Thursday, March 28, 2019

the Devils goalers

Devil, Franzenshesiah

CR 9                                                                                                                XP: 6,400
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +9; Senses Darkvision 60 ft., see in darkness, soulsight 60 ft.; Perception +19
AC 20, touch 15, flat-footed 15 (+5 natural, +5 Dex)
HP 105 (10d10+50)
Fort +11, Ref +12, Will +7
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10
Speed 40 ft.
Melee 2 claws +14 (2d6+4 plus poison)
Special Attacks Soul Trap
Spell-Like Abilities At Will - dimensional anchor, greater teleport (self plus 50 lbs of objects only), charm person (DC 15) 3/day - quickened suggestion (DC 17), invisibility, wall of fire 1/day summon (level 4, 1 Franzenshesiah, 35%)
Str 19, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +14; CMD 29
Feats Ability Focus (Soul Trap), Alertness, Improved Initiative, Iron Will, Quicken Spell-Like Ability (Suggestion)
Skills Bluff +18, Diplomacy +18, Intimidate +18, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; Telepathy 100 ft.
Environment any (Hell)
Organization solitary or pair
Treasure special
Soulsight (Su) A Franzenshesiah can see any living creature with a soul if it resides on the same plane as the keeper regardless of any attempts to hide or disguise, magical or mundane, short of a wish spell.
Soultrap (Su) When a sentient mortal creature dies within 100 feet of a Franzenshesiah, the devil may attempt to entrap the soul in a gem before it moves on to its afterlife. The dead creature must make a DC 21 Will save or have its soul captured permanently. While captured the creature cannot be raised or resurrected. The soul can be released by destroying the gem (AC 10, Hardness 1, Hp 5).
Poison (Ex) Claw—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
This red-skinned fiend has a powerful physique and bone spurs that protrude from its flesh. Massive horns curve downward from the crown of its head,and bandoliers festooned with glowing gems adorn its torso.
Franzenshesiahs are very specialized jailers of the Nine Hells, collecting and keeping the souls of the living in gemstone prisons. Souls are both power and currency in the lower planes, with the souls of talented or more accomplished individuals being worth more than that of inconsequential mortals. Franzenshesiah have been known to try to bargain for souls, trade or sell souls. They also will tempt mortals into consigning their souls to the hells though contract or action.
Franzenshesiahs carry no tangible treasure but may have a very rare or unique soul in their collection.

Tuesday, March 19, 2019

Why is that coat rack moving?

Shevarimarr, Cloaker Burner
CR 9                                                                                                                XP: 6,400
Male cloaker sorcerer 7
CN Large aberration
Init +9; Senses darkvision 60 ft.; Perception +14
AC 23, touch 15, flat-footed 17 (+5 Dex, +8 natural, -1 size)
HP 110 (6d8+7d6+59)
Fort +8, Ref +9, Will +13
Defensive Abilities shadow shift

Speed 10 ft., fly 40 ft. (average)
Melee bite +12 (1d6+6), tail slap +7 (1d8+3)
Space 10 ft., Reach 10 ft. (5 ft. with bite)
Special Attacks engulf, moan
Spell-Like Abilities (CL 7th; concentration +13) 9/day—shadowstrike (1d4+3 nonlethal plus dazzled)
Spells Known (CL 7th)
  3rd (5/day)-Deeper Darkness, Suggestion (DC 19), Vampiric Touch
  2nd (8/day)-Alter Self, Darkness, Darkvision, Web (DC 18)
  1st (8/day)-Charm Person (DC 17), Grease (DC 17), Mage Armor, Magic Missile, Ray of Enfeeblement (DC 17), Unseen Servant
  0th-Dancing Lights, Detect Magic, Mage Hand, Message, Open/Close (DC 16), Prestidigitation, Read Magic (Bloodline shadow)
Str 23, Dex 20, Con 19, Int 12, Wis 14, Cha 22
Base Atk +7; CMB +14; CMD 29 (can't be tripped)
Feats Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Hover, Improved Initiative, Silent Spell, Skill Focus (Perception)
Skills Acrobatics +5, Disguise +12, Fly +12, Knowledge (religion) +10, Perception +14, Sense Motive +8, Stealth +10
  Racial Modifiers +8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature
Languages Dark Folk, Shadowtongue, Undercommon
SQ bloodline arcana (gain bonus on Stealth checks)
Gear amulet of natural armor +1, pink and green sphere ioun stone
Environment  underground
Organization solitary, pair, mob (3-6), or flock (7-12)
Treasure standard
Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Moan (Ex) A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based.
Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).
This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.

Who you gonna call?

Festering Spirit, Haramil's Corruption
CR 9                                                                                                               XP: 6,400
Variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Large undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura stench (DC 15, 10 rounds)
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, -1 size)
HP 89 (11d8+40)
Fort +7, Ref +9, Will +8
Defensive Abilities incorporeal; Immune undead traits; Resist channel resistance +2
Speed fly 40 ft. (good)
Melee +1 vicious lance +15/+10 (1d8+10/×3 plus 2d6) or incorporeal touch +13 (1d4 Con plus slime) Reach 20 ft. with lance
Space 10 ft., Reach 10 ft.
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 19)
Str -, Dex 20, Con -, Int 6, Wis 12, Cha 18
Base Atk +8; CMB +14; CMD 29
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Focus (lance)
Skills Fly +8, Intimidate +9, Perception +15, Stealth +14
SQ ghost touch, undersized weapons
Gear Medium +1 vicious lance
Environment  any land or underground
Organization solitary, pair, or gang (3-6)
Treasure incidental
Create Spawn (Su) A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
Ghost Touch (Su) A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.
Slime (Su) A festering spirit's slime resembles the putrefying sludge of decaying corpses. Any creature that is hit by the spirit's incorporeal touch attack, passes through its square, or hits it with a natural weapon or unarmed strike must attempt a DC 16 Fortitude save. On a failure, the creature is nauseated for 1d4 rounds, and on a success the creature is staggered for 1 round. A festering spirit's slime persists on objects and creatures for 1d10 minutes but has no harmful effect after its initial contact. Creatures immune to poison or disease are immune to this ability. The save DC is Charisma-based.
Trample (Ex) The DC of a festering spirit's trample is Charisma-based.

Symphonic Black Metal Vocalist

Aiyana
CR 5                                                                                                               XP: 1,600
Female caligni (Pathfinder RPG Bestiary 5 66) bard 6
CG Medium humanoid (dark folk)
Init +2; Senses Perception +9
AC 19, touch 14, flat-footed 16 (+4 armor, +1 dodge, +1 shield, +2 Dex)
HP 27 (6d8)
Fort +2, Ref +7, Will +5
Defensive Abilities Will +9 vs. bardic performance, language-dependent, and sonic; Weaknesses light sensitivity
Speed 30 ft.
Melee mwk longsword +6 (1d8+1/19-20)
Ranged +1 shortbow +7 (1d6+1/x3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2, suggestion [DC  16]), death throes
Spells Known (CL 6th)
  2nd (4/day)-Blindness/Deafness (DC 15), Eagles Splendor, Mirror Image, Suggestion (DC 15)
  1st (5/day)-Cure Light Wounds, Feather Fall, Grease (DC 14), Undetectable Alignment (DC 14)
  0th-—Detect Magic, Flare (DC 13), Know Direction, Mage Hand, Message, Read Magic
Str 13, Dex 14, Con 10, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +5; CMD 18
Feats Arcane Strike, Craft Wondrous Item, Dodge
Skills Acrobatics +11, Knowledge (dungeoneering, history, religion) +9, Perception +9, Perform (act, wind instruments) +12, Sense Motive +9, Stealth +11
Languages Common, Dark Folk, Shadowtongue
SQ bardic knowledge +3, lore master 1/day, versatile performances (act, wind)
Gear scrolls of shadow walk (2)
Other Gear +1 studded leather, mwk buckler, +1 shortbow with 20 arrows, sleep arrows (4), mwk longsword, flute, master key to doors in Aiyana’s estate, 47 gp
Aiyana is a slender woman with ash-gray skin who dresses in studded leather and colorful silks during her travels in the surface world. These colorful silks help to hide her unusual skin coloration in regions where intolerance holds sway while simultaneously bolstering her own morale—the city of Lyrudrada is a pretty bleak place to live, after all. She speaks with no accent save for when she’s stressed or excited, at which time her words take on a hard, clipped cadence. Her faith in Desna has bolstered her natural curiosity about exotic locations, and she enjoys comparing and trading stories of her travels in the Darklands with others who’ve traveled extensively across the surface world. Aiyana’s statistics are presented below.

Sunday, March 17, 2019

I'm looking for a baby bumble bee

War Marshal Yahar, Vrock Sniper
CR 21                                                                                                             XP: 409,600
Female vrock fighter 12
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +30
AC 37, touch 16, flat-footed 30 (+7 Dex, +11 natural, -1 size, +10 armor)
HP 283 (21d10+168)
Fort +25, Ref +19, Will +12
Defensive Abilities Will +15 vs. fear; DR 10/good; Immune electricity, poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 falchion +33/+28/+23/+18 (2d6+18/18–20), bite +27 (1d8+5), 2 talons +27 (1d6+5)
Ranged +2 double crossbow +30/+25/+20/+15 (2d6+2/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech, weapon trainings (heavy blades +2, natural +1)
Spell-Like Abilities (CL 12th; concentration +16) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Str 26, Dex 24, Con 32, Int 12, Wis 16, Cha 18
Base Atk +21; CMB +30; CMD 47
Feats Cleave, Combat Reflexes, Deadly Aim, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Archery, Mounted Combat, Multiattack, Point Blank Master, Point-Blank Shot, Power Attack, Rapid Reload, Toughness, Weapon Focus (double crossbow, falchion), Weapon Specialization (double crossbow, falchion)
Skills Fly +23, Intimidate +16, Knowledge (planes) +13, Perception +30, Ride +23, Sense Motive +16, Spellcraft +13, Stealth +15, Survival +15
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ armor training 3
Gear +4 breastplate, +2 double crossbow, +2 falchion, greater burrowing bolts (10), belt of incredible dexterity +6, ring of spell turning
Environment  any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure standard
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Little lost puppy

Thing From Beyond Time
CR 18                                                                                                             XP: 153,600
Advanced hound of Tindalos
NE Gargantuan outsider (evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +26
AC 32, touch 12, flat-footed 26 (+6 Dex, +20 natural, -4 size)
HP 342 (16d20+174)
Fort +18, Ref +15, Will +10
DR 10/magic; Immune mind-affecting effects, poison
Speed 40 ft.
Melee bite +29 (4d8+17/19-20), 2 claws +29 (4d6+17)
Space 20 ft., Reach 20 ft.
Special Attacks ripping gaze
Spell-Like Abilities (CL 10th; concentration +15)
   Constant-Air Walk
   At will-Fog Cloud, Invisibility, Locate Creature
   3/day-Dimensional Anchor, Discern Location, Greater Scrying (DC 20), Haste, Slow (DC 16)
Str 45, Dex 22, Con 32, Int 20, Wis 25, Cha 20
Base Atk +16; CMB +37; CMD 53 (57 vs. trip)
Feats Ability Focus (ripping gaze), Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Toughness
Skills Acrobatics +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (engineering) +21, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (planes) +24, Perception +26, Sense Motive +26, Stealth +13, Survival +26
Languages Aklo
SQ angled entry, otherworldly mind
Environment  any
Organization solitary or pack (2-12)
Treasure none
Angled Entry (Su) Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
Otherworldly Mind (Ex) Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds.  This is a mind-affecting effect. The save DC is Charisma-based.
Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound's gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.
Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality-time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.

Love me some daemons

Astradaemon High Justice

CR 19/ MR 2                                                                                                  XP: 204,800
Divine astradaemon
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura aura of grace, soul siphon
AC 34, touch 22, flat-footed 24 (+10 Dex, +1 dodge, +12 natural, -1 size, +2 deflection)
HP 314 (17d10+221)
Fort +19, Ref +22, Will +16
Defensive Abilities displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; SR 27; Resist cold 10, electricity 10, fire 10
Speed 90 ft., fly 90 ft. (good)
Melee +4 called corrosive burst heavy flail +28/+23/+18/+13 (2d8+14/17–20 plus 1d6 acid), bite +21 (2d6+3 plus energy drain), tail slap +21 (1d12+3 plus energy drain)
Space 10 ft., Reach 10 ft. (15 ft. with tail)
Special Attacks devour soul, energy drain (1 level, DC 25), mythic magic 3/day, simple divine spellcasting
Spell-Like Abilities (CL 17th, concentration +24) Constant—deathwatch, displacement, true seeing At will—enervation, fear (DC 20), greater teleport (self plus 50 lbs. of objects only), vampiric touch 3/day—dismissal (DC 21), locate creature, plane shift (DC 24) 1/day—blasphemy (DC 24), commune, energy drain (DC 26), finger of death (DC 24), slay living (DC 22), soul bind (DC 26), summon (level 6, 1d3 derghodaemonsB2 50%)
Str 25, Dex 30, Con 34, Int 14, Wis 15, Cha 24
Base Atk +17; CMB +25; CMD 48
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (heavy flail), Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (heavy flaiil)
Skills Acrobatics +27, Escape Artist +30, Fly +12, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +26, Survival +22
Languages Abyssal, Infernal; telepathy 100 ft.
Gear +4 called corrosive burst heavy flail
Environment  any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
Devour Soul (Su) As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.