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Pathfinder 1E [UPDATED] The What Is It? Contest #8


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SteelDraco

First Post
Frost Moth

Frost Moth, CR 1
XP 400
N Diminutive magical beast (cold)
Init +3; Senses darkvision 60 ft., heatsense, low-light vision; Perception +1

DEFENSE
AC17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp5 (1d10)
Fort +1;Ref +5;Will +2
Immune cold
Vulnerable fire

OFFENSE
Speed 10 ft., fly 30 ft. (average)
Melee Antennae +7 (1d6 cold plus tiring touch)
Space 1 ft.; Reach0 ft.
Special Attacks tiring touch

STATISTICS
Str 4, Dex 16,Con 10, Int 1, Wis 12, Cha 10
Base Atk +1; CMB -6; CMD 7
Feats Ability Focus (tiring touch), Weapon Finesse (B)
Skills Acrobatics +7, Fly +9, Stealth +15

Heatsense (Ex)
The antennae of a frost moth are very sensitive to temperature, allowing the creature to detect nearby sources of warmth, such as living creatures and flames. This functions as blindsense, except it only allows the frost moth to perceive living creatures and other sources of heat within 60 feet.

Tiring Touch (Su)
The touch of a frost moth's antennae leeches heat from living creatures, dealing 1d6 points of cold damage. Any creature that takes damage from this touch must make a Fortitude save (DC 12) or become fatigued. A creature that is already fatigued becomes exhausted. Exhausted characters suffer no further effect if they fail another save. The DC for this ability is Constitution-based. A frost moth that drains heat three times is sated, and will typically attempt to disengage from combat and digest its meal.

TACTICS
Frost moths are drawn to sources of warmth for sustenance, but avoid loud noises and moving creatures. They tend to follow at a distance until their targets are asleep, then move in quietly and attempt to leech heat. A hungry frost moth will typically continue an attack until sated, then attempt to flee.

ECOLOGY
Environment any cold, nocturnal
Ogranization flutter (2-4), eclipse (5-10)
Treasure none

Frost moths are small creatures that dwell in cold environments, favoring terrain with a heavy snow cover. They are pests, preying on any living creature in their territory, draining heat and energy, leaving behind exhausted creatures that are easy prey for other threats.

In lands known to be inhabited by frost moths, wise guides will put several torches around a camp site. Frost moths will be attracted to this heat, and those on watch will notice the torch suddenly go out as the frost moth absorbs its heat, giving a few moment's notice before an attack.

These moths are typically less than a foot long, with a thin body and limbs covered in thick white fur. It is unknown whether frost moths need sustenance other than the heat they take - no one has ever reported seeing them eat anything. Frost moth antennae are valued by wizards and alchemists..

Frost Moth Antenna (Power Component) - 10 gp
If used as a power component in a spell with the cold descriptor, this antenna allows the caster to designate one target that failed its save against the spell. That target is fatigued for a number of rounds equal to the spell level.

HOOKS

- A band of kobolds has captured frost moths for use in traps and ambushes. They store them in wooden baskets, which are dropped onto groups of travelers by traps, releasing the starving frost moths to attack. Other, more enterprising kobolds have learned to lure the creatures toward camping travelers, then wait to attack once the frost moths have attacked and exhausted several victims.

- A naturalist wizard has asked the PCs to gather several frost moths, along with eggs and cocoons. A local druid objects to this, and works to protect the frost moths.

- A small colony has accidentally been established where frost moths gather to mate, causing a number of attacks as the instinctual creatures swarm about.
 
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Systole

First Post
Dreameater Moth

XP 400 CR 2
CE Outsider (chaotic, evil, demon, extraplanar)
Init+4; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +4 size, +2 natural)
HP 14 (3d8)
Fort+1; Ref+6; Will+3
Special defenses: DR 5/good, Resist cold/fire/acid 5, Blur

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee: N/A
Space 1 ft.; Reach 0 ft.
Special Attack: Aura of nightmares, ectoplasmic tongue, mental drain

STATISTICS
Str 4, Dex 16, Con10, Int 4, Wis 14, Cha 14
Base Atk+3; CMB -4; CMD 10
Feats Ability Focus (mental drain), Weapon Finesse (ectoplasmic tongue)
Skills Fly +10, Stealth +14

Aura of Nightmares (Su)
Dreameater moths broadcast an aura of fear and despair that causes horrific nightmares. Any creature which attempts to sleep within one half mile of a dreameater moth must make a DC 13 Will save or be fatigued the next day. A character which fails his save against the Aura of Nightmares takes a -2 on saves against the Mental Drain ability, in addition to any negative effects caused by the fatigue itself. This is a fear effect. The save DC is Charisma-based.

Dreameater moths can sense the general location of any creature within a one mile radius which failed a save against Aura of Nightmares ability.


Ectoplasmic tongue (Su)
Dreameater moths attack by making a ranged touch attack with their ectoplasmic tongue (+10, no damage, max. range 10 ft.) If this attack hits, the moth is tethered to the victim, and can initiate its mental drain ability on subsequent rounds. Note that this is not a grapple, so both the moth and victim retain Dexterity bonus to AC. In order to remain tethered, the moth must remain within 10 ft of the victim. However, if its victim moves, the moth may move up to twice its movement as an immediate action. The moth may drop the tether as a free action.

The tongue is incorporeal, but can be damaged by force effects or weapons with the ghost touch quality. In this case, the tongue has 3hp and an AC of 5. If a dreameater’s tongue is severed or destroyed, it takes one day to regenerate.


Mental Drain (Su)
Each round that a dreameater moth is attached to a victim via its ectoplasmic tongue ability, its victim must make a DC 13 Will throw or suffer 1d3-1 points of Wisdom damage. The victim takes a -2 on this save if he failed a save against a dreameater moth’s Aura of Nightmares ability in the past 24 hours. This is a fear effect. The save DC is Charisma-based. A single dreameater moth can consume a maximum of 4 points of wisdom per day.


Blur (Su)
When a dreameater moth is tethered to a victim via its ectoplasmic tongue ability, the moth becomes blurred, as the spell. Attacks against it suffer a 20% miss chance due to concealment.


TACTICS
Dreameater moths nest in dark, forbidding cracks in the abyssal landscape. They will attack if some unlucky creature stumbles into their nesting place, but it is more likely for them to be alearted to a potential meal’s presence after it becomes affected by their Aura of Nightmares ability. Dreameater moths can sense and will preferentially attack those who are affected over those who aren’t.

A dreameater moth will withdraw if its tongue is destroyed, or once it has absorbed 3 points of Wisdom.


ECOLOGY
Environment: Any (Abyss)
Orqanization solitary, hunt (2-4), flock (5-10)
Treasure none


HOOKS
In the slums of the city, there is a plague of catatonia. The authorities don’t care, and it is up to the PCs to discover a dozen dreameater moths nesting in an abandoned church.

An evil alchemist is maintaining a nest of the creatures, as he has found that he can harvest them to make super-powered cognatogens.
 

Kaodi

Hero
Nooooo... The deadline was the 7th, not the 10th? :'(

Abominable Snow Moth, CR 2
XP 600
N Tiny magical beast (cold)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENCE
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 11 (2d10+2)
Fort +4, Ref +5, Will +1
Immune cold
Weaknesses vulnerability to fire
OFFENCE
Speed 10 ft., fly 60 ft. (good)
Melee bite -2 (1d3-4 plus 1d6 cold)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks dulling spore, exposing gaze
STATISTIC
Str 2, Dex 15, Con 12, Int 1, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 8 (16 vs. trip)
Feats Ability Focus (dulling spore)
Skills Fly +10, Perception +6, Stealth +14 (+22 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages empathy 100 ft.
ECOLOGY
Environment cold mountains
Organization solitary, pair, or group (3–5)
Treasure none
Special Abilities

Cold (Su) An abominable snow moths's body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its bite attack.

Dulling Spore (Su) Creatures within 30 feet of an abominable snow moth are affected by its spores and must succeed on a DC 12 Will save or take a -5 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the spores is not affected and need not make further saves for 1 day, even if it remains in the spores.) Affected creatures take the penalty as long as they remain in the spores and for 2d6 rounds thereafter. This is a mind-affecting effect. Dulling spores may be dispersed for 1d6 rounds by wind, at which point the abominable snow moth has spread enough for the effect to resume. The effect of dulling spores does not stack with the Mind Fog. The save DC is Charisma-based. Abominable snows moths and yeti are immune to this effect.

Exposing Gaze (Su) Creatures within 30 feet that meet a yeti's gaze must succeed on a DC 9 Will save or falls asleep for for 1 hour, and treats the temperature as if it were one step colder. If not woken in that time, they must make another save or remain asleep for another hour. This repeats every hour until they have been woken up or make their save. This is a mind-affecting sleep effect. A creature that successfully saves cannot be affected again by the exposing gaze of that yeti for 1 day. The save DC is Charisma-based. Abominable snow moths and yeti are immune to this effect.

Empathy (Su) This ability functions like telepathy, except that only emotions and general feelings can be communicated, not anything approaching words or a language.


The abominable snow moth is a strange and terrifying creature that usually lives in the same sort of environments as the fabled yeti, and is often domesticated by such creatures. The abominable snow moth is most commonly encountered by unlucky travellers during snowfalls, when the snow inhibits sight and dampens sound. Rather than attacking with its bite, which the moth uses only for defence, the abominable snow moth attempts to put creatures to sleep, exposing them to the elements. When it is safe to approach, the moth will then land by its victim. Through unknown means, the abominable snow moth seems to gain nourishment from nearby creatures dying from exposure. When deployed by yeti, they instead act primarily to allow the larger yeti to pass through an area undetected.

Hooks
1) Some people from the village have gone missing during a blizzard, and the PCs must race to find them. They are well equipped to weather the cold, but not necessarily well equipped enough to deal with the deadly moths that are known to inhabit the nearby area, and which may be responsible for the missing villagers.
2) A mysterious disease is causing a fever that is almost literally burning up its victims. The doctor tending those who have contracted the disease beseech the PCs to travel into the North to capture specimens of the abominable snow moth, in the hopes that its abilities can counteract the fever, giving the doctor time to find a cure.
 

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