idk if its just a me thing but i think the new Fiend Folio tboi update kinda sucks. like the new stuff is cool to see, don't get me wrong, but some of it just feels. really poorly balanced. usually in the "too difficult" way (which can be said for the entire fuckin mod but the newest stuff especially) (this is honestly an issue the modding scenes of so many games have but that's a different conversation)
at best it breaks even and is an entirely neutral update, which really isn't ideal imo
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A couple years ago I played a mod for The Binding of Isaac: Repentance called Fiend Folio and one ghost enemy's design (Wailer) adored me so much I made them out of polymer clay!
Wailer sprites in-game
The spritework in that mod is incredible
Aaaaand actually, originally these enemies appeared in Edmund's later game, The End Is Nigh
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[I missed Monday's monster because I was traveling for my birthday (which was lovely; I am feeling rather better than I was last week). So this is a twofer, both a Fiend Folio creature and a sponsorship. Mal on the Patreon wanted to play along and suggested to me the magnesium spirit, which is a critter I didn't have on my list. For one thing, it has no art; for another, it's another gotcha monster. The FF magnesium spirit rapidly and permanently kills a single character, draining one level a round when it possesses someone until it poofs back to its home plane and takes the host body with them. This really feels like a "screw you, I want this character dead with no way to undo it" monster, and that kind of antagonism is not a GMing style I support. So my take is radically different, taking the basic concept and making it much more involved and sinister. Like the eye of fear and flame, I wanted it to live up to its high intelligence score, and I wanted it to drive plots rather than just be a random encounter.
If you want to sponsor monsters like Mal, see bonus monsters like kaiju and monster girls, or just help an unemployed writer out, check out the Creature Codex Patreon here!]
Magnesium Spirit
CR 7 LE Outsider (elemental)
This skittering creature looks like a lanky metallic humanoid with an oversized head and a long tail. Both its head and tail burn with white smokeless fire.
The Plane of Metal is mysterious, having receded into the deepest recesses of the Inner Sphere for eons and only recently returned to prominence. Many of the metal elementals stranded on the Material Plane have been transformed by their home plane’s decline, including the magnesium spirits, half-dead creatures that despise the temerity of organic life to contain trace amounts of metals. Although some magnesium spirits are obsessed with the idea of finding a way back to their home plane, most are content to ruin the denizens of their prison, breaking down both mortal bodies and mortal lives.
Magnesium spirits are fast and stealthy, although their perpetual glow requires them to lurk in lit areas, or to use trickery to convince victims from afar that they are carrying light sources instead of made of them. A magnesium spirit on the attack maneuvers into the middle of a group and then amplifies its light into a blinding flash. Creatures that are not blinded are their preferred targets for the next stage—possession. A magnesium spirit can grab a creature with its prehensile tail and then pull itself inside of its victim’s body, its intelligence occupying the trace metals in bones and brains to command its new chassis. A magnesium spirit that cannot possess a host may try another, or simply flee if resistance to its attacks is sufficient.
Although it cannot read the mind of its host, magnesium spirits are excellent liars, and they pretend to have memory lapses to gather information about their new body. As the magnesium spirit slowly destroys its host’s body from within, they amuse themselves by ruining their host’s life. A magnesium spirit may drive away its host’s loved ones with cruelty, spend all of their money blithely, commit crimes to make them loathed and despised, or simply break all of their possessions one by one. A creature rescued from a slow death from magnesium spirit possession may find their lives irrevocably changed for the worse, a cruel fate that gives a magnesium spirit grim amusement.
Magnesium Spirit CR 7
XP 3,200
LE Medium outsider (elemental, extraplanar, metal, necromental)
Init +5; Senses darkvision 60 ft., Perception +15
Defense
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 85 (10d10+30)
Fort +6, Ref +12, Will +8
DR 10/magic or silver; Immune elemental traits, undead vigor; SR 18
Defensive Abilities negative energy affinity; Weakness vulnerable to holy water
Offense
Speed 60 ft.
Melee tail slap +15 (3d4 plus 1d4 Str damage plus grab)
Special Attacks blinding flash, energy drain (1 level, DC 19), merge
Statistics
Str 11, Dex 20, Con 17, Int 14, Wis 15, Cha 19
Base Atk +10; CMB +15 (+19 grab); CMD 26
Feats Agile Maneuvers, Dodge, Hidden Presence, Mobility, Weapon Finesse
Skills Bluff +17, Knowledge (arcana, planes) +15, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +18, Use Magic Device +17
Languages Common, Talican, Undercommon
SQ luminous
Ecology
Environment any land or underground (Plane of Metal)
Organization solitary
Treasure standard
Special Abilities
Blinding Flash (Ex) As a standard action, a magnesium spirit can increase its brightness to blinding levels for a second. All creatures within 30 feet of the magnesium spirit must succeed a DC 18 Fortitude save or be blinded for 1d10 rounds. Creatures that succeed this save are instead dazzled for 1d4 rounds. A creature that succeeds this save is immune to the blinding flash of that magnesium spirit for the next 24 hours.
Luminous (Ex) A magnesium spirit emanates bright light in a 30 foot radius. As a move action, it can dim its light to bright light in a 5 foot radius or return it to its initial radius, but the creature cannot extinguish its light completely.
Merge (Su) A magnesium spirit can attempt to merge with a grappled animal, humanoid, magical beast, monstrous humanoid, native outsider or vermin as part of the action to maintain that grapple. If the grappled creature fails a DC 19 Will save, the magnesium spirit enters their body and can control it as per a possession spell. A creature that succeeds this save is immune to that magnesium spirit’s merge ability for the next 24 hours. When a creature becomes possessed, and every 24 hours thereafter, it suffers from the magnesium spirit’s energy drain. When a possessed creature dies, either from energy drain or from another cause, the magnesium spirit is ejected. The save DC is Charisma based.
Strength Damage (Su) A creature struck by a magnesium spirit’s tail slap must succeed a DC 19 Fortitude save or take 1d4 points of Strength damage. The save DC is Charisma based.
Undead Vigor (Ex) A magnesium spirit is immune to nonlethal damage, ability drain and energy drain. It is also immune to fatigue, exhaustion and ability damage to its physical ability scores.
Vulnerable to Holy Water (Ex) A magnesium spirit takes full damage from holy water even when it is possessing another creature. If a creature possessed by a magnesium spirit is struck with holy water, it can attempt another DC 19 Will save to eject the magnesium spirit from its body.
I'm seeing some reports that the fantasy artist Emmanuel just passed away. One of the artists who helped hone the look of Advanced Dungeons & Dragons, I was especially a fan of his cover for the Fiend Folio, which I consider one of the sacred texts of AD&D. One of the many guides I used to check out from the library and draw monsters from.
[The terithran is another monster from the original Fiend Folio all but forgotten today, and I suspect that's due to how mechanically complicated it is. It's yet another monster that abducts people across planar boundaries, and it has different abilities whether it's in the Material or Ethereal Planes. It also serves the role of a "gotcha" monster, a way to punish players for doing things the DM is annoyed with, which is not uncommon for 1e monsters. But it doesn't even really hit that mark either. Its attention is attracted by high level spells, like 7th-9th level, but it only has 5 Hit Dice! 5 HD went a lot further in 1e AD&D than it does in a modern game, but it still seems like its ire is raised only by things punching waaaay above its weight class.
To sum up, the original terithran has a lot of problems, and my conversion ran into plenty of issues when I was trying to make it actually fun and playable for PF1e. So why did I bother? Mostly because a monster motivated by delusional spite is a fun idea, and I like the image of a little creep who hates wizards.
I, on the other hand, am motivated by a love of monsters and creative energy. If you'd like to help keep that going while keeping a roof over my head, please support me at the Creature Codex Patreon here]
Terithran
CR 5 NE Aberration
This short humanoid thing has a swollen head with no discernible neck, and its body is glistening and covered in low ridges. Its arms are abnormally long and spindly, capable of touching the ground without bending over, and end in clawed hands.
Terithrans are bitter hermits with occult powers and a hatred for arcane magic. They universally believe that arcane magic has permanent, harmful consequences to the fabric of the planes, and do their part to “correct” this by killing magic users. Of course, as terithrans are relatively weak and cowardly, they strike out predominately at mortal wizards, witches, and sorcerers while they are still fairly frail and inexperienced. Stronger monsters that use arcane magic, such as dragons, are creatures to be avoided, but the terithran will still hold a grudge against them regardless.
A terithran spends most of its life inside its own personal demiplane, where they plot, scheme and twist themselves into knots about how much they hate arcane magic. This demiplane has porous boundaries to the terithran’s senses, and it can detect spells being cast nearby its entrance on the Material Plane. They ignore divine magic, but arcane magic cast nearby their demiplane raises their ire. The terithran then attacks from ambush, popping out of its demiplane and attempting to stun its enemies with a synaptic pulse. They focus their attacks on arcane casters, hoping to grab them and drag them back into their demiplane to kill. Terithrans will also retreat to their plane if injured or if their assault is unsuccessful, trusting to the planar boundary to protect them. If their foes manage to breach their defenses and pursue them into their lair, however, the cornered terithran often fights to the death.
A terithran’s demiplane lair is cramped and filthy, as the creatures collect all manner of items from their environments, especially those with magical auras. Terithrans see no hypocrisy in using magic items themselves, and may have stolen wands, scrolls and potions that they turn against their foes. Terithrans often vent their spleen through writing, and reams of paper can be found in their lair, occasionally with useful insights into the surrounding region mixed among the diatribes and delusions. When a terithran kills an arcane spellcaster, it tears the heart from the corpse using its long claws and eats it; this appears to be the only food they consume. How terithrans reproduce is unknown—they have no discernible sexes and shun each other’s company. It is possible that terithrans are created through accidents of arcane magic, which would at least justify their bitterness, but there is no direct evidence for this hypothesis.
A terithran stands about four feet tall and weighs around 100 pounds.
Terithran CR 5
XP 1,600
NE Medium aberration (extraplanar)
Init +4; Senses darkvision 60 ft., Perception +7, see magic
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d8+21)
Fort +5, Ref +6, Will +6
DR 5/silver or magic; SR 20
Offense
Speed 50 ft.
Melee 2 claws +9 (1d8+1 plus grab)
Psychic Magic CL 5th, concentration +8 (+12 casting defensively)
8 PE—dispel magic (3 PE), inflict moderate wounds (2 PE, DC 15), synaptic pulse (3 PE, DC 16)
Special Attacks suppress arcane magic
Statistics
Str 13, Dex 18, Con 16, Int 7, Wis 13, Cha 16
Base Atk +5; CMB +9 (+13 grab); CMD 20
Feats Agile Maneuvers, Combat Casting, Magical Aptitude, Weapon Finesse
Skills Perception +7, Spellcraft +7, Stealth +10, Use Magic Device +9
Languages Aklo
SQ demiplane lair
Ecology
Environment any land or underground
Organization solitary
Treasure standard
Special Abilities
Demiplane Lair (Su) A terithran lairs in a private demiplane, a half-circular space with a 20 foot radius. Inside its demiplane, the terithran gains 12 bonus PE. In the center of the demiplane is a 5 foot square portal, corresponding to a matching portal on the Material Plane. This portal is difficult to see in the Material, requiring a DC 30 Perception check. The terithran can see into the Material from its demiplane to a range of 60 feet, but creatures in the Material Plane cannot see in. The terithran can pass in and out of its demiplane through the portal effortlessly, including bringing unwilling characters through (such as through grappling). Any creature other than a terithran can only pass through after a successful DC 25 Use Magic Device or Disable Device check is made (which renders the portal functional for all creatures for 1 hour), or it can be dispelled with dispel magic or a similar effect. The terithran must spend one hour meditating each day in order to maintain the demiplane, otherwise it evaporates and returns its contents to the Material Plane. If a terithran’s demiplane is dispelled, it can create another one with 1 hour’s meditation.
See Magic (Su) A terithran can sense magic as if permanently under the effects of an arcane sight spell. When inside its demiplane lair, it can sense magic in the Material Plane within 60 feet of the entry portal.
Suppress Arcane Magic (Su) When a terithran makes a touch attack against a creature as a standard action, that creature must succeed a DC 16 Will save or suffer a 50% spell failure chance on all arcane spells for 24 hours. This stacks with any other spell failure chance the creature may have, such as from wearing armor. A creature that succeeds this save is immune to the suppress arcane magic ability of that terithran for the next 24 hours. This effect can be removed with remove curse or a similar spell or effect.