Welcome to Monsters Down the Path! I specialize in monsters and monster accessories (mainly deities) from the Pathfinder RPG! Specifically 1st Edition, though I’m still sinking my teeth into 2nd Edition content. New articles pop up every Friday (and sometimes Mondays!) reviewing creatures from across every 1e Bestiary, module, and Adventure Path! Sometimes I even mix in my own homebrew content!
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(Art source: Devil Survivors, pulled off the wiki)
(Author's note: This one's an oddity I feel like I should comment on. I only ever encountered this guy in the Devil Survivors' series, itself a branch of the Shin Megami Tensei series. While most of the devils/demons/spirits/whathaveyou in SMT are pulled from real mythologies from all over the world, this specific guy is a wholesale reference to a manga I've never read, but incarnated as a menace instead of as a prankster. I've made him close to his Devil Survivors self, since that's where I first encountered him)
(I played Devil Survivors 2: Record Breaker over 15 years ago, and it became one of my favorite games ever made. And THIS guy, for whatever reason, stuck with me harder than any other spirit in the game despite his limited usefulness, to the point that the moment I got reminded of him, I got the urge to stat him out. The name isn't inspired, but his name in-game is just "Ghost Q" so I wanted to add a little something to it; I'm taking suggestions, so long as they begin with Q)
In times of great economic prosperity, when the pantries of families burst with excess far beyond their needs, they must take care not to brag of their abundance lest they invite a visit from a Qan. Believed to be everything from the souls of those who perished from famine, to fragments of spite from lords jealous of their subjects' plenty, to bizarre incarnations of economic balance, the Qan are small but powerful spirits with an even more powerful appetite and a strange fixation and interpretation of "fair shares."
In idle times, the Qan wander roads aimlessly but are rarely actually encountered by travelers due to their ability to turn invisible, giving the illusion that the unusual undead randomly pop into existence and accost anyone they've "judged" as living beyond their means. Instinctually guided towards settlements experiencing a prosperous boom, Qan arrive with little pomp and circumstance, marching past any stunned onlookers while making no attempts to hide their garish and incongruous appearance, nor their gluttonous motivations. Anyone that gets between them and their targets is shoved aside, or battered if they're particularly stubborn, as a Qan's minuscule frame hides enough strength to send a soldier flying out of his shoes with a single punch.
Upon reaching their destination, the Qan attempts to politely enter the home via invitation. If/when denied, they try to trick their way inside, or loudly pester and needle the families until they're verbally permitted to enter... But if not invited in by dinner time, the Qan will lose patience and use its strength to terrifying effect, knocking out a window to crawl through or bashing a door off its hinges, leading many to deny it only until they can set the table for it and minimize its destructive presence. Brushing past terrified (or utterly exasperated) families, the Qan messily and noisily consume its "share" of the household's food, often making terrible puns related to anything it sees as it does, just to add further absurdity to the situation. A Qan can and will eat a whole day's worth of meals in a single sitting, and if the household has yet more after this, the spirit promises to return the next day to claim its "share" then, too, until it's finally satisfied that the house has become "properly balanced," typically meaning they've enough food to feed themselves for one to two weeks and no more.
... At which point the spirit moves on to the next house to do the same thing over and over, until the whole settlement meets some arbitrary economic threshold or, more frequently, the Qan is chased off, banished, or slain by a third party... or a common pet. For unknown reasons, Qan are mortally terrified of dogs, fleeing at top speed from as little as the sight of untrained puppies and becoming frightened by the sound of barking alone. Some scholars posit that Qan may be the spirits of ravenous goblins, which goes a long way to explaining their foul behavior, atrocious fashion sense, and terrible table manners.
All Qan stand at approximately 3 feet tall, often wearing hats as tall as they are, and weigh almost nothing despite their gluttony. Their unpleasantly humid breath smells strongly of cooked rice, a food they love above all else; meals primarily made up of rice can be used to bribe them to behave as a proper guest, though never to actually leave.
Constant--Feather Fall
At-will--Invisibility
3/day--Force Punch (DC 16), Mage Hand, Minor Image (DC 15)
1/day--Poison (DC 17), Vampiric Touch
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Statistics
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Str 20 Dex 16 Con -- Int 15 Wis 16 Cha 17
Base Atk: +6; CMB +10; CMD 23
Feats Improved Natural Attack (slam), Lightning Reflexes, Multiattack, Weapon Focus (slam)
Skills Acrobatics +11 (+15 when jumping), Diplomacy +11, Fly +5, Knowledge (Local) +10, Perception +14, Stealth +18
Languages Common, Goblin
SQ Rice Affinity
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Ecology
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Environment any urban
Organization solitary
Treasure standard
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Combat: Qan are tricksters when they haven't been harmed, using their magic to pester and baffle anyone trying to attack them as they rapidly bound around the area with their Weightless Step. If their ghostly powers don't frighten aggressors off and they believe their life is in danger, Qan quickly switch to lethal force with their battering slams and dangerous bite, knocking foes left and right with their Force Punch. They reserve their Poison spell-like ability for foes whom they believe to be physically frail, or who've proven resistant to their physical attacks.
Morale: Qan are here to eat, not fight. They do not confirm kills, claiming victory when enemies are too battered to remain standing. They take trophies from unconscious foes in the form of fancy clothes, jewelry, and every speck of available food. They attempt to flee or parlay when dropped below half HP, but will fight to the death if especially offended. An act of gluttony from someone other than themselves can easily motivate them to fury.
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Special Abilities
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Dog Terror (Ex): Qan become automatically shaken if they hear a dog barking. Each time a Qan sees a dog or dog-like creature (such as Hellhounds and Werewolves), it must make a DC 25 Will save at the start of its turn or become panicked until it can no longer see or hear them. This weakness can be overcome if the Qan knows for certain that the sound or the sight of a dog is a fake, such as if it's a costume, statue, or illusion.
Quick Snack (Ex): On any round it doesn't make a bite attack, a Qan may use its swift action to consume a potion, tincture, or other edible item (such as a serving of food) that it is holding or that is unattended and within 10ft of it.
Rice Affinity (Ex): Qan love rice so much that the taste revitalizes them. Each time they eat a serving of rice, they regain 1d4 HP plus 1 point per HD they possess (1d4+8 for a typical Qan).
Weightless Step (Su): Qan are supernaturally light no matter how much they've eaten, allowing them to effortlessly bounce through the air. During their turn, they have a fly speed equal to their land speed with clumsy maneuverability. They are treated as though they were Tiny for the purposes of abilities, spells, and effects that rely on size, such as being grappled, pulled, or pushed, setting off weight-based traps, or being blown around by Gust of Wind and similar.
These bizarre creatures haunt the edges of civilization for dupes and wanderers to stock up on precisely what you'd expect, snatching away at the shadows of people whose lives are filled with regret. Shadow Collectors have numerous reasons for doing what they do, ranging from survival to fashion, using every part of the shadows they steal whenever they manage it. They "sift" memories and regret from shadows to consume, can wear someone else's far fancier shadow(s) in place of their own due to the fact they have No Shadow themselves. And if they don't like how it looks "raw," they can process a shadow (or multiple shadows) into a fabric they can weave into a wide variety of useful magical items aligned with darkness, shadows, and illusion.
I said they "steal" shadows, but Shadow Collectors can run the full gamut from con-artists tricking mortals into selling them off, to sneaky thieves, to blatant muggers, and all of them are dangerous to a party that doesn't know what they're dealing with and doesn't realize just how badly they need their shadow. If a Shadow Collector manages to snatch your shadow, not only do you obviously not have a shadow anymore, but this supernatural robbery also somehow steals your reflection, potentially tricking onlookers into believing that you're some manner of undead or fiend... if the negative levels didn't kill you first. Yes, when a Collector yanks it away, a chunk of your memories go with it, inflicting 2 negative levels onto you that cannot be removed, period, until you get your shadow back. Now, getting it back is a simple affair! A Shadow Collector can release any or all of its stolen shadows as a simple standard action, so bargaining/tricking/negotiating/threatening can work... and if it can't, a creature can also regain their shadow by getting blessed with Break Enchantment or, more likely, touching the Collector while it's either helpless or dead.
So that's how to get it back once it's gone, but how does it snatch them in the first place? Well, their Steal Shadow automatically collects the shadows of any creature they destroy, incapacitate, or kill with their two claw attacks, though the 1d6+2 damage isn't likely to kill much of anything. The +3d6 Sneak Attack on both of them is a different story, able to burst down most common citizens they need to pad their pockets and severely injure folk with much fancier shadows outright. They also have the unique Tear Shadow ability, giving their claws Ghost Touch while dealing an automatic 1d6 Charisma damage to incorporeal creatures. Tear Shadow destroys any incorporeal creature that hits 0 Charisma, letting them effortlessly hunt down actual Shadows and shove them in their packs... and, amusingly, means a Collector can set up a shadow-harvesting operation near the sites of respawning Undead like Poltergeists and Ghosts.
They can also just use the Steal Combat Maneuver to snatch the shadow of an unsuspecting rube, yanking it out from under them like a carpet they were standing on. They've got a +14 to steal checks, giving them a decent chance against similarly-leveled creatures, though a DM could also rule they could use their more unfair +22 to Sleight of Hand to yank it away too. It's not exactly a subtle theft in either way, what with the sudden 2 negative levels, but a victim suddenly reeling from the theft might not notice the perpetrator slinking away with a +26 to Stealth.
Stealing a shadow has one final, powerful benefit for the cruel Collector: it grants them Shadow Points (SP). Each stolen shadow grants them 2 SP, which never expire until they do, and each point allows them to use one of their powerful spell-likes. They have unlimited access to powerful utility spells like Disguise Self, Major Image, Shadow Step, and the Shadow Evocation version of the obnoxious Leashed Shackles, but each use of their power requires the expenditure of a single SP, limiting just how often they can throw out powerful illusions, disappear into crowds, or flat out disappear.
They also have the wide-open toolbox that is Shadow Conjuration at 3/day, able to call in phantasmal assistance or--as the book suggests--plunge foes too powerful for them to deal with into illusory pits they need to waste enormous amounts of time clambering out of. As you can imagine, phantom assists are especially powerful for a creature with Sneak Attack, as they can provide flanking even against creatures who know they're just illusions. In times when an even bigger burst of damage is needed, they can use a full powered Shadow Evocation 1/day to throw out illusory Walls of Ice, blow up the battlefield with a phantom Fireball, or give everyone at the table a rules headache when considering how Resilient Sphere functions when channeled through Shadow Evo. Importantly, however, is that they can also use it to cast Darkness, a spell they can see through because they know it's an illusion, but everyone else has to save against or they're vulnerable to being hit with Sneak Attack... and of course, creating a sudden area of darkness means the Collector can suddenly disappear from the battle entirely, either using its at-will Shadow Step or its 1/day Shadow Walk to just get out of town.
Like many shifty and irritating Fey, Shadow Collectors are more likely to flee than fight against multiple creatures, leaving trails of victims in their wake if the party can't stop them from vanishing into the darkness. Their DR 10/Cold iron can protect them from most forms of retribution, with their SR 19 making up for their lack of any form of resistance or immunity, so their resilience lets them get away with some pretty audacious crimes, such as running up and ripping away someone's shadow in broad daylight. With DR to tank the retributive strikes and Shadow Step fueled up and ready to get them out of sight, the simple Daylight spell--or even just Dancing Lights--has a new chance to shine, keeping these lethal pests from vanishing until the party can gang up and beat the shade out of them.
Hey, can someone help me not go insane? I could have sworn that I wrote an article on Poltergeists, but apparently I haven't because it's not showing up no matter what I search. Does anyone remember me doing so, or am I just mixing them up with another Undead I've already written about?
These wonderfully weird creatures have the honor of following directly in the footsteps of the Archdevils in Bestiary 6 thanks to the alphabetic placement, so as you're scrolling past the most imposing series of demigods you've ever seen BAM! GIANT WORM! Or, rather, giant cucumber. Yes, the beast before you is a Gargantuan sea cucumber, literal bottom-feeding scavengers whose primary concerns in their day-to-day life are eating waste and learning to love the little fish that live in their orifices. Unlike the cucumbers we have on Earth, the Atuikakura--wait, what do you mean "we have that on Earth?" What do you mean "that's not its name?" I'm going to stick with the Paizo name for now, if for no other reason than convenience.
Anyway, like the specific mythological sea cucumbers we have on Earth, the Atuikakura spend most of their lives at the bottom of the ocean, slurping up detritus, corpses, and anything too slow to escape from their maws. However, they're noted to enjoy swimming up and twining themselves around sturdy pieces of driftwood to bask just below the waterline, feeding on creatures closer to the surface, but this is where a lot of problems occur. While the Atuikakura (I'm going to shorten it from now on to Auti) are only occasionally roused into violent action when food becomes scarce and they need to make their own detritus, their unusual habits can be easily perceived as violence by people who don't live around them. After all, wooden ships look an awful lot like an attractive piece of driftwood to these colossal cucumbers, leading to poor sailors believing they're under attack by a horrible monster when it wraps entirely around their boat, which leads to further tragedy if they attack.
Despite their size and their enormous power when compared to the average Humanoid, they're also easily startled by... just about anything, leading to them performing the same destructive, ship-smashing panic attacks that their Earth counterparts are known for. They have the Capsize ability to twist entire small vessels completely over, dumping its contents into the sea and leaving the crews helpless to its retribution. If they're lucky, it will simply leave them stranded in the water as it flees below, but most aren't, especially if they managed to actually strike it and make it angry. While commoners aren't going to hit its 29 AC, a player character might, at which point they find themselves switching the beast from flight to fight.
Atui ARE opportunistic carnivores, and free-floating fools in the water are a perfect opportunity to have something more substantial than fish corpses. They have an enormous threat radius befitting of their size category, a 20ft space and a 20ft reach with all their attacks, and take advantage of it with three attacks: slamming them with their enormous body (2d8+13), biting down (3d6+13), and lashing out with all their oral tentacles at once (2d6+6), and all three attacks carry the cucumber's psychotropic, organ-destroying poison. This poison prompts a DC 25 Fortitude save once a round for up to 6 rounds (2 consecutive saves ends), with each failure inflicting 1d6 Con damage and... Huh. Apparently victims of the poison are "assaulted by visions of the past" that are so distracting that it leaves them blinded for a round, which is a sentence I don't think I've ever seen on a poison before. By the way, if you're wondering how precisely its slam injects the poison, their Spiny Slam puts those bristles in its art to good use, letting its slam deal bludgeoning and piercing damage at the same time.
Con damaging poison is always bad news due to the feedback loop it can cause, each failure lowering the victim's chance to succeed the next one, and it's especially bad when all of the Atui's attacks inflict it, lengthening the duration AND raising the save. If the only thing it could do was this it would be bad enough, but the Atui has plenty of incredibly nasty tricks it can pull on an unprepared party, especially if they weren't ready for underwater combat. The most annoying ability it has is Self-Evisceration, an ability famous to all sea cucumbers but exaggerated to an almost comical degree for the Atui. ANY time one takes damage, it sprays a glob of sticky extraneous organs in a 10ft cone (20ft if underwater), potentially entangling anyone who fails a DC 25 Reflex save and exposing them to its poison even if they succeed the save! There's no limit to the number of times an Atui can jettison its ballasts, though it can only do so once each round, giving the illusion that they're all just jam-packed with useless organs they're waiting for an excuse to fire. Maybe they ARE, given that they've got a generous Fast Healing 20 restoring their HP every single round.
It's probably predictable at this point given that they're tubes with a mouth, but anyone who ends up grappled by the enormous echinoderms risks getting swallowed whole, taking a monstrous 6d6+19 bludgeoning damage every round from their crushing innards, and given that they're Gargantuan, they can happily gulp down entire ship crews or adventuring parties at a time. There IS some mercy in that the Grab isn't on its mouth, but its tentacles, so it must waste some time transferring victims from one to the other to give them time to escape or be rescued, but that's a small mercy due to their tenacious Tentacle Grip.
This ability is at the very end of their statblock and is only a few sentences long compared to their utility-based Collapse (we'll get to it), their obnoxious Self-Evisceration, and their scary poison, but it's arguably one of their most potent powers. Tentacle Grip prevents them from gaining the grappled condition when snaring a Large or smaller creature with their tentacles and allows them to make grapple checks with their tentacles as a free action (though importantly they can't then follow it up with a second check to pin the victim! They have to wait to next round), freeing up the rest of their turn to Full-Attack someone else in their threat radius, move the grappled creature to their mouth... or just move. Tentacle Grip also removes the penalty for moving, allowing the Atui to grab someone and then move its full speed to pull them away from help. It's not an impressive ability, mind, given that the Atui has a glacial land speed of 10ft.
And a swim speed of 120ft. Yes, despite being sedentary silt-wigglers for most of their lives, Atui are terrifyingly fast when motivated to move, and their Tentacle Grip goes from an annoyance to a morbid timer on the battle. Can you burst down the cucumber before it decides to flee with your ally in tow, dragging them 120ft straight down? You might be able to! They have no DR, only 29 AC, NO resistances or immunities, and no SR, with only their +17/+18/+12 saves to protect them from anything more complicated than weapon attacks. But it needs only a single round of grappling someone to pull them into the briny depths, isolating them from the rest of the party and leaving them to be swallowed whole... at which point the Atui can use Collapse to turn itself into a gelatinous mass with both Amorphous and Compression, cramming itself in a tiny fissure with its miserable meal and using its +27 to Stealth (normally +15, but Collapse removes its -12 size penalty) to hide from anyone hoping to rescue them.
Much like the Titanoboa I linked earlier, a sudden Atui attack can turn from a fight into a tense rescue mission as the giant scavenger wrecks the boat entirely by accident out of panicked reflex, then grabs an important NPC or party member and drags them screaming into the depths to feed. At the very least, Atui can be reasoned with. Yes, they're just barely intelligent enough to be considered sapient, but they speak and understand Aquan, so a party not wanting to comb the ocean floor for their ally might be able to talk the beast out of its attack before it destroys their vessel or steals away anyone irreplaceable.
Oh yeah, they also have Combat Reflexes, so they can grapple people entirely off turn and then use their full-round action to flee/eat them if you're not careful!
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I've been running this blog for over ten years now. Over that time, I've made 1999 monsters for Pathfinder RPG, all available for free on tumblr. Monster 2000 posts very soon. I'm not planning on quitting anytime soon; I've got some new ideas that'll really make 'em scream.
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What CR would you estimate for an Ilwhoki Legion? I've been tentatively debuting them in a campaign I'm running. Adventurers were supposed to drop off this noblewoman from a disgraced house turned nun at this monastery that was assimilated by them. They spent roughly three sessions trying to figure out what was going on there lol. This is the party's return trip after... begrudgingly withdrawing the first time and I was considering have the "abbotess" of the monastery being a Legion but while I would want an encounter with one to be authentic if its way out of their weight class I can go with something else.
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The critter in question
It makes me happy to know they're getting used! Looking over their sheet again, though, has made me nerf them: their Lashing Limbs now only allows them an extra tentacle attack if they didn't full attack that round.
As for the actual question here, I recommend actually watching the animated Parasyte: The Maxim anime or reading through the manga to get an idea of exactly what a Legion is capable of. They're way above a normal member of their kind--imagine if the T-1000 was also as fast as a speeding car.
I don't have a statblock for a Legion solidly in my mind, but I'd put them in the CR 14-16 range depending on how many individual critters are actually in the Legion, as each parasite contributes three tentacle attacks. I'd also allow their Rapid Rappel to be used as a swift action, give them both Damage Reduction/Magic and Fast Healing, and give them a new weakness: Contaminant Panic, a vulnerability that staggers them each time they fail a saving throw against a disease or poison as the individual parasites react in different ways to the hazard. This gives players the potential to overcome such a powerful enemy by taking advantage of a tactic players won't often use.
Adventure Path: Strange Aeons: Black Stars Beckon, pg. 71-72
It's been a little bit since our last Milestone Monster, so I wanted to break out something special for this one: a monster few people will have seen if they don't actually own the book it comes from! The Watcher in the Bay is one of many "post-game boss fights" that occasionally show up at the end of Adventure Paths in the "Continuing the Campaign" section, often with lore blurbs and outlines for adventures that could lead up to them. While most post-game bosses are powered up monsters with class levels or humanoids with unique abilities in addition to their class levels, you do rarely get fully unique entities, and the Watcher is one of them!
However, because she's not in the bestiary section and isn't an NPC, she was never recorded in the Archives of Nethys or the d20PFSRD. Near as I can tell, her stats simply do not exist online aside from her CR listed in her wiki article! If this is your first time ever hearing that she actually HAS stats and exists outside of a spooky setpiece in Carrion Crown and any other AP or module that takes place in Avalon Bay, then congratulations! Now you have something to sic on your players if they neglect to throw a sacrificial goat overboard when traveling Lake Encarthan. And it had better be a goat, because this lovely lady here? She's no ordinary lake monster. No, this CR 24 beast is a tentacle of Shub-Nishurath, the Black Goat herself!
Labeled as an "aspect of the Black Goat," the Watcher in the Bay is a Great Old One fully original to Pathfinder, though she's the weakest of the currently statted roster by a huge margin, being 2 full CR under the other two GOO's tied for last place (both of them Paizo originals too... hm...), and she's also got the weakest Unspeakable Presence of any of them, causing a simple 1 round stagger in anyone who fails the DC 33 Will save... and granting 24 hours of immunity in anyone who succeeds the save twice in a row, something no other GOO does! The poor thing doesn't even get a unique affliction for using her Nightmare spell-like ability OR any kind of Immortality! I suppose that's what happens when you're basically a god's pinky that got stuck in in a hole in the bottom of a lake. It's not even the Black Goat's normal territory, which has severely cut down on the shenanigans she can do in a normal campaign, which is probably why she's more or less a setpiece in every story she crops up in.
That being said, she's still a terrific powerhouse, more than a match for creatures she encounters in Avalon Bay even as the Whispering Tyrant awakens. She plays the villain role well thanks to her ability to repurpose creatures she devours into obedient minions, directly corrupting anyone sacrificed to her by her servants to swiftly build up a proper cult to the Mother of a Thousand Young, one that has the direct goal to free the Watcher from her watery environs and turn her into a horror more suited for the primeval forests the Elder God prefers. One could even view the Watcher as a larval stage of a greater entity, though the threat of her turning into a full manifestation of the Black Goat is motivation enough for a party to stop her.
And what happens if they try? Let's find out...
Unlike my normal articles where I highlight the annoyance of fighting underwater, I'd like to think that by the time the players seek to grapple with the Watcher, they're fully equipped to handle underwater combat without any issues. If they aren't, such as if they're just minding their own business as they boat across Avalon Bay for some reason and got ganked from below, or fought her bravely on a sturdy ship and got swatted via Awesome Blow into the water before they could get buffed, then just tack on the annoyance of underwater combat to everything I say from here on out.
We'll start as we often do with defenses, since at mid-to-high CR defensive abilities determine if a battle finishes even a single turn. Like the rest of the Great Old Ones the Watcher in the Bay is no slouch and isn't nearly as squishy as she looks (except in terms of AC; 42 is high but often won't cut it versus full BAB classes!), possessing high saves, SR 35, and the suite of immunities that keeps her from being turned into takoyunagi by a caster throwing out Save or Sucks, including the ever-important immunity to mind-affecting and death effects. I do think it's worth noting that she's not immune to stunning, or being put to sleep if you have some method of doing so nonmagically/without it being mind-affecting.
The Watcher is also one of the rare high-CR creatures with no form of Fire Resistance or immunity, finally letting the pryomaniacs shine... if they can easily cast through the water, I mean. The party will be going into the water at some point, if only to actually attack her without needing to fire through cover, something she isn't impeded by. "Watcher" isn't just for show, she is Always Watching, an ability granting her a nearly unbeatable +65 to Perception, a permanent True Seeing that cannot be dispelled or suppressed, and the ability to see clearly through water of any opacity AND attack through it as if it weren't there. Cover for me, but not for thee!
Cover wasn't going to be much of an issue for her, anyway. The Watcher has a 20ft space and 20ft reach normally, but her five lashing tentacles actually have a reach of 40ft, letting her swat most players from the safety of under their boat (a boat she can almost always outrun with her 80ft swim speed). This is also what makes her a fantastic jumpscare against lower-leveled parties, because suddenly everyone on the boat becomes overwhelmed by anguished despair they can't overcome that robs them of their actions, THEN telepathically tormented by an unseen source (ALL Great Old Ones can drive people they commune telepathically with insane, but the Watcher makes some of the best use of it!), and FINALLY being attacked by tentacles demanding a sacrifice is a fun reminder that Pathfinder is a cosmic horror game.
Those tentacles are nasty, too, dealing 2d8+18 damage (often augmented by Power Attack for +21 more damage) and Grabbing whatever they hit to constrict for a further 2d6+18 damage each round the grapple isn't broken. If the Watcher took time getting into place, she can also use Greater Vital Strike to make a single 8d6+18 tentacle attack instead. Any creature that can't break the grapple or who ends up too close to the Watcher for comfort risks getting bitten by that nasty toothy lamprey mouth for 4d8+12 damage (and an additional +21 from Power Attack), or 16d8+12 if it Greater Vital Strikes with it, but as you may expect, the real danger isn't the damage, but what happens after. Any creature hit by her jawless mouth risks getting Grabbed, then immediately Fast Swallowed into her torturous, mutagenic gullet. Her stomach deals no traditional damage, instead eroding trapped victims by 1d8 Charisma each round via drain. This drain is unavoidable, and the Watcher regains 5 HP per point drained, which doesn't seem like a lot until you note it's per point, per creature. Combined with her Fast Healing 20, having two, three, or more creatures--such as NPCs or summons, provided they survive the initial bite damage--swallowed gives her even more irritating resilience on top of what she already has.
Any creature drained to 0 Charisma stops taking damage altogether, but is subjected to an instantaneous, irreversible transformation into a Chaotic Evil mutant slavishly devoted to its new mother, shrugging off all the Cha drain and clambering out of her maw as an immediate action to rejoin the fight on her side. There is no stated way to undo this transformation or the brainwashing that comes with it (though a Wish would probably do it), leaving victims eternal cultists to the Mother of a Thousand Young even if she's defeated... or simply leaves, having accomplished what she came to do. Any creature mutated by her maw becomes a conduit for her senses, as she can use Always Watching to peer through their eyes and hear through their ears, and if she gives them any order (via 200ft of telepathy, her at-will Nightmare, or her 3/day Demand), they cannot refuse it, even if the order is self-destructive or suicidal.
Her mutants are immune to her staggering Unspeakable Presence, allowing them to Full-Attack or otherwise use a full round of actions while the party is struggling to pick between moving and attacking each time they fail the save, adding to an already losing situation. Your Barbarian dump their Charisma? Well, just pray they randomly roll the useless arm mutation so they can't use their greataxe when they come roaring out of the Watcher's maw to cut down the rest of the party in the name of their new mother.
All of this can be avoided by simply not being grappled, with Freedom of Movement at its ever-important premium. This is obvious, but if she's a jumpscare encounter, it relies on the casters wasting their actions putting the spell in place, and the Watcher can use Greater Dispel Magic at-will from her comfortable position underwater until it's peeled off anyway... and this is only IF the party manages to stick it in the first place. The Mother's pinky can't wield a lot of magic, but the spells it's got wiggling around are potent enough, namely Quickened Feeblemind at 3/day to turn a single target into an animal barely capable of acting on its own. This even combos with her Cha drain, turning any target into her permanent slave in just one round!
The Watcher's got some other powerful spells, too, though ironically a few of them aren't useful in her current situation and largely exist as reminders about her true form. Plant Growth is arguably useful in Lake Encarthan to turn seaweed and kelp into grappling menaces, but mostly exists to bless her followers with abundant crops... but when is a water monster going to use Wall of Thorns? Again, it's most useful to give her cultists on the shore some support, but less useful for her undersea prison except as decoration. What's very useful are her two 1/days, Tsunami and Vortex, the former able to capsize almost every boat in Pathfinder and sink small coastal villages in a single cast, while the latter traps ships in her arena until it's dismissed or dispelled. Fun fact: the entire area of effect of Vortex is smaller than her threat radius, meaning she can literally just sit outside its pull and pick people off trapped boats!
Really, though, aside from the postgame plot hooks offered in Strange Aeons, the Watcher in the Bay is an excellent setpiece monster to make the world scarier and more hostile whenever the need arises. She serves well as a spooky, mysterious background threat or an obstacle to navigate around in various campaigns, being an encounter that must be evaded or escaped rather than resolved with violence. In a more dedicated session, she's a great unseen and unbeatable mastermind behind outbreaks of cults to the Black Goat the party may face in the area. And on a less intense note, she also serves a storyline/worldbuilding purpose to explain why Avalon Bay is like that. Overgrown, eerie, plagued by monsters and mutants, constantly festering with cultists to the Outer Gods, and always goddamn raining. The Watcher likes it rainy, and commands it with her at-will Control Weather to make sure it's always at least drizzling. And the longer she goes without being fed, the worse it gets, until entire towns start getting flooded or flattened by freak waves...
I'd tell you where you could read more about her, but you can't! I WILL try and post her statblock up for people to see themselves, though, just not in this post.
Once had an idea for a potential (as in, it's unclear if they actually.... Exist) fey eldest called The Green Fairy. A fey of psychotropic plants and hallucegnic mushrooms that only people utterly high as a kite could see. Hence the potential part, no one's sure if their just a hallucination or actually real and the other eldest ain't telling
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I thought this sounded familiar for a reason I couldn't put my finger on, and scoured my blog because I could have sworn I answered this before! Then I found this,
Sitting in my inbox from... a year and a half ago. I had a response for it and just plain completely forgot to post it, then went on with my day thinking I did. I'm so sorry!
In any case, it sounds like a good idea! Mysterious fairies acting as muses to those deep in their cups, appearing only when no one would ever believe them... It's a fun concept! One that you're not alone in working on, actually. Don't tell anyone I told you about this, but I hear Gigi Thecreaturecodex might be spinning up something similar...
These mounds of gorgeous glittering goo are natives of Elysium, where they presumably congeal from sheer heroic resolve or from the blood spilled by powerful azata. Far from your usual mindless eating machines typically found with the Ooze typing, Sapphire Oozes are intensely curious, unrelentingly brave, innocently cheerful, and possess an unquenchable thirst for adventure that endears them to most of the plane's residents. While there's no shortage of exciting adventures to be had in the untamed wilds of Elysium, there IS a shortage of genuine, helpful good to do, and these Oozes will sometimes venture into the Material Plane to pursue actual villains to fight and lives to save.
Granted, they're not going to be doing much fighting on their own. They dream big, but struggle to put their money where their amorphous mouth is with their sole means of offense being a pair of weak slams for 1d4+2 damage each, which is enough to wallop only the lowliest of lowlifes. They DO have a decent number of defenses, mostly from their Ooze typing which renders them impervious to sneak attacks, flanking, sleep, stunning, poison, paralysis, and being polymorphed, and their blindness renders them immune to most visual tricks--sorry, wait, they have All-Around Vision? AND blindsight? Why do they have AAV if they're already an Ooze? Does this mean they can see? Hm. Something to adjust as needed, probably.
Besides this, they've got DR 5/Bludgeoning to deflect incoming slashes and stabs and are immune to Acid... and infinitely more importantly, they're immune to all mind-affecting effects despite being an intelligent Ooze. Yes, when I said "money where their mouth is" I wasn't kidding; they not only talk a big game, they talk in general, being quite chatty and friendly AND fluent in both Common and Celestial! Something they use to approach adventurers from fresh-faced to experienced and offer their services, services you may have guessed by the image above.
Indeed, while they're not so good at attacking, a Sapphire Ooze is phenomenal at defending. They can become an Amorphous Aegis at will, glomming onto any Medium or Small creature to become the equivalent of a mithral breastplate, which means the wearer gets armor with the following stats: +6 AC, +5 max Dex, 15% arcane spell failure, Armor Check Penalty -1, no speed penalty. That's some pretty beefy protection from a little ball of goo! But the utility goes beyond this, because remember the Ooze has 30ft of blindsight. Imagine if your armor could tap you on the shoulder whenever an invisible foe was nearby, tell you about illusions, or whisper guidance through mist and/or darkness! The book does say the Ooze can't take any actions while shifted into armor, so I suppose it really just comes down to whether or not the DM qualifies "talking" as an action, or whether or not free actions in general count towards that restriction. I do want to point out that blindsight requires no action to use and is just passively on all the time, and the rules state "the creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability," so a DM might want to keep this in mind if they want to use the Ooze for its intended purpose!
Also, at the very least, this is medium armor that requires only a full-round action to get into or out of, which is more of a boon than you'd think if you're deep in enemy territory and can be ambushed at any moment. There is one weakness to this symbiosis, though: If the wearer takes more than 6 damage from any one attack, the Sapphire Ooze automatically takes 1d6 damage which ignores its DR. This might not sound like a lot, but the goo's only got 22 HP, and enemies start hitting for 6+ damage pretty damn early in Pathfinder, so you'd best hope the AC you're getting from it keeps that damage to a minimum, because once the protective putty hits 0 HP it falls off immediately and leaves you naked! If you thought having to stop and mend your armor was bad before, now it's taking some precious healing resources instead of a cantrip!
Sapphire Oozes make for fun potential encounters for a normal party, granting someone some higher protection than they may be used to at early levels, or as a stopgap measure if the main tank's armor is being repaired but you really can't wait to march out against Vilejerk the Foul, the same guy this ooze just happens to be opposing! It's even got a second ability, Heroic Infusion, for boss fights with especially frightening foes, granting its wearer +4 to saves against fear effects for 1 round as a swift action, either letting them shake off an ongoing effect or dodge it entirely if the Ooze saw it coming. Unfortunately, for all its power at lower levels and the charm of being able to wear a friendly monster, without some serious HP buffs or the ability to increase the AC it conveys, Sapphire Oozes simply don't have the staying power to keep up with a party advancing past level 6 or 7, when they can start affording actual mithral armor WITH their own enchantments.
It does make for a cute and funny story, though. The party Fighter passing their prized armor to a new recruit, and the recruit being overjoyed at the prospect right up to the point the armor liquefies itself and leaps over onto them like a symbiote. If a DM wanted to keep the Oozes useful at high levels, the Symbiotes may just be the right kind of inspiration...
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Writing a homebrew that made me dive back into researching the Negative Energy Plane, and I was delighted to learn that a lot of the life "in" the plane is more accurately around it. There's essentially a titanic accretion disk of matter and energy that's formed around its outer edge like a planetary crust, and this is where the majority of the plane's non-native inhabitants dwell.
The actual Void has crystals of immense entropic power that the Sceaduinar and their ilk make their homes on, as well as bits of matter ranging from the size of cities to the size of planets that have broken away from the outer shell and drifted inwards to be slowly consumed over the years unless something stops the decay.
If you're wondering how that "crust" forms, I invite you to go outside and look along the edges of the streets for a storm drain, and observe the collection of junk slowly building up along its edges. The Negative Energy Plane is essentially the storm drain of the Inner Sphere, flushing away all excess into nothingness, but sometimes stuff gets caught right on the edges in just such a way that other stuff can start catching on, too.
Kingmaker Bestiary, pg. 24
(image from 2e Monster Core 2, pg. 139)
These massive, bloodthirsty bushes are one of a handful of significant monsters backported from 2e to 1e via the updated Kingmaker Bestiary like the Gogiteth I've previously talked about, and unfortunately that means its stats do not exist on the Archives of Nethys or the d20PFSRD despite being around since 2022. And it's a shame, too, because much like @thecreaturecodex says in her own take on the 1e of the Drainberry Bush, these profiteering Plants are one of the most delightful concepts Paizo has created. Side note: the Codex's entry for this critter is almost identical to the official one except for a few very important differences, so it's really up to you which one you prefer to use!
Getting into it, though, Drainberry Bushes are a unique type of encounter with a potentially helpful monster. These patches of bargainer brush are frequently laden with all manner of treasure and valuable art objects that they willingly trade away for anything that catches their fancy, though they have little grasp of actual market value (due to possessing a -1 in Appraise). They'll gladly trade a powerful magic item for an especially impressive song being performed in front of them, or a priceless heirloom in exchange for a statue of one of the Eldest Fey, all depending on their own personal tastes. They have little actual use for any of their gathered treasure except as bargaining pieces to get more, so a DM could very well have one act as a pseudo-merchant with an eclectic collection of market items to sell and trade in areas no sane merchant would travel to for prices no being would ever accept... or a valuable piñata for the party to whack apart, but we'll get to why that's a bad idea in a moment.
Adorably, the Bushes are capable of communicating via telepathy, but do so in short, terse phrases like "deal good," "deal no good," "want that," and even "thank you, customer," letting them set up trades without people needing resort to elaborate pantomime or blowing a spell slot on Speak With Plants. The main trade deal Drainberry Bushes offer in order to amass their wealth in the first place lays in their namesake berries; the Bushes can use their Blood Drain ability on any creature they grapple, hollow thorns burrowing into the body and siphoning 1d2 Con a round, and every single time the Bush uses Blood Drain, it magically grows a cluster of Blood Berries somewhere on its body. These berries glow with a soft light that signals that they contain pure life essence, and any creature that consumes a cluster of the berries regains 2d8+10 HP instantly, making them as potent as a Cure Moderate Wounds potion. These potent and delicious restoratives are unfortunately unstable, turning to rotting mush after only a single day, so Drainberry Bushes have to constantly be on the move in their search for customers to sell them to... and for unwitting prey to create more.
Given that they can turn any creature with blood into a whole bushel of berries, most Drainberry Bushes survive/stock up off regular wildlife, snaring hapless woodland animals with their prodigious reach... if they don't use their Wild Empathy (+11) to simply ask for donations. Yes, they'll even barter with wildlife if they feel it will get them a better deal with less fuss, but most critters have nothing of worth for the brush, so they end up beaten and drained. Each Bush can make two vine attacks a round for 2d6+6 damage each, attempting to automatically Grab (+13 CMB) any victim struck, and they've got a 10ft space and 20ft reach to make their Combat Reflexes feat an absolute terror. While their vines are their only means of offense, it's all they need, because they're tenacious enough to outlast just about anything but an entire group of foes.
They've got a decent 20 AC and all the immunities that come with being a Plant, plus a unique immunity to negative energy effects due to the overwhelming life within their leaves. However, their 85 HP is more of a suggestion than an absolute value, because they can use Consume Berries to nibble on their own supply every single round as a swift action! As long as they continue to grapple and drain people for even 1 Con, they essentially regenerate 2d8+10 HP every single round until people stop hitting it, one way or another. The most surefire way to end a Drainberry Bush's hostilities is with sure fire, as they have a Vulnerability to Fire that means even the lowly Scorching Hands is a serious threat to them.
If one wants to get the better of a Bush, they can also just reach over and steal a berry cluster for their own use. Any creature adjacent to the Bush's 10ft space can reach over to pluck one, which draws an AoO, but they may also attempt a DC 20 Sleight of Hand check which, if successful, swipes the berries and avoids the retaliatory AoO altogether. The problem then becomes swiping them without ending up contributing to them, since being slapped and grabbed just means it'll grow another one next round, and the DM is encouraged to have the Bushes already laden with berries (1d6+3 clusters!) as both products to sell and life insurance for itself.
Given their wide threat range, grapple shenanigans, and Blood Drain leading directly into their own healing, Drainberry Bushes can make surprisingly deadly early-game encounters despite being so goofy. Of course, if they appear too late in a campaign, there's little to stop players from just killing it and taking all its stuff plus the temporary healing items; unlike the Mercane, Drainberry Bushes aren't known to surround themselves with powerful bodyguards, though this isn't to say they don't get bodyguards by accident. Being able to turn even a common deer into 10~12 Potions of Cure Moderate Wounds is a valuable enough talent that the Bush itself may not be the main threat a party needs to worry about!
As their 1e stats don't exist online, here's their 2e stats, and here's TCC's take on them again. The biggest differences between the two is the Paizo version deals Con damage with its blood drain, has 20ft of reach, and deals more damage with its vines, while TCC has lower vine damage but its Drain Blood acts as a pseudo-Constrict, and has less reach but the Great Cleave feat to make its melee threatening in an entirely different way. Use them as you see fit!
These disturbingly intelligent fungi hail from another planet entirely, but an endless curiosity about other creatures sees them traveling from world to world to perform experiments ranging from ridiculous, to nonsensical, to cruel as they attempt to understand the minds of other beings. Their telepathic deluge of questions is unsettling enough when one finally sees their source (or if one sees the source; +7 to Stealth!), but a Fungus that's especially inquisitive or running more invasive experiments can be an eerie threat to the party's sanity, if not their bodies.
An outright fight to the death with a Cerebric Fungus is rare, given that most of them are hunting knowledge rather than flesh (though they are carnivores with no qualms about eating sapients), but they have the tools they need to make themselves an actual threat against parties who haven't been valuing their Will saves. For one, just seeing the Fungus imposes a -2 penalty to attack rolls if you fail a DC 14 Will save, as they project an Unsettling Appearance illusion as a self-defense measure whenever they're in combat. If you're within 60ft of a Fungus and can see it, it's passively reading your mind for bits and bobs it can use for its own theories and projecting tiny illusions of its process, and seeing your own memories dancing around the tentacles of a mouthy mold is enough to make anyone hesitate, even just subconsciously. Notably, there is no 24-hour immunity clause here, so the save must be made EVERY round to avoid the penalty.
Speaking of its tentacles, the Fungi possess some shocking reach for a Medium creature, their two tendril attacks capable of reaching 15ft outwards to deliver a hard slap (1d4+1) to anyone in this zone. Not only do they have prodigious reach, and unlike most plants with lengthy vines, they have a full 30ft movespeed as well! This makes them deceptively dangerous enemies for any party member whose shenanigans can be interrupted by an Attack of Opportunity, but it also means their Touch of Madness ability and 3/day Touch of Idiocy spell-like are more useful than they appear to be at first glance due to the distance it can deliver them from. Touch of Idiocy is dangerous for every member of the party at this level, lowering the victim's ability to resist the rest of the Fungi's mind-bending abilities, and any caster just skirting by with a 14 in their relevant ability score (like a 3/4ths caster or a half-caster) may lose access to their spells entirely, leaving them open to being slapped by the tentacles and pulled towards that threatening mouth.
Yes, every tentacle attack also comes with a free 5ft Pull to reduce the effectiveness of the 5ft Step and keep people in its thrashing range. Anyone that's adjacent to the Fungus can also be bitten for 1d6+2 damage, but unless it's hungry and/or fighting to kill, it's likely not going to be looking to pull people into bite radius, just to keep them in its reach so it can deliver the aforementioned Touch of Madness. ToM is a touch attack the Fungus can deliver at will, prompting a DC 14 Will save or the victim becomes dazed for 4 rounds (+1 round per HD of the Fungus), rendering the victim harmless and allowing the Fungus to probe its mind deeper with its constant Detect Thoughts or telepathic contact. A dazed victim is also, obviously, no longer a threat to the Fungus so long as nothing snaps them out of their temporary coma, allowing the Fungus to rifle through their belongings or attack and slay other combatants at its leisure. Because Touch of Madness ALSO has no 24-hour immunity, it can also renew the daze with constant pokes and prods, keeping a victim insensate until the alien plant is satisfied with what it has learned from them.
Cerebric Fungi also have one more trick to make fighting them frustrating: their 1/day Star Shriek. This full-round action unleashes a wave of psychic disruption that causes 1d4 rounds of nausea in everyone within 30ft who fails a DC 15 Will save. There is also its niche Otherworldly Mind, which causes 1d6 rounds of confusion in anyone that attempts to mentally contact it or read its mind, but this is unlikely come into play. With so many methods to stop people from fighting against it, the Cerebric Fungus can be a frustrating beast to fight despite possessing only 15 AC and no real defenses aside from the Plant trait's immunities (and a meager 5 Cold Resistance). When everyone in the party is nauseated or dazed, the Fungus' Fast Healing 2 can restore an irritating amount of HP and draw out a battle longer than it has any right to.
These frustrating fungi have several ways to displace or disable party members, but they're unlikely to actually be dangerous on their own because they're motivated more by curiosity than malice. Depending on what KIND of experiments they're running--or if they're just hungry--they CAN potentially be lethal encounters or alien mastermind boss fights, but in my opinion they work best as disturbing roadblock encounters or (at higher levels) supplemental enemies in a larger fight where their dazing touch can go from an annoyance to a lethal danger, the whole fight potentially even orchestrated by the Fungi because they want two groups to battle it out for their own strange reasons. Funny enough they can also stop a fight if they want to (if only to give a DM a way out of a potential TPK), as they have Calm Emotions at 3/day to ease hostilities altogether.
These disturbingly intelligent fungi hail from another planet entirely, but an endless curiosity about other creatures sees them traveling from world to world to perform experiments ranging from ridiculous, to nonsensical, to cruel as they attempt to understand the minds of other beings. Their telepathic deluge of questions is unsettling enough when one finally sees their source (or if one sees the source; +7 to Stealth!), but a Fungus that's especially inquisitive or running more invasive experiments can be an eerie threat to the party's sanity, if not their bodies.
An outright fight to the death with a Cerebric Fungus is rare, given that most of them are hunting knowledge rather than flesh (though they are carnivores with no qualms about eating sapients), but they have the tools they need to make themselves an actual threat against parties who haven't been valuing their Will saves. For one, just seeing the Fungus imposes a -2 penalty to attack rolls if you fail a DC 14 Will save, as they project an Unsettling Appearance illusion as a self-defense measure whenever they're in combat. If you're within 60ft of a Fungus and can see it, it's passively reading your mind for bits and bobs it can use for its own theories and projecting tiny illusions of its process, and seeing your own memories dancing around the tentacles of a mouthy mold is enough to make anyone hesitate, even just subconsciously. Notably, there is no 24-hour immunity clause here, so the save must be made EVERY round to avoid the penalty.
Speaking of its tentacles, the Fungi possess some shocking reach for a Medium creature, their two tendril attacks capable of reaching 15ft outwards to deliver a hard slap (1d4+1) to anyone in this zone. Not only do they have prodigious reach, and unlike most plants with lengthy vines, they have a full 30ft movespeed as well! This makes them deceptively dangerous enemies for any party member whose shenanigans can be interrupted by an Attack of Opportunity, but it also means their Touch of Madness ability and 3/day Touch of Idiocy spell-like are more useful than they appear to be at first glance due to the distance it can deliver them from. Touch of Idiocy is dangerous for every member of the party at this level, lowering the victim's ability to resist the rest of the Fungi's mind-bending abilities, and any caster just skirting by with a 14 in their relevant ability score (like a 3/4ths caster or a half-caster) may lose access to their spells entirely, leaving them open to being slapped by the tentacles and pulled towards that threatening mouth.
Yes, every tentacle attack also comes with a free 5ft Pull to reduce the effectiveness of the 5ft Step and keep people in its thrashing range. Anyone that's adjacent to the Fungus can also be bitten for 1d6+2 damage, but unless it's hungry and/or fighting to kill, it's likely not going to be looking to pull people into bite radius, just to keep them in its reach so it can deliver the aforementioned Touch of Madness. ToM is a touch attack the Fungus can deliver at will, prompting a DC 14 Will save or the victim becomes dazed for 4 rounds (+1 round per HD of the Fungus), rendering the victim harmless and allowing the Fungus to probe its mind deeper with its constant Detect Thoughts or telepathic contact. A dazed victim is also, obviously, no longer a threat to the Fungus so long as nothing snaps them out of their temporary coma, allowing the Fungus to rifle through their belongings or attack and slay other combatants at its leisure. Because Touch of Madness ALSO has no 24-hour immunity, it can also renew the daze with constant pokes and prods, keeping a victim insensate until the alien plant is satisfied with what it has learned from them.
Cerebric Fungi also have one more trick to make fighting them frustrating: their 1/day Star Shriek. This full-round action unleashes a wave of psychic disruption that causes 1d4 rounds of nausea in everyone within 30ft who fails a DC 15 Will save. There is also its niche Otherworldly Mind, which causes 1d6 rounds of confusion in anyone that attempts to mentally contact it or read its mind, but this is unlikely come into play. With so many methods to stop people from fighting against it, the Cerebric Fungus can be a frustrating beast to fight despite possessing only 15 AC and no real defenses aside from the Plant trait's immunities (and a meager 5 Cold Resistance). When everyone in the party is nauseated or dazed, the Fungus' Fast Healing 2 can restore an irritating amount of HP and draw out a battle longer than it has any right to.
These frustrating fungi have several ways to displace or disable party members, but they're unlikely to actually be dangerous on their own because they're motivated more by curiosity than malice. Depending on what KIND of experiments they're running--or if they're just hungry--they CAN potentially be lethal encounters or alien mastermind boss fights, but in my opinion they work best as disturbing roadblock encounters or (at higher levels) supplemental enemies in a larger fight where their dazing touch can go from an annoyance to a lethal danger, the whole fight potentially even orchestrated by the Fungi because they want two groups to battle it out for their own strange reasons. Funny enough they can also stop a fight if they want to (if only to give a DM a way out of a potential TPK), as they have Calm Emotions at 3/day to ease hostilities altogether.
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This isn't about monsters, but I am wondering if you have any thoughts on Dason, Urgathoa's first antipladin and author of Serving Your Hunger. I can't find much about him on the wiki or in sources, and I wonder what his deal was? When did he live, why did he become an antipadin of Urgathoa, ect? Do you know where I could find additional information? The only other thing I can find is that he was apparently given the Defiled Disks of Urgathoa as payment.
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Well, I've went and looked through every book I could think to look through--all the ones listed as sources on the wiki article for both Dason and Serving Your Hunger, plus all the updated lore in 2e's Gods and Magic and Divine Mysteries--and even went and grabbed No Plunder, No Pay to see if it could tell me anything... and no. Nope, not a thing. Much to my disappointment, even the Defiled Disks of Urgathoa were almost entirely undescribed in the module aside from the fact they Desecrate any area they're kept in and they have some vague power to grant one Urgathoa's favor under specific conditions.
Dason seemingly exists only to grant a name to the author of Serving Your Hunger, and there's basically no details about the man available. The only thing we can do is extrapolate that he was extremely selfish, saw life only as something he could consume, was an experienced chef and cannibal, and deeply studied every Undead being that it's possible to turn one's self into. One pictures a studious man nonetheless willing to hunt down his own food like Hannibal Lecter in full-plate, and perhaps with just as much class and penchant for psychological manipulation; Serving Your Hunger is noted to contain all manner of riddles and critical thinkpieces meant to make the reader question their own held beliefs and wear away at their internal sense of what is truly taboo and what is just a meaningless barrier between themselves and a joy they've been denying.
Dason clearly wasn't a dumb brute who dumped Intelligence like many Paladins/Antipaladins. He knows to present just enough tempting tidbits to draw curiosity, but prompts others to take the final steps themselves. Serving Your Hunger is meant to give people recipes to try and methods of immortality to seek, but leaves it up to the reader to actually do the work to find out if their happiness really does lay in a nice, slow-roasted elf heart.
Unfortunately, this is all just speculation. Again, Dason's entire existence in Pathfinder is basically "the guy who wrote the evil cookbook." We don't even know if the guy was human, elf, dwarf, etc, or if he's still alive in some form or fashion.
[One of my many other interests beyond monsters is food and food history. Food is something that tabletop RPGs take mostly for granted, despite being one of the prime driving forces of human society. So I'm going to be intermittently writing some monsters associated with food. First up is the cockentrice, an edible gaff from the Middle Ages, made by sewing a pig to a capon. I first learned about it through Tasting History, which did it as the featured dish for the 1st anniversary of the channel. The inspirations for this entry also include the Star Trek episode "The Trouble With Tribbles", the scene with the cow who wants to be eaten in The Restaurant at the End of the Universe, and a conversation I had with @monstersdownthepath about the horror manga Bio-Meat: Nectar. Since the realm of Cockaigne is said to have roast pigs walking around just asking to be carved up, these guys seemed like logical residents.
If you'd like to sponsor your own monsters, read bonus monsters including monster girls and kaiju, or just help an unemployed writer out, check out the Creature Codex Patreon here!]
Cockentrice
CR ½ N Fey
This strange little creature has the head and forelimbs of a pig, but the hindquarters of a plucked bird. Its eyes are bulging and red and its skin golden. Despite its bizarre appearance, it seems harmless, and smells of cooked meat.
The land of Cockaigne exists in the First World, a paradise of plenty to reward the faithful petitioners of the Eldest. Wine flows like water, the streets are paved with pastries, and fish jump out of lakes into fisherman's boats. One of the species native to this land is the cockentrice; a beast with the front half of a pig, the back half of a chicken and an insatiable desire to be eaten. Cockentrice flesh is essentially precooked, and smells and tastes like the best qualities of both its component beasts’ meat. They can speak, and usually speak in short clipped phrases such as “hello,” “please eat me,” “try a thigh” or “serve me with potatoes or dressing!” Cockentrices are obsessed with food, eating and cooking, and if allowed to will plan elaborate feasts, their own bodies being served as one of the courses. The act of eating a cockentrice is the trigger for its reproduction, and if a cockentrice is consumed, two more of the little beasts appear in the vicinity of their predecessor’s death site.
In the First World, this repeated cycle of consumption and spawning is constrained. Cockentrices can gorge themselves on the other magical comestibles of Cockaigne without worry, and periodic culls by more brutal fey prevent overpopulation. If one of these little critters finds itself on the Material Plane, however, their population can rapidly spiral out of control. Although a self-replenishing meat source may seem like a blessing, the quick reproductive rate of the cockentrice, combined with their own need for food, may result in the fey beasts being the only source of food in a region, as they eat all the rest of it, which only causes their numbers to spike even more rapidly. If cockentrices escape from captivity into the wild, they can collapse food chains, as they consume all plants in an area, starve out other herbivores and overwhelm predators with their sheer numbers. Lastly, they are omnivorous as both pigs and chickens are. Humanoids are by no means their preferred prey, but as food supplies dwindle, the cockentrices will turn on their usual consumers to keep their own bellies full.
Cockentrice CR ½
XP 200
N Small fey (extraplanar)
Init +1; Senses low-light vision, Perception +4
Defense
AC 12, touch 11, flat-footed 11 (+1 size, +1 Dex)
hp 9 (2d6+2)
Fort +1, Ref +4, Will +3
Defensive Abilities respawn
Offense
Speed 30 ft.
Melee bite +2 (1d4)
Special Attacks delicious
Statistics
Str 11, Dex 12, Con 13, Int 6, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 11
Feats Skill Focus (Profession [cook])
Skills Diplomacy +6, Perception +4, Profession (cook) +5
Languages Common
Ecology
Environment temperate and cold land (First World)
Organization solitary, pair, herd (3-12) or flock (13-48)
Treasure none
Special Abilities
Delicious (Ex/Su) A cockentrice smells delicious. It can be detected and pinpointed at twice the normal distance by scent, and creatures gain a +2 morale bonus to attack it with a bite attack. The smell becomes supernaturally alluring when the cockentrice dies; a creature within 30 feet that can smell a freshly dead (less than 24 hours) cockentrice must succeed a DC 13 Will save or be compelled to consume it. Creatures with the scent ability suffer a -2 penalty on this saving throw. This compulsion lasts until the cockentrice is consumed or 24 hours have passed, whichever comes first. This is a mind-influencing compulsion effect, and the save DC is Charisma based.
Respawn (Su) If a cockentrice is consumed within 24 hours of being slain, two new cockentrices appear within 100 feet of the location where the initial cockentrice was slain.