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.

5e: Dire Owl

A classic of the Worlds Oldest Fantasy Roleplaying Game involves giant animals. The origin of these is quite simple, someone trying to convince someone else that their fight with some animal was far more valiant because it was far larger than most. In a fight when the adrenaline is pumping, a fierce creature can seem substantially larger than it actually is. In our roleplaying games, however, these perceived larger creatures are indeed larger. That makes the fight more dangerous and the night more creepy and makes giant-sized creatures perfect for a Halloween game.

Book of Beasts: Monsters of the Forbidden Woods (5e)The dire owl you see below originally appeared in the Book of Beasts: Monsters of the Forbidden Woods. Within you will find more giant animals like the bloodboar, the monstrous rat, and the dire lion—trust me, you really don’t want to face this guy. These monsters are perfect fodder for your fifth edition game, whether against the adventurers or for your group’s druid to summon with the conjure spells. Download this awesome book of monsters for your Fifth Edition game today from JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

Owl, Dire

Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 10 ft., fly 40 ft.


Str 11 (+0) Dex 15 (+2) Con 14 (+2)
Int 2 (–4) Wis 13 (+1) Cha 5 (–3)


Skills Survival +3
Senses passive Perception 11
Languages
Challenge 1/2 (100 XP)

Actions


Multiattack. The dire owl makes two talon attacks when flying.
Pellet Vomit (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 2 (1d4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the creature completes a long rest. While the creature is poisoned, all creatures (other than the dire owl) that are within 5 feet of the poisoned creature must succeed on the same saving throw or become poisoned as long as they stay so close to the creature. Creatures with the scent ability gain disadvantage on this saving throw.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (2d4) piercing damage.
Screech. An owl can let out a loud screech. All creatures within 10 feet that fail a DC 12 Con save are deafened until the end of the dire owl’s next turn.

5e: Young Spiderbear

With Halloween fast approaching, we thought it would be fun to share one of our favorite monsters, the spiderbear. It is our own take on classic D&D mashup monsters like the owlbear. It is creepy and dangerous, terrifying for being both a spider and a bear, and an all around evil creature. While this one is a challenge 1/2 monster, the Book of Beasts: Monsters of the Forbidden Woods has an adult spiderbear of challenge 3, and an elder spiderbear of challenge 7. Download this supplement today at the JBE Shop to get these and other awesome monsters for your game. You can also find it at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore and get these and many more awesome monsters now.

Young Spiderbear

Small monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 40 ft., climb 40 ft.
Str 15 (+2) Dex 16 (+3) Con 14 (+2) Int 6 (–2) Wis 14 (+2) Cha 4 (–3)
Skills Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Common, Spiderbear Challenge 1/2 (100 XP)
Pack Tactics. The young spiderbear gains advantage on attack rolls against a creature if at least one of the spiderbear’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spiders are always considered a spiderbear’s ally. Spider Climb. The young spiderbear can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the young spiderbear knows the exact location of any other creature in contact with the same web. Web Walker. The young spiderbear ignores movement restrictions caused by webbing.

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage.

5e: Great Dodo

One of the problems that annoys me the most about Fifth Edition is the lack of character choice you have. Beyond 3rd level, there are very few choices for a character to make. Even spellcasters, the classes with the most numbers of choices regardless of edition get far less choice compared to other editions. This means that every choice you do make has to be more meaningful, far less choices can be a cute throwaway choice done just for the fun of it.

That is what makes the conjure spells so much fun for spellcasters. They can change their choices just because it seems like a good idea at that moment. If this one is silly, that’s ok because the next time you cast it can be completely serious. So while you have the opportunity, why not conjure up a great dodo. Before you go, “Wait, what?!?” here it is…

Great Dodo


Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 30 ft.


STR 16 (+3) DEX 14 (+2) CON 17 (+3)
INT 2 (–4) WIS 12 (+1) CHA 5 (–3)


Saving Throws Con +6
Senses passive Perception 11
Languages
Challenge 6 (2,300 XP)


Flapping Run. When taking a Dash action, a great dodo treats its speed as 45 ft.
Actions


Bill Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage. On a successful hit, the target must succeed a DC 16 Constitution save or be stunned until the end of the great dodo’s next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 42 (6d12 + 3) piercing damage.

Download all of JBE’s 5e PDFs at the JBE Shop. You can also download our 5e PDFs at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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