Merciless Monsters 6: Octorok For Pathfinder

Lately it seems as though all I post about is the Legend of Zelda Adventure System that I’ve been working on. Which isn’t really surprising, I’m inspired to work on it and I don’t have anything else related to tabletop games drawing my attention right now. I enjoy the OD&D game I participate in on Monday but don’t have a lot to say about it beyond that, and it’s been awhile since my Pathfinder group has found time to get together. So when I work on tabletop stuff, it’s focused on the Legend of Zelda.

But I thought that instead of posting another monster constructed with a half-finished monster system, I’d adapt one of the most classic Zelda enemies to Pathfinder: The octorock. It’s a land-based octopus that shoots rocks out of its mouth. Literally, that’s how it was originally conceived. See?

As with all of my recent Zelda work, however, I’m using the Link to the Past as my source. That game’s conception of the creature was a little less silly looking I think. Unfortunately, there is no art for the creature that I am aware of, but I did find this nice image of the game’s sprite:

I’d also like to note that starting with this post, and from now on, I will not be using the ‘proper’ methods for creating monsters in Pathfinder. It takes far too long, and the results are not worth the effort it involves. My monsters will have no skills, nor will they have any feats, nor will they be constructed with painstaking care to ensure that the CR is “accurate.” Personally, I don’t even use the CR anymore, preferring that my players learn the fine art of running away if they encounter something beyond their ability. I’ll still include the most accurate CR I can, but it will be estimated, not calculated.

Pathfinder Octorok

The Octorok is an aberration which makes its home in plains. It is often incorrectly assumed that the octorok prefers plains of dirt, but this is only an illusion. Octoroks often migrate to grassy plains rich in plant and insect life, but they quickly overgraze the land, reducing it to an expanse of dirt where the creatures must forage for worms, beetles, and nutrient-rich soil.

Part of this confusion rises from the assumption that the nozzle on an Octorok’s face is a ‘mouth.’ For lack of a better word, it is in fact a kind of sphincter which the octorok uses to expel waste products. The octorok’s actual ‘mouth’ is an unusual scooping apparatus located on the bottom of its body. Octoroks feed by moving across the ground at high speeds, picking up soil, insects, and plant life as they do so. The octorok’s digestive tract quickly siphons part of this collection into the octorok’s stomach, where it is digested and used to produce energy. Meanwhile, any unneeded food, or inedible substances such as stones, are shunted to the octorok’s colon, where they are coated in an unusual kind of adhesive juice which is actually quite valuable if it can be harvested. This organ shapes the ‘leftovers’ into a solid ball, which the octorok can hurl with some force from its forward nozzle. The ball formed by this process is quite hard, making this hurling ability an effective defense mechanism for the octorok.

While similar in appearance to the aquatic Octopus, Octoroks differ in a number of important ways to help them survive and thrive on land. On close inspection, their eight ‘legs’ more closely resemble the bodies of snakes than they do the suckered tentacles of a cephalopod. While these legs might not seem practical, they actually allow this aberration to move much faster than many larger creatures. Most of the Octorok’s body is also covered by a soft ‘shell’ which protects the creature from most attacks. While this shell is not calcified as a turtle’s shell is, meaning it can be pierced or cut, it is actually much more resistant to cracking, and distributes the force of an impact more effectively. This is a useful ability when traveling in a herd of creatures which are constantly hurling heavy objects around.

Octorok

A dull red creature darts past you on a mass of wriggling legs. A strange nozzle protrudes from its face.


Octorok; CR 2; [Aberration] [Plains] [Temperate/Warm Climate] [Diurnal Cycle]


XP: 600
N Tiny Aberration
Init +9; Senses Darkvision 60ft, Perception +0


DEFENSE


AC 17, touch 17, flat-footed 12 [10 + Dex(5) +Size(2)]
HP 3
DR 3/Slashing, Piercing
Fort +9 Ref +4 Will +5;


OFFENSE


Speed 45 ft.
Melee +2 Slam (1d4)(Bludgeoning)
Ranged +7 Rok Hurl (1d6)(15ft)(Bludgeoning)


STATISTICS


Str 10 Dex 20 Con 10 Int 2 Wis 14 Cha 10
BAB +2; CMB -2; CMD 13
Languages None
SQ Quick Initiative


ECOLOGY


Environment Plains. They prefer grassy plains, but quickly reduce these to large expanses of dirt.
Organization A ‘Tangle’ of Octoroks is usually between 6 and 20. They are rarely seen in smaller groups.
Activity Cycle Octoroks are diurnal, so they function during the day and sleep at night.
Diet Plants, Insects, Earthworms, Nutrient-Rich Soil; Natural Enemies Hawks, Leevers, Most Medium-Large Aberrations
Treasure Typically None

Merciless Monsters V: LOZAS Skeleton and Popo

If you haven’t yet, there’s only today and tomorrow left to fill out the first annual Papers & Pencils survey! It honestly means a lot to me, so if you enjoy the blog, and you have a couple minutes, I would really appreciate your time!

It’s been a long while since I made a Merciless Monsters post. The Draugr were all the way back in March, and my only attempt since then was when I adapted Telecanter’s work in April. For awhile after the Draugr, I avoided writing another MM because they took so damned long to get done. Then I had my big rant denouncing Pathfinder’s complex methods of stat block creation. Since then I haven’t really been sure about how to approach making monsters. I figure I ought to come up with my own style of Pathfinder-compatible statblock which allows monsters to be built faster, but I haven’t gotten there yet.

So instead, I thought it would be fun to waste everyone’s time by working out some of the monsters for my in-progress LOZAS system. Below are two of the monsters which will appear in that game, built using the current iteration of the rules. First is the Skeleton, which I’ve included to serve as a connection between the tried-and-true (skeletons in fantasy RPGs) and the new-fangled (the LOZAS system). The other creature, which I’m currently calling a Popo, is a little more unusual, and to my knowledge hasn’t appeared in a tabletop RPG before.

None of these rules are quite pinned down yet, so these creatures may end up changing before I’m done. I’ve also added some commentary to the statblocks, to explain my reasons for making certain choices. Despite my joke above, I hope you find this enjoyable rather than annoying. The survey isn’t over until tomorrow, but a lot of people have noted that they’d like to read more about my amateur game design.

Skeleton

HP 8
AC 20
Body 10; Agility 26; Wisdom 3
Speed 40
Special Protection: Skeletons take no damage from piercing weapons unless it is a critical hit.
Special Weakness None
Attacks Claw (+5/1dmg); Throw Bone (50ft)(+8/1dmg)
Special Moves

Disengage: As an action, the skeleton may leap straight back 20-50ft. If there is a wall within that range, the skeleton is not harmed by colliding with it, instead gracefully sliding down the wall to land at the bottom.

Stealthy: A sneaking skeleton is able to move with complete silence, and hide itself within deep shadows. While sneaking, a skeleton can move at full speed. While hiding in deep shadows, it must remain still while it is being observed, or it will be revealed.

Description With magically animated joints the skeleton glides silently across the stone floors of a crypt. While the creature was once a person, all flesh and humanity have been stripped from it, leaving only a collection of bones with a fervent desire to harm the living. Skeletons are created either by powerful and evil sages, or by the sheer evil presence of a monster even more merciless than itself.

Tactics Skeletons much prefer to fight from range, breaking off spare bones from their rib cage and throwing them with deadly accuracy. If a skeleton ever ends up in melee range, it will sometimes attack with its claws, but its immediate reaction is to leap straight backward. Skeletons are not very bright creatures. They’re barely more than an automaton, with only a rudimentary understanding of friend & foe, and not much ability to think ahead. Clever players could potentially trick a skeleton into using its disengage ability to take a blind leap into lava, or some other dangerous substance.

Design Notes In this game, the the range of human ability can go as low as a score 2, and as high as a 22. Given that, the skeleton shown here has an average body score, extremely low wisdom score, and supernaturally high agility score. Lacking the constraints of flesh and sinew, skeletons are more flexible and fast than the world’s greatest gymnasts and runners. I’ve never liked the portrayal of skeletons as level 1 cannon fodder, possibly because of my love for the 1963 film Jason and the Argonauts. My hope is to make them a little more menacing in this game.

While individual GMs are free to run the skeleton however they like, obviously, I thought it would be fun to play up the graceful aspect of the skeleton, making it a quick, stealthy foe. I particularly like the idea of skeletons being able to avoid melee range, thus allowing them to force their foes to use arrows–which they are immune to.

Popo

HP 2
AC 12
Body 16; Agility 11; Wisdom 5
Speed 30
Special Protection: None
Special Weakness None
Attacks Constricting Barbs (Auto-hit on entangled foes/1dmg)
Special Moves

Entangle: If a popo enters the same space as a target, then that target becomes entangled. The target cannot move until the popo is either killed or shaken free with a successful agility check. Once entangled, a target is vulnerable to the popo’s Constricting Barbs attack, which does not require any attack roll.

Description ‘A multicolored mass of wriggling tentacles with no other recognizable anatomy” is the simplest way to describe the popo’s appearance. While primarily colored in shades of orange and purple, a popo’s tentacles can fall anywhere on the color spectrum. The creature uses its bright colors and wriggling movements to attract potential predators. Once it is attacked, the popo latches on tightly, extruding small barbs which allow it to draw bloody sustenance from its would-be attacker. Even the strongest or most agile creatures find it difficult to rid themselves of a popo once it has latched on.

Tactics Popos are simple creatures who live in ‘clusters’ which generally range from 4-10. Often, members of a cluster will hunt separately. But when threatened, the creatures demonstrate remarkably unity by gathering together, and moving in union. In doing so, they cover a larger surface area than a single popo would, making it more difficult for attacks to avoid getting their feet entangled.

Design Notes I’m experimenting with mechanics which have ‘absolute’ results in this game. Above, you saw how the skeleton is almost completely immune to piercing weapons (as opposed to Pathfinder, where skeletons have DR/bludgeoning). The popo is another example of a mechanic with an absolute outcome: if the popo enters the same area as a PC, that PC is entangled. No saving throw or chance to avoid it. The player’s best chance to avoid being entangled by a popo is to deprive the monster of the opportunity in the first place.

You might note that all of the attacks mentioned deal a set amount of damage, rather than a dice range. At present, the game uses different rules for monsters and players in this regard. On the one hand, monsters can have any number of HP, and player weapons deal damage using a dice range. Players, on the other hand, start with only 3 HP, which can be increased one at a time by adventuring, and discovering magical items which allow them to resist wounds beyond what a normal human could sustain.

I don’t really like that method very much, but it’s what I’m working with for now.

May of the Dead: Variant Zombies

I’ve always had a passion for the macabre. In particular, I am very fond of all things pertaining to undeath. My preference tends towards the unsettling majesty of gothic fantasy, but I’m not above enjoying a B horror movie or two. So when I was asked to participate in May of the Dead, I didn’t hesitate. I don’t exactly need an excuse to fill this site with my darker imaginings, but since I have one, I thought it would be a good opportunity to work on a number of undead-themed posts in a row. Each Friday during the month of May, I’ll be animating a new undead-themed post. And if you’d like to read more, there are many other websites participating in this little carnival.

For this first post, I’d like to discuss zombies. Though they lack the elegance of an animated skeleton, and are currently suffering from their severe overexposure in recent years, the zombie is none the less a fundamental fantasy foe. And while the classic shambling cadaver will never go out of style, it is diminished by its own omnipresence. What is a GM to do? How can we inject a sense of danger back into a creature which players have faced so many times that they know the creature’s statblock and abilities like the backs of their character sheets?

We reinvent it.

Part of the reason zombies are so enduring is because they are the most fundamental kind of undead we can imagine. They are dead bodies, which none the less are capable of moving on their own, and want to hurt the living.  You might say that a zombie is a blank slate, waiting to be given the kind of unique attributes which can turn it into a truly memorable monster. Pathfinder has already done this, somewhat. In the Bestiary, the zombie entry contains a small section titled “Variant Zombies” on page 289. Detailed therein are the “fast zombie,” and the “plague zombie,” both of which are pretty self explanatory. The former are faster than normal zombies, and the latter can infect victims with a zombifying disease.  Here are a few other ways I’ve come up with to reanimate your player’s fear of zombies:

Exploding Zombies These have become popular in zombie-centric video games which need a way to ramp up difficulty without straying too far from their core theme. The idea makes a certain kind of sense: when a person dies, their decomposing body creates a lot of gas. Normally this gas is expelled gradually, but if we can stretch our imaginations far enough to accept walking dead in the first place, then we can certainly imagine that all of these gasses somehow end up trapped inside the corpse. Perhaps inside a bloated and distended stomach. This state could be an accidental byproduct of the reanimation process, causing perhaps one in every ten or twenty zombies to become an exploding zombie. Particularly sinister necromancers might create these undead bombardiers intentionally, and unleash a horde of them on an unsuspecting adventuring party.

Pungent Cloud Zombies Speaking of gasses, why limit ourselves to something as ostentatious as an explosion? I find undead are always the most enticing when they’re a little mysterious, and subtle. Those same gasses produced by decomposition could form an oppressive miasma. A single zombie would only effect those standing in adjacent squares, but each zombie reinforces the cloud of fear and despair which surrounds them. A large enough horde might affect anyone standing within a mile of them. Those affected would have their intellects clouded, and their bodies made sluggish. Wizards would find they could not recall their most powerful (read: highest spell level) incantations, and fighters would seem to miss a lot more than they normally would (-5 to attack rolls).

 Slightly Intelligent Zombies Traditionally, zombies are mindless. That’s almost part-in-parcel of what it means to be a zombie. If a necromancer needs a servant which can think, they create a ghoul. A zombie is created when a necromancer needs a large force which will obey them without question. But lets say that a group of zombies is created by an erratic necromancer, or perhaps has no master, but has managed to avoid destruction for years or even decades. Why not give them an intelligence of 2? That’s not enough that they could learn speech, or form any kind of society. But it is enough that they could communicate on a very basic level, and even form simple tactics to better defeat their enemies with.

Somewhat-to-Highly Intelligent Zombies Zombies created by a downright insane necromancer, or who have lived for a century or more, might become as intelligent as you or I. It is unlikely that they would recall, or care to recall, anything about their life, but their intelligence would provide them with a unique advantage in their un-life. It is doubtful that any such zombie could ever be anything but evil, since their continued life depends on negative energy and consuming the flesh of the living. But as villains, they might be truly formidable.

Necrotic Bite Zombie The dangerous nature of a Zombie’s bite is an important element in most zombie fiction. For some reason it’s never really made the leap to game mechanics, leaving Pathfinder zombies to rely on their slam attack. Necrotic Bite Zombies gain a +0 bite attack which deals 1d6 damage. Anyone who is hit by the zombie’s Necrotic Bite must make a fortitude save (DC is equal to 10 +  half the zombie’s HD + the zombie’s cha modifier). If the fortitude save fails, roll 1d10 to determine where the victim has been bitten. A result of 1-2 is the right leg, a result of 3-4 is the left leg, a result of 5-6 is the right arm, a result of 7-8 is the left arm, a result of 9 is the torso, and a result of 10 is the head. The skin around the bite becomes black and flaky, like skin which has been severely burned. This effect slowly spreads throughout the day. After 24 hours, it grows enough to spread to an adjacent part of the body. The spread can be stopped either with magical healing, or by amputating all affected body parts. Aside from severe discomfort, the necrotic zombie bite has no negative mechanical effects until it has fully spread throughout both the torso and head of the victim, at which point the victim dies and rises as a necrotic bite zombie 1d6 minutes later.

Zombification Zone A particular dungeon could be enchanted in such a way that anything which died within it would be raised as a zombie within 1d6 minutes of death. This would include any creatures which the players slay, or any players which die within the dungeon. Just as the players leave a room after clearing it, they would be accosted from behind by the very creatures they thought they had just destroyed!

Boneblade Zombie Zombies are often covered with jutting bones. It can be an exposed ribcage, a broken femur, or just a forearm without a hand. Boneblade Zombies have been specifically crafted to maximize the number of jutting bones, and to sharpen those bones to razor points. The slam attacks of these zombies deal 1d8 +6 piercing damage, and they gain +2 natural armor bonus to AC.

Minion Zombies When I was first learning about 4th edition, the concept of minion NPCs was one of the first things to really turn me off to the game. As a rule, I don’t like the inclusion of enemies which functionally exist for the purpose of being defeated easily. As an option, however, I think it could be a flavorful alternative to the zombies presented in the bestiary. When a level one party is fighting a necromancer, and 5 zombies enter to assist him from the next room, the players are in pretty serious trouble. While zombies are not particularly difficult to hit, they are capable of doing a fair amount of damage. And since each one has 5 damage reduction on top of 12 HP, the party is going to need to devote at least a few turns to each one. If, on the other hand, you remove the damage reduction from each zombie, and reduce their HP to 1, the necromancer could call 30 zombies into the room to help him! Since Zombies are cannon fodder anyway, it makes sense for them to be easy to destroy. And since they don’t lose any of their ability to harm the players, they still pose a serious threat.

Plant Zombie Rather than being animated by negative energy, zombies could functionally be created by a flower which grows in the skulls of dead people. The roots weave throughout the brain, and stimulate it to produce movement. The blood and flesh of the living are used as fertilizer, allowing the plant to sustain itself, and a puff of pollen on the corpses of the dead would allow it to reproduce. Functionally this would be no different from a normal zombie, but don’t discount the value of fluff in making something old feel new again.

Parasitic Zombies Did you know that zombies are real? There are a variety of real life parasites which take control of their host creatures. One such parasite, the lancet liver fluke, was featured by The Oatmeal, and its life cycle serves as a good example of other similar parasites. Insofar as I’ve read, all of these parasites take control of a specific type of organism, then do their best to get that organism eaten by one of its natural predators. The parasite then reproduces in the colon of the new host, and its eggs are released into the world when the creature poops. In reality, I’ve never heard of these parasites taking control of anything larger than a small fish, but in fantasy such a parasite might be used to take control of humans. Once controlled, the brain-dead humans would function essentially as zombies. They would attack anything in their path, sustaining themselves on the flesh of others, with the ultimate goal of being devoured by a dragon, or other large human-eating creature.

Beloved Zombie These zombies are sometimes created by experienced necromancers with a particularly sadistic bent. Each zombie is under the effect of powerful illusion magic, which causes anyone who sees the zombie to believe it was created from the remains of a deceased loved one. Any attack roll made against such a zombie is made at a -1 penalty per HD of the zombie. Low level beloved zombies might simply appear to be the viewer’s long dead grandparent who was kind of a dick. Whereas a high level zombie would appear to be the recently deceased son of the viewer, crying while he plays with all of the viewer’s dead childhood pets.

Merciless Monsters 4: Telecanter's Three Spider Terrors

As the title notes, full credit for the creative parts of this post has to go to Telecanter, of Telecanter’s Receding Rules. To be frank, I’ve contributed nothing of value. I’m just taking care of the legwork that any halfway competent Pathfinder GM could handle on their own. If you don’t read TRR, then you’ve made some fundamental mistakes in your choice of which blogs deserve your attention. But hey, I won’t complain about the traffic.

Recently, Telecanter put up a post entitled “Three Spider Terrors,” where he created three types of deadly spiders which were meant to evoke the kind of terror giant spiders once instilled in us, before we became completely desensitized to fantasy creatures. All three connected with me, and I decided I would really like to use them in Pathfinder. And that’s exactly what I’ve done below: taken Telecanter’s spiders, and given them Pathfinder stats. Telecanter’s original descriptions of the spiders are also reproduced below as blockquotes, and all of this is done under Telecanter’s Creative Common’s License. The Pathfinder stats are based off of the Giant Spider and Spider Swarm stats on page 258 of the Pathfinder Bestiary.

Pale Spider

A skittering noise hovers around the edge of the torch’s flickering light.

Pale Spiders live in the dark, and they feed on those who don’t belong there. They are attracted to sources of light as a means of procuring food, but prefer to bide their time, waiting just outside the outside edge of the light source’s radius. A quick party might see, at most, a white leg just as it disappears back into the darkness. Pale spiders like to wait until one of their intended victims is rendered incapacitated before they venture into the light to feed on the creature’s soul using their Soul Drain attack.


Pale Spider; CR 1; [Vermin] [Underground / Dungeon] [Damp & Dark Climate] [Any Activity Cycle]


XP: 400
N Tiny Vermin (Cat sized)
Init +3; Senses darkvision 60ft, tremorsense 60 ft.,Perception +4


DEFENSE


AC 15, touch 14, flat-footed 12 [10 + Dex(3) + Size(2)]
HP 5 (1d8 + 0)
Fort +2 Ref +4 Will +1;
Immunities mind-affecting effects


OFFENSE


Speed 30 ft., Climb 30ft.
Melee bite +5 (1d6 – 2 plus Soul Drain)


STATISTICS


Str 6 Dex 17 Con 12 Int Wis 10 Cha 2
Base Attack +2; CMB -2; CMD 11 (15 vs. trip)
Skills Climb (+16), Perception +4 (+8 in webs), Stealth +11 (+27 in webs)
Feats Weapon Finesse (Bite Attack)


ECOLOGY


Environment Any
Organization Hunting Party (6-12), or Swarm (13-24)
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Soul Drain(Ex) Bite–Injury; save Fort DC 14; frequency 1; effect 1d6 Charisma damage; Cha damage is maximized (6) on a character who is at -1 HP or lower. Any creature whose Charisma is reduced to 0 by this ability cannot be healed or resurrected.


TELECANTER’S ORIGINAL TEXT


These cat-sized spiders follow just at the edge of light, wait for a death, then swarm in.   Never fewer than six, they prod and clamber over a body in order to steal a soul.  They prove to be vicious fighters if an attempt is made to keep them from a body.  Corpses pale spiders have fed on can not be revived.

Grey Mugger

A brief glimpse of fleeing grey legs moves quickly out of sight.

A young Grey Mugger is most often just looking for a safe place to rest. Most end up under a rock, or in a fallen log. However, when travelers are not careful with their discarded boots or open bags, these can seem like a perfect place to rest for a Grey Mugger. And when the creature’s rest is interrupted, they strike with surprising lethality, and use their remarkable speed to escape.


Grey Mugger; CR 1; [Vermin] [Dry, Warm Places] [Temperate Climate] [Any Activity Cycle]


XP: 400
N Diminutive Vermin
Init +3; Senses darkvision 60ft, tremorsense 60 ft.,Perception +4


DEFENSE


AC 17, touch 17, flat-footed 14 [10 + Dex(3) + Size(4)]
HP 2 (1d8 + 0)
Fort +2 Ref +4 Will +1;
Immunities mind-affecting effects


OFFENSE


Speed 50 ft., Climb 50ft.
Melee Touch Attack bite +2 (1 damage, plus Life Link)


STATISTICS


Str 6 Dex 17 Con 12 IntWis 10 Cha 2
Base Attack +2; CMB -4; CMD 9 (11 vs. trip)
Skills Climb (+16), Perception +4 (+8 in webs), Stealth +11 (+27 in webs)
Feats Weapon Finesse (Bite Attack)


ECOLOGY


Environment Any
Organization Solitary, pair, or colony (3-8)
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Life Link(Su) Bite–Injury; save Fort DC 22; effect the target of the life link receives no benefit from any form of healing, regardless of its source. Instead, all magical, divine, natural, and mundane healing goes to the Grey Mugger. Every 8 hit points gives the spider an additional HD, increasing its maximum HP. Every 3 HD gained, the Grey Mugger grows one size category, and with each size category the damage dealt by the creature’s bite attack increases (1d4, 1d6, 1d8, 1d10, 2d6, and so on). In order for the Life Link to be broken, the Grey Mugger must be hunted down and killed. Until then, the victim can receive no healing whatsoever. A single Grey Mugger may establish a Life Link with any number of victims. In some rare cases, Grey Muggers have been known to absorb enough energy to gain Intelligence, sending out “drone” Grey Muggers, and devouring them to gain their Life Links.


TELECANTER’S ORIGINAL TEXT


A tiny reclusive spider that often catches explorers unaware as they probe old bags and chests.  The bite of the grey mugger is but a sting (1 hit point) but thereafter the healing of the victim with serve to feed the spider (each hit point the victim heals, whether by magic, divine aid, or naturally, will go to the spider– every 8 hit points will grow the spider and give it an additional hit die making it more fierce).  The spider must be found and slain to sever the link.

Jerky Man

What appears to be a human man moves with jerky, sudden movements, as though he is controlled by an inexperienced puppeteer.

They were once human, or at least, their bodies once contained a human. Their internal organs have been replaced by a swarm of deadly spiders, and their nervous system and musculature has been replaced with an elaborate tangle of webs. The once-human creatures stagger about in a poor imitation of a human walk. They attempt to mime the desire for physical contact–and embrace or a kiss…


Jerky Man; CR 5; [Vermin] [Caves] [Temperate Climate] [Any Activity Cycle]


XP: 2,400
N Medium Vermin
Init -1; Senses darkvision 60ft.,Perception +0


DEFENSE


AC 11, touch 10, flat-footed 11 [10 + Natural(1)]
HP 14 (3d8 + 0)
Fort +0 Ref +0 Will +3;
Immunities mind-affecting effects


OFFENSE


Speed 20 ft.
Melee slam + 2 (1d6 plus infect)


STATISTICS


Str 12 Dex 10 Con 10 Int Wis 10 Cha 2
Base Attack +1; CMB +2; CMD 12


ECOLOGY


Environment Near Caves
Organization Solitary
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Infect(Ex) Any touch from a Jerky Man requires a DC: 14 fortitude save. Failure indicates that the target has become infected by the spiders which control the Jerky man from within. The spiders immediately begin laying eggs and spreading themselves throughout the body of the host, dealing Con damage each day equal to the number of days which the host has been infected. (On the first day 1 Con damage is dealt, on the second day 2 Con damage is dealt, and so on) This ability damage cannot be healed unless the infection is cured. If the host reaches 0 Constitution, then the host dies, and their body becomes a new Jerky Man.

Cure It is exceedingly difficult to cure the Jerky Man Infection. Most who know its effects resort to self-amputation of the affected limb without hesitation. The clerical spell “Heal” can be used to cure the infection as well, if a cleric of sufficient level can be found.

Last Ditch Leap(Ex) Upon its destruction, the skin of a Jerky Man will rip open to reveal cobwebs roiling with spiders. The round following the creature’s destruction, the spiders will leap free from the ruined corpse in every direction, and quickly skitter towards the nearest viable host. Anyone standing within 5ft of the creature’s body must make a fortitude save as though they have been touched. Those with the evasion ability are entitled to a reflex save (DC: 16) to avoid the spiders altogether. The spiders will move about the battlefield as a Spider Swarm (Pathfinder Bestiary Pg. 258) for 3 rounds or until destroyed. After three rounds, spiders without a host die. Any who come in contact with the swarm during this juncture must make a fortitude save against infection.


TELECANTER’S ORIGINAL TEXT


They are said to come staggering out of caves or old mines and motion for passersby to come close.  An embrace and a kiss is all they wish.  But they are not men.  A kiss from a jerky man, or just a touch, will infect the victim and the flesh near the bite will begin turning to tiny spiders (an inch per day) unless something is done.

If a jerky man is killed in combat its thin skin will rip open to reveal cobwebs roiling with spiders.  The round after one dies, the person that killed them will be covered with spiders and begin taking one point of damage per round.  Upon death the victim will become a jerky man themselves.  (DMs can adjudicate how successful various means of removing the spiders are).

Merciless Monsters 3: Draugr

For the first time in a long while now, I sat down to write today’s post without the foggiest idea of what it was going to be about. It’s Friday, so my choices were narrowed down to either Merciless Monster, a Colorful Character, or a Magical Marvel. Most of the time, when I wake up Friday morning, I start thinking about what I would like to create. While I’m taking care of the mundane tasks which make up our daily lives, I’m also fumbling through the details for the monster, character, or item I’ll be writing about once I can finally sit at my keyboard in the morning. Today I…just didn’t do that. Not quite sure why. By the time I got home I was so exhausted I went straight to bed after dinner. Couldn’t have been later than 7 o’clock. When I awoke at 3 in the morning on Saturday, I sat down to write without the foggiest idea of what I’d be writing about.

I had wanted to continue my Magical Marvels series on the artifact weapons found my my Ascendant Crusade campaign, but the artist who has been illustrating those is asleep, so that’s a no-go. And since I’m still a little tired of the Colorful Characters posts, I decided to write another Merciless Monsters post. But what to write about? If you’re not willing to randomly combine animals together and call it a ‘monster,’ coming up with a fearsome creature on the spot isn’t so easy. I was first inspired by my plushie of Jabba the Hutt to create a Pathfinder version of Hutts which hoarded gold and made Faustian bargains with those who sought their aid. Truth be told I think it’s a really great idea, and I may return to it, but the creature I imagine would be used for role playing encounters, rather than combat encounters, and that’s not what I wanted to write about tonight.

Out of ideas, I gave into my inner-zombie and googled “Undead in Folklore.” Unsurprisingly, wikipedia was the first result, but I opened a number of windows in anticipation of a lengthy search. I started with Wikipedia’s list of “Forms of Undead,” and clicked the first type which I wasn’t already intimately familiar with: the Draugr. At first they didn’t seem particularly interesting, just mummies without the wrappings. I almost clicked away, but continued reading long enough to learn that they could grow in size at will. That’s pretty interesting. I kept reading, and learned even more interesting things. This creature (which, incidentally, was the very first type of undead on that list) is surrounded by superstitions and rituals which I’ve never seen represented elsewhere.

Let this be a lesson to all game masters: Mythology will never let you down.

Particularly the shit that vikings came up with. Those people were fucking crazy.

Draugr

The imposing form of the corpse-blue creature stands before you, emanating a stench of decay which nearly makes you gag. It wears the garb–and the grin–of a fearsome warrior.


Draugr; CR 14; [Undead] [Crypt] [Cool Climate] [Nocturnal]


XP: 38,400
NE Medium Undead
Init +1; Senses Darkvision 60ft, Perception +0


DEFENSE


AC 23, touch 13, flat-footed 21 [10 + Dex(1) + Dodge(1) + Ring(1) +Armor(10)]
HP 85 (11d8 + 33)
DR 5/Iron
Regeneration 2 (See “Destruction”)
Fort +9 Ref +4 Will +5;
Immunities Undead Traits


OFFENSE


Speed 30 ft.
Melee +2 Greatsword +25/+20/+15 (2d6 + 17)


STATISTICS


Str 29 Dex 12 ConInt 3 Wis 10 Cha 16
Base Attack +11/6/1; CMB +20; CMD 33 (+8 vs. Bull Rush or Trip attempts.)
Feats Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Whirlwind Attack
Skills Intimidate (+14)
Languages Common
SQ Gaseous Form, Stability, Armor Training 3; Weapon Training (Heavy Blades +2,Light Blades +1)
Gear +1 full plate, +2 Greatsword, Ring of Protection +1


ECOLOGY


Environment They guard their crypt unless disturbed, then they will attack nearby settlements.
Organization Solitary or in groups of up to ten.
Activity Cycle Primarily nocturnal, but do not tire, and can function even in daylight.
Diet None; Natural Enemies None
Treasure Standard


SPECIAL ABILITIES


Gaseous Form(Su) As a standard action, a draugr can assume gaseous form (Pathfinder Core Rulebook Pg. 287) at will. It can remain in this state indefinitely, and has a fly speed of 20 feet with perfect maneuverability.

Swim Through Earth(Su) As a standard action, a draugr may enter into earth or stone at will as though it were water. This state lasts indefinitely, and allows the dragur to travel at a speed of 10 through any surface made of these materials. A draugr may take a grappled creature with him when he uses this ability. This creature will not suffocate, but is considered to be under the effects of a Meld Into Stone spell (Pathfinder Core Rulebook Pg. 312). Non-casters may be unable to escape without assistance.

Enlarge Self(Su) As a standard action, a draugr can enlarge itself at will. This functions as the spell Enlarge Person (Pathfinder Core Rulebook Pg. 277) except the draugr can only cast it on itself, and its duration is indefinite. In addition, a draugr is able to grow up to four times its normal height. A medium creature would become a huge creature, gaining  a -2 penalty to attack rolls and AC, a -6 penalty to Dexterity and a +6 bonus to Strength. The creature also gains a +2 special size modifier to combat maneuver checks and defense due to its increased size, and has a reach of 15ft. A draugr’s speed also doubles while in this form. One of the draugr’s preferred methods of slaying its victims is to crush or devour them while increased in size.


CREATING A DRAUGR


Brutish Draugr lose nearly all their intelligence when they become undead, though they retain enough to be sentient and aware. They are also creatures of immense strength. When a draugr is created, its Intelligence is reduced to 3, and its Strength is raised by an amount equal to the amount its Intelligence was lowered. So if a creature has 10 STR and 10 INT, then upon becoming a draugr its INT becomes 3, and the STR becomes 17.

Forceful Presence Upon become a draugr, a creature gains 6 Charisma.

Weapon Resistance Draugr gain Damage Reduction 1/Iron for every 2 HD

Overweight Draugr are unnaturally heavy, and gain a +8 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt.


ADDITIONAL INFORMATION


Background Draugr are crypt guardians, not unlike their distant undead cousins mummies. They rise to protect their tombs (or the tombs of powerful leaders they were interred with), from graver robbers and thieves who would defile them, and pilfer their riches. They are sometimes created intentionally,using simple burial rituals which are known to a number of warrior peoples. Most often, however, draugr simply rise from the corpses of those whose wealth was gained through violence and bloodshed. Warriors who valued gold more than they valued the lives of others.

Draugr are intelligent, though barely so. Most draugr know only two things for sure: they must protect their tomb, and they hate the living. Draugr are painfully jealous, and take great delight in killing. If they cannot have life, then why should anybody else? Often times after they encounter a living creature who has entered their tomb, they will become so enraged that killing only once is not enough. They will dare to leave their crypt for a few hours every night for a few days, searching for more living creatures to kill. If anything is actually taken from their tomb, then the draugr may not stop venturing out at night until it is slain.

Occasionally when a draugr kills someone, they will drag the body back to their crypt. The next night, that body will also rise as a draugr, and work with the first to protect the crypt. Some scholars speculate that the draugr who do this are slowly becoming more intelligent, and realize that additional draugr will allow them to spend more time away from their own crypt, killing the living.

Appearance Draugr are bloated and ugly. Their skin is a blue-black color, and they have a pungent stench of decay about them.

Emanations of Evil Animals which feed near a draugr’s tomb often become dire animals. They will attack anyone who approaches, and obey any command given them by the draugr.

Progression Sometimes, usually after a draugr has left its crypt and slain a number of interlopers, it begins to regain some of its Intelligence–though none of its memories. These draugr become even more intensely jealous of the living, and often become more concerned with tormenting them than they do with protecting their tomb. They also gain a number of powerful magical abilities, allowing them to enter dreams, spread magical diseases and plagues, bestow curses, control the weather, change their form to that of an animal, or even see the future. On occasion, extremely powerful draugr have been known to prevent the sun from shining anywhere within miles of their tombs. The goal of these draugr becomes to drive all living beings mad, so that they cannot enjoy the life which the creature so envies.

Destruction Destroying a draugr is difficult. Even when its damage reduction can be overcome, the creature’s bones knit back together of their own volition. Wounds will close, and even severed limbs may reattach themselves. Even a draugr reduced to 0 HP is not destroyed, as most undead creatures are. The only way to truly destroy a draugr is to cut off its head, incinerate it, and scatter the ashes into a sea or river. If this is not done within 6 days, the draugr will regenerate within two weeks.


REFERENCE


Merciless Monsters 2: Bloody Avenger (Bloody Mary)

I recently became rather intrigued by Bloody Mary folklore. I’ve always been a fan of undead creatures. In particular, I’m fascinated to learn about the reality of humanity’s fear of the dead. Pop culture is so inundated with movie monsters these days that it’s easy to know everything about zombies of vampires without ever learning the reality which inspired the fantasy. In fact, it was the trailer for the movie “Paranormal Activity 3” which first got me interested in this folklore. I find it hilarious that a movie trailer failed to convince me to see the movie, but succeeded in motivating me to do some reading. Even if it was just Wikipedia, and a handful of other websites.

Each of us is a student of popular culture, whether or not we realize it. But there’s so much more to these creatures. Historical information, which filmmakers never passed down to us. Did you know that while Catholics in Western Europe took a slowly-decomposing corpse as a sign of sainthood; Catholics in Eastern Europe took it as a sign that the corpse was waking at night as a vampire? It’s true. Likewise, Zombies originate from Afro-Haitian superstitions, where “sorcerers” would use psychoactive chemicals to place a victim in a highly suggestible state, then order that victim to do their bidding.

Interesting stuff.

Hoping to find some similarly interesting revelations for Bloody Mary, I did some looking around. I haven’t found a ton of solid information on the tale’s origins–it seems to be a relatively recent, and particularly fractured piece of folklore. However, the sheer volume of completely different accounts of this mirror-dwelling creature make it a curiosity to me. And as I looked for additional sources of information, I began to wonder if Mary had ever been converted into a monster for gaming. I flipped through the various incorporeal undead in my Bestiaries and Monster Manuals, but didn’t find anything which seemed specifically based on her. Since I find the folklore so fascinating, I thought I’d go ahead and create my own.

As an aside, in my study of Bloody Mary, I learned a word which should be very useful to game masters and world crafters. Catoptromancy; Divination by use of mirrors, or other reflective surfaces.

Bloody Avenger

At first all that can be seen is the dripping blood, falling apparently from thin air. Once one looks upon vengeful specter’s crimson form, the black pits of its eyes widen, and it gurgles a curse from a blood filled mouth.


Bloody Avenger; CR 10; [Undead(Incorporeal)] [Urban] [Any Climate] [Nocturnal]


XP: 6,400
CE Medium Undead
Init +7; Senses darkvision 60ft; Perception +12


DEFENSE


AC 18, touch 18, flat-footed 14 [10 + Dex(3) + Dodge(1) + Incorporeal Deflection(4)]
HP 90 (9d8 + 45)
Fast Healing 2
Fort +3 Ref +6 Will +12
Defensive Abilities Incorporeal
Immunities Undead Traits


OFFENSE


Speed fly 30 ft. (Perfect)
Melee Lacerate Face + 14 (4d6 + 4)
Special Attacks Death’s Gaze, Share Guilt, Expose Guilt, Bloody Chains


STATISTICS


Str Dex 16 Con Int 6 Wis 15 Cha 18
Base Attack +6/1CMB+9 CMD 19
Feats Improved Initiative, Dodge, Ability Focus(Death’s Gaze), Iron Will, Toughness, Natural Weapon Focus (Lacerate Face)
Skills Fly (+12), Intimidation (+21), Perception (+12), Stealth (+20)
Languages Common


ECOLOGY


Environment Most commonly in urban homes, but they can strike wherever a mirror is nearby.
Organization Solitary
Activity Cycle Primarily nocturnal, but do not tire, and can function wherever there is low light.
Treasure Standard


SPECIAL ABILITIES


Invisibility(Sp) A bloody avenger may cast Invisibility (as the spell) at will.

Catoptromancy(Su) A bloody avenger can enter any mirror, and exit through any other mirror on the same plane. Broken mirrors do not affect the creature’s ability to travel through them, however, a mirror covered with a cloth cannot be traveled through. The creature can do this while invisible. Note that this ability works only for mirrors, surfaces which are incidentally reflective cannot be used for this, or any other mirror-related ability of the Bloody Avenger.

Lacerate Face(Ex) Bloody Avengers are compelled to destroy their victim’s faces. It is not entirely clear why they do this, but it is surmised that it is based on the creature’s intense feelings of guilt, and a desire to destroy its own identity. This is a melee touch attack which deals damage equal to 1d6/2 hit dice. A Bloody Avenger’s charisma modifier is considered a weapon bonus for the purposes of this attack, and can be added both to the attack and the damage roll.

Death’s Gaze(Su) 3 times per day, as a standard action, a Bloody Avenger may show a target opponent their own death. This is the death which they are currently fated for, though their fate is not immutable. However, the individual who sees this image of their death will know, inherently, that it is not an illusion. The fear this causes is profound. The target becomes immediately Panicked, but is entitled to a will saving throw [DC 20 (10 + 1/2 HD + Cha + Ability Focus)] to be only shaken. Targets can repeat the will save on each turn until they succeed. The Shaken condition lasts 3 rounds. In order to be affected by this attack, the target must look either at the Bloody Avenger, or at any mirrors.

Share Guilt(Su) Once per day a Bloody Avenger may pass through a target creature by moving through a square which that creature occupies. The target is entitled to a reflex saving throw [DC 17 (10 + 1/2 HD + Cha)] to take an immediate 5-foot step out of the way. If the Bloody Avenger successfully passes through the target, then for the next 24 hours, any damage inflicted on the Bloody Avenger will be inflicted on that target. This effect is treated as a curse, and any ability which removes curses will end this effect.

Expose Guilt(Su) Once per day, a Bloody Avenger can select a target. As a standard action, the Bloody Avenger shares the target’s greatest unknown sin to all of that target’s allies within 60ft. Any moral boosting effects which that character granted to his companions ceases to function, and all opponents within 10ft of the character take a -1 penalty to all rolls. This effect lasts for 24 hours.

Bloody Chains(Su) Once per day, a Bloody Avenger can cause four blood-soaked barbed chains to emerge from any mirror within 60 feet, and grapple with a target. The chains are treated as having the Grab ability, so they do not provoke an attack of opportunity when they attempt to grapple. The chains have an effective CMB of +14, and can extend a maximum of 30ft from the mirror. The chains immediately begin attempting to draw a grappled target into the mirror (requiring a successful grapple check each round to move the target at half of the chain’s speed of 30). Each of the 4 chains has hardness 10, hp 5, and a break DC of 26. Each chain destroyed reduces the chain’s overall CMB by 2.

If the chains successfully move a target to a space adjacent to the mirror which they came out of, then on their next turn they may attempt a final grapple check to pull their target into the mirror. (This is considered a hazardous location, granting the target a +4 on their grapple attempt). If the target is successfully drawn into the mirror, then they fall out of another mirror somewhere on the same plane. This mirror could be elsewhere in town, in another nation, or even on another continent.

Death Rattle(Su) Upon its destruction, a Bloody Avenger lets out a piercing wail of anguish. Characters within a 60ft radius of the destroyed Bloody Avenger, who are not wearing protective ear coverings, take 10d6 sonic damage from this wail.


SPECIAL WEAKNESSES


Distraction All Bloody Avengers are created from a death which resulted from the death of someone else–whether or not they are guilty of it. They are fixated on that event, and seek indiscriminate revenge for it. However, if they are presented with someone who reminds them of whomever’s death caused their own, the Bloody Avenger may become distracted. For example, a mother who went mad and died after the passing of her child may, as a Bloody Avenger, become distracted by a young child, believing it to be her own for as long as her distraction is not interrupted.

Summoning If an adventurer looks into a mirror and speaks the true name of a Bloody Avenger three times, then confesses to causing the death for which the Bloody Avenger is seeking vengeance, then the Bloody Avenger is immediately transported to that mirror.

Forced Medium Bloody Avengers can be used to discover secrets which may otherwise be impossible to discern. Once one is encountered or summoned, the party or individual who encounter it must not meet the Bloody Avengers eyes, nor harm it at all. For 1 minute (10 rounds) the Bloody Avenger will attack the party normally, however, unless the party meets the creature’s eyes or attacks it in return, it cannot use lethal force. After a minute has passed, the Bloody Avenger can no longer attack the party. The party can, at this point, ask to speak with a specific dead person. They need not know the person’s name, but must know something about them. “The person who designed the ruins of Aomur,” or “The little boy who was killed by Joey Grills four years ago” would be sufficient. The Bloody Avenger will then retrieve the soul of this person with unerring accuracy, assuming they are dead, their souls still exist, and the phrasing of the question did not specifically exclude the intended person (Such as if Joey Grills killed a girl).

The soul is then compelled to answer any questions the party has for it. This bypasses any of the normal restrictions on the Speak with Dead spell. Three conditions cause this effect to end: 1) if the party meets the eyes of, or attacks, the Bloody Avenger, then the dead spirit disappears, and the party must combat the Bloody Avenger normally. 2) If the party tells the spirit it can go, then the Bloody Avenger will also excuse itself by exiting through the nearest mirror. If the mirror has been covered, the Bloody Avenger will attack the party. 3) after 10 minutes, the Bloody Avenger is released from its compulsion, and will release the spirit and attack the party.


ADDITIONAL INFORMATION


Background A Bloody Avenger is a very particular manner of ghost. In life, the creatures who eventually become Bloody Avengers all suffer greatly from the horrible death, or loss, of someone dear to them. Such as a mother whose child goes missing, a man whose mother is murdered, or a child who watches another child fall down a well. The exact manner of the loss is irrelevant, so long as the person feels guilt over the loss. It matters not if the person in question is actually responsible in any degree for the loss, so long as they feel guilt over it.

That guilt must then drive the person to their own death, or dominate the rest of their life. To use the above examples, if the mother who lost her child went mad, and eventually committed suicide, that would qualify. If the man mentioned above had murdered his mother himself; and was then tried and executed for the crime, that would qualify. Even if he denied his guilt, it is likely that he still felt that guilt on some level. Lastly, if the young child lives a long life, yet is always haunted by feelings of guilt for the other child’s death, then even dying of old age would not save him or her from qualifying. Any of these people might potentially rise as Bloody Avengers.

Bloody Avengers remember very little of their lives. They wander, only half aware of the world around them, while the other half of their attention is constantly reliving the moment which caused their guilt. This leaves them angry and violent, and poised to attack anyone who disturbs them.


REFERENCE


  • The Undead Type is described on page 309 of the Pathfinder Bestiary.
  • The Incorporeal Subtype is described on page 312 of the Pathfinder Bestiary.
  • The Incorporeal Trait is described on page 301 of the Pathfinder Bestiary.
  • Information on the Bloody Mary legend drawn from the Wikipedia entry, and the Snopes.com entry (oddly enough. Do ghost stories really need to be verified?)
  • Images for this post taken from a remarkable fan-video for the Lady Gaga song “Bloody Mary”

Pathfinder Monster: Corpse Sewn Hekatonkheires

One of the games I’m currently running has some seriously overpowered characters in it, and I’ve found that in the last few sessions I’ve not done a very good job of challenging them. So, recently, I constructed an adventure which was entirely combat oriented, and filled with custom monsters designed to bypass many of their ridiculous defenses. I wanted something really special for the final encounter of the session, so I made up the monster which is detailed below. I’ve done a lot of work since the game to polish it up and make it available for Pathfinder GMs.

For the record, the game went pretty well, except the monster below ended up being too much for them. The sorcerer got reduced to -13 HP (dead) after just a few rounds, and the Dawnblade (homebrew variant of the Duskblade) character got reduced to exactly 0 when the beast still had about 50 HP. Fortunately for my players there’s a super-secret reason why this particular monster was unable to kill that particular character…but it’s still out there.

The name isn’t just a jumble of letters, by the way. I noticed after the fact that the monster bore a kind of resemblance to a little-known creature of myth.

Corpse Sewn Hekatonkheires

Eight “tentacles” made of severed human arms–each holding tightly to the stump of the next–wave about the body of this horrifying undead. Its bulbous body is a throbbing sack of vein covered flesh, almost like a massive heart. And, on the end of the pulsating monstrosity, are fifty human heads. Each has rotted away to a sagging gray mess, which stares with white, hungry orbs.


Corpse Sewn Hekatonkheires; CR 14; [Undead] [Swamp] [Temperate Climate]


XP: 38,400
NE Huge Undead
Init +4; Senses darkvision 60ft; Perception +20


DEFENSE


AC 8, touch 8, flat-footed 8 [10 + Dex(0) + Size(-2)]
HP 300 (16d8 + 238)
Fort +5 Ref +5 Will +5
DR 10/Slashing


OFFENSE


Speed 40-60ft.(See Text); swim 20ft. (Can run 5 at times normal speed)
Melee 2 or 8 tentacle slam attacks + 17 (2d8 + 7)
Space 15ft; Reach 10ft.
Special Attacks Breath Weapon (60ft. cone, DC 20, 12D6 acid)


STATISTICS


Str 25 Dex 10 Con Int 2 Wis 7 Cha 38
Base Attack +12CMB+21 CMD 31 (Can’t be tripped)
Feats Toughness, Improved Initiative, Multiattack, Improved Natural Attack, Awesome Blow, Ability Focus (Breath Weapon), Ability Focus (Hungry Heads), Alertness, Run
Skills Climb +16, Perception +20, Stealth +16, Swim +16


ECOLOGY


Environment temperate marshes, riverbeds, small lakes
Organization solitary
Treasure Standard


SPECIAL ABILITIES


Awesome Blow(Ex) As a standard action, the Corpse Sewn Hekatonkheires may perform an awesome blow combat maneuver. If the maneuver succeeds against a corporeal opponent smaller than the beast, its opponent takes 2d8 + 7 slam attack damage, and is knocked flying 10 feet in a direction of the Corpse Sewn Hekatonkheires choice and falls prone. The attack can only push the opponent in a straight line, and the opponent can’t move closer to the attacker than the square it started in. If an obstacle prevents completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked pron in the space adjacent to the obstacle.

Hungry, Hungry Heads(Ex) Any character which stands in a square adjacent to the Corpse Sewn Hekatonkheires’ 50 heads is subject to a bite attack. This is an immediate action for the Corpse Sewn Hekatonkheires. Characters are allowed a DC 20 [10 + 1/2 HD(8) + Ability Focus(2)] to avoid this attack. If the save fails, roll 2d6 to determine the number of heads which successfully bite the character. Each bite attack deals 1d4 damage.

Breath Weapon(Su) Using a breath weapon is a standard action. A Corpse Swen Hekatonkheires can use its breath weapon once every 1d4 rounds. A breath weapon always starts at an intersection adjacent to the beast and extends in the direction the creature’s heads are facing. Those caught in the area can attempt Reflex saves to take half damage. The save DC is 10 + 1/2 the monster’s HD (8) + the monster’s Con modifier (0 for undead) + the Ability Focus feat (2).


ADDITIONAL INFORMATION


Tentacles, Attacks, and Movement The Corpse Sewn Hekatonkheires has a relatively light body considering its size, which allows it to walk on its 8 tentacles. Lifting itself from a position resting on the ground or in the water, to a “standing” position requires all 8 tentacles to be engaged in a standard action. Once standing, the creature requires only 6 of its tentacles to remain standing, and may attack with the remaining two. When support itself on 6 tentacles, the creature can move at a land speed of 40ft. When using all 8 tentacles to support itself, the Corpse Sewn Hekatonkheires can move at a speed of 60ft. Shifting between using 6 tentacles and 8 tentacles to support itself is a move-equivalent action.

Background The Corpse Sewn Hekatonkheires is the creation either of an extremely masterful, or extremely foolish necromancer. Animating the creature requires a hundred human bodies, but many power hungry casters view the requirement as worthwhile due to the beast’s expertise in keeping troublesome adventurers from getting through the swamps surrounding a necromancer’s headquarters.

These amphibious monstrosities typically hunt near shallow water. Often they hide under a bridge or other river crossing, camouflaging themselves as piles of muck, and make their first strike as soon as no one is looking.