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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5370369" data-attributes="member: 2795"><p><strong>Halloween Monsters</strong></p><p></p><p><span style="color: limegreen"><em>The family is dead. Two of them have obviously been poisoned: distended tongues, froth drying on their cheeks, bodies contorted in frozen agony. The third appears to have been pierced through the eye. The dining area is a mess: broken dishes, the blood and other fluids, candy apples and other holiday treats.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"Another family," the dwarf says, picking up a candy apple from the floor and plucking a bit of lint from its sticky surface.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"What in the Nine Hells are you doing?" says the cleric.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"I'm hungry," the dwarf answers and takes a bite from the candy apple. "Gah! By my beard!"</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>The dwarf clutches his throat and retches. The candy apple falls to the floor, and then inexplicably seems to bounce in a high arc. It now has tiny stick-like arms and legs, and one of its limbs slashes at the dwarf's throat.</em></span></p><p></p><p>A candy apple monster is a nasty little construct first created by the insane Templeton Craven, a wizard who loved nothing more than victimizing children. He crafted a bunch of candy apple monsters and gave them to unsuspecting tykes, having ordered his creations to attack as soon as they were bitten. Close to a dozen villagers died that day before the candy apple monsters were destroyed.</p><p></p><p>[sblock=Candy Apple Monster]</p><p><strong>CR</strong> 1/3; <strong>XP</strong> 135</p><p>N Tiny construct</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, darkvision 60 ft.; Perception +0</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)</p><p><strong>hp</strong> 5 (1d10)</p><p><strong>Fort</strong> +0, <strong>Ref</strong> +2, <strong>Will</strong> +0</p><p><strong>Immune</strong> bite damage, construct traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> slam +5 (1d2-2)</p><p><strong>Space</strong> 2 1/2 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Special Attacks</strong> poison, sneak attack (+1d6)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 7, <strong>Dex</strong> 14, <strong>Con</strong> --, <strong>Int</strong> --, <strong>Wis</strong> 10, <strong>Cha</strong> 1</p><p><strong>Base Atk</strong> +1; <strong>CMB</strong> +1; <strong>CMD</strong> 9</p><p><strong>Feats</strong> Weapon Finesse (B)</p><p><strong>Skills</strong> Perception +0, Stealth +10; <strong>Racial</strong> +20 on Acrobatics checks made to attempt high jumps or long jumps</p><p><strong>SQ</strong> looks tasty</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Looks Tasty (Ex)</strong> When not moving, a candy apple monster appears to be an plump apple covered in candied corn, drizzled all over with caramel, and pierced through one end with a wooden stick for easier eating. A DC 20 Perception check is required to notice its dangerousness before it attacks for the first time. Anyone with ranks in Knowledge (arcana) or Profession (cook) can use either skill instead of Perception to identify the construct.</p><p></p><p><strong>Poison (Su)</strong> Any creature that bites a candy apple monster finds the construct immune to bite damage. What's more, the biter is automatically exposed to the monster's poison.</p><p></p><p>Candy Apple Monster Poison - ingested; <em>save</em> Fort DC 14, <em>frequency</em> 1/round for 6 rounds, <em>effect</em> 1d3 Con, <em>cure</em> none</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or bunch (6-11)</p><p><strong>Treasure</strong> none</p><p></p><p><strong>Construction</strong></p><p>A candy apple monster's body is made from a large apple and a wooden handle of some sort. Corn kernels are cooked and covered with melted sugar. The apple is rolled in the candied corn while the sugar is still liquid, and then the whole is set aside to cool. During the cooling, the relevant spells are cast and a ritual that consumes at least 500 gold pieces worth of exotic materials is performed. Assembling the body requires a DC 15 Profession (cook) check.</p><p></p><p><strong>CL</strong> 7th; <strong>Requirements</strong> Craft Construct, <em>jump, lesser geas, poison, polymorph</em>, caster must be at least 7th level; <strong>Price</strong> 1,000 gp; <strong>Cost</strong> 500 gp.</p><p>[/sblock]</p><p></p><p><span style="color: limegreen"><em>You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.</em></span></p><p></p><p>The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a group, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind.</p><p></p><p>[sblock=Child of the Corn]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p>CE Small plant</p><p><strong>Init</strong> +1; <strong>Senses</strong> low-light vision; Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)</p><p><strong>hp</strong> 19 (3d8+6)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +2, <strong>Will</strong> +3</p><p><strong>Immune</strong> plant traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> 2 slams +4 (1d4+1/19-20)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> entangle (DC 13), powerful slams</p><p><strong>Spell-Like Abilities</strong> (CL 3rd)</p><p>Constant - <em>pass without trace</em> (self only)</p><p>At will - <em>disguise self</em></p><p></p><p>STATISTICS</p><p><strong>Str</strong> 12, <strong>Dex</strong> 13, <strong>Con</strong> 14, <strong>Int</strong> 11, <strong>Wis</strong> 15, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 13</p><p><strong>Feats</strong> Nimble Moves, Stealthy</p><p><strong>Skills</strong> Escape Artist +7, Perception +8, Stealth +12; <strong>Racial</strong> +4 Stealth in cultivated fields or plains</p><p><strong>Languages</strong> Common</p><p><strong>SQ</strong> strong for its size</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Entangle (Su)</strong> As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus.</p><p></p><p><strong>Powerful Slams (Ex)</strong> A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams. </p><p></p><p><strong>Strong For Its Size (Ex)</strong> A child of the corn has the carrying capacity of a Medium humanoid.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or harvest (3-12)</p><p><strong>Treasure</strong> standard</p><p>[/sblock]</p><p></p><p><span style="color: limegreen"><em>Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.</em></span></p><p></p><p>A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing.</p><p></p><p>[sblock=Dead Man's Breath]</p><p><strong>CR</strong> 3; <strong>XP</strong> 800</p><p>NE Fine undead (incorporeal, swarm)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft.; Perception +1</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size)</p><p><strong>hp</strong> 16 (3d8+3); fast healing 3</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +5, <strong>Will</strong> +4</p><p><strong>Defensive Abilities</strong> channel resistance +2, incorporeal, swarm traits; <strong>Immune</strong> undead traits, weapon damage</p><p><strong>Weaknesses</strong> swarm traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 5 ft., fly 20 ft. (perfect)</p><p><strong>Melee</strong> swarm (1d6 negative energy plus distraction)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Special Attacks</strong> darkness, distraction (DC 12), negative energy (DC 12)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> --, <strong>Dex</strong> 18, <strong>Con</strong> --, <strong>Int</strong> --, <strong>Wis</strong> 12, <strong>Cha</strong> 13</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> --; <strong>CMD</strong> --</p><p><strong>Skills</strong> Fly +20</p><p><strong>SQ</strong> see in darkness</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Darkness (Su)</strong> A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell.</p><p></p><p><strong>Distraction (Ex)</strong> A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect.</p><p></p><p><strong>Negative Energy (Su)</strong> A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based.</p><p></p><p><strong>See in Darkness (Su)</strong> A dead man's breath can see perfectly in darkness of any kind, even that created by a <em>deeper darkness</em> spell.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or miasma (3-6 swarms)</p><p><strong>Treasure</strong> none</p><p>[/sblock]</p><p></p><p><span style="color: limegreen"><em>You lost the thief in the crowd. Curses! She must have the details of the royal guard's schedule on her person. Forcing your way through a knot of people, you notice a narrow alley previously overlooked. It's barely wide enough to walk down without turning your shoulders. The noise of the marketplace dwindles, and the alley opens into a small square surrounded by three-story dwellings. By the well, the rogue lies sprawled on her face. Turning her over, you discover she is dead. A woman pokes her head out a first-story window.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"Two men jumped her," the woman says, pointing to a door. "They went through there."</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>You thank the woman and turn away when you realize the dead woman's clothes don't match what the rogue was wearing. She wouldn't have had time to change. You whirl about, weapon ready. The woman in the window grins, sliding through the opening to the square.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"It was the clothes, wasn't it?" she says. "Gets me every time."</em></span></p><p></p><p>Sometimes when an evil humanoid with a love for deception and abuse of power dies as a result of wronged parties seeking vengeance, the slain offender does not stay in the grave, but rises to unlife as a corpse shifter.</p><p></p><p>Corpse shifters are clever undead monsters with a peculiar form of shapechanging. They can assume the form of almost any dead humanoid. The corpse, in turn, takes on the shifter's current form. These monsters feed on humanoid flesh, especially the softer internal organs, and they use their shapechanging powers to assume positions of respect, power, and trust so as to better acquire their meals. Regardless of form, corpse shifters are physically powerful and can spit deadly acid.</p><p></p><p>A corpse shifter's natural form, which one is seldom encountered in, resembles an extremely emaciated cadaver with blood red eyes devoid of visible pupils.</p><p></p><p>[sblock=Corpse Shifter]</p><p><strong>CR</strong> 4; <strong>XP</strong> 1,200</p><p>NE Medium undead (shapechanger)</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft.; Perception +11</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)</p><p><strong>hp</strong> 37 (5d8+15)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +5</p><p><strong>Defensive Abilities</strong> channel resistance +4; <strong>Immune</strong> undead traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> slam +8 (1d6+7), or</p><p><strong>Ranged Touch</strong> spittle +5 (2d4 acid)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> spittle</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 20, <strong>Dex</strong> 14, <strong>Con</strong> --, <strong>Int</strong> 17, <strong>Wis</strong> 13, <strong>Cha</strong> 16</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +8; <strong>CMD</strong> 20</p><p><strong>Feats</strong> Alertness, Improved Initiative, Power Attack</p><p><strong>Skills</strong> Bluff +11, Climb +13, Intimidate +11, Perception +11, Sense Motive +11, Stealth +10, Use Magic Device +11</p><p><strong>SQ</strong> change shape (<em>alter self</em>, limited; see below), fake blood</p><p><strong>Languages</strong> Common, plus 3 others</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Corpse Shifting (Su)</strong> As a standard action with a range of touch, a corpse shifter can reshape a dead humanoid body look like the corpse shifter's current appearance. It can make the corpse one size larger or smaller and change anything else about it including its apparent race, gender, or age. Creatures with a reason to suspect deception may make a DC 15 Will save to realize that the corpse was altered. If a corpse shifter makes the corpse look like a specific individual, anyone who knows that individual can make a DC 15 Will save to realize that the corpse is not actually that person. The save DC is Charisma-based. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This ability merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as <em>speak with dead</em> or <em>raise dead</em>) treats it as if it still had its original appearance.</p><p></p><p>When a corpse shifter uses this ability, it assumes the original form of the corpse. With this power, a corpse shifter can assume the form of a Small or Medium creature of the humanoid type. If the form it assumes has any of the following abilities, the corpse shifter gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If the form a corpse shifter takes is that of a Small humanoid, it gains a +2 size bonus to your Dexterity. If the form a corpse shifter takes is that of a Medium humanoid, it gains a +2 size bonus to your Strength.</p><p></p><p>A destroyed corpse shifter reverts to its natural form.</p><p></p><p><strong>Fake Blood (Ex)</strong> A corpse shifter, when injured, appears to bleed. A DC 20 Heal or Perception check can determine the monster's blood isn't real. Owing to its fake blood and undead nature, a corpse shifter is immune to attacks such as blood drain and bleed.</p><p></p><p><strong>Spittle (Ex)</strong> As a standard action that provokes attacks of opportunity as a ranged attack, a corpse shifter can spew a mouthful of acid to a range of 30 feet with no range increment. The acid, unless neutralized, lasts for another round, dealing another 2d4 points of damage.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary</p><p><strong>Treasure</strong> standard</p><p>[/sblock]</p><p></p><p><span style="color: limegreen"><em>How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.</em></span></p><p></p><p>A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies.</p><p></p><p>Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via <em>summon monster V</em> (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time.</p><p></p><p>[sblock=Pumpkin Devil (Peponemon)]</p><p><strong>CR</strong> 7; <strong>XP</strong> 3,200</p><p>LE Large outsider (devil, evil, extraplanar, lawful)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., see in darkness, scent; Perception +15</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size)</p><p><strong>hp</strong> 112 (9d10+63)</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +10, <strong>Will</strong> +9</p><p><strong>Defensive Abilities</strong> blood bond; <strong>DR</strong> 5/good; <strong>Immune</strong> fire, poison; <strong>Resist</strong> acid 10, cold 10; <strong>SR</strong> 20</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> 2 claws +15 (1d4+7), or</p><p><strong>Melee</strong> 2 claws +12 (1d4+13) (Power Attack), or</p><p><strong>Melee</strong> 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Special Attacks</strong> rend (1d4+10)</p><p><strong>Spell-Like Abilities (CL 9th):</strong></p><p>At will - <em>hide from animals</em> (self only)</p><p>3/day - <a href="http://www.d20pfsrd.com/magic/all-spells/m/moonstruck" target="_blank"><em>moonstruck</em></a> (Will DC 19), <em>snare</em></p><p></p><p>STATISTICS</p><p><strong>Str</strong> 25, <strong>Dex</strong> 19, <strong>Con</strong> 24, <strong>Int</strong> 8, <strong>Wis</strong> 16, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +9; <strong>CMB</strong> +17 (+19 drag); <strong>CMD</strong> 31 (33 vs. drag)</p><p><strong>Feats</strong> <a href="http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat" target="_blank">Bloody Assault</a>, <a href="http://www.d20pfsrd.com/feats/combat-feats/improved-drag-combat" target="_blank">Improved Drag</a>, Intimidating Prowess, Power Attack, Throw Anything</p><p><strong>Skills</strong> Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15</p><p><strong>Languages</strong> Celestial, Common, Draconic, Infernal (cannot speak)</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Blood Bond (Su)</strong> A pumpkin devil has a special bond with its summoner. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.</p><p></p><p>The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any (Hell)</p><p><strong>Organization</strong> solitary, pair (the pumpkin devil and its summoner), or pack (4-16)</p><p><strong>Treasure</strong> standard</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5370369, member: 2795"] [b]Halloween Monsters[/b] [color=limegreen][i]The family is dead. Two of them have obviously been poisoned: distended tongues, froth drying on their cheeks, bodies contorted in frozen agony. The third appears to have been pierced through the eye. The dining area is a mess: broken dishes, the blood and other fluids, candy apples and other holiday treats. "Another family," the dwarf says, picking up a candy apple from the floor and plucking a bit of lint from its sticky surface. "What in the Nine Hells are you doing?" says the cleric. "I'm hungry," the dwarf answers and takes a bite from the candy apple. "Gah! By my beard!" The dwarf clutches his throat and retches. The candy apple falls to the floor, and then inexplicably seems to bounce in a high arc. It now has tiny stick-like arms and legs, and one of its limbs slashes at the dwarf's throat.[/i][/color] A candy apple monster is a nasty little construct first created by the insane Templeton Craven, a wizard who loved nothing more than victimizing children. He crafted a bunch of candy apple monsters and gave them to unsuspecting tykes, having ordered his creations to attack as soon as they were bitten. Close to a dozen villagers died that day before the candy apple monsters were destroyed. [sblock=Candy Apple Monster] [b]CR[/b] 1/3; [b]XP[/b] 135 N Tiny construct [b]Init[/b] +2; [b]Senses[/b] low-light vision, darkvision 60 ft.; Perception +0 DEFENSE [b]AC[/b] 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) [b]hp[/b] 5 (1d10) [b]Fort[/b] +0, [b]Ref[/b] +2, [b]Will[/b] +0 [b]Immune[/b] bite damage, construct traits OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] slam +5 (1d2-2) [b]Space[/b] 2 1/2 ft.; [b]Reach[/b] 0 ft. [b]Special Attacks[/b] poison, sneak attack (+1d6) STATISTICS [b]Str[/b] 7, [b]Dex[/b] 14, [b]Con[/b] --, [b]Int[/b] --, [b]Wis[/b] 10, [b]Cha[/b] 1 [b]Base Atk[/b] +1; [b]CMB[/b] +1; [b]CMD[/b] 9 [b]Feats[/b] Weapon Finesse (B) [b]Skills[/b] Perception +0, Stealth +10; [b]Racial[/b] +20 on Acrobatics checks made to attempt high jumps or long jumps [b]SQ[/b] looks tasty SPECIAL ABILITIES [b]Looks Tasty (Ex)[/b] When not moving, a candy apple monster appears to be an plump apple covered in candied corn, drizzled all over with caramel, and pierced through one end with a wooden stick for easier eating. A DC 20 Perception check is required to notice its dangerousness before it attacks for the first time. Anyone with ranks in Knowledge (arcana) or Profession (cook) can use either skill instead of Perception to identify the construct. [b]Poison (Su)[/b] Any creature that bites a candy apple monster finds the construct immune to bite damage. What's more, the biter is automatically exposed to the monster's poison. Candy Apple Monster Poison - ingested; [i]save[/i] Fort DC 14, [i]frequency[/i] 1/round for 6 rounds, [i]effect[/i] 1d3 Con, [i]cure[/i] none ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary, pair, or bunch (6-11) [b]Treasure[/b] none [b]Construction[/b] A candy apple monster's body is made from a large apple and a wooden handle of some sort. Corn kernels are cooked and covered with melted sugar. The apple is rolled in the candied corn while the sugar is still liquid, and then the whole is set aside to cool. During the cooling, the relevant spells are cast and a ritual that consumes at least 500 gold pieces worth of exotic materials is performed. Assembling the body requires a DC 15 Profession (cook) check. [b]CL[/b] 7th; [b]Requirements[/b] Craft Construct, [i]jump, lesser geas, poison, polymorph[/i], caster must be at least 7th level; [b]Price[/b] 1,000 gp; [b]Cost[/b] 500 gp. [/sblock] [color=limegreen][i]You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.[/i][/color] The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a group, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind. [sblock=Child of the Corn] [b]CR[/b] 2; [b]XP[/b] 600 CE Small plant [b]Init[/b] +1; [b]Senses[/b] low-light vision; Perception +8 DEFENSE [b]AC[/b] 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) [b]hp[/b] 19 (3d8+6) [b]Fort[/b] +5, [b]Ref[/b] +2, [b]Will[/b] +3 [b]Immune[/b] plant traits OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] 2 slams +4 (1d4+1/19-20) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Special Attacks[/b] entangle (DC 13), powerful slams [b]Spell-Like Abilities[/b] (CL 3rd) Constant - [i]pass without trace[/i] (self only) At will - [i]disguise self[/i] STATISTICS [b]Str[/b] 12, [b]Dex[/b] 13, [b]Con[/b] 14, [b]Int[/b] 11, [b]Wis[/b] 15, [b]Cha[/b] 12 [b]Base Atk[/b] +2; [b]CMB[/b] +2; [b]CMD[/b] 13 [b]Feats[/b] Nimble Moves, Stealthy [b]Skills[/b] Escape Artist +7, Perception +8, Stealth +12; [b]Racial[/b] +4 Stealth in cultivated fields or plains [b]Languages[/b] Common [b]SQ[/b] strong for its size SPECIAL ABILITIES [b]Entangle (Su)[/b] As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus. [b]Powerful Slams (Ex)[/b] A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams. [b]Strong For Its Size (Ex)[/b] A child of the corn has the carrying capacity of a Medium humanoid. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary, pair, or harvest (3-12) [b]Treasure[/b] standard [/sblock] [color=limegreen][i]Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.[/i][/color] A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing. [sblock=Dead Man's Breath] [b]CR[/b] 3; [b]XP[/b] 800 NE Fine undead (incorporeal, swarm) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft.; Perception +1 DEFENSE [b]AC[/b] 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size) [b]hp[/b] 16 (3d8+3); fast healing 3 [b]Fort[/b] +2, [b]Ref[/b] +5, [b]Will[/b] +4 [b]Defensive Abilities[/b] channel resistance +2, incorporeal, swarm traits; [b]Immune[/b] undead traits, weapon damage [b]Weaknesses[/b] swarm traits OFFENSE [b]Speed[/b] 5 ft., fly 20 ft. (perfect) [b]Melee[/b] swarm (1d6 negative energy plus distraction) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Special Attacks[/b] darkness, distraction (DC 12), negative energy (DC 12) STATISTICS [b]Str[/b] --, [b]Dex[/b] 18, [b]Con[/b] --, [b]Int[/b] --, [b]Wis[/b] 12, [b]Cha[/b] 13 [b]Base Atk[/b] +2; [b]CMB[/b] --; [b]CMD[/b] -- [b]Skills[/b] Fly +20 [b]SQ[/b] see in darkness SPECIAL ABILITIES [b]Darkness (Su)[/b] A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell. [b]Distraction (Ex)[/b] A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect. [b]Negative Energy (Su)[/b] A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based. [b]See in Darkness (Su)[/b] A dead man's breath can see perfectly in darkness of any kind, even that created by a [i]deeper darkness[/i] spell. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary, pair, or miasma (3-6 swarms) [b]Treasure[/b] none [/sblock] [color=limegreen][i]You lost the thief in the crowd. Curses! She must have the details of the royal guard's schedule on her person. Forcing your way through a knot of people, you notice a narrow alley previously overlooked. It's barely wide enough to walk down without turning your shoulders. The noise of the marketplace dwindles, and the alley opens into a small square surrounded by three-story dwellings. By the well, the rogue lies sprawled on her face. Turning her over, you discover she is dead. A woman pokes her head out a first-story window. "Two men jumped her," the woman says, pointing to a door. "They went through there." You thank the woman and turn away when you realize the dead woman's clothes don't match what the rogue was wearing. She wouldn't have had time to change. You whirl about, weapon ready. The woman in the window grins, sliding through the opening to the square. "It was the clothes, wasn't it?" she says. "Gets me every time."[/i][/color] Sometimes when an evil humanoid with a love for deception and abuse of power dies as a result of wronged parties seeking vengeance, the slain offender does not stay in the grave, but rises to unlife as a corpse shifter. Corpse shifters are clever undead monsters with a peculiar form of shapechanging. They can assume the form of almost any dead humanoid. The corpse, in turn, takes on the shifter's current form. These monsters feed on humanoid flesh, especially the softer internal organs, and they use their shapechanging powers to assume positions of respect, power, and trust so as to better acquire their meals. Regardless of form, corpse shifters are physically powerful and can spit deadly acid. A corpse shifter's natural form, which one is seldom encountered in, resembles an extremely emaciated cadaver with blood red eyes devoid of visible pupils. [sblock=Corpse Shifter] [b]CR[/b] 4; [b]XP[/b] 1,200 NE Medium undead (shapechanger) [b]Init[/b] +6; [b]Senses[/b] darkvision 60 ft.; Perception +11 DEFENSE [b]AC[/b] 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) [b]hp[/b] 37 (5d8+15) [b]Fort[/b] +4, [b]Ref[/b] +3, [b]Will[/b] +5 [b]Defensive Abilities[/b] channel resistance +4; [b]Immune[/b] undead traits OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] slam +8 (1d6+7), or [b]Ranged Touch[/b] spittle +5 (2d4 acid) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Special Attacks[/b] spittle STATISTICS [b]Str[/b] 20, [b]Dex[/b] 14, [b]Con[/b] --, [b]Int[/b] 17, [b]Wis[/b] 13, [b]Cha[/b] 16 [b]Base Atk[/b] +3; [b]CMB[/b] +8; [b]CMD[/b] 20 [b]Feats[/b] Alertness, Improved Initiative, Power Attack [b]Skills[/b] Bluff +11, Climb +13, Intimidate +11, Perception +11, Sense Motive +11, Stealth +10, Use Magic Device +11 [b]SQ[/b] change shape ([i]alter self[/i], limited; see below), fake blood [b]Languages[/b] Common, plus 3 others SPECIAL ABILITIES [b]Corpse Shifting (Su)[/b] As a standard action with a range of touch, a corpse shifter can reshape a dead humanoid body look like the corpse shifter's current appearance. It can make the corpse one size larger or smaller and change anything else about it including its apparent race, gender, or age. Creatures with a reason to suspect deception may make a DC 15 Will save to realize that the corpse was altered. If a corpse shifter makes the corpse look like a specific individual, anyone who knows that individual can make a DC 15 Will save to realize that the corpse is not actually that person. The save DC is Charisma-based. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This ability merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as [i]speak with dead[/i] or [i]raise dead[/i]) treats it as if it still had its original appearance. When a corpse shifter uses this ability, it assumes the original form of the corpse. With this power, a corpse shifter can assume the form of a Small or Medium creature of the humanoid type. If the form it assumes has any of the following abilities, the corpse shifter gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If the form a corpse shifter takes is that of a Small humanoid, it gains a +2 size bonus to your Dexterity. If the form a corpse shifter takes is that of a Medium humanoid, it gains a +2 size bonus to your Strength. A destroyed corpse shifter reverts to its natural form. [b]Fake Blood (Ex)[/b] A corpse shifter, when injured, appears to bleed. A DC 20 Heal or Perception check can determine the monster's blood isn't real. Owing to its fake blood and undead nature, a corpse shifter is immune to attacks such as blood drain and bleed. [b]Spittle (Ex)[/b] As a standard action that provokes attacks of opportunity as a ranged attack, a corpse shifter can spew a mouthful of acid to a range of 30 feet with no range increment. The acid, unless neutralized, lasts for another round, dealing another 2d4 points of damage. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary [b]Treasure[/b] standard [/sblock] [color=limegreen][i]How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.[/i][/color] A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies. Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via [i]summon monster V[/i] (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time. [sblock=Pumpkin Devil (Peponemon)] [b]CR[/b] 7; [b]XP[/b] 3,200 LE Large outsider (devil, evil, extraplanar, lawful) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., see in darkness, scent; Perception +15 DEFENSE [b]AC[/b] 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size) [b]hp[/b] 112 (9d10+63) [b]Fort[/b] +10, [b]Ref[/b] +10, [b]Will[/b] +9 [b]Defensive Abilities[/b] blood bond; [b]DR[/b] 5/good; [b]Immune[/b] fire, poison; [b]Resist[/b] acid 10, cold 10; [b]SR[/b] 20 OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] 2 claws +15 (1d4+7), or [b]Melee[/b] 2 claws +12 (1d4+13) (Power Attack), or [b]Melee[/b] 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Special Attacks[/b] rend (1d4+10) [b]Spell-Like Abilities (CL 9th):[/b] At will - [i]hide from animals[/i] (self only) 3/day - [url=http://www.d20pfsrd.com/magic/all-spells/m/moonstruck][i]moonstruck[/i][/url] (Will DC 19), [i]snare[/i] STATISTICS [b]Str[/b] 25, [b]Dex[/b] 19, [b]Con[/b] 24, [b]Int[/b] 8, [b]Wis[/b] 16, [b]Cha[/b] 12 [b]Base Atk[/b] +9; [b]CMB[/b] +17 (+19 drag); [b]CMD[/b] 31 (33 vs. drag) [b]Feats[/b] [url=http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat]Bloody Assault[/url], [url=http://www.d20pfsrd.com/feats/combat-feats/improved-drag-combat]Improved Drag[/url], Intimidating Prowess, Power Attack, Throw Anything [b]Skills[/b] Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15 [b]Languages[/b] Celestial, Common, Draconic, Infernal (cannot speak) SPECIAL ABILITIES [b]Blood Bond (Su)[/b] A pumpkin devil has a special bond with its summoner. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage. The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned. ECOLOGY [b]Environment[/b] any (Hell) [b]Organization[/b] solitary, pair (the pumpkin devil and its summoner), or pack (4-16) [b]Treasure[/b] standard [/sblock] [/QUOTE]
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