Merciless Monsters 11: Rotocula (Male)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries.

The male of the species might be described as an oversized head mounted on a tripod of trunk-like legs. The average adult male stands nearly 11ft tall, with legs which can easily top 18 inches thick. The actual brain of the creature is quite small, allowing nearly all of the creatures organs to fit comfortably within its massive skull. This layer of protection makes the rotocula very difficult to harm.

The skin of the rotocula ranges from a earthy red, to brown, and is quite loose on the creature’s frame. Large folds of skin flop around on the creature’s body, making it appear as though it is perpetually melting. This “sloshing” look helps the rotocula appear to be pile of dirt, rather than a dangerous predator, while it waits for potential food to approach.

The most striking oddity of the Rotocula, and a feature shared by both genders, is their profoundly unusual feet. Rather than moving them up and down in a walking motion, or even gesticulating them to move as a snake does, the Rotocula rolls. Each leg ends in a massive, spherical mucus membrane with a core of solid bone.

Alzazi The Bloody Hand, a wizard who captured and dissected a number of the creatures, writes:

“These strange appendages–which this researcher hesitates to term ‘feet’–are not (as heretofore suspected) completely unique. Upon vivisection and further inspection, it cannot be ignored that these spheres closely resemble an organ found in our own bodies: the eye. Without the binding tassel of the optic nerve, it is allowed to roll freely, lending the creature a remarkable level of speed and silence of movement, while simultaneously denying it the ability to travel outside the flatlands of its home.” Alzazi the Bloody Hand, Archmage of the First Rank, from his seminal work, “Aberrant Anatomy”

Male Rotocula, in opposition to their female counterparts, spend most of their time at rest. They spread their legs flat on the ground, and wiggle them back and forth in the mud until they are mostly submerged. Once they are positioned, they close their eyes, and dig their snow into the earth, stick out their tongue and waiting for small vibrations to alert them to the presence of food–or females.

Male Rotocula

A flabby mass of mud is gliding towards you…very very quickly.


Rotocula; CR 10; [Aberration] [Mud Flats] [Active at 10-40 minute intervals, when food is near]


XP: 9,600
N Large Aberration
Init +4; Senses Perception +16, Tremorsense 100ft (Only when ‘burrowed.’)


DEFENSE


AC 20, touch 10, flat-footed 20 [10 + Dex(1) + Size(-1) + Natural(10)]
HP 196 (12 HD, 12d8 + 132)
DR 8/-
Fort +19 Ref +5 Will +4;


OFFENSE


Speed 100ft (10ft on non-flat ground)
Melee Slam + 15 (2d10 + 10) [+2d10 with Running Start]
Melee Bite + 6 (6d6 + 6)


STATISTICS


Str 22 Dex 12 Con 33 Int 2 Wis 11 Cha 7
BAB +12/7/2; CMB 18; CMD 29
Languages None
SQ Running Start


SPECIAL ABILITIES


Running Start(Ex) A male Rotocula’s slam attack is painful no matter what. But if the creature has enough space to reach its full speed, it can be even more devastating. If a male rotocula travels in a straight line for 50ft prior to making its slam attack, it deals an additional 2d10 damage.


ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Active at 10-40 minute intervals, when food is near
Diet Any living creature of small size or larger; Natural Enemies Rotocula Females
Treasure None

Deadly Dungeons 4: The Wet Passage

The Wet Passage is a secret means of moving from one area of the dungeon to another. It can provide the players with much greater mobility than they would have otherwise, provided they are clever enough to discover and harness it. Depicted to the left is a wet passage room which can be accessed from four different dungeon locations.

When the players enter a room which connects to the wet passage room, it should be noted that a fountain is present. The actual construction of the fountain may vary. Some may be more ornate, or feature sculptures, while others may be quite simple, and appear to have a primarily functional use rather than a decorative one. All of the fountains will have a clear space at the bottom at least 3ft square. A fountain with a total diameter of 5ft could not have a statue mounted in the center of it, for example.

If the players choose to inspect the fountain, roll a die whose max number is equal to (or approximates) the total number of fountains which connect to the wet passage room. In the example shown here, 1d4 would be rolled. On a roll of 1, this fountain is currently the ‘active’ fountain. If the players look down into the fountain, they sill see a heavy iron grate. The grate is not fixed, and can be lifted aside by a character with average strength.

If a number higher than 1 is rolled, then the bottom of the fountain appears to be only stone with no obvious drainage. If dirt, or some other particulate substance is thrown into the water, the players will be able to see that the water is sucked into very faint seams at the bottom of the fountain. Moving the stone aside to access the aforementioned grate is not easy. The seams are much too small for a crowbar or even a sharper implement to be of use. The stone could be smashed with a heavy blow from a sledgehammer, though. You may wish to create some other mechanical means of opening the secret stone door, but none is included here.

Once the grate is exposed and moved aside, a 3′ x 3′ opening is visible in the bottom of the fountain, leading down into absolute darkness. It would be difficult to angle a lightsource to examine this area without the water dousing it. If the players are able to do that, they’ll see a passageway of hewn stone, which is very much unlike the rest of the dungeon’s construction (whatever that construction may be).

If the players attempt to swim into the secret caverns, they must be able to hold their breath the entire time. For the passages depicted, this should not be difficult for most characters. However, the other end of the passage way is only opened if the fountain’s passage was opened properly. If the players opted to smash the stone covering the grate, or force it open by some other means, then when they reach the other end of the underwater tunnel they will be confronted with a similar slab of stone. At this point, players should be required to make a constitution check to determine they can continue to hold their breath, or if they take 1hd worth of damage per round until they can reach oxygen.

Once inside, the wet passage room appears to be a natural cave with a ceiling about 10ft high, and water 3ft deep. In the center of the cave is a good sized patch of land. It’s a large piece of solid stone covered in mud, so it is no the most hospitable place to rest. Regardless, it is amply sized (at least 30′ x 30′) if the players would like to set up camp here. The islands only feature is a chest-height pedestal in the center, with a bronze bust of a regally dressed gentleman atop it. If the bust is lifted from the pedestal, the players can see that its base has a large, star-shaped protrusion which fits snugly into a mechanism on the pedestal. If the statue is placed back upon the pedestal, it can turn the mechanism. Each time the bust’s face is turned towards one of the secret doors, the pedestal clicks, and the underwater passageway opens. As soon as the bust is turned away, the passage closes again.

Deadly Dungeons 3: Blastdoor Room

For a long while I’ve wanted to use Papers & Pencils as a means to share dungeon stuff, but I’ve never quite been able to figure out how I wanted to do it. The first Deadly Dungeons post was my attempt to convert the World of Warcraft dungeon Scholomance into a tabletop dungeon. Aside from the fact that I never finished the project due to the overwhelming amount of work I created for myself, I now view even the results I did produce to be undesirable. My second, much more recent attempt to make the Deadly Dungeons series work was just last month, when I posted the GM notes for The Ironbone Tower. Ultimately I don’t think that was a very good post either.

Unsure of how to post this kind of content in a useful way, I set the Deadly Dungeons series aside again until I could figure something better out. Then, while reviewing my archives to find things I could build upon, I stumbled upon to some unexpected inspiration while reviewing one of my least favorite posts ever. Instead of trying to post entire dungeons, like a moron, why wasn’t I simply posting modular dungeon rooms like a smart person would?

So that’s what I’m doing now. Deadly Dungeons will be joining Colorful Characters, Magical Marvels, Merciless Monsters, and Lively Locals as one of the regular Friday posts. I hope you enjoy!

The Blastdoor Room is a circular stone room, which the players enter via an archway. A multitude of doors are spaced around the rooms outside edge. Each door is of simple wooden construction, but is sturdy, mounted on excellent hinges, and banded with iron. The stone floor of the room slopes slightly towards the room’s center, where an 18″ diameter hole is placed. It is dark within, but if the players bring a light source to bear, they will discover that the interior of the hole is very smooth, and less than 2ft down it turns off to the side. They are unable to see further.

Upon closer inspection, the players may notice that between the doors, there are areas of the wall which seem much more dilapidated than the rest of the room. They are cracked and dented, with bits of gravel on the floor beneath them. These damaged areas of wall are only about 3ft square, while the walls around them appears to be in much better condition.

Behind every door in the room is a cannon, which is loaded and prepared by a sophisticated mechanism behind the walls. The doors each hold down a spring mechanism mounted on the door’s frame. A moment after a door is opened–even if it is only opened an inch–the cannon will fire. The cannonball will travel along the dotted lines indicated, and smash into the wall directly opposite the door. The walls are extremely sturdy and will not break, but observant players will notice that each of the damaged sections of wall mentioned above has a corresponding door on the opposite side of the room. After striking the wall, and perhaps bouncing on the floor a bit, the ball will gradually roll along the slope of the floor, and fall into the hole at the center of the room, where it will be returned to the loading mechanism behind the walls.

Characters standing in the path of the cannonball will take an amount of damage appropriate to the game being played. (OD&D: 2d6, Pathfinder: 6d6). If the door was not fully opened, then it may be destroyed by the cannon’s fire. If this is the case, characters within 5ft of the door are subject to damage from the wooden shrapnel. (OD&D Save V. Breath, 1d6 damage; Pathfinder Reflex save DC: 18, 2d6 damage). Note that the cannon will not fire continuously if the door is destroyed. The spring switch must be depressed between the cannon’s firings.

If the characters take the time to match sections of damaged wall to doors, then they will discover that every single area of damaged wall is directly opposite from a door. However, there is one door which is not opposite from a section of damaged wall. This section of wall is constructed of the same materials as the rest of the room, but lacks the special reinforcement that the other walls have. If the door opposite this section of wall is opened, then the cannonball will blast through the wall, revealing a secret hallway.

Depending on the dungeon, there may or may not be creatures who will replace broken doors and broken walls. Players who enter the secret hallway may return to find their way back has been bricked up!

Colorful Characters 24: Kringular Clawfist

(Fun story: I made this stat block for Christmas 2011, but I didn’t get around to writing the backstory until after Christmas, so I decided to put it off for a year.)

Kringular Clawfist is one of the last truly immortal elves. Most others have long since left the mortal realm to explore other planes, or died through conflict. But Kringular has always been different. His great passion, which he never tired of in countless millenia, was family. The elf fathered many children, and loved them dearly throughout their whole lives. But long lived as elves are, none of Kringular’s children could truly be immortal as he was. Over tens of thousands of years, Kringular watched each of his children die in turn. At first he sought to find solace in his younger offspring, but they to would eventually grow old and die. To a true immortal like himself, even a hundred thousand years seemed a pitifully short time to live.

Driven mad with grief, Kringular came to believe that life was meaningless. If it has an end, what point can there be? Existence was a cruel joke played by cruel gods who wished to give the short lived a glimpse of something beautiful so just so they could take it away. And Kringular was their audience. Forced to watch the same joke repeat over and over again.

He could not bear it. He would not allow the gods their cruelty. Kringular swore an oath to end every life in defiance of the gods. For tens of thousands of years he has worked to keep that oath, walking at random, killing every living creature he encounters, and thinking it a kindness. He has become completely irrational in his quest, unable to comprehend that others may value their short lives. In his view, they have been fooled.

In quiet moments, Kringular makes toys as he once did for his children. It’s doubtful that his conscious mind is even aware of the act. He merely fiddles with the construction in his hands while he walks, or sits staring blankly ahead. He never looks at his work, and the moment a toy is completed he immediately drops it to the ground and begins another.

Kringular Clawfist (CR 6)
XP: 3,200
Male Elven Barbarian 7
CE medium humanoid
Init +2; Senses Perception +14, Low Light Vision


Defenses


AC 19, Flat Footed 14, Touch 15 [10 + Armor(5) + Dex(3) + Dodge(1)] (add +2 against traps) (Cannot be caught flat footed or flanked.)
hp 71 (7d12 + 21)
dr 1/-
Immunities Sleep effects
Fort +8 Ref +4 (+6 against traps) Will +4 (+6 v. Enchantments)


Offense


Speed 45ft
Melee Heavy Warhammer +13/8 (2d6 +6/x3)


Stats


Str 17 (+3) Dex 14 (+2) Con 17 (+3) Int 14 (+2) Wis 14 (+2) Cha 15 (+2)
Base Atk +7/2; CMB +10; CMD 22
Feats Extra Rage, Dodge, Fleet, Skill Focus (Stealth)
Skills Climb (+13), Handle Animal (+12), Craft(Toys) (+12), Perception (+14), Ride (+12), Stealth (+12), Survival (+12)
Languages Common, Elven
SQ
–Rage (25 Rounds/Day):
+4 to Str and Con, +2 to Will Saves, -2 AC
Rage Power(No Escape): Can move double-speed as an immediate action if opponent attempts withdraw action. Must end move adjacent to the enemy which withdrew.
Rage Power(Night Vision): Has Darkvision up to 60ft while raging.
Rage Power(Knockback): 1/round, may make a bull rush attempt in place of a melee attack. If successful, the target takes damage equal to Kringular’s Strength modifier, and is moved back as normal. Kringular does not need to move with the target, nor does this provoke an attack of opportunity.
Gear +3 Heavy Warhammer, +2 Studded Leather Armor, Belt of Displacement, Boots of Easy Passage, Gloves of Flight, Great Bag of Holding, 1,500 gold pieces, innumerable toys.


Item Descriptions


Belt of Displacement Allows Kringular to pass through solid objects such as walls or floors at will. Activating this ability is a standard action.
Boots of Easy Passage Allows Kringular to cast gaseous form as the spell at will.
Gloves of Flight Allow Kringular to cast Flight as the spell at will.
Great Bag of Holding is a bag of holding which holds a potentially limitless amount of items. Only Kringular can use this item without being encumbered. Even a horse, or cart, or giant would find itself struggling to hold the heavy object.

Magical Marvels 9: Fifty Ring Descriptions

When my players encounter a finely crafted piece of treasure–be it magical or not–I like to give them a few details about that item’s appearance. It’s not just a finely crafted breastplate. But it has gold inlays which depict the moon on one breast, the sun on the other, and a duel between two swordsmen below it. Maybe it’s not the most important thing for a GM to do, but it lends character and depth to the game world, and that’s never a bad thing.

For some reason, I’ve always found that rings inspire my creativity more than other types of treasure. So as a change of pace, instead of using magical marvels to describe a single powerful magic item, below I’ve compiled 50 unusual ring designs. None of the below include any particular magical effects, but most of the below descriptions are not specific to a given effect. They could be used for many different kinds of magic rings. Or they may not be magical at all, merely finely crafted pieces of jewelry the players can sell for gold.

After a few hours I capped it at 50. You can peruse this list as a source of inspirational fluff, or use the numbers I included to use it as a d% chart. Full disclosure, I started out wanting to make a list of 100 rings. Turns out that is super hard. Also hard: describing the different parts of a ring. Does anyone know of a resource for learning the words which describe rings? Google turned up a lot of terms which describe gems, but not a lot which describe the rings themselves. I hope the words I chose are clear, or at least decipherable!

1-2) A silver band with the final line of a well known poem engraved around the outside, and flecked with gold. The inside edge has a small spike which prick’s the wearer’s finger while the ring is worn.

3-4) A ring of gold with 3 links of golden chain attached to it. At the end of the chain is a small emerald, with an ancient rune expertly carved into its largest facet.

5-6) A mithril ring with the figure of wizard standing upon it. Deft fiddling will reveal that the wizard’s hat can be turned, and removed, revealing a small diamond within the figure’s head.

7-8) A glass band which appears, in most respects, very plain. However, when light is shone upon it, colors weave and dance within the glass. Despite its magic, the glass is still quite fragile.

9-10) A black ring of an unfamiliar material, which has a large seal on it. The seal depicts a droplet falling into a small puddle. The substance being depicted is unclear. Different color inks may appear to be different fluids

11-12) A hollow ring of transparent glass. The ring is filled with water which mysteriously flows around the band. Flecks of gold in the water dance and twirl in the current.

13-14) A pair of iron tongs, the ends of which are each one half of a circlet just large enough for a finger. If heated in a fire, the tongs can be used to brand a ring around someone’s finger.

15-16) A copper ring, with depictions of scales embossed around its edge.

17-18) A smooth ring of silver. A band of gold–approximately 1/5th the ring’s width–is inlaid around the center of the ring’s outside edge.

19-20) A ring of steel with several cogs attached to it. These cogs are interlocking, and spin freely. They have no obvious mechanical purpose, however.

21-22) A gold ring which splits into two bands at the crest, with a darkly tinted lens mounted between them.

23-24) A pair of twisting bands, one silver, one gold. Each wraps around the finger twice, forming a single ring.

25-26) Red copper which is masterfully crafted to look like a fox wrapped around the wearer’s finger, with emeralds for eyes, and a tail which extends back along the wearer’s finger.

27-28) A square of gold with a ruby on each of the four corners. The flat edges fit snugly around a finger.

29-30) An arm of gold, clasping an arm of silver, clasping an arm of copper, which in turn clasps the arm of gold, forming a ring.

31-32) A ring of ivory, carved to look like a single long finger, wrapping around in a full 360 degrees.

33-34) A braid of iron bands wrapping around a speckled purple sphere.

35-36) The band itself is constructed of intricately curving strands of silver, supporting a flat skull of jade, painted with bright colors and wearing a large grin.

37-38) A gold coin of an ancient empire mounted on a golden band.

39-40) A strand of steel shaped like an arrow, twisted into a finger-sized circle.

41-42) A circlet of mithril, the exterior of which is covered in dozens of tiny spikes. In the center is a small, ocean blue sapphire. In the center of the sapphire is a tiny white sphere. It’s unclear how that sphere was placed within the gem.

43-44) A simple silver band with a weaving braid embossed around its edge.

45-46) The outside of the band is circled repeatedly by a number of deep grooves which are spaced evenly. What you or I would recognize as a thread.

47-48) This shiny silver band has a large concave plate in place of a signet. The surface of the plate is bare, save for a ring of tiny obsidian stones around the inside edge.

49-50) A ring carved seemingly from marble, with engravings of a crown, a sword, and a bull’s head on the outside edge. On the inside edge of the ring is a carving written in ancient common: “Power through adversity.”

51-52) This golden band has two large bumps on it, each covered in flecks of diamond. The bumps appear to be modeled after an insect’s compound eye.

53-54) A ring carved from jade depicts a might tiger which moves around the wearer’s finger, and bites its own tail.

55-56) This ring of platinum has numerous small images engraved on the outside of it. They depict a woman in many stages of life. Being born, learning to walk, growing into a woman, fighting mighty battles, bearing children, growing old, and finally dying.

57-58) The signet of this jade ring is an elaborate flower, made of numerous gems. Rubies and saphires make two layers of petals, wrapping around a large amber stone in the center. Within the amber is a petrified bee.

59-60) A delicate brass ring shaped to look like a feather, bent so the end of the vane meets the quill.

61-62) Carved from ivory, this ring looks like a tiny dragon’s skull, with the wearer’s finger going through the skull’s mouth.

63-64) A delicate ring carved from platinum to resemble a royal tiara, which fits around a finger instead of a head.

65-66) A wooden ring, thick with bark on the outside. At the crest of the ring, where a gem would normally sit, grows a thick pad of damp moss.

67-68) This smooth ring carved from jade has two arms extending from its crest. Between their hands, the arms hold a small ball of glass.

69-70) Upon the crest of this red stone ring rests a bird exquisitely carved from sapphire.

71-72) Two iron rings connected by a chain of finest mithril. If worn on adjacent fingers, this does not affect dexterity.

73-74) A band cut directly from a sapphire. At the crest of the ring, a tiny copper ship rests, as though it were drifting on a sapphire sea.

75-76) The signet of the ring appears to be a spider laying dead on its back. The spider’s 8 curling legs clasp tightly to a white pearl.

77-78) A goblin’s face graces the crest of this iron ring. He grins widely, and three small rubies are clasped in his mouth.

79-80) This ring of mithril has two circlets, attached together by a long, articulated piece of mithril artistry, made to look like the top side of a dragon’s talon. When worn, this will cover the wearer’s entire finger.

81-82) The crest of this ring is a large square space, where a large pyramidal piece of obsidian is embedded, and held in place by four demon hands clawing it; one from each corner of the square.

83-84) This bizarre platinum band is a sort of ‘reverse signet ring.’ A large oval pad contains some type of firmly affixed clay. The clay can be smoothed over by working it with your finger for a moment, then pressed to an object so it can take its shape.

85-86) This golden ring is topped with a large half-sphere of amber. Flanges of gold protrude in every direction around the amber, like rays from the sun.

87-88) A band of wood with a raised, rectangular opening along the top edge of the ring. Small pieces of ivory have been fitted into this opening, resembling bared teeth.

89-90) A tiny shield of steel is mounted atop this otherwise simple ring of silver.

91-92) An axe blade rises from the crest of this mithril ring. It is quite sharp, and may cause the wearer some incontinent cuts from time to time.

93-94) Both the inside, and the outside edge of the ring are covered in engravings which resemble a top-down map of a city. The city is not known to the players, nor to anyone they take the ring to. It must either be of another world, or so ancient that it has been forgotten entirely.

95-96) This ring is made of layered metals, wrapped one atop the other. The wearer’s finger contacts the ring’s gold, band, atop which is wrapped silver, then brass, and finally platinum.

97-98) Two dozen protruding stems rise from the crest of this platinum band. Atop each stem is a different gemstone: ruby, emerald, obsidian, amber, sapphire, and so on.

99-100) A very tiny candlestick is mounted on the crest of this brass ring. A very tiny candle could be mounted there, though it wouldn’t be very useful, and would likely be a burning hazard.

Merciless Monsters 10: Goldtooth Mosquito

Goldtooth Mosquitoes are a serious nuisance for adventurers. Unlike most of their cousins, they do not feed on the blood of other creatures for their sustenance and reproduction. Rather, they use their superheated proboscis to liquify, and consume gold. Encountering a swarm of the creatures is, understandably, enough to send a wise adventuring group running. Truthfully the creatures pose little threat to the adventurer’s health, as they find blood to be quite poisonous. Their smoldering proboscis is quite painful, though, and the creatures have been known to sacrifice themselves if they feel their swarm is threatened. And, of course, the true danger is to a character’s gold. Anytime a character occupies the same space as a swarm of Goldtooth Mosquitoes, they must make a reflex save (DC: 20) to keep any of the creatures from getting inside their coin purse or backpack. Fortunately, the pests do not like incense, and can be dispersed easily by bringing a censer.

While adult Goldtooth Mosquitos pose a serious threat to a player’s wealth, they’re much less dangerous than their eggs are. This species lays their eggs on the surface of golden objects. Preferably in a dark, cool place. The flat surface of a coin in a treasure chest is an ideal location. The eggs themselves are numerous, and very fine. After laying them, the creature excretes an amber adhesive which holds the eggs in place. When the newborn Goldtooths hatch, they’ll spend their first hours eating this amber substance to give them enough energy for their first meal of gold.

 Upon inspection, an item with Goldtooth Mosquito eggs lain on it appears to merely be coated in a coarse, sticky substance. Many inexperienced adventurers have shrugged off this clue, stashed their newly found treasure, and continued adventuring. Only hours later do they discover that the eggs have hatched, and the newborn creatures have devoured every item of gold in their possession. In a few of the most dire cases, the eggs have not hatched until the player deposited the gold in a local bank, causing thousands, or millions of gold pieces worth of damage.

Despite the danger they pose, some adventurers actively try to capture these creatures to make use of their unique Goldsense ability. By keeping a handful of the creatures tied to strings, adventurers hope to uncover hidden treasures they might otherwise miss.

Goldtooth Mosquito Swarm

A flitting, thrumming cloud of gold flecks glints at the edge of your torchlight.


Goldtooth Mosquito Swarm; CR 3; [Vermin (Swarm)] [Underground] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 800
N Diminutive Vermin (Swarm)
Init +4; Senses Darkvision 60ft, Goldsense, Perception +10


DEFENSE


AC 22, touch 21, flat-footed 15 [10 + Dex(7) + Size(4) + Natural(1)]
HP 24 (4 HD, 4d8)
Defensive Abilities: Swarm Traits; Immune mind-affecting effects, weapon damage
Weaknesses Swarm Traits
Fort +6 Ref +11 Will -3;


OFFENSE


Speed 5ft, fly 40 ft. (good)
Melee Swarm (2d6)
Space 10ft.; Reach 0 ft.
Special Attacks Blood Sacrifice


STATISTICS


Str 1 Dex 24 Con 14 Int Wis 11 Cha 2
BAB +3; CMB –; CMD
Languages None
SQ Goldsense, Gold Feeding


SPECIAL ABILITIES


Goldsense(Ex) Able to detect gold by scent. A small amount, such as a single gold coin, can be detected within 10ft. Larger amounts can be detected from further away, at roughly a rate of +10ft per multiple of 100gp. For example, 300 gold can be detected from 30ft away, 1000 gold can be detected up to 100ft away. This ability reaches its maximum at 200ft. Beyond that range, no amount of gold can be detected. Note that Goldtooth Mosquitoes will always attempt to fly towards the nearest gold, not the largest amount of gold. So if a character has gold in their backpack, the creatures won’t pay any mind to the untended dragon’s horde in the next room.

Gold Feeding(Ex) If a Goldtooth Mosquito finds any gold, they consume it quickly. Though an entire swarm could survive for a week on a single gold coin, the creatures have a tendency to gorge themselves. A single swarm could easily devour a large chest full of coins in an hour. As noted above, characters who pass through the same square as a swarm of Goldtooth Mosquitos must succeed on a reflex save, DC 20, or the creatures will devour their gold. Note that the save involves dropping to the floor, waving arms wildly, etc. The GM may choose to move the player to an adjacent square as part of the save, and may choose to grant any nearby opponents attacks of opportunity against the character.

Blood Sacrifice(Ex) The superheated probosci of the Goldtooth Mosquito is an extremely effective weapon against larger opponents such as an adventurer. It causes a stinging burn which can last for days, and often leaves a scar. However, since blood is extremely toxic to Goldtooth Mosquitoes, any members of the swarm who use this appendage as a weapon are immediately killed. On any successful attack, the swarm can sacrifice some of its own HP in exchange for a damage bonus. For every 1 hp sacrificed, 3 additional damage is dealt. There is no limit to how often this ability can be used, or how much hp can be sacrificed on a given attack.


ECOLOGY


Environment Underground, in dungeons. Any environment which is cool, and provides easy access to gold.
Organization Swarm
Activity Cycle Active 12-16 hrs/day. Activity not relative to time of day.
Diet Gold; Natural Enemies Rust Monsters, Mimics.
Treasure If placed in a smelting fire, the organic material of the swarm will melt away, leaving only the gold they consumed. A given swarm will commonly have 6d10 gold pieces worth of gold in their bellies. Of course, this requires capturing an entire swarm. Not merely dispersing it by reducing it to 0 hp.

Critical Hit and Critical Fumble Charts for Pathfinder

I’ve been trying to write a post about critical hits and fumbles for awhile now. A stupidly long while, actually. Like, a month and a half. I’ve had this general idea about wanting to discuss the various ways I’ve seen people handle attack rolls of 1 or 20, but I haven’t been able to pin down what I want to say about it.

I first got to thinking about this when I started playing in my friend Gustie’s Anomalous Subsurface Environment game, where I am a thief named Nire the Dead. Gustie has a really cool method of handling critical hits, where the attacker can either deal double damage, or do ‘something cool.’ It’s a mechanic which doesn’t simply allow players to be creative and try crazy things, but encourages it. A player can always say they want to try something cool, but often the odds of success make a simple attack the obviously better choice. By pre-confirming that something cool will work, the mechanic has an incredibly freeing effect on the player’s imagination.

All of that said, I don’t know if I would want to implement Gustie’s system in Pathfinder. Combat maneuvers already provide a working structure for ‘cool stuff,’ and it’s an extremely efficient one which rewards player ingenuity. I feel like the two systems might not mesh well with one another. Despite not wanting to use Gustie’s system, though, I do want to try something a little more colorful than the basic double damage / critical miss system that Pathfinder uses.

For the last few weeks, Brendan’s Vaults of Pahvelorn game has been using a pair of tables he got from a Lammantations of the Flame Princess supplement. I don’t own LotFP, so I can’t speak to the table’s full content. But anytime a 1 or a 20 is rolled, Brendan asks us to roll a 30 sided die, and something wonderful, or terrible, results. I’ve been fascinated to watch how this table has affected the group. We’re all on the edge of our seat, waiting to find out what the d30’s roll will produce–and there have been some doozies. Like the time one of us rolled a 20, which resulted in a miss, but they then ‘learned from it,’ and gained 1 point to their wisdom score. Or the time one of the party’s cleric’s was granted a new level on the spot.

We’ve had an immense amount of fun with the LotFP tables. But for my Pathfinder games, I wanted to find something a little more grounded. That’s when I discovered a post on Delta’s D&D Hotspot with some fantastic tables from an old dragon magazine. You should definitely take a moment to look over those tables. They’re very nearly perfect. All I’ve done below is parse them down from four charts, to two. And from a d%, to a d30.

Note that a little creativity, and judgement is required from the GM when using these tables. What does it mean in game terms when an orc loses an eye? (Perhaps they’re easier to backstab or flank)? What exactly happens to a shortbow when it’s damaged? (Perhaps the character cannot bend it as far without breaking it, and thus the bow’s range is reduced by half)? I’ve tried to predict circumstances which would make any of the results invalid, and provide contingencies for them. But if you choose to use these tables, I’m sure you’ll discover a few that I missed, and need to either re-roll, or make a judgement call.

Critical Hits (Roll 1d30)

Any attack roll of 20 is a critical hit. Any other other attack roll within critical range must be confirmed as per Pathfinder’s rules.

1-10) Standard critical damage as indicated by the weapon type.
11-15)
Critical multiplier increased by 1. (If a weapon deals double damage on a critical hit, then it would deal triple damage. If the weapon deals triple damage, then it would deal quadruple damage, and so on.)
16)
Normal damage, and weapon is knocked from the opponent’s hands. (If enemy uses natural weapons, such as a bite attack, those weapons are damaged and rendered unusable.)
17)
Normal damage, and opponent’s shield is knocked out of their hands. (If no shield is present, weapon is knocked away instead, as described for 16)
18)
Normal damage, plus opponent’s armor (or natural armor) is damaged, reducing its AC bonus by 1. Armor can be repaired for 1/2 base cost. (If armor is magical, re-roll.)
19)
Normal damage, plus the opponent’s ear is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage, and helm is knocked off.)
20)
Normal damage, plus the opponent’s eye is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage and helm is knocked off.)
21)
Normal damage, plus the opponent’s knee is struck. They are reduced to 1/2 movement speed.
22)
Critical damage, plus the opponent’s right arm is destroyed (Either cut off, or damaged beyond usability).
23)
Critical damage, plus the opponent’s left arm is destroyed (Either cut off, or damaged beyond usability).
24)
Critical damage, plus the opponent’s right leg is destroyed (Either cut off, or damaged beyond usability).
25)
Critical damage, plus the opponent’s left leg is destroyed (Either cut off, or damaged beyond usability).
26)
Critical damage, plus severe damage to the abdomen. (Heavy bleeding, either from a wound, or internally). Target will continue to lose 10 hp every turn (10 minutes) until bbleeding is stopped.
27)
Critical damage, plus severe damage to one of the target’s lungs. Target is left gasping on the ground until tended to. Suffers a permanent loss of 4 Constitution (which also causes a loss of 2hp/level). This ability loss is from the destruction of a lung, and cannot be recovered by anything less than a Regenerate spell.
28)
The attack strikes the chest, and severely damages the heart. The target is immediately reduced to -1 hp.
29)
The attack strikes the head. The target immediately drops to -1 hp and suffers the permanent loss of 4 Wisdom. This ability loss is from brain damage, and cannot be recovered by anything less than a Regenerate spell. (If the target is wearing a helmet, this attack instead deals critical damage, and knocks the helmet from the target’s head).
30)
Roll twice.

Critical Fumble (Roll 1d30)

Any attack roll of 1 is a critical fumble.

1-10) Complete miss.
11-12) Fumbler’s movements put them off balance. They take a -1 penalty to their armor class for the next round.
13) Fumbler’s movements put them severely off balance. They lose Dexterity, Shield, and Dodge bonuses to AC for the next round. If losing these bonuses does not reduce the fumbler’s AC, then they still must take a -1 penalty.
14-15) Fumbler trips, and falls prone.
16) Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
17-18) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
19) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 base cost. This includes magical weapons.
20-21) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
22) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. This includes magical weapons.
23) Weapon is dropped.
24) Weapon is sent flying.
25) Shield is dropped. (If no shield is held, weapon is dropped).
26) Fumbler twists their ankle, and is reduced to 1/2 speed until they have a day to rest.
27) If fumbler wears a helm, it becomes twisted, leaving them unable to see. (If no helm is worn, this is simply a miss).
28) A nearby ally is struck for 1/2 damage. (If no ally is nearby, this is merely a miss).
29) A nearby ally is struck for normal damage. (If no ally is nearby, this is merely a miss).
30) Roll Twice.

Merciless Monsters 9: Kolera (a.k.a. Beetle People)

The Kolera, or ‘Beetle People’ as they are commonly known, were not forged by the gods as other races were. Centuries ago they were created by a mad wizard who wished to enshrine herself forever in the annals of history. A mad wizard whose name has, ironically, been forgotten. She conquered and enslaved numerous villages of humans, and performed twisted magical experimentation on them to bring about a new and powerful race of creatures with insectoid characteristics. Poetic justice was served when the very abominations she’d created devoured her.

In the time since, the Kolera have proliferated, and are now commonly found inhabiting a variety of caves, burrows, and dungeons. Due to the mutations to their formerly human mouths, Kolera cannot speak common. They could understand it if they chose to study it, however they have little desire to deal with humans, or any other non-Kolera for that matter. They are an introverted people, who while not strictly isolationist, are extremely territorial and suspicious of outsiders.

Kolera live in tightly knit colonies, which are typically ruled by consensus. Though they are not hive minded, conflict rarely occurs within a colony. Social rules and the role of each individual appear to be almost instinctual in nature. and rare disagreements are either arbitrated by a third party, or settled by a non-lethal combat to establish the dominance of one party. Very rarely, one Kolera in a colony will rise to a position of leadership, and lead it as a king or queen. As with other aspects of Kolera society, this appears to occur instinctively. The leader knows their role is to command the colony, and the others of the colony know that they must accept orders from this ruler.

Young Kolera are hatched from eggs, and spend the first year of their life as large, starfish-shaped larva. From a distance, an adult Kolera could easily be mistaken for a human. They have a torso, arms, legs, and a head all in the same arrangement as their human forebears. It is up close when the alterations of the mad wizard become obvious. Kolera have large, lidless, compound eyes. They lack lips or a tongue, and instead have a large pair of pincers on each side of their mouth, and in place of teeth, they have dozens of prehensile ‘brushes,’ which funnel food directly into a stomach filled with digestive acid many times more corrosive than a human’s.

Instead of hair atop their head, Kolera have a large shell which serves as a natural helm. There are wings beneath this shell, but they are flightless. Instead they serve as a means of communication between Kolera. Similar shells form on the shoulders and knees. This is combined with hard plates growing on the chest and back, which altogether serve as natural armor for the creatures. Each of a Kolera’s wrists have a retractable antenae growing from them, which serve as a powerful sensory organ which can detect subtle traces of scent or texture which would be indetectable to a human. Instead of hands, Koleran forearms end with six opposed digits–three on one side, three on the other–which resemble large, powerful insect legs.

The lifespan of a Kolera is a mere 25 years. It is a flaw the mad wizard was never able to correct, and she suspected that the gods themselves had cursed her creation with brief life, because they were angered by her hubris. Whether or not the gods were angered that a mere mortal dared to create a new species, the Kolera believe it. Many colonies have attempted to earn the patronage of a deity, who might lift the curse and allow each Kolera to live longer lives. So far they have been unsuccessful, but it is unclear whether that is because no god is willing to life the curse, or because there is no curse and the Kolera are merely constructed poorly.

Kolera

The creature ahead of you looks like an unholy amalgam of human and insect, fused together almost at random.


Kolera; CR 1/2; [Humanoid] [Caves, Burrows, Dungeons] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 200
LE Medium Humanoid (Insect)
Init +2; Senses Darkvision 120ft, Perception +5


DEFENSE


AC 18, touch 14, flat-footed 16 [10 + Dex(2) + Natural(4) + Shield(2)]
HP 8 (1d10 + 3)
Fort +5 Ref +2 Will -1;


OFFENSE


Speed 30 ft.
Melee Spear; + 4 (1d8 + 3)(Piercing)(20/x3)(20ft. thrown)
Ranged Light Crossbow (Custom Grip); +3 (1d8)(Piercing)(19-20/x2)(80 ft.)


STATISTICS


Str 17 Dex 14 Con 16 Int 11 Wis 09 Cha 07
BAB +1; CMB 4; CMD 16
Languages Kolaric
SQ Regurgitate Acid


SPECIAL ABILITIES


Regurgitate Acid Kolera stomach acid is highly corrosive, and Kolera have the ability to vomit their acid out of their mouths. The process is not pleasant and takes about a minute to complete, so the ability is not viable to use in combat. However, it is frequently used to create hazards, or to destroy locks. The acid deals 1d6 damage per round to whomever it comes in contact with (including the Kolera themselves). An individual Kolera can produce about one gallon of stomach acid each day.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Band (6-12) or Colony (100-300)
Activity Cycle An individual Kolera is active for between 12-16 hours a day, but a colony of the creatures is often active 24/7
Diet Omnivorous. Smaller insects and meats from animals and humans primarily, but also a variety of algae and fungus
Natural Enemies Orcs do not get along with them well at all
Treasure Typical


KOLERA CHARACTERS


+2 Strength, +2 Constitution, -4 Charisma: Kolera are physically powerful, but it is obvious from looking at them that something is not quite as it should be. These creatures were not created by the gods, and it shows in the small imperfections.
Darkvision: Kolera can see in the dark perfectly, up to 120ft.
Perception: the compound eyes of the Kolera allow them to see around them much better than most creatures can. This grants them a +4 bonus to perception checks.
Natural Armor: The hard carapace and shells which grow on a Kolera’s body serve as an effective suit of natural armor, granting a +4 bonus to Armor Class. Unfortunately these bulky plates also make it nearly impossible for a Kolera to be fitted for more traditional armor.

Nature Deities; Fertility and Destruction

Recently, one of the PCs in my ToKiMo campaign died whilst trying to remove a diamond from a statue’s eye. Save versus disintegration can be a bitch. The loss was particularly tough on this player, because she had overcome a lot of challenges with that character, and was working towards some very lofty goals. In choosing her new character, the player opted to take control of a minotaur hireling which had been working with the party for awhile. She told me she would like to be a druid once she gains enough experience to take a class level, which meant I had some work to do. As of yet, my setting did not have any nature gods. So after a lot of fiddling, I came up with this pair. They will serve as two of the most powerful gods in the ToKiMo campaign world. The statblocks below are compatible with my deity system.

Opsenula

The All-Mother, Nature The Giving, The Lady of New Life


Major Deity (Divine Rank 10)
Holy Symbol A pear with a child depicted within it. The species of the child often depends on the species of the cleric wielding the symbol.
Home Plane Arborea
Alignment True Neutral
Major Portfolio Wisdom, Nature, Fertility, Food, Growth, Life
Minor Portfolio Children, Parents, Calm Weather, Flowers, Fruit, Agriculture, Gifts, Sex, Druids, Creation
Absolute Portfolio Rain, Childbirth, Mothers
Domains Animal, Plant, Weather, Earth, Healing, Water
Worshipers Rangers Druids, Farmers, Parents, Midwives
Clerical Alignments LN, TN, CH, NG, Rarely NE
Favored Weapons Clubs, Staves

While many gods can create life, Opsenula views it as her mission. She has given birth to many species, heroes, and even to gods. She seeks out those who are worthy, and lays with them. She can remain pregnant for decades, centuries, or even millenia. When she gives birth, she releases an entirely new species into the world. Sometimes it is a plant or animal species. Other times it is a new species of intelligent creature. When she lays with other gods, occasionally she will give birth to entirely new gods. Always these new beings will represent some worthy aspect of their parent. She almost always appears as a pregnant woman with flowers and fruits growing amongst her hair.

Dogma Opsenula revels in all life, especially new life. She teaches that acts of creation are sacred, and that children are one of life’s greatest gifts. She also teaches that the cultivation of the land, and the production of food, are sacred pursuits. Civilizations where the people are separated from their sources of food sadden her, and she encourages all of her faithful to have a hand in growing and harvesting her gifts.

Clergy and Temples Opsenula’s temples are commonplace. They can be found in nearly every major free city, though among city dwellers she is not the most popular of deities. Those who live off of the land are the most likely to revere her. It is rare to find a farming community without at least a shrine to the goddess known as Nature The Giving.

Ashnos

Stormrage, Wintergaze, Nature’s Vengeance


Major Deity (Divine Rank 10)
Holy Symbol A volcanic eruption. The eruption is often stylized to resemble a tree.
Home Plane Arborea
Alignment True Neutral
Major Portfolio Strength, Nature, The Hunt, Predators, Death, Rebirth
Minor Portfolio Meat, Natural Disasters, Weeds, Venomous Creatures, Poisonous Animals, Druids, Destruction, Decay, Fertilization, Competition
Absolute Portfolio Floods, Volcanoes, Wildfires
Domains Animal, Plant, Weather, Strength, Repose, Fire
Worshipers Rangers Druids, Barbarians, Trappers, Hunters
Clerical Alignments LN, TN, CN, NE, Rarely NG
Favored Weapons Fire, Axes

Ashnos appears as a naked man who stands 9 feet tall. Twin orbs of fire serve as his eyes, and a small hurricane twirls leaves and branches around his head as though they were hair. The earth shakes around him with each step he takes. Ashnos is not an evil god, but he is often mistaken as such for mortals who fear his power, and the indiscriminate way he wields it.

Dogma Ashnos teaches that the forces of nature rule the world. He finds cities and industry offensive. Those who worship him should live in small communities, or better yet, out amongst the natural world. And while Ashnos praises the struggle to survive, he also teaches that death must be accepted. Clerics of Ashnos may refuse to perform a resurrection spell on principal.

Clergy and Temples Ashnos’ temples are rare. Those who revere him do not often build permanent structures. The few temples which do exists are often in natural caves, particularly those which are near volcanoes. Other places of worship may be outdoors, where the nearby trees and stones have been painted or carved to resemble symbols holy to Ashnos.

History

Opsenula and Ashnos are as old as any gods. They remember a time shortly after the Logos brought the gods into being, when the gods themselves were all that existed. They took part in the creation of the multiverse, and in the formation of the first worlds of the material plane. In that ancient, time, the two were wedded lovers. Opsenula’s plantlife grew over the surfaces of the worlds, and Ashnos’ floods and volcanic eruptions fertilized the soil, allowing new plantlife to grow and flourish.

Opsenula gave birth to the first of the intelligent species, and she loved them. But Ashnos saw how they destroyed the natural world around them, and shaped it to suit their own whims. This angered him, and he called down lightning from sky to burn them, and rose the waters of the sea to drown them. When Opsenula saw what her husband had done, she became enraged, and attacked her him. The two battled until Opsenula saw that some of her children had survived. She laughed at her husband, for despite his rage he could not erase the mortal races from existence. Shamed, he moved to correct his error, but Opsenula struck a mighty blow against him, and Ashnos collapsed. The vowed that should he ever attempt to destroy all of her children, she would do battle with him until one of the two was destroyed.

In the eons since, the two god have remained apart from one another, only occasionally meeting to battle with one another, or to engage in passions which have resulted in numerous minor nature deities.

Colorful Characters 23: Higgins Dreadgrin


Skeleton Wizard by DuleMorison

When it all started, Higgins was just a lowly magician’s apprentice tagging along on his master’s adventures. He learned spells as best he could from the elder mage, but his primary job was to carry scrolls and lanterns, and occasionally fire a crossbow. That was fine until stray skeleton’s claw tore the face from Higgins’ mentor. Just like that, the apprentice was the only wizard in the room, and his companions needed a wizard. Higgins stepped up and did his best to fill his master’s role in the party, and succeed beyond his wildest imaginings.

Master Waggletongue had always seemed so accomplished to Higgins. He had hung on the elder caster’s every word, but it wasn’t long before he reached parity with, and then exceeded, his mentor’s abilities. The rush of power Higgins felt as his mastery over the arcane grew was addicting. He lusted for greater power more than he had ever lusted for anything in his life. Through his adventures, he continued to gain more and more of it. He uncovered ancient rituals scribed in tomes beneath the earth, and rediscovered spells which had been forgotten centuries ago.

As he grew more powerful, Higgins also grew more ambitious. Why should he limit his quest for power to the arcane arts which common folk considered ‘socially acceptable.’ Who were they to place limits upon a wizard? For that matter, why should he limit his pursuit of power to the arcane arts at all. Who better to lead those pitiful common folk than he? In darkness, Higgins began to study forbidden magical arts. And in silence, he began to plot the overthrow of Zorfath’s ruling council. Once he ruled this pitiful town he might even extend his reach further. Perhaps one day, he could even match the great Necromancer King who wages his bloody wars in the south!

Higgins became so caught up in his grand plans that he began to view them as inevitable. Nothing would stop him, because nothing could stop him. Without realizing it, Higgins began to doubt his own mortality. He tried never to act foolishly, but all it took was one slip. One arrogant step forward when his companions were staying back. Higgins Dreadgrin had his mortality reaffirmed by a quartet of skeletal demon rats which tore the flesh from his bones. His companions fled, turning to Higgins’ apprentice for assistance, as they had once turned to him so long ago.

Unlike most men, though, the tale of Higgins Dreadgrin does not end with his death. For the place in which he died was cursed. A powerful aura of evil permeated the place, and mere hours after breathing his last breath, Higgins’ bones clambered out of their skin, and stood on their own. Higgins had been raised as a skeleton, like the ones which had killed his master. Like the ones which had recently killed him. And yet, for some strange reason which is still not entirely clear to the wizard, Higgins did not become mindless. Perhaps it is because of the power of his intellect, or because of his budding knowledge of necromancy. Perhaps destiny itself would not allow his existence to end on the stone floor of a forgotten dungeon.Whatever the reason, Higgins retained all of his mind, even when the only thing he retained from his body was his bones.

With nowhere else to go, Higgins traveled South, to the lands of the Necromancer King. He traveled only at night so his monstrous form would not be noticed. But once he crossed into the Necromancer King’s lands, it was remarkably easy to fit in. He made his way, in the open, to the palace of the Necromancer King himself. He easily made his way inside with the other workers, and once there, found that he essentially had the run of the castle. Occasionally he had to perform some task or another so he could maintain the illusion that he was only a mindless undead, but Higgins actually had most of his time to himself. Every living creature who might have found his presence suspicious simply ignored him. All of the skeletons looked alike, and since none of them had a mind of their own, everyone assumed that whatever a skeleton was doing was a task given to them by someone else.

For decades, Higgins hid himself amongst the Necromancer King’s servants. He observed rituals, analyzed incantations, and read every scroll and codex in the castle a dozen times over. He turned the greatest necromantic resource in the world inside out. And when he was done, he walked up behind the Necromancer King, and cut out his heart before he could cry out. Higgins considered tearing out the king’s skeleton, and wearing his meat like a suit. He could make it look convincing if he was careful, and as he started to decompose he could claim he was becoming a Lich. After a year, he could shed the skin altogether, and none would be the wiser.

But after decades, Higgins was done hiding. Instead, he paraded the corpse of the mighty Necromancer in front of his greatest servants, and demanded that they submit to him as their master’s successor. A few dissented, but the majority bent their knee to Higgins Dreadgrin when the dissenters were immolated. It was a rush of power like none Higgins had ever felt before. It was intoxicating beyond imagining. And more than anything, he found he wanted to go back to where it all began, so he could easily accomplish the ‘lofty’ goals which had been denied to him in life.

That night, the armies of Lord Dreadgrin marched North, to Zorfath.

Higgins Dreadgrin (CR 16)
XP: 76,800
Male Human Skeleton Wizard 17
LE medium undead
Init +8; Senses Perception +0


Defenses


AC 20, Flat Footed 16, Touch 16 [10 + Dex(4) + Natural Armor(2) + Robes of Natural Armor (2) + Ring of Protection (2)]
hp 116 (17d8 +34)
Fort +5 Ref +9 Will + 12
DR 5/Bludgeoning
Defensive Abilities Channel Resistance +4, Immune to Cold, Undead Traits


Offense


Speed 30ft
Melee Claw Attack (x2) +7/2 (1d4 – 1)
Ranged Heavy Crossbow + 14/9 (1d10 + 1)(19-20/x2)(120ft) (Speed: During full attack, may make 2 attacks at max BAB)

Prepared Wizard Spells (CL 17th; Concentration +21; +2 save DC for Necromancy and Evocation spells)
9th — Meteor Swarm +Energy Drain
8th — Polar Ray x2 +Horrid Wilting
7th — Delayed Blast Fireball, Forcecage, Mage’s Sword +Finger of Death
6th —  Chain Lightning, Contingency x2, Eyebite +Undeath to Death
5th — Cloudkill x2, Cone of Cold, Symbol of Pain +Waves of Fatigue
4th — Black Tentacles, Dimension Door, Ice Storm, Wall of Fire x2 +Contagion
3rd — Protection from Energy, Phantom Steed, Fireball x2, Wind Wall, Flame Arrow, Gaseous Form, Haste, Greater Magic Weapon+Vampiric Touch
2nd —Fog Cloud, Detect Thoughts, Shatter, Darkness, Ghoul Touch +False Life
1st — Burning Hands x2, Magic Missile x3+Cause Fear
0 (at will)– Bleed, Open/Close, Ray of Frost x2

Bonded Object The right index finger of Higgins’ teacher, on a chain around Higgins’ neck.
Arcane School
Necromancy
Opposed Schools Enchantment, Illusion
School Powers
Power Over Undead (Su): 9/day, may channel energy to Command Undead as the feat.(PFSRD Pg. 120)  DC: 19
Grave Touch (Su): 7/day, may make a melee touch attack causes living creature to become shaken for 8 rounds. (already shaken creatures become frightened for 1 round if they have fewer than 17HD).
Life Sight (Su): For 17 rounds per day, can detect living and undead creatures up to a range of 30ft, as a form of Blindsight


Stats


Str 9 (-1) Dex 18 (+4) Con — (–) Int 19 (+4) Wis 11 (+0) Cha 12 (+1)
Base Atk +8/3; CMB +7; CMD 20
Feats  Scribe Scroll, Craft Magical Arms and Armor, Weapon Focus (Crossbow), Extra Channeling, Iron Will, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Evocation), Greater Spell Focus (Evocation), Channel Resistance +4; Metamagic: Extend Spell, Empower Spell, Widen Spell, Quicken Spell, Improved Initiative
Skills Bluff (+18), Craft(Tailoring)(+24), Knowledge(Arcana)(+24), Knowledge(Dungeoneering)(+24), Knowledge(Undead)(+24), Spellcraft (+24)
Languages Common, Ancient Common, Gestural Common, The Gravespeech, Draconic
Gear Three Spellbooks, each bearing a powerful curse if stolen: Arcanum Necronomica, The Book of Pain, and Utilis Magicam; An iron, 3 horned helm of sentimental value; Wand of  Lightning Bolt with 16 charges, Ring of Protection +2, Ring of Wizardry III, Robes of Natural Armor +2, +1 Heavy Speed Crossbow, Staff of Swarming Insects (PFSRD Pg 495), 180gp