LotFP Monster: The Seamster

The world is imperfect. It is unmolded clay crying out for a sculptor. Within every pebble is a statue, within every pen is a poem, and within every group of people is a single perfect person waiting to be born.

The Seamster is a gangly creature. Human shaped, but not quite correctly so. It would be difficult to put a finger on precisely what makes the Seamster look wrong, but anyone who sees it knows that it is. It wears simple clothing that hangs loosly over its slight frame. The pockets of its leather jerkin are filled with threads and needles and other useful odds and ends.

Armor 15, Move 160′ (40′), Hit Dice 6 + 2, 32hp, Sew Attack (No Damage), Morale 8

  • On a successful attack roll, the Seamster has successfully sewn a few stitches into its target. The process is quick and painless, dealing no damage. The thread remains in place until the Seamster chooses to use an attack action to yank it out.
  • When the Seamster manages to get his stitches into you, roll 2d4 to determine the location of the stitch. This also determines the resulting consequence when the Seamster eventually yanks his thread out.
    2. Heart. Yank deals 2d12 damage.
    3. Eyelids. Blind until yanked out. Yank deals 1d8 damage.
    4. Arms. Yank deals 1d6 damage, and forces the victim to make an unmodified attack against a nearby ally, or against themselves.
    5. A shallow stitch on surface skin. 1d6 damage.
    6. Legs. Yank deals 1d6 damage, and the victim stumbles 20′ in the Seamster’s desired direction.
    7. Guts. Yank deals 2d6 damage, and 1d4 Constitution damage.
    8. Genitals. Yank deals 2d6 damage, pluse 2d4 Charisma damage.
  • The thread the Seamster uses is both very fine, and very strong. Every time you think you’ve found it, it slips through your fingers and it takes long moments to find again. Cutting the thread, or following it to the Seamster’s location, is impossible in a combat situation. It may be possible if slower, more deliberate action is an option.
  • As an attack action, the Seamster may attempt to vanish from sight. Any character who was specifically focusing on the Seamster may save versus magic. If anyone succeeds on their save, the Seamster’s vanishing attempt fails. If the save is universally failed, then the Seamster is functionally invisible until it attacks again. There is no limit on how many times the Seamster may attempt this.
  • When determining who is “specifically focusing on the Seamster” for the purposes of making a save against his vanishing ability, be strict. The save is not granted to anyone merely observing the combat, or who is focused on casting spells (in magic, the target is always something of an afterthought).In game terms, only characters whose last action was physically attacking the Seamster should be given a save. (Though, use your discretion in adjudicating edge cases).
  • In a hidden tome of ancient lore, it might be discovered that The Seamster has a weakness. It finds it difficult to attack anyone wearing a thimble. Wearing one of these grants +2 AC against attacks from The Seamster.

If you were ever to engage the Seamster in conversation–unlikely, given its murderous proclivities, but not impossible–it would likely bring the conversation around to its favorite little paradox:

It wonders, first, whether all things must be created by some other thing that came before it. Since this is obviously correct, it wonders where this chain of creation began. What first thing existed, with nothing prior to have created it. This, it posits, must be God. And since nothing other than God can create itself, the Seamster concludes that it must, itself, be God.

The exact details of how the Seamster came to create itself is not a thing it is willing to discuss. It may humor a guess or two, but will quickly demand that any questioning about its origins cease. The seamster sewed itself into existence, that is all anyone needs to know. To speak of the details would be vulgar in the extreme.

Regardless of whether the Seamster strikes at you from the shadows or engages you in an unlikely chat, its end goal is always the same: to find the masterpiece of human life that is hidden within a group of people. Once it has disabled or killed everyone in a group, it will begin its work: picking and choosing the best bits from this body or that. Shaving away all of the excess, leaving only the refined essence of a person. Tucking in a little here, padding out a little there. The Seamster’s masterful stitching will be invisible on the finished product.

When it is done, an entirely new character will exist, taking the best parts of every other character from the slain group. Its Strength will be the highest of their strengths, its Con the highest of their Cons, and so on. The new character’s maximum hit points will be equal to the highest max HP from the slain group. It will have all of their best skills, their best attack bonus, and all of their spellcasting ability. In short, this new character will be MinMax’d to fuck. And all of the players whose PCs were used for parts get to have a roll-off to determine which one of them gets to control this new character. Everybody else has to re-roll.

If The Seamster is somehow killed, then whomever dealt the killing blow is cursed. They must save versus Magic or all of the stitching on their person instantly becomes undone. Their clothing and armor fall to pieces, leaving them naked. Their backpack bursts open, spillings its contents everywhere. The effect is instantaneous, and will not repeat itself if the character acquires new stitched items.

The Miscreated Creatures Questions Applied to the Axe Beak

As an exercise, I’m going to use  the monster development questions I posted yesterday to flesh out a classic D&D monster. Hopefully this will make the way I use the questions a little more clear.

I’m using the Axe Beak for a few reasons. First off, it’s kinda interesting, but is overall boring enough that it needs further development. Second, I’m almost completely unfamiliar with this monster. I never really read its entries in later editions of the game, and I’ve certainly never read any ecology articles or anything written about it. All I know is what’s written in the AD&D Monster Manual. Which is:

Axe beaks are prehistoric carnivorous flightless birds. They are very fast runners and aggressively hunt during daylight. An axe beak resembles an ostrich in its lower portions, with a strong neck and a heavy, sharp beak.

Can it be unique?

The monster is designed around encountering a herd of 1-6. Best not to make it entirely unique.

If it can’t be unique, can it be a small group?

Yeah, it can easily be a small group. Perhaps when you roll 1d6 to determine how many you encounter, you’re also determining how many exist in the whole world? They’re a dying breed. A darwinian loser, or perhaps something that was never very numerous in the first place? A small group created by some unusual means. Perhaps they’re un-aging creatures, some 100 or so created in ages past, now reduced by the occasional violent death to a mere handful?

Can it be smart?

Each Axe Beak makes every other Axe Beak a little smarter. When there was 100+, they were geniuses. Now, with only a few left, they’re barely literate simpletons. They scratch simple symbols in the dirt with their claws to communicate with non-Axe Beaks. They’re also capable of using a roughly 500 word vocabulary of some appropriate human-learnable language.

If it is not unique, what is its culture?

Once, Axe Beaks practiced a kind of utilitarian artwork using the medium of trees. With their beaks, they’d carve still living trunks into complex patterns, leaving enough of the tree intact for it to survive and for the patterns to remain. These patterns carried messages to other groups of Axe Beaks, claimed territory, or told stories of events that had happened. here. Given the now much reduced mental abilities of Axe Beaks, they tend to simply feel the urge to hack at trees every now and again, which they do until the tree falls over.

What is its worldview?

Axe Beaks have always been brutish and aggressive. Confident in their own superiority over other creatures, who they view as ugly. They particularly look down on any creature that can fly. They’re deeply jealous, but that’s not something they would ever admit to an outsider.

Wooden structures made by humans are offensive to them, and will be destroyed with gusto.

Can it be an inverse swarm?

Nooooooooooooooo…

What does it do?

The remaining Axe Beaks believe that they simply need to breed more of their own kind in order to reclaim their greatness. To this end, they obsessively mate with any creature they can. They’ve already determined that mating with one another doesn’t work, and they’re willing to try pretty much anything.

The Axe Beaks have never seen an ostrich. I don’t know if mating with an ostrich would be successful for them or not, but they’d certainly be interested in the extreme.

Why does it do what it does?

Because it knows it’s not smart, and it wants to be smart.

How does it do what it does?

They do what comes naturally. Generally speaking they pursue animals of similar size, or other birds. Though most birds are too small.

Does it make anything?

Axe Beaks are actually pretty good at making simple bridges of wood. They don’t like to get wet at all. Due to their decreased intelligence, they can only cross small rivers with a nearby source of trees. But at their height, they built some marvelous bridges that were studied by human engineers.

Anyone tracking the Axe Beaks will probably come across a simple bridge at some point.

Might it deal peacefully with the characters?

They’re easily agitated and easily insulted, and they’re predisposed to think humans are troublesome and annoying. But they also know that there’s much easier prey than humans. They’re generally willing to parley unless they’re ravenously hungry.

Does it have minions?

Not at present.

What is the creature’s lair like?

Axe Beaks are nomads. They range far and wide in search of mates, marking trees as they go. When it rains, they find what shelter they can until it’s time to move on.

Does the creature’s presence affect its environment?

Not by itself, no.

Does it have any special treasures?

There is a pair of saddle bags which gets passed around between the Axe Beaks. Everyone takes their turn carrying it. Within its pouches are smooth stones, shiny rocks, bits of metal, seashells, and a variety of other things which the Axe Beaks have deemed valuable. There may be a number of gems and coins in the pouch.

How did the creature come to exist?

They don’t know it, but all of the Axe Beaks were once axes, wielded by woodsmen who encroached into the forest of Hellena the Kyphotic, a druid with a wicked temperament. With the first blow of each axe, the roots rose up to strangle the woodsmen. The trees grew tall and strong on their blood. The axes were eventually enveloped by the growing wood, and when the trees grew old and toppled over, the Axebeaks emerged from the rotted wood.

What are the portents of its arrival?

There are none.

What happens to the creature’s victims?

The creatures are carnivores. If a meat-creature is their victim, then they will be eaten.

Does the creature have any special weakness?

They find touching water incredibly uncomfortable. They take no damage from being wet, but they react to being wet the way you might expect them to react to being on fire.

Does anything special occur upon the killing blow being made against the monster?

Each Axe Beak that dies makes the whole dumber. When there is only one Axe Beak left, it will simply topple over. Brain dead.

When the creature dies, what happens?

It has a very boring, natural death. Followed by a boring, natural decay.

Is the dead body useful for anything?

Each creature actually has a woodsman’s axe inside of its body. The head of the axe is at the center of its beak, and their spinal column has taken the place of the shaft. If the spine is reinforced with a metal or wooden rod, then the the axe can be wielded as a +2 battle axe against druids. If used to chop down a tree, the tree will always fall in exactly the direction you want it to fall in.

Related Posts:

The questions themselves.

Merciless Monsters 13: Simonlefera, or "Cricket Wizard"

I’ve always hesitated to share the monsters I make for my games, because I believe monsters require art in order to be communicated clearly. Previous entries in the Merciless Monsters series have either relied on finding an image which looks kinda-sorta like what I imagine in my head, or on my ladyfriend’s marvelous art. If I had my way, she’d illustrate all of my posts, but she has this whole “life of her own” which gets in the way of that.

By now, though, I’ve accumulated quite a bestiary of monsters I created for fun or for my personal use It seems a shame not to share them, so I’m going to experiment with subjecting you all to my own doodles of my monsters. I’m sorry for the general lack of quality this will probably lead to. (Though, truth be told, I’m quite happy with how this one turned out).

Simonlefera are unnatural creatures, and no one is quite certain where they come from. They’ve been observed congregating around areas of profound magical energy–or places where such energy is later discovered. No mating rituals have ever been recognized, nor have the dissected bodies of the creatures revealed any obvious reproductive organs. Some scholars have suggested that Simonlefera may be proof of the long-discredited theory of spontaneous generation. Lacking any other hypothesis, this idea has begun to gain some traction.

In appearance, simonlefera resemble a bald human head with tough, rubbery skin. From where a normal human’s head would have ears, the Simonlefera has a massive pair of legs which resemble the hind legs of a grasshopper. When laid flat, these legs can be as much as 12ft long! These legs are used for moving quickly, and jumping as much as 30 times the creature’s height. Four smaller legs sprouting from the underside of the ‘head’ provide stability for forward motion. These legs can also cling to walls, allowing the Simonlefera to climb them as a spider does.

The eyes, while small and mounted much as a human’s eyes are, are multi-faceted like the eye of an insect. From the lower jaw grow two weak, spindly arms ending in 3-fingered hands. While capable of significant dexterity, these hands are largely useless. They seem to exist primarily as a means to interact with magic, though they are also used when the creature eats. Finally, from the creature’s chin grows what appears to be a long beard which drags across the ground. In fact this is a sensory device. It allows the Simonlefera to sense vibrations in the ground, replacing the functionality of the ears.

Bodies, or body parts from a simonlefera can often be sold to a wizard for a very good price. Various parts of their anatomy are of immeasurable use in magical research.

In terms of diet, simonlefera primarily sustain themselves on small mammals, such as rats, mice, rabbits, or ferrets. However, if need be, any meaty animal of this size will suffice, such as a frog or small bird. In addition to this diet, it is speculated that simonlefera also sustain themselves by drawing upon magic. None which have been removed from areas of strong magical energy have ever survived for more than a day; after which their head appears to “deflate.”

The most notable aspect of the simonlefera is their ability to use magic. This appears to be a natural trait, and draws on no known source of magical power. They are often able to cast both arcane and divine spells (though all of their magic use in fact registers as arcane). And as they grow older, their spell repertoire becomes even more diverse. While most of them can only access the most mundane spells, there appears to be no limit on their ability to cast. And when working in groups, even a skilled adventurer can be overwhelmed.

Despite their appearance, Simonlefera are not intelligent creatures. The chittering sounds they make do not have linguistic content.

Simonlefera

You hear a strange chittering sound, and what appears to be a human’s head on insect legs hops into view.


Simonlefera; CR 3; [Aberration] [Near Leylines] [Diurnal]


XP: 800
N Medium Aberration
Init +8; Senses Perception +10


DEFENSE


AC 16, touch 11, flat-footed 6 [10 + Dex(4) + Natural(2)]
HP 12 (4 HD, 4d6 + 0)
Fort +6 Ref +10 Will +10;


OFFENSE


Speed 50ft Climb Speed 20ft
Melee Kick + 7 (2d6 + 2) [May only use this attack on opponents behind it]


SPECIAL ABILITIES


Natural Caster(Su) Each time a Simonlefera gains a new hit die, it also gains access to a new spell which can be cast at will. The spells are determined randomly from the lists below. Any duplicate entries should be re-rolled.

Levels 1-4: 1. Cause Fear, 2. Cure Light Wounds, 3. Doom, 4. Inflict Light Wounds, 5. Obscuring Mist, 6. Shield, 7. Magic Missile, 8. Mage Armor, 9. Sleep, 10. Reduce Person, 11. Shocking Grasp, 12. True Strike
Levels 5-8: 1. Acid Arrow, 2. Summon Swarm, 3. Web, 4. Hideous Laughter, 5. Darkness, 6. Gust of Wind, 7. Scorching Ray, 8. Blur, 9. Cure Moderate Wounds, 10. Hold Person, 11. Sound Burst, 12. Inflict Moderate Wounds
Levels 9-12: 1. Bestow Curse, 2. Contagion, 3. Cure Serious Wounds, 4. Inflict Serious Wounds, 5. Meld to Stone, 6. Stinking Cloud, 7. Deep Slumber, 8. Fireball, 9. Lightning Bolt, 10. Gaseous Form, 11. Blink, 12. Haste

Jump(Ex): Using its powerful hind legs, the Simonlefera can easily leap as high as 150 feet in the air, and land again safely.


ECOLOGY


Environment Anywhere magic is strong. They often gravitate towards leylines, and such can be found in nearly any environment.
Organization Solitary or cabal (4-8)
Activity Cycle Diurnal
Diet Magical Energies, tiny mammals; Natural Enemies Wizards

Merciless Monsters 12: Rotocula (Female)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries. The male was posted last week.

Like her male counterpart, the bulk of the female rotocula appears to be a large pile of sagging mud. The female also shares the male’s unique rolling-orb appendages, which serve as organic wheels that provide the rotocula with mobility. The similarities between the two do not go far beyond that, however.

The female of the species has no legs. Nor does it share the male’s tough skull structure. Nor does it spend most of its time at rest while camouflaged. Quite the opposite! From the moment a female rotocula rises in the morning, to the moment it digs a small muddy pit to sleep in, the creature howls across the plains. The female’s constant screeching is meant to terrify its prey into running, as the female actually finds it more difficult to attack creatures at rest.

The beast’s mouth completely separates the left and right halves of its head, and can potentially open so wide that the tips of the teeth are behind the esophagus. This, in conjunction with the rotocula’s long prehensile tongue, allows prey to be consumed without subduing it first. The female merely positions itself being a running creature. Then, using her immense speed, she surges forward, trapping the fleeing meat within her jowls.

While there is a skull-like bone mass on each side of the female’s head, only one side contains a brain. And, curiously, which side of the head the brain is on varies between individual specimens. The only noticeable effect of this is that one of the rotocula’s eyes (due to the long path the optic nerve must travel) is often much weaker than the other. It sees only vague blurs of color and motion. There is no simple way to determine which eye is weaker, but if it is discovered, it could give those wishing to fight the beast an advantage.

Female rotocula have a distinctive patch on their back which is a smooth brown and tan. When they wish to mate, they raise their tail to display its underside (as shown). The sight of this long patch of smooth skin–in conjunction with a differently pitched howling the female emits–entices males to approach. The female then opens her mouth as wide as possible, and the male inserts his snout into her throat. Once the act is complete, the female’s jaws snap closed, killing their mate.

Female Rotocula

A loud screeching howl alerts you to the presence of a mud colored mass with razor teeth speeding towards you.


Rotocula; CR 14; [Aberration] [Mud Flats] [Diurnal]


XP: 38,400
N Huge Aberration
Init +10; Senses Perception +8


DEFENSE


AC 11, touch 11, flat-footed 6 [10 + Dex(-2) + Size(-2) + Natural(5)]
HP 217 (16 HD, 16d8 + 176)
Fort +21 Ref +3 Will +2;


OFFENSE


Speed 120ft (1ft on non-flat ground, cannot climb even simple structures)
Melee Slam + 24 (2d8 + 10)
Melee Bite + 28 (6d10 + 12) [A bitten creature may be grappled as a free action]


STATISTICS


Str 35 Dex 6 Con 33 Int 2 Wis 3 Cha 4
BAB +16/11/6/1; CMB 28; CMD 36
Languages None
SQ Running Start, Swallow Whole, Attract Male


SPECIAL ABILITIES


Biting Charge(Ex) Like her male counterpart, the female Rotocula’s slam attack is greatly enhanced if it has enough space to build momentum. The effect can be even more devastating for the female, given that her powerful jaws are positioned at the front of her mass. If the female Rotocula makes a 50ft charge in a straight line prior to a bite attack, then she is granted an additional +6 to her attack roll.

Swallow Whole(Ex) If the female Rotocula begins a turn with an opponent grappled in its mouth, it can attempt a combat maneuver check. If the check succeeds, the grappled character takes bite damage, and is swallowed. Character must be of large size or smaller to be swallowed whole. Swallowed creatures are considered grappled, and take 5d6 acid damage each turn until they die, or escape. The armor class of the inside of a Rotocula is 12. A hole can be cut in the Rotocula from the inside by dealing 20 hit points of damage.

Attract Male(Ex) If in dire need, a female Rotocula may raise her tail and issue a mating roar. If the creature is encountered in its natural environment, there is a one-time chance that there is a male Rotocula nearby who will respond to the call and come defend its potential mate. Roll 1d20:

  • 1-13; No male Rotocula are nearby.
  • 14-17; a single male Rotocula comes to assist. (Will arrive in 1d6 rounds)
  • 18-19; two male Rotocula come to assist. (Each will arrive in 1d6 rounds)
  • 20; three male Rotocula come to assist. (Each will arrive in 1d6 rounds)

ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Diurnal
Diet Any living creature of small large or smaller; Natural Enemies Dragons
Treasure None

Merciless Monsters 11: Rotocula (Male)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries.

The male of the species might be described as an oversized head mounted on a tripod of trunk-like legs. The average adult male stands nearly 11ft tall, with legs which can easily top 18 inches thick. The actual brain of the creature is quite small, allowing nearly all of the creatures organs to fit comfortably within its massive skull. This layer of protection makes the rotocula very difficult to harm.

The skin of the rotocula ranges from a earthy red, to brown, and is quite loose on the creature’s frame. Large folds of skin flop around on the creature’s body, making it appear as though it is perpetually melting. This “sloshing” look helps the rotocula appear to be pile of dirt, rather than a dangerous predator, while it waits for potential food to approach.

The most striking oddity of the Rotocula, and a feature shared by both genders, is their profoundly unusual feet. Rather than moving them up and down in a walking motion, or even gesticulating them to move as a snake does, the Rotocula rolls. Each leg ends in a massive, spherical mucus membrane with a core of solid bone.

Alzazi The Bloody Hand, a wizard who captured and dissected a number of the creatures, writes:

“These strange appendages–which this researcher hesitates to term ‘feet’–are not (as heretofore suspected) completely unique. Upon vivisection and further inspection, it cannot be ignored that these spheres closely resemble an organ found in our own bodies: the eye. Without the binding tassel of the optic nerve, it is allowed to roll freely, lending the creature a remarkable level of speed and silence of movement, while simultaneously denying it the ability to travel outside the flatlands of its home.” Alzazi the Bloody Hand, Archmage of the First Rank, from his seminal work, “Aberrant Anatomy”

Male Rotocula, in opposition to their female counterparts, spend most of their time at rest. They spread their legs flat on the ground, and wiggle them back and forth in the mud until they are mostly submerged. Once they are positioned, they close their eyes, and dig their snow into the earth, stick out their tongue and waiting for small vibrations to alert them to the presence of food–or females.

Male Rotocula

A flabby mass of mud is gliding towards you…very very quickly.


Rotocula; CR 10; [Aberration] [Mud Flats] [Active at 10-40 minute intervals, when food is near]


XP: 9,600
N Large Aberration
Init +4; Senses Perception +16, Tremorsense 100ft (Only when ‘burrowed.’)


DEFENSE


AC 20, touch 10, flat-footed 20 [10 + Dex(1) + Size(-1) + Natural(10)]
HP 196 (12 HD, 12d8 + 132)
DR 8/-
Fort +19 Ref +5 Will +4;


OFFENSE


Speed 100ft (10ft on non-flat ground)
Melee Slam + 15 (2d10 + 10) [+2d10 with Running Start]
Melee Bite + 6 (6d6 + 6)


STATISTICS


Str 22 Dex 12 Con 33 Int 2 Wis 11 Cha 7
BAB +12/7/2; CMB 18; CMD 29
Languages None
SQ Running Start


SPECIAL ABILITIES


Running Start(Ex) A male Rotocula’s slam attack is painful no matter what. But if the creature has enough space to reach its full speed, it can be even more devastating. If a male rotocula travels in a straight line for 50ft prior to making its slam attack, it deals an additional 2d10 damage.


ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Active at 10-40 minute intervals, when food is near
Diet Any living creature of small size or larger; Natural Enemies Rotocula Females
Treasure None

Merciless Monsters 10: Goldtooth Mosquito

Goldtooth Mosquitoes are a serious nuisance for adventurers. Unlike most of their cousins, they do not feed on the blood of other creatures for their sustenance and reproduction. Rather, they use their superheated proboscis to liquify, and consume gold. Encountering a swarm of the creatures is, understandably, enough to send a wise adventuring group running. Truthfully the creatures pose little threat to the adventurer’s health, as they find blood to be quite poisonous. Their smoldering proboscis is quite painful, though, and the creatures have been known to sacrifice themselves if they feel their swarm is threatened. And, of course, the true danger is to a character’s gold. Anytime a character occupies the same space as a swarm of Goldtooth Mosquitoes, they must make a reflex save (DC: 20) to keep any of the creatures from getting inside their coin purse or backpack. Fortunately, the pests do not like incense, and can be dispersed easily by bringing a censer.

While adult Goldtooth Mosquitos pose a serious threat to a player’s wealth, they’re much less dangerous than their eggs are. This species lays their eggs on the surface of golden objects. Preferably in a dark, cool place. The flat surface of a coin in a treasure chest is an ideal location. The eggs themselves are numerous, and very fine. After laying them, the creature excretes an amber adhesive which holds the eggs in place. When the newborn Goldtooths hatch, they’ll spend their first hours eating this amber substance to give them enough energy for their first meal of gold.

 Upon inspection, an item with Goldtooth Mosquito eggs lain on it appears to merely be coated in a coarse, sticky substance. Many inexperienced adventurers have shrugged off this clue, stashed their newly found treasure, and continued adventuring. Only hours later do they discover that the eggs have hatched, and the newborn creatures have devoured every item of gold in their possession. In a few of the most dire cases, the eggs have not hatched until the player deposited the gold in a local bank, causing thousands, or millions of gold pieces worth of damage.

Despite the danger they pose, some adventurers actively try to capture these creatures to make use of their unique Goldsense ability. By keeping a handful of the creatures tied to strings, adventurers hope to uncover hidden treasures they might otherwise miss.

Goldtooth Mosquito Swarm

A flitting, thrumming cloud of gold flecks glints at the edge of your torchlight.


Goldtooth Mosquito Swarm; CR 3; [Vermin (Swarm)] [Underground] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 800
N Diminutive Vermin (Swarm)
Init +4; Senses Darkvision 60ft, Goldsense, Perception +10


DEFENSE


AC 22, touch 21, flat-footed 15 [10 + Dex(7) + Size(4) + Natural(1)]
HP 24 (4 HD, 4d8)
Defensive Abilities: Swarm Traits; Immune mind-affecting effects, weapon damage
Weaknesses Swarm Traits
Fort +6 Ref +11 Will -3;


OFFENSE


Speed 5ft, fly 40 ft. (good)
Melee Swarm (2d6)
Space 10ft.; Reach 0 ft.
Special Attacks Blood Sacrifice


STATISTICS


Str 1 Dex 24 Con 14 Int Wis 11 Cha 2
BAB +3; CMB –; CMD
Languages None
SQ Goldsense, Gold Feeding


SPECIAL ABILITIES


Goldsense(Ex) Able to detect gold by scent. A small amount, such as a single gold coin, can be detected within 10ft. Larger amounts can be detected from further away, at roughly a rate of +10ft per multiple of 100gp. For example, 300 gold can be detected from 30ft away, 1000 gold can be detected up to 100ft away. This ability reaches its maximum at 200ft. Beyond that range, no amount of gold can be detected. Note that Goldtooth Mosquitoes will always attempt to fly towards the nearest gold, not the largest amount of gold. So if a character has gold in their backpack, the creatures won’t pay any mind to the untended dragon’s horde in the next room.

Gold Feeding(Ex) If a Goldtooth Mosquito finds any gold, they consume it quickly. Though an entire swarm could survive for a week on a single gold coin, the creatures have a tendency to gorge themselves. A single swarm could easily devour a large chest full of coins in an hour. As noted above, characters who pass through the same square as a swarm of Goldtooth Mosquitos must succeed on a reflex save, DC 20, or the creatures will devour their gold. Note that the save involves dropping to the floor, waving arms wildly, etc. The GM may choose to move the player to an adjacent square as part of the save, and may choose to grant any nearby opponents attacks of opportunity against the character.

Blood Sacrifice(Ex) The superheated probosci of the Goldtooth Mosquito is an extremely effective weapon against larger opponents such as an adventurer. It causes a stinging burn which can last for days, and often leaves a scar. However, since blood is extremely toxic to Goldtooth Mosquitoes, any members of the swarm who use this appendage as a weapon are immediately killed. On any successful attack, the swarm can sacrifice some of its own HP in exchange for a damage bonus. For every 1 hp sacrificed, 3 additional damage is dealt. There is no limit to how often this ability can be used, or how much hp can be sacrificed on a given attack.


ECOLOGY


Environment Underground, in dungeons. Any environment which is cool, and provides easy access to gold.
Organization Swarm
Activity Cycle Active 12-16 hrs/day. Activity not relative to time of day.
Diet Gold; Natural Enemies Rust Monsters, Mimics.
Treasure If placed in a smelting fire, the organic material of the swarm will melt away, leaving only the gold they consumed. A given swarm will commonly have 6d10 gold pieces worth of gold in their bellies. Of course, this requires capturing an entire swarm. Not merely dispersing it by reducing it to 0 hp.

Merciless Monsters 9: Kolera (a.k.a. Beetle People)

The Kolera, or ‘Beetle People’ as they are commonly known, were not forged by the gods as other races were. Centuries ago they were created by a mad wizard who wished to enshrine herself forever in the annals of history. A mad wizard whose name has, ironically, been forgotten. She conquered and enslaved numerous villages of humans, and performed twisted magical experimentation on them to bring about a new and powerful race of creatures with insectoid characteristics. Poetic justice was served when the very abominations she’d created devoured her.

In the time since, the Kolera have proliferated, and are now commonly found inhabiting a variety of caves, burrows, and dungeons. Due to the mutations to their formerly human mouths, Kolera cannot speak common. They could understand it if they chose to study it, however they have little desire to deal with humans, or any other non-Kolera for that matter. They are an introverted people, who while not strictly isolationist, are extremely territorial and suspicious of outsiders.

Kolera live in tightly knit colonies, which are typically ruled by consensus. Though they are not hive minded, conflict rarely occurs within a colony. Social rules and the role of each individual appear to be almost instinctual in nature. and rare disagreements are either arbitrated by a third party, or settled by a non-lethal combat to establish the dominance of one party. Very rarely, one Kolera in a colony will rise to a position of leadership, and lead it as a king or queen. As with other aspects of Kolera society, this appears to occur instinctively. The leader knows their role is to command the colony, and the others of the colony know that they must accept orders from this ruler.

Young Kolera are hatched from eggs, and spend the first year of their life as large, starfish-shaped larva. From a distance, an adult Kolera could easily be mistaken for a human. They have a torso, arms, legs, and a head all in the same arrangement as their human forebears. It is up close when the alterations of the mad wizard become obvious. Kolera have large, lidless, compound eyes. They lack lips or a tongue, and instead have a large pair of pincers on each side of their mouth, and in place of teeth, they have dozens of prehensile ‘brushes,’ which funnel food directly into a stomach filled with digestive acid many times more corrosive than a human’s.

Instead of hair atop their head, Kolera have a large shell which serves as a natural helm. There are wings beneath this shell, but they are flightless. Instead they serve as a means of communication between Kolera. Similar shells form on the shoulders and knees. This is combined with hard plates growing on the chest and back, which altogether serve as natural armor for the creatures. Each of a Kolera’s wrists have a retractable antenae growing from them, which serve as a powerful sensory organ which can detect subtle traces of scent or texture which would be indetectable to a human. Instead of hands, Koleran forearms end with six opposed digits–three on one side, three on the other–which resemble large, powerful insect legs.

The lifespan of a Kolera is a mere 25 years. It is a flaw the mad wizard was never able to correct, and she suspected that the gods themselves had cursed her creation with brief life, because they were angered by her hubris. Whether or not the gods were angered that a mere mortal dared to create a new species, the Kolera believe it. Many colonies have attempted to earn the patronage of a deity, who might lift the curse and allow each Kolera to live longer lives. So far they have been unsuccessful, but it is unclear whether that is because no god is willing to life the curse, or because there is no curse and the Kolera are merely constructed poorly.

Kolera

The creature ahead of you looks like an unholy amalgam of human and insect, fused together almost at random.


Kolera; CR 1/2; [Humanoid] [Caves, Burrows, Dungeons] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 200
LE Medium Humanoid (Insect)
Init +2; Senses Darkvision 120ft, Perception +5


DEFENSE


AC 18, touch 14, flat-footed 16 [10 + Dex(2) + Natural(4) + Shield(2)]
HP 8 (1d10 + 3)
Fort +5 Ref +2 Will -1;


OFFENSE


Speed 30 ft.
Melee Spear; + 4 (1d8 + 3)(Piercing)(20/x3)(20ft. thrown)
Ranged Light Crossbow (Custom Grip); +3 (1d8)(Piercing)(19-20/x2)(80 ft.)


STATISTICS


Str 17 Dex 14 Con 16 Int 11 Wis 09 Cha 07
BAB +1; CMB 4; CMD 16
Languages Kolaric
SQ Regurgitate Acid


SPECIAL ABILITIES


Regurgitate Acid Kolera stomach acid is highly corrosive, and Kolera have the ability to vomit their acid out of their mouths. The process is not pleasant and takes about a minute to complete, so the ability is not viable to use in combat. However, it is frequently used to create hazards, or to destroy locks. The acid deals 1d6 damage per round to whomever it comes in contact with (including the Kolera themselves). An individual Kolera can produce about one gallon of stomach acid each day.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Band (6-12) or Colony (100-300)
Activity Cycle An individual Kolera is active for between 12-16 hours a day, but a colony of the creatures is often active 24/7
Diet Omnivorous. Smaller insects and meats from animals and humans primarily, but also a variety of algae and fungus
Natural Enemies Orcs do not get along with them well at all
Treasure Typical


KOLERA CHARACTERS


+2 Strength, +2 Constitution, -4 Charisma: Kolera are physically powerful, but it is obvious from looking at them that something is not quite as it should be. These creatures were not created by the gods, and it shows in the small imperfections.
Darkvision: Kolera can see in the dark perfectly, up to 120ft.
Perception: the compound eyes of the Kolera allow them to see around them much better than most creatures can. This grants them a +4 bonus to perception checks.
Natural Armor: The hard carapace and shells which grow on a Kolera’s body serve as an effective suit of natural armor, granting a +4 bonus to Armor Class. Unfortunately these bulky plates also make it nearly impossible for a Kolera to be fitted for more traditional armor.

Guest Post: Favored of the Great Pumpkin, by Jeff H.

After my recent post about a deity named The Great Pumpkin, regular commenter Jeff H. was inspired to write up a monster entry for the god’s favored servant. He shared it with me, and it felt like a shame to keep it to myself. So presented below is Jeff H.’s Gaping Grin.

When the final body of the last child taking part in the apotheosis of the Great Pumpkin shuddered out her final breath and the evil deity rose from his birthplace to take his place among the divine, there was a lingering aura of palpable evil about the place. The land was blasted of all life save for that favoured by the Great Pumpkin and remains so to this day, an excessively large field of the ripest and most healthy pumpkins ever seen. Unfortunately for all who might desire one of the gourds, the field is teeming with a variety and number of spiders unheard of, to the point where as the night comes on every pumpkin seems to vanish from sight as the deadly arachnids clamber forth in a teeming carpet to shield their charge. No-one has ever managed to retrieve a pumpkin from this patch and survive for more than a week’s time, whether slain by unfortunate circumstance or more chillingly by the bite of a spider never seen before in that land.

From this field the Great Pumpkin gathers the residual fear and regret that he uses to form his most favoured champion, The Gaping Grin. Crafted from the souls harvested during the previous year into an avatar of the Grin in the Dark’s unholy will, The Gaping Grin knows nothing of solidarity or loyalty, only pain, loss and regret. Unreasonable and unreasoning, The Gaping Grin does suffer from flashes of insight from time to time whereupon it may deviate from its masters plans briefly, though in almost all instances of this facet of the legend those who were spared find themselves hunted for the remainder of their days whether they know it or not.

The Gaping Grin appears as a suit of full plate armour of impossibly fine artistry, seeming to have been woven from the vines and leaves of pumpkin plants though upon close inspection it is simply worked steel. Within the armour is a horrible tangle of limbs and mangled organs that have been mashed into place to fill the void within the armour in much the same way as a healthy body might have, though there is no suggestion of eyes, ears, or anything about heads. Rather than a head, The Gaping Grin wears what appears to be a hollowed out pumpkin carved with a wickedly leering face and monstrous grin. Similarly to its master’s, the face upon its head changes whenever nothing is looking at it.

Little more than a tool for the Great Pumpkin’s inscrutable aims The Gaping Grin rides forth from the 402nd layer of the Abyss to places unseen and unknown by many save those who inhabit them. The only thing that is ever recalled with certainty in the myriad of legends surrounding this being is that there is always death in its wake and it always slays at least one person before it is stopped. Legend has it that if the pumpkin that serves as The Gaping Grin’s head is stolen and hidden away beneath the roots of a dryad’s tree, it will not trouble the world for a hundred years.

The Gaping Grin CR 17 XP 102,400

CE Medium undead

Init +2; Senses blindsight 60 ft.; Perception +23

Aura frightful presence (30 ft, DC22), aura of cowardice (10 ft.), aura of despair (10ft.)

Defense

AC 29, touch 12, flat-footed 27 (+12 armour, +1 Dex, +5 natural armour, +1 dodge)

hp 190 (10d8+40 plus 10d10+40); fast healing 5

Fort +18, Ref +12, Will +21

Defensive Abilities unholy resilience, channel resistance +4; Immune undead traits; SR 28

Offense

Speed 50 ft. (50 ft. in armour)

Melee +4 keen bastard sword +23/+18/+13/+8 (1d10+10/17–20×2 plus 2d8 cold plus disease) or +4 keen bastard sword vital strike +23 (4d10+10/17-20×2 plus 2d8 cold plus disease)

Special Attacks aura of evil, detect good, smite good, touch of corruption, great pumpkin’s blessing, great pumpkin’s will, sin with a grin

Spellcasting (3/2/1/0)

3 – Deadly Juggernaut

2 – Bull’s Strength, Desecrate

1 – Bane (Will DC15), Death Knell (Will DC15), Murderous Command (Will DC15)

Statistics

Str 22, Dex 14, Con —, Int 14, Wis 16, Cha 18

Base Atk +17; CMB +23; CMD 35

Feats Mounted Combat, Trick Riding, Vital Strike, Improved Vital Strike, Greater Vital Strike, Dodge, Mobility, Spring Attack, Mounted Skirmisher

Skills Handle Animal +14, Intimidate +24, Perception +23, Ride +22 (+17 in armour), Spellcraft +12, Stealth +22 (+17 in armour)

Languages Common, Sylvan, Druidic

Ecology

Environment: any

Organization: solitary

Treasure: double (+3 full plate, +4 bastard sword, other treasure)

Appearing in a thick cloud of unnaturally spawning mist on a clear night around harvest time, The Gaping Grin charges forth from the Great Pumpkin’s layer of the Abyss to sow terror and chaos on the Material Plane in the name of its dark master. Sometimes sent to destroy the enemies of this secretive faith, as often The Gaping Grin is sent to cleave the withered stalks from the healthy to keep the faith strong. Occasionally this chaotic being slips its leash and rampages across vast swaths of wilderness, going from settlement to settlement reaping souls and lives for its master whether mortal or otherwise. Even demons and devils take note when the spectral hooves of The Gaping Grin’s charger strike near to their spheres of influence, for it is said that whenever the hoofbeats stop there has been a death, and who so much as hears The Gaping Grin’s voice is fated to die that very night.

In Combat

The Gaping Grin is first and foremost a skirmisher, preferring to fight on the move rather than settle for any particular spot on the battlefield. Often working alone to demoralize enemies before sweeping through like a killing scythe, it tends to pick a cluster of targets to get the most out of its frightful presence while also singling out potential spellcasters. Anyone wilful enough to resist the palpable fear aura surrounding it registers as the most likely magical threat and thus the primary target. Before combat The Gaping Grin likes to cast Bull’s Strength and Deadly Juggernaut on itself to augment its already prodigious martial prowess, wading into the thick of combat while trusting its armour to deflect mortal blows while it deals with supernatural threats. Formed from the Great Pumpkin’s will, it often

fights to the death as it trusts that when it is next needed it shall be reformed by its terrible master.

Special Abilities

Aura of Evil (Ex) The power of The Gaping Grin’s aura of evil (see the detect evil spell) is equal to its antipaladin level+7. A paladin who uses smite evil on The Gaping Grin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp) At will, The Gaping Grin can use detect good, as the spell. The Gaping Grin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, The Gaping Grin does not detect good in any other object or individual within range.

Smite Good (Su) Three times per day, The Gaping Grin can call out to its master to crush the forces of good. As a swift action, The Gaping Grin chooses one target within sight to smite. If this target is good, The Gaping Grin adds +4 on his attack rolls and +7 on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +14. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, The Gaping Grin gains a deflection bonus of +4 to his AC against attacks made by the target of the smite. If The Gaping Grin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or has somehow evaded The Gaping Grin for an evening.

Unholy Resilience (Su) The Gaping Grin gains a bonus of +4 on all saving throws.

 Touch of Corruption (Su) Nine times per day as a standard action that doesn’t provoke attacks of opportunity, The Gaping Grin can surround its hand with an unholy flame, causing terrible wounds which deal 5d6 damage to open on those it touches. Alternatively, The Gaping Grin can use this power to heal undead creatures, 5d6 hit points.

Victims of the Touch of Corruption must also make a successful Fortitude save (DC19) or suffer one of the following effects;

Sickened: The target is sickened for 10 rounds.

Staggered: The target is staggered for 5 rounds.

Nauseated: The target is nauseated for 3 rounds.

 Aura of Cowardice (Su) The Gaping Grin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of The Gaping Grin.

 Plague Bringer (Ex) The Great Pumpkin has made his champion a beacon of corruption and disease. It does not suffer ill effects from diseases it carries, nor does it spread them to places/people blessed by its dark master. Typically The Gaping Grin arrives tainted with an especially active form of the Bubonic Plague, as follows.

 Bubonic Plague – Type disease, injury or inhaled; Save Fortitude DC 17 – Onset Immediate; Frequency 1/day – Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

 Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.

 Channel Negative Energy (Su) The Gaping Grin can channel negative energy. Using this ability consumes two uses of his touch of corruption ability and either deals 5d6 damage in a 30′ burst to all living things, or heals all undead within 30′ for 5d6. In either case, a DC 19 Will save is required to halve the effect.

 Aura of Despair (Su) Enemies within 10 feet of The Gaping Grin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

 Great Pumpkin’s Blessing (Su) The Gaping Grin is blessed in service to its master’s will. It is proficient with all simple and martial slashing weapons which when wielded inflict +2d8 cold damage and gains the keen weapon property. Further, any bladed slashing weapon in The Gaping Grin’s possession is treated as if sheathed within a Sheath of Bladestealth, becoming invisible until wielded in battle. This ability replaces the Fiendish Blessing that The Gaping Grin would otherwise have received.

 Sin with a Grin (Su) As a standard action The Gaping Grin can summon a spectral heavy warhorse, which remains until it is slain or dismissed. It can only have one such horse in its service at a time. In addition, whether mounted or not, The Gaping Grin moves with soul-chilling rapidity and has a 50 ft. move speed, even when armoured.

Merciless Monsters 8: The Gourd Golem

When an adventurer thinks of a golem, they think of a challenging foe. Golems never tire, and never feel the pain of their injuries. Most are constructed from materials like stone or iron, and even putting a scratch on their bodies requires a blow of titanic strength. Golems are relentless, and powerful.

At least, most of them are.

Gourd Golems are most commonly constructed by bush wizards. Casters who desire the services of a construct, but lack the skill or the gold to make a proper one. Long ago one such wizard discovered that they could use relatively common crops during the harvest season to construct a simple, cheap golem. One which, while admittedly not very effective in combat, could still serve as a decent porter. Or even a guard against minor threats such as wild animals or common burglars.

While Gourd golems are constructed from a variety of squashes, they are most notable for the large orange pumpkin which is used to form the creature’s head. These pumpkins must be hollowed out, and a specially enchanted candle placed within them. The magic which animates the golem is stored in the candles flame, and nothing less than complete submersion in water is sufficient to put it out. Since it’s more difficult to put out this flame than to simply smash the golems to pieces, most gourd golems have terrifying faces carved into their pumpkin heads, to make them appear more menacing.

Physically, Groud Golems do not appear to be as sturdy as they are. Their bodies are made of various crops which are bound together by the magically animated vines of the pumpkin. If one were to make a crude comparison to human anatomy, the gourds form the skeletal structure of the creature, giving it shape. The vines hold that structure together, and give it mobility and strength, as muscles and tendons do for humans.

Gourd Golem

Shambling awkwardly on limbs made of long stems wrapped around squash, the creature approaches. Its malicious intent is clear from the evil grin carved into its pumpkin head.


Gourd Golem; CR 2; [Construct] [Farmland] [Temperate Climate] [Always Active]


XP: 600
N Medium Construct
Init -2; Senses Darkvision 60ft, low light vision, Perception +5


DEFENSE


AC 16, touch 8, flat-footed 16 [10 + Dex(-2) + Natural(8)]
HP 43 (3d10)
Fort +1 Ref -1 Will +1;
Immune Construct Traits
Weakness Vulnerability to Bludgeoning (+50% damage)


OFFENSE


Speed 30 ft.
Melee +4 Slam (1d6)(Bludgeoning)(May choose to tangle on successful slam attack)


STATISTICS


Str 12 Dex 7 ConInt Wis 10 Cha 1
BAB +3; CMB 4; CMD 12
Languages None
SQ Tangle, Burrow


SPECIAL ABILITIES


Burrow If the earth is loose enough, a Gourd Golem can bury itself within 2 minutes, submerging itself up to its pumpkin head. Those who control the Gourd Golem often command a number of them to do this in farming fields, hiding amongst the crops until intruders approach. Gourd Golems can leap out of the dirt and attack in a single round.

Tangle Gourd Golems are most effective at trapping, rather than killing their enemies. Upon a successful slam attack, the golem can wrap its vines around a victim, performing a grapple check at a +10 bonus. If successful, the Gourd Golem will continue to entwine itself around its victim on subsequent turns, strapping the gourds which make up its own body to their limbs, making it difficult for them to move. Eventually the golem even fits its own pumpkin head over the head of its victim, restricting their vision severely. A tangled character is not controlled by the golem, and they are rarely harmed. Rather, the purpose of the tangle ability is to hold an intruder until someone comes to retrieve them.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Solitary or band (6-12)
Activity Cycle Constructs do not sleep.
Diet Constructs do not eat; Natural Enemies Squirrels, Dogs, most herbivores and omnivores.
Treasure Typical


CONSTRUCTION


A Gourd Golem’s body is constructed from roughly 100gp worth of pumpkins and other gourds. In addition, high quality candles worth 10gp each must be used.
Requirements Craft Construct, Entangle, Summon Nature’s Ally II, creator must be caster level 5th;
Skill Craft (Sculpture) or Craft(Topiary) DC: 17 Cost 110gp

Merciless Monsters 7: Fotavyon

The Fotavyon is a huge reptilian creature which lives primarily near swamps and bogs, or occasionally around underground pools. When standing on all four of its spindly, almost spider-like limbs, the creature is about 8ft tall, and 20ft from nose to tail. It is covered in hard scales, with small groupings of feathers on certain areas of its body. The coloring and location of these feathers is unique to each fotavyon, sometimes lining the jaw or forming a crest on the head, or even covering the entirety of the tail. The only feathers which are consistent for each fotavyon are the ones on the the creatures legs, which flay black like vestigial wings. These do not allow the creature to fly, but it does sometimes use them to leap, or to flap threateningly at an intruder while emitting a deafeningly loud, chrip-squawk sound.

Fotayvons have an elongated jaw, with numerous rows of teeth, and eyes mounted on the sides of their head. Their body is lean, and ends in a strange tube-like tail, with a large orifice on the end of it. The creatures four legs are lean and muscular. While at rest, these limbs orient upwards from the creature’s body, and are turned down at the elbow, with long forelegs so they can reach the ground. Each of the four legs ends in a three fingered claw with an oppasble digit, allowing Fotayvons to pick up objects and manipulate them as a human would, though they lack the intelligence to make use of this ability to make tools or other objects. Though they have occasionally been known to improvise crude weapons such as clubs or stones.

Perhaps the most interesting aspect of this species is that all of its members are female. Or, more accurately, the females of the species are the only ones anyone is likely to recognize as a living creature. The males of the species are microscopic organisms which live in a slimy substance which is excreted whenever the creature lays an egg from the orifice on its tail. When the egg hatches, the newly born female eats this slime for sustenance, and in doing so, also consumes the fotayvon males. The microscopic creatures then live as parasites within their mate’s stomach for the rest of her life.

The digestive process of the fotayvon female creates a large amount of noxious, poison gas. An interesting aspect of the fotayvon anatomy is that this gas is expelled not directly through an orifice, but is instead placed within the creature’s unfertilized eggs, which it must constantly produce in order to siphon off this gas. The unfertilized eggs are under immense pressure from this gas, and if an egg is cracked, the gas will tear the egg apart quickly. Once exposed to oxygen, the gas ignites, and expands rapidly. Occasionally, however, one of the fotayvon males will travel to the egg sac of its mate, and enter one of its eggs. The male then dies, releasing a chemical which neutralizes the dangerous gas, as well as fertilizing the egg.

Fotayvons typically bury their eggs, if it is possible, leaving only a small part of it exposed for the potential child to climb out of. Most fotayvon lairs are surrounded by a small field of slime and mostly buried eggs. The fact that 99% of these eggs are explosive prevents most predators from attempting to eat the eggs, and surroundings its lair with what is essentially a minefield is the fotayvon’s best defense against aggressors.

Fotavyon

Moving on spider-like legs, a reptilian creature approaches, ruffling the feathers that cover its body menacingly.


Fotavyon; CR 10; [Aberration] [Wetlands, Caves] [Temperate/Warm Climate] [Diurnal Cycle]


XP: 9,600
N Huge Aberration
Init +11; Senses Darkvision 60ft, Perception +11


DEFENSE


AC 19, touch 15, flat-footed 12 [10 + Dex(7) – Size(2) + Natural(4)]
HP 116 (11 HD, 1d10)
Fort +8 Ref +14 Will +4;


OFFENSE


Speed 100 ft. Climb 40ft. Swim 20ft (Water’s surface only)
Melee +22/+17 Bite (2d8)(Piercing)(May choose to grapple on successful bite attack)
Melee +22/+17 Slam (2d6)(Bludgeoning)
Ranged +17 Egg Hurl (5d6)(2d6 splash)(40ft)(Fire Damage)(Noxious Cloud)


STATISTICS


Str 33 Dex 24 Con 16 Int 2 Wis 13 Cha 08
BAB +10/5; CMB 32; CMD 39
Languages None
SQ Quick Initiative, Egg Hurl, flying leap


SPECIAL ABILITIES


Quick Initiative +4 to Initiative Rolls
Egg Hurl Once per day, the Fotavyon expels an egg through its tail orifice. If in combat, it can make a ranged attack to attempt to hurl one of its eggs at an attacker. An egg created during the stress of combat will never be fertilized.
Flying Leap Using its feathered limbs, a fotavyon can make impressive flying leaps, easily covering distances of up to 50ft with a single bound.
Explosive Eggs When a fotavyon’s egg explodes, it deals 5d6 damage to anyone standing within 5ft of it, and 2d6 damage to anyone standing within 10ft of it. This damage is from the flames and pressure of the gas expanding and igniting. After the initial explosion, a cloud of fumes is left in a 15ft radius from the egg’s location. Anyone who ends their turn in these fumes will be paralyzed until they are taken out of the fumes and given a turn to rest, or until the fumes dissipate 10 rounds later. The fotavyon will often attack this paralyzed character first.
‘Mine’ field The slime covering a fotavyon’s egg field is harmless in and of itself. It is slightly slippery, but not enough to cause any penalties.


ECOLOGY


Environment Wetlands, or dank caves. They enjoy moist, cool environments.
Organization Solitary
Activity Cycle Fotavyons are diurnal, so they function during the day and sleep at night.
Diet Fish, small mammals; Natural Enemies Dragons, occasionally.
Treasure Typical