Cat Blob

Jan. 10th, 2015 11:32 pm
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Cat Blob

A huge hair mass of flesh, comprising of dozens of yowling, hissing cats, slithers towards you. You swear that you can barely hear a human screaming over the cats yowling.

 

Cat Blob CR 5

XP 1,600

N Large Ooze

Init -5 ; Senses Blindsight 60 ft

Perception -5

AC 4. touch 4, flat footed 4 (-5 dex, -1 size)

hp 87(7d8+56)

Fort +10; Ref -3; Will -3

Immune: Ooze traits

Weakness: Water allergy

Speed 10 feet

Melee Slam +4 (1d6 +2d4 cat scratching +Disease)

Space 10 ft. Reach 5 ft

Special Attacks Cat Scratch, Disease

Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

Base Atk +5; CMB +6; CMD 11 (Can't be tripped)

Environment Any urban or ruins

Organization Solitary

Treasure incidental.

 

Water Allergy (Ex): Cat Blobs hate water. They will not come within 10 feet of a large body of water and will not go out when its raining. Anyone who is infected with the Cat Blob's disease (See below) can make submerge themselves in water to get a free save at +4 to overcome the disease each round. If a Cat Blob comes into contact with water, it becomes staggered for one round.

 

Cat Scratch (EX): Whenever a Cat Blob slams into a target, the cats that make up its body claw and scratch at the victim. This has no effect on people in sturdy armor, or has good natural armor (+5 or better).

 

Cat Tumor disease (Su) The Cat Blob carries a horrible disease similar to the one that spawned it. Anyone struck with the cat scratch ability quickly suffers a horrible disease which rapidly converts their flesh into a mass of yowling, living cats. The statistics for the disease are as follows.

 

Cat Tumors: Cat Scratch-Injury Save: Fort DC 21, Onset 1 hour, Frequency 1/hour, effect 1d6 Dexterity damage and 1d6 Intelligence damage. When Both Intelligence and Dexterity become zero the victim becomes a cat blob. Cure 2 consecutive saves.

 

It is unknown what sort of madness spawned the Cat Blob. Some say it was an attempt by wizards to create the ultimate mouser. Others say that an overeager young shapeshifter overtaxed themselves and was turned into a monster, some believe that its a distant relative to the Chaos Beast. Whatever the answer, the Cat Blob is a horrific mass of conjoined cats which instinctively lash out and attack anyone who draws near. Although not much of a match of a well armed and prepared adventuring party, their ability to create more of their kind through the clawing and biting of the cats that comprise the mass is the stuff of nightmares.

 

The typical Cat Blob is about 10 feet in diameter and weighs about a thousand pounds.

Authors notes: Hey, sorry about no posting this week. I did make a monster over the previous week, but am saving it for something else. I did this one tonight because it came as a request from a good friend of mine. And actually gave me some encouragement that people were actually reading this thing.

Anyways, above we have the Cat Blob, my first Ooze. Its based on a particular episode of the show Steven Universe, where the titular kid, trying to learn how to control his innate shapeshifting powers, accidentally becomes what can be best described as a Cat Shoggoth. For the built itself I mainly based it off of the Gelatinous Cube, with the same ability scores, but with more hit die and a new ability. I decided to give it the ability to create other Cat Blobs because, I'm big into body horror and besides that was a major part of the episode.

In any case, if anyone else has any requests, let me know. I'll be happy to see what I can do. In the meanwhile I will make an attempt to create more monsters for the blog in the future with more regularity.

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Puppeteer Rat

The Tiny rat turns its head towards you, revealing it has no face, but rather an open maw filled with tentacles.

 

Puppeteer Rat CR6

CE tiny aberration

XP 2,400

 

Init +3; Senses Blindsight 60ft

Perception +16

AC 19, Touch 15, Flatfooted 16 (Size +2, Dex +3 Natural +4)

hp 40 (9d8)

Fort +3; Ref +6; Will +10

Speed 40 feet

Melee Tentacle insert +8 (1 point of damage + grab)

Space 2-12 feet, Reach 0 ft

Special Attacks Grab, Parasitism

Str 4, Dex 16, Con 10, Int 18, Wis 14, Cha 16

Base Atk +6; CMB +7 (+11 to grab); CMD 14 (18 vs trip)

Feats Agile Maneuvers, Alertness, Iron will, Improved Iron will, Lunge

Skills Acrobatics +15, Climb +9, Escape Artist +15, Intimidate +15, Knowledge (Local) +16, Perception +16, Stealth +15, Survival +14, Swim +9

Languages Aklo, Common, Abyssal (Cannot Speak) Telepathy with controlled subject

Environment Any urban or ruins

Organization Solitary or pair

Treasure Standard

 

Parasitism (EX): On any round when a Puppeteer Rat begins a round successfully grappling a subject, that subject must make a will save (DC 17) or become dominated by the Puppeteer Rat for as long as it remains attached. A new save is permitted every 24 hours. In addition, anyone who spends an entire day under the control of a Puppeteer Rat much make a fortitude save (DC 17) or take 1d4 constitution damage as the Puppeteer Rat feeds on their blood and other vital juices. Both saves are charisma based.

 

When a Puppeteer Rat successfully dominates a victim, they bore into the victims body (usually on the back or somewhere else) and neither subject are considered grappled. The Puppeteer Rat can detach as a full round action, or can be forced to vacate by a break enchantment or dispel evil spell. The Puppeteer Rat can also be detached with a successful DC 15 heal check.

 

Despite its name, the Puppeteer Rat is not actually a rat, but some manner of evil, intelligent parasite with the ability to forcibly attach itself to a victim and control them while feeding on their vital juices. It is believe that Puppeteer rats hail from some distant other world and migrated to our world through unknown means, possibly brought by other beings by mistake.

 

A Puppeteer Rat is a foot long and weighs one pound.

Authors notes: Well here it is, the conclusion to Rat week. I think I'm finally starting to hit my stride, because I'm fairly certain this one doesn't have any major glaring errors to it (Of course feel free to correct me on this).

This one is my first aberration, and also the most intelligent creature I've yet done for this. I had a little trouble with the possession mechanic, but I think its serviceable.

In any case, future updates will be rather sporadic I think, but I will have more neat stuff upcoming. My next big theme week will be for Valentines day.

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Agathion, Rodental

A tiny, well groomed mouse dressed like a nobleman stands with his sword at the ready, prepared to strike against any enemy.

 

Rodental CR 3

XP 800

NG Small Outsider (Agathion, Extraplanar, Good)

Init +8; Senses Low Light Vision

Aura Good Hope (30 feet)

Perception +10

AC 15, Touch 15, Flatfooted 11(Size +1, Dexterity +4)

hp 30 (4d10+8)

Fort +3; Ref +8; Will +7 +4 to poison

DR 5/evil or silver, Immune Electricity, Petrification

Resistance Cold 10, Sonic 10 SR 15

Speed 40 feet,

Melee +1 Holy Rapier +9 (1d4+2, critical 18-20/X2, +2d6 against evil creatures)

Spell like abilities (CL 4, Concentration +8)

At will-Speak with animals, Stabilize, Detect Poison

3/day- Bless, Burning disarm (DC 15), Swallow your fear, Unbreakable Heart

1/day-Aid, Bulls Strength, Shield Other

Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 18

Base Atk +4; CMB +4; CMD 14

Feats Weapon Finesse, Improved Initiative

Skills Acrobatics +8, Diplomacy +8, Knowledge (Planes) +8, Perception +10, Sense Motive +10, Stealth +11, Use Magic device +8

Languages Celestial, Common, Draconic, Infernal, Speak with animals, Truespeech

SQ Lay on hands (2d6, 6/day, ad a 4th level paladin)

Environment Any land (Nirvana)

Organization Solitary, duo, or honor guard (2-8 plus one other Agathion, usually a Vulpinal or Avoral)

Treasure Standard (+1 Small Holy Rapier plus other).

 

Good Hope (Su): A Rodental's aura acts as the spell Good hope on all good or neutral aligned creatures within 30 feet.

 

Small but plucky, the Rodental are the penultimate dashing heroes, despite their small stature and sometimes iconic appearance, they are never one to shy away from a battle, launching headfirst into any fight. However, their true ability is to inspire others into fighting for what's right. For if even a lowly rodent can stand up and fight against evil, then anyone can do it.

 

Rodental's often appear when inexperienced do gooders are on the ropes against superior evil foes, they will fight to defend their young allies, lending their magic to them to give them a second wind to fight back, or at very least distract an enemy long enough for their new friends to get away. Many a first time adventurer owes their life to these swashbuckling Agathion.

 

Rodental also sometimes serve as bodyguards to more powerful Agathion, accompanying them on important missions or meetings. Rodentals have a friendly rivalry with the cat like Silvanshee, and the two subspecies love to try and outdo one another.

 

A Rodental is 2 feet tall and weighs 40 pounds.

Authors note: And here we have my first good aligned monster, and my first dabbling into one of the established Outsider races. Plus my first attempt to give a monster a magic weapon. In any case I think I did alright. I wonder about the spell like abilities a bit. Of course all of these will probably need serious editing at some point.

In any case, next time we wrap up Rat Week.

crinos: (Default)

Sewer Drake

The small rat around your foot suddenly grows and swells into a mangy, scabby, dragon like beast the size of a dog. It snarls and hacks as it charges you.

 

Sewer Drake CR 3

XP 800

CE Small Dragon (Earth, Water)

Init+7 ; Senses Darkvision 60 feet, Low light vision

Perception +8

AC 15, Touch 14, Flatfooted 12 (Size +1, Dex +3, Natural +1)

hp 30 (4d12+8)

Fort +6; Ref +7; Will+5

Immune Paralysis, Sleep, Poison, Disease

Speed 30 ft. Fly 40 feet (Poor)

Melee Bite +6 (1d4+1 + Disease), Tail +1 (1d4

Special Attacks Disease

Spell like abilities (CL 4)

Constant- Speak with animals (Rats only)

1/day-Stinking cloud (DC 15)

Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 14

Base Atk +4; CMB +4 CMD 17

Feats Flyby attack, Improved Initiative

Skills Bluff +9. Fly+10, Intimidate +9, Perception +8, Stealth +10, Survival +8

Languages Common, Draconic, Speak with animals (Rats only)

SQ Change Shape (Rat or Dire Rat, Beast shape 1)

Environment Any sewer

Organization Solitary, pair, or mob (1 Sewer Drake + 2-8 Dire rats)

Treasure Standard

 

Disease (EX): Filth Fever: Bite-injury; Save DC Fortitude DC 14; Onset 1d3 days; frequency 1/day; effect 1d3 dex and 1d3 con damage; cure 2 consecutive saves. The Save DC is constitution based.

 

The Sewer Drake is a foul, degenerate species of drake found in sewers. They are stunted and malformed, lacking the size and breath weapon of normal sized Drakes (The closest they have is their stinking cloud ability). They make up for this with a diseased bite, and an affinity for Rats. Able to naturally change into a rat form, the Sewer Drake often bullies local Dire Rats into acting as his spies and minions, stealing treasures and trinkets and keeping them abreast of all the goings on of the surface world. They often go up in rat form themselves to spy on humans and to hunt down easy prey.

 

In its natural form the Sewer Drake is 3 feet tall and weights 200 pounds.

Authors note: And we're back to the Sewers for this one. This one is kind of stretching it, in that its not a rat but rather a dragon that assumes a rat like form. But hey, good enough for tax purposes.

You probably wont see any true dragons from me on this. Way, WAY too complicated. Well, maybe, once I get more comfortable with stating stuff up, but for now the best you will get from me are drakes.

Just two days left of Rat week. Are you as excited as I am? Is anyone even reading this?

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Trinket Rat

Sitting amid the collection of gold coins and treasure is a golden figurine of a rat, studded with gems and shining rubies for eyes.

 

Trinket Rat CR 6

XP 2,400

N Tiny Construct

Init ; Senses

Perception

AC 19, Touch14, Flat footed 17 (+2 size, +2 Dexterity, +5 natural)

hp 44 (8d10)

Fort +2; Ref +4; Will +2

DR 5/Adamantine Immune Construct traits

Speed 40 feet

Melee Bite +10 (1d3-4 Plus curse)

Space 1ft. Reach 0

Special Attacks Curse of the Rat

Str 2 , Dex 14, Con- , Int -, Wis 11, Cha 1

Base Atk +8; CMB +2; CMD 14 (18 against trips)

Feats -

Skills -

Languages -

Environment Any

Organization Solitary

Treasure Double Standard

 

Curse of the Rat (Su): Curse—Bite; Save Will DC 14 ; Onset 1 minute; Frequency 1/day; Effect Paranoia and 1d6 charisma damage per day. When the target reaches zero charisma, they are transformed into a Dire Rat. This effect is similar to the Baleful Polymorph spell, except it changes the target into a Dire rat. The DC of the save is Wisdom based.

 

The Trinket rat is a devious trap often left in vaults and store rooms in order to punish any thief unfortunate enough to encounter it. The Trinket Rat resembles an ornate golden stature of a small rat, studded with valuable stones. An irresistible prize for any thief. Unfortunately once the Rat animates, it begins biting any would be thieves. While these bits do little, they carry with them a horrible curse.

 

The curse of the Trinket rat slowly turns the victim into a rat, causing them to become paranoid and reclusive, the victim frequently finds a dark, out of the place to hide, emerging only to scrounge for food. As the curse progresses, the victim becomes filthier and more disgusting and disagreeable, as well as growing more rat like features (Fur, whiskers, longer teeth, even a tail), until the curse consumes them and they are turned entirely into a disgusting dire rat.

 

The Trinket Rat is about a foot in length and weighs about five pounds.

 

Trinket Rat

CL: 10th Price: 18,000 GP

Requirements: Craft Construct, Baleful Polymorph, Bestow curse, Lesser Geas, Caster must be 10th level.

Skill: Craft (Metal Working) DC 17

Cost: 9,000 GP

Authors note: And here we have my first construct. I actually really like this one. It was simple, and has a nasty little trick. Not much else to say about this one except I like making constructs. Much less busy work with skills and feats and such. Happy New Years everyone!

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RattusSphinx

 

The creature pads out of the shadows of the decrepit library. It has the body of a large fat house cat, wings like a raven, and the head and tail of a large rat.

 

 

RattusSphinx CR 6

XP 2,400

CN Small Magical Beast

Init ; Senses Darkvision 60 feet, Low Light Vision

Perception +14

AC 19 , Touch 14, Flat Footed 16(+1 size, +3 Dexterity, +5 Natural)

hp 60 (8d10+16)

Fort +8; Ref +9; Will +7

Speed 20 feet, Fly 60 Feet (Poor), Climb 20 feet

Melee Bite +8 (1d4), 2 claws +8 (1d3)

Spells known (CL 8th)

4th level (4/day)- Triggered Suggestion (DC 18)

3rd level (5/day)- Accursed Glare (DC 17), Clairaudience/Clairvoyance,

2nd level (7/day)- Invisibility, Miserable Pity (C 16), Touch of Idiocy,

1st level (7/day)- Bungle (DC 15), Erase, Grease (DC 15), Memorize Page, Ventriloquism(DC 15)

0- Arcane Mark, Detect Magic, Flare (DC 14), Light, Message, Open/close, Prestidigitation, Read Magic

Str 10, Dex 16, Con 14, Int 16, Wis 16, Cha 18

Base Atk +8; CMB +7; CMD 11 (15 against trip)

Feats Deceitful, Iron Will, Magical Aptitude, Persuasive

Skills: Bluff +14, Climb +14, Diplomacy +14, Fly +14, Knowledge (Local)+14, Knowledge (History) +14 Perception +14, Stealth +14, Use Magic Item +14, Racial Bonus: Uses dexterity for climb checks, Treat all knowledge skills as class skills.

Languages Common, Sphinx

SQ Secret Keeper, Bookworm Infestation

Environment Any Urban

Organization Solitary or pair.

Treasure Standard

 

Secret Keeper (SP): Once per day, a RattusSphinx can impose a special type of Geas on a subject to prevent them from revealing a specific secret or piece of information. The target must make a will save DC 18 or be unable to tell the designated secret to anyone. The Secret must be something that both the target and the Rattusphinx both know, but otherwise this functions similarly to a Geas Spell. The save is Charisma based, and this is a mind affecting ability.

 

Bookworm Infestation (Ex): A RattusSphinx's fur and feathers are infested with Bookworms (See Tome of Horrors Complete page 756). As a standard action once per week, a RattusSphinx can shake itself, throwing the bookworms all over the place to infest any nearby books or tomes.

 

Spellcasting ability: RattusSphinx have the spellcasting ability of an 8th level Sorcerer.

 

RattusSphinx are the smallest of the known Sphinx species, roughly the size of a dog, The RattusSphinx resembles an ungainly combination of feline, crow and rat.

 

RattusSphinx, love to do two things: Acquire knowledge, and keep that knowledge secret. They love to spy on humans and other intelligent creatures, then learn valuable information, then destroy that information so that no one else can have it. They especially love to get information that someone is looking for, then dangle it in front of the knowledge seeker like a carrot. RattusSphinx sometimes get hired on by unscrupulous nobles and thieves guilds as a spymaster or cleaner.

 

While RattusSphinx lack the physical power of their larger relatives, they are powerful spellcasters, although their magic is usually geared to gathering information, destroying information, or getting out of tight spots.

 

Where RattusSphinx fit into the already confusing mating habits of other Sphinx is a mystery. Both AndroSphinx and CrioSphinx ignore them, while HirecoSphinx and GynoSphinx devour them where they find them. In addition, RattusSphinx seem to be entirely genderless themselves, leading some to believe they are not a naturally occuring species.

 

A RattusSphinx is 2 feet long and weighs 80 pounds.

Authors Note: And here is the next entry in Rat Week: The RattusSphinx. I'm actually proud of this one, since its my first monster with natural spellcasting ability, and its my first Sphinx.

I've always liked Sphinxes (Their problematic mating cycles notwithstanding), so I wanted to add my own spin to them. I also wanted to give them a personality quirk based around finding information and keeping secrets.

Plus, I got to reference Tome of Horrors. Which, seriously go out and buy it, its a great book.

Anyways, tune in tomorrow for my next thing.

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Blight Rat Swarm

A mass of skull faced black rodents swarm over the helpless beggar, tearing at his flesh, the people nearby just watch, a look of resigned apathy on their faces.

 

Blight Rat Swarm CR 4

XP 1,200

NE Tiny Outsider ( Native, Swarm)

Init +8; Senses Darkvision 60 ft, Detect Good

Perception +11

Aura Apathetic aura (DC 15)

AC 16, Touch 16, Flatfooted 12 (+4 Dex, +2 size)

hp 32 (5d10+5)

Fort +5; Ref +8; Will +2

DR 5/Good or Magic, Immune Disease, Poison, Enchantment/charm

Defensive Abilities: Swarm Traits

Speed 15 feet, climb 25, Swim 25

Melee Swarm (1d6 + corruption)

Space 10 feet Reach 0 feet

Special Attacks Corruption, Distraction (DC 13)

Spell Like abilities (CL 5th)

Constant- Detect Good

Str 2 , Dex 18, Con 12, Int 10, Wis 12, Cha 16

Base Atk +5; CMB -; CMD -

Feats Improved Initiative, Self Sufficient, Ability Focus (Corruption)

Skills Climb +13,, Intimidate +12, Perception +11 Stealth +21, Survival +10 Swim +13, Racial bonus: Uses Dexterity for climb and swim checks

Languages Abyssal, Common, Infernal

SQ Blight Community

Environment Any Urban

Organization Solitary, Mass (2-6 swarms) or Horror (2-24 swarms)

Treasure Standard

 

Apathetic Aura (Su): The Blight Rat generates an aura which instills feelings of hopelessness and grim acceptance in injustice and horrors in those around them. This functions as a Crushing Despair spell at 60 feet, but only affects good and neutral aligned creatures. The DC is Charisma Based.

 

Corruption (Su): When a Blight Rat swarm attacks a victim, they don't just devour their flesh, they literally eat out the best parts of their soul. Anyone who takes damage from a Blight Rat's bite must make a Will save (DC 15) or have their alignment shift one degree towards Neutral Evil. The Alignment change can be revered with an application of a remove curse, break enchantment, or dispel evil spell, or by destroying the Blight Rat swarm responsible for the attack. The save DC is Charisma based. This is a mind affecting ability.

 

Blight Community (Su): Blight Rats derive their name from the fact that their mere presence invites corruption, both physical and moral, to wherever they nest. When one or more Blight Rats infest a city, it begins to negatively effect that city. Every week that the Blight Rat infestation continues, the corruption and crime modifier of that city increase by one, while the law and society modifiers decrease by one. For every month the Blight rats infest the city, its overall alignment shifts one step towards Neutral Evil. The presence of multiple swarms does not affect the rate of corruption, but every swarm must be destroyed for the deterioration ceases.

 

A Bless spell cast upon a building which can be considered the “Center” of a town (Such as town hall, an important temple, or a famous monument which represents the city) will prevent the blight from progressing for one month, but will not reverse it as long as the rats live. If the Blight Rats are destroyed, the blight reverses itself at the same rate of its progression. A Dispel evil or Wish spell will also restore the town to normal immediately, but if the Blight Rats continue to infest the town, the corruption will start all over again.

 

A physical manifestation of urban decay, apathy, and despair, the Blight Rats are tiny skull faced rats which breed in the darkness, wherever they go, these intelligent hissing rats devour purity and hope and leave only corruption and misery in their wake.

 

It is unknown where the Blight Rats originate from, all that is known is when they manifest, they cause a steady and measurable decay in whichever city they take up residence: Crime and corruption become more prevalent, law enforcement becomes weaker, and even law abiding people became close minded and judgmental. Even the most sparkling utopia can become a blighted urban wasteland with a Blight Rat infestation.

 

Blight Rats are about the size of normal rats.

Authors Note: Okay, I suppose this one isn't TECHNICALLY a Dire Rat variant, but this is about rats in general.

This was the second concept I came up with for Rat Week. Its basically built around manipulating the Settlement modifiers found in the Game Master Guide. I've never seen any monster that modifies these stats, so I thought it would be a unique mechanic.

Anyways, hope you guys enjoyed it.

crinos: (Default)
Alright, and now its time for my first theme week! I don't think anyone is watching this yet. But if they are, I got a good start for ya. Its Rat Week!

What is Rat Week about? Well its about redeeming what is, to me, the worst fantasy monster ever conceived. I am of course talking about the Dire Rat.

The Dire Rat is just terrible. Its terrible because its an insult. I can think of nothing which can kill the enthusiasm of a group of fresh faced first level adventurers than reducing them to being glorified pest control.

I mean think about it, you're playing Pathfinder, you expect you will be fighting goblins or zombies or lesser demons for your first adventure. Heck even wolves and bandits would be good, or even giant vermin like a giant spider or centipede. But what do you get? A giant rat the size of one of those little toy dogs. Yeah, that really captures the magic and majesty of the worlds oldest role playing game doesn't it? Paizo actually released a book called Misfit Monsters Redeemed, Where they try and make some of the dumbest DnD monsters ever cool. But there isn't any redeeming the Dire Rat.

BUT HECK IF I'M NOT GONNA TRY!

So here we go to Rat Week. Every day I'm going to put up another Rat based monster. Each one with strange abilities and powers which will be certain to make your PC's think twice about dismissing those little sewer spawn. Because if you're gonna be a glorified rat catcher in a fantasy game, you're gonna hunt some fantastic rats.

So without further ado...

Vortex Rat

The large, multicolored rat that sits before you takes one look at you, then immediately turns and begins gnawing at the air, a second later it fanishes.

 

 

Vortex Rat CR 3

XP 800

CN Small Magical Beast (Extraplanar)

Init +8; Senses Darkvision 60 ft. Low light vision

Perception +1

AC 15, Flatfooted 11, Touch 15 (+1 size, +4 Dex)

hp 19 (3d10+3)

Fort +4; Ref +7; Will +2

Resists: Fire 5, Cold 5, Acid 5, Electricity 5

Speed 40 feet, Climb 20 feet, swim 20 feet

Melee Bite +4 (1d4)

Spell like abilities (CL 3rd)

At will-Dimension Door

Str 10 , Dex 18 , Con 12, Int 10, Wis 12, Cha 8

Base Atk +3; CMB +2; CMD 6

Feats Improved Initative, Run

Skills Climb +9, Stealth +9, Swim +9 Racial Bonus: Uses Dexterity for climb and swim checks

Languages

SQ Vortex generation

Environment Any (Extraplanar)

Organization Solitary, Pair, or swarm (2-8)

Treasure none

 

Special abilities

 

Vortex Generation (Su): Whenever a Vortex rat uses its dimension door ability, it is actually gnawing a small hole in the fabric of the universe, running into another dimension, and then gnawing another hole back to our universe. Usually these vortexes close themselves off relatively quickly, but there is always a chance that they will remain open, at least long enough for something to come through. The portal resembles a glowing, shimmering vortex of energy with a portal inside. A DC 15 perception check will allow one to peer into the portal, and a Knowledge (Planes) check DC 20 can allow someone to determine where the portal leads.

 

Whenever a Vortex Rat uses dimension door, roll a 1d10. On a natural one, a vortex is left behind either at the starting point or the end point of the Vortex Rat's last use of dimension door (Determine rapidly). This vortex quickly expands to cover a five by five space within a single round. 1D4 rounds after the vortex opens, roll on the following chart to determine what exactly happens. (All saves for these effects are charisma based using the Vortex Rat's Charisma).

 

1d6:

 

1: There is a massive explosion of energy emanating out 20 feet from the vortex, dealing 3d6 damage to everyone in range (Reflex save DC 12 for half damage). The actual nature of the energy is determined randomly. The portal closes immediately afterwards.

 

2: The vortex disgorges a large amount of random (Usually broken) items, there is a 10% chance that a masterwork item among the debris, and a 5% of a magical item being present (roll randomly for appropriate level). Note any items may belong to someone who may want them back. The portal closes immediately afterwards.The portal disgorges

 

3: something truly disgusting and vile (Pools of blood, rotting meat, foul smelling sludge), anyone within 20 feet of the portal must make a fortitude save DC 12 or be sickened until they move out of range of the vile substance.

 

4: The Vortex begins to suck matter in. Anyone within 20 feet must make a reflex save DC 12 every round or be dragged 5 feet towards the portal. Anyone who fails their save while adjacent to the vortex is sucked in and ends up on a random alternate plane of existence. This effect lasts 1d6 rounds.

 

5: Outsiders emerge from the portal. 2D4 Outsiders of an appropriate encounter level to the PC's come out (The exact nature is determined randomly). The portal lasts 1d6 hours.

 

6: Nothing seems to come out, but the portal becomes permanent, creating a permanent two way portal between the prime material plane and wherever the portal may connect to

 

The vortexes can be shut prematurely with applications of a dispel magic spell (Cast against a 3rd level caster), a Dispel alignment spell of the appropriate descriptor (using Dispel Evil to remove a portal to Hell for example), or using the spells Dimensional Anchor, Antimagic Field, Wish or Miracle.

 

The Vortex Rat is a magical cousin to the Dire Rat which is found in parallel realities and places of high magic. Easily frightened and skittish, Vortex Rats have the ability to literally gnaw through the fabric of time and space, literally leaping to other dimensions in order to escape predators and perceived threats. This is all well and good, except that the Vortex Rats sometimes leave portals behind when they use this ability, which can cause all sorts of unexpected chaos.

 

Because of the unpredictable nature of the Vortex Rat's portals, they are often hunted in more civilized lands. This is a tricky enterprise however, since the rats will immediately flee any confrontation with their dimension door ability, which in turn has a chance to create vortexes. Many Rat catchers find it more economical to charm the creatures or bribe them to leave with food. Vortex Rats are fairly intelligent, and can quite easily be bought off by someone using a speak with animals spell to communicate with them. In addition, many wizards or cultists keep Vortex Rats as pets in hopes of creating a stable portal to a desired other plane.

 

Vortex Rats are 2 feet long and weigh about 20 pounds.



Author's notes: Well here it is. This is really the very first Rat variant I came up with for Rat week: A Dire Rat that can gnaw through to other dimensions. I worry it may be overpowered, but really it sort of exists as a plot device monster: An excuse to get your players tied up in outsider shenanigans or to just make them go "WTF just happened?" Anyways I'm kind of proud of this one, plus I feel like I'm getting into a groove when it comes to making Pathfinder monsters. Like with each one I make I get a little bit better.

Anyways, that's all for now. Tune in tomorrow for another Rat monster.

Kringle

Dec. 25th, 2014 12:38 am
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Kringle

The short, bearded old character wears a red suit with white trim, has pointed ears and a red nose, and has a huge sack of toys slung behind its back.

 

Kringle CR 6

XP 2,400

LG small Fey

Init +3; Senses Low Light Vision

Perception +16

AC 19, Touch 19, Flatfooted 16 (+1 size, +5 Deflection, +3 Dexterity)

hp 55 (10d6+20)

Fort 5; Ref +10; Will +10

Speed 20 feet

Melee: Light Hammer +9 (1d3+4)

Spell Like Abilities (CL 10th)

Constant-Speak with Animals, Spider Climb

At Will- Invisibility, Clairaudience/Clairvoyance,

3/day- Passwall, Gaseous Form, Deep Slumber (DC 18),

1/day- Modify Memory (DC 21), Dimension Door (DC 19)

1/week- Animate Objects, Minor creation

 

Str 18, Dex 16, Con 14 , Int 14, Wis 16, Cha 20

Base Atk +5; CMB +8; CMD 21

Feats Animal Affinity, Nimble Moves, Acrobatic Steps,Skill focus (Craft), Craft Wondrous Item

Skills Acrobatics +16, Climb +14 Craft (Woodworking) +17, Escape Artist, +16, Handle Animal +17, Knowledge (Local) +15, Knowledge (Nature) +15, Perception +16 Stealth, +16, Racial Bonus: +8 to climb from Spider Climb

Languages Common,Sylvan, Speak With Animal

SQ Master Builder, Protective Toys, Flying Reindeer

Environment: any cold land

Organization Family (2-20 plus 3-18 Reindeer (Use Elk from Bestiary 3))

Treasure Standard

 

Master Builder (SU): Masters of building wooden toys, Kringle can produce masterwork wooden items at a quarter of the normal time. They are also capable of producing any wondrous item at one half the construction price, even if they do not have access to the spells required to make said item.

 

 

Protective Toys (SU): Kringle often give out special toys to children whom they feel are in dangerous situations. A Kringle can imbue one of the following spells onto a toy, which activates when a child is in danger: Good Hope, Heroism, Protection Against Evil, Sanctuary, Teleport (to either a place considered safe by a child, or the Kringle's home). This effect only works one time. And cannot be activated manually; it only activates when the child is in life threatening danger.

Flying Reindeer (SP): The Kringle have a natural affinity with herd animals, in particular Reindeer. Once per month a family of Kringle can imbue up to eight Reindeer (or similar creatures) with the power of magical flight. This functions as the Overland flight spell, lasting from sunset to sunrise.

 

The Kringle are a race of kindly, gnome like fae who have a deep love for children, and spend all of their time crafting beautiful wooden toys in order to give as gifts to good and kind children.

 

While gentle and kindly, Kringle's are very protective of their young charges, and do not take kindly to adults who abuse or harm children. Many a cruel orphan headmaster or drunken abusive parent has had tales of being pulled out of their bed in the dead of night by invisible hands, stuffed into a sack, and beaten within an inch of their lives with mallets before being left in the woods.

 

Kringle's use their magic to watch the children in nearby settlements, then they visit at night, using their magic to enter homes and leave toys for good boys and girls. For ill behaved children, they leave sticks and iron ingots. Although this is often construed as a form of punishment, its actually meant to be a warning; to use these items to defend themselves against more malicious fey who like to prey on bad children.

 

Kringle usually live in the remote woods, snow covered mountains, and on icy tundra. Some are even said to live in the farthest reaches of the frozen north. Kringle prefer to live close to human settlements so they have children to give their toys to.

 

The schedule with which Kringle's visit children varies based on need and location. Kringle living near larger, more populous areas will visit kids fairly regularly to leave toys, while ones living in more remote locals will only do it annually, usually coinciding some great winter festival, usually one dedicated to a good aligned Deity. In this case the Kringle will use their ability to give their animal friends flight to hit all the surrounding communities in a single night.

 

Kringle are friends to animals, able to speak their languages, their strongest allies are herd animals such as Elk and Reindeer, which they use as mounts. In addition, in the ancient past, the Kringle somehow earned the favor of their fellow Fae. No Fae, even the evil tribes, will not directly interfere with the Kringle's operations. And if any force attempts to threaten the Kringle, the other Fae tribes will organize quickly to their defense. Many a tribe of Goblin, Orcs, and Giants have found themselves facing a combined army of Dryads, Pixies, Satyrs, and other Faeries after they tried to make sport of the silly short old men.

 

Kringle are three feet tall and weigh about 100 pounds. They typically resemble squat old men and women dressed entirely in red with white trim. Males are often known for having long white beards.

 

Authors note: Merry Christmas everyone. For my second entry I wanted to do something for Christmas. So I decided to do Santa's Elves.

I actually drew from a couple of sources on this one. Mainly from Rankin Bass Christmas Specials (In particular Santa Claus is Coming to Town, and The Life and Adventures of Santa Claus). This is also my first Fae monster, and I think it turned out really well.

I worry I put in too many spell like abilities. I didn't want to make them too powerful, but I wanted to give them all the appropriate powers you associate with Santa Claus. Still aside from that I really enjoyed doing this one.

Anyways, I may do some more Winter/Holiday themed monsters. Till them, Merry Christmas!

Sewer Lion

Dec. 22nd, 2014 12:02 am
crinos: (Default)

Sewer Lion

This foul, diseased looking animal looks like a cross between a lion and a rat. With mangy, sore covered skin, a rat like tail, and the tattered remains of what might be a mane.

Sewer Lion CR 2

XP 600
N Medium Animal
Init +2 ; Senses Low light Vision, Scent ; Perception +1

DEFENSE

AC 14, 12 touch, 12 flatfooted (+2 Dexterity, +2 Natural)
hp 39 (3d8+12)
Fort +7, Ref +5 Will +1
Immune: Disease

Defensive Abilities: Ferocity

 

OFFENSE

Speed 30 ft, swim 20
Melee Bite +5 (1d6+3 + Disease), 2 claws +5 (1d4+3)

Space: 5 ft; Reach: 5 ft

Special attacks: Disease, Pounce

STATISTICS

Str 16 , Dex 14, Con 18, Int 1, Wis 10, Cha 2
Base Atk +2; CMB +5; CMD +7 (+11 against trip)
Feats Endurance, Diehard
Skills Perception +1, Stealth +4 (+14 in Sewers); Racial Modifiers: +10 Stealth while in the Sewer

 

SPECIAL ABILITIES

Filth Fever (Ex) Bite (Injury)Save DC 14, Onset 1d3 days, Frequency 1/day, effect 1d3 dex damage and 1d3 con damage, cure 2 consecutive saves.

 

ECOLOGY

Environment Sewers
Organization Solitary, pair or pride (2-8)
Treasure none


 

Considered by some to be a distant relative to the Goblin Dog, the Sewer Lion is a man sized rat like creature which superficially resembles a lion. They are frequent pests and are universally reviled, even more than Goblin Dogs.

Known for their bad tempers and petty, vindictive natures, Sewer Lions with continually hound anyone who draws near their territory, especially if they seem weak or vulnerable. However, they are naturally cowardly creatures, and will flee from obvious and overwhelming shows of power.

A Sewer Lion is 6 feet long and weighs 150 pounds.

Authors notes: Well, here we are. My first creation for this blog. It isn't much, but you gotta start somewhere right?

I decided to go simple for this one: A no thrills animal, pretty low level, basically an upgraded Goblin Dog. The actual context, well, people on rpg.net will get it.

Anyways, not sure how many I will get done next week for Christmas, but will make an effort to make something good for the holiday season. Stay tuned!

Hey.

Dec. 21st, 2014 02:34 pm
crinos: (Default)
Hey, so. I've got a Dreamwidth in order to do stuff with Scans Daily, but I've never really done anything with it.

So I've decided to do something with it! I'm making a blog where I post Pathfinder monsters I stat up.

I freely admit I'm pretty new with this, and I may not know what I'm doing, so hopefully this will be as much a learning experience for me as it will be for everyone else.


So yeah, welcome to Urge to Stat Rising. Will see about my first entry today. Of course I likely wont get into full swing till after the new year.

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