Visualizzazione post con etichetta Mostri Mitici. Mostra tutti i post
Visualizzazione post con etichetta Mostri Mitici. Mostra tutti i post

domenica 26 gennaio 2025

Thalia, Muse of Comedy

Very soon on The Bardess’ Library #4! I published the stats for this Muse as a demigod once. Here are her mythic monster stats.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Thalia, Muse of Comedy

This beautiful woman appears imposing and regal, yet there’s a light of mockery and mischievousness in her eyes.


Thalia CR 24 MR 9

XP 1,228,800

CG Medium fey (mythic)
Init +13; Senses blindsight 120 ft., low-light vision; Perception +23


Defense

AC 43, touch 30, flat-footed 24 (+4 armor, +11 deflection, +9 Dex, +9 natural)
hp 419 (17d6+306+54)
Fort +21, Ref +30, Will +24
Defensive Abilities muse’s ward, mythic immortality, unearthly grace; DR 15/cold iron and epic (25/epic when below 0 hit points); Immune sonic


Offense

Speed 60 ft.
Melee +5 bewildering singing crook +33/+28 (1d6+14 plus 1d6 sonic)
Ranged 5 sound strikes +33 ranged touch (4d6 sonic)
Special Attacks bardic performance 59 rounds/day (swift action; as a 16th-level bard), clown, mythic power 21/day, surge +1d10
Spell-Like Abilities (CL 17th; concentration +28)

1/level/day- comprehend languages, expeditious retreat, hideous laughter (DC 22), lesser confusion (DC 22), protection from evil, protection from law; align weapon (chaos), align weapon (good), detect thoughts (DC 23), memory lapse (DC 23), touch of idiocy; fly, magic circle against evil, magic circle against law, rage, speak with dead (DC 24); chaos hammer (DC 25), confusion (DC 25), divination, holy smite (DC 25), moonstruck (DC 25); dispel evil (DC 26), dispel law (DC 26), nightmare (DC 26), true seeing; animate objects, blade barrier (DC 27), cloak of dreams (DC 27), find the path, modify memory (DC 27), phantasmal killer (DC 27), phantasmal web (DC 27), planar ally (azata); holy word (DC 28), insanity (DC 28), legend lore, word of chaos (DC 28); cloak of chaos (DC 29), discern location, holy aura (DC 29), moment of prescience, scintillating pattern; foresight, summon monster IX (chaos), summon monster IX (good), weird (DC 30)

Bard Spells Known (CL 16th; concentration+27)

6th (3)—brilliant inspiration, subjective reality
5th (5)—greater dispel magic, greater heroism, frozen note (DC 26), shadowbard
4th (6)—break enchantment, denounce (DC 25), heroic finale, untold wonder, virtuoso performance
3rd (8)—exquisite accompaniment, glibness, good hope, haste, purging finale
2nd (8)—absurdity (DC 23), babble (DC 23), eagle’s splendor, gallant inspiration, honeyed tongue, share memory (DC 23)
1st (8)—hideous laughter (DC 22), biting words, identify, saving finale, solid note, timely inspiration
0 (at will)—detect magic, ghost sound (DC 21), lullaby (DC 21), message, prestidigitation, summon instrument


Statistics

Str 14, Dex 29, Con 20, Int 25, Wis 16, Cha 33
Base Atk +8; CMB +10; CMD 47
Feats Defensive Combat Training, Extra PerformanceM, Improved Initiative, Inspiring Mentor, Lingering PerformanceM, Skill FocusM (Perform [all], Skill Focus (Craft [all]), ToughnessM, Weapon FinesseM
Skills Craft (all) +33, Escape Artist +29, Knowledge (all) +19, Linguistics +19, Perception +23, Perform (all) +39, Spellcraft+24, Stealth +29, Use Magic Device +29
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan; telepathy 100 ft.; truespeech
SQ art is life, change shape (Small or Medium humanoid; alter self), inspiration, path abilities (clown, divine source x3 [Chaos/Whimsy, Good/Azata, Knowledge/Memory, Madness/Insanity], mythic immortality, mythic spellcasting, Parnassus’ ward, potent message, sardonic wit, unending performance)

Ecology 

Environment any (Olympus, Parnassus)
Organization solitary or circle (the Nine Muses)
Treasure triple (+5 bewildering singing crook, mask of the comedian, other equipment)


Special Abilities


Art is Life (Ex) A muse is the master of all forms of art; she counts Craft and Perform as single skills and all Knowledge skills as class skills. She can use versatile performance as a bard for all categories of Perform. A muse’s blindsight is sound-based.


Buffoonery (Ex) Thalia uses the bardic performances from the Prankster bard archetype rather than those of a regular bard.


Inspiration (Su) A muse can inspire art and passion in her targets, as per a nymph’s inspiration. The muse has a constant status spell cast on the creatures she is inspiring, and can project her senses to one of them, or teleport to a location within 100 feet of one of them, as a standard action. She can inspire a number of creatures equal to her Charisma bonus.


Parnassus’ WardM (Su) A mythic muse incorporates solid music into her jewelry and clothing, granting her (but not others) a +5 armor bonus to AC and allowing her to add her Charisma bonus to her attack roll and to her Constitution bonus when calculating hit points. The notes also act as masterwork instruments for all types of Perform.


Unearthly Grace (Su) A muse adds her Charisma modifier as a racial bonus on saves, and as a deflection bonus to AC.


domenica 8 dicembre 2024

The Anglerfish God

Here’s a little excerpt from the upcoming issue of The Bardess’ Library: a quasi-divine being that was hinted in Pathfinder but never statted before. The Fish Subdomain was posted previously on the blog and you will find it on this month’s Library too.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Anglerfish God

This gigantic fish has pitted grayish skin, enormous inward-curved teeth, and a glowing lure dangling before its head.

The Anglerfish God (CR 23)

Awakened giant anglerfish hydrokineticist 13 (Aquakineticist)/champion 6

N Gargantuan magical beast (aquatic)

Init +8, amazing initiative; Senses blindsense 30 ft., darkvision 60 ft., low–light vision, watersense; Perception +45

Defense

AC 40, touch 4, flat–footed 40 (+2 Dex, +32 natural, –4 size)

hp 459 (33d8 + 264 + 13 + 30)

Fort +28, Ref +18, Will +19

Defensive Abilities aquatic adaptation, cold adaptation, force of will, hard to kill, mythic saves, ocean’s caress, recuperation; Immune mind-affecting spells and effects (multiple mind); Resist cold 5

Offense

Speed swim 60 ft. (waterdancer)

Melee kinetic fist penetrating bite +31 (12d6+30 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing/19-20 plus grab), kinetic fist penetrating tail slap +26 (2d8+22 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing) or kinetic blast +24 (water blast: 7d6+16; cold blast: 7d6+4; ice blast: 14d6+22)

Space 20 ft.; Reach 20 ft.

Special Attacks ice propagation, infusions (extended range, flurry of blasts, kinetic fist, penetrating infusion, spray [DC 22], torrent [DC 21], unbreaking waves infusion), kinetic overflow +4/+8, lure, mythic power 15/day, overcharged blast, surge +1d8, sudden attack, suffocate [DC 24], swallow whole (5d6 acid damage, AC 26, 45 hp), water blast 3/day (DC 26)

Spell-Like Abilities (CL 33th; concentration +33)

1/day- calm animals (DC 11), identify, obscuring mist, touch of the sea; fog cloud, hold animal (DC 12), magic mouth, slipstream; dispel magic, dominate animal (DC 13), water breathing, water walk; control water (DC 14), imbue with spell ability, ride the waves, summon nature’s ally IV (animals only); beast shape III (animals only), ice storm, spell resistance; antimagic field, antilife shell, cone of cold (DC 16)

Statistics

Str 42, Dex 14, Con 26, Int 26, Wis 28, Cha 10

Base Atk +24; CMB +44 (+48 grapple); CMD 56 (can’t be tripped)

Feats Ability Focus (lure), Cleave, Devastating Strike, Eldritch HeritageM (Seaborn), Enduring Might, Exotic Heritage (Swim), Gather Might, Great Cleave, Improved Critical (bite), Improved Devastating Strike, Improved Natural AttackM (bite), Lightning Reflexes, Mobile Gathering, Power Attack, Vital Strike, Weapon FocusM (bite), Weapon FocusM (kinetic blast)

Skills Escape Artist +38, Intimidate +36, Knowledge (arcana, religion) +21, Knowledge (nature) +44, Knowledge (geography, local) +41, Perception +45, Sense Motive +42, Stealth +42 (+46 in the dark), Survival +45, Swim +56; Racial Modifiers Stealth +4 (+8 in the dark)

Languages Aboleth, Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Protean, Sylvan; aquatic telepathy 100 ft.

SQ amphibious, basis aquakinesis, burn (4/round, 11 maximum), call of the deep, elemental focus (water), expanded element (water x2), gather energy, infusion specialization (3 points), internal buffer (2 points), metakinesis (empowered, maximized, quickened), path abilities (divine source [x2], extra mythic feat, longevity, mythic burn, overcharged blast), supercharge, utility wild talents (cold adaptation, kinetic healer, suffocate, water alteration, water manipulator, waterdancer, watersense)

Special Abilities

Extended Jaw (Ex): The anglerfish god can stretch her jaw and stomach at great rates, allowing it to swallow whole a creature up to her same size.

Multiple Mind (Ex): Since she has many mates embedded into her body, the anglerfish god is immune to mind–affecting spells and effects.

Lure (Su): As a free action, the anglerfish god can light the dangling lure on her forehead, forcing all creatures within a 60–foot radius to make a DC 22 Will save or become fascinated for 1 round. Other anglerfish and ceratioidi are immune to this effect. A creature affected by this ability does not view the anglerfish god as a potential threat until she actually attacks– allowing her to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the anglerfish God’s lure ability for 24 hours. The save DC is Charisma–based.

The anglerfish god is a unique awakened Gargantuan giant anglerfish that is worshiped as a demigod by the ceratioidi. As a mythic creature, she is extremely long-lived and able to grant divine spells up to the 6th level. Her clerics gain access to the Animal, Magic, and Water domains and to the Fish and OceansAPG subdomains.

domenica 11 aprile 2021

Bestiary: The Prince of Stars

 I couldn’t help creating the son of the royal faerie couple. Actually, I made them so I could make him.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Prince of Stars CR 20 MR 1

307,206 XP

Erlking cavalier 2 (Daring Champion)

NG Medium fey

Init +9, dual initiative; Senses low-light vision; Perception +22

Defense
AC 35, touch 15, flat-footed 30 (+7 armor, +4 Dex, +1 dodge, +13 natural; +2 deflection vs. evil or law)
hp 315 (20d6+2d10+220+10); fast healing 10
Fort +18, Ref +22, Will +18
Defensive Abilities blur, protection from good (and law), DR 10/cold iron or epic; Immune poison; Resist acid 30, cold 30, electricity 30

Offense
Speed 100 ft., fly 90 ft. (good); impossible speed

Melee +3 cold iron keen longsword +26/+26/+21/+16 (1d8+16/17–20 plus bleed)
Ranged +3 ironwood longbow +22/+22/+17/+12 (1d8+3/×3 plus bleed)
Special Attacks bleed (1d6), challenge 1/day (+2 damage, +1 circumstance bonus on allies’ attacks), favored enemy (all humanoids +10), ironwood mastery, mythic power 1/day, surge +1d6
Spell-Like Abilities (CL 20th; concentration +27)
Constant—blur, haste (self only), protection from evil, protection from law, speak with animals, speak with plants
At will—whispering wind
3/day—animate plants, black tentacles, cure critical wounds, haste, ironwood, move earth, plant growth, summon nature’s ally VI, summon (level 6, 1d4+1 centaurs or 1 treant 100%), tree stride
1/day—finger of death (DC 25), repel metal or stone, summon nature’s ally IX

Statistics
Str 18, Dex 29, Con 28, Int 21, Wis 22, Cha 25
Base Atk +12; CMB +16; CMD 35
Feats Coordinated Maneuvers*, Critical Focus, Disruptive, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Power Attack, Slashing Grace (longsword), Spellbreaker, Toughness, Vital Strike, Weapon Finesse*, Weapon FocusM (longsword), Weapon Specialization (longsword)
Skills Acrobatics +25 (+41 when jumping), Bluff +22, Climb +20, Diplomacy +23, Fly +28, Handle Animal +23, Heal +18, Intimidate +22, Knowledge (geography) +21, Knowledge (nature) +21, Knowledge (nobility) +18, Perception +22, Perform (oratory) +22, Ride +25, Sense Motive +22, Spellcraft +17, Stealth +25, Survival +19, Swim +19; Racial Modifiers +16 Acrobatics when jumping
Languages Common, Elven, Sylvan; speak with animals, speak with plants
SQ aid allies +3, champion’s finesse, order (dragon), tactician 1/day (4 rounds), warrior fey

Treasure ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure

Special Abilities


Ironwood Mastery (Su) Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.

Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.

mercoledì 7 aprile 2021

The King of Stars (Mythic Erlking)

 A new creation/conversion. I couldn’t help making all the Fairy Royal Family once I had begun.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The King of Stars CR 28 MR 6

XP 4,915,200

Erlking ranger 7 (Warden)

CN Medium fey

Init +16, dual initiative; Senses greensight, low-light vision; Perception +27


Defense

AC 45, touch 20, flat-footed 35 (+7 armor, +9 Dex, +1 dodge, +18 natural; +2 deflection vs. evil or law)

hp 493 (20d6+7d10+304+36); fast healing 10

Fort +21, Ref +26, Will +22; +4 Fort vs. nonlethal damage from hot or cold environments and suffocation (Endurance)

Defensive Abilities armor master, blur, protection from good (and law), DR 10/cold iron and epic; Immune poison; Resist acid 30, cold 30, electricity 30


Offense

Speed 70 ft., fly 90 ft. (good)

Melee +3 cold iron keen longsword +29/+29/+24/+19/+14 (1d8+15/17–20 plus bleed)

Ranged +3 ironwood longbow +29/+29/+24/+19/+14 (1d8+3/×3 plus bleed)

Special Attacks amazing initiative, bleed (1d6), favored enemy (all humanoids +10), ironwood mastery, mythic power (6/day), surge +1d8

Spell-Like Abilities (CL 20th; concentration +27)

Constant—blur, haste (self only), protection from evil, protection from law, speak with animals, speak with plants

At will—whispering wind

3/day—animate plants, black tentacles, cure critical wounds, haste, ironwood, move earth, plant growth, summon nature’s ally VI, summon (level 6, 1d4+1 centaurs or 1 treant 100%), tree stride

1/day—finger of death (DC 25), repel metal or stone, summon nature’s ally IX

Ranger Spells Prepared (CL 4th; concentration +12)

2nd Level- arcane disruption (DC 20), forest friend

1st Level- alarm, hunter’s howl, vanish


Statistics

Str 20, Dex 29, Con 30, Int 20, Wis 26, Cha 25

Base Atk +17; CMB +22; CMD 41

Feats Animal Ally, Boon CompanionM, Critical Focus, Disruptive, Endurance*, Fey Spell Versatility, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Nature Soul, Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon FocusM (longsword), Weapon SpecializationM (longsword)

Skills Acrobatics +28 (+44 when jumping), Bluff +25, Climb +24, Diplomacy +25, Fly +32, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (geography) +23, Knowledge (nature) +28, Knowledge (nobility) +20, Perception +27, Perform (sing) +25, Ride +28, Sense Motive +27, Spellcraft +23, Stealth +28, Survival +31/+34, Swim +24; Racial Modifiers +16 Acrobatics when jumping

Languages Common, Elven, Sylvan; speak with animals, speak with plants

SQ able explorer, companion power, favored terrain (forest +4, First World +2), live in comfort, mythic companion, mythic immortality, terrain bond, track +3, warrior fey, wild empathy +14, woodland stride

Gear ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure


Special Abilities


Ironwood Mastery (Su) Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.


Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.


Shade, Wolf Companion (Tracker)

N Large animal
Init +8; Senses low-light vision, scent; Perception +13

Defense
AC 24, touch 15, flat-footed 18 (+6 Dex, +19 natural, -1 size)
hp 178 (21d8+84)
Fort +16, Ref +18, Will +10

Defensive Abilities evasion, improved evasion


Offense
Speed 50 ft.
Melee bite +25/+20 (1d8+1 plus trip)

Special Attacks surge 6/day (+1d8)
Space 10 ft.; Reach 5 ft.


Statistics
Str 31, Dex 23, Con 19, Int 4, Wis 13, Cha 6
Base Atk +15; CMB +36 (+38 with trip); CMD 44 (50 vs. trip)
Feats Alertness, Combat Expertise, Endurance, Frightening Ambush, Improved Natural Armor, Improved Trip, Iron Will, Skill Focus (Perception), Stealthy, Terrifying Assault, Weapon Focus (bite)

Skills Intimidate +5, Perception +13, Stealth +11, Survival +8 (+22 scent tracking); Racial Modifiers +4 Survival when tracking by scent

SQ expert tracker, link, supreme tracker, tracker skills, tricks (aid, break out, defend, guard, hunt, hunting, intimidate, menace, rescue, sneak, watch)