum Dex bonus of +1, armor check penalty of -7, 35% arcane spell failure, no reduction in base speed, and weights 40 lbs.

Ghost Touch (Su) A memitim treats all natural and wielded weapons as if it had the ghost touch ability.

Hidden Body (Su) It is harder to score additional damage against the memitim due to the concealment provided by its long robe. When a critical hit or sneak attack is scored on the memitim, there is a 50% chance that the attack deals normal damage.

Spiritsense (Su) A memitim notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability. When the god of life and death selects a being to die. The marked one meets his death at the place and time appointed. Should his soul or body continue on and become one of the unliving, the memitim returns it to its intended destination—by force, if necessary.

Powered by WordPress.com.

Up ↑