5e: Greater Air Elemental

We at JBE absolutely love Fifth Edition. This game is one we enjoy every chance we get. Writing for it is fun and a challenge.

Today we would like to share with you a greater air elemental. This monster comes from the much delayed Book of Heroes: Conjurable Creatures. The book contains a number of monsters perfect for your character to summon with the various conjure spells in 5e.

Be sure to check out all our 5e titles at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Greater Air Elemental

Huge elemental, neutral
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 0 ft., fly 90 ft.


STR 17 (+3) DEX 23 (+6) CON 16 (+3)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)


Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 9 (5,000 XP)


Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 16 Strength saving throw. On a failure, a target takes 30 (5d10 + 3) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Pathfinder 1e: Dark Soldier

Image by Matt Bulahao

The dark folk have not gotten much love. These underground dark reflections of the humanoid races rarely held the spotlight. So I am going to work to fix that. Below is a new entry into the society of of the dark folk, the dark soldier. These fighting legions keep their people safe from the greater dangers of the underground world, be they monstrous in origin or other humanoids. While open warfare is a rarity among the dark folk, dark soldiers frequently serve as body guards for the dark guildmasters protecting them from assassination attempts.

If you need more darkness-themed monsters in your game, check out the Book of Beasts: Monsters of the Shadow Plane, on sale now at DriveThruRPG. Check out all of JBE’s Pathfinder 1e titles while they are 40% off their regular price at DriveThruRPG. Download now.

Dark Soldier CR/HD 3

Init +1; Perception +8 (see in darkness)
Size Medium; Speed 30 ft.


Defenses

AC 17 (touch 12, flat-footed 15); Fort +7, Ref +5, Will +2; CMD 18
hp 40
Weakness light blindness


Attacks


Melee 2 short swords +6 (1d6+4/17–20)
Ranged dagger +4 (1d4+8/19–20)
Attack Options critical striker, poison use, stun attack (Fort DC 7, stunned for 1 round, success negates); CMB +6


Statistics


Utility Spells at will—darkness, detect magic
Str +4, Dex +1, Con +2; Intimidate +11, Perception +8, Stealth +8
XP 800; CN humanoid (dark folk)


Special Abilities


Death Throes (Su) When a dark soldier is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 12 Fortitude save or be blinded for 1d6 rounds. Other creatures of the dark folk subtype within 10 feet are blinded for 1 round on a successful saving throw, due to their light blindness. The save is Constitution-based.

5e: Blightrat

More than anything, I am a monster designer. Give me a terrifying looking image and I will hand you back a full stat block and description to terrify your players and their characters with. This is something I love doing. Having been caught up with so much lately, I haven’t had the time to create the monsters that I enjoy. So now I am taking a few moments out of my take and converting over a high level monster we created for Pathfinder and making it for 5e. We hope you have as much fun with this monster in your game as I had making it. Just a reminder, this hasn’t been edited by my editors so it is not at our published level of awesome yet (because JBE’s editors make everything even more awesome).

Help us give you more monsters in our blog by downloading JBE’s 5e books at the JBE Shop.

Blightrat

Huge monstrosity, neutral evil
Armor Class 18 (natural armor)
Hit Points 189 (18d12 + 72)
Speed 50 ft., burrow 50 ft. climb 50 ft.
STR 18 (+4) DEX 17 (+3) CON 19 (+4)
INT 9 (–1) WIS 15 (+2) CHA 16 (+3)
Saving Throws Cha +8, Con +9
Skills Athletics +9, Perception +7
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages understands Deep Speech but cannot speak
Challenge 15 (13,000 XP)

Actions

Multiattack. The blightrat makes three melee attacks: one bite and two claw.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. The target must succeed a DC 18 Constitution saving throw or become poisoned and take 21 (6d6) poison damage. The poisoned condition lasts until the disease is cured; clumps of hair fall out of the target until cured. Every 24 hours that elapses the target must repeat the saving throw, reducing its hit point maximum by 21 (4d6) on a failure. The disease is cured on a successful saving throw. The target died if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum last until the disease is cured.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Diseased Spit (Recharge 5–6). The blightrat unleashes a torrent of saliva and disease in a 30-foot line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 27 (6d8) acid damage and 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Even the drow know to stay away from a blightrat and the region where a full pox of these creatures nest. A blightrat is a nightmare for those that are prone to disease and value their hair, such as duergars and other dwarves, who think twice before facing a blightrat.
Highly aggressive and fiercely territorial, a blightrat will attack any creature that enters its territory unless the creature comes bearing tribute. Leaving a token of goodwill, such as moldy cheese or a mound of maggot-filled, spoiled meat about the size of a Medium creature, at the edge of the blightrat’s territory will often appease the creature. Blightrats also value gemstones and magic items, which they add to their hoards. Providing such gifts earns favor with a blightrat, paving the way for negotiations with it.
A blightrat stands 11 feet tall when on its hind legs and weighs about 3,000 pounds.

Not Going to PaizoCon 2019 Sale!

They Pathfinder Fans, It is that time of year again!

To put cucumbers in our ears?

No. It is time for the Not Going to PaizoCon 2019 Sale! This year is going to be amazing because every Pathfinder PDF we produce that is over $2 is 60% off the regular price and it is exclusively at the JBE Shop. To make it easy for you, we put all of our products that are on sale on its own page.

So if you have been wanting the $10 PDF of the Book of Heroic Races Compendium, you can now download it for only $4. That is one heck of a discount that you do not want to pass up. We’ve got monsters, NPCs, and spells from $1.18, playable races from $1.58, and Adventures from $2. Even the Book of the River Nations is available for only $2.38.

You do not want to pass this up. It lasts until the end of PaizoCon so while you are waiting for any spoilers from the convention, download these PDFs and enjoy yourself now. Check out the Not Going to PaizoCon 2019 Sale! at JonBrazer.com now.

Pathfinder: Grave Hulk

It is another Shadowsfall Friday. Today, we bring you a monster straight from the brain of Richard Moore. He wrote this one for his home game sent it over to me to send off to you. If you use it in your game, buy him a drink if you see him at a convention.

As always you can find more awesome monsters like this for your game in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Grave Hulk CR/HD 9

Init –2; Perception +17 (darkvision 60 ft.)
Size Large (10 ft.); Speed 30 ft.


Defenses


AC 25 (touch 14, flat-footed 19); Fort +10, Ref +10, Will +10; CMD 29
hp 126


Attacks


Melee 2 claws (reach 10 ft.) +17/+17 (2d6+15)
Attack Options (DC 16) awesome blow, energy explosion (1/day, 20-ft. radius, 1d6+9 slashing); CMB +15


Statistics


Str +7, Dex –2, Con —, Int —, Cha +4
XP 6,400; NE undead


Special Abilities


Absorb Corpse (Su) As a move action, a grave hulk can grab the body of an unconscious Medium-sized or smaller living creature at less than 0 current hp, automatically dealing claw damage to it. If the creature dies from this blow, the grave hulk absorbs its body into its form, gaining 4 temporary hit points per hit die of the absorbed creature.

A grave hulk is formed from dozens of dead bodies, their putrefying flesh and bone twisted by necromantic magic into a vaguely humanoid form that stands some ten feet tall. It reshapes its body as it moves, manifesting new claws and limbs seemingly at random and even discharging bone shards in destructive showers when surrounded by foes.

Although a grave hulk can be made out of approximately 25 corpses via create greater undead, most grave hulks either occur naturally in areas suffused with extreme levels of negative energy or are constructed in rituals that profane the culture or religion of the dead whose bodies will comprise the creature.

In combat, a grave hulk prefers to use its awesome blow in conjunction with its superior reach to keep foes at bay, instinctively discharging its energy explosion ability whenever three or more enemies are within its radius of effect. It is not smart enough to distinguish friend from foe in most cases, however, so poorly-worded instructions from its master could have disastrous consequences for a novice necromancer who attempts to control one.

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

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