Pathfinder: Kytons

Like all outsiders, kytons do not feed on the same food as humans. That does not mean they do not need to consume something to sustain their existence. For devils, it is despair. Any type of despair will do but they particularly love the aroma of despair from oppression. If a soul they take for their own gives up and accepts that there is no escape from Hell, they feed upon that despair. That is their food. Which is why devils work so hard to make someone give up and accept the terrible situation around them instead of fighting to change it. For azatas, it is joy. They feast upon the child-like joy and wonder of a soul experiencing a place for the first time. This is why the chaotic good plane constantly sprouts new flowers and features an ever-changing landscape, perfect for adventure.

Kytons feed upon willful surrender. They love someone that willingly accepts pain. These outsiders will never remove the ability for a soul to not accept the pain they offer because a forced surrender taints the taste of that surrender to them, making it unpalatable to them. So the pain they offer is pleasurable to those that give of themselves willingly. This differs from devils in that a devil always aims to outmaneuver their target, so they have no choice but to give in to a devil; such actions are an anathema to a kyton. The chainclad want that sweet taste of willingness.

Below are some of the images of kytons of Shadowsfall. Some of these will be in the upcoming campaign for Shadowsfall while others will be in a a future Shadowsfall monster book.

Below is a whelp kyton, one of the lowest form of kytons in existence. Its eyes are not under a blindfold as many believe. It keeps what humans would consider eyes closed until it uses its unnerving gaze where the target sees itself in a similar position of voluntary servitude as the whelp. The chain it wears around its neck attacks anyone that attack it. Additionally, the chain lifts it off the ground by the neck when it needs to fly. It carries out small jobs that are beneath the status of more powerful kytons. For all this, it gets to feed upon the willing submission from those that kneel to its master.

Kyton, Whelp CR/HD 2

Init +1; Perception +7 (darkvision 60 ft.)
Size Tiny; Speed 15 ft., fly 30 ft.


Defenses


AC 14 (touch 12, flat-footed 12); Fort +1, Ref +1, Will +5; CMD 12; Concentration +5
hp 20; DR 5/good or silver; Immune cold, fear effects


Attacks


Melee chain +3 (1d8+3), 2 claws –2(1d6+1)
Attack Spells (DC 13 + spell level) 1/day—inflict light wounds, scare
Attack Options unnerving gaze (30 ft., DC 13, shaken for 1 round); CMB –1


Statistics


Utility Options alertness, telepathy 60 ft.
Dex +1, Int +2, Cha +3; Bluff +10, Escape Artist +7, Fly +7, Perception +7, Perform (act) +10, Sense Motive +10, Stealth +10,
XP 600; LE Outsider (kyton)

Be sure to download all our Pathfinder books at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

13th Age: Gibbering Glob

Recently, I posted the above picture to our Twitter and Facebook accounts, asking people to share their thoughts on what abilities it should have. Some background on this, we published this monster as the gibbering glob as in the Pathfinder Book of Beasts: Legendary Foes in an effort to update the gibbering orb, a CR 27 monster. Such a high level monster wasn’t really practical in Pathfinder so we made the gibbering glob a CR 25. That small difference still made it a viable monster for a level 20 group and even lower if they were mythic.

There were some awesome ideas for new abilities among the responses. One response, however, really caught my eye. Submitted by Vojtech Pribyl, this was a near-fully fleshed out monster. Well, I talked it over with our 13th Age developer and we finished the fleshing out. So for your enjoyment, we share with you the gibbering glob for 13th Age. We hope it makes it’s way in to your game.

Be sure to check out all of our 13th Age PDFs at the JBE Shop.

Gibbering Glob

Large 11th level Wrecker [ABERRATION]

Initiative +14

Bite +16 vs AC (4 attacks)—25 damage

Natural even hit: 10 acid damage

Got to bite em all. 1/battle the gibbering glob’s bite attacks and engages all nearby targets.

Dissonant voices +16 vs. MD 20 psychic damage to all nearby targets

Limited use: 1/round, as a quick action.

I see what you want to do. For one attack per turn, the gibbering glob can switch its PD and MD as an interrupt.

Inescapable. -5 penalty to all disengage checks made to disengage the monster.

Nastier Specials

Bites All Around. The Got to Bite em All ability is now 1/round.

AC 27
PD 21
MD 25
HP 576

Pathfinder: Orc Skeletal Champion

Image by Eric Quigley

We’re bringing you our Pathfinder blog this week on Monday instead of Friday like usual since last week was the GM’s Day Sale that occupied us. This week we are bringing you an orc skeletal champion. To make this one, we had to write a skeletal champion graft. We will be sure to include it in a future Pathfinder 1e monster book we create. We are after all first and foremost monster designers and making new monster books is something we can hardly stop ourselves from doing. We move creating these baddies so much that we just have to share them with you. Anyways, we hop you enjoy this monster in your game.

Be sure to check out all our Pathfinder books at the JBE Shop, DriveThruRPG, Paizo, the Open Gaming Store, Amazon, and Noble Knight Games.

Orc Skeletal Champion CR/HD 4

Init +7; Perception +12 (darkvision 60 ft.)
Size Medium; Speed 30 ft.


Defenses


AC 19 (touch 13, flat-footed 16); Fort +6, Ref +6, Will +5; CMD 20
hp 44; DR 5/bludgeoning; Immune cold, undead immunities
Weakness light sensitivity
Defensive Options channel resistance +4


Attacks


Melee +1 scimitar +8 (1d6+13/18–20)
Ranged composite (+4) longbow +6 (1d8+9/x3)
Attack Options combat reflexes, create spawn, power attack; CMB +8


Statistics


Str +4, Dex +3, Con —, Wis +1; Climb +12, Intimidate +9, Perception +12
XP 1,200; CE undead (orc) fighter


Special Abilities


Combat Reflexes (Ex) Orc skeletal champion can make up to 5 attacks of opportunity each round and can make attacks of opportunity when flat-footed,
Create Spawn (Su) Any creature killed by the orc skeletal champion rises as a skeleton in 1d4 days and is under the command of the orc skeletal champion. The orc skeletal champion can have up to 10 skeletons under its command at once.
Power Attack (Ex) Orc skeletal champion’s scimitar attack changes to +6 (1d6+22/18–20)

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

5e: Giant Gingerbread Golem

While we at JBE don’t have a Book of Beasts: War on Yuletide or similar book of holiday themed monsters for Fifth Edition yet, I thought I would share with you one of my favorite monsters from that book converted to this game. The monster was originally inspired by Mongo from Shrek 2. Gingy is my wife’s favorite character so she squeed when she first saw Mongo. So I thought I would bring this guy to life, so to speak.

I hope you enjoy him in your 5e games. Treat yourself and download our 5e products as a gift to yourself.

Giant Gingerbreak Golem

Gargantuan construct, unaligned
Armor Class 17 (natural armor)
Hit Points 145 (10d20 + 40)
Speed 30 ft.


Str 22 (+6) Dex 11 (+0) Con 19 (+4)
Int 4 (–3) Wis 12 (+1) Cha 1 (–5)


Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages
Challenge 11 (7,200 XP)


Fire Hardening. Whenever the giant gingerbread golem is subjected to fire damage, its surface becomes harder, but it becomes less flexible. Until the end of the giant gingerbread golem’s next turn, it takes no damage from bludgeoning, piercing, and slashing attacks that aren’t adamantine, and its speed is reduced to 20 feet.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Stomping Walk. The giant gingerbread golem shakes the very ground, causing those nearby to fall prone. Any creature standing on the ground when a giant gingerbread golem walks within 5 feet of them that fails a DC 18 Dexterity save falls prone.

Actions


Multiattack. The giant gingerbread golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.; one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Spice Breath (Recharge 5-6). A giant gingerbread golem exhales coarsely-ground cinnamon, ginger, and nutmeg. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 73 (21d6) slashing damage damage on a failed save and has disadvantage to all Dexterity (Stealth) checks for the next 3 days as the creature smells like spices, or half as much damage on a successful one and does not have disadvantage on Dexterity (Stealth) checks.

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 Black Week Sale 2018

The holidays. Yes it is that time of year again where the Autumn colors come out, pumpkin spice turns to peppermint, and the spiders come indoors. Well, two out of three isn’t bad.

Here’s one more thing to brighten up your day: Jon Brazer Enterprises’ Pathfinder Black Week Sale. We have every last Pathfinder PDF we ever created at a whopping 75% off. That means that just about every PDF we have is under $2 and the few that aren’t are under $4. We have everything you could want: adventures, spells, races, vehicles, and much more.

This sale is going on now at JonBrazer.com, Paizo.com, and the Open Gaming Store. You don’t want to miss this sale. It is going on now and will end Tuesday, Nov 27th. So you have to hurry and grab what you want at these great deals. You won’t see a sale this good any time soon so order now.

Pathfinder: Bloodhoof

We’re past Halloween, the decorations are going up in the stores, and some radio stations have begun playing the music. It’s that time of year again, whether you like it or not. It’s that time when the fey in the jolly red suit kicks the dire turkey aside and hogs the spotlight for himself.

Well, run him through this year. Take part in this holiday war the way only us gamers can: in game. Download the Book of Beasts: War on Yuletide and have your players face off against some of the holidays must recognizable monsters.

Bloodhoof CR 8

XP 4,800
N Large magical beast
Init +6; Senses darkvision 60 ft., low light vision; Perception +15
Aura frightful presence (30 ft., DC 15)


Defense


AC 21, touch 16, flat-footed 14 (+6 Dex, +1 dodge, +5 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +13, Will +6
Defensive Abilities ferocity


Offense


Speed 40 ft., fly 80 ft. (average)
Melee gore +15 (2d6+6), 2 hooves +10 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, powerful charge (hoof, 2d8+9)


Statistics


Str 22, Dex 22, Con 18, Int 2, Wis 16, Cha 11
Base Atk +10; CMB +17; CMD 33 (37 vs. overrun, trip)
Feats Dodge, Flyby Attack, Mobility, Power Attack (–3/+6), Wind Stance
Skills Fly +12, Perception +15; Racial Modifiers +4 Perception


Ecology


Environment cold hills and mountains
Organization solitary, pair, or herd (12–36)
Treasure none


Special Abilities


Pounce (Ex) Damage from a bloodhoof’s hooves while pouncing counts as both bludgeoning and slashing.

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