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one way or another misha has seen everyone's dick on that set

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Doomguard
CR11 #CR7 #CR11 #FinoAllaFine #ForzaJuve #juventustorinoreports (at Allianz Stadium) https://www.instagram.com/p/B8-kh2ihWNU/?igshid=12rofne4esi34
Rabisu (CR 11)
This hollow-eyed, blue-skinned woman has a vulture’s wings, birdlike talons for hands and feet, and a fang-filled mouth.
XP 12,800 CE Medium fey Init +7; Senses low-light vision, scent, see in darkness; Perception +22
DEFENSE
AC 25, touch 18, flat-footed 17 (+8 Dex, +1 Dodge, +7 natural) hp 147 (14d6+98) Fort +11, Ref +16, Will +14 DR 10/cold iron and magic; Immune fire, bleed, fear; Resist cold 10, electricity 10 Weaknesses susceptible to salt
OFFENSE
Speed 40 ft., fly 60 ft. (good) Melee bite +17 (1d6+8 plus blood drain), 4 claws +18 (1d4+8 plus grab) Special Attacks blood drain (1d2 Constitution) Spell-Like Abilities (CL 12th; concentraion +18) Constant—greater magic fang (self only) At will—command undead (DC 18), invisibility, ray of enfeeblement (DC 19) 3/day—charm monster (DC 20), quickened invisibility, quickened ray of enfeeblement (DC 19), ray of exhaustion, vampiric touch 1/day—mirage arcana (DC 21), veil (self only), waves of fatigue, wind walk
STATISTICS
Str 21, Dex 24, Con 24, Int 19, Wis 21, Cha 22 Base Atk +7; CMB +12 (+16 grapple); CMD 30 (34 vs. grapple) Feats Ability Focus (ray of enfeeblement), Combat Casting, Dodge, Quicken Spell-Like Ability (invisibility, ray of enfeeblement), Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claw) Skills Acrobatics +24, Disguise +23, Escape Artist +24, Fly +28, Intimidate +20, Knowledge (nature) +21, Perception +22, Sense Motive +22, Stealth +38, Survival +19; Racial Modifiers +8 Stealth Languages Aklo, Auran, Common SQ blood frenzy
SPECIAL ABILITIES
Blood Frenzy (Ex) When a rabisu successfully drains blood from a creature, it becomes frenzied. For 1d4 rounds after it drains blood, it acts as if affected by haste and gains fast healing 5.
Susceptible to Salt (Ex) A handful of salt burns a rabisu as a flask of acid would, causing 1d6 points of damage per use. Ground sprinkled with salt functions as difficult terrain for a rabisu. A line of salt placed across a doorway, window, or other aperture can largely prevent a rabisu from passing through that opening. It can attempt to go through the opening as a move action, but unless it succeeds at a DC 20 Fortitude save, the salt prevents it from completing the movement, and it becomes nauseated for 1 round.
ECOLOGY
Environment warm deserts, hills, and mountains Organization solitary, pair, or gang (3-6) Treasure standard
Despite their ghoulish appearance, rabisus are living creatures, not undead. While they can manipulate objects with their talons, they cannot wield weapons. Rabisus take great delight in the taste of blood. To these fey, this flavor can vary greatly, even between two similar creatures. Rabisus might keep particularly delicious victims prisoner for months to prolong the pleasure of savoring their blood.
A rabisu stands 6 feet tall and weighs 160 pounds.
Gibrileth (CR 11)
This flying, bulbous, tumor-riddled mass has numerous arms, no legs, and a leering, three-eyed face.
XP 12,800 CE Large outsider (chaotic, demon, evil, extraplanar) Init +8; Senses darkvision 60 ft., scent; Perception +25
DEFENSE
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size) hp 137 (11d10+77) Fort +14, Ref +9, Will +10 Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, poison; Resist cold 10, fire 10; SR 22
OFFENSE
Speed 10 ft., fly 40 ft. (good) Melee +1 scorpion whip +18/+13/+8 (1d6+8/18–20 plus disease), bite +12 (1d8+3 plus disease) Ranged tumor +14 (2d6 acid plus disease) Space 10 ft.; Reach 10 ft. (20 ft. with whip) Special Attacks disease, whip specialist Spell-Like Abilities (CL 13th; concentration +16)
At will—contagion (DC 17), grease (DC 14), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 17) 3/day—stinking cloud (DC 16) 1/day—summon (level 4, 1 gibrileth 35%), waves of fatigue
STATISTICS
Str 24, Dex 19, Con 24, Int 13, Wis 16, Cha 17 Base Atk +11; CMB +19 (+23 trip); CMD 35 (37 vs. trip) Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved Initiative, Improved Trip, Lightning Reflexes Skills Fly +20, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Perception +25, Sense Motive +17, Stealth +14, Survival +17; Racial Modifiers +8 Perception Languages Abyssal, Celestial, Draconic; telepathy 100 ft. SQ tumors
SPECIAL ABILITIES
Disease Any weapon a gibrileth wields becomes a vector for spreading the demonplague. A creature bitten by a gibrileth or damaged by a weapon it wields is exposed to this virulent disease. A successful DC 22 Fortitude save is needed to resist this creature’s particular strain of demonplague. The save DC is Constitution-based.
Tumors (Su) As a swift action, a gibrileth can rip a grapefruit-sized tumor from its body with one of its many arms and throw it as a splash weapon with a range increment of 20 feet. A direct hit deals 2d6 points of acid damage, and deals 1d4 points of acid splash damage to all creatures within 5 feet of the target. A creature can avoid the splash damage with a successful DC 22 Reflex save. The save DC is Constitution-based.
Whip Specialist (Ex) A gibrileth does not provoke attacks of opportunity when using a whip.
ECOLOGY
Environment any (Abyss) Organization solitary, pair, or infection (3–8) Treasure standard (+1 scorpion whip, other treasure)
Gibrileths are known as filth demons because their appearance is so vile that even other demons find them appalling—including some hezrous. A gibrileth’s body is composed almost entirely of quivering, globular, acidic tumors, save for its batlike wings and the nest of spindly, atrophied arms growing from the top of its body. It can walk with a clumsy gait, using its long arms, but it prefers to be on the wing.
These creatures enjoy spreading nausea and sickness, either via their spell-like abilities or through violence—in fact, they are one of the primary sources of demonplague throughout demon infested lands. Gibrileths particularly relish the taste of partially liquefied, diseased flesh, and many keep infected victims in pens like cattle for periodic snacking, allowing their sickness to season them properly before feeding. Gibrileths rise from the souls of mortals who deliberately encourage the spread of disease or sickness, many of whom died of disease themselves.
A gibrileth is approximately 10 feet in diameter, with a wingspan of 16 feet. These foul, bloated demons typically weigh about 2,400 pounds.
Copyright Notice: Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.

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Robot Golem (CR 11)
Not quite a robot. Not quite a golem. Here’s a goddamn Robot Golem.
Though corroded and damaged, this bipedal metallic construct moves silently, as though powered by some force other than its own rattling gears.
XP 12,800
N Large construct Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 27, touch 9, flat-footed 27 (+18 natural, –1 size) hp 112 (15d10+30) Fort +5, Ref +5, Will +5 DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft. Melee 2 slams +22 (2d10+8) Space 10 ft.; Reach 10 ft. Special Attacks rend construct (2 slams, 2d10+12), shockwave (30-ft.-radius spread, 8d6 electricity, Reflex DC 19 for half, usable every 1d4 rounds)
STATISTICS
Str 26, Dex 11, Con —, Int —, Wis 11, Cha 1 Base Atk +15; CMB +24; CMD 34
SPECIAL ABILITIES
Immunity to Magic (Ex) A robot golem is immune to spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against it, as noted below.
A magical attack that deals electricity damage deals half damage to the golem. Additionally, for 1d4+1 rounds the golem gains the benefits of haste and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing an object smaller than itself if no creature is within reach; it then moves on to spread more destruction. The golem comes back under the control of its creator when the duration ends. A transmute metal to wood spell reduces the robot golem’s damage reduction by 5 and its natural armor bonus by 9 for 1d4 rounds. A robot golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell. Rend Construct (Ex) This functions as the rend special ability, except the robot golem can rend only other constructs.
Shockwave (Ex) A robot golem can release a pulse of electrical energy held within its nonfunctioning batteries as a standard action once every 1d4 rounds. This pulse is a 30-foot-radius spread that deals 8d6 points of electricity damage to all creatures in its area of effect (Reflex DC 19 half). The save DC is Constitution-based and includes a +2 racial bonus.
ECOLOGY
Environment any Organization solitary or gang (2–4) Treasure none
When robots are damaged beyond the abilities of technologists to repair, salvages sometimes animate their frames via magic rather than science. What results is more of a walking mechanical corpse that lacks the intelligence and vulnerabilities of a true robot. Arcanists often employ these magically animated constructs to combat rogue robots or those under the control of their enemies.
Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Most people refer to robots as “automatons” or “metal men”; their proper nomenclature is known to only a few. Unlike most constructs, robots are capable of independent thought. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous.
Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic.
Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs.
Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle.
Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among the its former temporary masters.
The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home’s languages. Though they comprehend language, most robots rarely speak save for terse acknowledgements of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner.
Constructing a robot requires no magic, but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn’t alter the construct’s CR.
A character can’t create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here.
Variants
In addition to the four robots with full entries on the following pages, robots are designed by beings of sufficiently advanced technology for a variety of other tasks. Here is a list of some other robot types and their common uses.
Collectors serve as scouts and acquisition agents. Directors enforce order and maximize efficiency. Evaluators determine whether races are fit for contact with other beings. Juggernauts are titanic robots with the ability to shut down technology. Observers are designed for reconnaissance. Reclamators are adept at salvage and construction. Surgeons are equipped to treat injuries. Thought harvesters extract memories from living creatures. Wardens serve as guardians.
Construction
A robot golem’s body used to be a Large robot, but is now nonfunctional. Any major damage on the intended body must be repaired prior to animation.
CL 14th; Price 72,000 gp
CONSTRUCTION REQUIREMENTS
Feats Craft Construct; Spells geas/quest, limited wish, make whole, shatter; Special creator must be caster level 13th; Skill Craft (mechanical) DC 20; Cost 36,000 gp
Copyright Notice: Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.
Capacitor Ooze (CR 11)
Some real Final Fantasy type shit up in here with this here electric ooze going buck wild in Numeria.
Electricity crackles and arcs from this undulating mass of orange slime.
XP 12,800
N Medium ooze Init –5; Senses blindsight 120 ft.; Perception –5; Aura osmotic drain (10 ft., DC 25)
DEFENSE
AC 5, touch 5, flat-footed 5 (–5 Dex) hp 195 (17d8+119) Fort +12, Ref +0, Will +0 Defensive Abilities electrified; Immune electricity, ooze traits
OFFENSE
Speed 10 ft., climb 10 ft. Melee slam +18 (2d6+9 plus 4d6 electricity and neurophagic jolt) Special Attacks neurophagic jolt
STATISTICS
Str 22, Dex 1, Con 24, Int —, Wis 1, Cha 1 Base Atk +12; CMB +18; CMD 23 Skills Climb +14 SQ compression
SPECIAL ABILITIES
Electrified (Ex) A creature that strikes a capacitor ooze with a natural weapon, unarmed strike, or metal weapon takes 4d6 points of electricity damage. Creatures grappling a capacitor ooze take this damage when initiating the grapple and on each round the grapple is maintained.
Neurophagic Jolt (Ex) When a capacitor ooze deals electricity damage to a target with its slam attack, the jolt to the target’s neurological system stuns the creature for 1 round (Fortitude DC 25 negates). A second neurophagic jolt to a stunned target sets up a destructive resonance in the target’s brain. This resonance functions like an affliction with the following statistics: save Will DC 25; frequency 1/round for 6 rounds; effect 1d2 Dexterity and 1d2 Intelligence damage; cure 1 save. Neutralize poison does not cure this affliction, but heal, greater restoration, and any effect that removes insanity does. This is a mind-affecting effect. The save DC is Constitution-based.
Osmotic Drain (Ex) A capacitor ooze drains power from nearby electrical sources. Any creatures within 10 feet of a capacitor ooze carrying at least one device that’s powered by or generates electricity must succeed at a DC 25 Fortitude save or lose 1 charge from a random electrical device. Single-use items are depowered entirely; devices with renewable electrical sources are depowered until they can recharge (in the case of a solar-powered device) or have their electrical function suppressed for 1d4 minutes (in the case of a shock weapon). A given power source can be drained only once per minute. For each electrical device affected by the capacitor ooze’s osmotic drain, the ooze deals an additional 1d6 points of electricity damage the next time it would deal electricity damage to a target, and its speed increases by 30 feet for 1 round. The save DC is Constitution-based.
ECOLOGY
Environment cold deserts or plains Organization solitary Treasure none
Created by technologists seeking to devise an organic battery, capacitor oozes escaped captivity and now infest the hinterlands. They find water dangerous and humidity painful, so they gravitate toward arid climes with stable weather.
Capacitor oozes instinctively seek out sources of electricity, consuming them like other creatures would food. Maintaining vigor and growth requires regular consumption of organic material as well. A capacitor ooze that’s denied power or food begins to starve.
Capacitor oozes grow without bound, splitting only from damage or misfortune. Capacitor oozes that encounter others of their kind often merge if left undisturbed, a process that takes 1d4 hours and may result in a giant or advanced ooze. Capacitor oozes that aren’t inclined to merge disperse, as they find disharmonious electrical auras intolerable.
Copyright Notice: Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.





